I'm definitely interested and I have a character in mind though I tend to really base my character off berserk in such an instance. I have a mythology and such. Though I have questions the same as Yoshua so I'll wait till you answer those first.
Oh, and also, we're getting more players than you can shake a baby at. Which is awesome. One day we'll have enough for a legit army, which we're probably going to need.
Do not make a character that is strong or flawless, make a character that is unique, defective, and rife with lessons to be learned.
Yeah, no arguments there, I mean there are people who have written about gods and managed to make it interesting.
I think, what I would argue though is that as you bump up the power of your character, it requires increasingly more discipline to keep yourself in line with the RP, the other players, and even "who" your character is.
In a supremely silly reference (on my part), it really comes down to the ever classic "with great power, comes great responsibility" quote.
Is it one character per player?
As far as I know, one character is the limit. If, however, it is not the explicit rule, then it is definitely what has become common or convention per precedent. You will also notice that we are offered free reign in controlling NPCs and that the only stipulation is that we be trustworthy enough to not abuse such a power—as is frequently the case in this roleplay. Much of the creative liberty, which Transience has awarded us, is granted to us in good faith.
In regards to NPCs, how many is acceptable, how fleshed out can they be, what happens if one becomes commonplace and shows up quite often, actually becoming important in some way, can an NPC become--or be played similarly to--a character?
NPCs are infinite in number. They are created and exist by necessity. NPCs which do not exist with respect to the established lore and rules are all which are off limits. For example, you cannot create an NPC that is the current president of Ansus because Ansus does not have a presidency; rather, it has a monarchy. There is no limit to how developed an NPC can become either, and they can ascend to a pseudo-character status minus the player exclusivity.
What worldbuilding and lore creation has already occurred which cannot be found in the OP?
That is a good, albeit tough, question. I would like to scour through the whole OOC and the IC to take note of the lore and world so far, but the difficulty arises in the sheer pile of posts which I would have to sift through to find the answer. I might actually try and do so, but there are so many posts (roughly 820) in the OOC already, many of them just #banter and not actual substance.
Concerning magic...
Well, the first part here is clear: magic is definitely a thing. There is most certainly powerful, spell-flinging magic, and it is certainly capable of leveling mountains and slaughtering demonic hordes with holy fire. One thing that I have noticed is that magic usage is limited to the legends themselves and the gods and that the common man is not capable of magic. Enemies created by myself and Transience might be capable of it, but outside those that I named, I am unsure whether anyone else has any kind of magical power. Still, I am fairly confident there will not be further limitations to magic and its capabilities aside from those placed by the players themselves. Again, magic is one of those "good faith" issues. Hopefully, we can trust you to be fair and reasonable about it.
Are we limited to human or humanoid races?
Transience said this already; we are limited to humans as it is an anthropocentric roleplay. But if you can design a well thought shapeshifter, go ahead and take your shot!
Where's the story so far?
I... am not entirely sure. I myself have to update my understanding of where everyone is at, but I will say that you are not explicitly required to know everything that is happening. Introducing new people to the roleplay has been so far fairly easy, since most of that work only requires exposing the setting and plot to them bit by bit as they join and immerse themselves. From there, it's simple enough to put them into the action with all the other characters.
Is there a loremaster?
Nope! Nope-ity, nope, nope! There is no such title nor has there ever been in the roleplay. Everyone contributes to the lore aside from things that occurred before Ansur guided his people into Ansus. It is no person's sole duty to dictate how anything works in the roleplay, and the GM, as with most roleplays, has the final say on it. The bestiary and the lore sections in the OP need updating. When I summarize the roleplay so far after clearing some school stuff off my plate, I'll have a more definitive answer to stuff that's happened so far. I guess, concerning your question though, Transience is technically loremaster.
Are there any other realms? Are we open to there being others as long as they make sense and don't over complicate things too much?
I will keep silent on this question for a little bit and perhaps leave it for Transience to answer.
How do we feel about complexity, the ambiguous, the vague, the mysterious, the obscure, and the convoluted?
There is already quite a bit of that in the lore thus far, and it would be pretty accurate to say that this roleplay is open to all of those things. Is complexity allowed? Definitely. Is complexity, to the point where nobody can make sense of it, allowed? Probably not, but again, all in good faith. This is after all the Advanced section, and we trust most players to use good judgment. That policy has worked, and I like to think it will continue to do us well.
I also think, like @Vigfast, that the roleplay lends itself more as a story than it does as a game, and the goal is not to make powerful characters, but to create interesting, developed characters who do their duty as plot drivers. In the future, I plan on revealing Altim's flaws and showing that these legends are not all that they are presented as. That too seems to be the major theme; these are great figures, but the plot gives strong reminders that they are not as good as history makes them sound. Do not make a character that is strong or flawless, make a character that is unique, defective, and rife with lessons to be learned.