Tebryn Arbandi GM: Abculatter_2 Assistant GM: Dustinthewind Long ago and in a land far, far away, there was a boy of natural born talent. The mages of the land quickly recognized this, and taught him the arts of magic. He soon excelled far beyond anyone before him, becoming arguably the most powerful mage to ever exist. However, he began to secretly delve into the darker sides of magic. After he was discovered and ordered to stop, he disappeared without any trace of where, how, or why. Eventually, he was remembered only on the lyrics of bards and the forgotten texts of ancient tomes. Now, hundreds of years afterward, the winds of change are blowing, a harbinger of the cataclysm about to begin... The Land: For more info on the world, read my blog The RPG takes place on the continent of Carlador, which is a huge continent about as tall as North and South America combined. The majority of the continent is taken up by a huge central desert, called the Central Desert, with two strips of habitable land on the northern-most and southern-most parts of the continent. In the RPG, there are 5 races, Dwarves, Humans, Scorpion-Clan, Elves, and Genies. Dwarves are the sole inhabitants of the northern habitable zone, and are the oldest and most advanced of the races. They can create amazing constructs of metal, clockwork, and steam, but have never discovered the secrets of magic, nor seen the miracles of the mighty gods. In the absence of other races, the dwarves have turned to themselves for conflict and war, always fighting among themselves for power and riches. They are completely isolated from and unknown to all races except the Scorpion-Clan, which almost never interact with them. Scorpion-Clan are nomads wondering the Central Desert in a struggle to survive. They rarely intervene on the affairs of other races. They are tribal and shamanistic, and the youngest of the races. They do not have skin, rather a hard, air-tight exo-skeleton which can withstand impressive amounts of punishment, along with a poisonous scorpion-like tail which is their name-sake. Humans inhabit the eastern part of the southern habitable zone, and are technologically around the same as us in the medieval ages. They are able to work magic, but few can endure the years of practice required for it. They are currently at war with the elves. Elves are much like the humans, but are more magically-inclined and prefer to live in forests. They live in the western part of the southern habitable zone, and are currently at war with the humans. Genies are a mysterious race comprised almost entirely of magic. They founded the Arcanium (A nation primarily of magic-users which inhabit the southern part of the southern habitable zone), are older then anything known in existence, and do not breed in any known form. They also can not die, but have been known to sometimes be imprisoned within objects. Rules: * No god-moding: no invincibility or abilities that allow you to accomplish monumental tasks with little or no effort. This is just plain no fun. * No controlling other players' characters: Unless you have permission to do so, don't make another players' character do anything, especially something major. * Read all posts: Read everything done by all players and the GM, so that you can obey the next two rules. * The GM's word is Law: Read every GM post VERY CAREFULLY, and do not contradict the GMs ruling. Also, if you make a post that has your character do something, and the GM didn't want it done, and he/she asks you to fix it, fix it. * Refrain from post-stomping: if someone said in a previous post that something happened, it happened. You can't override it with your own post. Sometimes, stomping on another post happens accidentally, when two people post at close to the same time. In this case, it is best to work out on the discussion thread whose version of the truth will be used, and who will edit their post to compensate. * Advance the plot: your posts should advance the plot of the story in a meaningful way. Your character should be doing something in every post you make. * Give other players time to react: Don't solve all the game's problems by yourself. Allow some time between posts for other players to have their own characters to add to the tale. * Make your posts a decent length: No one-liners, and no essays. Keep your word count within a good range: 40 to 300 words is fine. If you're at a loss for more to write, think about what your character is getting from all his/her senses, not just sight. Also, giving your character some interesting mannerisms can help add a bit to your posts. * Limit fighting amongst characters: Unless it is the point of the game in question, players should generally refrain from having their characters fight amongst themselves. If it is done, the two players should work out a result via PM, so that both players are satisfied with it. * NPCing inactive characters: if a player is away, his character can be temporarily made into an non-player-character, controlled by the GM. The GM may also allow the player characters to use the character in minor ways. * Be active and contribute: If you weren't planning on participating, you shouldn't have joined. Try to be active in the RPG as much as possible, and make sure to tell everyone when you'll be away for a while. * Stay in-character: Your character should stick to the nature you have given him or her unless he or she has a valid reason to do otherwise. Don't have the character be cruel and heartless one second, and then gentle and compassionate the next (unless schyzophrenia was part of your character concept. ). Note, however, that it is understood that your character is dynamic, and will probably change as the story unfolds. This is excellent, and is certainly encouraged, but the change should generally not happen in an instant. The Game: There will be five stages of this RPG, and most of them will require you to change your characters. When a stage completes, the RPG will pause and I will edit this post to tell you what I require for the next stage. Once everyone participating has made their character, the game will continue. Stage 1: Stage completed. You are all soldiers within the same battalion within the human army. There aren't really any other restrictions other then being a soldier in the human army, so you can go wild here. But NO GOD MODDING. Stage 2: You are part of Tebryn Arbandi's personal guard. You have no restrictions other then a backstory which makes sense (and leads you into Tebryn's guard) and that you are not allowed to god-mod.