After ten brutal years of WAR, PLAGUE and CONSPIRACY, the AGE OF KINGS has come to an end. Considered the end of the world by most, the YEARS OF DUSK were not the final years of the world, but a prelude to a new beginning. The triad curses of DEATH, CHAOS and DESTRUCTION laid low the ancient empires of the IRON KINGDOMS (a region also known as BOREA). Mutagenic plague tore through the militant KINGDOM OF THULE, leaving it ripe for invasion by the savage tribes of HYPERBOREA. The vast trader-empire of IIRAM was crushed by the unstoppable hordes of LEMURIA, an army of such size and ferocity that the world had never seen. Though it held valiantly against mutant and barbarian alike, the venerable ATLANTEAN EMPIRE collapsed from within, a violent rebellion at the hands of a dark and disturbing cult. As the last Emperor of Atlantis was stabbed through the heart on his palace steps, the Age of Kings had finally ended, and the AGE OF DAWN began.
It is the 56th year of this new Age, and it is a time of mystery and adventure. In the time following the Years of Dusk, many nascent empires and petty nations have sprung up from the ashes of the fallen kingdoms. Many live outside of the small protection afforded by these fledgling states, struggling to survive in a world rife with danger. Bloodthirsty mutants roam the wilderness, and enclaves of barbarians still pillage and plunder the Iron Kingdoms. The miraculous art of ALCHEMY, once a way of life in the Iron Kingdoms, is on the verge of extinction as its masters fall and its secrets are lost. Whats more, the ancient and mystic power of MAGIC has returned to the world, a force not seen since the time of the OLD GODS and the long-lost AGE OF MYTHS. For every mortal wizard or alchemist that plies their craft, there are countless inhuman monsters or eldritch horrors that wield magic for evil. Strange forces watch the world from realms unseen, and their laughter fills the nightmares of any mortal sane enough to fear them.
However, it is said that the flames of hell forge the strongest steel, and so the strife of the Age of Dawn has given rise to heroes unlike any seen since the Age of Myths. Be they warriors, kings, thieves or scholars, they have risen to become the greatest among men in the Age of Dawn. Their names are on the lips of every peasant that aspires to something greater, and they are cursed by every villain that would drag the world into the depths of damnation. Destiny is shaped by their wills, and their exploits are the stuff of legend. Rumor and mystery surrounds them, and followers flock to them to turn their deeds into myth and their words into scripture.
THE AGE OF DAWN IS RISING
Okay, so, this is a reboot of a game I tried to run a few times in the Advanced section, but collapsed each time due to an absence of players. I'm going to run this in the casual section for the advantage of more players and a faster schedule, but my I'm still holding this to the quality standards of Advanced. I consider it to be one of my most ambitious projects, so I would really appreciate a team of players as dedicated as I am.
Anyway, onto brass tacks. The premise is that you the players are these heroes of legend that have risen in the Age of Dawn. You start the game as the greatest among mortals, making your mark on the world in this new age, and things will only get more epic from there. You can think of this as being low-fantasy story that has suddenly been dumped into a high-fantasy setting, with all of the chaos and excitement that comes with it. Influences include Warhammer Fantasy Battles, Exalted, Berserk, Bal-Sagoth and the works of Robert E. Howard and H.P. Lovecraft.
There are a few major themes of the RP that I want to highlight, so bear with me:
Freedom: The shackles of the Age of Kings have been thrown off of the Iron Kingdoms, and so for the first time in thousands of years, many people are free to live as they wish. Life is harder than ever, but its rewards are many. This applies to you the players as well. While there are some backstory-related restrictions, you can make nearly any kind of character you can imagine, and you are free to pursue whatever agenda you so choose. There will be an over-arching plot, but it will not be overwhelming. Consider the setting to be your canvas, and I will accommodate you as best I can. Your characters are meant to be powerful and influential, so your choices will shape the setting, and will be felt by other players.
Hidden Potential: All of the world's secrets are being laid bare for all to see. Magic has returned, in all of its glory and all of its horror. Ancient evils and legendary heroes alike are emerging, and the stage is being set for a battle of cataclysmic proportions. Your characters above all else embody the idea of having secret potential. Even though you are the greatest men and women in the world, that doesn't mean you've peaked. I'd like to think you'd all be surprised by just how much greater your characters can become.
A New Dawn: This roleplay is called Age of Dawn for a reason; ultimately, it is a story of triumph. The dark night is over, and a new, golden era awaits. The setting may seem gritty and dark, but with grim perseverance and strength of heart, good can prevail. All is not lost, one man can make a difference in the Age of Dawn.
With that, I open the floor to you guys. Feel free to assault me with question, comments, ideas or interest.
Glad to see all the interest. Can I help you guys with any character ideas or concepts?
Honestly character generation will be the moet restrictive part of the RP, if only because there is a lot of stuff going on behind the scenes.
Well, I would like to know about more about the limitations of our characters (especially what is allowed in regards to magic) that is put in place at the start of the story. Also a CS-sheet would be helpful ^^
Well, I would like to know about more about the limitations of our characters (especially what is allowed in regards to magic) that is put in place at the start of the story. Also a CS-sheet would be helpful ^^
You characters should generally resemble a level 10-19 D&D character, the "Paragon Tier." They are supposed to represent mortal heroes, the most skilled or influential people in the Iron Kingdoms.
Magic is a tricky subject. It is a fundamentally unpredictable and dangerous force, as well as one that is abstract in nature and difficult to quantify. Ultimately it comes down to a sort of "I know it when I see it" in regards to limitations. In general, though, try to stick to a general theme for a character with magic, have an understanding of how they could have come to learn it (this is important, considering magic has been gone for thousands of years, and only came back in the last century), and keep it from feeling too "gamey" (you will not be casting Fireball, for instance).
The CS will come with the OOC. I want players to have the map and setting glossary available to them when they finalize their characters. I'm happy to help with concepts in the time being, though.
Now this is very interesting. How 'realistic' is the RP if we were to cut out the fantasy fluff? I don't assume we're going to be wielding Dark Souls level of ridiculous weapons, though I have no idea. I'm probably going to sign up for it either way.
EDIT: If this does get off the ground and I do end up joining, I will more than likely see it through to the end and try to match the posting requirements to the best of my ability. Can't start on a concept yet, though, since I don't have enough information on the laws of the world.
Now this is very interesting. How 'realistic' is the RP if we were to cut out the fantasy fluff? I don't assume we're going to be wielding Dark Souls level of ridiculous weapons, though I have no idea. I'm probably going to sign up for it either way.
Well, you know, I'm not the GM but considering some of the listed inspirations are Exalted, Berserk and the works of Robert E. Howard and that the GM has used level 10-19 D&D PCs as a starting ballpark level of a max of 20...I think it's a fairly safe bet that Dark Souls type weapons will at least be allowed if justified and marked as unusual.
A level 1 Exalt is essentially a demigod, Guts is one of the most recognizeable giant sword users around and Conan is perhaps the most down to earth of the bunch, yet he still typifies the barbarian hero that fights off scores of men, survives being crucified for a day then tears himself off the cross and winds up becoming king by strangling the former ruler to death in his own palace. I think the GM is going for a rather high powerlevel, so to speak.
Cool stuff. Let me know if you guys have any character concepts that I can help with.
Now this is very interesting. How 'realistic' is the RP if we were to cut out the fantasy fluff? I don't assume we're going to be wielding Dark Souls level of ridiculous weapons, though I have no idea. I'm probably going to sign up for it either way.
EDIT: If this does get off the ground and I do end up joining, I will more than likely see it through to the end and try to match the posting requirements to the best of my ability. Can't start on a concept yet, though, since I don't have enough information on the laws of the world.
Well, it's kind of a difficult question, as the level of "realism" is gradually slipping as the RP progresses. Mostly focusing on your characters. I'd compare the level of realism at the start to be something like Berserk. Yeah, you could have a dude with a giant Dark Souls sword, but there would have to be a half-reasonable justification for it.
Well, you know, I'm not the GM but considering some of the listed inspirations are Exalted, Berserk and the works of Robert E. Howard and that the GM has used level 10-19 D&D PCs as a starting ballpark level of a max of 20...I think it's a fairly safe bet that Dark Souls type weapons will at least be allowed if justified and marked as unusual.
A level 1 Exalt is essentially a demigod, Guts is one of the most recognizeable giant sword users around and Conan is perhaps the most down to earth of the bunch, yet he still typifies the barbarian hero that fights off scores of men, survives being crucified for a day then tears himself off the cross and winds up becoming king by strangling the former ruler to death in his own palace. I think the GM is going for a rather high powerlevel, so to speak.
Ah, thank you. Yes, you're right on the money. "Justified and marked as unusual" are perfect descriptors for basically anything exotic or fantastic that you would like to associate with your characters.
Well, the thing with character concepts is that we kind of don't have that much to get started with. Sure, we an overview of the world and the promise of freedom, but it's just broad strokes. We lack both a CS to get started with formatting, the map and glossary you say you want us to have and a plot hook to get started on the type of character we might bring to the story. Sure I have character ideas, in broad strokes, but those aren't really worth much until I put them on paper and into the setting.
Well, the thing with character concepts is that we kind of don't have that much to get started with. Sure, we an overview of the world and the promise of freedom, but it's just broad strokes. We lack both a CS to get started with formatting, the map and glossary you say you want us to have and a plot hook to get started on the type of character we might bring to the story. Sure I have character ideas, in broad strokes, but those aren't really worth much until I put them on paper and into the setting.
Broad strokes are fine. Just so you can have an idea of what you want to start working on when the OOC goes up. I'd like a couple more players worth of interest before that happens, though. I put this in the Casual section trying to get more players, and so far this is the least interest that any iteration of Age of Dawn has garnered.
Anyway, when working on character ideas, feel free to contact me in PMs for any setting details needed. Though, really, all that the OOC will bring is elaboration on the key terms highlighted in the OP.
Well, just to keep this thread floating and things alive in here, I've decided to cough up the map, glossary and CS template. There's a sample character there, too. Go nuts.
AGE OF DAWN: The current age, currently in its 56th year. It is a time of adventure and strife, when every man is a warrior, and every warrior is a king.
AGE OF KINGS: The previous age, when great and mighty empires dominated the world, and men fought ceaseless wars for gold and glory.
AGE OF MYTH: The earliest known age, when the Old Gods were said to have ruled the world, and magic last reigned supreme. Legend holds that it came to an end as Atlantis sunk into the sea, and the Old Gods vanished among the stars.
ALCHEMY: The Divine Craft. Through the practice of alchemy, one can create many wondrous and miraculous substances and materials. A difficult and exclusive trade, the Alchemist Guilds of the Age of Kings guarded their secrets jealously and kept their ranks exclusive. In the Age of Dawn, with so much knowledge lost and so many masters dead, alchemy is a dying practice. The few remaining practitioners are desperate to keep their knowledge from being lost. Of the major powers in the Iron Kingdoms during the Age of Kings, the Kingdom of Thule's alchemists were masters of fire and lightning, crafting great artifices of explosive warfare. Atlantean alchemists were metallurgists without compare, the only known crafters of Orichalcum. The alchemists of Iiram were chemists foremost, crafts of balms and poisons alike.
ATLANTEAN EMPIRE: Once the mightiest nation in Borea, the Sons of Atlantis were already well into decline before the Years of Dusk. A proud race of scientists, artists and philosophers, they claim their ancestry from the Dragon-Kingdom of Atlantis, which sank into the sea at the end of the Age of Myth. In the early years of the Age of Kings, the Atlanteans conquered vast swaths of Borea, seeding their culture into the indigenous peoples of the land. For thousands of years thereafter, the Atlantean Empire waxed and waned with the moon; its borders grew and receded against the barbarous lands of Hyperborea and Lemura, the hellish landscape of Darfar, and the mighty empire of Iiram. However, five centuries ago, a great insurrection took place as the Borean peoples of the North rebelled against their oppressive conquerors. The Atlanteans, grown soft from political corruption and complacency, were unable to quell the rebellion, and so the Kingdom of Thule wrenched free from the grasp of their empire.
In the Years of Dusk, the Atlantean Empire collapsed utterly from a series of assassinations against its royal family and nobility, as well as numerous simultaneous insurrections within its ancient poleis. It is believed that a radical political group or cult of some means was responsible for this, possibly wielding the power of dark sorcery to accomplish its goals. The truth lies with the bones of the Wise Kings of Atlantis. The few remaining cities of Atlantis are now nations unto themselves, hard-pressed to stem the tide of barbarians, mutants and worse from smothering the last few embers of their once-mighty people.
ATLANTEAN OCEAN: The great body of water to the West of Borea. Across it lie the Obsidian Kingdoms, from which no Borean explorer has ever returned. It is said that the ruins of Atlantis rest somewhere along the ocean's floor.
BOREA: Also known as the Iron Kingdoms, these are the civilized lands of the West. Ancient forests, fertile riverlands and sloping mountain ranges cover the temperate land. Its peoples range from the tanned and dark-haired men of the coast, to the fair-haired and blue-eyed men of the mountains, to the red-haired and pale men of the islands and the far north.
Ravaged by war, plague and corruption during the Years of Dusk, Borea is a dangerous place in the Age of Dawn. However, those who stand with strength against adversity are masters of their own destiny as they never were before.
CLAY KINGDOMS: A distant land of hot sand the color of blood, and dark-skinned men that paint themselves bone white. Known mostly through the lies and boasts of explorers and pirates, the Clay Kingdoms are home to strange peoples and even stranger creatures. It is said that the Clay Kingdoms never stay in one place, and that the island they lie on drifts through the sea like an impossibly massive beast.
DARK GODS OF THE NORTH: The ancient, barbaric religion of Hyperborea has had a resurgence in the Age of Dawn, as its shamans and war-priests have found their rituals and prayers once again answered after thousands of years. Malefic entities of terrible power that exist beyond the mortal world receive worship and sacrifice from a great many Hyperborean tribes and warbands. Those devoted to these "Dark Gods" receive their "blessings" in the forms of dark, corrupting magic, mind-warping whispers of fate and prophecy, horrific mutation and transformation, and even the servitude of demons. Inspiration from these Dark Gods is believed to have spurred on the Hyperborean invasion during the Years of Dusk, and the Scourge of Nemedia is considered by some to be their doing as well.
DEAD GODS: Similar, but distinct entities to the Dark Gods of the North are known to some as the "Dead Gods." Far more secretive in nature, those that worship the Dead Gods form hidden sects and covens throughout much of the south and east of the Iron Kingdoms. These death cults practice horrific, eldritch magic, and capture great scores of slaves for use in ritual sacrifice and as labor in building great, arcane edifices. They are known to scour and thrive in the many ancient ruins throughout Iiram, as it is believed that Iiramites during the Age of Myths worshipped entities remarkably similar to these Dead Gods. Far more alien and unpredictable than even the capricious Dark Gods of the North, the Dead Gods offer only vaguery and riddles to those that call to them, and are as like to torment and torture one of their followers as they are to grant them inhuman power. Death cults were believed to be responsible for the coup that overthrew Atlantis during the Years of Dusk, and some attribute the ravages of the Scourge of Nemedia to the otherworldly power of the Dead Gods
HYPERBOREA: The land north of Borea, a harsh place of ice and stone, where great mountains loom beyond the clouds. The peoples of Hyperborea are cruel barbarians, known to the people of Borea only as raiders, rapers, thieves and pirates. Their dark sails and mighty longships are the bane of many Boreans; even a peaceful Northman is distrusted as a rule. The fiery red hair of the Hyperboreans is a mark often left on the villages they raid, and Boreans born with it are said to be unlucky or cursed, "Touched by the North."
In the Age of Dawn, numerous Hyperborean enclaves are left behind throughout Thule and Atlantis following their invasion in the Years of Dusk. The Scourge of Nemedia seems to affect the Northmen even more strongly than most, as there are many mutants among their number. Even so, those tainted by the Scourge are brought into battle as terrible beasts of destruction. Hyperborean shamans wield dark and disturbing magics, and pray to strange powers. It is said that at certain hours of twilight, mysterious lights can be seen dancing in the skies over Hyperborea.
IGNIS DIVINE: The primary subject of worship throughout the Iron Kingdoms during the Age of Kings, in many differing sects and heterodoxies. In general, Ignis Divine (sometimes referred to as Sol Invictus, the Unconquered Sun, or Shammash) is characterized as sun god of supreme power, symbolized by light, fire and warmth, and embodying such virtues as valor, temperance, compassion and conviction. Worshippers commonly believe that in exchange for prayer, servitude or sacrifice, Ignis Divine provides sunlight for crops, courage to face enemies, and grants the truly pious eternal life after death as one of his attendants in the heavens.
While how the worship of Ignis Divine came to be is muddled by thousands of years of contradicting scripture and theological disputes, each major heterodoxy provides a different explanation for the sun god's relationship with the Old Gods. Atlantean Orthodoxy holds that Ignis Divine is in fact the last of the Old Gods, having survived whatever calamity befell them and sank Atlantis to protect mankind. Thulic belief holds that Ignis Divine slew the Old Gods himself to claim his throne as the supreme god. Iiramite worship is notably different, characterizing Ignis Divine as being part of a dichotomy, transforming into a moon god with a different persona every night.
None can say for sure if Ignis Divine is a real entity, even in this age of magic and godlike powers returned. Some claim to be able to grant miracles through his power, though this is difficult to prove for certain.
IIRAM: A vast and ancient empire, Iiram traces its history back well before the Age of Kings. The supposed founders of Iiram were god-kings that wielded power unimaginable, commanded vast armies of slaves and built towering monuments to their own magnificence. Many thousands of years have passed since this allegedly divine founding, after after many regime changes, the nation barely resembles its original form. Though it was one of the largest empires during the Age of Kings, the majority of its territory was empty desert. Its borders stretched from the Iron Kingdoms, across the Sand Kingdoms, edged into the Ivory Kingdoms, and ended in the East in the Jade Kingdoms. Iiram accrued vast wealth from the ownership of trade routes across the deserts of the Sand Kingdoms, which was then put to forming vast armies of slaves and mercenaries to protect its borders and cities from opportunists such as Lemurians and Atlanteans. Its alchemists mastered the arts of transmutation and medicine, culminating in their creation of the Philosopher's Stone, a relic now lost to the Years of Dusk.
In the Years of Dusk, the "silk and spice" armies of Iiram finally failed it, as their hordes of eunuchs and prisoners could not stand against the fury of the united Lemurian tribes. Its peoples were slaughtered and its cities were sacked, their ancient civilization destroyed in a just a few short years. Before the Lemurians could continue their campaign of destruction into Borea, the mighty warlord that united them fell ill and died, and the united tribes dissolved from infighting. All that remains of Iiram is a lawless wasteland, its remaining settlements ruled over by savage tribes and warlords.
IRON KINGDOMS: These are the lands North-East of the Sand Kingdoms, comprised of fields, mountains and forests in such regions as Borea, Hyperborea and Lemuria. Its people are fair in color and known for their love of warfare and quest to build ever greater and more dominant empires.
IVORY KINGDOMS: The lands south of the Iron Kingdoms and the Sand Kingdoms, called Darfar by the Atlanteans. A tropical land of desert, grassland and jungle, its people are dark of skin and hair and are fierce warriors. Many hundreds of tribes and peoples inhabit the Ivory Kingdoms, most bearing ancient grudges and rivalries with their neighbors. Though they clash often, conflicts between competing tribes shed little blood, as they prefer to trade goods or servitude over lives. Mighty and vicious beasts stalk the land, and the peoples of the Ivory Kingdoms have grown fearsome by surviving in their harsh homeland and hunting these terrible creatures.
JADE KINGDOMS: The lands at the Easternmost end of the world, known for their secrecy and strange customs. The people of the Jade Kingdoms are golden-skinned and dark-haired, having ruled over their land of misty mountains and steamy jungles for time immemorial. Little is known about the Jade Kingdoms, as their secretive and distrustful of outsiders. However, they trade frequently with the Iron Kingdoms, offering such goods as silk, rare herbs and spices, and even austere mercenaries brandishing long, curved blades. It is said that the people of the Jade Kingdoms practice strange alchemies, and that the secrets of magic were never lost to them.
KINGDOM OF THULE: The youngest nation in the Iron Kingdoms, Thule occupies the central and Northern lands of Borea, and is comprised mostly of the ethnic Borean people. After seceding from the Atlantean Empire, the Thule established their own system of governance, preferring an oligarchy of noble electorates and a constitutionally-appointed king over the authoritarian monarchy of Atlantis. The kingdom embraced the ancient cultures of its peoples, which had for so long been trodden upon by the imperialistic Atlanteans. No longer constrained by the empire, their artists and scientists made great strides forward, as they discovered explosive black powder through alchemy, and incorporated it into their mighty armies. However, as Thule grew in power and population, and came to clash against the barbarians of the north, many of the freedoms it had fought to attain were sacrificed to better defend their homeland. By the Years of Dusk, the king of Thule had assumed direct control over his electorates, and so the kingdom had become just as harsh a regime as the masters it once fought against.
In the Years of Dusk, Thule was ravaged by a plague known as the Scourge of Nemedia, named after the capital province of the kingdom from whence it originated. Corpses filled the streets and the stench of death floated over the entire nation. The Scourge brought a fate worse than death to some, twisting them into insane, animalistic monstrosities. With so many dead, the kingdom's powerful armies were too thinly spread to fend off the following invasion of Hyperboreans, whose marauders put the final nail in the coffin of the nation. Rather than totally dissolve, Thule fragmented between its provinces and noble electorates, thus breaking down into numerous small, weak kingdoms that in the Age of Dawn are constant, bitter rivals.
LEMURIA: The vast and cold steppes and grasslands to the North-East of Borea, Lemuria is home to yet more savage and fearsome barbarians. As the soil is much too poor for agriculture, most Lemurians took up lives as nomads, herding sheep and goats across the plains and bluffs or hunting the great elk and wild ponies of the land from horseback. Many tribes made up the disparate Lemurian people, from the mounted Kozaki raiders to the wolfmen of Hyrkania.
Some years before the outset of the Years of Dusk, a mighty warrior rose among the Lemurians, of such power and reverence that his name is not spoken among them to this day. He met with many other tribes, and either impressed them with his skill in battle, or destroyed them with that same prowess. In time, he amassed the greatest army that the Iron Kingdoms had ever seen, uniting the Lemurian tribes like no man before or since. As the Years of Dusk began, he took his mighty army and brought ruin to Iiram, crushing its armies of slaves and sellswords, and stealing the fathomless wealth of the Sand Kingdoms for himself. However, the conquest of the Lemurians ended before their could bring the same fate to Borea as the warlord caught the Scourge of Nemedia and perished. His sons and generals fought over who would succeed him, and his army quickly fell apart and dispersed across the Iron Kingdoms.
MAGIC: The Power of the Gods. A force not seen in the world since it supposedly vanished at the end of the Age of Myths, magic is poorly understood by the people of the Iron Kingdoms. Those who wield it in the Age of Dawn vary wildly, from naturally-talented sorcerers, to wizards that have studied ancient relics of arcane knowledge, to mad warlocks of some dark inspiration. Regardless, the reality-bending, otherworldly power of magic is not to be trifled with. It is an unpredictable and generally dangerous force, and few who come to wield its power do so with any restraint or responsibility. As such, mages in Borea are usually distrusted at best, and killed on sight at worst.
MUTANT: Those afflicted by the Scourge of Nemedia in the worst manner possible come to be known as Mutants, the Tainted or Beastmen. The plague has twisted their flesh into obscene and unnatural shapes, and stripped them of their sanity. Mutants often take on the traits of animals, such as horns, claws, fur or hooves, and some grow to tremendous sizes and unnatural strength. Most roam Borea in barely-cohesive packs, venting their primal furies on any bastions of civilization they come across and consuming human flesh whenever possible. Hyperboreans pride any Mutants among their ranks, wielding them like war-beasts and sending them into battle.
OBSIDIAN KINGDOMS: The distant lands across the Atlantean Sea, very little is known about the Obsidian Kingdoms, as no explorer has ever made land there and returned. From what can be observed from the coast, the land is highly volcanic, with ash clouds turning the sky a ruddy orange, and thick jungle dominates the landscape. Strange creatures can be seen prowling the treeline, and some maddened explorers have even claimed to have seen feathered serpents sailing through the sky. Whatever people may lurk in the Obsidian Kingdoms, they are either inhumanly fearsome, or uncannily cunning.
OLD GODS: The Old Gods were said to have ruled the world in the Age of Myths, and wielded such power that no mortal man could ever stand against them. Even so, legend holds that they had great adversaries in their kingdom in the stars, whose great evil sank Atlantis and split apart the kingdoms of the world to float on the seas. The Old Gods disappeared among the stars as the Age of Myths ended, vanishing with them the power of magic from the world. Their individual identities have been forgotten by the millennia, and their worship has been supplanted in every corner of the known world. Even so, rumor holds that as the Age of Dawn grows, the Gods regain their strength and will return to their starry kingdom.
SAND KINGDOMS: The land between the Iron Kingdoms and the Jade Kingdoms, North of the Ivory Kingdoms. The Sand Kingdoms are a vast expanse of dust, stone and sand, buffeted by wind and scorched by the sun. The people of the Sand Kingdoms are swarthy of skin and dark of hair, wear great robes to protect themselves from the sun and sand, and live along the fertile banks of the region's rivers or along its cliffs and caves. For thousands of years the desert peoples have studied alchemy, astronomy and mathematics, and have erected mystifying structures in the sands of their homelands. Though they are a genial people, eager to trade and share with outsiders, a region with such a long history leads to many grudges held. Bitter, bloody war of centuries-old transgressions is common among the Sand Kingdoms; the insurmountable pride of its people only worsening the harsh conditions of living in such a barren land.
SCOURGE OF NEMEDIA: A mysterious plague the emerged in the capital province of Nemedia in the Kingdom of Thule. It spread through the land like wildfire, killing a fifth of the population with rapidly-developing, cancerous growths. Another fifth of the population suffered a worse fate than painful death. Their bodies and minds were twisted until they were no longer human, but instead beastial, blood-crazed Mutants. During the Years of Dusk, families would quickly kill the infected to avoid the risk of mutation, and then promptly burn the bodies. In the Age of Dawn, only the vestiges of the Scourge remain, as Mutants carrying the disease can spread the foul miasma to the uninfected, enforcing the vitality of burning the bodies of slain Beastmen.
ULTIMA THULE: A relatively large island off the coast of Borea, in the first centuries of the Age of Kings the Atlanteans settled the land and built great fortresses and cities in its hilly forests and rugged highlands. The Atlanteans claim that the island was already inhabited when they arrived, by Giants no less, which they slew until none remained. After the Rebellion of Thule, the armies of the Kingdom of Thule took over the garrisons and cities of Ultima Thule, incorporating it into their newfound empire.
Following the Years of Dusk, there has been no contact from the inhabitants of Ultima Thule, and those who have made land there have not returned. Boats near the coast sometimes report great, stone structures that had not been present previously being visible, but these claims are rumor at best.
YEARS OF DUSK: The end of the Age of Kings. Ten years of war, plague and corruption that began with the first reported contraction of the Scourge of Nemedia, and ended with the assassination of the King of Atlantis. In merely ten years, the three seemingly-immortal empires of Altantis, Iiram and Thule were crushed, never to rise again. However, as night is darkest just before the dawn, and so the Age of Dawn has risen.
Name: Fantastic is fine, but try not to make it too outlandish. Use some basic etymology here.
Age: 66 at the very oldest. This is important. Use your common sense for the lower limit.
Gender: ヽ༼ຈل͜ຈ༽ノ
Appearance: What do they look like? A description is fine, but if you want to supply an image, I do not want photographs, or artwork that is overly stylized.
Personality: Give me a general idea. A paragraph or two, I don't need a super-deep psychoanalysis. Again, try to maintain a general level of realism and logic here.
History: Where are they from? What have they done in life? Why are they such a crazy badass? This is an important section, and probably requires some worldbuilding. Discuss things with me so we can make sure everything fits in with the setting!
Journey: Here's where things get interesting. Your character has an agenda: what is it? Where are they going in life?
Ideals: What concepts does your character value or embody? Feel free to get somewhat abstract here.
Holdings: What does your character have to their name? A sword? A horse? A homestead? A manservant? A kingdom? Tell me about it, but don't give me an inventory list. Give me a general idea.
Feel free to add on whatever else you want, and stylistically format as necessary.
"The absence of faith is the mark of the weak."
Name: Dolores Braise
Age: 19
Gender: Female
Appearance: A young woman like many in this harsh new Age, strong of body and wiry of build. Her coloration- fair skin, blue eyes, hair like fire- she inherited from her mother, a woman of Hyperborean descent. Her tall, sturdy frame and sharp features are owed to her father, a man of the fertile lowlands that were once part of the Kingdom of Thule. A plain girl by most appearances, her lack of femininity does little to disguise her average looks. Dolores cares little for finery or fashion, usually dressing in men's clothes and wearing her father's armor into battle. She prefers to keep her bright red hair cropped short, but long months on campaign can allow it to grow into a fiery mane (which may be hacked off hastily as soon as it becomes a nuisance).
Personality: Dolores often betrays the expectations of those she meets; smallfolk that have heard the stories of the Crimson Maiden, and expect a figure of unblemished purity, extruding saintly virtue. Rather, Dolores is a woman that has become wise beyond her years, much too quickly. Once filled with idealism and goodwill, years of battle have worn her greatly, and her demeanor is mostly brusque and intolerant. Even so, her experience on the battlefield has hardened her heart and tempered her resolve; she is filled with quiet courage and grim determination. Faith still drives her, though it is often all she has to rely on. Faith in her cause, faith in her comrades, and faith in herself.
History: The earliest years of the Age of Dawn were rife with chaos and discord, even as the terrible threats of the Years of Dusk subsided. As the rule of law fell with the empires of the Iron Kingdoms, anarchy reigned. Villages struggling to survive on meager resources formed militias, and battled against their neighbors out of desperation and paranoia. Nobles eager to accrue wealth or consolidate power sacked cities and plundered palaces and monuments.
In the region formerly occupied by Thule, the state church of Ignis Divine provided a pillar of stability and a beacon of hope to the beleaguered peoples of the land. Monasteries and temples, many built by the Atlanteans centuries ago, served as makeshift fortresses to ward against raiders or monsters. Monks and clerics dedicated temple gardens to the growth of crops that could feed the poor and displaced. Precious relics and hoarded treasures were bartered away for protection against scavenging armies and for such resources grain and livestock. Truly never did the temple fires burn as brightly, nor did the chapels ring as loudly with prayer as in those desperate years.
Knights and men at arms that survived the Years of Dusk and found themselves without lords to serve (be they dead or proved unworthy) often flocked to these isolated keeps and abbeys. In these places they found hope to override the despair that threatened to consume them. This hope turned to zeal, as many found no more worthy cause than to serve Ignis Divine and lend their strength to defending these bastions of light. With scarcely enough resources to keep a small villages' population, much less a standing army, these knights of divine inspiration could not stay at the temples for long, and would roam from one to the next many times over several years. These circuitous journeys became holy pilgrimages to the knights, who would cleanse the land of any taint or injustice encountered in their path. Such was the birth of the Orders Invictus, the Knightly Orders of the Unconquered Sun.
As the Age of Dawn wore on, small nation-states arose, and the mad frenzy of anarchy following the Years of Dusk began to settle. While some claimed patronage to strange and malefic gods, many paid at least partial due to the god of their forebears, and accepted Ignis Divine as their holy patron. Some of the Orders Invictus allied themselves with these nascent kingdoms, providing strength of arms (and a degree of moral high ground) to any nation that accepted their god and could keep them fed and housed. If a ruler could find sufficient justification to paint a rival as being corrupted or heretical in some manner or another, a crusade could be brought against them, calling the banners of Orders from leagues around.
One such Order was known as the Order of the Crimson Shield, so named for the color that adorned their heraldry. A pilgrim Order that claimed tenuous fealty to small kingdom of Poitain in the grassy lowlands of Borea. One of the oldest Orders, yet unremarkable in its size or battle record, among its knights was one Rouland Braise. As was common among pilgrim knights, he had taken a wife while on campaign, a woman of northern blood named Leyna. She and their two daughters, Dolores and Charlotte, traveled as a part of the Order's entourage, helping where they could by cooking meals or caring for horses.
Deep in the black forests of central Borea, tragedy struck the Order of the Crimson Shield. A pack of ravenous mutants broke into the Order's encampment, barreling past their sentries and perimeter. While the knights fought their hardest to push the monsters back, the few that escaped their swords wreaked havoc in the camp. A beastman nearly ten feet tall attacked the camp of the Braise family, and though Rouland fought bravely to defend his family, he was struck down by the monster. As her mother and younger sister cowered tearfully, the fourteen-year-old Dolores saw no other choice but to take up her father's sword and stand between them and the mutant. As she held the heavy blade, tears streaming down her face, she was overcome with a sudden delerium. She saw golden visions of victory, premonitions of how she might kill the beast. Screaming with near-insane courage, Dolores acted on what she saw in her visions, and gradually yet surely wore down and finally slew the mutant that had killed her father.
The following morning, as the dead were mourned and buried, Knight-Commander Crydamour, the veteran leader of the Order, personally commended Dolores for her bravery, and out of respect for her and her departed father, allowed her family to stay with his and continue to travel with the Order. However, this was not the end of Dolores' visions. Foreseeing another attack by mutants against a nearby fortress, she petitioned the Knight-Commander to rally the Order to the keep's defense. At first the veteran knight laughed off her predictions, seeing them as the delusions of a young girl deep in grief. However, as a courier arrived with word of the keep under assault, Crydamour mobilized the Order to their relief. He kept Dolores close at his side, and as she had continued visions throughout the battle, he passed on her predictions as orders to his men. The attack was routed with remarkable efficiency, and such was the first battle won by the Crimson Maiden.
Dolores' visions were seen as a gift from Ignis Divine, the girl herself a vessel for the will of the Unconquered Sun. Having been raised to follow the virtues of the Orders Invictus, Dolores committed her gift to the eradication of evil and the protection of the innocent, and was the direct adviser to Crydamour. After over a year on campaign at the side of the Knight-Commander, she was brought before the king of Poitain himself and (after investigation by the High Priory that she was not a with) was knighted, officially joining the Order of the Crimson Shields.
For four years since, Dolores has campaigned against evil, and the Order has been undefeated in battle. Word of the Crimson Maiden has spread across the Iron Kingdoms, some calling her the chosen of Ignis Divine, while others claim her to be a goddess of battle in her own right. While still second to the Order's Knight-Commander, Dolores often takes to the field to issue orders personally. She is even known to fight alongside the other knights, having been trained by them to wield her father's sword that she first took up five years ago. Dolores' gifts serve her in close combat as well as in strategy, though they do not make her invincible, as she has been wounded twice in battle. Despite the success of her crusade, Dolores' youthful optimism and idealism have left her bitter and jaded after years of warfare. She wonders if the battle against evil can ever truly be won, but keeps faith, as it is nearly all she has left.
Journey: Dolores seeks nothing less than the complete purification the Iron Kingdoms from corruption and heresy. She has vowed to bright peace and hope to the long-suffering peoples of this land, even if it must be won with steel and fire.
Ideals: Faith: Dolores is a woman of faith, having been born into and raised by a religious order. Even as her morals and determination are tested with every battle, the faith she carries in herself and her god carries her forward.
Zeal: Faith is not the only motivation that drives the Crimson Maiden; she also carries a burning hatred for that which is unholy or unlawful. Mercy is a virtue that she does not spare for those at the end of her blade, and while her unquestioning self-righteousness has been flagging for years, she rarely needs justification to end the life of a heretic or mutant.
Purity: The perfection of Ignis Divine can return to the Iron Kingdoms, Dolores is sure of it. Once every mutant is dead and burned, and the head of every heretic sits on a pike, peace and goodness can return to this land.
Victory: Dolores' visions are singular in theme: they show her the path to victory, no matter the cost. Victory rarely comes easily, and must be won through terrible sacrifice, even if the path is known. One must also ponder if a victorious outcome is worth the price one must pay to achieve it.
Holdings: Dolores is effectively the second-in-command of one of the most influential Knightly Orders in the Iron Kingdoms. Aside from the power that extends her, she personally owns an ancestral sword, heraldic shield and suit of armor (fitted to suit her proportions), and a warhorse named Manuel.