ChelonianCommander
Strength of Steel, Will of Iron
Made by @ChelonianCommander and @Mizzrym
Setting
The RP takes place in a vast empire known as Lerner. The Empire is a prosperious, powerful and populous empire with a boom population of near 12 million people spread across its expansive territory with most of the population living in either large towns or small cities. The largest settlement in Lerner is known as Hardt, which is the empire's capital. The technology is primarily based on technology found in our early renaissance, but with no gunpowder weapons. In the population, everyone is capable of using magic to some extent, but it is usually no more then just lifting objects. Only a select few are able to use their talents for anything other thenminor telekinesis.
In Lerner there are 3 major powers that run the government that is the Seat of the Emperor, the Mage Tower, and the Astralan Theocracy. The Seat of the Emperor is in charge of all domestic and military aspects within the Empire, officially led by Emperor Waltram, but in reality is being used by Lord Alwin. The Mage Tower is in charge of the training, deployment and acquisition of gifted children that are to be trained for military use. The Mage's Tower and all of its assets are commanded by Congressman Livina Stassen. Finally the last power is the Astralan Theocracy, who maintains the religious beliefs in the 8 Stars among Lerner's populous to prevent the apocalyptic return of the 11 Titans. The Astralan Theocracy is led by Grand Theoganist Baudin Braff.
Introduction
Lerner, an empire that had stood for more than 4000 years. With strong leaders, brave soldiers and a prosperous populous, the Empire had grown to become a beacon for the known world. However for this great empire, all three must be present for Lerner to remain a prosperous nation. Recently, in the year 5122, the Emperor Meinolf fell ill and swiftly died leaving only his heir, the newly crowned Emperor Waltram, a lad of no more than 10 years old was placed on the throne, but due to his naivety and inexperience, the young Emperor was easy influenced by his uncle who dreams of conquering the known world at any cost. He kept Emperor Waltram close and isolated from outside information, even going so far as to keeping Waltram from formally close family advisers. Lerner had the seas to the west and the mountains to the south, so the best options were to begin waging war on countries to their north and east which is both a costly and expensive endeavor and as such, it has been decreed that all children of the age of 2 or above who are capable of more than just lifting objects with their magic are to be taken from their families and be raised to become a vast army to serve the expansion of Lerner.
To the Emperor Waltram, this was a fine way to help the Lerner empire prosper but to do so, his Uncle, Lord Alwin had his nephew imposing high taxes, and moving almost 70% of their military forces to their northernmost and easternmost borders, leaving many cities and towns drained of gold and food, and with no security or militia to enforce the law, organized criminal elements began to emerge from the wood works forming slaver gangs, bandit groups and drug cartels across the entire empire. All except for the Capital city of Hardt, who's people and surrounding lands live in relative peace and luxury, seemingly untouched by crime and brigands. That is because of the newly founded Mage Tower, a tall and grand tower made of metal, marble and held together with magic to reach impossible heights. A little under 10% of the Lerner army is stationed in and around the city, if only to guard this valuable piece of architecture. It is there that the youths of Lerner who have shown to be adept in the way of magic are taken, trained and indoctrinated to fuel the war machine that Lord Alwin had started. In here the brave and strong are cultivated into becoming fearless and cruel warriors to use against the northern kingdom of Rozhort and the western empire of Sebel. Hundreds are sent here every year, dozens leave every month but only one or two shall return home, venerated by Lerner as war heroes and champions of the people.
Outside the royal palace's marble walls, and the walls of Hardt, Lerner's people cried and bled as they were drained for all they were worth, and all under Waltram’s orders. This made the people spiteful and filled with hate for the young prince, not knowing that all these laws were secretly proposed by Lord Alwin, who simply sat back and did what he wanted with no opposition or actual authority to bring him to justice while his nephew sat on the throne, taking all the blame.
Magic
Setting
The RP takes place in a vast empire known as Lerner. The Empire is a prosperious, powerful and populous empire with a boom population of near 12 million people spread across its expansive territory with most of the population living in either large towns or small cities. The largest settlement in Lerner is known as Hardt, which is the empire's capital. The technology is primarily based on technology found in our early renaissance, but with no gunpowder weapons. In the population, everyone is capable of using magic to some extent, but it is usually no more then just lifting objects. Only a select few are able to use their talents for anything other thenminor telekinesis.
In Lerner there are 3 major powers that run the government that is the Seat of the Emperor, the Mage Tower, and the Astralan Theocracy. The Seat of the Emperor is in charge of all domestic and military aspects within the Empire, officially led by Emperor Waltram, but in reality is being used by Lord Alwin. The Mage Tower is in charge of the training, deployment and acquisition of gifted children that are to be trained for military use. The Mage's Tower and all of its assets are commanded by Congressman Livina Stassen. Finally the last power is the Astralan Theocracy, who maintains the religious beliefs in the 8 Stars among Lerner's populous to prevent the apocalyptic return of the 11 Titans. The Astralan Theocracy is led by Grand Theoganist Baudin Braff.
Introduction
Lerner, an empire that had stood for more than 4000 years. With strong leaders, brave soldiers and a prosperous populous, the Empire had grown to become a beacon for the known world. However for this great empire, all three must be present for Lerner to remain a prosperous nation. Recently, in the year 5122, the Emperor Meinolf fell ill and swiftly died leaving only his heir, the newly crowned Emperor Waltram, a lad of no more than 10 years old was placed on the throne, but due to his naivety and inexperience, the young Emperor was easy influenced by his uncle who dreams of conquering the known world at any cost. He kept Emperor Waltram close and isolated from outside information, even going so far as to keeping Waltram from formally close family advisers. Lerner had the seas to the west and the mountains to the south, so the best options were to begin waging war on countries to their north and east which is both a costly and expensive endeavor and as such, it has been decreed that all children of the age of 2 or above who are capable of more than just lifting objects with their magic are to be taken from their families and be raised to become a vast army to serve the expansion of Lerner.
To the Emperor Waltram, this was a fine way to help the Lerner empire prosper but to do so, his Uncle, Lord Alwin had his nephew imposing high taxes, and moving almost 70% of their military forces to their northernmost and easternmost borders, leaving many cities and towns drained of gold and food, and with no security or militia to enforce the law, organized criminal elements began to emerge from the wood works forming slaver gangs, bandit groups and drug cartels across the entire empire. All except for the Capital city of Hardt, who's people and surrounding lands live in relative peace and luxury, seemingly untouched by crime and brigands. That is because of the newly founded Mage Tower, a tall and grand tower made of metal, marble and held together with magic to reach impossible heights. A little under 10% of the Lerner army is stationed in and around the city, if only to guard this valuable piece of architecture. It is there that the youths of Lerner who have shown to be adept in the way of magic are taken, trained and indoctrinated to fuel the war machine that Lord Alwin had started. In here the brave and strong are cultivated into becoming fearless and cruel warriors to use against the northern kingdom of Rozhort and the western empire of Sebel. Hundreds are sent here every year, dozens leave every month but only one or two shall return home, venerated by Lerner as war heroes and champions of the people.
Outside the royal palace's marble walls, and the walls of Hardt, Lerner's people cried and bled as they were drained for all they were worth, and all under Waltram’s orders. This made the people spiteful and filled with hate for the young prince, not knowing that all these laws were secretly proposed by Lord Alwin, who simply sat back and did what he wanted with no opposition or actual authority to bring him to justice while his nephew sat on the throne, taking all the blame.
Magic
----Notes and observations----
1: Magic may be learned in any order save for the last two however there are negative effects to your magic and its uses should you skip-step and even risk to health.
2: This list is Not all useable magic but rather a humble view into what opens up to the user once learned. how you use it and what you do with it is subject to your creative thinking.
3: Power is not the flat measurement destructive capabilities but over all uses and level of control.
4: Cast time is both words and actions needed to make the spell take effect, Subject to the players design.
5: Mana is defined as the persons pool of raw magic before Overcasting occurs.
6: Overcasting is to pay the cost of a spell with stamina, blood, spirit and any other part of physical/mental extension of the casting mage. Causes "mage scars" , some can die--it does greatly empower spell work.
7: Conjuration, summoning and contracted magic may occur at any level but may only be a full-casting spell. All magic of this nature is massive in cost and often disallows other spells after use for a short time. All three will be referred as conjuration.
Conjuration: To shape from your own mind or grant life into a artificial construct.
Summoning: To call a creature from its elemental plane, able to bring a powerful creature but if lacking in the means to control it can attack you.
Contracted: To cut a deal with a otherworldly being, its nature being up to the contract.
----Casting and Spell work----
Mental : To simply think of your spell and cast it with appropriate actions. Weaker but much faster.
Half-Casting : Saying a key word, normally its name, to cast a spell. This is base and is no more faster or stronger then what it is.
Full-Casting: Speaking the full length of the spell, slower but much stronger.
Note: The full length of the spell is up to the player but will be handled as a full action meaning its subject to countering. Something like "From the depths of hell! a flash rending scream--Firebolt!"
Pre-Casting: Scrolls, mage stones, Magical items all have their cost of casting paid for but are paused or demand some sort of action to be used. Magical items can only be used once as they will burn away into nothing after use.
Staffs: While able to be magic item, Staves, wands and other items of the like are designed to lessen the burden of casting and magic use, better control or even ward other types of magic.
Runes: With the use of hardy, and rare materials, like Elder Wood or Mithril, and a few days of casting, along with a couple decades studying the intricacies of magic, one can create enchanted items that do not lose their effects after a single use. A desired effect is cast upon an item while a special carving is placed upon the item, trapping the effect, allowing it to stay on that item.
1: Magic may be learned in any order save for the last two however there are negative effects to your magic and its uses should you skip-step and even risk to health.
2: This list is Not all useable magic but rather a humble view into what opens up to the user once learned. how you use it and what you do with it is subject to your creative thinking.
3: Power is not the flat measurement destructive capabilities but over all uses and level of control.
4: Cast time is both words and actions needed to make the spell take effect, Subject to the players design.
5: Mana is defined as the persons pool of raw magic before Overcasting occurs.
6: Overcasting is to pay the cost of a spell with stamina, blood, spirit and any other part of physical/mental extension of the casting mage. Causes "mage scars" , some can die--it does greatly empower spell work.
7: Conjuration, summoning and contracted magic may occur at any level but may only be a full-casting spell. All magic of this nature is massive in cost and often disallows other spells after use for a short time. All three will be referred as conjuration.
Conjuration: To shape from your own mind or grant life into a artificial construct.
Summoning: To call a creature from its elemental plane, able to bring a powerful creature but if lacking in the means to control it can attack you.
Contracted: To cut a deal with a otherworldly being, its nature being up to the contract.
----Casting and Spell work----
Mental : To simply think of your spell and cast it with appropriate actions. Weaker but much faster.
Half-Casting : Saying a key word, normally its name, to cast a spell. This is base and is no more faster or stronger then what it is.
Full-Casting: Speaking the full length of the spell, slower but much stronger.
Note: The full length of the spell is up to the player but will be handled as a full action meaning its subject to countering. Something like "From the depths of hell! a flash rending scream--Firebolt!"
Pre-Casting: Scrolls, mage stones, Magical items all have their cost of casting paid for but are paused or demand some sort of action to be used. Magical items can only be used once as they will burn away into nothing after use.
Staffs: While able to be magic item, Staves, wands and other items of the like are designed to lessen the burden of casting and magic use, better control or even ward other types of magic.
Runes: With the use of hardy, and rare materials, like Elder Wood or Mithril, and a few days of casting, along with a couple decades studying the intricacies of magic, one can create enchanted items that do not lose their effects after a single use. A desired effect is cast upon an item while a special carving is placed upon the item, trapping the effect, allowing it to stay on that item.
----The Circle of Magic----
The Circles Eye, Arcane: Pure non-elemental magic, endless uses. Easy to use, power is only reflected by its user.
----The Core Rings of Elements----
Fire, Earth, Wind, Water: Only as they are, Water can not be Ice, Fire cant control its heat or consumption, Only earth-not metal or minerals, Only the movement and focus of wind not its temperature.
----Ring of Energy----
Opens All other state of elements and combinations therein, Water can be ice, whatever you can think up.
Lightning/Energy : Allows for the mage to combine elements to make up nearly anything, lightning itself is the single most costly magic but its power is often overwhelming but has steep counters.
Sound: The amplification of energy within sound making it louder and command more kinetic power.
----The Deep Ring/ The Conjurers Ring----
Mind: Construct illusions defend your mind from mental attacks and bestow an ego and intelligence into your conjured beings, Gives better control to magics.
Body: Enforce the body, make Conjured beings more physically robust. command the flesh blood and bone of the dead and living, defend yourself from spells on a physical level.
Soul: Rebuke magic and the unnatural, enslave souls and make conjured beings better at handling enemy mages
----Ring of Mortality----
Life: protect and heal, care for life. defensive and healing spells are cheaper and empowered. Can empower others.
Death: Kill and harm, Disdain for life. offensive and damaging spells are cheaper and empowered. Can drain others.
Light and Shadow: Makes spell work radiant or dim, colorful or bleak while allowing changes to power, cost and casting ability within light or shadow empowered at the cost of harming one while in its counter. May command light or shadow.
----Aether Ring----
Note: This Ring is mostly passive in effect and is subject to the mage, a wicked man who truly thinks he is just and is doing the right thing may command Heaven, Virtue and order. Truly it is the eye of the beholder.
Note: These counter each other perfectly and must be used with creative flair to gain an upper hand.
Heaven, Virtue and Order: Smite the wicked and punish the evil. Spells become merciful and kind but harsh on those the user views as evil. The mage starts to gain aspects of their virtues and slowly become more hardline within them with such being reflected in their magic. Balance and peace, you lose the power to over cast. all magic becomes weaker and cheaper but pin point accurate
Hell, Vice and Chaos: Hate and malice and bask in their cries and suffering. Spells become cruel doing less sudden damage in exchange for empowered secondary effects (A blast of fire that would melt flesh and dust bones will instead bathe them in fire that slowly boils skin and flesh) Spells cost more and can become nearly impossible to control. Spell power is now reflected far deeper in the casters emotional state , over casting will empower the spell to a point where it cant be countered or controlled.
The Circles Eye, Arcane: Pure non-elemental magic, endless uses. Easy to use, power is only reflected by its user.
----The Core Rings of Elements----
Fire, Earth, Wind, Water: Only as they are, Water can not be Ice, Fire cant control its heat or consumption, Only earth-not metal or minerals, Only the movement and focus of wind not its temperature.
----Ring of Energy----
Opens All other state of elements and combinations therein, Water can be ice, whatever you can think up.
Lightning/Energy : Allows for the mage to combine elements to make up nearly anything, lightning itself is the single most costly magic but its power is often overwhelming but has steep counters.
Sound: The amplification of energy within sound making it louder and command more kinetic power.
----The Deep Ring/ The Conjurers Ring----
Mind: Construct illusions defend your mind from mental attacks and bestow an ego and intelligence into your conjured beings, Gives better control to magics.
Body: Enforce the body, make Conjured beings more physically robust. command the flesh blood and bone of the dead and living, defend yourself from spells on a physical level.
Soul: Rebuke magic and the unnatural, enslave souls and make conjured beings better at handling enemy mages
----Ring of Mortality----
Life: protect and heal, care for life. defensive and healing spells are cheaper and empowered. Can empower others.
Death: Kill and harm, Disdain for life. offensive and damaging spells are cheaper and empowered. Can drain others.
Light and Shadow: Makes spell work radiant or dim, colorful or bleak while allowing changes to power, cost and casting ability within light or shadow empowered at the cost of harming one while in its counter. May command light or shadow.
----Aether Ring----
Note: This Ring is mostly passive in effect and is subject to the mage, a wicked man who truly thinks he is just and is doing the right thing may command Heaven, Virtue and order. Truly it is the eye of the beholder.
Note: These counter each other perfectly and must be used with creative flair to gain an upper hand.
Heaven, Virtue and Order: Smite the wicked and punish the evil. Spells become merciful and kind but harsh on those the user views as evil. The mage starts to gain aspects of their virtues and slowly become more hardline within them with such being reflected in their magic. Balance and peace, you lose the power to over cast. all magic becomes weaker and cheaper but pin point accurate
Hell, Vice and Chaos: Hate and malice and bask in their cries and suffering. Spells become cruel doing less sudden damage in exchange for empowered secondary effects (A blast of fire that would melt flesh and dust bones will instead bathe them in fire that slowly boils skin and flesh) Spells cost more and can become nearly impossible to control. Spell power is now reflected far deeper in the casters emotional state , over casting will empower the spell to a point where it cant be countered or controlled.
Characters
Within the towers, the students, willing or not, are taught the art of magic in all its forms and applications, primarily on how to maim and kill their enemies and how to heal and protect their allies. From the ages of 2-5, these children are taken from their families, off the streets or even sold to the empire to be taught as this military school, working their way through the various rings and schools of magic until they master each and every one, usually around the age of 40. Your characters are some of these students, who are currently attending this school, begrudgingly or otherwise, learning how to become soldiers of Lerner and fight off everything from Rozhorters and Sebelians to Lerneran Rebels. Whether your character supports what Lerner is doing, fighting the good fight against Rozhort and Sebel or secretly wishes to join up with the Rebellion and fight the oppression of the Lord and puppet Emperor is up to you.
The Humans of Lerner are nothing that spectacular compared to the other races, that isImparic, Avid, Serp and Nermani. They are not the fastest or the strongest, but what they do have is knowledge and adaptability. They are versatile creatures, jack-of-all-trades really. This allows them to inhabit almost every environment. Before the wars against the northern and eastern countries, the humans of Lerner lived in relative luxury with most not fearing when their next meal was but now, in these trying times of attritional war, high taxes and corruption, the people of Lerner's quality of life had dropped considerably with now at least 21% of the population not being able to find a reliable source of food. It is important to note that most of the poverty lies on the outskirts of Lerner's territories as the core cities and settlements are often rich from the many tithes and taxes coming in from the outskirts.
The Imparic were a tribal people found in the volcanic mountains of Kraag, their original homelands. The Imparic are easily identified by their red skin that darkens over time to the point where it’s near black, and their curling horns that grow from their foreheads and either curls backwards over the head or around the side of the head. They are the second most common race within Lerner, having their various tribes either annexed or conquered by Lerner during the early days of the Empire. Over the course of time, while most of the Imparic culture had been lost due to integration into Lerner but few traditions that were shared by all the tribes survived such as the idea that the longer one’s horns are the more respected they are in the community and that warriors and soldiers are the pinnacle of Imparic society. Many Imparic youths spend their days longing to join the front and in some censuses done by Lerner, around 60% of Imparics are currently enlisted in the Lerner military, making them the largest portion of the Lerner soldiers, around 40%.
This aggression stems from their harsh volcanic homeland, where only the strong were allowed to take the most mates and horde the most food. Because of this the Imparic people tend to be stubborn, bull-headed and the younger Imparics tend to be more brash then they really should. However with age comes wisdom and when an Imparic reaches the age of a Long-Horn, they are given much respect by the Imparic community for keeping their horns intact enough to have it grow to such a size to show off skill and for reaching their 80th birthday, making them a well of wisdom.
This aggression stems from their harsh volcanic homeland, where only the strong were allowed to take the most mates and horde the most food. Because of this the Imparic people tend to be stubborn, bull-headed and the younger Imparics tend to be more brash then they really should. However with age comes wisdom and when an Imparic reaches the age of a Long-Horn, they are given much respect by the Imparic community for keeping their horns intact enough to have it grow to such a size to show off skill and for reaching their 80th birthday, making them a well of wisdom.
Avids are a humanoid bird like people that lived towards the southern mountains in small cities that are located near the top of the southern mountains. The Avids are identified by having paler then normal skin, near white in fact, and for having feathered wings for arms, used for gliding and avian legs that end in talons as well as feathery hair upon their head. The Avids are an industrious people, who have a large industry that is based around arts and craftsmen ship. They are a pragmatic people, but also an artistic one, using only what they need and making only what is required, but what they make tend to be very ornate and beautiful, down to the last spoon or hammer. This is because in the Avid homelands, there is little in the way of farmable lands, as well as minable resources as their bodies are not made for the hard labor and harsh conditions brought required for mining and anything the Avids make is made to last for centuries if made well, but also they are made beautiful as to increase their sell value to because resources are often sparse, only 45% of Avids actually live in the mountain cities, as the remaining 55% would rather live in the much more spacious, resource rich Lerner Empire.
However before the migrations, the Avids the scarce resources and frequent shortages of food and resources made the Avid into a rather frugal when it comes to anything really, trying to make the most out of everything but at the same time make everything as expertly crafted as stylized as possible. The phrase ‘If you ask an Avid for some Stone Soup, they will only use 1 stone and begin to season the soup with pepper for flavor and dirt for texture’ became popular as the Avid immigrants became more common and more Avid children were being born in Lerner. This has allowed them to integrate into Lerner society primarily as artisans and relatively cheap skilled labor.
However before the migrations, the Avids the scarce resources and frequent shortages of food and resources made the Avid into a rather frugal when it comes to anything really, trying to make the most out of everything but at the same time make everything as expertly crafted as stylized as possible. The phrase ‘If you ask an Avid for some Stone Soup, they will only use 1 stone and begin to season the soup with pepper for flavor and dirt for texture’ became popular as the Avid immigrants became more common and more Avid children were being born in Lerner. This has allowed them to integrate into Lerner society primarily as artisans and relatively cheap skilled labor.
The Serps are nomadic humanoid reptilians that live in the swamp lands to the east of Lerner. They are easily identified by having an appearance similar to a humanoid iguana or skink, with a hunched appearance, skin covered with scales, webbed hands and feet and finally a bony crest that sprouts from their heads. The Serps aren’t a common sight in Lerner territory as they have rather alien minds compared to everyone else, as they have limited emotional capacity and lack any sort of empathy. However even that is rather alien to most others. For example when a human is afraid, they may shake or freeze as their minds tell them that they are afraid and it is up to them to react according, such as run if they are able or fight if they must. To a Serp, they wouldn’t feel afraid should they encounter something that makes them afraid, instead they would just understand and react. If the Serp sees a dangerous creature they are ‘afraid’ of, they would simply understand the danger and leave if they are able.
Along with this, Serps are also lacking in empathy, being completely incapable of seeing anyone else, even their own kin, as potential food. They do not mourn, they do not become afraid should their comrades die, they simply flee and come back later to either attack or consume the bodies as to not waste food. Even people that the Serps are ‘fond’ of are more or less people who help or improve the Serp in one way or another. This lack of empathy or emotions is due to the Serp’s harsh swamp environments, being near uninhabitable by near any other species, and it is because of this which makes them an unnerving and alien people.
Along with this, Serps are also lacking in empathy, being completely incapable of seeing anyone else, even their own kin, as potential food. They do not mourn, they do not become afraid should their comrades die, they simply flee and come back later to either attack or consume the bodies as to not waste food. Even people that the Serps are ‘fond’ of are more or less people who help or improve the Serp in one way or another. This lack of empathy or emotions is due to the Serp’s harsh swamp environments, being near uninhabitable by near any other species, and it is because of this which makes them an unnerving and alien people.
An aquatic race that is found anywhere where there is sea water, due to the fact that they live on mobile floating settlements that are scattered across the seas around Lerner and possibly beyond. The Nermani are identified by their humanoid torso, and instead of a leg, they have long scaled fish like tails, three times the length of a Nermani’s torso and a set of gills near their neck that allows them to stay submerged underwater for up to 3 hours at a time. The Nermani are a nomadic race, following schools of fish to hunt using harpoons and spears made of wood and bone. They are commonly encountered by merchants and fishermen whose craft often takes them out into the open ocean. Sometimes some individual Nermani become enamored by the stories about the dry lands and accompany these sailors as guests of honor, or even sometimes as husbands and wives.
It has been a little over half a century since the first Nermani had first slithered onto the ports of Lerner. Contrary to popular belief, the Lerner are not locked to living in the water, and are in fact able to travel onto land, being able to hold their heads and torsos upright and move on land by slithering across the land, similar to land snakes. Since Nermani were relatively new to Lerner society, they have yet to fill a specific niche, currently simply working of fishing boats or as merchant guides since the Nermani need to keep their skin wet since they are able to dry out rather quickly, which can put their life in danger if untreated for more than a day.
It has been a little over half a century since the first Nermani had first slithered onto the ports of Lerner. Contrary to popular belief, the Lerner are not locked to living in the water, and are in fact able to travel onto land, being able to hold their heads and torsos upright and move on land by slithering across the land, similar to land snakes. Since Nermani were relatively new to Lerner society, they have yet to fill a specific niche, currently simply working of fishing boats or as merchant guides since the Nermani need to keep their skin wet since they are able to dry out rather quickly, which can put their life in danger if untreated for more than a day.
Name:
Age: (16-25)
Gender: (M/F)
Species: (Select from Human, Impric, Avid, Serp and Nermani.)
Magic: (How does your character uses magic and which elements do they prefer? It's usually a good idea to specialize in at most 3 elements, to separate your character from others. Due to the age of the characters, you would start out with access to elements up to the Ring of Energy.)
Appearance: (What does your character looks like? Either 3 sentences or a picture and 2 sentences.)
Overview: (Your character's general personality, goals and backstory. Please write at least a paragraph, around 3-5 sentences.)
Age: (16-25)
Gender: (M/F)
Species: (Select from Human, Impric, Avid, Serp and Nermani.)
Magic: (How does your character uses magic and which elements do they prefer? It's usually a good idea to specialize in at most 3 elements, to separate your character from others. Due to the age of the characters, you would start out with access to elements up to the Ring of Energy.)
Appearance: (What does your character looks like? Either 3 sentences or a picture and 2 sentences.)
Overview: (Your character's general personality, goals and backstory. Please write at least a paragraph, around 3-5 sentences.)
1.) Site Rules apply to the RP.
2.) Please try to write at least two sentences per posts.
3.) No excessive gore. Blood and maiming is fine, but no detained descriptions of gore.
4.) No overt sexual themes. Romance between players and NPCs are allowed, but nothing rated R. Keep it PG-13
5.) Language will be monitored. You can still swear but no overdoing it. So there shouldn't be 13 F-Bombs and 21 S-Bombs per posts.
6.) NPCs will be present. If they are named then you are NOT allowed to touch them. Unnamed NPCs can be touched but only if it makes sense. If your 14 year old character who has never been in a fight manages to beat up 6 hardened thugs then that is god modding.
7.) We reserve the right to call RPers out on god modding or breaking site or RP rules. If you break them 3 times, you will be kicked.
8.) If you have complaints, questions or grievances PLEASE come to the GMs first.
9.) If you actually read the rules, send ChelonianCommander a PM with your character's name, race and age before you post your character.
2.) Please try to write at least two sentences per posts.
3.) No excessive gore. Blood and maiming is fine, but no detained descriptions of gore.
4.) No overt sexual themes. Romance between players and NPCs are allowed, but nothing rated R. Keep it PG-13
5.) Language will be monitored. You can still swear but no overdoing it. So there shouldn't be 13 F-Bombs and 21 S-Bombs per posts.
6.) NPCs will be present. If they are named then you are NOT allowed to touch them. Unnamed NPCs can be touched but only if it makes sense. If your 14 year old character who has never been in a fight manages to beat up 6 hardened thugs then that is god modding.
7.) We reserve the right to call RPers out on god modding or breaking site or RP rules. If you break them 3 times, you will be kicked.
8.) If you have complaints, questions or grievances PLEASE come to the GMs first.
9.) If you actually read the rules, send ChelonianCommander a PM with your character's name, race and age before you post your character.
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