The cobblestone surface of many roads that snaked across the seven Kingdom’s groaned with exhaustion as the strain of bearing the full might of the mortal races. All across their length, cracks and potholes formed that threatened to swallow the unlucky soldier whole. This damage was unseen of in the modern day and age as conflicts between the Kingdoms have subsided with the Council of Seven overseeing the realm, which meant that mobilization of forces never damaged the roads. All along the road marched the combined armies of the Seven Kingdom’s towards the Breach.
Separately, and far away from the travels of the main army, camp was being set up by S’venia and her Snow Leopards who eagerly awaited the arrival of the other representatives.
It was night time in the City of Ash and it was alive with revelry.
Every table in every bar on every street corner found itself packed with the smelly, sweating, and ravenous patrons one would expect for a night like tonight; for tonight was a night unlike any other. Today marked the anniversary of the horrid War of the Breech many centuries ago after all. The patrons dug into their food with a rabid intensity as onlookers waited anxiously for their meals to arrive, jealously alive in their eyes, while the rest of the crowd drowned themselves, mug after mug, with the various alcoholic drinks available; mostly mead and Something Else, a local favorite. The floors looked as if they were assaulted by the God of Decay with half-eaten chickens and gods-knows-what else littering the floor while bile and unknown liquids poured forth like a torrent of awfulness. This was expected. This scene is one that many a soul has traveled to be seen. While in normal times owner would be appalled to see the state of his bar, the bartender looked on with a smile on hand for today was the day everyone celebrated, and nobody was upset. Unless of course, you knew better.
No one alive today experienced it yet the stories are still told, albeit seldom spoken in whole, by the bards and by the elders. They spin a tale of monsters of flesh and metal stalking the country-side, whole armies annihilated by great beasts of war, and of the gods returning to the mortal realm, saving us in our darkest time. They know the stories of many a great hero, many that died and fewer yet that lived, that helped curb the tide of the assault on the mortal races. They know the stories of all seven gods that still reside in our realm, placed in fortified temples where they have kept the shield up that prevents the creatures of nightmares from returning. They also know that today was never a day of celebration. Today, to them, is a day of remembrance. Remembering the errors of the all the races that led to the Breach, the errors of commanders who led their soldiers to slaughter, and the greed of the many who prayed on the few still living during it all. Today they remember and look on at the parties with a stern gaze and speak a cautionary tale to those who will listen.
It was such an elder who found himself sitting on a famous corner, deep in the heart of the City of Ash, judging the crowds from a distance. As he sat, he was approached by a young man in search of a tall tale. The man towered over the frail build of the elder, though he approached with a smile and asked if a seat next to the old man was taken, to which the old man responded no.
"I hear you know a story or two about the Breach Wars, old man," the towering individual asked as he sat down.
"Old man," the elder asked, "I'll have you know I am no older than your parents may be, are they so old to you?"
"I meant no disrespect, elder," the towering man said with a chuckle, "I am a student at the great magic school at Itos, and I and my fellow classmates have traveled far to this city to hear the tales of the war. I have been told you know a story or two, and I would like to know where we went wrong in the past."
"Not interested in the parties," quizzed the old man.
"No, especially not if I can learn something to tell my friends back home," the towering man responded.
The old man smiled weakly and pulled his posture straight as he did. "Perhaps there is hope for you youngin's after all," he responded with a wink. "Alrighty, this is a story of heroes who did not know they were such at the time, a story of the gods who gave up their immortal life to shield us, and it is a tale of the common folk who banded together and saved life as we know it. They came from all walks of life, some of noble pursuits and some not, while the gods themselves were our most holy. The war was terrible in all accounts, but I will start my story off at where we started winning, right here in the City of Ash, three-hundred and thirty-three years ago. The gods, now walking among us, used their divine powers to seal the breach and thus ending the never ending flow of nightmares that stemmed forth like a raging river into our real-,, " the old man paused as his head tilted to the left, "realm, that started," pausing again, this time standing up, "what is that awful ruckus?," the old man stopped speaking as he rose to his feet.
The towering individual turned his head, the same direction the elder did seconds before, and listened. "Heyyyyy, I am soo not drunk guys – Where's my food – where are we- what did – for – somebody needs to -I think you've – did you grab my – what is the mean- how oft- wherein th-" The more the towering man listened, the less he heard and the less he understood. He turned his attention the old man, who was visibly shaking, and asked; "what do you hear old man?"
"Don't you hear it? The screaming," he answered back.
The towering man listened again, and this time he heard it; growing louder every second he did, the sounds of people panicking and shattering objects, blood-curdling screams that filled the nights' air only to be silenced, and he listened as it was getting closer and closer and closer. "Stay behind me elder," the towering man shouted as he stood up and his hands erupted into flames, "I will protect you," he promised. Though promise as he did, the towering man's voice was soon added to the melody of screams, as the chorus of horror began to fill the air and erupt throughout the City of Ash. From miles around people could see the fires that raged that night, and even further could people see the plume of smoke that trailed over the horizon next day.
A few days later the city Arcadia, located fifteen miles away, was attacked and destroyed. Then Sev’mo, and then Barin, and so on. Soon there-after reports of a new, smaller than the one told of in the history books, Breach were received by the Council of Seven, and the armies of the mortal realm were quickly mobilized. Any questions as to how this could have transpired under the watch of the Gods were quickly answered, as a God was missing. Without notice Rofella, Goddess of War, had vanished from her temple and disappeared into the night. With her disappearance, the shield that protected our realm waned until it broke allowing the Breach to once again return; albeit in reduced effectiveness. As the main armies mobilized to surround and fight the monsters of flesh and metal, a plan was quickly put in motion. The Seven Kingdoms would each send a small force led by one of their best commanders to find the missing god.
Time is of the essence. For with each passing week the other Gods grow weaker as the strain of maintaining the shield has already started to drain their energy. With each passing day, the enemy pushes closer and closer to their temples. With each passing hour, smaller Breaches open all across the countryside. The dawn of the apocalypse is here, and the fiery inferno of our end times have arrived.
- - - - - - -
The Basic idea for this story:
We are going to play the role of a Commander/Representative for the Council of the Seven, sent in to find the missing God and bring it back. As the name suggests, the Council is the seven major Kingdoms that inhabit our world. The council was founded during the War of the Breach to coordinate all the armies under one banner. For all intents and purposes, the War of the Breach was a war fought against a supposed demonic force that nearly destroyed life as we know. It took the combined efforts of all the races, as well as the return of the gods, to stop it and save life as we know t. The Council of Seven now serves as a mostly diplomatic body, that’s primary goal today is to prevent large-scale war between the major Kingdom’s. It is now transitioning to a more military focused group, as all the finest commanders have rejoined its ranks to coordinate the new war.
Our characters, the Commanders/representatives that represent the Seven main Kingdoms (if enough interest is present, and the Seven Kingdoms are already represented, minor Kingdoms might be represented as well. I am pretty firm that 7 is our number of players) the search for Rofella and the small armies that follow in our wake. Guided with her faithful weapon and set of armor, that yearns to be reunited with their master, our group sets out and faces challenges that threaten the fate of the world.
This will be a high-fantasy, though potentially dark, story. Standard fantasy style races are the races, with some wiggle room for creating non-traditional ones as well.
Our characters, the Commanders/representatives that represent the Seven main Kingdoms (if enough interest is present, and the Seven Kingdoms are already represented, minor Kingdoms might be represented as well. I am pretty firm that 7 is our number of players) the search for Rofella and the small armies that follow in our wake. Guided with her faithful weapon and set of armor, that yearns to be reunited with their master, our group sets out and faces challenges that threaten the fate of the world.
Setting for the story:
This will be a high-fantasy, though potentially dark, story. Standard fantasy style races are the races, with some wiggle room for creating non-traditional ones as well.
The gods of our story:
CLAIMED: ROFELLA - ARDUR - GUURUT
The seven major gods of our story are Rofella, Vel’Dia, Ardur, Calim, Guurut, Haliopecia, and Yamthurr; each currently resides in the mortal realms in their “mortal” forms. While weaker, the gods and the Godesses are still much stronger, faster, and smarter than most mortals alive. Their powers are weaker in our realm; however, they are still strong enough to use their divine magic in projecting a shield that has protected our realm since the first Breach was sealed. While their primary focus in our world is to maintain the shield that prevents the return of the monsters, their temples have become destinations for all who seek guidance. While getting into the temple cities are hard enough with the thick walls and protective nature of their guards, it is possible for the mortal men and women of all races to visit their deity's in the flesh.
Rofella: Godess of War and of Peace
Temple Location: Arnafell (Arr-nuh-fell): Kingdom of Aurr
Rofella is the Goddess of War and all battles. In the mortal realm she stands at a minor height for a god at seven foot three inches tall with a lithe, feminine frame that fills in nicely. Her ears reflect that of an elf, with sharp pointed tips. While many are quick to make assumptions about her status as Goddess of war from her form alone, make no mistake about her skills as a fighter. Lightning quick strikes and breathtaking agility in combat, Rofella will waste no time in disposing of any and all that challenge her. When a commander goes to her temple to seek advice in a military matter, she offers guidance on how to win a war or how to prevent the war from breaking out; her advice is usually very useful in either scenario.
Vel’Dia: Goddess of Life and of Death
Temple Location: Langren (La-na-gen)
Vel’Dia is the Goddess of Life and death. Her form in the mortal realm shifts depending on the person viewing her. To those young in life she appears to be a hooded, sick-looking, witch with wispy white hair and sunken eyes. To those who see her in this form, a sense of dread and uneasiness washes over them like a river over a rock. To those old in life she appears to be a sweet looking young lady with long blonde hair kept in a ponytail in the back while wearing a long, flowing, white dress. To those who see her in this form, a calming sense surges through their body like they are meeting a friend or a loved one after many years apart.
Ardur: God of Magics and the Arts
Temple Location: Magiee (ma-gee)
Ardur is the God of Magic and the Mundane. In his mortal realm form, Ardur is the shortest of the God’s standing at a height of just six feet tall. His attire is a simple white robe with an equally simple hood that falls way too far down his back. While every form of magic is known to him, he will very rarely divulge his knowledge to those that flock to him for information. Magic is a gift, something that needs to be learned through trial and error in the mind of Ardur and much too dangerous to be taught to those who have no notion on how to control it. Magic in the hands of a vengeful vagabond leads to tragedy while magic in the hands of a trained wielder rarely does.
Ardur will also turn away any who come to him for assistance with whatever questions or comments relating to their art. To him, art is not about the final product before you but rather the journey you went on creating it. Furthermore, as experienced over the years, those that come to seek his advice are not true followers of his message. His followers will instead gift him their art, be it a painting or a song, and expect nothing from it but the applause of a grateful god.
Calim: God of Chaos and of Order
Temple Location: Anvialia (Ahn-vale-ya)
Calim stands at a staggering height of twelve feet tall, making him the tallest of all the God’s. Clad from head to toe in thick, steel armor with one eye dark as the darkest night that flows out of his helmet like a thick dark fog while the other is as bright as the sun above that lights up his temple. His frame is that of a dwarf, with his legs and arms being short and stocky while his chest excudes muscular bravado. His mission on the mortal plane, besides keeping the shield up, is to maintain balance on the scales of justice. Too much order in the world means too many laws which leads to a repressed populace while too much chaos leads to strife and uprising. Calim sees no guests in his court, but instead uses his rather large following to do his work for him. If Calim senses the scale is off balance, he will send his followers to do his bidding for him.
If an area slips into an ordered mess, he helps incite the change in the populace. If an area is slipping towards a chaotic upheaval, he uses his followers to help guide the area back into the right. The world as a whole has become more balanced, and in Calim’s eyes that’s how all things should be.
Guurut: God of the Sun and the Moon
Temple location: Solune (Sol-une)
Guurut stands nearly eight-feet tall. During the day hours his appearance is one of fiery fashion, with vibrant reds and yellows being the predominant theme while a loud, boisterous personality embraces all who come near. Parties as legendary as time has seen have taken place in his temple, with copious amounts of both alcohol and foods being consumed. Though as night rolls around, his appearance instead changes to more somber colors. Black and a dark blue color scheme wraps his body tightly during these hours, while a mellow and often sad personality push away any who come to see him. It is in these hours that people find that they have a chance to reflect on who they truly are in the temple.
It is during both dawn and dusk, do the two sides of this coin mesh. His appearance is a clash of purple and white, and a calm personality emanates forth. Those at his temple during these hours have a chance to reflect on what they truly want.
Haliopecia: Goddess of Love and the Mad
Temple Location: Nebuoste (Neh-bu-o-stay)
What you bring to her temple is what you see with Haliopecia. Newlyweds flock to her temple in droves to get the blessing of the Goddess, which she happily doles out. The couples are treated to pure white, pristine marble tiles on the floor with drapes flowing in the wind as a faint, but identifiable scent of nature drifts through the air. Her followers will treat you with kindness and respect, and Haliopecia herself will give you her blessing for a life full of happiness and love.
The Mad who come to her temple are treated with a far different sight. Here, their madness is made physical. The voices that whisper to you before are now on full blast, the visions of things that could not exist are made physical, while the thoughts that you knew could not be true are confirmed. The pristine marble tiles are broken and covered with dust and the drapes that effortlessly blew before are tattered and torn to pieces. The smell of nature is replaced with that of brimstone. Though this is not without its purpose. Her temple allows your inner madness to be made real to gradually, overtime, be cured. The insane, the broken, and the mental unstable who find refugee here face the brunt of their demons with the kind hand of the Goddess herself guiding them along their path back to sanity.
Yamthurr: Goddess of the Wise and the Fools
Temple location: Intebunie (In-teh-boo-ni)
Yamthurr stands at the height of nine feet tall and is cloaked in a simple, black dress that flows behind her as she walks. Her temple is filled with endless amounts of scrolls and books, depicting the history of the world from when the Gods arrived in the mortal realms, to the study of all the known plants and animals; if it exists as a book or scroll it is somewhere in her temple. Scholars flock to her temple to find information on their subject at hand and most, if not all, are left feeling empty as they leave without finding a shred of knowledge that they needed. The Goddess, and her followers, allow any and all to enter her halls and to seek out the knowledge they seek yet she rarely gives it freely.
A wise person, in the eyes of the Goddess, seeks knowledge and knowledge alone. Her followers read and read, and when they are finished, they read someone. Random books and scrolls are grabbed from the shelves and placed on the tables, where they are examined from start to finish. Those that come seeking specific knowledge are met with books and scrolls that never seem close to their area of study, no matter how much of the library they search. A fool’s errand for the fools.
Rofella: Godess of War and of Peace
Temple Location: Arnafell (Arr-nuh-fell): Kingdom of Aurr
Rofella is the Goddess of War and all battles. In the mortal realm she stands at a minor height for a god at seven foot three inches tall with a lithe, feminine frame that fills in nicely. Her ears reflect that of an elf, with sharp pointed tips. While many are quick to make assumptions about her status as Goddess of war from her form alone, make no mistake about her skills as a fighter. Lightning quick strikes and breathtaking agility in combat, Rofella will waste no time in disposing of any and all that challenge her. When a commander goes to her temple to seek advice in a military matter, she offers guidance on how to win a war or how to prevent the war from breaking out; her advice is usually very useful in either scenario.
Vel’Dia: Goddess of Life and of Death
Temple Location: Langren (La-na-gen)
Vel’Dia is the Goddess of Life and death. Her form in the mortal realm shifts depending on the person viewing her. To those young in life she appears to be a hooded, sick-looking, witch with wispy white hair and sunken eyes. To those who see her in this form, a sense of dread and uneasiness washes over them like a river over a rock. To those old in life she appears to be a sweet looking young lady with long blonde hair kept in a ponytail in the back while wearing a long, flowing, white dress. To those who see her in this form, a calming sense surges through their body like they are meeting a friend or a loved one after many years apart.
Ardur: God of Magics and the Arts
Temple Location: Magiee (ma-gee)
Ardur is the God of Magic and the Mundane. In his mortal realm form, Ardur is the shortest of the God’s standing at a height of just six feet tall. His attire is a simple white robe with an equally simple hood that falls way too far down his back. While every form of magic is known to him, he will very rarely divulge his knowledge to those that flock to him for information. Magic is a gift, something that needs to be learned through trial and error in the mind of Ardur and much too dangerous to be taught to those who have no notion on how to control it. Magic in the hands of a vengeful vagabond leads to tragedy while magic in the hands of a trained wielder rarely does.
Ardur will also turn away any who come to him for assistance with whatever questions or comments relating to their art. To him, art is not about the final product before you but rather the journey you went on creating it. Furthermore, as experienced over the years, those that come to seek his advice are not true followers of his message. His followers will instead gift him their art, be it a painting or a song, and expect nothing from it but the applause of a grateful god.
Calim: God of Chaos and of Order
Temple Location: Anvialia (Ahn-vale-ya)
Calim stands at a staggering height of twelve feet tall, making him the tallest of all the God’s. Clad from head to toe in thick, steel armor with one eye dark as the darkest night that flows out of his helmet like a thick dark fog while the other is as bright as the sun above that lights up his temple. His frame is that of a dwarf, with his legs and arms being short and stocky while his chest excudes muscular bravado. His mission on the mortal plane, besides keeping the shield up, is to maintain balance on the scales of justice. Too much order in the world means too many laws which leads to a repressed populace while too much chaos leads to strife and uprising. Calim sees no guests in his court, but instead uses his rather large following to do his work for him. If Calim senses the scale is off balance, he will send his followers to do his bidding for him.
If an area slips into an ordered mess, he helps incite the change in the populace. If an area is slipping towards a chaotic upheaval, he uses his followers to help guide the area back into the right. The world as a whole has become more balanced, and in Calim’s eyes that’s how all things should be.
Guurut: God of the Sun and the Moon
Temple location: Solune (Sol-une)
Guurut stands nearly eight-feet tall. During the day hours his appearance is one of fiery fashion, with vibrant reds and yellows being the predominant theme while a loud, boisterous personality embraces all who come near. Parties as legendary as time has seen have taken place in his temple, with copious amounts of both alcohol and foods being consumed. Though as night rolls around, his appearance instead changes to more somber colors. Black and a dark blue color scheme wraps his body tightly during these hours, while a mellow and often sad personality push away any who come to see him. It is in these hours that people find that they have a chance to reflect on who they truly are in the temple.
It is during both dawn and dusk, do the two sides of this coin mesh. His appearance is a clash of purple and white, and a calm personality emanates forth. Those at his temple during these hours have a chance to reflect on what they truly want.
Haliopecia: Goddess of Love and the Mad
Temple Location: Nebuoste (Neh-bu-o-stay)
What you bring to her temple is what you see with Haliopecia. Newlyweds flock to her temple in droves to get the blessing of the Goddess, which she happily doles out. The couples are treated to pure white, pristine marble tiles on the floor with drapes flowing in the wind as a faint, but identifiable scent of nature drifts through the air. Her followers will treat you with kindness and respect, and Haliopecia herself will give you her blessing for a life full of happiness and love.
The Mad who come to her temple are treated with a far different sight. Here, their madness is made physical. The voices that whisper to you before are now on full blast, the visions of things that could not exist are made physical, while the thoughts that you knew could not be true are confirmed. The pristine marble tiles are broken and covered with dust and the drapes that effortlessly blew before are tattered and torn to pieces. The smell of nature is replaced with that of brimstone. Though this is not without its purpose. Her temple allows your inner madness to be made real to gradually, overtime, be cured. The insane, the broken, and the mental unstable who find refugee here face the brunt of their demons with the kind hand of the Goddess herself guiding them along their path back to sanity.
Yamthurr: Goddess of the Wise and the Fools
Temple location: Intebunie (In-teh-boo-ni)
Yamthurr stands at the height of nine feet tall and is cloaked in a simple, black dress that flows behind her as she walks. Her temple is filled with endless amounts of scrolls and books, depicting the history of the world from when the Gods arrived in the mortal realms, to the study of all the known plants and animals; if it exists as a book or scroll it is somewhere in her temple. Scholars flock to her temple to find information on their subject at hand and most, if not all, are left feeling empty as they leave without finding a shred of knowledge that they needed. The Goddess, and her followers, allow any and all to enter her halls and to seek out the knowledge they seek yet she rarely gives it freely.
A wise person, in the eyes of the Goddess, seeks knowledge and knowledge alone. Her followers read and read, and when they are finished, they read someone. Random books and scrolls are grabbed from the shelves and placed on the tables, where they are examined from start to finish. Those that come seeking specific knowledge are met with books and scrolls that never seem close to their area of study, no matter how much of the library they search. A fool’s errand for the fools.
History: War of the Breach
Four-hundred and forty-four years ago, the War of the Breach started in unceremonial fashion. Near a major city in the dept of the strongest empire known at the time, the first Breach opened between our world and another. Strange creatures, descriptions long since lost to time, began to slowly emerge and engage the populace in brutal combat. The empire deployed its military might against the strange enemy, one said to be of metal and flesh. Initially, the army had success in their endeavors. Through trial and error, they found ways through the armor, into the flesh and they backed the creatures back towards the portal and encircled it. Somehow, they even managed to close the breach.
For the next few decades, the Breach never appeared again and the empire chalked it up to demonic magic gone afoul. The commanders stopped training their soldiers on how they initially sealed the breach, stopped telling their populace on what to do if there was another Breach, and started to forget all of the lessons paid for in blood decades earlier. Meanwhile the empire spread further and further in their conquest of the realm, expanding their borders many miles in all direction as they waged a perpetuial series of wars out of envy. When the breach returned, a century later, and three times as massive as before, they were caught off guard and with their pants down. Towns were overrun and burned to ruin as countless garrisons failed to defend their population. Armies were simply cast away by the never-ending horde of enemies that spewed forth from the abyss.
The enemies of this empire, sensing some weakness from the Empire while also underselling the threat of the Breach, began to push back and started to invade. In the five-year long struggle that ensued, the Empire had set up an effective perimeter around the sight of the Breach, retrained its soldiers on how to kill the beasts, and was in the process of driving them back when her mortal enemies struck a killing blow. Three separate factions had captured the food producing areas spread out across the Empire, depriving their soldiers from the sustenance they desperately needed to keep up their strength. As soon as famine broke out in one small section of the defensive lines, the monsters exploited it. As they routed the Empires best soldiers the monsters quickly spilled out of the containment and began to flood the countryside. They fought too many wars in times of strife, and it led to their downfall.
The other kingdoms quickly learned of the grave mistake they made as the horrors from beyond descended on their own soldiers. At every battle and every skirmish, their armies were massacred. The other kingdoms quickly came together as one and banded under one banner, led by the remaining seven most powerful kingdoms. It was decided that they would create a defensive line, centered around the City of Ash and make one final, triumphant stand against their foes.
History is a bit unclear on what happened next. Some Kingdom’s claim their prayers for help were answered while most others assume the Gods took pity on their creations and came to our aid. What is clear, however, is the affect they had on the situation. Their arrival brought with it the shield that now protects us to this day at the start. Every Breach that had sprung up in the decade long fight had quickly closed within seconds of their arrival. Secondly, the God’s began to use their abilities to both teach and equip us mortals with the tools to fight. Ardur gifted his magic to those who could handle it, Rofella gave her strategies for battle to the generals who would listen, while the other God’s focused on healing those that needed their help and bringing balance to the world.
Within a year, the fighting was over. The cost to the mortal realms was great, with the surviving population for all races being vastly lower than where it was even a few years prior, yet the mortal realm proceeded to usher in a new golden age of which we are still prospering from.
`Excerpt from the book “The War of the Breach”
For the next few decades, the Breach never appeared again and the empire chalked it up to demonic magic gone afoul. The commanders stopped training their soldiers on how they initially sealed the breach, stopped telling their populace on what to do if there was another Breach, and started to forget all of the lessons paid for in blood decades earlier. Meanwhile the empire spread further and further in their conquest of the realm, expanding their borders many miles in all direction as they waged a perpetuial series of wars out of envy. When the breach returned, a century later, and three times as massive as before, they were caught off guard and with their pants down. Towns were overrun and burned to ruin as countless garrisons failed to defend their population. Armies were simply cast away by the never-ending horde of enemies that spewed forth from the abyss.
The enemies of this empire, sensing some weakness from the Empire while also underselling the threat of the Breach, began to push back and started to invade. In the five-year long struggle that ensued, the Empire had set up an effective perimeter around the sight of the Breach, retrained its soldiers on how to kill the beasts, and was in the process of driving them back when her mortal enemies struck a killing blow. Three separate factions had captured the food producing areas spread out across the Empire, depriving their soldiers from the sustenance they desperately needed to keep up their strength. As soon as famine broke out in one small section of the defensive lines, the monsters exploited it. As they routed the Empires best soldiers the monsters quickly spilled out of the containment and began to flood the countryside. They fought too many wars in times of strife, and it led to their downfall.
The other kingdoms quickly learned of the grave mistake they made as the horrors from beyond descended on their own soldiers. At every battle and every skirmish, their armies were massacred. The other kingdoms quickly came together as one and banded under one banner, led by the remaining seven most powerful kingdoms. It was decided that they would create a defensive line, centered around the City of Ash and make one final, triumphant stand against their foes.
History is a bit unclear on what happened next. Some Kingdom’s claim their prayers for help were answered while most others assume the Gods took pity on their creations and came to our aid. What is clear, however, is the affect they had on the situation. Their arrival brought with it the shield that now protects us to this day at the start. Every Breach that had sprung up in the decade long fight had quickly closed within seconds of their arrival. Secondly, the God’s began to use their abilities to both teach and equip us mortals with the tools to fight. Ardur gifted his magic to those who could handle it, Rofella gave her strategies for battle to the generals who would listen, while the other God’s focused on healing those that needed their help and bringing balance to the world.
Within a year, the fighting was over. The cost to the mortal realms was great, with the surviving population for all races being vastly lower than where it was even a few years prior, yet the mortal realm proceeded to usher in a new golden age of which we are still prospering from.
`Excerpt from the book “The War of the Breach”
Kingdoms:
Kingdom of Aurr:
Primary races: Dark Elf - Human - Dwarf
Situated as the farthest most Kingdom of the Seven, the Kingdom of Aurr inhabits a land that is under constant assault from the elements. Cold, snowcapped peaks dominate the landscape that host a hard, but sturdy people. The Kingdom as a whole came together when Rofella chose the fortress city of Arnafell as her temple. Quickly, the numerous warring bands that inhabited the mountain side fell under the banner of King Aurr himself, who used Rofella’s guidance to great effect. There are few major cities in the Kingdom, with Arnafell being the largest, instead there are numerous smaller style towns, carved into the mountain side, that dot the landscape.
To their north serves an enemy as old as their kingdom, the Wild Ones. The Wild Ones are a large faction to the direct north of the Kingdom of Seven, with a standing army that is estimated to be half as strong as the combined armies of our own. They worship demonic forces, and are twisted in both mind and body. Every year, they send an attack through the mountain passes to try and break into the Kingdom of Seven, but every year they are repelled by the Kingdom of Aurr; whose mountain side fortresses and large standing army are trained to fight in the harsh conditions.
With Rofella’s influence seeping into the core of the Kingdom of Aurr, the people have changed as a result. Warlike in nature, the people will always seek to end the enemies that threaten their safety before they can strike. Though if there is a way to keep the peace without bloodshed, the citizens of Aurr will always explore that option as well.
The people of Aur are a mix between the native dark-elf and dwarven tribes as well as a size able human population. The humans and dark-elfs tend to stick to the fortress cities, while the dwarven stay underground in the mines.
Primary races: Dark Elf - Human - Dwarf
Situated as the farthest most Kingdom of the Seven, the Kingdom of Aurr inhabits a land that is under constant assault from the elements. Cold, snowcapped peaks dominate the landscape that host a hard, but sturdy people. The Kingdom as a whole came together when Rofella chose the fortress city of Arnafell as her temple. Quickly, the numerous warring bands that inhabited the mountain side fell under the banner of King Aurr himself, who used Rofella’s guidance to great effect. There are few major cities in the Kingdom, with Arnafell being the largest, instead there are numerous smaller style towns, carved into the mountain side, that dot the landscape.
To their north serves an enemy as old as their kingdom, the Wild Ones. The Wild Ones are a large faction to the direct north of the Kingdom of Seven, with a standing army that is estimated to be half as strong as the combined armies of our own. They worship demonic forces, and are twisted in both mind and body. Every year, they send an attack through the mountain passes to try and break into the Kingdom of Seven, but every year they are repelled by the Kingdom of Aurr; whose mountain side fortresses and large standing army are trained to fight in the harsh conditions.
With Rofella’s influence seeping into the core of the Kingdom of Aurr, the people have changed as a result. Warlike in nature, the people will always seek to end the enemies that threaten their safety before they can strike. Though if there is a way to keep the peace without bloodshed, the citizens of Aurr will always explore that option as well.
The people of Aur are a mix between the native dark-elf and dwarven tribes as well as a size able human population. The humans and dark-elfs tend to stick to the fortress cities, while the dwarven stay underground in the mines.
History
Long have the Lallafellen plains folk lived in burrowed hobbit holes near the surface. Villages sprawled across the plains, seeming like little more than hills to those who weren't perceptive. The lallafells were the only race that lived in the area, welcoming travellers to their homes and offering up some meals if need be. Life on the plains was peaceful and full of magic and study. That's is, until the first breach appeared 450 years ago.
The one that all the kingdoms know about was the major one that tore through the strongest empire, allowing for alliances to be forged and Kingdoms to rise, and stand amongst the others to fight the monstrosities pouring out. There was, however, a smaller breach; insignificant to others but the lallafells, a small troupe of beasts came forth causing the sages from all the villages to gather their might and fend off the creatures. Any and all able bodied magicians were to stand and fight, driving back the small forces through the breach and then utilizing the leylines the villages are built upon, to seal the portal.
It was at this time that many decisions had to be made, several sages scoured their scrying pools for any signs of breaches across the lands, plans were being made to expand the villages down beneath the soil and create a new life below, weapons that were long since put away were now drawn and ready to fight. The sages located the major breach at the empire and noted it may have been the birth place of this magical portal between realms. Those with magics of the earth were bound to stay behind and help with construction of a new home underground, along with a quarter of analytical mages, and a quarter of those versed in warnings and barriers. The rest took arms and set off to help fight the enemy on the front lines.
The few who could created portals of their own, utilizing the scrying powers of water mages to better visualize their targets, taking small jumps so as to not wear out the mages nor cause them to 'over cast'. Once they finally arrived, the lallafells scattered across the empire, each equipped with magical earpieces to communicate, they took positions where needed. Fortifying gates, doors, and barriers; erecting mystical wards to help stave back the onslaught to afford the soldiers brief reprieves, as well as fighting along side them. The Dark Knights wove shields of darkness to encase allied soldiers from harm, they used their dark arts to attempt to weaken the beasts as well. Healers ran to those in aid amongst the chaos of war and helped to magically stitch together the wounds of soldiers, offering them succor. Mages with combative elements fought and those who could would control the battlefield. As they fought they prayed, though not like most, they did not ask for power, strength, guidance, nor knowledge, no they looked up towards the skies and said "Look at me Ardur! Look at what I have accomplished! What your children can do!"
When it was all finally over the Lalafells went back home to find what is now known as "Allag, The False Kingdom."The Kingdom's Door
Hidden amonsts the rulings hills of green out in the plains, one might find themselves stumbling across something unseen. Hidden by illusionary magicks are small round entrances, magically guarded, that lead into Allag. Allag is the kingdom of lalafells, comprised of all their villages now buried deep underground to hide themselves from the sight of others. The entrances are camouflaged with magic to make them seem like mundane hills; if someone was to accidentally stumble upon one of the entrances it would set off a silent alarm at the scrying pools, showing the intruder and which entrance they are located at.
These safety measures were all taken after the first Breach appeared. Alongside these measures are a series of tunnels, many of which lead to nowhere for the express purpose of keeping intruders out of Allag, especially beasts of the breach. Although some places were complacent with forgetting the knowledge of the ancients, dealing with the breaches, lalafells were not. They fortified their armies, magicks, and knowledge in order to be prepared for the next attack. Unfortunately for them not every breach opened near leylines, the only form they knew to use against these demonic portals, making it difficult in the coming years of breaches.The Kingdoms People
Those who are deemed to be 'safe' are met with a native tour guide. The guide will safely help them traverse the tunnel system, avoiding any traps, dangerous creatures, or treacherous terrain. Lalafells are hospitable race that will welcome you into their homes with open arms and platefulls of food. Though extremely kindhearted, this small race is also known to be quite mischievous, pulling pranks on any they can, some harmless and others not so much. It is never good when a lalafell grins.
Lalafells tend to be on average 3 feet tall, making River the tallest. The short stature is matched with lean but rotund bodies. This causes them to dress in similar fashion, opting for looser fitting clothing that is capable of hiding their shape. Lalafells, although short, have an amazing vertical jump, able to clear a 5' jump with ease; whether this is via magical means or not has yet to be determined. All Lala's are gifted with magic even as a babe, and can wield it in a variety of ways, so much so it is what crafted this Kingdom.The Kingdom
Allag is a lively and bright place to be in, full of hard working people as well as a tight knit community. The weather is typically always perfect, summers have just the right amount of heat and 'sun', spring is always cool and full of colour, the fall has just the right amount of crispness to the air, and the winters snow and waters freeze yet the temperature is never unbearable. This is all, of course, magically regulated as it is all underground.
The False Kingdoms role in the fight against breaches is both a fairly simple, and complex one. Being an army of devout casters with a myriad of abilities, they have taken the role of 'Support' in the fight against the breachers. Their main army, represented and headed by River Fontaine, is 98 strong. The army is divided into 14 individual groups, each with their own means of communication with each other and River. 13 of the groups are comprised of one tank, typically a Dark Knight or Paladin, who help to mitigate the damage taken on the front lines, using magic to sheild others and bolster their strengths, four damage dealing mages that range anywhere from bards, black mages, elementalists, analysts, and much much, and finally two healers who tend to have analytical magic as well as healing magic to quickly identify weak points and critical spots of monsters as well as on those injured near by so that they may best heal them. The 14th team is lead directly by River, his personal assortment of mages who deal in wardings, barriers,and other defensive magics. Each mage is to watch over one of The Seven Kingdoms armies from afar to help get a better assessment of the fights and assist as needed. The only Kingdom without a barrier mage is The False Kingdom, overseen by River who will bark orders at the 13 other groups to help his own people as well as others. Though River will join the fray of battle, he utilizes his divination magic via hydromancy to asses the battle field while in combat.The Kingdoms Worship
The Grande Circle is the platform in which all the hard work and training is put forth. The False Kingdoms disciples congregate atop the stone mass, littered with runic marking to help ease the physical strain of casting, to practice their arts for as long as their bodies allow. Each citizen having their own aspects to draw from, their own magics to work on as they wish. It is said that on this platform, Ardur watches over his children to see how the strive for their own knowledge and power, unlike those who wish to attain it with minimal effort. Once someone has achieved a milestone they can be proud of, they walk up the Steps of Enlightenment and reproduce the effect for Ardur, showing him the fruits of their labor so that he may smile upon them.Ardur: God of Magics and the ArtsTemple Location: Magiee (ma-gee)
Ardur is the God of Magic and the Mundane. In his mortal realm form, Ardur is the shortest of the God’s standing at a height of just six feet tall. His attire is a simple white robe with an equally simple hood that falls way too far down his back. While every form of magic is known to him, he will very rarely divulge his knowledge to those that flock to him for information. Magic is a gift, something that needs to be learned through trial and error in the mind of Ardur and much too dangerous to be taught to those who have no notion on how to control it. Magic in the hands of a vengeful vagabond leads to tragedy while magic in the hands of a trained wielder rarely does.
Ardur will also turn away any who come to him for assistance with whatever questions or comments relating to their art. To him, art is not about the final product before you but rather the journey you went on creating it. Furthermore, as experienced over the years, those that come to seek his advice are not true followers of his message. His followers will instead gift him their art, be it a painting or a song, and expect nothing from it but the applause of a grateful god.
League of KyrantesThe Arid Expanse
Image Source: huginn.artstation.com/projects/NeJBz
“Hot as fury, cold as cruelty, this land cares little for your life. Yet these are a people who chose to not care about the desert’s brutality. Surrounding themselves with walls and weapons, they endure day after day things that would break our soldiers. To conquer this place, much blood will be paid, to both their arms, and the land itself…”
- Excerpt from the journal of an Imperial Expeditionary Chronicler. Dated during the era of the Empire’s “Unity Crusade”Landscape:
Image source: artstation.com/artwork/DVGZO
An arid place where the land is divided mostly into vast sandy deserts, and hilly, savannah-like areas. Scattered oases and a few rivers are the main sources of plant life and water. Most settlements have cropped up around these sources. At the further reaches of the desert, there lies a mountainous area where another kingdom resides.Brief history
Formerly nothing more than a scattered collection of tribes and villages, they formed pacts and alliances out of necessity as opportunistic bandits and other exiled undesirables often raided their settlements and attacked travelling caravans. Eventually, the majority of power was held by the largest city of the region, Kyrantes (Kee-Ran-Tes), a walled behemoth towering over the wasteland, protecting one of the largest stretches of farmable land in the region, provided by a river that flows through the heart of the city. They soon adopted an official form of government and named themselves as “The League of Kyrantes”, after the center of their power.
During the “Unity Crusade” where the empire sought to expand its territory, and bring all others under their heel, The League held out against the attack, and even managed to go so far as to attack the Empire with assistance from other kingdoms that had been provoked by the Empire’s war-mongering. This proved to be more costly than anticipated however due to the incursion of enemies from beyond the breach.
Currently, the League enjoys a seat in the Council of Seven with peaceful, though wary, relations with other kingdoms. Despite the demilitarization following the Council’s pursuit of peace, the people Kyrantes and The League are ever suspicious of anyone who lives beyond their walls.Summary and Role
Image source: artstation.com/gabe-11
The League of Kyrantes is an alliance of various villages and cities, all submitting to the will of the great fortress-city Kyrantes, and its Grand Vizier. The Grand Vizier is passed down via heritage among influential noble houses in the city. While the title is highly coveted, and can at times be a cutthroat competition, the Grand Vizier is still required to please the other members of the League by creating unity and consensus. Otherwise they may find themselves replaced rather quickly.
Being composed of different settlements, The League is run by its own council of leaders, with each town and village having their own methods of selecting leaders. The Grand Vizier of Kyrantes simply gathers them all into the fortress-city whenever region-wide matters must be discussed, and they often debate on matters within the opulent Dawn Palace at the center of the city. While attempts are made for consensus among the leaders, if immediate action must be taken, and the leaders cannot agree on a decision, the Grand Vizier has the power to bypass discussions and do as they wish, so long as the rest of the League is made aware of this. Through this, they can force the League to work by their will, at the cost of their public reputation. Grand Viziers often do not abuse this power, as those who do usually have short-lived reigns when public unrest rises due to the myriad of hardened mercenaries and assassins often for hire within their region
Their role among the Council of Seven both during and after the War of the breach, is to act as one of its defense specialists. Their generals and tacticians being equally skilled in both defending a city, and besieging it by subverting their own strategies. However, their armies excel most at repelling enemy forces from behind a wall, or a fortified base of operations. Their archers being highly disciplined at holding the line and maintaining a hail of fire upon their enemies. Their infantry, resilient and fearless, fighting with almost a mad fanaticism against those who threaten their homes and families. Their cavalry, adept at breaking enemy lines and repeatedly scattering assaults, keeping any enemy from being able to find their footing in a siege. Any place under the protection of The League will demand payment in countless lives before it will be taken.Patron God
Image source: stmed.net/wallpaper-133222Guurut: God of the Sun and the MoonTemple location: Solune (Sol-une)
Guurut stands nearly eight-feet tall. During the day hours his appearance is one of fiery fashion, with vibrant reds and yellows being the predominant theme while a loud, boisterous personality embraces all who come near. Parties as legendary as time has seen have taken place in his temple, with copious amounts of both alcohol and foods being consumed. Though as night rolls around, his appearance instead changes to more somber colors. Black and a dark blue color scheme wraps his body tightly during these hours, while a mellow and often sad personality push away any who come to see him. It is in these hours that people find that they have a chance to reflect on who they truly are in the temple.
It is during both dawn and dusk, do the two sides of this coin mesh. His appearance is a clash of purple and white, and a calm personality emanates forth. Those at his temple during these hours have a chance to reflect on what they truly want.
Atala
The Kingdom of Heaven's Scales
SummaryAtala is a society characterized by its pursuit of intellectual ascension, and its relatively advanced views on Magic. They consider themselves to have found a world beyond the magical arts, instead devoting their wealth of knowledge and understanding towards the study of philosophy and the sciences. The study of Alchemy, in particular, is very popular in the upper echelons of Atala. Through it, they have uncovered what might be one of the most renowned magical discoveries of the current era. (See: The Philosopher's Stone, below)
As for the common folk, things are much better than one would expect. Advancement is proclaimed as being based of off merit. The way it's taught, even a common farmer could raise himself to the position of lord with enough work. This is obviously untrue, but it motivates the lowborn, and is such continually spread by those who hold the actual power.
The country is fundamentally human centric. Other races are not openly discriminated against, but the philosopher-lords would scoff at the idea of welcoming an elf-folk or stoutling into their ranks. They extol the virtues of being human, and revere the ephemeral concept of youth as a supreme state of being. Magic, which they view in a similar vein to the throes of puberty, is something impure but necessary to growth. Those without Magic are pitied, but Magic itself is simply a means to an end. That end is, ultimately, Ascension...
The Philosopher's StoneThe pinnacle of Alchemy, and the most publicly known and yet well kept secret of the Atalan Kingdom. The means of creating it are widely unknown, but everyone who has heard of Atala knows of its effects. Eternal youth. Or, more accurately, the re-invigoration and preservation of youth through a kind of spiritual ascension. Those who partake in the Stone's elixir forever give up their ability to use Magic, but in exchange, are entered into a state of suspended aging and physical purity that goes beyond even that of the Elves.
The mechanics of the Elixer are complicated, but how it functions fundamentally is through "manifestation of the spirit". It takes the part of the being that is the individual's magical aptitude, and causes it to condense in the drinker's very flesh. The way the Atalans see it, they become something pure and wholly human. So what if in the process, their Magical abilities are lost to them forever. All is worth it in the pursuit of supreme perfection.
Their RoleAtala fills a very valuable position in the Council. When the Kingdom of Scales goes to war, they are a calculative and decisive force on the battlefield. Atalian strategists are held in high regards no matter one's opinion of their country itself, and their fighting force is nothing to scoff at either. Each soldier is a scholar in their own right, and Atala's wealth of nutrition and fondness for physical sport make for tough, well-rounded warriors.
The absolute elite of Atala are those who have consumed the Elixir of Youth, and who possessed vast magical aptitude before doing so. Their young appearance and thoughtful eyes hide a well-oiled machine of a body that surpasses the capacity of mortal men. To underestimate them, is to ascertain one's defeat.
Enemies:
Current information of our enemies is scattered at best. The reports from the front have spoken of monsters of flesh and metal, with varying descriptions. Our enemies seem to be sentient, and unique in their actions. Though the history books have the information in the temple at Intebunie, Yamthurr has yet yielded those books to scholars or tactians.
How magic works in this RP
Magic works on a similar system to that of strength in this RP in the sense that the more training one has the more powerful they can become; and on the same note, there are rare prodigies that are naturally good. The magical talent would reveal itself to the mage at a young age in a way that is reminiscent of their magic. A fire mage would create sparks or accidentally burn something while a force mage would levitate something. Early on the power of the mage would be highly unstable so seeking out proper training is a must for any would be mage.
Magic use drains stamina. Prolonged use of magic in a short period of time will tire out the mage much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through the exhaustion and keep using the magic but it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the magic of the user consumes them, often detonating in a grim explosion in relation to their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).
Some races are better conduits for the magic granted by Ardur. If you are creating a custom race, and want them magical in nature, we can figure out where they stand as magical users and set their stamina arc
Rules:
1.) No controlling another players character in any shape or form. Pretty standard but it has to be said.
2.) Combat is usually free form, meaning that you can write your character killing most enemies. Sometimes I will throw out specific or special enemies that you can not kill so simply. We can either write a collab post or possibly roll a dice to determine the success of the fight and/or action.
3.) Stupid decisions can lead to bad results. Don't charge at the enemey alone. Your character can die if there are repeated offenses!
4.) Our enemies called you stupid, are you gonna take that? Write me your response when you post your CS so I know you have read these
5.) No arguing in the OOC, take it to a PM or to discord.
6.) Have fun!
7.)Swer your vows to our watch.
Night gathers and my post begins,
it shall not end until the GM decides it so,
I shall take no risk nor take obvious bait,
and I will not act impulsively.
I shall not be over-powered
and not fight among my fellow RP'ers,
I shall live and die by the post.
I am a sword that faces the darkness,
I am a shield that guards our realm,
I am the watcher of events to come,
I pledge my life to the story,
for this post
and all posts to come
Post away!