Welcome friends to the mystical lands of Marrox, where the world is ruled over by 6 nations in a constant struggle for dominance.  The Fire Country, a land of volcanoes and mountains, are ruled over by the ferocious and beautiful Phoenix race.  The Phoenix are one of the longest living races on the planet due to their ability to be reborn, with their memories intact, upon death.  The Air States are 6 floating cities belonging to the mischievous Fey (Fairies).  History has long since forgotten how it was that the cities were first raised into the air, but is know is that they are kept aloft due to the Fey’s mastery over the winds.  Taking up the largest part of the central land mass is the Earth Conclave, ruled by the wise Elvin race; these lands are primarily vast plains and forests where creatures can exist for eons without ever being seen by mortal eyes.  The Light Convent is run by the Angelic race, which have made their homes on the tops of the highest mountain tops so that they may be closer to their gods.  The angels value religion and law above all else, their justice system has been adopted across all 6 countries due to its detailed codes.  The Dark Pact rules the vast swamp lands of the southern peninsula.  The Dark Pact is comprised of the Demonic races that are generally shunned by the other major powers in the world due to their close connection with death and the dying.  Finally there exists the Aquatic Alliance, a small chain of Islands ruled by the Merfolk.  The Alliance has controlled the sea routes since even the earliest of recoded history. Each race has their strengths and weakness, and each nation secretly aims to rule over all others.  And as the world slowly starts to descend into madness and strife, it is the time for heroes to rise and write the next page in this world’s history.  It is the time for you to rise and seek your fate.  Will you be a noble warrior, dashing rouge, a mystical mage, a caring cleric, a furious monk, or a gallant ranger? Meetings are held Sunday nights at 6 PM PST and generally run till 11 PM PST.  Basic character info below.  If interest please contact me through Roll20, or via my Skype at Zhule88 Classes: Mage- +5 mana and 3 intelligence, -5 def Warrior- +5 str and 3 defense, -5 int Thief- +5 dex, and 10% stealth, can’t wear armor above leather Healer- +5 mana and 3 resiliance, -5 str Ranger- +10 feet to range attacks +5 dex, - 5 mana Monk- +5 str and dex, cloth only armor Class special skill Mage:  overcharge (allows player to pay 1.5 mana to double damage of next spell.  Spell losses chance to crit) Warrior: Stand strong (player takes -3 damage from attacks max 15 dmg reduction per turn) Thief: soft touch (player does not set off pressure traps and gets +10 to all pickpocket attempts) Healer: Battle medic (healers may use up to tier two of offensive magic in their element) Ranger: commune with nature (+ 5 to botany and monster biology) Monk: Ki (physical attacks count as non elemental magic) Race bonuses: Phoenix: Fiery Rebirth- revive with 50% health.  Must roll 50+ to revive, -10 to your roll each revive. Merfolk: Ancient Wisdom- +2 intelligence and +10 points in mind tree Elf: Sturdy Body- +3 hp Fae: Like the Wind- +5 dexterity Angel: Known Honor- +5 to charaisma Demon: Steel Resolve-+5 will power. Angel can’t be Thief Demon can’t be healers Phoenix can’t be monks Merfolk can’t be mages Fae can’t be warriors Elves can’t be Rangers