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Name: Urist MacFistbeard III
Species: Dwarf, but everybody thinks he's human.
Age: 15
Gender: Male

Appearance: Urist MacFistbeard is a short, 4'7" dwarf. He is stocky, as most dwarves are, but only when compared to other species. His skin is a light-tan color and has an incredibly coarse feel to it. His hands are notably calloused. Urist wears his amber hair long but unkempt, frizzing down to his shoulders where he typically cuts it. The most notable part of Urist is his lack of beard. While most dwarves are capable of growing fine beards by the age of five, Urist had yet to even develop any facial hair.
Faction: Guildless
Personality blurb: Due to insecurities, Urist typically tells people he is human. He shies away from contact with most sentient beings. Most conversations he has are with his pet rock.
Biography blurb: The story of Urist was a sad one which begun with misfortune as Urist was born without any sign of facial hair whatsoever. As eldest son of the MacFistbeard clan, Urist was to inherit his father's position. As expected, his father had high expectations. Even when he turned four and still had no beard, Urist was pushed by his father. Most dwarves of the Fistbeard family attend dwarven private school, however, Urist, with no facial hair, could not risk disgracing his family. His father therefore sent him to a different school, where dwarves would hopefully be less common.

Powers: None
Abilities: Urist has the typical dwarven strength and endurance. Apart from that, nothing too abnormal.
Weapons: Urist wears a hair clip which turns into a large steel hammer. Though it was meant to be kept on a beard, Urist must wear the clip on his hair for lack of beard.
Other: Urist has a sentient pet rock named Stone.
I work EMS from 6 PM to 12 in the evening. Basically, I walk in, sit down, and wait for something to happen. When I'm not, I'm either checking the ambulances or funposting.
Damn. Where do you guys work?
Adventurers:








Notable NPCs:
To spare the pretentiousness, Dungeon Crawl is a not-so-generic fantasy dungeon crawler. It features a group of smashing young adventurers heading off on a dangerous mission with a glint of excitement in their eyes. Poor bastards.

The World:
Magica had once gone by a different name. The original human settlers had once called it after one of their old gods, but as old religion was lost as the past became too distorted to discern mythology from fact, the old name was lost. Humans and other inhabitants of the land refer to it widely as "Magica". Strong winds are omnipresent especially in the upper atmosphere of the planet. A great anticyclonic storm rages omnipresent at the south pole of the planet, thrashing apart anything which comes near it. Settlements are built upon large floating, drifting stones which act as continents and islands. Because of their drifting nature, should two continents come close enough, their inhabits may hop between the landmasses for a period of time. Other than that, the only way to get from landmass to landmass is through large flying zeppelins. Travel is not only expensive, it is also dangerous as the skies are ruled by the various pirate kings along with all different sorts of flying beasts which inhabit the skies. Weather is not fixed, and most plant life has adapted to the nature of weather on the planet.

Dungeons:
On Magica, a land where everything floats, life has taken a strange turn. Dungeons on Magica are not stationary settlements long abandoned and filled with monsters and loot. On Magica, dungeons exist as the mature form of greater mimics which take root on floating stones and grow in time to large proportions. As they mature, the dungeon mimics take in other creatures and collect treasure within their depths. These dungeons become living biomes capable supporting life in sometimes strange and unpredictable ways, turning the creatures it takes in into a line of defense against predators. Each dungeon contains a living, magical "core" which acts as the mimic's nucleus, controlling and regulating everything within the dungeon. The method by which they mate and reproduce is a mystery as many dungeons "take root" in places away from civilization. It is theorized by scholars that upon reaching maturity, dungeon mimics release thousands of spores commonly known as the common but mysterious flying polyp which seems to live all over the planet. While their reproduction is a mystery, it seems that dungeons and the strange creatures which live inside them have begun to get closer and closer to the settlements of different species and disrupting the lifestyle.

Dungeons are split into different classes and categories. These help distinguish the age of the dungeon, and its general inhabitants. Dungeons are ranked from class 1, being the youngest dungeons which are the most common and the newbies are typically sent to deal with; to class 4, being the elder dungeons which are the most difficult and only expert dungeoneers ever even dare to explore. There is a theorized class 5 which exist somewhere deep within the planet, closer to its core. They are believed by some to be the oldest dungeons, and related to the formation of the planet itself.

The Mission:
The Society of Dungeoneering and Extermination, abbreviated as SODE, was created to both study dungeon mimics as well as to control their population. While SODE is subsidized by some governments, it is strictly a private organization which also receives backing from private investors. SODE does not truly belong to any government, and so does not have very strict regulations. Those who wish to join SODE as adventurers only need to apply with the name of their adventuring party, and the name of its members. SODE has no rank structure; only a CEO, and several other business men. SODE does not offer much for its members save for discounted prices at certain inns and a monthly stipend to ensure that its members remain alive. Because of this, many also take up freelance dungeoneering. Among its various cadre, SODE also employs researchers which follow adventurers and report ecological and biological findings to the organization.

The Adventurers:
Basically, this is you. Do not fret the origin of your character. The world of Magica is vast, so all manner of being and lifestyle are possible. Their power levels should all be roughly the same, something fitting of new adventurers. These are competent young souls: fresh graduates of a wizard academy, the star pupil of a dojo waiting to prove himself, or a young swordsman taught by a venerated master.

Name: The name your character will go by, be it official or a self proclaimed alias.
Gender: Boy, girl, or whatever your race has
Age: The age of your character in solar years
Race: Again, the world is pretty big so you can get crazy.
Character Concept: A small phrase used in place of a class. This will be the gist of what your character is and how he/she will be roleplayed.

Physical Appearance: The standard physical appearance of your character. I’d prefer this be done using actual words, though I won’t mind a picture either if that’s exactly what you want to play.
Equipment: A list of whatever possessions your character has, including weapons and packed food. Be sure to update this regularly to accommodate for any new items your character takes on during the quest.

Personality: How your character generally thinks and acts.
Goals: List some things your character wishes to accomplish. (Optional)
Beliefs: List some things your character has strong opinions on. (Optional)
Background: The history of how your character came to be. Again, the world is pretty big so you can go crazy.

Racial Traits: Anything special your race is capable of that seperates the race from others.
Known Skills: Whatever your character is capable of and competent about.
Known Spells/Powers: Whatever magic your character may possess that isn’t directly linked to their race.


The Rules:
  • Don’t be a creep.
  • Don’t Godmod.
  • Don’t power play.
  • Be cordial to your fellow players.
  • Have fun.


The Story So Far:
None yet, but we'll have one soon enough!
For whatever reason, Rodrigo did not bother to give chase. The max effective range of his rifle was somewhere over 500 meters, and so he wouldn't need to take the fight up close so long as he could still get a visual on his target. Rodrigo was unaware why he was even firing. Was he the target? Was he the one targeting? It was confusing, and yet his body moved all on its own, as if trying to accomplish something.

Rodrigo lined up his sights again. With his eye-sight, it should be easy enough to hit something that was 400 meters away. He scanned the area for his target. Before he could aim and fire, however, his arm moved away from where he believed his target was, to another target. This was some innocent female in her twenties or something. She wore basic streetwear. Rodrigo did not intend to shoot at her, and yet he did.

"Wait, run away!" he managed to squeeze out, before squeezing the trigger. The woman screamed before hitting the ground. Straight through her chest, a bullet hole. Her eyes were wide and she was in a panic. Rodrigo seemed to have conciously pulled the rifle away, the shot hitting just off the woman's heartbox. In other words, she was alive. Strangely enough, while there was an exit wound, the cavitation seemed minimal- or at least less than the ammunition an AR-15 would produce.
The knight scratched the back of her head. "Thank you" she told the dog-lady with the strange accent. "If you just have water, that'll be fine. I seem to have misplaced my canteen." she said. Sergeant Wykes readjusted herself on her horse, undoing the safety straps she had on just for comfort. She reigned the horse near the door and took a peak inside. "HELLO!" the knight yelled, checking for an echo more than a real response.
They could cover their maces/swords in oil and burn it, thus they could strike wind elementals with FLAMING swords.
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