If you would like more information on the game, please see the post below. Anyone is welcome to use this game in their own stories, or even play the game with Allie and Parker sometime. ))
kaliskanny
(posting this info here in case anyone else would like to join the MMORPG, or use it for their rpg posts.)

In a alternative world, where the Victorian Age reigns supreme, you and your party set out to accomplish missions and discover interesting characters. Steam power and archaic occult are the biggest influences on Epoch. You, the player, will choose a path to follow from these two influences. While they're not at war, they do put a baring on what sort of feats you can accomplish with your character.
Join us on Epoch, where you can meet interesting characters...such as Sherlock Holmes, Capitan Nemo, or Moriarty himself. Will you control the very steam that powers machines...or something darker with the occult?
With in the game you have two paths to walk, the one you choose decided your abilities with in your class. If you choose the path of Steam, your abilities are more scientific or engineered. If you choose the path of Occult, you abilities are more magical and mystical. There are also two classes specific to these paths. (see below)
Classes:
Police/Detective: the tank/warrior class. High hp and attk, but really only good in close range. Also tends to be a bit slow.
Scientist: High damage dealers, if a little weak. They're also great for support to their fellow players. Engineered bombs and electro-guns make them a hard class to shield against. This class is only available to the Steam path.
Occultist: Relies mainly on spells that do damage over time. Tends to gain minions via levels and quests, ranging from the lowly demonic imp to a poltergeist to a ravenous hell hound. This class is only available to the Occult path.
Doctor: the healers, able to restore allies in time of need. Depending on what path you take, some doctors can resurrect their allies with spell work...others rely on engineered machinery. This class also is only able to use close range, hand-held weapons.
Gentleman/lady: Capable of bringing down foes from a distance, this class tends to be the leader in long ranged weapons. A little help from their hunting hounds or tamed prey can come in handy as well.
Criminal: A quick melee class that can deal deadly damage in a whirlwind of attacks. While they do have the stealth on their side, they also tend to be on the weak side. Criminals are also handy for their ability to pick locks, disarm traps, and make use of poisons.
Professions:
Gathering:
Herbalism Harvest herbs from the ground and some dead mobs.
Mining Mine ore, minerals, various gems and stone from protruding veins or deposits. Requires a Mining Pick. The smelting sub-profession uses a Forge to smelt the ore into bars of metal (Smelting works like crafting profession.)
Skinning Skin skinnable corpses for hides, leather, and scales. Requires a Skinning Knife.
Production:
Alchemy Mix potions, elixirs, flasks, oils and other alchemical substances (usually liquid) using herbs and other reagents. Most recipes require various types of vials. High level alchemists can also transmute essences and metals into other essences and metals. Alchemists can specialize as a Master of Potions, Master of Elixirs, or a Master of Transmutation.
Blacksmithing Smith metal weapons as well as mail and plate armor, keys and other useful trade goods. Blacksmiths can also make items from stone to temporarily buff weapons. Blacksmiths can specialize as armorsmiths or weaponsmiths, with further specialization available for weaponsmiths as a swordsmith, axesmith, or a hammersmith. Blacksmiths can also socket one-handed weapons, bracers, and gloves.
Enchanting Extract magical dusts, essences and shards for use to enchant various attributes, powers, and properties to all sorts of equipable items. Enchanters can also make wands, as well as oils that can be applied to weapons providing a temporary buff. The disenchanting ability available to all enchanters could be considered the "gathering complement" to enchanting.
Engineering Engineer mechanical devices, explosives, goggles, and trinkets, such as grenades, explosives, mechanical pets. Usually these are crafted with metal, minerals, and stone. Most engineering products can only be used by engineers. Engineers can specialize as Steam or Electric engineers.
Inscription
Create glyphs that modify existing spells and abilities. Also creates buff scrolls which were previously only looted items and some offhand books. Inscription also comes with the ability to mill herbs to create pigments, needed to craft inks.
Jewelcrafting
Craft rings, necklaces, BoP trinkets, jeweled headpieces, and gems to be placed in special armor or weapons. The extra ability of Prospecting comes with this craft, which allows you to prospect rare minerals from raw ore (that has been mined but not smelted.)
Leatherworking Work leathers and hides using such items as thread into goods such as leather armor and armor kits. Leatherworkers can also make very low level cloth capes.
Tailoring Sew all sorts of cloth goods, including cloth armor and bags. Also weave raw cloth items such as linen cloth into bolts of that type of cloth. Usually requires various types of thread to make finished items.
Secondary professions:
(These you can have in addition to the other professions, with no limit.)
Cooking Crafting - Cook ingredients to create food that can also provide temporary buffs.
First Aid Crafting and Service - Create bandages and poison-cleansing anti-venoms and apply them.
Fishing Gathering - Fish from lakes, rivers, and oceans (and more) using a Fishing Pole.
Archaeology Gathering - Unearth valuable artifacts and earn unique rewards.
Not really professions:
Lockpicking Service - Open locked chests and doors. Isn't a profession, but is really. Lockpicking is a Criminal class skill, not a profession, but it can be used and developed by the Criminal character just as if it were a service profession. Lockpicking skills are often in demand and are marketed and solicited on the chat system trade channel.
Riding Required to ride a mount. Is a profession, but isn't really. Riding is a skill that is taught like a profession, but it only provides a single skill (a riding ability) at each major proficiency level. It costs much more than a normal profession and it requires a much higher level than normal professions. It does not gather, nor produce. Some recently added mounts allow passengers, which might be used to provide a service, generating income. (Mounts are quite helpful when gathering.)
(I stole all these from World of Warcraft, then reworked them to fit Epoch)

In a alternative world, where the Victorian Age reigns supreme, you and your party set out to accomplish missions and discover interesting characters. Steam power and archaic occult are the biggest influences on Epoch. You, the player, will choose a path to follow from these two influences. While they're not at war, they do put a baring on what sort of feats you can accomplish with your character.
Join us on Epoch, where you can meet interesting characters...such as Sherlock Holmes, Capitan Nemo, or Moriarty himself. Will you control the very steam that powers machines...or something darker with the occult?
With in the game you have two paths to walk, the one you choose decided your abilities with in your class. If you choose the path of Steam, your abilities are more scientific or engineered. If you choose the path of Occult, you abilities are more magical and mystical. There are also two classes specific to these paths. (see below)
Classes:
Police/Detective: the tank/warrior class. High hp and attk, but really only good in close range. Also tends to be a bit slow.
Scientist: High damage dealers, if a little weak. They're also great for support to their fellow players. Engineered bombs and electro-guns make them a hard class to shield against. This class is only available to the Steam path.
Occultist: Relies mainly on spells that do damage over time. Tends to gain minions via levels and quests, ranging from the lowly demonic imp to a poltergeist to a ravenous hell hound. This class is only available to the Occult path.
Doctor: the healers, able to restore allies in time of need. Depending on what path you take, some doctors can resurrect their allies with spell work...others rely on engineered machinery. This class also is only able to use close range, hand-held weapons.
Gentleman/lady: Capable of bringing down foes from a distance, this class tends to be the leader in long ranged weapons. A little help from their hunting hounds or tamed prey can come in handy as well.
Criminal: A quick melee class that can deal deadly damage in a whirlwind of attacks. While they do have the stealth on their side, they also tend to be on the weak side. Criminals are also handy for their ability to pick locks, disarm traps, and make use of poisons.
Professions:
Gathering:
Herbalism Harvest herbs from the ground and some dead mobs.
Mining Mine ore, minerals, various gems and stone from protruding veins or deposits. Requires a Mining Pick. The smelting sub-profession uses a Forge to smelt the ore into bars of metal (Smelting works like crafting profession.)
Skinning Skin skinnable corpses for hides, leather, and scales. Requires a Skinning Knife.
Production:
Alchemy Mix potions, elixirs, flasks, oils and other alchemical substances (usually liquid) using herbs and other reagents. Most recipes require various types of vials. High level alchemists can also transmute essences and metals into other essences and metals. Alchemists can specialize as a Master of Potions, Master of Elixirs, or a Master of Transmutation.
Blacksmithing Smith metal weapons as well as mail and plate armor, keys and other useful trade goods. Blacksmiths can also make items from stone to temporarily buff weapons. Blacksmiths can specialize as armorsmiths or weaponsmiths, with further specialization available for weaponsmiths as a swordsmith, axesmith, or a hammersmith. Blacksmiths can also socket one-handed weapons, bracers, and gloves.
Enchanting Extract magical dusts, essences and shards for use to enchant various attributes, powers, and properties to all sorts of equipable items. Enchanters can also make wands, as well as oils that can be applied to weapons providing a temporary buff. The disenchanting ability available to all enchanters could be considered the "gathering complement" to enchanting.
Engineering Engineer mechanical devices, explosives, goggles, and trinkets, such as grenades, explosives, mechanical pets. Usually these are crafted with metal, minerals, and stone. Most engineering products can only be used by engineers. Engineers can specialize as Steam or Electric engineers.
Inscription
Create glyphs that modify existing spells and abilities. Also creates buff scrolls which were previously only looted items and some offhand books. Inscription also comes with the ability to mill herbs to create pigments, needed to craft inks.
Jewelcrafting
Craft rings, necklaces, BoP trinkets, jeweled headpieces, and gems to be placed in special armor or weapons. The extra ability of Prospecting comes with this craft, which allows you to prospect rare minerals from raw ore (that has been mined but not smelted.)
Leatherworking Work leathers and hides using such items as thread into goods such as leather armor and armor kits. Leatherworkers can also make very low level cloth capes.
Tailoring Sew all sorts of cloth goods, including cloth armor and bags. Also weave raw cloth items such as linen cloth into bolts of that type of cloth. Usually requires various types of thread to make finished items.
Secondary professions:
(These you can have in addition to the other professions, with no limit.)
Cooking Crafting - Cook ingredients to create food that can also provide temporary buffs.
First Aid Crafting and Service - Create bandages and poison-cleansing anti-venoms and apply them.
Fishing Gathering - Fish from lakes, rivers, and oceans (and more) using a Fishing Pole.
Archaeology Gathering - Unearth valuable artifacts and earn unique rewards.
Not really professions:
Lockpicking Service - Open locked chests and doors. Isn't a profession, but is really. Lockpicking is a Criminal class skill, not a profession, but it can be used and developed by the Criminal character just as if it were a service profession. Lockpicking skills are often in demand and are marketed and solicited on the chat system trade channel.
Riding Required to ride a mount. Is a profession, but isn't really. Riding is a skill that is taught like a profession, but it only provides a single skill (a riding ability) at each major proficiency level. It costs much more than a normal profession and it requires a much higher level than normal professions. It does not gather, nor produce. Some recently added mounts allow passengers, which might be used to provide a service, generating income. (Mounts are quite helpful when gathering.)
(I stole all these from World of Warcraft, then reworked them to fit Epoch)