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Avatars Player Characters

After a short narration and flythrough of the Diadem to acquaint you with the setting, you are given an opportunity to customize your PC's appearance and choose your Avatar or Augment. You awaken from your 'dream' to be addressed by friendly NPCs as if you had just waken up from a dream, and they whisk you off to the gleaming city of Tara Tassa, largest city on the shard of Tasavalta and the capital of the kingdom of Tasavar, where you can begin your adventures.

New for Avatars 2.0: a shadowy figure steps out into the Hall of Entry and offers you the chance to take a third path, if you take his hand. This allows you to become a Mage, but you will begin in a different Shard within the Far Lands, Asphodel, a place of Gothic mansions and gardens - and the abandoned monastery where the Grey Mages train neophytes like you.


Apart from the decision whether to take an Avatar or an Augment for their Guardian Spirit, player characters (PCs) can normally level their characters up as they see fit. They're not required to take certain skills; they can choose to focus on their Guardian Spirits or on their own abilities and skills.

PCs will have insignia on their collars, clothes, or as jewelry on their person. The number of insignia represents their "player level", but the shapes show what kind of training they have received.

Blank Disc - the PC has reached a new level but has not yet trained anything.
Sword - the PC has trained himself or his Guardian Spirit in fighting abilities.
Book - the PC has trained magical abilities channeled through his Guardian Spirit.
Hammer - the PC has trained crafting abilities such as Smithing, Alchemy or Rune Engraving.
Star - the PC has trained innate magical abilities. These are new along with playable Mages and some players believe the Empire of Stars had something to do with all this.

Note that PCs do not need to, and usually will not, have only one type of insignia. It's more common to see a mix of Swords and Books on a player's collar than all Swords or all Books.

As PCs gain levels, the number of insignia they can have increases; thus PCs cannot throw themselves fanatically into training and become master swordsmen on day one. However, PCs may, in an OOC fashion, decide they would like to trade one type of training for another. They must still learn the new skill, but they will automatically forget the old one at the conclusion of the training.


As players advance, they will find guilds who are willing to admit them, provided they meet the entrance requirements. These guilds offer more specialized and advanced training - thus even though the number of insignia players can have at one time remains limited, they can be more effective at certain things while giving up proficiency in things less important to them.

Examples of guilds:

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