Ars Moriendi
Everybody dies▲TL;DR Summary:
- Dark Fantasy World inspired by the Dark Souls Series and Wraith: The Oblivion
- Takes place in the Sleeping World, an odd sort of purgatory/decaying reflection of the world.
- Player Characters are Vessels of Ascension, spirits that were able to hold onto something from the world of the living more specifically they remember their old names.
- As Vessels they are destined to at least try and fulfill the Prophecy of Ascension which will as the legends say change everything.
- Because of this on their quest they are of subject of great interest to four different parties. The Three Covenants who fight for constant control of the Sleeping World: the Judges, the Usurpers and the Ramblers. As well Nyx, the great darkness which seeks to consume everything and anything.
- Story is about fighting to maintains ones humanity as they struggled against the world and try and fulfill this prophecy in search of the truth, acceptance, peace and whatever else they may be seeking.
▲Premise
As the fire fades to nothing but fading embers, so does man such is this fundamental truth. Some try to outlive this fact through their actions; kings carve great edifices out of ancient stone and command their scholars to write great histories of their conquests. Yet eventually their kingdoms fall and their names are forgotten in the even turbulent sea of history. The mighty unforgotten heroes of the age fall as well some by the sword and others by the ever present burden of time as they lay old and feeble. Even gods themselves are not immune to the specter of death. Eventually their temples fall to ruin and their worshipers lay scattered and dead among ornate columns of marble, their names become nothing more than whispers lost on the wind. Everything dies and everything fades away.
You awoke from your endless slumber slowly as life drags its way back into your bones. You fingers fell the very ground beneath you give way as they dig in to find some sort of purchase; jagged and worn, a beach of shattered obsidian. The sound of dark waves crashing endlessly against the shore and the rumble of a storm out at sea that has raged on for countless eons. This beach seams to stretch on endless far into the horizon to either side. The sky above you is cast and twilight and the stars above seem foreign and strange. Your head swarms with great pain and everything from before hand seems foggy and distant all you can seem to draw forth form this great fog is a name and nothing more. Breath drags in cold, stale air thicker than you're used to and you start to move following the paths in the sand already carved by those that came before you.
This land is known as the Sleeping World and you are dead. All those that die most first pass through this decaying reflection of the land above bound to this reality by emotional and physical ties to the awakened world. Yet you are special, you are different than most of the spirits that wander this realm as you remember something, you hold the power of your name. As one of these chosen few the path ahead of you is one wrought with conflict and hardship. For their is the prophecy, one as old as the sleeping world itself and one that threatens to change everything this is known and will be known. A prophecy which calls for them to find the land of the undying sun to end the age of darkness and bring forth an event known simply as the Ascension. This brings you who are chosen into direct interest and conflict with the three Covenants who would the power in the Sleeping World who believe the power of the Ascension can be used to secure their rule. The Oppressive and tyrannical Judges who have held power in the Sleeping World for endless ages and are hellbent on preserving order. The Usurpers those who wish to overthrow the Judges and turn the kingdom asunder and seek the power of the Ascension to due as they please. Finally there remains the Ramblers, more beast than man these individuals have lost even the basic fundamentals of humanity and seek to bring an end to it all and believe that the Ascension can be used to destroy the sleeping world once and for all. All the while another force weaves its tendrils through the foundation of the world known as Nyx. The great and unrelenting darkness which desires nothing more than to drag everything that once was and will always be into empty oblivion.
You are not the first of these so called Vessels of Ascension that have awoken on the beaches of the Sleeping World, many have tried to make the journey and many have failed. Is this your fate or are your destined for something more?
As the fire fades to nothing but fading embers, so does man such is this fundamental truth. Some try to outlive this fact through their actions; kings carve great edifices out of ancient stone and command their scholars to write great histories of their conquests. Yet eventually their kingdoms fall and their names are forgotten in the even turbulent sea of history. The mighty unforgotten heroes of the age fall as well some by the sword and others by the ever present burden of time as they lay old and feeble. Even gods themselves are not immune to the specter of death. Eventually their temples fall to ruin and their worshipers lay scattered and dead among ornate columns of marble, their names become nothing more than whispers lost on the wind. Everything dies and everything fades away.
You awoke from your endless slumber slowly as life drags its way back into your bones. You fingers fell the very ground beneath you give way as they dig in to find some sort of purchase; jagged and worn, a beach of shattered obsidian. The sound of dark waves crashing endlessly against the shore and the rumble of a storm out at sea that has raged on for countless eons. This beach seams to stretch on endless far into the horizon to either side. The sky above you is cast and twilight and the stars above seem foreign and strange. Your head swarms with great pain and everything from before hand seems foggy and distant all you can seem to draw forth form this great fog is a name and nothing more. Breath drags in cold, stale air thicker than you're used to and you start to move following the paths in the sand already carved by those that came before you.
This land is known as the Sleeping World and you are dead. All those that die most first pass through this decaying reflection of the land above bound to this reality by emotional and physical ties to the awakened world. Yet you are special, you are different than most of the spirits that wander this realm as you remember something, you hold the power of your name. As one of these chosen few the path ahead of you is one wrought with conflict and hardship. For their is the prophecy, one as old as the sleeping world itself and one that threatens to change everything this is known and will be known. A prophecy which calls for them to find the land of the undying sun to end the age of darkness and bring forth an event known simply as the Ascension. This brings you who are chosen into direct interest and conflict with the three Covenants who would the power in the Sleeping World who believe the power of the Ascension can be used to secure their rule. The Oppressive and tyrannical Judges who have held power in the Sleeping World for endless ages and are hellbent on preserving order. The Usurpers those who wish to overthrow the Judges and turn the kingdom asunder and seek the power of the Ascension to due as they please. Finally there remains the Ramblers, more beast than man these individuals have lost even the basic fundamentals of humanity and seek to bring an end to it all and believe that the Ascension can be used to destroy the sleeping world once and for all. All the while another force weaves its tendrils through the foundation of the world known as Nyx. The great and unrelenting darkness which desires nothing more than to drag everything that once was and will always be into empty oblivion.
You are not the first of these so called Vessels of Ascension that have awoken on the beaches of the Sleeping World, many have tried to make the journey and many have failed. Is this your fate or are your destined for something more?
▲OCC Information
Ars Moriendi is what happens when you take Berserk, the Dark Souls Series and Wraith: The Oblivion and throw them into a blender set to Purée. It is a dark fantasy role play set in the vast land of the dead known as the Sleeping World. This place acts as a sort of Purgatory where those souls unable to pass on because of emotional physical ties to the Awakened world are sent. The player charters are special cases within the world known by many names but most commonly as Vessels of Ascension. They are special, they were able to take something with them from the Awakened World, they remember their names. Names hold great power in the Sleeping World as names carry the weight of the Prophecy of Ascension which the Vessels are destined to complete. To do this they most navigate a vast and hostile world populated by devilish creatures birthed from Nyx as well as lost souls that have long since forgotten their humanity, as well as navigating quagmire of politics between the Three Covenants who would great sway in the world all vying for power. And all the while they most struggle to maintain the last fragments of humanity they possess.
Beyond this the plot of the roleplay is as vague and nebulous as the world it takes place in. This is on purpose as the pillars upon which it rests are world building and character interaction as I intend to give the player enough freedom to breath and be as involved in the active progress of the plot as they like. The pace is slow and will without it be slow expect for small periods of intense actively to further accent how desolate the world itself is and this feeling of loneliness and resignation that I intended to capture from the start.
And in the end it is wise to remember to cling to hope as it is all you have left.
Ars Moriendi is what happens when you take Berserk, the Dark Souls Series and Wraith: The Oblivion and throw them into a blender set to Purée. It is a dark fantasy role play set in the vast land of the dead known as the Sleeping World. This place acts as a sort of Purgatory where those souls unable to pass on because of emotional physical ties to the Awakened world are sent. The player charters are special cases within the world known by many names but most commonly as Vessels of Ascension. They are special, they were able to take something with them from the Awakened World, they remember their names. Names hold great power in the Sleeping World as names carry the weight of the Prophecy of Ascension which the Vessels are destined to complete. To do this they most navigate a vast and hostile world populated by devilish creatures birthed from Nyx as well as lost souls that have long since forgotten their humanity, as well as navigating quagmire of politics between the Three Covenants who would great sway in the world all vying for power. And all the while they most struggle to maintain the last fragments of humanity they possess.
Beyond this the plot of the roleplay is as vague and nebulous as the world it takes place in. This is on purpose as the pillars upon which it rests are world building and character interaction as I intend to give the player enough freedom to breath and be as involved in the active progress of the plot as they like. The pace is slow and will without it be slow expect for small periods of intense actively to further accent how desolate the world itself is and this feeling of loneliness and resignation that I intended to capture from the start.
And in the end it is wise to remember to cling to hope as it is all you have left.