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**Please have your abilities make sense with your role. A spy will not have stealth kill abilities. An assassin isn't going to have skills that let them spy. Healers aren't fighters and will not be allowed to have adept fighting skills, only bare essentials for self defense. Attack focus characters won't have a bunch of self heal or healing abilities that aren't nerfed heavily. The premise of this is a team system, where your weaknesses are complemented by your other teammates strengths. Bear in mind the lore says all nations are in a power struggle, meaning NONE are more powerful than the others. If your bio gives your nation a heavy advantage to others, it will obviously be rejected. If any of you are gamers you should already grasp this basic fundamental, I shouldn't have to say it. Fantasy doesn't mean "anything goes and my character can be the Avatar." No.**

 

Servants/Maids - Pretty self explanatory. It is possible to be a servant to only a specific ruler.

Stewards - An official appointed to supervise arrangements or keep order at a large public event, for example a sporting event.

Ruler/Emperor/King/Queen/Magistrate - This role will be given selectively, and at my discretion. It will come with a hefty amount of responsibility to your direct members. ((Some of the conditions needing to be met for this role are up to but not limited to: You will need to spar me, write the origin of your nation, and the overview of it. Then do the 2 week trial. If you break any rules after the first warning you will be stripped of your title. If you are found to be sitting in my room only recruiting for your nation you will also be stripped. Not all rulers are or will be moderators. That is a totally separate thing entirely.))

Enforcers - These are the people that enforce the rules and laws in each country or in the neutral zones.

Generals - In charge of the military factions, themselves and their 2nd in command are in charge of training their knights/enforcers/guards. The Generals of each country will be tasked with personal protection of their rulers. Acceptance of your role will eventually fall on the ruler you will serve. These people are members of the council in their nation.

Varying level of military/General's 2nd/Guards/ Etc - The basic recruitment for these can be done by any mods, but will come down to a collaborative decision between the respective ruler and General. ((Military will not have healing abilities other than minor, over time, types of skills or racial traits. You have healers for that role, Rulers do not even have a combination of all roles, those lower in rank will not be allowed to possess characteristics of roles that are specialized))

Head Mages/Wizards/Sorceress - Basically the overseers of any researchers/healers. Member of the council.  ((You will not be allowed to have healing magic, barriers and protection in moderation but you are not a healer and a nation will not have two OP healers.))

Researchers/Healers/Mages/Sorcerers - Aides to the Mages or Wizards of any country with obvious responsibilities. ((Healers will be severely limited on their combat abilities, it isn't your specialty.))

Emissaries - Per each respective country, will answer to council members, advisers, Generals and their rulers only. Are not able to be targeted by any other nation to be attacked.

Advisers/Council Members - Those that give their ruler's council and advice.

Smithy, Store owners, Nobles/Aristocrats, Thieves, Assassins, Spies, Etc - Any other role that can come with being just a civilian.

Regardless of these roles you will need to pick a country to be a citizen of, that ruler will have final say of your enrollment in their land.

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