"Trouble brews in the north. As far back as man can remember, the north has always been portrayed as a cold, inhospitable place in humanity's collective consciousness. An arid, frozen wasteland filled with savage beasts and brutal creatures, nameless terrors better left forgotten. Tales often speak of unspeakable eldritch entities, deranged madmen and bloodthirsty warlords, all coming from this mythical direction. Every decade or so, it seems to spawn a new insane death priest, undead overlord or savage horde of barbarians descending southward in hopes of conquering the known world, only to have their plans almost immediately foiled by an archetypal group of heroes. It is a grim, unforgiving place, ruled only by violence and bloodshed. It is not to say, however, that it does not have its appeals. To the enterprising philosopher, the north can yield phenomenal rewards, harvested from the ruins of forgotten dungeons and demolished castles. Rare philosophical artifacts, unique treatises and marvellous treasures, all left behind by the land's previous occupants. No one is truly sure of where exactly the north actually is, for it doesn't actually appear to be a tangible geographical location, more of an abstract idea. All that is known is that, if you head north away from the civilised world for long enough, you will eventually happen upon the small border town of Arsend village, regardless of where you actually came from. This village is the last refuge of civilisation before you finally venture into the north. Likewise, when one wants to return to the south, if they walk in that direction long enough, they will inevitably return to Arsend eventually. This makes the town a veritable hotspot for merchants and treasure hunters alike, and its only inn often finds itself filled to the brim with travellers. It is almost perpetually inhabited by a considerable number of traders, eagerly seeking to profit from the adventure seekers returning from the wild lands. Quest givers, people wanting things done for them in exchange for currency, are also unusually common here. It is, incidentally, where your adventure begins. You and your group have just returned from a modest yet successful trip to a small dungeon which was recently discovered in the north, and you have only returned here a day or two ago. Eager to unload some of your loot, rest and get your hands on some fresh equipment, you dispersed throughout the town, planning to regroup in a few days once you have recovered."
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Name: Your character's name. Can be either mundane or unusual.
Nationality: Your character's cultural identity. Most often reflects their class. (Greek, French, Chinese, English, German, etc..)
Class: Your character's philosophical school of thought. (Sophism, Positivism, Humanitarianism, Existentialism, etc..)
Alignment: Empirical, Rational, Relativist, Evangelical, etc... Whatever you think best suits your character.
Ego: What your character looks like, their appearance. Heavily affected by their mentality and perception of self.
Essence: What your character truly is, their personality. What gives them the basis for their identity.
Arsenal: Your character's weapons and tools. (Rapier wit, Occam's Razor, Shield of Faith, Diogenes' lantern, The Cutting Edge of Technology, Rhetorical Hammer etc... )
Equipment: Usable items your character might have, such as supplies or other consumables. (Golden apples, Irrational numbers, Primordial soup, Lucky coin, Sparks of genius, silver lining, etc..)
Abilities: Concepts your character might invoke to give you an edge in various situations. (Zeno's paradox, Selective Perception, Aponia, Existential Dread, Whitewash, Murphy's Law...)
Skills: (Ever character starts with twelve [12] points to distribute between the three core skills and twenty four [24] for the secondary ones. Level one costs one point, level two costs two, level three costs four, level four costs six, level five costs eight, level six costs twelve...)
Credibility:*/6
Charisma: */6
Conviction: */6
Rhetoric: */6
Logic: */6
Image: */6
Research: */6
Manipulation: */6
Knowledge: */6
Backstory: Your character's background.
Secret Objective: Unique to each player. Do not include this into your character sheet, but rather send it via private messaging. This will be your character's own personal motivations during an adventure. For a humanist, that might involve helping others, while for a more religiously inclined character, it could be simply spreading their gospel. Players will be gaining subtle rewards for completing tasks related to their objective.
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+Characters begin the game with a maximum of one weapon, three miscellaneous items and 100 Kudos (Currency).
+As mentioned in the intro however, your characters have just returned from a short journey into the North. As a result, you may either start with either ten additional items or 1500 Kudos.
+Characters are currently free to roam the town for traders or quest givers. Feel free to start your own sub-plots here or later on.
+Unless requested otherwise, the roleplay will be taking place over a wide variety of locations, and will not be using the north other than as back story.
+Feel free to speak if you have any questions or comments you would like to share.
+Most importantly, as always, have fun! :D
+And remember, the sillier the better.
+ Credendo Vides - Essence
+ Irene Viscardi - Kentsukan
+ Freida the Slip - Gordian Nought
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