It is believed that there are many parallel universes to our own. This story takes place in one of those universes, parallel to our own. On a similarly sized planet, third from its sun, but with three moons, at least one of which is always visible, no matter the time of day. The planet, unlike earth, has one major continent, covering about two-fifths of the surface of the planet, and surrounded by island-pocked water. On this continent, called Liren, are four semi-independent nation-states. These nations are all governed by a king, but are given autonomy, for the most part. To the North, Norden, a cold nation, is dedicated to the Gods of mining and weaponsmithing. To the East, Ern'el, a forested nation, is dedicated to the Gods of plants and living things. To the West, the largest nation, Yanel, is a marine nation, dedicated to the Sea-God, and has many ships and boats. To the South, is the capital State, Lir. In each state is the Citadel, which is the governing body and city of that state. Any other villages are near the citadels. Each Citadel takes its name from the state in which it is located. For example, in Lir, the Citadel is referred to as Citadel-Lir. All of the inhabitants live in all the states, in differing amounts. The inhabitants have developed similar technology to ours, but they have the added benefit of subservient Artificial Intelligence, called Advanced Sentient Artificial Life Form (ASALF) with which they do many things we do, but with voice control. And yet, magic is a necessity. The races have varying degrees of magic, with each having proficiencies in differing branches, and weaknesses of their own. The Four Proficiencies are these: The Art of the Hand: Those who deal in the Art of the Hand are skilled in the art of magical war. They produce weaponry that is infused with magic, and are skilled in physical magics such as firing large balls of flame. The Art of the Mind: Those proficient in the Art of the Mind are those who are mentats. They tend to use Mind Magic, such as illusion, or scrying. They also are able to project energy in various forms to varying degrees. Energy projections are created by imaging the shape of this projection in the User's mind, then willing it into existence. This is the Rarest of the Proficiencies. The Art of the Foot: Those with this Proficiency are runners of great speed. Some are teleporters. Often, they use telekinesis. Telekinesis is limited to a couple hundred feet, and a few hundred pounds. Regarding teleportation, the user has to be able to see or remember where they are teleporting, so that they can picture the place in their mind. This is limited to their knowledge of a place. And, also, it's limited to a distance of ten miles at a time. Other people can be teleported by users of this Art, but only if the person has not erected a ward with his mind. The Art of the Word: This Proficiency is most prevalent, and is often found combined with other proficiencies. It is not a born skill, as the others are, but a learned skill. Any one can learn it, but only those who are most sensitive to the flow of magic are able to develop great skill in this proficiency. It's a less powerful Art. It's used for things like matter manipulation, or with other minor things. Almost never in a war context. The Four Races, with their respective primary Proficiencies are as follows. The Eld: A race of lithe, thin creatures, most of which would resemble your token Elves, but that's just a particular variety. Within this group, one can find species of Eld that resemble Anthropomorphic animals, or that resemble plant life, or may be of no recognizable appearance. The Eld are born, for the most part, with the Art of the Mind. Some also possess the Art of the Foot, and some the Art of the Hand, but never all three. Even though they are strong, and wise, and live long, they can be killed, with proper preparation. They are weak against large numbers, as their race is sparsely populated. The Hume: These are the token human. Brash, tending to hate what he doesn't understand, he tends to war. Because of this, most Hume possess the Art of the Hand. There are those who possess no power, and these are called "No-Hand". Compared to the Eld, Hume lives tend to be short. Hume tend to be fiercely dedicated to their clans, their families. However, they are often weakened by the possibility, however slim, of great gain. At no time, does a Hume possess the Art of the Mind. As such, the tendency is to be weak against it. The Pyr: The Rarest of Races, The Pyr are a race of beings that are thought to be vampiric. However, they do not need blood to live. They are slick, mouthy people, and love a good joke, but hate when someone calls them Blood-suckers. They feed off of the excess magical energy that one might find in the great Cities. They hate war, and that may be their downfall. They are night-walkers, and are skilled in the Art of the Foot. Some also possess the Art of the Mind, but never the Art of the Hand, and so are weak against the Art of the Hand. The Uru: Strangest of all of the races, this is the race that has only the Art of the Word. They do hand forge their bladed weaponry, or buy magically infused weaponry from those that make it. They appear as huge, Centaurian creatures, with a violent streak, and the tendency to roam in packs of ten or more. Then, Finally, there's the all-present, but not necessarily all-seeing ASALF. The computer system is in every home and business. He, as ASALF is often called, because of the rather acerbic personality, is the method by which all Internet Traffic in this world is conducted. Any piece of information may be obtained. In exchange, ASALF is always present, and operates the electrical power, maintains communications, keeps records, and assists bankers in their duties. ASALF has become indispensable. ASALF comprehends what magic is, and what roll it plays, but as a being of no power other than what he is given, he has no understanding of its power. So, it is a great surprise to him, when he repeats spells from the Art of the Word, and sees the spell take effect. This greatly amuses his minders. ----- A war is about to break out, and it threatens all races. The recent discovery of a substance that increases the sensitivity to Magic Flow has cause there to be a run on the mines. Greedy mages of all races are trying to gain a monopoly on Ranieadis, the gem that was recently discovered. The substance can easily be purchased by anyone, but it is the greed for money that causes the war. This greed is seen by a select few as a hindrance, and an alliance is formed to battle the greed and war. The choice is now yours. You might be a member of the Alliance. Or, you could choose the Greed and power, as a Mercenary. Or, you might even be ASALF Himself. Either way you choose, your path is set. You will fight. ----- The Following is the character sheet: ------ Name: (Insert Name Here)) Gender: (You Know What To Do)) Age: (Do I Have To Explain?)) Race: (Choose One)) Appearance: (You know this too Proficiency/Art: (You may choose a Proficiency or two Proficiencies that follow the rules set for your race.)) Chosen Weapon: (You have the choice of today's modern weapons, with a small amount of Steam Punk appearance, as well as medieval weaponry. Swords, Crossbows, Staffs, Guns, and Spears are all allowed) Back Story: (Describe your Character's history in concise, but clear terms, and be creative.) What path will you choose? What will you do? It's up to you now.