Welcome to the Shining Force: Ancient Pathways website. Right now this only includes the index page, which outlines how to sign up for the game. More pages will be added as the game gets started up.

This the full sign up sheet that you will need to fill in. Don't worry! I'm
going to take you through it, piece by piece so you know what to do and how to
get it right!
1) Character name
Completely your choice and up to you.
2) Character race
You may choose from the following:
Human, Avariel (winged elf)*, Beastman, Birdfolk*, Catfolk, Centaur, Dragonfolk*,
Dwarf, Elf, Fairy*, Foxling, Golem, Half-giant, Hobbit, Kyantol, Magic Creature*,
Pegasus Centaur*, Ratfolk, Robot, Werewolf
A '*' denotes a race that has flight. Dragonfolk may choose whether or not to have flight upon generation. This choice may not be changed during the game.
3) Character starting class
You may choose from the following (there are few racial class restriction in
this game!):
Knight, Magician, Priest, Archer, Gunner (a prepromoted Metal Gunner),
Monk, Ninja/Thief (same class, differ in name only), Ranger, Soldier (swordsman
with no magic), Warrior
There are however, a few racial specific classes. These are: Swordsman (must be Human) Robot, Magic Creature, Werewolf
The only class restriction I am imposing is that Robots and Golems cannot be in a spell casting class. Other than that, go wild.
A final thing I should note here. A class will not determine a character's movement range. Otherwise you could get a halfling knight with 7 move. Move will be determined by a mixture of race/class choice by myself.
4) Character description
Completely your choice and up to you.
5) Short character bio
Completely your choice and up to you.
6) Primary class weapon proficiency
Your choice here depends on character class. It will determine what weapon you
start with and starting weapon skill point values. Choose one
Swordsman: Blade/Rapier/Sword
Knight: Halberd/Lance/Spear
Magician: Ankh/Rod/Wand
Priest: Ankh/Rod/Wand
Archer: Arrow/Quarrel/Shell
Gunner: Arrow/Quarrel/Shell
Monk: Cestus/Claw/Glove
Ninja/Thief: Katana/Shuriken (ninja), Dagger/Throwing Knife (Thief)
Ranger: Hatchet, Knife, Spear
Soldier: Blade/Rapier/Sword
Warrior: Axe/Hatchet/Mace
Robot: Anchor/Shell
Werewolf: Cestus/Claw/Glove
7) Elemental proficiency (from high to low)
Every character, even those who aren't casters, have some degree of
resistance against the magical elements. So you arrange from high
to low how this will be for your character. The six elements are fire,
ice, lightning, wind, light and dark.
8) Desired spells
As with Shining Force 3, casters have three spells that are learnt. The
fourth comes from an equipped weapon. Spells available depend on the casting
class.
See this page here for how to pick spells: http://www.alphaalec.com/sfrpg/magic.html
Spell availability is at the bottom of the page, there are hyperlinks to the
spell pages at the top of the page. Any confusion, just ask me.
9) Soul link item
Each character has an item accessory item from the beginning. Their possession of
this is permanent, and they can never switch it. You choose the bonus from it, and as
the game progresses, the item's power will increase. For some items (such as mp
regen) it may start out as nothing, but will pick up.
Anything within reason can be applied to a Soul Link item, but the best thing to do
would be to get onto AIM or MSN and discuss with me what you want with it.
A soul link item will have a unique name.
Any questions on stuff that doesn't make sense? Just ask! I hope it was easy enough though! Any questions on if you can do something not listed here? Just ask!