Because AuR seems to have stalled out yet again, I'm going to go ahead and try to start a new RP. Sharing the premise of the
Emberverse series by SM Stirling, the RP will be set 394 years after the End, in a world that has been stripped of all it's technologic ability and turned into a generic-ish sword and sorcery setting. I'm, of course, looking for players.

Trailer type thingy:
At approximately 9:37 PM (Central Standard) on the 20th of December 2012 all technology ceased to function causing the die off of nearly 99% of the human population. To add insult to injury magic returned (or came, or was found; scholars spend lifetimes arguing about points like this...) causing at least 3 more deaths. Over the next centuries humanity adapted, and returned to its war like ways. Warlords sought to craft empires out of the rotting corpse of the old world; kingdoms and empires rose and fell in blood and fire. Mages secluded themselves in towers or wandered the earth and took up a thousand other lifestyles to study their Art, and people forgot all but whispered tales of the glories of the Old Times. Of course, not everything is sunshine and happiness though, magic power gathered around the places where a great number of deaths happened during the change, warping those things that live there into monsters.
Character stuff - Send me a draft via PM
Name:
Class:
Attributes (Roll 7d10, drop the lower 2 and assign however you feel like)Strength: Melee damage and carrying stuff
Constitution: Health and generally not dying
Dexterity: Initiative and not getting hit
Intelligence: Subtract 5 and add result to number of generic skills (If you have less than 5 in intelligence, you get less than your base skills)
Willpower: Magic and health
Skills (You can take more than 1 level in a skill, though don't put any higher than 3 at character creation. Increased level makes you more proficient. It's probably a good idea to have at least your most important skill at 2)Weapon Skills (Sword, Spear, Ax, Unarmed, Bench, etc...)Warrior - 4
Thief - 3 (No heavy weapons)
Cleric - 2
Mage - 1 (No heavy weapons)
General Skills (Riding, Healing Magic, Stealth, Climbing, Fire Dancing, First Aid, Void-weaving, Necromancy, Juggling, etc...)Warrior - 5 (No magic)
Thief - 6 (No magic)
Cleric - 7
Mage - 8
(Cleric/Mage can take multiple magical skills.)