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 of the land to murderers, kidnappers and lawless scum that lurk in the shadows. While the many people might hold many differing opinions of the shadowy and dark organisation, there is one fact which is consistent in almost every tale told of the Hunters - that their methods and presence are as fearsome and ruthless as their cause is necessary. While most have never seen a true Witch Hunter in person 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 such 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 the right battle, this team of magic-seekers is to be dispached under the guidance of obe true Hunter to confirm or deny these outlandish claims, and to 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 indoctrination, 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.
Welcome to Aldergard.
Since you have read this far, you are clearly at least somewhat interested in the story of Aldergard. This roleplay will be one that focuses on choice, morality and consequence. The history of the land that your character will discover is seeped in darkness and corruption and more often than not there will be no ideal solution to matters that you will face.
You must be prepared to fail. You must be prepared to be defeated. You must be prepared to accept the consequences of your actions in an unfair world.
For this roleplay, I am looking for four to six players / characters. Ideally, I will select characters based mainly on who I feel will best benefit the story - those with potential to experience the world and grow in it. Please understand this before applying - I will not simply accept characters on a 'first come, first served' basis.
I ask that players can write to an appropriate level of coherency in third person. We all make spelling and grammar mistakes from time to time, bt wen u r writn lyk did is no gud sry. Content wise, I ask for a normal post to consist of at least a couple of paragraphs - obviously there is a time and a place for shorter posts but those should be the exception, not the norm.
I also ask that each player posts between once and three times a week - I do not want to have folks getting left behind when they don't have time, but I also don't want to have people constantly waiting on each other. If you are going to be missing for a while, let us know so that we can make arrangements around that. I can check the roleplay semi-regually but might not always have time to reply quickly myself.
Naturally, expect mature themes. If you are sensitive to... well, anything really, you might want to give this a miss. Violence, psychological conflict, horror and anything else that crops up during the story will all be considered fair game. I will always do my best to keep things tasteful and urge others to do the same, but you have been warned.
Yes, these are a lot of rules / requests, but please remember that this is a story that I have thought long and hard about, and I want everyone involved to enjoy being a part of it as much as possible.
Character Sheet
Please be aware that your character is talented, but undeveloped. A blank slate. Quirks, skills and traits can be developed as the story progresses - do not overload your character with absolutely everything you can think of from the start.
Lore
This section serves as a running record of various bits and pieces of Lore known about the land. It may be updated during the RP.
Races of Telathra
The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes of the land to murderers, kidnappers and lawless scum that lurk in the shadows. While the many people might hold many differing opinions of the shadowy and dark organisation, there is one fact which is consistent in almost every tale told of the Hunters - that their methods and presence are as fearsome and ruthless as their cause is necessary. While most have never seen a true Witch Hunter in person 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 such 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 the right battle, this team of magic-seekers is to be dispached under the guidance of obe true Hunter to confirm or deny these outlandish claims, and to 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 indoctrination, 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.
Welcome to Aldergard.
Since you have read this far, you are clearly at least somewhat interested in the story of Aldergard. This roleplay will be one that focuses on choice, morality and consequence. The history of the land that your character will discover is seeped in darkness and corruption and more often than not there will be no ideal solution to matters that you will face.
You must be prepared to fail. You must be prepared to be defeated. You must be prepared to accept the consequences of your actions in an unfair world.
For this roleplay, I am looking for four to six players / characters. Ideally, I will select characters based mainly on who I feel will best benefit the story - those with potential to experience the world and grow in it. Please understand this before applying - I will not simply accept characters on a 'first come, first served' basis.
I ask that players can write to an appropriate level of coherency in third person. We all make spelling and grammar mistakes from time to time, bt wen u r writn lyk did is no gud sry. Content wise, I ask for a normal post to consist of at least a couple of paragraphs - obviously there is a time and a place for shorter posts but those should be the exception, not the norm.
I also ask that each player posts between once and three times a week - I do not want to have folks getting left behind when they don't have time, but I also don't want to have people constantly waiting on each other. If you are going to be missing for a while, let us know so that we can make arrangements around that. I can check the roleplay semi-regually but might not always have time to reply quickly myself.
Naturally, expect mature themes. If you are sensitive to... well, anything really, you might want to give this a miss. Violence, psychological conflict, horror and anything else that crops up during the story will all be considered fair game. I will always do my best to keep things tasteful and urge others to do the same, but you have been warned.
Yes, these are a lot of rules / requests, but please remember that this is a story that I have thought long and hard about, and I want everyone involved to enjoy being a part of it as much as possible.
Character Sheet
Please be aware that your character is talented, but undeveloped. A blank slate. Quirks, skills and traits can be developed as the story progresses - do not overload your character with absolutely everything you can think of from the start.
Lore
This section serves as a running record of various bits and pieces of Lore known about the land. It may be updated during the RP.
Races of Telathra