conversations.from: system
conversations.value: (looking for 3-5 players, excluding me, total. More will be taken depending on the quality of the character submitted. 3 is the minimum and when I'll start the game.)
  
  500 years ago, the ancient continent of Trean was torn apart by war. Magical crystals, unshaped artifacts from when the world was formed, gave the humans of Trean incredible power. On the southern island of Nero, people were blessed with the ability to control water. To the North, where the nation of Tierra formed, the Earth yielded incredible power. To the west, a crystal within an ancient volcano granted Pyrions control over fire. To the south, the nation of Vronti was given power over lightning.
  
  And far to the east, a crystal seeded at the base of the Shadow Mountains of Nighloria granted the people there a power over darkness.
  
  For thousands of years men evolved, from living in caves to living in huts, from towns to villages to ancient cities built around the crystals that gave them power. And at the pinnacle of their power, greed seeded Nighlorian hearts. The Shadow Empire, amassing an army the might of which had never before been seen by the world, crossed the dark mountains that bordered their kingdom and invaded the Tierran Republic. Tierra fought back, but farmers and village militias were no match for the Shadow Empire's merciless military. The Tierrans asked the other nations for help, but by the time other nations began mobilizing, their northern capital of Zeme had fallen.
  
  The other nations combined forces and fought the Shadow Empire to a standstill, all along the Tierran border, and war raged for decades. Hundreds of thousands of lives were lost, and by the end of the war, elders were fighting on both sides, and children were conscripted at 14.
  
  Finally, after almost 50 years of destructive war, the Republic of Nero discovered a way to draw power from all the magical crystals in the world, and used it to annihilate the Shadow Empire's capital city and crystal. With no empire to rule them and no allies to help them, the Nighlorians retreated, back from Tierra, back beyond their own borders, and disappeared from the world.
  
  500 years later, and the world has rebuilt. The Tierrans repopulated their land after nearly being wiped out, and the nations expanded beyond the cities around their crystals for the first time in millennia. For the Great War had a price - the magic of the crystals was depleted and gone, leaving people with only the ability to draw power from their own life force. This drastic change promoted peace more than any other. Though all people still had access to their nation's magics, they now had to rely on their own magical strength to cast, rather than their nation's crystal.
  
  Now new dangers loom. Rumors of a new Shadow Empire persist in all nations, fueled by scout ship reports of abandoned but recent settlements along Nighlorian shores, and far to the north, nomads and travelers are telling tales of strange monsters and old, unrecorded tribes. There are even stories of new crystals far to the north, with untold power.
  
  You are a Phoenix, a member of the Order of the Phoenix. The Order was a peacekeeping effort by the four remaining nations, established after the Great War to mediate conflict between nations. It boasted some of the best warriors, scholars and craftsmen the world had to offer, it's schools were the best in the world, and because of it's location near the borders of Tierra, Vronti and the Realm of Embers, it became quite wealthy as a trading post.
  
  Originally, Order members were elites - a Phoenix's orders were held without question, and thousands flocked to the Order's headquarters, Heliopolis, each year to behold it's majesty. Now, it is a business. Formerly maintained by donations from the nations, hundreds of years of peace have caused it to be seen as unnecessary by many, and Phoenixes are now regarded as little more than well-trained mercenaries, recruited by governments to protect trading caravans and take record of diplomatic meetings.
  
  The Queen of Vronti has recently hired a party of Phoenixes to venture north, under the guise of an expedition led by one of her advisers. With regular skirmishes between the Realm of Embers and the Lost Tribes of Tierra (elusive warrior tribes of men and women that still harbor hate towards the other nations from the fall of their old capital), the journey north is sure to be no easy trip. And once they've arrived, who's to know what they'll truly find?
  
  -
  
  Out of Character information:
  
  Everything I've written out is a guideline. You're more than welcome to use it as your description or use the picture at least, but I'd actually prefer it if you wrote your own content. If a character were submitted to me with all of my own stuff written for them, I feel as though it'd be a bit cookie-cutter. I'll be sure to make everyone aware of any other relevant lore (since this universe - my creation - is rather expansive), and further details about anything that you want to know is available upon request. I'm also very open to creating your own content, though any powers you have - most characters should have a low-moderate level of magical affinity - do need to fall into the according nations. Any power ideas you have I'm ready to see.
  
  Anyways, I look forward to seeing applicants, and hope we can get started soon. I have a lot of things I want to do with this, and look forward to seeing what my fellow players can come up with!
  
  Map of Trean with the nation borders/capitals can be found here: 
  
  http://i.imgur.com/UheqyUS.png
  
  Map of Trean with a climate map instead of borders can be found here:
  
  http://i.imgur.com/5UDpd26.png
conversations.from: human
conversations.value: Introduce yourself (Copy): Maybe you already know some of your companions, maybe not. Either way, it’d probably be best to introduce yourself and think about why you're here. No pressure.
conversations.from: gpt
conversations.value: Introduce yourself (copy): Maybe you already know one of your companions, maybe not. Either way, it'd probably be best to introduce yourself. No pressure.
conversations.from: human
conversations.value: Introduce yourself (copy): Maybe you already know some of your companions, maybe not. Either way, it'd probably be best to introduce yourself and think about why you're here. No pressure.
conversations.from: gpt
conversations.value: test: test
conversations.from: human
conversations.value: Know your companions: You've traveled with many different people, and things always work better when everyone gets to know each other. You may as well try to get on good terms with the others.
conversations.from: gpt
conversations.value: Find Supplies: The village is deserted, windows are boarded and doors are locked tight. You need food and water, but you may as well take anything else you can find.
conversations.from: human
conversations.value: Earn some trust: It's obvious that the others aren't comfortable around you yet. Hopefully, this trip will help alleviate some of their mistrust.
conversations.from: gpt
conversations.value: Cory's Injured Ankle: Cory fell through some stairs. Oops. Guess they weren't built to code. Better make sure she's OK and attend to her injury.
conversations.from: human
conversations.value: Settle in: The general store you're camping in doubles as someone's home. It has a fireplace in the kitchen/living area, good for cooking. Only has one bedroom.
  
  This is just for the "dinner" goal application. Two goal cards means two posts for it. Try to integrate it into the goings on if you're doing it.
conversations.from: gpt
conversations.value: Hardcollen's Deserted: Since you'll be here for a bit, it makes sense to try and find out what happened to the locals. You should look around some more.
conversations.from: human
conversations.value: Find your supplies: You're not sure where you are, but you'll probably need stuff to get anywhere that isn't here. Your weapons are still missing, as are your horses and your packs. 
conversations.from: gpt
conversations.value: Find Pallin: Pallin is everything to you. If something were to happen... you need to make sure nothing happens.
conversations.from: human
conversations.value: Reign in Rockwell: Rockwell is being an ass, as per typical, but down here, it's likely to get you killed. You need to shut him up, one way or another.
conversations.from: gpt
conversations.value: Letter for Raslin: A Letter from the queen of Vronti. Very official-looking. Contains the details of your assignment... sort of. Better keep it, just in case.
conversations.from: human
conversations.value: Letter for Marvole: A Letter from the queen of Vronti. Very official-looking. Contains the details of your assignment... sort of. Better keep it, just in case.
conversations.from: gpt
conversations.value: Medical Supplies: You don't have too much of this stuff, so make sure you keep track of it.
conversations.from: human
conversations.value: Letter for Onsala: A Letter from the queen of Vronti. Very official-looking. Contains the details of your assignment... sort of. Better keep it, just in case.
conversations.from: gpt
conversations.value: Make Dinner: Someone's got to do it. A good cook can turn a dreary night around a watch fire into a comfortable stay with friends.
  
  Optional goal, goes with the "settle in" challenge.
conversations.from: human
conversations.value: Letter for Kierra: A Letter from the queen of Vronti. Very official-looking. Contains the details of your assignment... sort of. Better keep it, just in case.
conversations.from: gpt
conversations.value: Letter for Cory: A Letter from the queen of Vronti. Very official-looking. Contains the details of your assignment... sort of. Better keep it, just in case.
conversations.from: human
conversations.value: Prove yourself: This will be one of the first applications of your skill with water magic. You're ready for the challenge.
conversations.from: gpt
conversations.value: Brian Krom: One of the Order's Older Masters. Fire user and swordsman. Well traveled and experienced, but grumpy and easily irritated. 
conversations.from: human
conversations.value: Heliopolis: Located at the point where the Realm of Embers, Vronti and Tierra intercept, Heliopolis is the home of the Order of the Phoenix. 
conversations.from: gpt
conversations.value: Affinity for Fire: Born in the arid deserts and fields of the Realm of Embers, you are a Pyrion by nature, if not by spirit. You have some understanding of fire magic, ranging from lighting candles to exhausting yourself and summoning fireballs. Pyrions are usually hardworking, determined, and can be quick to anger.
conversations.from: human
conversations.value: Affinity for Water: Growing up on in the Island Tropics of the Republic of Nero, you are a Hydro by nature, if not by spirit. Hydros usually have a basic understanding of water magic, which ranges from being able to breathe and manipulate water to exhausting yourself to create miniature storms. Hydros value knowledge and integrity, and the Republic of Nero is well-known for it's libraries, universities, scholars, and banks.
conversations.from: gpt
conversations.value: Affinity for Shock: Born in the rolling subtropical hills of Vronti, you are a Vrontian by nature, if not by spirit. You have a basic understanding of shock magic and conductivity, enabling you to empower your allies or jolt your enemies. Vrontians are known best for their fashion and technology, and are allied with the Republic of Nero. Vrontians are typically manipulative and cunning.
conversations.from: human
conversations.value: Affinity for the Earth: Raised among the tribes of Tierra, you are allied with the Earth. Tierrans are known by the name of the tribe they were raised by, and their affinity for the earth gives them the ability to calm, tame and sometimes communicate with beasts, as well as manipulate the earth. Tierrans are proud, strong and hardy, and their nation was shattered by the Shadow Empire five hundred years ago. They are best known for their survivalist tendencies and agriculture.
conversations.from: gpt
conversations.value: Affinity for Darkness: Born in the grey swamps, marshlands and caves of the Shadow Empire, you are a Nighlorian by name, if not by spirit. You have some understanding of dark magic, ranging from night vision to accelerated night travel by shadow. The Shadow Empire disappeared 500 years ago, with only a few outlying settlements still known to be inhabited. Nighlorians are ambitious, powerful and individualistic, and are feared by the world at large. They are best known for their strength as warriors.
conversations.from: human
conversations.value: Make your own!: The last thing I want to do is dictate your character's story. Go crazy.
conversations.from: gpt
conversations.value: Nomadic: Whether a craftsman, a merchant or a man of nature, you were born to parents whose names the world has long forgotten. You travel the world, calling no nation home. Nomads are often cross-bred between nations (and cast out because of it), and often entirely without powers because of this. Nomads are mistrusted by the world at large and are usually untrusting because of this. Nomads are from all walks of life, but the most famous are usually thieves, mercenaries or heroes.
conversations.from: human
conversations.value: Make your own!: Make sure it's in line with the nation you've chosen, if it's magical - no water powers if you're born in Tierra.
conversations.from: gpt
conversations.value: Make your own!: No restrictions here.
conversations.from: human
conversations.value: Intelligence: You've had your nose in books since you can remember, and it shows. You know what things do and how they all work.
conversations.from: gpt
conversations.value: Smithing: Your old man taught you this trade, and his old man taught him. You can make an axe hardy enough to cleave stone, or a shield tough enough to block the axe.
conversations.from: human
conversations.value: Technical: You can build a crossbow from scraps, and experiment with gunpowder. You wear a clockwork watch that you built yourself. You can't craft all the parts, but putting them together comes naturally.
conversations.from: gpt
conversations.value: Survivalist: You've got 99 problems, but food ain't one. There's nowhere in the world you'd rather be than the center of a desert with no supplies. You know what's edible and what isn't, and if all else fails, you grow your own everything.
conversations.from: human
conversations.value: Swordmaster: Your first birthday gift was a pocket knife. You've been around blades your whole life, and it shows. Your sword skills are legendary back in your home town, and you've yet to be beaten in a fair fight.
conversations.from: gpt
conversations.value: Prideful: There's nothing you can't do. You used to jump across rooftops when you were younger, and you only ever fell once.
conversations.from: human
conversations.value: Hotheaded: Yes, you did just throw a bottle at that guy across the room, but he'd been looking at you funny for 20 minutes.
conversations.from: gpt
conversations.value: Deceitful: Some people call this a character flaw, but you'd call it an advantage anyway. People aren't about to trust you with anything, no matter the scenario.
conversations.from: human
conversations.value: Know it all: You know better, no matter what. Hindsight is 20/20, and you're sure to remind the others that at any given opportunity.
conversations.from: gpt
conversations.value: Greedy: Money doesn't buy happiness, so you'll have to rent it. The coin comes first, and you'd just as soon sell the clothes off of a beggar's back to help finance your second lunch.
conversations.from: human
conversations.value: Celian Rockwell: A noble from Vronti, and the leader of the expedition. Irritable. You don't know much about him.
  
  Ignore the suit and tie in the picture, he's dressed as the rest of you.
conversations.from: gpt
conversations.value: Find Out Who Took You/Avoid Detection: Whoever it was that's responsible for this knows these caves, and they're damn fast. Be careful not to get caught.
conversations.from: human
conversations.value: Introduce yourself: Maybe you already know some of your companions, maybe not. Either way, it'd probably be best to introduce yourself and think about why you're here. No pressure.
conversations.from: gpt
conversations.value: Tierran Countryside: Rolling hills and oak woods, generally fairly dry. Dotted by small streams, ponds, and wooded areas. Your map of the area is fairly general, but has given you a good idea of your surroundings.
conversations.from: human
conversations.value: Going Hunting: The nearby woods, fields and ponds could provide the party with sustenance, if you're smart enough to find it.
conversations.from: gpt
conversations.value: Hardcollen: A nearby Tierran Village, as deserted as the last ones. It may be worth a scavenging run.
conversations.from: human
conversations.value: Hardcollen: A run down Tierran village, completely abandoned. Windows are boarded and doors are locked. Something about this place isn't quite right.
conversations.from: gpt
conversations.value: Calla: A woman you found wandering the streets of Hardcollen. She says she's just a scavenger, but you're not sure about that. She's friendly enough, or at least, she hasn't drawn a sword on you.
conversations.from: human
conversations.value: Dark Cave: You wake up in a cell in a dark cave, but that doesn't tell you much. You can't hear much besides a trickle of water, and if whoever it was that took you is still around, you haven't seen them.
conversations.from: gpt
conversations.value: Find the others: Priority one is finding everyone else. You're all pretty far apart, though, not to mention that if you don't have a source of light, you'll be tripping over rocks in the dark. Try not to kill yourselves while you're searching.
conversations.from: human
conversations.value: Find an Exit: It's time to leave. You need to find the end of this maze and get out before your captors manage to corner you.
conversations.from: gpt
conversations.value: Rebirth: A small community, far to the north and the last established outpost before the wild lands, but for a few wandering tribes to the far east. Rebirth is primarily a retirement community for old Phoenixes, and serves as a knowledge-center. You are welcomed with open arms.
conversations.from: human
conversations.value: Seasoned: You've encountered so much during your nomadic travels that nothing really surprises you any more. You've learned to always expect the unexpected and to control your panic. 
conversations.from: human
conversations.value: Isolationist: You have never been overly fond of people. Your entire life's been spent in the company of only a few. You get short-tempered and nervous when you're forced to deal with too many. 
conversations.from: human
conversations.value: Complete the Rising: In order to complete the Rising and become a shaman, you need to prove your ability to work with others--namely those outside the tribe. Joining the Order of the Phoenix gives you the opportunity to prove that you have the skills it takes to become one of the shamans.
conversations.from: gpt
conversations.value: Sorcery: Command of magics arcane and eternal. 
conversations.from: gpt
conversations.value: Apprentice: You are a newbie, green.  Sometimes you can ride on natural talent; sometimes your inexperience shows through.
conversations.from: gpt
conversations.value: Get Respect: Nobody respects you. Or trusts you. Through no fault of your own.
conversations.from: human
conversations.value: Spirited: You are full of energy, and always seem to burn bright, such that the flame within encourages others as well.
conversations.from: gpt
conversations.value: Find a place in society: You have been an outcast your whole life and urge to make the world know your name and respect you. This will let you support those important to you,and gain solidity. 
conversations.from: gpt
conversations.value: Elder: Though experienced and venerable, age has caught up to you. You just aren't the young warrior you used to be.
conversations.from: gpt
conversations.value: Shameful Secret: There are times in his life that he has shamefully felt an affinity for shadow magic. Not knowing his own parentage, he hides this fact for fear of the reaction of others.
conversations.from: human
conversations.value: Creative Thinker: Once you learn the rules, you experiment to master how combining or taking away aspects would change the result. 
  
  As a result, this has helped you master things faster and with more natural talent than your peers.
conversations.from: human
conversations.value: Impulsive: Look before you leap!  Measure twice, cut once! Inside voice, outside voice.
  
  These are all sayings that elders emphasize, especially around you. Unfortunately, those have yet to sink in. 
conversations.from: human
conversations.value: Master the intricacies of magic: Her love of learning and knowledge naturally coalesce into her life passion of mastering magic, and writing a primer on the intricacies of magic. Perhaps her name will be a household name in all Nero's universities.
conversations.from: gpt
conversations.value: Naive: Optimistic, cheerful, excited, trusting - not tempered by reality.
conversations.from: gpt
conversations.value: Veteran Traveler: Most your entire life has been spent traveling. As a nomad, there are few who know the terrain and climate of Trean as you do.
conversations.from: human
conversations.value: City Rat: No matter how small, any human habitat is easy for you to handle
conversations.from: human
conversations.value: Apothecary's Apprentice: As part of his training , Marvole apprenticed to a village apothecary. He did  not become an expert but did learn useful herb lore and how to treat minor wounds.
conversations.from: gpt
conversations.value: Suspicious: You can't help it.  You don't mean to do anything, but people can't help but think the worst of you. 
conversations.from: human
conversations.value: Darkling: You have some understanding of dark magic, ranging from night vision to accelerated night travel by shadow. 
conversations.from: gpt
conversations.value: Earth Affinity: You can glean vital information from the ground you walk on and read its contours and structure to your advantage. With great effort and strength of will you can even control and move parts of it.