~~~ Basic Information ~~~
Starting a Character ~~~
When you get a character, most of the time (in flat sales), you will get a certain race character. You can pick hair style/color, eye color, a name, gender, and what class(es) you'd like him/her to be. It will start out at level one and have nothing but basic clothes. You then can transfer some* gold for it and it can buy armor, weapons, and other equipment. OR you can purchase a starter pack** for it. I will roll and give your character stats, and bring him/her to life.
*Transferring Gold ~
To get started, characters need equipment, one of the options to get stuff in the beginning is to transfer gold. What this means is, you pay me, megjen, so much gaia gp, and I transfer it into gold for your character.
You can only do this once (before your character has rped), and there is a certain limit of gold to transfer depending on the class of the character:
Fighter ~ 300 gold
Mage ~ 100 gold
Cleric ~ 400 gold
Druid ~ 100 gold
The current transfer rate: 2 gp = 1 gold
The transfer rate does change periodically. Sometimes it goes up. Sometimes down.
** Starter Packs ~
Starter packs cost the full amount of gold as the max transfer (but does not count as the one time transfer), and I give you the best weapons/armor for the race/class that you can afford, plus any leftover gold (for the character to spend). Since there is a little more work for me, of course, there is a 100 gold charge per starter pack.
Races ~~~

Elf ~ Elves are generally peaceful humanoids that stand a bit taller than humans, have a thin build, and sport long pointed ears. They tend to be wise and live long (over three times as long as humans). They also have lowlight vision, which enables them to see in almost no light. They have stat additions: +2 bonus to dexterity, but a -2 to constitution, as they are frail.

Human ~ Humans are well-rounded, and their personality/physical benefits vary.

Dwarf ~ Dwarves are short humanoids that stand about 4 feet tall, but are wide and very muscled, causing them to weigh almost as much as humans. They recieve a +2 to strength, though, as they are gruff and often rude, they lose 2 to charisma.

Pixie/Imp ~ Pixies are essentially the same as imps, though imps often are evil or neutral aligned. They are much smaller than humans, only about 1-2 feet tall and they sport gorgeous dragonfly wings. Imps sometimes have draconic wings instead, and, in rare cases, tails. These imps are said to have descended straight from the devil himself. Imps and Pixies, due to their incredibly small size, and the fact that they have wings, gain 4 to dexterity. They lose 4 to strength, and 2 to constitution, though they gain 2 more to intelligence.

Were ~ Weres used to be rare, but are now populating quickly, as they can bite another and pass on the gene. There are weres of almost all animals. The humanoid form stays relatively the same, but can change in size, strength, speed, etc. depending on the animal. Every night, whether or not there is a full moon, the were morphs into the animal. There are stat additions depending on what kind of animal.

Dragonkin ~ Dragonkin are VERY rare, and are said to have true dragon blood in them. They are humanoid, but have claws, wings, tails, fangs, large ears, and scales. They are normally 8-9 feet tall, and have dragon faces. They have a + 7 natural armor bonus due to their scales, + 8 strength, + 2 dexterity, + 2 constitution, + 4 wisdom, and + 2 charisma due to their dragon ancestral tie.
Classes ~~~
Fighter ~ A fighter is pretty self-explanatory. They fight.
Druid ~ Druids are a type of divine spellcaster, which means they get their magical abilities from the god(s) they worship. Druids always worship nature gods, Ehlonna or Obad-Hai, and have the same alignment as their god (neutral). They then have powers and knowlage about animals, plants, and in general, the wilderness. One of the spells they possess is Animal Friendship, which allows them to make any animal a permenant friendly companion. At level one, druids have the option to have a wolf companion. Druids can only prepare a certain number of spells a day, but they know every spell in their level, so before they sleep they may pick new spells to prepare. Because of religious reasons, druids are forbidden to wear metal armor/shields, and they can only use simple weapons.
Cleric ~ Clerics are also divine spellcasters, though they can worship any god*. They get two domains depending on their god, and then get special spells in addition to the healing/hurting spells and holy/unholy spells of a cleric. Like druids, they know all of the spells, and therefore, when waking can prepare different spells. Clerics have the abilty to turn undead with their holy symbol. If the cleric worships an evil god, they can control the undead instead of turning it. Clerics must be the same alignment as their god.
Mage ~ Mages, unlike clerics and druids, have arcane magic, meaning that they are born with magic. They must study to learn spells, and once they have learned a certain spell they do not have to prepare. Since armor prohibits magic, mages cannot use armor or shields, yet they are proficient with all weapons. Mages can create a familiar** for themselves if they choose so.
Other ~~~
**Familiars ~ Familiars take the form of animals or beasts, but are not truly seperate beings from the mage that created them. The familiar has direct linking in the mind with its mage, meaning they share the same spells, and they can communicate telepathecially with each other. If a familiar dies or is dismissed (sent away), the mage cannot create another familiar for 5 levels. If a mage dies, the familiar dies as well. What kind of familiar depends on what level the mage is when created.
At first level there are Badgers, Cats, Rats, Bats, Snakes, Ravens, Hawks, Owls, and Toads. Each familiar has certain characteristics that it passes on to its mage (for example, if a mage creates a cat familiar, it gains 2 to its move silently skill).
*Gods ~