<div align="center">This is to help you learn the world a bit before diving into it, as well as an area for any questions you need to ask. Please, ask anything. This is also and area where you can discuss things about the roleplay. I assume there are things you don't wanna see. I am going to post this RP in the Extreme due to the blood and violence. A decapitated Orc doesn't spill flowers from his wound you know. Though I would laugh if one did.<br/><br/><strong><em>THE WORLD:</em></strong><br/><br/>Within this world is four main continents and two large independent land masses-<br/><br/>The continent west of Galvor is the biggest one, home to seven countries and two untamed lands:<br/><br/>1. The Carmine Empire is one of the two biggest countries, residing on the southwest part of Galvor. Carmine is a very militaristic, like Sparta in Greece. They are a very proud warrior culture, everyone learns how to fight at the early age of six. Both women and men are equal in this country, and they are set into mandatory a military service for five years, after that they may choose to leave the military and be whatever they wish, or stay in the military to be taken care of and treated with honor and respect. Still, Elders are given the greatest respect, even if they were only in for five years. The Carmine Empire has strong disdain for magic and magic users, still, they do not believe healers as magic users, rather a healer is a gift from one of their Gods Manadith the Preserver. The other god the Carminian's worship is Seigfried the God of War, and pray to him during training, war, and life, as he represents victory in life.<br/><br/>2. The Architite Kingdom is the second big country, set to the northeast of the continent. The Architites have a strong believe in the magical arts was well as technology. The are run as a matriarchal monarchy, women hold more power over men, but they are not slaves or denied rights. With in it is many magical academies that help train many of the great magic users that protect the kingdom. It also holds many of the researching facilities. Because of this, they have magically controlled machines (Think Warmachine armor robots.). Sadly they have a hard time making them, so they do not have enough to make an army, so all that are made are put in protecting the capital. This also makes them the first creator of firearms, leading to the making of the special forces of Gunmages. The Architites pray to the god of wisdom and learning Almar.<br/><br/>3. The Marine Republic of Levin is the northern most country, surrounded by mountains and the only entrance is an inlet from the ocean. The inlet is protected by a great metal gate that is constantly patrolled. With in the center is the large island where the capital stands. Around it is a floating network of towns, all far enough apart for ships to navigate through. Levin is known for its powerful armada. The schools are very much into high caliber education and debate, making a Levinite a strong intellectual. The country is also apart of the Republic alliance with Bastion and Radian, allowing trade and export to their well guarded country. The patron god is Qalmac the Lord of the Water, so that they are always victorious on the waters and great fishing harvest.<br/><br/>4. The Republic of Bastion, to the northwest, just southwest of Levin. Levin has the biggest and well known theater and plays. They believe the arts can tell more about things that is normally said, as there is always two sides to every story. Bastion is also the biggest farming exporter of Galvor. The Bastian people are farmers and thespians, and usually always both. They welcome art of any sort, even if it is something against their country. The Bastian patron god is Bastal, god of the arts and harvest. It is also part of the Republic alliance.<br/><br/>5.  The Republic of Radian is to the west of Bastion and a part of the Republic Alliance. Radian is home to the greatest magical academy in the world, even noble families from Architite send their children there. Many of the greatest wizards and other magic users come from this school. (Sad there isn't much for it, but when you are a small country with an academy as your best thing, it happens.) Their patron god is Almar.<br/><br/>6. Between the Carmine Empire and Architite Kingdom lies the Merchant Kingdom of Lindal. It originally just a trading post, and slowly grew, till a rich business man made it into a regulated kingdom. Lindal is neutral and takes no sides, it is the importing and exporting center of Galvor. Though they share most of the gods, people how live to make business pay tribute to Loni, the god of wit and gold.<br/><br/>7. Also between the two countries is the Drunite haven, it is a safe land surrounded treacherous mountians, the only entrance is a long cave. It is guarded the Drunite Legion, elite warriors that have never lost. For those who seek haven and refugee, Drunite Haven is welcome to all. But are closely watched till they earn the trust of the people. Any offenders are thrown back out and possibly given to the people they run from, or if the crime is too great, executed. The Drunites are a race of elves that found a very magical home to live in and protect from the constant expansions of man.<br/><br/>8. The Wildlands is in the most northwestern part of Galvor, surrounded by the Republic Alliance. Within it are ravenous monsters and wild people, what goes on within it are unknown. Very few enter and even less return from it. It is a massive uncharted forest that seems to go on for ages, even the seafarers that sail by it refuse to be too close to it.<br/><br/>9. The dead Kingdom, south of Architite. It was once a growing kingdom till a ruler messed with the dark arts too much, ripping a hole to let out demons and the undead. In one night, the entire kingdom and its glowing lands were replaced with barren wasteland. The advance was stopped but a great wall of powerful runes. All who travel near it can hear the howls of the undead and the roars of the demonkind within. Even the Carmine Empire and Architite Kingdom would stop warring with each other to stop the Dead Kingdom from become free.<br/><br/>-----------------------------------<br/><br/>Olimal is the the nothern continent in Galvor, it is with in the unique shape of a 'U', and is home to four countries and a island that is connected to the continents by bridges:<br/><br/>1. Ilita is a persian like country of in the northwest corner, the desert country is home to many nomadic tribes. The capital is to the is far to the west set by the large bay known as the Heaven's oasis, this allows the irragation and plant grow inside the majestic kingdom that makes the massive castle as the wonder of the Ilita. Women of the country are not given many rights that other countries have, but a woman from other countries are not treated the same, they are treated as men's equal. Arebish, the sun god, as the sun is the symbol of their life. Rising strong and bright, setting for a time of rest, only to rise strong again like a phoenix.<br/><br/>2. South of Ilita is the country of Miegar, a jungle country like India. Being apart of the jungle and living beside it, even with their towns and Harbors. Miegar is a very peaceful country, but is a very powerful force with the aid of their beasts of burden like elephants and the like. The three gods Mith, the god of life, Genth, the god of death, and Santh, the god of rebirth. As they are the symbols of a life of a person.<br/><br/>3. Ashura is to the east of Miegar, and an oriental country. Proud warriors of the ways of bushido and serving their lord and emperor. The Ashurites are very set in their ways, the men are warriors and leaders of the land, women are servants and will be obediant. Men from other countries are treated as fellow warriors, unless shamed. Women from other countries are treated the same as theirs and expect them to act accordingly. Still, a woman can prove herself a warrior and earn respect and equality. <br/><br/>4. North of Ashura resides Hegin, a very tribal and barbariac, covered in mountians and places. The climate is usually very cold. The tribes fight each other for land and rule, but only within reason. War among the tribes is forbidden and is punishable by tribal eradication. And Fights for land are done so by one of the best warriors from each tribe, a fight to the death. The winners get that land for a whole year. Travellers are welcome, but are wise to be careful not to insult their way, or it will be violent. They mostly pray to 'The Beast', who tells them to follow the beast within.<br/><br/>5. Trader's island is connected to Olimal by long bridges from Ilita and Hegin. It is a pirates home, filled with taverns, brothels, and black markets. It is run by the 'Mistress' who owns the large mansion at the top. No one dares to mess with her as she gives them a safe place to set anchor. For those of who are looking for something, Trader's Island is the place to start.<br/><br/>-----------------------------------<br/><br/>The eastern continent of Gomroth is large one with only one country to rull over it. That infact is also called Gomroth. It was once a very war torn place till three brothers lead a small country to conquer it all and make peace. It is possibly the longest living empire to date and still continues to prosper. Its system is run by an emperor, with two advisers. One for social needs, other military. It is cut into sections and ruled by mayors who give full loyalty to the emperor, those who don't are set straight fast. The deities they believe in are in fact the three brothers. Anubis Uriel, the god of body, Cirdon Uriel, the god of mind, and Jonosan Uriel, the god of spirit. All travellers are welcome openly, all enemies crushed quickly.<br/><br/>-----------------------------------<br/><br/>The southern continent is a full rage of war torn, Gulmag is seperated into three and all three sides fight one another. Truly no outsider is welcome as they could be a spy for the enemy. The land always seems dark and gloomy as the death rate piles up. The three kingdoms are Argite, Dathmir, and Taton. No one knows why the war started there, only that its build on generations of hate and won't end anytime soon. Their deities are much like all the others as they once interacted with the rest of the world.<br/><br/>-----------------------------------<br/><br/>Finally are the two land masses in the center of the world:<br/><br/>1. The Isle of the beasts which is home to monsters and a strong amazon race. The place is very tropical, easy for growing, hunting and all they need. Anyone who lands on the island is made into slaves if captured. The slavery lasts their lifetime. Only very few have ever escaped to tell the tale.<br/><br/>2. The last one is the Isle of the Forgotten. Only just to the west of the other one. Still far enough to stop interaction. No one ever goes to it as it is home to horrors like no other. All who have gone, died. So no one truly knows what is on it, what they do know is if you are close enough, you can hear the roars of evil.<br/><br/>+++++++++++++++++++++++++++++++++++++++++++++++++++++<br/><br/>That covers the world. Any questions, just ask. If you want to know more about the world, most of it you will find out more with in it. I left out characters, as you will meet them and be a part of their lives.<br/><br/><br/><strong><em>CHARACTERS:</em></strong><br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=64366.msg2885575#msg2885575">Quote from: Elven Sex Goddess on 29-03-2010, 07:52:02</a></div></div><blockquote class="bbc_standard_quote"><table class="bbc_table"><tbody><tr><td><strong>Viviarri Questell,  Elven,  Lv 1 Rogue, CN<br/><br/><br/>My character sheet, click image.</strong><br/><br/>(http://www.easyimage.us/media/files_image/user2659/8240a769c0f.jpg) (http://www.myth-weavers.com/sheetview.php?sheetid=195935)</td><td><strong><span class="bbc_u">Background</span></strong><br/><br/>Viviarri Questell full blooded elven cousin to the famous half-elven rogue Rory Questell.    Enticed and lured by the charm of gold.  The wander lust of adventure.   Driven by a greed,  a disdain for law.   This tall lithe beauty is very much swashbuckling  flamboyant creature. <br/><br/>Now it has been a hundred years since her cousin has passed into the annuals of history.   His exploits the muse of her inspirations.   Some would say it is Rory reincarnated all over again.    A possibility but not the case.    Perhaps it is in the blood line of the Questells.    That sparks such traits.  For from a very early age,  Viviarri exhibited all that wanton carefree traits of a lawless rake.   Of course Viviarri is blessed with a wealth of talents.   The intelligence to understand the deepest mysteries of arcane knowledge.   She could easily take up a path of nature in being a ranger or a druid.   Just as well she could have devoted herself to the path of piety of a paladin.    Or she could have walk the road of being a bard.   Yet none of those fit.   Each one would have pigeon holed her.    No the life of a rogue,  the very epitome of an adventurer.   This is her calling.    <br/><br/>Its bitten her hard.  For as she gained adult hood.    An took up the road to see the world and seek her adventure, fame and wealth.    One of the first human towns she came to.   Viviarri would attempt to to burglarize the mayor's estate.    As she in the spirit of the Questells would rip off a golden statue from the mayor's garden.    It took her nearly three hours to drag that stupid statue off.    In which it would have a posse on her for the next three months.   An the gold was merely painted, it was nothing more then a bronze statue underneath.    However, the risk for gold had been well worth the attempt.   Even through the outcome had been a bit disappointing.    <br/><br/>Present; Viviari finally has eluded the posse  as she seeks to hook up with a adventuring group.  To further her career and sate her hunger for adventure.    <br/><br/></td></tr></tbody></table></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=64366.msg2887328#msg2887328">Quote from: Azrael, Archangel of Death on 29-03-2010, 22:37:02</a></div></div><blockquote class="bbc_standard_quote"><br/><br/>http://www.dndsheets.net/view.php?id=2813 (http://www.dndsheets.net/view.php?id=2813)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=64366.msg2892868#msg2892868">Quote from: Matthew on 31-03-2010, 09:01:20</a></div></div><blockquote class="bbc_standard_quote"><strong>Mia Taldhen (http://houseeros.com/sheets/view.php?id=53)</strong><br/>(http://i898.photobucket.com/albums/ac182/MatthewO_RP/Mia-Tensai.png?t=1270017769)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=64366.msg2903744#msg2903744">Quote from: Xiddeus on 03-04-2010, 19:38:50</a></div></div><blockquote class="bbc_standard_quote">My Cleric to Pharasma, Krovis, Follower of the Path.<br/><br/>http://www.myth-weavers.com/sheetview.php?sheetid=197057 (http://www.myth-weavers.com/sheetview.php?sheetid=197057)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=64366.msg2905671#msg2905671">Quote from: Chloe Milev on 04-04-2010, 06:17:57</a></div></div><blockquote class="bbc_standard_quote">Moira (http://www.myth-weavers.com/sheetview.php?sheetid=197416) "The Swamp Witch" Feydotter.  Latest in a long line to take the title and haunt the swamp, but is taking a leave of absence to explore the world first.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?action=profile;u=7724">Quote from: Callie Del Noire on 03-04-2010, 16:42:01</a></div></div><blockquote class="bbc_standard_quote">T'TCHAKA   CR 1/2<br/>Male Tengu Alchemist 1<br/>CG Medium<br/><strong>Init</strong> +3; <strong>Senses</strong> Low-Light Vision; Perception +4<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC 15</strong>, touch 13, flat-footed 12. . (+2 armor, +3 Dex)<br/><strong>hp</strong> 11 (1d8+3)<br/><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> +2<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd</strong> 20 ft.<br/><strong>Melee</strong> Bite (Tengu) +1 (1d3+1) and<br/>. . Quarterstaff +1 (1d6+1) and<br/>. . Unarmed Strike +1 (1d3+1)<br/><strong>Ranged</strong> Bomb +2 (1d6+4 Fire) and<br/>. . Sling +3 (1d4+1)<br/><strong>Special Attacks</strong> Bomb 1d6+4 (5 /day) (DC 14)<br/><strong>Alchemist Spells Prepared</strong> (CL 1, +1 melee touch, +3 ranged touch):<br/>1 (DC 15, 2/day)Cure Light Wounds, True Strike<br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/>Str 12,  Dex 16,  Con 14,  Int 18,  Wis 14,  Cha 14<br/><strong>Base Atk</strong> +0; <strong>CMB</strong> +1; <strong>CMD</strong> 14<br/><strong>Feats</strong> Brew Potion, Point Blank Shot, Throw Anything<br/><strong>Skills</strong> Acrobatics +0, Appraise +8, Climb -2, Craft: Alchemy +8, Craft: Pottery +8, Craft: Traps +8, Escape Artist +0, Fly +0, Heal +6, Knowledge: Nature +8, Linguistics +9, Perception +4, Profession: Merchant +6, Ride +0, Stealth +2, Swim -2 <strong>Modifiers</strong> Alchemy +1<br/><strong>Languages</strong> Common, Draconic, Dwarven, Elven, Goblin, Orc, Tengu, Undercommon<br/><strong>SQ</strong> Mutagen (DC 14) (Su)<br/><strong>Combat Gear</strong> Quarterstaff, Sling, Bullets, Sling, Leather; <strong>Other Gear</strong> Backpack (12 @ 55 lbs), Bedroll, Flint and steel, Healer's kit, Ink (1 oz. vial, black), Inkpen, Lamp, common, Mutagen: +4 CON, -2 CHA, +2 Nat AC, Oil (1-pint flask), Pouch, belt (1 @ 0.26 lbs), Pouch, belt (4 @ 2 lbs), Rope, hempen (50 ft.), Sack (empty), Sealing wax, Spell component pouch, Spellbook, wizard's (blank), Tent, Tindertwig, Vial, ink or potion, Waterskin, Whetstone<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Alchemy +1 (Su)</strong> +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.<br/><strong>Bomb 1d6+4 (5 /day) (DC 14) (Su)</strong> Thrown Splash Weapon deals 1d6+4 fire damage.<br/><strong><strong>Low-Light Vision</strong></strong> See twice as far as a human in low light, distinguishing color and detail.<br/><strong>Mutagen (DC 14) (Su)</strong> Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.<br/><strong>Point Blank Shot</strong> +1 to attack and damage rolls with ranged weapons at up to 30 feet.<br/><strong>Throw Anything</strong> You are used to throwing things you have on hand.<br/><br/>Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.<br/><br/><br/>Pack Pony<br/>Male Pony<br/>Medium<br/><strong>Init</strong> +1; <strong>Senses</strong> Low-Light Vision, Scent; Perception +5<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC 11</strong>, touch 11, flat-footed 10. . (+1 Dex)<br/><strong>hp</strong> 13 (2d8+4)<br/><strong>Fort</strong> +5, <strong>Ref</strong> +4, <strong>Will</strong> +0<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd</strong> 40 ft.<br/><strong>Melee</strong> Hooves x2 (Pony) -3 x2 (1d3) and<br/>. . Unarmed Strike -2 (1d3+1)<br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/>Str 13,  Dex 13,  Con 14,  Int 2,  Wis 11,  Cha 4<br/><strong>Base Atk</strong> +1; <strong>CMB</strong> +2; <strong>CMD</strong> 13 (17 vs. Trip)<br/><strong>Feats</strong> Endurance, Run<br/><strong>Tricks</strong> Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]<br/><strong>Skills</strong> Perception +5<br/><strong>Languages</strong><br/><strong>SQ</strong> Riding [Trick]<br/><strong>Other Gear</strong> Saddle (Pack), Saddlebags (empty)<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Endurance</strong> +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.<br/><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.<br/><strong>Riding [Trick]</strong> The animal has been trained to bear a rider.<br/><strong>Run</strong> You run faster than normal.<br/><strong>Scent (Ex)</strong> Detect opponents within 15+ feet by sense of smell.<br/>--------------------<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><strong><em>WHATS GOING ON SO FAR:</em></strong><br/><br/>Nothing.<br/><br/><br/><br/></div>