Post by Soul Saint on Mar 15, 2021 17:26:52 GMT -5
Welcome to the Shinma Starter Guide!
This was made to give a general crash-course of the setting, and to help guide players in creating their characters. Be sure to also read up on our in-game and forum rules.
TABLE OF CONTENTS
1. Important Rules and Information
2. Basic Information (Setting, Gods, Magic, Classes)
3. Module Changes (Changes to races, classes, etc)
4. Character Creation (Common Races, Cities, Character Bio)
1. Important Rules and Information
[* marks the most important of our rules you should read up on]
⦁ *Character Progression Rules (link)
⦁ *In-Game&Forum Rules (link)
⦁ PvP / PvE (link)
⦁ Requests&SCC Guidelines (link)
⦁ Roleplay Info: Level Renown and Modifiers (Power Level Guide)
2. Basic Information
Setting
A world where nature is a wonder to behold in even its smallest of nooks, and danger is ever present. Its realms have seen great strife since being birthed into existence by the God's; her lands have been torn apart by countless wars of petty to ruthless destruction. Some areas were so ruined they never recovered, while others slowly restored themselves over many generations. Much that was known, once stored in written records or passed down through stories and song, have been forgotten as time moved further and further along. But one thing is widely agreed upon by the common-folk: a fear, a hatred, truly, of magic. For all its wonderous applications, those that had misused it had wrought such devastation that led to rogue-practioners being hunted down as outlaws even to this day.
Of all the towns and villages the realm has seen, six have stood the test of time. These six are Arania, Little Grove, Norðrheimr, Ryuju, Shirza-Ka, and Wynaria respectively. Many flocked to these cities during times of conflict in the past - seeking refuge or unity against common-foes. Many claim the first Great War as the reason such stability has lasted so steadily into the modern-era. The age is currently our year ATD, a time that has seen the return of the Dragons; will they rise up to dominate this world, or return to their slumber?
(This persistent-world server focuses on storytelling and roleplaying. Patience and dedication is what is asked for of our players, and we hope you have a fun time here on this custom fantasy world!)
Gods
Magic
Characters with the ability to use magic have what is referred to as the "Etherium Touch". They are naturally connected to the leylines, a hidden series of magical-byways that enable the flow of etherium(magic) throughout the world.
Creating an "Etherium Touch" Character
There are several important factors you need to be aware of if you are thinking of making a Magic power character:
Important
We recommend that new players do not make their first character have any magical prowess, also known as "Etherium Touch" characters. If you desire to make an etherium-using character anyway, it is crucial you understand the role and stigma of magic in Shinma by reading the "Etherium Theory: Guide to Magic" page, and following the advice below on creating characters with magical abilities.
Tolerance & Stigma
Magic is regarded as highly dangerous and suspicious by the majority of Shinma. It is seen as more of a curse than a benefit. In Shiraz-Ka, it is outright despised and if a mage is caught by officials they will be imprisoned or killed. Many other settlements and areas of Shinma have extremely low tolerance, so in general it is kept low-key so as to avoid attention. Norðrheimr Northlands is perhaps the most lenient, with no special punishments, but it is still seen as something to keep behind closed doors. Arania has low tolerance and has a system whereby mages are branded; see "The Magemark" below.
Mage Hunters
A guild based out of Arania, they have been on the rise in this human dominated era to prevent rogue-mages from causing harm. These hunters are a collective of spellcasters and warriors specifically trained to combat spellcasters and some specific races. They will either attempt to negotiate peaceful surrender for Magemarking, or attempt to subdue their target. Few get away; most die trying to flee. The undead and half-dragons are considered to be abominations that must be destroyed.
The Magemark
Magemarking is when a Mage Hunter places a permanent mark on a "Etherium Touch" character. The marking allows anyone to readily identify someone with the etherium touch - however, it is impossible to cover the whole kingdom and thus cannot mark every mage out there. This mark also suppresses the characters' ability to use all but cantrip-level spells. Those already Magemarked are regarded with suspicion, but are relatively safe from persecution from their peers - however, the these are not always the case everywhere.
Level of Power & Training
Magic is difficult to wield and extremely hard to master. An Etherium Touch character who can actively utilize their abilities will have spent years training and honing their skills, whether by trial and error, or by receiving tutelage from someone. Spells are actively cast - they may take a full turn or up to several turns before being cast. You are able to come up with a spell your character can try creating in-game. If a submitted spell for your character to create is too powerful, you will be asked to tweak it with one or several notes explaining the thought process preventing it from being approved as-is.
Physical and Mental Limitations
The "Current Extent of Ability" section of your characters' profile will be pretty empty at first. As your character developes, it will fill with details and specifications as they are gained. We review magic character power requests very thoroughly and if anything needs adjusting, we (the staff) will of course let you know.
Staff Note
The staff won't Role-Play police a character openly using their powers. Just be aware that informants or patrols for and of Mage Hunters exist. Expect to be aggressively hunted down for arrest or death.
4. Character Creation
(List of races with a link to "Standard Races", list of cities with a link to "Lands of Shinma", template for bio's with a link to that forum)
Common Races (Link)
De Ondode (Undead)
'De ondode', or undead in the common tongue, is a mixed race of all kinds of abominations. Some resemble humans, while others are nothing more then walking masses of bones. They are generally shunned by all of society and when they're not they are being abused by evil ones for their own purpose. De ondode have their own city, hidden somewhere below the earth, and their society is not one for the faint of heart, purely based on having power and eradicating those that oppose you and manipulating those weaker then you. As an ondode, you start at a cemetery in [insert major city] and start your journey there.
Dwarf
Dwarves are a short race, as their name implies, standing between 4'3" and 4'9" on average, with gold dwarves a bit shorter. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. A dwarf can weigh anywhere from about 160 to 220 lbs. Dwarven males are a bit taller and heavier than their female counterparts. Like humans dwarves have a wide variety of skin, eye, and hair colors, typically pale among shield dwarves and deeply tanned or brown amongst gold dwarves. Hazel eyes are common throughout the race, with blue eyes more common amongst shield dwarves and brown or green eyes found amongst the gold dwarves. Male dwarves are often bald and grow thick facial hair sometimes used to display social status. It is a common misconception that female dwarves (with the exception of some gold dwarves) also do this, who instead braid their long hair. This hair is often dark in hue, though among shield dwarves blond or red hair is just as common. Gold dwarves take the care of beards to an extreme, carefully oiling and grooming it, and in some cases even gold dwarven females grow beards. Dwarves are a long-lived race, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age fifty. Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves live to see their bicentennial and a few live to be over 400.
Elf
Standing at average between 5'4" and 6' and weighing in between 130 and 170 lbs usually, true elves are a naturally slender and athletic race. Elves have a similar range of complexions to humans, with wood elves typically coppery or pale skinned and wild elves having darker pigmentations. Often, elven hair is dark, either brown or black, with copper red or blond hair also found amongst wood elves. Although orange or even green hues are not completely unheard of. Elven eyes are commonly brown, hazel, or an emerald green. Elves, like their cousins the Shadow Elves, are fair and beautiful, handsome, and have pointed ears and no body hair except eyebrows, eyelashes and hair. Elves mature at roughly the same rate as humans, though they are not usually considered past adolescence until they reach 110 years of age. Unlike humans, elves do not age dramatically as their lifespan comes to a close with the most obvious changes being a change in hair color, alternatively graying or darkening. Most elves remain healthy and full of life up until their death, which, if age-related, is usually between two and nine centuries.
Giant
At an average of 9 to 10 feet tall, and weighing between 250 to 300 pounds, the giants are easily the largest of the humanoid races in all of Shinma. The most common giants encountered, hill giants, tend to have the same range of skin pigmentation as the human races, from a starch white, to very dark. jötnar, on the other hand, have deep blue skin, something which instantly sets them apart from the rest of their kind. Similarly, where hill giants tend to have the same eye and hair color as the other humanoid races, brown to blonde hair and blue to dark eyes, one would be hard pressed to find a Jötunn with hair other than black with amber pupils. The giants tend to live up to one hundred twenty years, though can live up to one hundred fifty. While the giants aren’t as intelligent as the other races they are much stronger capable of holding weapons that most races consider two handed weapons in one hand. Due to this immense strength, the giants can knock down most members of the other races much more easily.
Gnome
Gnomes are very small compared to most other races and, with an average height ranging between 3'4" and 3'8" and a comparable weight range of 50 to 75 lbs gnomes are smaller even than halflings. However, while halflings are commonly said to resemble short humans, though they more resemble dwarves, who they are compared to due to their tendency to grow beards and live underground. Many gnomes have a more feral appearance than either, however, with hair that often sprouts from their heads in odd directions. The skin of gnomes runs in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome. Similarly, gnomish hair varies wildly in color from blond and brown to more exotic colors like white, orange, or even green. Gnomish eyes are often, particularly in individuals who are native to the Feywild, glittering black or blue although more natural eye colors are also known to the race. Gnomes are very long-lived, which means living over three centuries is not uncommonly rare and five centuries is not unheard of. Generally, gnome are considered to reach maturity at forty years of age. However, unlike elves, gnomes show a greater degree of aging as they grow older and once a gnome has passed his or her first century, their hair begins to gray, if it was not already white, and their skin begins to wrinkle as in humans or dwarves. However, even the oldest gnome retains a vitality that would be extraordinarily unusual amongst many of the younger races.
Halfling
Halflings are small in comparison with the members of most other races, standing between 3'10" and 4'2" tall and weighing on average between 75 and 85 lbs. In many ways, halflings resemble small humans and usually have the same proportions as the typical human adult. Most halflings, regardless of their skin complexion, which has a similar range to humans, although it is commonly ruddy in hue, have dark hair and eyes. Nearly all male halflings are incapable of growing true beards, though many have long sideburns. Halfling hairstyles are often complex, with strands woven together or braided. Although halflings have an affinity for collecting valuables, they do not prefer to wear these on their person, instead preferring more comfortable clothing. Halflings have lifespans comparable with, but slightly longer, than humans. A halfling is typically considered an adult in their early twenties and some live into their 150's.
Human
Humans – Of all of the beings created by Ramfiaus, humans are undoubtedly his favorites. Often described as the First Man, humans are creatures that have little to no incredible strength of their own, unlike the dragons created by the gods. Men, fortunately or unfortunately for them, have to utilize their intelligence and their ingenuity in order to maintain their position in the world. It is due to this creativity and ability that humans, despite their weakness, have been able to rise to the top of their world and dominate the majority of it.
Humans have spread far and wide throughout the land of Shinma and are a variety of different skin colors, shapes and sizes. Due to their myriad mental and physical capabilities, the humans that have spread throughout Shinma have created many of the greatest cultures, weapons and abilities.
Cities (Link)
Atlan
Common Races: Human, Elf, Half-Elf
Common Professions: Craftsmen, Hunter, Mercenary, Shaman, Warrior
Religion(s): Memnos, Fraeyal
Region: Lower-Kruntarg, south of Kruntarg Forest
Arania
Common Races: Human, Elf, Half-Elf
Common Professions: Artisan, Craftsmen, Mage Hunter, Mercenary, Scholar
Religion(s): Memnos, Leeya, Eflria
Region: Grandia River Valley
Gisildaigon
Common Races: Human, Dwarf, Half-Elf
Common Professions: Artisan, Craftsmen, Drake Rider, Hunter, Mercenary, Scholar
Religion(s): Memnos, Eflria
Region: Mountain-range, surrounded by lush woodlands
Kuokazo
Common Races: Human, Half-Elf
Common Professions: Artisan, Druid, Martial-Artist, Sage, Scholar
Religion(s): Sayuri, Ephaesus
Region: Ryuju Island
Little Grove
Common Races: Halfling, Gnome, Human
Common Professions: Craftsmen, Farmer, Hunter
Religion(s): Leeya, Sayuri
Region: a fertile valley, north of the wetlands and Forest of Lost Dragons
Niefernhiem
Common Races: Human, Halfling
Common Professions: Craftsmen, Hunter, Merchant, Shaman, Warrior
Religion(s): Fraeyal, Faergol
Region: Kruntarg, west of the Singing Mountains
Norðrheimr
Common Races: Human, Giant, Dwarf
Common Professions: Artisan, Craftsmen, Hunter, Mercenary, Sailor, Warrior
Religion(s): Memnos, Leeya, Eflria
Region: Barbarian Wastes
Shirza-Ka
Common Races: All (predominantly human)
Common Professions: Archeologist, Artisan, Desert Guide, Mercenary, Merchant, Ruin Delver, Scholar
Religion(s): Leeya, Faergol, Sayuri, Ephaesus
Region: Southern-Coast of the Grande Desert
Tohoku
Common Races: All (predominantly human)
Common Professions: Craftsmen, Farmer, Hunter, Sage
Religion(s): Memnos, Leeya
Region: the fertile-plains north of Little Grove
Verratannia
Common Races: Human, Elf, Half-Elf, Gnome, Halfling
Common Professions: Artisan, Craftsmen, Mercenary, Merchant, Sailor, Scholar
Religion(s): Fraeyal, Faergol, Ephaesus
Region: north-east of the Magnum Vane
Wynaria
Common Races: Human, Gnome, Halfling, Elf, Half-Elf
Common Professions: Artisan, Craftsmen, Sage, Sailor, Scholar
Religion(s): Memnos, Leeya, Ephaesus
Region:
Character Bio (Link)
Creating a bio is for both yourself and others.
This was made to give a general crash-course of the setting, and to help guide players in creating their characters. Be sure to also read up on our in-game and forum rules.
TABLE OF CONTENTS
1. Important Rules and Information
2. Basic Information (Setting, Gods, Magic, Classes)
3. Module Changes (Changes to races, classes, etc)
4. Character Creation (Common Races, Cities, Character Bio)
1. Important Rules and Information
[* marks the most important of our rules you should read up on]
⦁ *Character Progression Rules (link)
⦁ *In-Game&Forum Rules (link)
⦁ PvP / PvE (link)
⦁ Requests&SCC Guidelines (link)
⦁ Roleplay Info: Level Renown and Modifiers (Power Level Guide)
2. Basic Information
Setting
A world where nature is a wonder to behold in even its smallest of nooks, and danger is ever present. Its realms have seen great strife since being birthed into existence by the God's; her lands have been torn apart by countless wars of petty to ruthless destruction. Some areas were so ruined they never recovered, while others slowly restored themselves over many generations. Much that was known, once stored in written records or passed down through stories and song, have been forgotten as time moved further and further along. But one thing is widely agreed upon by the common-folk: a fear, a hatred, truly, of magic. For all its wonderous applications, those that had misused it had wrought such devastation that led to rogue-practioners being hunted down as outlaws even to this day.
Of all the towns and villages the realm has seen, six have stood the test of time. These six are Arania, Little Grove, Norðrheimr, Ryuju, Shirza-Ka, and Wynaria respectively. Many flocked to these cities during times of conflict in the past - seeking refuge or unity against common-foes. Many claim the first Great War as the reason such stability has lasted so steadily into the modern-era. The age is currently our year ATD, a time that has seen the return of the Dragons; will they rise up to dominate this world, or return to their slumber?
(This persistent-world server focuses on storytelling and roleplaying. Patience and dedication is what is asked for of our players, and we hope you have a fun time here on this custom fantasy world!)
Gods
Magic
Characters with the ability to use magic have what is referred to as the "Etherium Touch". They are naturally connected to the leylines, a hidden series of magical-byways that enable the flow of etherium(magic) throughout the world.
Creating an "Etherium Touch" Character
There are several important factors you need to be aware of if you are thinking of making a Magic power character:
Important
We recommend that new players do not make their first character have any magical prowess, also known as "Etherium Touch" characters. If you desire to make an etherium-using character anyway, it is crucial you understand the role and stigma of magic in Shinma by reading the "Etherium Theory: Guide to Magic" page, and following the advice below on creating characters with magical abilities.
Tolerance & Stigma
Magic is regarded as highly dangerous and suspicious by the majority of Shinma. It is seen as more of a curse than a benefit. In Shiraz-Ka, it is outright despised and if a mage is caught by officials they will be imprisoned or killed. Many other settlements and areas of Shinma have extremely low tolerance, so in general it is kept low-key so as to avoid attention. Norðrheimr Northlands is perhaps the most lenient, with no special punishments, but it is still seen as something to keep behind closed doors. Arania has low tolerance and has a system whereby mages are branded; see "The Magemark" below.
Mage Hunters
A guild based out of Arania, they have been on the rise in this human dominated era to prevent rogue-mages from causing harm. These hunters are a collective of spellcasters and warriors specifically trained to combat spellcasters and some specific races. They will either attempt to negotiate peaceful surrender for Magemarking, or attempt to subdue their target. Few get away; most die trying to flee. The undead and half-dragons are considered to be abominations that must be destroyed.
The Magemark
Magemarking is when a Mage Hunter places a permanent mark on a "Etherium Touch" character. The marking allows anyone to readily identify someone with the etherium touch - however, it is impossible to cover the whole kingdom and thus cannot mark every mage out there. This mark also suppresses the characters' ability to use all but cantrip-level spells. Those already Magemarked are regarded with suspicion, but are relatively safe from persecution from their peers - however, the these are not always the case everywhere.
Level of Power & Training
Magic is difficult to wield and extremely hard to master. An Etherium Touch character who can actively utilize their abilities will have spent years training and honing their skills, whether by trial and error, or by receiving tutelage from someone. Spells are actively cast - they may take a full turn or up to several turns before being cast. You are able to come up with a spell your character can try creating in-game. If a submitted spell for your character to create is too powerful, you will be asked to tweak it with one or several notes explaining the thought process preventing it from being approved as-is.
Physical and Mental Limitations
The "Current Extent of Ability" section of your characters' profile will be pretty empty at first. As your character developes, it will fill with details and specifications as they are gained. We review magic character power requests very thoroughly and if anything needs adjusting, we (the staff) will of course let you know.
Staff Note
The staff won't Role-Play police a character openly using their powers. Just be aware that informants or patrols for and of Mage Hunters exist. Expect to be aggressively hunted down for arrest or death.
4. Character Creation
(List of races with a link to "Standard Races", list of cities with a link to "Lands of Shinma", template for bio's with a link to that forum)
Common Races (Link)
De Ondode (Undead)
'De ondode', or undead in the common tongue, is a mixed race of all kinds of abominations. Some resemble humans, while others are nothing more then walking masses of bones. They are generally shunned by all of society and when they're not they are being abused by evil ones for their own purpose. De ondode have their own city, hidden somewhere below the earth, and their society is not one for the faint of heart, purely based on having power and eradicating those that oppose you and manipulating those weaker then you. As an ondode, you start at a cemetery in [insert major city] and start your journey there.
Dwarf
Dwarves are a short race, as their name implies, standing between 4'3" and 4'9" on average, with gold dwarves a bit shorter. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. A dwarf can weigh anywhere from about 160 to 220 lbs. Dwarven males are a bit taller and heavier than their female counterparts. Like humans dwarves have a wide variety of skin, eye, and hair colors, typically pale among shield dwarves and deeply tanned or brown amongst gold dwarves. Hazel eyes are common throughout the race, with blue eyes more common amongst shield dwarves and brown or green eyes found amongst the gold dwarves. Male dwarves are often bald and grow thick facial hair sometimes used to display social status. It is a common misconception that female dwarves (with the exception of some gold dwarves) also do this, who instead braid their long hair. This hair is often dark in hue, though among shield dwarves blond or red hair is just as common. Gold dwarves take the care of beards to an extreme, carefully oiling and grooming it, and in some cases even gold dwarven females grow beards. Dwarves are a long-lived race, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age fifty. Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves live to see their bicentennial and a few live to be over 400.
Elf
Standing at average between 5'4" and 6' and weighing in between 130 and 170 lbs usually, true elves are a naturally slender and athletic race. Elves have a similar range of complexions to humans, with wood elves typically coppery or pale skinned and wild elves having darker pigmentations. Often, elven hair is dark, either brown or black, with copper red or blond hair also found amongst wood elves. Although orange or even green hues are not completely unheard of. Elven eyes are commonly brown, hazel, or an emerald green. Elves, like their cousins the Shadow Elves, are fair and beautiful, handsome, and have pointed ears and no body hair except eyebrows, eyelashes and hair. Elves mature at roughly the same rate as humans, though they are not usually considered past adolescence until they reach 110 years of age. Unlike humans, elves do not age dramatically as their lifespan comes to a close with the most obvious changes being a change in hair color, alternatively graying or darkening. Most elves remain healthy and full of life up until their death, which, if age-related, is usually between two and nine centuries.
Giant
At an average of 9 to 10 feet tall, and weighing between 250 to 300 pounds, the giants are easily the largest of the humanoid races in all of Shinma. The most common giants encountered, hill giants, tend to have the same range of skin pigmentation as the human races, from a starch white, to very dark. jötnar, on the other hand, have deep blue skin, something which instantly sets them apart from the rest of their kind. Similarly, where hill giants tend to have the same eye and hair color as the other humanoid races, brown to blonde hair and blue to dark eyes, one would be hard pressed to find a Jötunn with hair other than black with amber pupils. The giants tend to live up to one hundred twenty years, though can live up to one hundred fifty. While the giants aren’t as intelligent as the other races they are much stronger capable of holding weapons that most races consider two handed weapons in one hand. Due to this immense strength, the giants can knock down most members of the other races much more easily.
Gnome
Gnomes are very small compared to most other races and, with an average height ranging between 3'4" and 3'8" and a comparable weight range of 50 to 75 lbs gnomes are smaller even than halflings. However, while halflings are commonly said to resemble short humans, though they more resemble dwarves, who they are compared to due to their tendency to grow beards and live underground. Many gnomes have a more feral appearance than either, however, with hair that often sprouts from their heads in odd directions. The skin of gnomes runs in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome. Similarly, gnomish hair varies wildly in color from blond and brown to more exotic colors like white, orange, or even green. Gnomish eyes are often, particularly in individuals who are native to the Feywild, glittering black or blue although more natural eye colors are also known to the race. Gnomes are very long-lived, which means living over three centuries is not uncommonly rare and five centuries is not unheard of. Generally, gnome are considered to reach maturity at forty years of age. However, unlike elves, gnomes show a greater degree of aging as they grow older and once a gnome has passed his or her first century, their hair begins to gray, if it was not already white, and their skin begins to wrinkle as in humans or dwarves. However, even the oldest gnome retains a vitality that would be extraordinarily unusual amongst many of the younger races.
Halfling
Halflings are small in comparison with the members of most other races, standing between 3'10" and 4'2" tall and weighing on average between 75 and 85 lbs. In many ways, halflings resemble small humans and usually have the same proportions as the typical human adult. Most halflings, regardless of their skin complexion, which has a similar range to humans, although it is commonly ruddy in hue, have dark hair and eyes. Nearly all male halflings are incapable of growing true beards, though many have long sideburns. Halfling hairstyles are often complex, with strands woven together or braided. Although halflings have an affinity for collecting valuables, they do not prefer to wear these on their person, instead preferring more comfortable clothing. Halflings have lifespans comparable with, but slightly longer, than humans. A halfling is typically considered an adult in their early twenties and some live into their 150's.
Human
Humans – Of all of the beings created by Ramfiaus, humans are undoubtedly his favorites. Often described as the First Man, humans are creatures that have little to no incredible strength of their own, unlike the dragons created by the gods. Men, fortunately or unfortunately for them, have to utilize their intelligence and their ingenuity in order to maintain their position in the world. It is due to this creativity and ability that humans, despite their weakness, have been able to rise to the top of their world and dominate the majority of it.
Humans have spread far and wide throughout the land of Shinma and are a variety of different skin colors, shapes and sizes. Due to their myriad mental and physical capabilities, the humans that have spread throughout Shinma have created many of the greatest cultures, weapons and abilities.
Cities (Link)
Atlan
Common Races: Human, Elf, Half-Elf
Common Professions: Craftsmen, Hunter, Mercenary, Shaman, Warrior
Religion(s): Memnos, Fraeyal
Region: Lower-Kruntarg, south of Kruntarg Forest
Arania
Common Races: Human, Elf, Half-Elf
Common Professions: Artisan, Craftsmen, Mage Hunter, Mercenary, Scholar
Religion(s): Memnos, Leeya, Eflria
Region: Grandia River Valley
Gisildaigon
Common Races: Human, Dwarf, Half-Elf
Common Professions: Artisan, Craftsmen, Drake Rider, Hunter, Mercenary, Scholar
Religion(s): Memnos, Eflria
Region: Mountain-range, surrounded by lush woodlands
Kuokazo
Common Races: Human, Half-Elf
Common Professions: Artisan, Druid, Martial-Artist, Sage, Scholar
Religion(s): Sayuri, Ephaesus
Region: Ryuju Island
Little Grove
Common Races: Halfling, Gnome, Human
Common Professions: Craftsmen, Farmer, Hunter
Religion(s): Leeya, Sayuri
Region: a fertile valley, north of the wetlands and Forest of Lost Dragons
Niefernhiem
Common Races: Human, Halfling
Common Professions: Craftsmen, Hunter, Merchant, Shaman, Warrior
Religion(s): Fraeyal, Faergol
Region: Kruntarg, west of the Singing Mountains
Norðrheimr
Common Races: Human, Giant, Dwarf
Common Professions: Artisan, Craftsmen, Hunter, Mercenary, Sailor, Warrior
Religion(s): Memnos, Leeya, Eflria
Region: Barbarian Wastes
Shirza-Ka
Common Races: All (predominantly human)
Common Professions: Archeologist, Artisan, Desert Guide, Mercenary, Merchant, Ruin Delver, Scholar
Religion(s): Leeya, Faergol, Sayuri, Ephaesus
Region: Southern-Coast of the Grande Desert
Tohoku
Common Races: All (predominantly human)
Common Professions: Craftsmen, Farmer, Hunter, Sage
Religion(s): Memnos, Leeya
Region: the fertile-plains north of Little Grove
Verratannia
Common Races: Human, Elf, Half-Elf, Gnome, Halfling
Common Professions: Artisan, Craftsmen, Mercenary, Merchant, Sailor, Scholar
Religion(s): Fraeyal, Faergol, Ephaesus
Region: north-east of the Magnum Vane
Wynaria
Common Races: Human, Gnome, Halfling, Elf, Half-Elf
Common Professions: Artisan, Craftsmen, Sage, Sailor, Scholar
Religion(s): Memnos, Leeya, Ephaesus
Region:
Character Bio (Link)
Creating a bio is for both yourself and others.
CHARACTER FULL NAME
Character Information
Race:
Age: (how old are they or how old do they appear)
Gender:
Alignment:
Deity:
Aliases: (these may come with time)
Titles: (these may come with time)
Character Lifestyle
Place of Birth: Where was your character born? (Check: Lands of Shinma)
Current Residence: Particular city? Out on the road?
Affiliations: What kingdoms, sovereignty, or organizations does your character hold allegiance? If none, please answer with "vagabond"?
Reputation: (answer with "None" when creating a new character - this will be adjusted by the staff accordingly)
Primary Profession:
Secondary Profession:
Character Skills & Abilities
[*] Languages - Common (Fluent)
[*] Literacy - Common (Average)
Etherium Touch: (yes or no)
[*]Magemarked: (yes or no)
[*]Power Abilities:
Current Extent of Ability: (You may delete this line if they are not Etherium Touch. Please provide information such as where they learned magic, what is the "strongest" of their abilities, if it tires them, who taught them, etc. Please include as many details as possible to make it clear what they are capable of. See the Beginner Guide for advice on this section.)
Character Appearance
Complexion:
Height:
Build: (body frame; slender, bulky, etc)
Eye Color:
Hair Color:
Distinguishing Features: (visible markings, scars, etc)
Description
(describe the appearance of your character here)
Character Background
(known to your character; their origin)
Out of Character Notes
Player:
Class(es): Bard (Level), Fighter (Level)
Domains:
Magic Specialty:
Character Information
Race:
Age: (how old are they or how old do they appear)
Gender:
Alignment:
Deity:
Aliases: (these may come with time)
Titles: (these may come with time)
Character Lifestyle
Place of Birth: Where was your character born? (Check: Lands of Shinma)
Current Residence: Particular city? Out on the road?
Affiliations: What kingdoms, sovereignty, or organizations does your character hold allegiance? If none, please answer with "vagabond"?
Reputation: (answer with "None" when creating a new character - this will be adjusted by the staff accordingly)
Primary Profession:
Secondary Profession:
Character Skills & Abilities
[*] Languages - Common (Fluent)
[*] Literacy - Common (Average)
Etherium Touch: (yes or no)
[*]Magemarked: (yes or no)
[*]Power Abilities:
Current Extent of Ability: (You may delete this line if they are not Etherium Touch. Please provide information such as where they learned magic, what is the "strongest" of their abilities, if it tires them, who taught them, etc. Please include as many details as possible to make it clear what they are capable of. See the Beginner Guide for advice on this section.)
Character Appearance
Complexion:
Height:
Build: (body frame; slender, bulky, etc)
Eye Color:
Hair Color:
Distinguishing Features: (visible markings, scars, etc)
Description
(describe the appearance of your character here)
Character Background
(known to your character; their origin)
Out of Character Notes
Player:
Class(es): Bard (Level), Fighter (Level)
Domains:
Magic Specialty: