1. No god-modding.
2. No hyper character speed and no super weapons and especially no killing enemies in a blink of an eye. This too is god-modding but some people tend not to consider it that way.
3. Do not, and I mean DO NOT in any way or fashion control somebody else's character. Not even a hand shake. If you want to shake someone's hand, you write something like "He offered him his hand." and then you wait for him to respond. You can also do a Joint Post with that person.
4. Two paragraphs minimal or an ample one. Also, try not to make spelling mistakes.
5. You may control NPCs made up by you or other "lesser" ones but the main NPCs are controlled by me. That means the NPCs who are deeply involved in the plot.
6. Try not to make too many OOC posts. They are allowed, but do not flood the RP with them. For any trivial questions PM me.
7. No demons, half-demons, celestials and such. You can choose only the offered races which don’t have any special prerequisites.
8. No absurd fights. If you're going to fight with NPCs, elaborate it fully. Also, do not make up creatures unless you run it past me first.
9. If you don't post at least once a week, without a note for your absence, you will be considered as if you left the RP and your characters may be used for plot advancement. You will not be kicked out nor banned from the RP, but your characters will be used for the sake of the plot until your next post.
10. NO ANIME.
11. If you feel the urge to go anime, remember The Lord of the Rings, cool off, then write.
The Continent of Prafyr:
The continent of Prafyr is made up of four nations: Gedhon (capital Gedh) to the north; Formelia (capital Arvael) to the east; Tharia (the largest one, capital Marvor) in the south and the middle of the continent; and Hasfiria (capital Hasii) to the west. The continent itself is surrounded by fierce waters and winds making it impossible to travel to the other continents and vise-versa. There are stories that the Underdark is connected to the rest of the world, but no surface dweller survived the descend into the bleak blakness of the inhospitable “underworld“ beneath.
Prafyr is a strange continent which, in the matter of climate, is equivalent to the entire world. Gedhon is the land of fearsome winters, while the southern part of Tharia, namely Talimdar forest, is a tropical jungle. To the west, in Hasfiria, there is a desert, which is almost in line with Gedhon, but nevertheless extremely high temperatures make life hard. To the east, Formelia has a medditeranean climate. This phenomenon can only be attached to the will of The Nine. Peoples of Prafyr believed that there was a purpose to the continent of Prafyr being special and detached from the rest of the world, but after a couple of millenia, those thoughts slowly started to fade away.
The Underdark:
The Underdark is a vast subterranean network of interconnected caverns and tunnels, stretching beneath entire continents and forming a literal underworld for whichever surface setting it is added to. It is extremely dangerous, especially to those not native to it. There are the usual dangers associated with caverns: claustrophobia, occasional poor air circulation, and getting lost. There is no light except for occasional patches of fluorescent fungus; most Underdark inhabitants either have highly developed senses other than sight or have developed Infravision. Food can be extremely difficult to find, and much of the natural vegetation is poisonous. The Underdark is permeated with a magical energy the Drow call faerzress, which is used as a source of energy by the native plant life but which interferes with scrying and teleportation spells.
The Map

Story so far:
When the raids endangered Tharia, the leading force on the continent of Prafyr, King Thar assembled a party of people who would investigate the cause. The party consisted of General Averey Durkheim(a man loyal to Tharia in whom Thar has great deal of trust); Athelyna (a member of Azure Knights in service of King Thar); Kamui Windchester(another member of Azure Knights, confident in battle); Tajan Kourasukii (a rather short and tacit mage in King Thar's service); Chiyou Masuka (a young, fragile girl mentored by Tajan); Aphelion Excelsior (an indifferent youth hired for his tracking skills); and Ethelia Excelsior (an elven ranger who possesses minor magical abilities -- she is not in blood nor matrimonial relation with Aphelion). They routed the raiders and followed them north, across the border of Gedhon. After they lost the raiders, they spent some time in Benedix and went back to Tharia. On their way back, they found that the border village of Esclarmonde, which belonged to Tharia, had been razed. According to a sole survivor, a child, the misdeed was ascribed to Gedhonians.
The true culprit was a vampire named Vailen Xzavier--son of Viktor Xzavier who is in charge of the Gedhon Elite Guards—who sent his loyal Field Commander, Kali Noire, to raze Esclarmonde. Vailen schemed and planned this for around a hundred years and it seemed like his planning didn't go in vain. Tharia marched to war against Gedhon, broke through the mighty Gedhon Wall and conquered the first city, Benedix. The leaders of both armies clarified the situation and realized that both countries had been played. Then Vailen arrived riding the red dragon Zun’daerazyly’gyityhfelyr, who wanted to exact vengeance on couple-of-millenia old elf Aelrindel Tinuviel, who slew him a long time ago.
After showing up in Benedix, Vailen, together with the dragon, flew far north to the capital of Gedhon, Gedh. There he demanded King Damion Seto's head in exchange for the citizens' lives. Damion refused, and Vailen used that to prove how rotten their king was. Announcing himself the new king, Vailen ordered for Damion to be executed. At the town square of Gedh, Damion Seto was beheaded and Vailen was proclaimed the new king of Gedhon. Ethan, Vailen's brother, fought him in the castle of Benedix and fell to Vailen's sword. The following morning, Vailen was officially proclaimed king.
Three years had passed since.
The History of Magic
Magic was discovered even before The Descent of the Gods, which was more than eight thousand years ago. The trio that discovered magic were the moon elf Everard Dreivan, sun elf Amarandine Anishi, and a dark elf Gomeisa Kahne. They thought it to their people, and the knowledge of magic spread throughout Prafyr like wildfire. The trio was extremely proficient in magical arts, and as far as the legend goes, no mortal being was born with such magical prowess since. They were powerful enough to create a constellation called The Triangulum. Consisting of three bright stars, The Triangulum shone brightly on every clear night sky.
The three founders of magic, unwilling to die, found a way to attain some sort of immortality, imbuing their souls into three rings. The rings persevered even to this day, and still hold the souls of the founders, but rare are those who know about it.
The Order of Noxus
The Order of Noxus is a mysterious organization of extremely powerful mages. Their headquarters are located in Marvor, on the eastern side of the city. They are domiciled in a lofty edifice, a tower, which has no doors nor windows. No one has had a conversation with one of these members, and no one knows of their purpose or goals. The only few times they appeared, or do appear, is when medium or high-level offensive spells are used within the walls of Marvor.
Races, Classes and Deities are taken from Neverwinter Nights.
RACES:
Dwarf
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
Elf
Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.
Gnome
Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
Half-Elf
Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature.
Half-Orc
In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.
Halfling
Halflings are cleaver, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.
Human
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physical diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos and the like.
Planetouched (Consult me before choosing this race)
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as half-celestial or a half-fiend, planetouched still retain some special qualities.
The two most common varieties of planetouched are aasimars and tieflings. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
SUB-RACES:
Aasimar
Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity’s holy symbol or some other mark significant to that faith.
Drow
Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have dark-blue skin and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink and blue. They also tend to be smaller and slimmer than most elves.
Duergar
After rising up against their mind flayer enslavers, the gray dwarves, or duergar, emerged as a new subrace of dwarf with limited mental powers. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin.
Half-Drow
Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair, and a broad range of eye colors.
Moon Elf
Moon elves are the most common sort of elves in Prafyr. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves.
Sun Elf
Sun elves are less common across Prafyr then moon elves, because most live in Filim'le, where nonelves are not allowed. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races.
Svirfneblin
Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor of openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.
Tiefling
Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith.
Wild Elf
The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
Wood Elf
Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.
SPECIAL RACES:
Vampire
I took a different approach with vampires of Prafyr. They are an actual race here, not cursed undead beings. Vampires are a strong and agile race, which doesn’t mean there are no humans who do not surpass them in both aspects. However, their proficiency with magic is hardly ever above average.
Vampires need blood to survive. Pure vampires don't have a blood rage; they starve like humans. Half vampires have a disorder due to their hybrid nature, and they have a blood rage. Some can contain it to an extent, only barely. Anything else than blood and they will die. The pain of dying when eating normal food is similar to being poisoned with a mushroom. It can be blood from a human, elf, dwarf, dog, mouse or even a dragon; practically anything that has blood flowing through its veins. But consider that to a vampire, different species have a different taste. Dragon's blood would be a meal out of this world for them, while on the other hand, a rat would be something like a four-day old bread. Some vampires don't stand blood of some species, and drinking that blood would make them vomit.
Garlic, holy water, and crosses do not harm vampires, and their body composition is like humans' so their bodies are not soft. Of course a stake in the heart would kill them, it would kill anyone. However, sunlight kills pure vampires, but it has no effect on half vampires. While the vampire is exposed to sunlight, the process of dying is painful and it lasts for several minutes. First their skin starts to burn, then internal organs and slowly they turn into ash. Vampires have a faster metabolism than humans, but their wounds still last for days; it depends on how severe a wound is, or not. They don't have scars.
Vampires can only mate with humans to have a hybrid offspring. Mating with any other race won’t result with an offspring of any kind.
Werewolf (Consult me before choosing this race.)
While the vampires are a common race, werewolves are not, and they are some sort of a disease; though it is not entirely true. They are a created race, and only a human can be a werewolf. If a human is bitten by a transformed werewolf, he/she gets diseased and dies, unless certain measures are taken for the conversion to be successful. Those measures however, are known only to few, thus the conversions almost never happen. If a werewolf, in his/her non-transformed state, bites or scratches a human, there won’t be any effect. Biting or scratching any other race while transformed, they don’t cause a disease.
While not transformed, they are stronger than humans, but not much. When transformed, they are unmached in close combat, as they mangle and dismember their adversaries with ease thanks to the incredible strength, agility, alacrity, and constitution they possess. However, both in their human and transformed form, werewolves have no magical properties at all.
Werewolves can only mate with each other to gain an offspring. Mating with any other race, including humans, doesn’t result with impregnation. A young werewolf can transform either in the stages of early puberty, or some later stage; they are much like regular humans until then.
When transformed, the only part that doesn’t change are their eyes. The eyes stay the same as they are in their human form.
Metabolism of a werewolf is much more quickened. Within a couple of days, a deep gash or a stab wound would heal. Also, they don’t suffer from diseases and a vast number of poisons; though there are powerful poisons that can harm them, or even kill them. Their wounds don’t leave scars.
The Illithid (Forbidden)
The Illithid, or Mind Flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters. Using arcane powers, it enslaves or destroys its foes, which include such powerful creatures as the drow.
Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Illithids have infravision. They can communicate with any creatures via innate telepathy; they have no spoken language, although they often accompany their thoughts with hissing, and the eager lashing of their tentacles. Mind flayers dress in flowing robes, often with high, stiff collars, adorned with symbols of death and despair.

CLASSES:
Barbarian
From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and value to their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness. The barbarian is an excellent warrior. A barbarian can enter a berserk rage in which he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those are usually sufficient. He is at home in the wild, and he runs at great speed.
Bard
It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.
A bard’s magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give.
Cleric
The handiwork of the gods is everywhere—in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the range from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries—their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the god’s will manifest.
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death. As channelers of divine energy, clerics can affect undead creatures, weakening or even destroying them. Clerics have some combat training.
Druid
The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear—all these and more are at the druid’s command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine. Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals.
Favored Soul
The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study. Favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.
Fighter
The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary, and the bandit king — all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.
Of all the classes, the fighter has the best all-around combat capabilities. Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own. A given fighter may be especially capable with certain weapons; another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their combat skills.
Monk
Dotted across the landscape are monasteries—small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.
The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called ki, which allows her to perform amazing feats. The monk’s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows her to dodge an attack even if she is not consciously aware of it.
Paladin
The compassion to pursue good, the will to uphold law, and the power to defeat evil — these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished. Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A paladin can also direct this power to destroy evil or to help others, healing their wounds or curing diseases. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead.
Ranger
The forests and hills are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.
Rogue
Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money. Rogues are highly skilled, and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells, rogues can “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Sorcerer
Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories—just raw power that they direct at will.
Some sorcerers claim that the blood of dragons courses through their veins. That claim may be true in some cases — it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift.
Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers cannot specialize in schools of magic the way wizards can. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.
Warlock
Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination, a warlock can perform feats of supernatural stealth, beguile the weakminded, or scour his foes with blasts of eldritch power.
Warlocks harbour great reserves of mystical energy. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards.
Wizard
A wizard’s few unintelligible words and fleeting gestures can carry more power than a battleaxe. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.
Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can.
The wizard’s strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way.
Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside it.
PRESTIGE CLASSES:
Arcane Archer
Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.
Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers.
Assassin
The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.
Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, expaladins, rangers, druids, and barbarians operate as warrior assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.
Blackguard
A blackguard epitomizes evil. He is nothing short of a mortal fiend, a black knight with the foulest sort of reputation. A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness. No one class makes the best blackguard — all that is required is a willingness to serve the forces of darkness.
Divine Champion
A divine champion is the strong arm of her deity. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusaders. Though paladins fill these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron’s worshippers and hated by the church’s enemies in equal measure.
Most divine champions come from a combat or militant background. Barbarians, fighters, paladins and rangers are the most common candidates, though monks, clerics and the more militant druids frequently pursue this path as well.
Duelist
The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all.
Duelists are most often fighters or rangers, but rogues and bards are also common. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor. They benefit greatly from the weapon skill the duelist offers. Some paladins and barbarians who deviate a good deal from their archetypes become duelists.
Dwarven Defender
The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10- foot-thick wall of stone – and much more dangerous.
Most dwarven defenders are fighters, paladins, rangers, or clerics, although exbarbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest.
Eldritch Knight
Studying the martial and arcane arts to equal degrees, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort.
Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting. Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common.
Pale Master
Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.
Shadowdancer
Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers, but fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain, while others operate as thieves, infiltrating defenses and duping others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.
Warpriest
Warpriests are fierce, earthy divine spellcasters who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics are natural warpriests as are druids who shift their focus from nature to warfare.
Weapon Master
For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one and to use the weapon as naturally and without thought as any other limb.
EXPLANATION: You can only mix two classes, but you cannot mix two prestige classes or a prestige class with an ordinary class. If you choose a prestige class, make sure you put the corresponding, preceding, ordinary class.
DEITIES:
Abbathor
Aliases: Great Master of Greed, Trove Lord, Wyrm of Avarice
Alignment: Neutral Evil
Portfolio: Greed
Akadi
Aliases: Queen of Air, the Lady of Air, Lady of the Winds
Alignment: Neutral
Portfolio: Elemental air, movement, speed, flying creatures
Angharradh
Aliases: The triune Goddess, Queen of Arvandor
Alignment: Chaotic Good
Portfolio: Spring, fertility, planting, birth, defense, wisdom
Ao
Aliases: The Overgod, Lord Ao
Portfolio: Governance of the deities of Abeir-Toril
Notes: Ao is not involved in the affairs of mortals, and most people consider worshipping the Overgod to be pointless
Auril
Aliases: Frostmaiden, Icedawn, the Cold Goddess
Alignment: Neutral Evil
Portfolio: Cold, winter
Azuth
Aliases: The High One, Patron of Mages, Lord of Spells
Alignment: Lawful Neutral
Portfolio: Wizards, mages, spellcasters in general, monks of the Shining Hand order
Bane
Aliases: The Black Lord, the Black Hand, the Lord of Darkness
Alignment: Lawful Evil
Portfolio: Strife, hatred, tyranny, fear
Brandobaris
Aliases: Master of Stealth, the Irrepressible Scamp
Alignment: Neutral
Portfolio: Stealth, thievery, adventuring, halfling rogues
Chauntea
Aliases: The Great Mother, the Grain Goddess, Earthmother
Alignment: Neutral Good
Portfolio: Agriculture, plants, cultivated by humans, farmers, gardeners, summer
Clangeddin Silverbeard
Aliases: Father of Battle, Lord of the Twin Axes, the Rock of Battle
Alignment: Lawful Good
Portfolio: Battle, war, valor, bravery, honor in battle
Cyric
Aliases: Prince of Lies, the Dark Sun, the Black Sun
Alignment: Chaotic Evil
Portfolio: Murder, lies, intrigue, deception, illusion
Dugmaren Brightmantle
Aliases: The Gleam in the Eye, the Errant Explorer
Alignment: Chaotic Good
Portfolio: Scholarship, invention, discovery
Eilistraee
Aliases: The Dark Maiden, Lady of the Dance
Alignment: Chaotic Good
Portfolio: Song, beauty, dance, swordwork, hunting, moonlight
Fenmarl Mestarine
Aliases: The Lone Wolf
Alignment: Chaotic Neutral
Portfolio: Feral elves, outcasts, scapegoats, isolation
Gorm Gulthyn
Aliases: Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant
Alignment: Lawful Good
Portfolio: Guardian of all dwarves, defense, watchfulness
Helm
Aliases: The Watcher, the Vigilant One
Alignment: Lawful Neutral
Portfolio: Guardians, protectors, protection
Hoar
Aliases: The Doombringer, Lord of Three Thunders
Alignment: Lawful Neutral
Portfolio: Revenge, retribution, poetic justice
Ilmater
Aliases: The Crying God, the Broken God
Alignment: Lawful Good
Portfolio: Endurance, suffering, martyrdom, perseverance
Istishia
Aliases: The Water Lord, King of the Water Elementals
Alignment: Neutral
Portfolio: Elemental water, purification
Jergal
Aliases: Lord of the End of Everything, Scribe of the Doomed, the Pitiless One
Alignment: Lawful Neutral
Portfolio: Fatalism, proper burial, guardian of tombs
Lathander
Aliases: The Morninglord
Alignment: Neutral Good
Portfolio: Athletics, birth, creativity, dawn, renewal, self-perfection, spring, vitality, youth
Lliira
Aliases: Our Lady of Joy, Joybringer, Mistress of Revels
Alignment: Chaotic Good
Portfolio: Joy, happiness, dance, festivals, freedom, liberty
Loviatar
Aliases: Maiden of Pain, the Willing Whip
Alignment: Lawful Evil
Portfolio: Pain, hurt, agony, torment, suffering, torture
Lolth
Aliases: The Spider Queen, Queen of Spiders, Demon Queen of Spiders, the Mother of Lusts, Dark Mother of All Drow, Lady of Spiders
Alignment: Chaotic Evil
Portfolio: Spiders, evil, darkness, chaos, assassins, drow
Malar
Aliases: The Beastlord, the Black-Blooded Pard
Alignment: Chaotic Evil
Portfolio: Bloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalking
Mask
Aliases: Master of All Thieves, Lord of Shadows
Alignment: Neutral Evil
Portfolio: Shadows, thievery, thieves
Mielikki
Aliases: Our Lady of the Forest, the Forest Queen
Alignment: Neutral Good
Portfolio: Autumn, dryads, forest creatures, forest, rangers
Mystra
Aliases: The Lady of Mysteries, the Mother of All Magic
Alignment: Neutral Good
Portfolio: Magic, spells, the Weave
Rillifane Rallathil
Aliases: The leaflord
Alignment: Chaotic Good
Portfolio: Woodlands, nature, wild elves, druids
Selûne
Aliases: Our Lady of Silver, the Moonmaiden
Alignment: Chaotic Good
Portfolio: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers
Shar
Aliases: Mistress of the Night, Lady of Loss, Dark Goddess
Alignment: Neutral Evil
Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
Sharess
Aliases: The Dancing Lady, Mother of Cats
Alignment: Chaotic Good
Portfolio: Hedonism, sensual fulfillment, festhalls, cats
Silvanus
Aliases: Oak Father, the Forest Father, Treefather
Alignment: Neutral
Portfolio: Wild nature, druids
Sylvanah
Aliases: The Heart of Gold, Winsome Rose, Lady Goldheart, Lady of the Elves
Alignment: Chaotic Good
Portfolio: Love, romance, beauty, enchantments, magic item artistry, fine art, artists, elves
Talos
Aliases: The Destroyer, the Storm Lord
Alignment: Chaotic Neutral
Portfolio: Storms, destruction, rebellion, conflagration, earthquakes, vortices
Torm
Aliases: The True, the True Deity, the Loyal Fury
Alignment: Lawful Good
Portfolio: Duty, loyalty, obedience, paladins
Tyr
Aliases: The Even-Handed, the Maimed God, the Just God
Alignment: Lawful Good
Portfolio: Justice
Umberlee
Aliases: The Bitch Queen, Queen of the Depths
Alignment: Chaotic Evil
Portfolio: Oceans, currents, waves, sea winds
Valkur
Aliases: The Might, Captain of the Waves
Alignment: Chaotic Good
Portfolio: Sailors, ships, favorable winds, naval combat
Velsharoon
Aliases: The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt
Alignment: Neutral Evil
Portfolio: Necromancy, necromancers, evil liches, undeath
Waukeen
Aliases: Merchant's Friend
Alignment: Neutral
Portfolio: Trade, money, wealth
Yondalla
Aliases: The Protector and Provider, the Nurturing Matriarch, the Blessed One
Alignment: Lawful Good
Portfolio: Protection, bounty, halflings, children, security, leadership, wisdom, creation, family, tradition
The Nine:
The Nine are the main Gods, the omniscient and omnipotent existences who created the world and the universe, everything within it; The Outside World or the afterlife, and all that govern it, such as deities, demons, devils, angels, etc. Very few people believe that Ao, the Overgod, is above The Nine, and that he is the real creator, but those are just the fanatic worshippers of Ao, who in turn doesn't care about mortals. The Nine are widely respected and worshipped, and the calendar consists of nine months, each of which is named by a member of The Nine.
The Calendar
1. Sikel (51 days)
2. Dletu (27 days)
3. Omosek (28 days)
4. Sek (13 days)
5. Twille (54 days)
6. Kusut (41 days)
7. Pollus (29 days)
8. Wiss (49 days)
9. Lehiir (33 days)
325 days in total, which make a whole year.
Now for the year. It is 8644 ADG
ADG (After the Descent of Gods): It was when the nine Gods descended on Prafyr and told of the calendar which the mortals need to maintain.
Owlbear:

Displacer Beast:

CHARACTER SHEET:
Name:
Age:
Gender:
Race:
Class:
Deity (if a worshiper):
Country of birth:
Job (if any):
Appearance:
Weapon of choice:
Time Skip:
Warning: ‘Time skip’ is only filled in by the characters who were created in the original Prafyr, and survived. It says what has been happening to your character during the skipped three years. You don’t have to put it for minor NPCs, and the text doesn’t need to be long, or it can be long. Whichever length of text you want to type, whatever information you want to put, do it. Just make sure you put something for your major characters.
That’s it. Have fun, enjoy, don’t quarrel, consult me, follow the rules. I advance the story, though you can affect it, but within the capabilities of your character.
