The world lays in ruins- years and years of hopeless war against Otherwordly demons and armies, where the crushed the world's nations, no matter how powerful. It was not a fact of them being weak- each of the Mainland's nations were powerful, lording over a host of distant overseas colonies under their naval and air power. It's just that the demonic armies of the Otherworld had so many types of demons- types that manipulated minds, breathed fire, or shot ice. They came in all different kinds, and when organized into an army, the combined power was unstoppable. Airships fell out of the sky, their mighty symbolic prowess being swatted out by the Demonic Sky Lizards, or most commonly known as Black Dragons- large, bull-sized creatures that could set an army on fire, or tear through the mightest castle. They were not as big as legend made them to be, but they were still powerful. Ivory claws tinged red with unknown, struck-down foes, bearing black teeth like shortswords, and a spiked tail better than any mace. These were there generals; there telepathy allowed them to give orders from the sky.
Once the Overworld was conquered by those of the Otherworld, all that was left were oppressed, cowering towns and villages, safe inside of their walls for one reason: to keep the playthings fresh. Monsters roamed freely throughout forests, but were strangely absent from any farmer or hunter that was vital to providing for any population of people. They were cruel, the Otherworldly, to surround their prey, and make them fear endlessly with glowing red eyes in the night. The Blacks reclaimed their mountain thrones, and worked with the Six Witches- Hagravens, women whose lust for power go so far to worship to demonic gods and sacrifice their humanity. A dark age descended, with fear running to rampant for crime or for progress to ever take place- people were just surviving, because most people who left to travel elsewhere never arrived, nor returned. Only those who had left closer to dark made it back to the gates in time to be struck down, just as a gruesome example.
Little could be done- no messangers could make it through the forests, no airship could ever fly. No new iron was being forged, for lack of access to the great many Dwarven mines, now empty and only filled with prowling demonic crawlers. The Dwarves had taken the biggest blow- as the underground, entrenched ones, the ones that were the most well-defended, to the point where they were thought invincible at their homes. The Blacks never bothered to try to attack; they had weaponry specifically for bringing down a dragon, especially when a dragon enters the Dwarven tunnels. Traps and claps had been abundant, and yet the Dwarves were completely wiped out, most namely by a single dragon, the biggest Black. It was rumoured he had poison breath, that he gassed the entire mountains in his attempts to kill the Dwarves, and had succeeded in either poisoning them all, or leaving too much for them to ever get clean air. The Dwarven Mountains and the land around it were proof- it was a desolate, lifeless land, of fertile soil where nothing grew, slowly expanding outwards across the continent.
Nothing could be done, nothing could stop the demons. Many of them returned to their Otherworld, for reasons unknown. A variety still lurked, the more powerful already binding slaves to their will and leaving. What could be done? No armies could be raised, no airship could fly, and no catapult could fire at any target. All the enemies had split up and divided the remaining Elves, Humans, and other races to the point where they were all but starving from the isolation.
But, from far, far away, or so they say, a group of heroes arrives! Well, maybe not really heroes, just some really lucky people that are masters in their arts- only a few of them, but with the disorganized demons, no match! And they set out to find an ancient artifact of the Great Gods, to wipe the horror and terror out of the land, and replenish it with new growth, to raise the holy spirits in battles against the undead and demonic. The nations of the Kingdoms may have been destroyed, but their peoples still live. Those who sought to join with the heroes, with stories somehow spread from town to town by unnamed, unknown people, whose faces could not be seen, left to make the journey to the coasts, in an attempt to reach and join up. Many will not make it, maybe none at all, but if they made it to the coast, where it was rumored to be much, much safer due to a demon's dislike for saltwater. These refugee workers, laborers, farmers, and guardsmen want to help, want to free themselves despite the overwhelming fear. Are you a refugee Warrior? Or are you one of the Foreigners, come to help and slay the evil beasts that dwell, and free the land from demonic oppression?
The starting town, where the great foreigners have arrived!
So, a roleplay of magical/fantastical/demonic means, where crap has happened, and the players must travel across the continent to the very center, where the mountains dwell, to retrieve an unknown artifact from the Dwarven King's Artifacts Treasury, and return to an unknown point as specified by a book within the Ancients Temple Library, at some unknown place which will surely have the location written on the artifact, all the while with a bunch of people using magic and steel to carve a path across the continent. Each of the original heroes- let's say there's 3 to 5- can use an advanced, ancient form of magic, and integrate them with special, ancient weapons. Extra players who would like the challenge could play as people who ran or fought their way to the hero peoples, where they can begin learning magic, and make or choose their own weapons before they set off.
The roleplay will probably have several 'chapters', from the first stage to get to the Desolate Plains around the Dwarven Mountains, where they can collect artifact weapons and gear from statues of important figures in each of the remaining major towns, and properly gear up to fight against the lower tier, weaker demons, to the more powerful ones that will start to appear as they attract more and more demonic attention.
If people are interested, I'll elaborate more on the gods, the demons, the weapons, and more.
Playable Races
- HUMANS
- - Default humans. Usually maxes out at 6', lifespan of maybe sixty to seventy years if they're lucky nowadays, are a good well-rounded race. They could be masters in one trade, or know a bit of everything. Versatile. It is rarer for a human to possess magical powers, but still possible. Unlikely to be a master in a certain magical area.
- ELVES
- - Wood Elves
- - - These are, by default, the most common elves. They are the forest-dwellers, and are most likely to make it through the forest alive. But because they are the forest-dwellers, they are even rarer than before, only have three settlements left, making them one of the races closest to extinction. By default, they possess some kind of water or Earth magic, which they often use to try and heal the forest. They share the closest connection with Elementals, second only by druids.
- - High Elves [Unlikely, one might be pushing it, convince me]
- - - The royalty of Elves, in a way. These are the magically-powerful, politically-oriented elves that are often arrogant and self-possessed. A high elf is a rare elf, since they rarely traveled, and had a great many fancy castles and fortresses- which were the primary targets of the demonic forces. These are the most likely to have the most powerful magics in a certain area.
- - Dark Elves
- - - A sort of outcast groups of elves, these elves are often the most supportive- they don't often fight, and they often use magic. They're more inclined to working metal, selling things, taking over the economical side. They were foreigners- from the closest island offshore of the Mainland. There are more than a few that came with the foreigners, intent on beginning their own industry in the absence of demons as they are drawn to, and hopefully slain by, the heroes. Dark elf characters will have to be among those.
- BEASTMEN [Dun care, but they are rare]
- - These are strange hybrids between man and animal- sometimes a small thing, like cat ears and tail on a person, and sometimes an almost complete transformation, ending with a humanoid hawk. They almost always keep their sentiency, and the best way that one can figure out how they came to such a condition was some kind of pact with the 'Braided Tree,' which, if the legends are true, is how the legendary shapeshifters were formed, though obviously the power has been corrupted, and fixes its recipients in a half-animal, half-human form, with the two minds fighting for dominance, or merging together and bonding into one. Traits between humans and animals can be shared, sometimes in great ways, sometimes in bad ways.
- ORCS [Preferably just one, if any]
- - These are the rarest besides High Elves, more so than Wood Elves. Not that they were particularly popular or common in the first place; maybe a tribe or four are left, being fierce fighters using a strange blue metal for evil-looking weapons. Generally, though, they're always offered free shelter and food if they help guard the walls- no one can crush a demon better than an orc. Orcs have much better resistance to elements and damage, and are quite intimidating and strong. They almost never posses strong magics, or magics at all, and are often easily angered or lured into ambush.
- ELEMENTAL [1 ONLY, if I'm feeling generous]
- - Earth Elementals
- - - Earth Elementals represent plants and the earth itself- they are the ones who can heal plants and other similar things very easily. Comes in the form of a ghostly green shade, similar to a man but only maybe two thirds of the size, with no legs; simply just green energy flowing downwards, dissipating. Has two eyes of countlessly-faceted jewel eyes of green. Requires to be in close contact with plants or the ground at all times to remain comfortable- no ground or plants means increasing discomfort. After some time, may die. Can turn into a form of a creature that has a close relationship with the ground, such as a borrowing animal, or one that digs alot. Very shy. Needs to be in its environment every now and then if in physical form too long.
- - Water Elementals
- - - Water Elementals represent the life-giving dihydrogen oxide [or H2O, water], and animals. They can heal humans and animals much easier than an Earth Elemental, and can also gather water in the air, useful for when in a pitch and need water. Similar to an Earth Elemental, they're about two thirds the size of a human, with just flowing green downwards below they're 'torso', and are blue instead of green. Two bright, countlessly-faceted blue jewels appear to be the only solid part of them. Requires to be in close contact with large amounts of water, or even a puddle, in order to fend off discomfort. If the Elemental 'Bonds' with a person, then the elemental can fuse with them for a short period of time for less discomfort, and added strength, energy, and vigor to their bondmate. Can turn into the form of a creature that likes spending time in the water, such as an amphibious animal or else, such as an otter. Very shy. Needs to be in its environment every now and then if in physical form for too long.
- - Air Elementals
- - - Air Elementals represent the ever-present winds and gusts, the ever-present energy generated by the heat and cool. They have no healing powers, but can summon wind or block it upon thought- useful for when traveling up mountains. Upon the presence of desperate need and enough energy, and if they have a bondmate, they can fuse with their bondmate for a short time to relieve discomfort from using a physical form, and summon a whirlwind to lift and propel the fused bondmates. Capable of doing things such as tearing a roof off a house. Easiest to provide for- they just go up. Often will take the form of a hawk or other winged, flying animal. Very shy- needs to be in its environment every now and then if in physical form for too long.
- - Fire Elementals
- - - Fire Elements represent the balance of nature- fire. They bring about ruin to forests and grasslands so that it may fertilize again, and grow greener and brighter than before. They are powerful creatures, best suited for combat, but are very susceptible to cold or ice oriented demons- being frozen WILL kill this Elemental, making it weaker than the others in a way. If they have a bondmate, and they fuse, they can both work together to, very temporarily, become a 'Fire Wraith'. This doesn't transform them- it's at temporary connection to the Gods. For maybe ten minutes, maximum, the bonded couple are risen into the air maybe half a foot off the ground, gain wings made of fire, and have their limbs encased in fire. Their hair lights on fire, and stands straight up- legs appear to be shooting fire down fast enough to propel the bonded and fused couple off the ground. Afterwards, the fire elemental will have to rest for a long time. Of course, needs to rest in fire in physical form, and can take on the physical form of one creature: A dragon. A baby dragon, maybe the size of a sheepdog or so. A cold kind of shy- will sit on its own, in the campfire, and glare at everyone with smoldering eyes.