Well... you clicked the link so stay a little while and hear me out, if you will.
I have in my head a very firm setting for a story. I have places, I have people and I have a history - but no story taking place there. I was wanting to put my idea out there and see if there was any interest. To put simply, this roleplay will involve characters being placed in a world with only a very vague goal - where they go, how they deal with the challenges and what impact they have on the world around them is then completely dependant of the actions of the players.
Witch Hunter will involve mostly mystery, exploration and (what I hope will be) deep moral decisions. If I am successful, you will genuinely feel torn over the choices your characters might have to make. A difficult goal, but one I aim to achieve.
Now for those that are still reading, without further ado... please read on.
Witch Hunter: Aldergard
The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes to murderers, kidnappers and lawless scum. While the people's differing opinions of them might be as widely spread as an ocean, two things remain consistent in almost every tale that is told of the Hunters - that they are terrifying in their methods, and necessary is their cause. While most have never seen a true Witch Hunter there are countless stories and legends that spread the tales of their lack of pity or remorse, and while most people might resent or even hate them for reasons both honest and unfounded, none question them openly since Aldergard fell to the taint.
It was near six hundred years ago that the island province was declared a Dead Land - one in which all hope was lost to the taint of magic. After a mysterious event known now only as 'the sundering' left the island under siege from within. The very earth and air warped under the arcane energies that crackled and sparked with unstable power as Daemons and Eldritch monstrosities roamed the lands, killing freely as storms left the skies twisted and cities abandoned or burning. The Witch Hunters had failed to contain the devastation set forth by a handful of mages, and as sucb the island was cut off from the rest of the world - left to rot and burn in order to protect the other nations. This was the Hunters last resort.
Now however, the impossible has happened. A ship has been landed claiming to be from Aldergard - claiming that the island is once again becoming safe. The travellers claim that they wish to reopen trade routes - travel to and from the mainland and reclaim their place in the greater world.
The Order of Witch Hunters - weak as they are all this time after the Sundering - have deigned to send not just a single hunter, but an expedition of their apprentices to investigate these claims. Each a worthy inquisitor in his or her own right and worth more than a small army in battle, a team of magic-seekers to confirm these outlandish claims and help purify the land. You are one such apprentice: a man or woman who has lived in one of the orders strongholds on the mainland for as long as you remember. Your skills, knowledge and unwavering faith have been brutally beaten into you by sixteen years of intense training and now you have been granted an opportunity to cast off your status as an initiate and become a true Witch Hunter.
Your orders are simple: as a Witch Hunters always are. Establish whether the island is truely becoming safe, eliminate any traces of magic you might discover and report your findings back to the Order. Within these parameters, you are free to act as you see fit - the authority of the Order is behind you. Question not your faith, Initiate. Magic has already led to the death of more innocents than you can possibly comprehend in this place - it has no place, it is never innocent and it must always be purged.
Well, there it is. A brief summary. If anyone is interested, I would love to hear it!
I have in my head a very firm setting for a story. I have places, I have people and I have a history - but no story taking place there. I was wanting to put my idea out there and see if there was any interest. To put simply, this roleplay will involve characters being placed in a world with only a very vague goal - where they go, how they deal with the challenges and what impact they have on the world around them is then completely dependant of the actions of the players.
Witch Hunter will involve mostly mystery, exploration and (what I hope will be) deep moral decisions. If I am successful, you will genuinely feel torn over the choices your characters might have to make. A difficult goal, but one I aim to achieve.
Now for those that are still reading, without further ado... please read on.
Witch Hunter: Aldergard
The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes to murderers, kidnappers and lawless scum. While the people's differing opinions of them might be as widely spread as an ocean, two things remain consistent in almost every tale that is told of the Hunters - that they are terrifying in their methods, and necessary is their cause. While most have never seen a true Witch Hunter there are countless stories and legends that spread the tales of their lack of pity or remorse, and while most people might resent or even hate them for reasons both honest and unfounded, none question them openly since Aldergard fell to the taint.
It was near six hundred years ago that the island province was declared a Dead Land - one in which all hope was lost to the taint of magic. After a mysterious event known now only as 'the sundering' left the island under siege from within. The very earth and air warped under the arcane energies that crackled and sparked with unstable power as Daemons and Eldritch monstrosities roamed the lands, killing freely as storms left the skies twisted and cities abandoned or burning. The Witch Hunters had failed to contain the devastation set forth by a handful of mages, and as sucb the island was cut off from the rest of the world - left to rot and burn in order to protect the other nations. This was the Hunters last resort.
Now however, the impossible has happened. A ship has been landed claiming to be from Aldergard - claiming that the island is once again becoming safe. The travellers claim that they wish to reopen trade routes - travel to and from the mainland and reclaim their place in the greater world.
The Order of Witch Hunters - weak as they are all this time after the Sundering - have deigned to send not just a single hunter, but an expedition of their apprentices to investigate these claims. Each a worthy inquisitor in his or her own right and worth more than a small army in battle, a team of magic-seekers to confirm these outlandish claims and help purify the land. You are one such apprentice: a man or woman who has lived in one of the orders strongholds on the mainland for as long as you remember. Your skills, knowledge and unwavering faith have been brutally beaten into you by sixteen years of intense training and now you have been granted an opportunity to cast off your status as an initiate and become a true Witch Hunter.
Your orders are simple: as a Witch Hunters always are. Establish whether the island is truely becoming safe, eliminate any traces of magic you might discover and report your findings back to the Order. Within these parameters, you are free to act as you see fit - the authority of the Order is behind you. Question not your faith, Initiate. Magic has already led to the death of more innocents than you can possibly comprehend in this place - it has no place, it is never innocent and it must always be purged.
Well, there it is. A brief summary. If anyone is interested, I would love to hear it!