This is a world where threats loom on every horizon, where lives are hard and trust is scarce. In such a place the only solace many have is their worship of The Reeve, the pantheon of gods that preserve and protect the world they created. Civilizations rose from the pillars of The Reeve, the devout amassing to give thanks and praise through ritual and service. People in the tens of thousands made the pilgrimage from their minor temples to see the grand kingdoms that had been born from their patron deities and exult in religious celebration and fervor.
However, it was not long before the wizened and pious rulers lost control of their people to power-hungry zealots. Following centuries of bloody conflict and war fueled by mad kings, fanatical tyrants and corrupt generals for the favor of The Reeve, a tenuous peace has fallen across the war-torn world. What remains from the still crumbling ruins of dozens of nations are the five great kingdoms of man.
Kurza. Shirvalon. Altontus. Tal'Minat. Damahk.
Welcome to the realm of Leios.
A Brief History
The focus of our story stems from a dark time in Kurzan history; although all records of it have long been burned away or covered in black ink, this is one secret that refuses to be forgotten any longer.
Before the War of the Reeve and early in the kingdom's founding, a strange disease had begun to crop up in many of the outlying villages surrounding Kurza. Initial claims for medical aid and assistance were either under-supplied or ignored outright. The priesthood that governed over the nation felt it would run its course and simultaneously were heavily concerned with organizing festivities and ceremonies for the arriving influx of pilgrims over the coming weeks, which also consumed a tremendous amount of their resources.
The plague, known to many villagers as the morbyd, spread like wildfire to neighboring towns and was now growing closer to Kurza itself.
Once infected the carrier goes through several degrees of agonizing symptoms.
In the early stages the disease robs the victim of speech by eroding away the majority of their vocal chord tissue.
It then moves on to rapid skin decay. This occurs by drastic shrinkage of the sweat and sebaceous glands that keep skin moist, which causes the skin to dry and crack. Further infection in this stage leads to painful ulcerations, blisters and massive peeling. Somewhere along this process the sense of touch is lost in the epidermis, turning the sick numb to outward pain.
As it worsens the affected's bones begin to warp and grow, twisting and wrenching their limbs and bodies in sickening ways.
In the final and deadliest stages, the infected experience extreme muscle hypertrophy, blackened tissue bursting out from skin that cannot stretch any further. If still alive, it is not uncommon to see the white tips of bone protruding from muscle and skin where no bone should be.
The infected, now termed the morbus, become grotesque mockeries of of their former selves. Although horribly disfigured, unknown at the time the morbyd disease had in turn made them inhumanly strong and resistant to all other kinds of sickness, granting them the capacity to withstand injuries and conditions that would be fatal to normal men. The diseased faced harsh persecution, the plague branding them with harsh social stigmas from their peers. Those infected who didn't find mercy in death went insane, causing havoc, the epidemic threatening to throw Kurza into riot as it reached the foot of the kingdom.
The priests of Kurza could not allow for the contamination to spread further and infect more of the populace and so an armed large-scale hunt was put into effect and the morbus were rounded up by force, the masses numbering in the thousands. Beneath the foundation of Kurza was a naturally formed but elaborate series of caves and tunnels that effectively created an enormous winding labyrinth. Spared from genocide, the morbus were then ushered into the cold, dark earth and sealed away to die.
Following the War of the Reeve centuries later, any who had knowledge of the morbyd had long died out, effectively removing the entire incident from the annals of Kurzan history. The nation has since gone on to become the most powerful of the five kingdoms of man in terms of military might and economic growth.
What's Happening Now?
There is something stirring in the pantheon, a deep shadow surfacing unseen. Each kingdom has a patron god and a wisp of that deity's essence is infused into a chosen mortal who is known as a High Ankaar. Ruling alongside the king, the High Ankaar is the mortal avatar for a god and as such, speaks with the knowledge and authority granted by their position. Working close together, the king sees to the physical and bureaucratic needs of the kingdom where the High Ankaar tends to the spiritual and religious responsibilities.
Since the War has concluded, pilgrimages have once again begun and currently it is the Year of Vidar, god of wind and the patron deity of Kurza. Citizens from all over Leios are flocking to the kingdom to pay reverence and come together for the yearly celebration under the prosperous rule of His Royal Majesty, King Sirion Morholt III and High Ankaar Malric Daval the Exalted. However amongst the jubilation and reverie, unbeknown to all, something is happening in the catacombs beneath Kurza.
The Roleplay Elements & Focus
Essentially the plot-line is we are all are in Kurza and your character is there for his/her own reasons during the height of the pilgrimage festivities. The morbus, locked away centuries ago, didn't die out as expected. Instead they have reproduced, turning their tomb into a blackened sanctuary for pestilence and the diseased. They now number in the tens of thousands and carry with them centuries of nothing but indescribable agony and hatred. They have also brought something evil with them into the world, something that will be disclosed at a later time.
They break free from their prison with only a single desire: to destroy Kurza.
From here the kingdom erupts in absolute panic as the streets fill with blood from the wanton slaughter of the morbus. This is where the survival aspect comes in as we flee for our lives out of the city and attempt to seek allies while staying ahead of the morbus, whose thirst for death we learn cannot not be quenched.
The environment is also high fantasy, the use of magic being fairly common but offensive spells are far more draining, thus their use is limited in combat.
So, the $64,000 question is: Is anyone actually interested? :b
If you have any questions or concerns please feel free to post them.
The Five Great Kingdoms of Man
Kurza: A coastal kingdom that stands as the continent's largest military and economic power. Kurza also acts as the realm's largest provider of crops and livestock, due largely to the rich lands around the coast and the vast territory it occupies. Most citizens here make a living from farming or trade. The patron god is Vidar. Native skin color varies from fair to tan.
Shirvalon: Further south along the coast, it was founded by a nomadic sea-faring tribe called the Dekete. Once they settled on land the city was formed under the rule of a warrior-queen named Shirval who united the great sea tribes. The line of warrior-queens continues, but the city has since been at peace. Largely family oriented, these tribal people hold tight to bloodlines and believe there is much power in unity. Widely a sea-faring people, Shirvalans make most of their livings fishing and other ocean-related ventures from the deeps of Astennu's Reach and also wield the most formidable navy in the world of Leios. The patron god is Astennu. Native skin color ranges from tan to dark brown.
Tal'Minat: Across the continent to the west of Kurza, nestled deep within the lush Tal'Ibai jungle is a large kingdom where the king is merely the High Ankaar's puppet. The focal point of their civilization is under the worship of the god Zaid. Largely primitive in comparison to its neighboring kingdoms, its occupiers are formidable nonetheless. There is a deep set caste system in Tal'Minat, with ankaars and religious figures dominating the top, followed by warriors, artisans, farmers then slaves. The realm's finest steel is mined and refined here, forged into weapons unsurpassed by even the lead smiths of any nation. The patron god is Zaid. Native skin color varies from light to dark gray.
Damahk: On the southern fringes of Leios, through the scorched wastes of the Redlands and the Tyren Desert lies a sanctuary from the perils of this dread part of the world. Thriving off of the Casp River, Damahk rests on fertile grasslands and enjoys some of the purest water accessible to the realm, said to have healing properties when prepared specially. While the largest kingdom on the continent, it is the main marketplace for all of the trade-princes and bandit lords who run their moving cities in the region. It is said you can procure anything on the streets of this desert city, if one knows where to look. The patron god is Achlayr. Native skin color varies from light to very dark brown.
Altontus: The northernmost kingdom, it is tucked away in the recesses of the Laughing Mountains and is by far the most independent of the Five. Travelers to and from Altontus are a rare sight to see, the biting cold and unforgiving conditions often the most deterring factors. People here tend to be taller and more robust than their southern counterparts. Little is known about Altontian culture or customs since the centuries before the War. Their patron god is Khons. Native skin color is white.
The Holy Reeve
Khons - God of earth; body of Leios. Astennu - God of water; blood of Leios. Achlayr - God of light; spirit of Leios. Zaid - God of fire; strength of Leios Vidar - God of wind; breath of Leios
Ah. Well, you see, the map and the name of the places reminds me of the game "Oblivion: Morrowind"; in fact, the whole "morbyd" disease is also oddly similar to that of "The Blight" in the same game. o_o" Coincidence?
~Maki, The Child of Darkness
Originally Posted by MakiCasanova
It's not an RPG cuz it doesn't have kawaii desu starter enemies.
~Maki, The Child of Darkness
Originally Posted by Azure Wolf
That has got to be the worst yet oddly compelling argument I have heard.
Really? :0 I've never played the game myself, but I know a few friends who are crazy about it though. I know that I'm not completely original in the idea but I took my own spin on things. While it may sound similar in the description I have here there's actually a lot of backstory and twists and turns I have in the morbyd story that I didn't list just yet ;]
As for the names I took inspiration from a lot of different cultures, so I find it odd that that is similar.
Interesting though, it's a shame I'm not too big of a fan of open world RPGs such as Elder Scrolls, they seems so cool :/