Character Creation
Character Creation

The first step in creating a character is to choose a class.  Different races are better suited for certain classes, this allows you to get a good jump on what ever it is you want to do.  To view a list of the classes click the class link below. 

When choosing race, keep in mind that some races require a more elaborate costume.


Once you have decided on your class and race, you need to choose your nationality.  The following is a list of the countries  you could come from, and some of the basic details of the nation.

Mandaria:  Men
Mandaria is an affluent nation, where men are being judged more and more, by their brains, rather than sword�s.  During the war, eighteen years ago, most men took up arms, and many died, leaving behind widows and fatherless children.  Now the country has seen relative peace under the rule of King Richard, and once again, is becoming a nation of knowledge.
There is no real class system, almost everyone looks out for their neighbor, and has a deep sense of patriotism, and is most concerned about the greater good.
Mandarian�s can be good at any thing.  It produces some of the best mages, and warriors.  There are several towns of dwarves, and elves, but not many.  However, many different races inhabit the larger cities, mainly Klarson, and Bengorath.

Boarders: South Kcurdonia to North, Andaria to South East, Toltol to the East, Shardai to the South, and The Great Sea to the west.
The Tumas River serves as a boarder between them and Shardai.

Religion: Almost everyone worships the Holy Triune

Grecca: Dwarves
Grecca is making the transition out of the feudal age.  Forty years ago the government passed a law limiting the amount of tax a lord could demand.  The nation is run by the lords who meat every month to discuss the decisions that must be made.  There is no king, but every year they elect a Chief Lord, to orchestrate the meetings and act a king in international affairs. 
The lords have many servants that are free to go if they wish.  Lords will often pay servants that have an education to serve as: physicians, teachers, and commanders for their small armies.  The soldiers are only there to protect the estate from thieves and orcs, but if the nation goes to war, each lord will supply 3\4 of his army to help the war effort. 
Commoners will most often work the lord�s fields, and pay him a tax.  Lords will often compete with each other in tax rates.  Along the coast there are many fishermen and boat builders, as well as many thieves and pirates.  The rest will either serve the lord himself, or work in the towns built on his land.  Some common jobs are: black smith, farm hand, and nanny.  The lord�s servants will do anything from smithing, to cooking, from cleaning to construction work.
Lords often pay good money to men, and elves, from more educated countries to serve them, and teach their children.
If you come from Grecca, you are most likely to be: a soldier, thief, or black smith.  Men and elves are mostly scribes, scholars, and doctors.  It can be a lot of fun to play as a knight, or noble from Grecca, but you must be a dwarf.
Boarders: Malnor to north, Tuuthcgrum to North West, Kcurdonia to south and east, Great Sea to west.
Religion:  Many worship the Holy Triune, but it is not a part of their lives as much as in Mandaria.  About a third of the population worships their ancestors, though this could be combined with any other faith.  Some worship nature, especially the sea.  Many fall into various cults, due to the lack of spiritual fervor.

Kcurdonia: Men
Kcurdonia is a warring nation.  If they are not at war with other lands, they will grow restless and start wars with each other.  200 years ago, there was a great war that split the nation in two, and formed South Kcurdonia.  The Kcurds are divided in to several tribes, Bear, Whale, Mountain, Wolf, and Badger.  These are then further divided into many sub tribes, that often mark their difference by collars, example: Red Wolf.  Leaders from each sub tribe, meat every month, and leaders from each tribe meet every year.  In these meetings they mostly discuss who has wronged them, and try to convince everyone to go to war against one nation or the other.  There are also plenty of disputes between tribes over hunting grounds, and of course, women.  Men are judged solely on their strength and courage.  The only two classes are the mighty, and the brave. Anyone who is weak is deemed cursed by the gods, and left to go their separate ways.  They are not allies with anyone, save the nations that either want to see blood shed, or bear a grudge against which ever nation Kcurdonia happens to be at war with in that particular instance.  The Kcurds are more likely to betray a friend for doing apparently nothing, as they are to be friends with an enemy.
There is no nobility in Kcurdonia, and if you leave, you are forever an outcast.  Though the country is mostly made up of men, if someone from any race wants to join the tribe, all they need to do is prove they are good warriors.  Thus all races can be found there; even orcs have joined the tribes.
If you are from Kcurdonia you are in all likelihood a warrior.  Though there are archers as well, they are often thought of as cowardly because they don�t fight hand to hand.  Yet, because of the lack of armor, they are feared.  Alchemists are not too uncommon, but they too are thought of as cowardly due to their hours of study, and lack of fighting prowess.  They are rather useful however, and thus demand a certain amount of respect.  Black smiths are common, but they don�t make much armor, because, armor is thought of as cowardly.  Only the chieftains wear armor to protect themselves.  Thieves are common, but are often caught, and punished with painful deaths, but if they steel from other tribes, or nations, they are thought of as brave, and rewarded.  If you are a wizard, it is because you serve the Dark Powers
Boarders: South Kcurdonia, and Toltol to the south, Makrecian Empire to east, Grecca, and Malnor to the north, Chee to the north east, and the Great Sea to the west.
Religion:  There is a sort of mythology that Kcurds believe in, it often includes ancestor worship, and spiritism, some even worship Yaran, or Mongor.

South Kcurdonia: Men
They are radically different from their northern brothers.  War is a necessity, rather than a life style, and men of study are well respected.  Cities and towns have been built, and farms have replaced, the hunting and gathering way of life.  The only similarity is in the way the government is run, each town, elects an elder, who all gather every other month to discuss politics.
If you are from South Kcurdonia you are likely to be: a soldier, scribe, black smith, alchemist, or merchant.
Boarders: Mandaria to south, Toltol to east, Kcurdonia to north, Great Sea to west.
Religion: Most now worship the Holy Triune, but a few still cling to the mythology of their ancestors.

Pollia: Men, and elves
Pollia was formed 63 years ago, when the two nations of Pollsnear and Lolipoll united.  Pollsnear was home to the elves, and Lolipoll was home to the men.  The two nations had been allies for centuries, and the bond was often strengthened by marriage.  Pollia is the most common place to find half elves, and many other eleven nations looked down on Pollsnear for interbreeding.  The Polls however, are more concerned about survival than keeping the blood lines pure, and they couldn�t give two hoots, about what the Makrecian Empire says about them.  All Polls love their country, and even before the union of the two, the commoners thought as one.  Rather it was the nobles in Pollsnear who delayed the process. 
Though it is not the most advanced country, Pollia is making moves to become better educated.  For the past fifty years the new nation has been run by King Ezora (elf) and Queen Veci (human), who live at the capital, Poll City.  They were the first king, and queen of Pollia.
If you are from Pollia, you are most likely: a healer, a wizard, a battle master, an archer, ornimator, or a bard.
Boarders: Malnor to the south west, SPACC to the south east, and the Northern Sea to the north.
Religion: Everyone worships the Holy Triune.

Makrecian Empire: Elves
Though much of their territory has split off recently, Makrecia remains a very influential nation.  Years ago the Makrecian Empire spanned over the nations of: Septol, Cerill, Toltol, and parts of Jipsu, Shiparu, and Kcurdonia.  Now it is more of a Holy Empire, and has a greater influence on religion, and culture. 
The culture is similar to that of Rome, but with a greater emphasis on religion, and knowledge.  The priests that serve in the temple are the highest ranking citizens.  The nobles are extremely wealthy, and give much of it to the temple, but it is more for show than anything.  No one would admit it, even if they could see it, but religion, is all but dead.  It has become more of a political stance than religion, and most of the people do their best to pretend to be perfect, while engaging in activities that they condemn.  Many commoners, however, are truly devout. 
Though most of the people are well off, in the city streets, there is much poverty, especially in Mekara, and Solfett.  Here there are gangs, and criminals.  Most priests and people of the upper class see it as below themselves to so much as go near the slums, much less try to help, or win converts.  Priests only go there to expose cults and call for the death of all who are involved.
If you are from Makrecia you are likely to be a: Priest, healer, knight, black smith, merchant, sage, noble, or if you are from the slums, a thief.
This is the best region to come from if you are a priest; it is also a good spot for nobility, and being a knight.
Boarders: Chee, SPACC, and Kcurdonia to the north, Septol to the east, Jipsu is south east, Land of the Giants is south, Cerill to the south west, and Toltol is west.
Religion: Everyone follows the Holly Triune outwardly, but there are many occultist organizations working to undermine the religious authority.  These cults are outlawed, and punished severely, still more and more people are joining, do to poverty, fear, or just plain curiosity.  Some are seemingly harmless, where as others are virtual assassination groups.  Most of the priests and nobles look down on people who do not worship the Holy Triune with the same rituals as are used in the Elven Temple.

Now you are ready to write your Character Background.  This is where you will let us know a little about your character, where he/she is from, what their temperament is like, and as much of their history as you choose to put in.  The more elaborate you make your background, the more the GMs can create special plots for your character, so be thorough!
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