In the beginning, there the Immaterium.
Nothing existed... Yet everything was.
The world began from Energy. The endless folds of the Immaterium begat the very first entity - Astra. In Astra, there existed everything: good and evil, darkness and light, chaos and order, stength and feebleness, life and death. In Astra, there was a perfect balance... A perfect harmony.
Yet, as all things are, it was to never last.
The flows of energy created the single greatest and worst thing ever - Thought.
The Thought of Astra disturbed the symbiosis of itself, creating rifts between everything - you can only be good or evil, it can only be dark or light, and you can no longer be stupid and wise at the same time.
But, it is this self same rift that gave birth to the world. From the entropy that ensued, the Realms of Existence were born. Astra was split into many different Planes, all with a mixture all the Elements, but each with a slight overload of one. It is in two of the Planes that our conflict begins.
Life and Death.
Basic ClassesMercenary - A soldier for hire, Mercenaries are skilled with blades, polearms and crossbows. Prefering a direct confrontation, these Soldiers of Fortune value strength and agility the most. Mercenaries lack persuasive skills and don't have time for scholastic interests.
Seeker - A hunter of the magical kind, seekers are those who have been Gifted with the power to banish Astrals back to the Realm they came from. Utilising magic and technology, seekers are commisioned by the Folk and the King for their services. To accomplish their means, seekers prefer persuasion and knowledge, rather than direct fighting.
Wizard - A practitioner of Magical Arts, Wizards are magicians sanctioned by the King. Most wizards harness the power of the elements - fire, earth, wind and water - but there are those who draw upon the power of the Unknown. Many travel the land, seeking arcane knowledge and artifacts. Wizards pride themselves on their sagacity and are nimble from all the meditative techniques.
Vagabond - A drifter, vagabonds are the cutpurses, the burglars, the graverobbers and even the drunkard. Opting for a life of crime, vagabonds are often hounded by the Law and angry citizens alike. Most vagabonds are dextrous, wielding daggers and bows. Charming to all, vagabonds could talk their way out of a death sentence. Fast and charming, vagabonds find studies and meditation a bore, and are unlikely to fight an opponent head on - unless they have a trick or two up their sleeves.
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Name:
Gender: Male OR Female
Age: ABOVE 16 - BELOW 55
Basic Class: [Mercenary] - [Seeker] - [Wizard] - [Vagabond]
Description: Physical attributes - tall, fat, short, scars, hair colour, etc.
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One character only at the moment.