The War for Mytheria
The Ilian Empire is on the brink of turmoil. Never in all the 12 centuries of its existence, since Ileandra the Great united the continent, has it faced such a threat. Before now, the three branches of power - The Church of The Source, The Democratic Houses of The Commons and The Nobles, and the Divine Seat of Ileandra's Bloodline - have remained steadfast through the sparse handful of civil wars. The Adventurers Guild and its hundreds of adventurers, those gifted with the source crystal, have managed and maintained caves, nests and dungeons that spew forth all manner of dark creatures. The Empire's Army and Navy have repelled pirates and invasions from over the Eternal Sea. Peace and prosperity, culture, magic and science continue to flower, pushing the many peoples of The Empire ever forward through time. But now...
Along the northeastern border of the continent, over Dragonclaw Delta and the shores of Eretia, an invasion of the mightiest order has swept through the defenses and devastated the cities in the northeast. Armies of skeletons, zombies march along the ground, flanked by lizard cavalry. And the skies are commandeered by Wyvern beast riders. Lich champion generals, each capable of taking on a small raid parties of adventurers on their own. These are the forces of a powerful undead sorceror known only as The Witch Queen.
The merchant city of Johsiria has fallen, along with Eredge and Helecarsus. Refugees flee west in terror. All over The Empire, the next, caves and burrows to the deep are alive and teeming with orcs, goblins and critters, The Witch Queen's magical presence waking up all with evil in their heart. The Adventurers Guild is overrun with more jobs than it's adventurers can handle. Worst of all, the first counterattack of The Empire was destoryed in horrific fashion. Twenty thousand soldiers wiped out. Notable generals of the Empire lost. Half of the Council of Heroes gone. And all that died only rise again to serve The Witch Queen.
Capitol City has become desperate. After much deliberation in the halls and forums of the powerful, they have decided to spend an inordinant amount of Source, the very fabric of existence, to invoke The Summoning. They have decided that only Heroes from another world can save Mytheria.
That is where your characters come in.
Your characters will be regular humans in our world, who, when dragged to Mytheria via The Summoning, will have enhanced abilities that fall under the usual DnD classifications (Fighter, Ranger, Mage, Healer etc.) and they will not be able to return home until they have dealt with the threat. They will not be super powerful right away though, and will need time and experience to hone their new-found skills. Can they figure out how to kill this seemingly invincible witch who has bested great heroes and armies already? Will they have what it takes to become a team, fight as one, and execute the impossible?
The Rules
1. Guild rules apply
2. Minimum of one post per week
3. Respect eachother
4. Character applications must be posted in OOC and wait to be accepted.
5. Everyone can post 2 or 3 posts per round (a round being over when everyone has gotten a word in.) This limit is for the benefit of slower posters, so that they don't get left behind. A round will usually end when I post to push the story along.
Character sheets
Name:
Age:
Country on Earth:
Appearance:
Personality:
Brief Backstory:
Adventurer Class:
Starting Common Gear:
Special item:
Notable skills or abilities:
(Bear in mind that skills and abilities will grow over the course of the RP, due to plot based level ups so if I ask you to tone down your skills, it's only to allow for the growth of your character.)
Character applications will not be first come first serve. They will be subject to acceptance, so take your time and make your best CS. Any questions, feel free to ask.
I expect the IC to begin on Sunday or Monday, but we can extend to later next week if we need to.