It's Time
A stop-an-apocalypse RP interest check, inspired by Imagine Dragons- It's Time
The History of the Overworld said
The world lays in ruins- years and years of hopeless war against Otherwordly demons and armies, where the crushed the world's nations, no matter how powerful. It was not a fact of them being weak- each of the Mainland's nations were powerful, lording over a host of distant overseas colonies under their naval and air power. It's just that the demonic armies of the Otherworld had so many types of demons- types that manipulated minds, breathed fire, or shot ice. They came in all different kinds, and when organized into an army, the combined power was unstoppable. Airships fell out of the sky, their mighty symbolic prowess being swatted out by the Demonic Sky Lizards, or most commonly known as Black Dragons- large, bull-sized creatures that could set an army on fire, or tear through the mightest castle. They were not as big as legend made them to be, but they were still powerful. Ivory claws tinged red with unknown, struck-down foes, bearing black teeth like shortswords, and a spiked tail better than any mace. These were there generals; there telepathy allowed them to give orders from the sky.
Once the Overworld was conquered by those of the Otherworld, all that was left were oppressed, cowering towns and villages, safe inside of their walls for one reason: to keep the playthings fresh. Monsters roamed freely throughout forests, but were strangely absent from any farmer or hunter that was vital to providing for any population of people. They were cruel, the Otherworldly, to surround their prey, and make them fear endlessly with glowing red eyes in the night. The Blacks reclaimed their mountain thrones, and worked with the Six Witches- Hagravens, women whose lust for power go so far to worship to demonic gods and sacrifice their humanity. A dark age descended, with fear running to rampant for crime or for progress to ever take place- people were just surviving, because most people who left to travel elsewhere never arrived, nor returned. Only those who had left closer to dark made it back to the gates in time to be struck down, just as a gruesome example.
Little could be done- no messengers could make it through the forests, no airship could ever fly. No new iron was being forged, for lack of access to the great many Dwarven mines, now empty and only filled with prowling demonic crawlers. The Dwarves had taken the biggest blow- as the underground, entrenched ones, the ones that were the most well-defended, to the point where they were thought invincible at their homes. The Blacks never bothered to try to attack; they had weaponry specifically for bringing down a dragon, especially when a dragon enters the Dwarven tunnels. Traps and claps had been abundant, and yet the Dwarves were completely wiped out, most namely by a single dragon, the biggest Black. It was rumoured he had poison breath, that he gassed the entire mountains in his attempts to kill the Dwarves, and had succeeded in either poisoning them all, or leaving too much for them to ever get clean air. The Dwarven Mountains and the land around it were proof- it was a desolate, lifeless land, of fertile soil where nothing grew, slowly expanding outwards across the continent.
Nothing could be done, nothing could stop the demons. Many of them returned to their Otherworld, for reasons unknown. A variety still lurked, the more powerful already binding slaves to their will and leaving. What could be done? No armies could be raised, no airship could fly, and no catapult could fire at any target. All the enemies had split up and divided the remaining Elves, Humans, and other races to the point where they were all but starving from the isolation.
But, from far, far away, or so they say, a group of heroes arrives! Well, maybe not really heroes, just some really lucky people that are masters in their arts- only a few of them, but with the disorganized demons, no match! And they set out to find an ancient artifact of the Great Gods, to wipe the horror and terror out of the land, and replenish it with new growth, to raise the holy spirits in battles against the undead and demonic. The nations of the Kingdoms may have been destroyed, but their peoples still live. Those who sought to join with the heroes, with stories somehow spread from town to town by unnamed, unknown people, whose faces could not be seen, left to make the journey to the coasts, in an attempt to reach and join up. Many will not make it, maybe none at all, but if they made it to the coast, where it was rumored to be much, much safer due to a demon's dislike for saltwater. These refugee workers, laborers, farmers, and guardsmen want to help, want to free themselves despite the overwhelming fear. Are you a refugee Warrior? Or are you one of the Foreigners, come to help and slay the evil beasts that dwell, and free the land from demonic oppression?
The starting town, where the great foreigners have arrived!
It's Time is a roleplay centered around a group of warriors, craftsmen, or other trades, that set out to try and free the Mainland from the demonic creatures that plagues the land, toying with humans as food and enjoyment. You are a hero, or someone else, that accompanies the main characters across the deep forests of the Overworld, from the salty-rocky coasts to the deep of the mountains, in search of certain, yet unknown, artifact within the Dwarven King's Artifacts Treasury, where the richest hominid- the term for any Elf, human, or other humanoid creature- had lived and bought any and all Artifacts, for whatever the price. Artifacts themselves are gifts of the Gods- they appear from time to time to certain people based on their skills and attributes, or what they might be destined to do. One in particular must be retrieved before anything else can be done.
There will be several 'chapters' that will take place. Whether or not they'll be moved to a different topic or not IF it gets that far is up for debate.
1. The Vast Forest
2. The Desolate Mount-Plains
3. The Dwarven Underground
4. The Ancients' Temple
5. The Purging
Each of the players will receive an Artifact or two throughout the storyline- whether it be an suit of armor, a special knife, an enchanted quiver, or else.
- HUMANS
- - Default humans. Usually maxes out at 6', lifespan of maybe sixty to seventy years if they're lucky nowadays, are a good well-rounded race. They could be masters in one trade, or know a bit of everything. Versatile. It is rarer for a human to possess magical powers, but still possible. Unlikely to be a master in a certain magical area.
- ELVES
- - Wood Elves
- - - These are, by default, the most common elves. They are the forest-dwellers, and are most likely to make it through the forest alive. But because they are the forest-dwellers, they are even rarer than before, only have three settlements left, making them one of the races closest to extinction. By default, they possess some kind of water or Earth magic, which they often use to try and heal the forest. They share the closest connection with Elementals, second only by druids. They are generally archers and the like.
- - High Elves [Unlikely, one might be pushing it, convince me]
- - - The royalty of Elves, in a way. These are the magically-powerful, politically-oriented elves that are often arrogant and self-possessed. A high elf is a rare elf, since they rarely traveled, and had a great many fancy castles and fortresses- which were the primary targets of the demonic forces. These are the most likely to have the most powerful magics in a certain area. They are generally swordsmen and th elike.
- - Dark Elves
- - - A sort of outcast groups of elves, these elves are often the most supportive- they don't often fight, and they often use magic. They're more inclined to working metal, selling things, taking over the economical side. They were foreigners- from the closest island offshore of the Mainland. There are more than a few that came with the foreigners, intent on beginning their own industry in the absence of demons as they are drawn to, and hopefully slain by, the heroes. Dark elf characters will have to be among those. They are generally craftsmen and the like.
- BEASTMEN [Dun care, but they are rare]
- - These are strange hybrids between man and animal- sometimes a small thing, like cat ears and tail on a person, and sometimes an almost complete transformation, ending with a humanoid hawk. They almost always keep their sentiency, and the best way that one can figure out how they came to such a condition was some kind of pact with the 'Braided Tree,' which, if the legends are true, is how the legendary shapeshifters were formed, though obviously the power has been corrupted, and fixes its recipients in a half-animal, half-human form, with the two minds fighting for dominance, or merging together and bonding into one. Traits between humans and animals can be shared, sometimes in great ways, sometimes in bad ways.
- ORCS [Preferably just one, if any]
- - These are the rarest besides High Elves, more so than Wood Elves. Not that they were particularly popular or common in the first place; maybe a tribe or four are left, being fierce fighters using a strange blue metal for evil-looking weapons. Generally, though, they're always offered free shelter and food if they help guard the walls- no one can crush a demon better than an orc. Orcs have much better resistance to elements and damage, and are quite intimidating and strong. They almost never posses strong magics, or magics at all, and are often easily angered or lured into ambush.
- ELEMENTAL [1 ONLY, if I'm feeling generous]
- - Earth Elementals
- - - Earth Elementals represent plants and the earth itself- they are the ones who can heal plants and other similar things very easily. Comes in the form of a ghostly green shade, similar to a man but only maybe two thirds of the size, with no legs; simply just green energy flowing downwards, dissipating. Has two eyes of countlessly-faceted jewel eyes of green. Requires to be in close contact with plants or the ground at all times to remain comfortable- no ground or plants means increasing discomfort. After some time, may die. Can turn into a form of a creature that has a close relationship with the ground, such as a borrowing animal, or one that digs alot. Very shy. Needs to be in its environment every now and then if in physical form too long.
- - Water Elementals
- - - Water Elementals represent the life-giving dihydrogen oxide [or H2O, water], and animals. They can heal humans and animals much easier than an Earth Elemental, and can also gather water in the air, useful for when in a pitch and need water. Similar to an Earth Elemental, they're about two thirds the size of a human, with just flowing green downwards below they're 'torso', and are blue instead of green. Two bright, countlessly-faceted blue jewels appear to be the only solid part of them. Requires to be in close contact with large amounts of water, or even a puddle, in order to fend off discomfort. If the Elemental 'Bonds' with a person, then the elemental can fuse with them for a short period of time for less discomfort, and added strength, energy, and vigor to their bondmate. Can turn into the form of a creature that likes spending time in the water, such as an amphibious animal or else, such as an otter. Very shy. Needs to be in its environment every now and then if in physical form for too long.
- - Air Elementals
- - - Air Elementals represent the ever-present winds and gusts, the ever-present energy generated by the heat and cool. They have no healing powers, but can summon wind or block it upon thought- useful for when traveling up mountains. Upon the presence of desperate need and enough energy, and if they have a bondmate, they can fuse with their bondmate for a short time to relieve discomfort from using a physical form, and summon a whirlwind to lift and propel the fused bondmates. Capable of doing things such as tearing a roof off a house. Easiest to provide for- they just go up. Often will take the form of a hawk or other winged, flying animal. Very shy- needs to be in its environment every now and then if in physical form for too long.
- - Fire Elementals
- - - Fire Elements represent the balance of nature- fire. They bring about ruin to forests and grasslands so that it may fertilize again, and grow greener and brighter than before. They are powerful creatures, best suited for combat, but are very susceptible to cold or ice oriented demons- being frozen WILL kill this Elemental, making it weaker than the others in a way. If they have a bondmate, and they fuse, they can both work together to, very temporarily, become a 'Fire Wraith'. This doesn't transform them- it's at temporary connection to the Gods. For maybe ten minutes, maximum, the bonded couple are risen into the air maybe half a foot off the ground, gain wings made of fire, and have their limbs encased in fire. Their hair lights on fire, and stands straight up- legs appear to be shooting fire down fast enough to propel the bonded and fused couple off the ground. Afterwards, the fire elemental will have to rest for a long time. Of course, needs to rest in fire in physical form, and can take on the physical form of one creature: A dragon. A baby dragon, maybe the size of a sheepdog or so. A cold kind of shy- will sit on its own, in the campfire, and glare at everyone with smoldering eyes.
RULES
1. No Powergaming - You know you know, nothing OOC or anything. If someone specifically warns you or something in OOC or somesuch, you can act more or less along those lines, but if someone says that something or the other is their greatest weakness, you will not just happen to know it.
2. No god-moding - You can get hurt. Fighter-based players will be less likely to be injured and kill, while craftsmen or the like are much less likely to take kills and be injured. If you wanna be a natural but never practiced, say so in your app, or PM it to me.
3. No meta-gaming. Honestly, not sure what this is, but DON'T DO IT :C xb
4. Artifacts are rare- only the four Heroes will have them. You can get an Artifact later in the RP.
5. Magic takes down mana, and after that, energy. The more raw energy magic takes out of you, the more your mana pool suffers.
6. Cursing is allowed, but while I don't require you to google old-age curses, do try to keep it more or less in the era. Words like "Bastard" are MUCH more common than the word "Fuck." Yes, you may like the F-word, but it won't match the era very well. Try bloody-hell or something. Or google it, if you want.
7. My word is, more or less, law. You can try to convince me otherwise, but if I decide that the reasons you state aren't good, then my word is still law. However, if several people say yes, and several people say no, you can debate it. Be democratic- if all of you say yes, then sure, unless it's far to far-fetched for realism.
8. Acceptable grammar and spelling is required- more so than other Casual roleplays. I'm a bit of an OCD-type in terms of realism and spelling, and while I can stand it, it DOES bother me- which may lead to me becoming increasingly aggravated. Fair warning.
9. Alright, this is nine.
Name:
Race:
Age:
Gender:
Abilities: Physical Strengths
Powers: Magical Powers
Appearance: Please try to go with artwork, description, or an actual photograph. Preferably not anime/manga- I'm a bit of a realist and OCD about realistic things, and so anime/manga bothers me... If you really like it, though, and it's more or less realistic, then go for it. But if the picture's idea of armor is showing everything but the private parts, then no.
Weapons and/or Tools: (All of them, only of the Four Heroes can have a single Artifact)
Armor or clothing: All the armor and/or clothing your character has.
Mount: What kind of horse do you have? Since we currently do not have dragons or rhino-lizard things, you can only have horses, and horses will be needed to traverse quickly.
Personality: [Optional; it can be 'To be RPed']
Biography: (Half-Optional- give me SOMETHING, but it doesn't have to be all that long. Can be revealed in the Rp in small talk)
Rank/Status: Are you a wealthy Noble? Are you just another commoner? Are you a secret son of the late deceased King? Do tell! Are you one of the four Heroes?
Other:
ACCEPTED CHARACTERS:
Name: Avalon Myth
Race: Mixed Elven [Wood & High]
Age: 223 [But appears to be under 35]
Gender: Male
Abilities: Like any wood elf, he is skilled with the bow, and like any high elf, he is skilled with swords and shields.
Powers: Also like any elf, he has some skill in magic, namely in the arts of enchantment and summoning of manashields. Does have experience all around, though.
Appearance: As seen above. Stands at the elven average at about 6' 3", weighing in just under 200 pounds, somewhat heavy for an elf, but required for his current position. Well muscled- little fat at all.
Weapons and/or Tools: He is a warrior, with the tools of the trade to match. He fights with a single longsword, or an enchanted longbow. His longsword is a fire artifact- when he wields it, the blade begins to catch fire. This fire is very potent against demons, for obvious reasons, and can catch clothing and the like on fire much easier than actual fire, though it's rare to catch any plants on fire. Carries about anywhere from half a dozen to a dozen knives on his person at all times, and sometimes carries throwing axes on his belt.
Armor or clothing: A unique brand of Elven smithing, this armor is forged both out of a foreign, strange, green metal, and by using song-magic to sing the rigidness and vitality of the ancient Elven forest trees into the metal, resulting in a somewhat-dull colored green armor, both rigid and flexible. Due to his abilities, he carves runes into his armor to give it extra abilities, including extra strength and to him up, at a cost to his internal mana pool, and eventually, his own energy. Gauntlets, leggings, and boots are of the same material. Leather belt reinforced with bits of steel and embedded with rubies, emeralds, and two diamonds hold three knives and his sword.
Mount: A very majestic-looking black warhorse, obviously bred for the venture, and very expensive-looking.
Personality: To be RPed- but can vary. He's not the most predictable of people, and while his arm is strong, and his blade quick, he isn't completely stable up in the attic.
Biography: Growing up as an orphan and as a mixed Elf lead to many problems, none of which put off his adopted parents. Because of an elf's long lifespan, real families are rare- rather, they are simply groups of people closely related, who try to further each other and keep their group together. The two heads of the Elven house had found the Orphan Avalon, and taken him in. A stroke of luck, probably sanctioned by the gods themselves, Avalon was taken in and finally decided to be treated as their own son. Because of both of his races, he trained twice as hard to be up to both types- fast and nimble, a ranger, for the wood elf inside, and smart, clever, and strong, as a high elf should be. On his 223th birthday, he set out on the trip he had been getting funded for quite some time, to provide relief to their demon-plagued neighbors. Anything more will have to be found out in IC
Rank/Status: First Hero, Leader of the Heroes & Associated, and a high-born orphan of a prominent and foreign High Elven house. Original funder and organizer of the expedition.
Other: Moods can vary, depending on mine. I will try and keep it consistent, though, but he'll still be both an oddball, and a bit in-the-moment.
Name: Ashirah Sarethi
Race: Dark Elf
Age: 200, appears 19-20 physically.
Gender: Female
Abilities: Ashirah is mediocre at using her dagger close-range, and isn't muscular, or even trained in hand-to-hand combat.
Powers: Ashirah thrives in the fields of magic. While she knows some low-level destructive spells, she prefers the arts of healing; helpful alchemical potions, healing spells, and the like. She can heal wounds, dispell harmful effects on herself and others, and prevent harm from coming in the first place. Healing spells have a negative effect on the undead, so she can harm zombies and vampires, if they shall ever appear.
Appearance:
Weapons and/or Tools: Ashirah carries a crappy iron dagger for close-range combat. She also has her alchemical/cooking set (mortar and pestle, alembic, retort, and calcinator. And yes, she does cook food with these as well. The potions are nice, the food is terrible.) Other than that, all she has is money, thick leather alchemy gloves for handling hot and/or dangerous substances, some spices, and many empty pouches meant to carry alchemical ingredients.
Armor or clothing: Ashirah wears a heavy-duty leather traveling set. It doubles as leather armor and allows for a lot of movement.
Mount: Ashirah's priced horse; a grumpy, fat, gray thing named Snow. It hates everyone.
Personality: Ashirah is talkative, humorous, and loves to flirt. Needless to say, she gets annoying pretty quick.
Biography: She is the only daughter of a foreign pawnbroker. Her father trained her in the art of haggling and selling, but she found it very boring. Instead, she spent her time learning the art of healing from the local church. The priestesses there could bring a man back from the dead and did it for free, just for the sake of doing good! Ashirah learned all she could from them, and although she can't bring a man back from the dead, her potions and spells can make it look like she did. After fifty years of learning, Ashirah moved away and set up her apothecary shop in the starting coastland town. She only sold her preventative potions, and healed whomever came in looking in need of healing. Ashirah took on a disturbing number of cases that involved demons. It seems even here, where it's relatively safe, the demons rule.
Rank/Status: Only daughter of a single father, Dark Elf foreigner, apothecary, and healer.
Other:
Name: Harbolcknaz Krimluk
Race: Orc
Age: 43
Gender: Male
Abilities: Harbolcknaz has great physical strength but lacks the skill and speed for the more complicated to use weapons.
Powers: The only magic he is capable of is powering up gems.
Weapons and/or Tools: As a fighter Harbolcknaz has decided to go with a weapon that is mostly about power. He wields an enchanted war hammer with several emeralds set in the handle to power the earth magic which when activated not only increases its damage but also allows him to shatter armor and bones much more easily. He also carries a javelin he can throw at enemies out of reach of his hammer.
Armor or clothing: Most of his armor namely the gauntlets,shoulder pads, boots, shin and knee leg guards are made of leather rather than metal. Around his chest he wears a thick of fur under the leather for extra protection. The only metal in his armor went to his chest plate and the figures in his belt, and even then he had leather straps wrapped around his his chest plate.
Mount: Selected purely for its size and strength, so while it isn't the most beautiful horse out there, it can carry its rider for long periods of time
Personality: A typical Orc, but while he is easily angered he is by no means stupid. He is also loyal to his allies in battle whether he considers them friends or not.
Biography: While by no means the last survivor of his tribe, he did see many of his friends and all of his family die. Swearing revenge on the demons he left his tribe, taking only his own armor, weapons and mount with him fully expecting to fall to in battle but determined to take down as many demons as he could. Eventually he met up with and joined a group of warriors who shared his goal.
Rank/Status: A wandering fighter who is following the heroes.
Other:
Name: Yusmdall Snow-Face
Race: Human
Age: 34
Gender: Male
Abilities: Experienced warrior, who uses a sword and board. Has experience as a blacksmith and can repair gear.
Powers: N/A
Weapons and/or Tools: Steel Sword and kite shield. As well as his hammer for blacksmithing. However he needs to use someone else's forge and the rest of their tools in order to actually do anything.
Armor or clothing: A set of steel armor. Plus his comfort clothes.
Mount: A large horse that is light-orange in color. Is stubborn and is rather dumb, even by horse standards.
Personality:To be rp'd. But for the most part he is brash, rude, and loud. Craves attention and what it brings, and isn't afraid to get his hands dirty.
Biography: Was once a leader to a small group of bandits up north, that became rather powerful under his reign. He merged with groups that didn't put up major fights, and obliterated those that resisted majorly. Was very flashy with his crew, and would often 'refurnish' any holds of the bandits he had gotten rid of. However, when he was around the age of 32 he was overthrow. What he thought was a handful of disgruntled minions, was actually a fairly powerful group that wanted to uphold a new leader, who would in turn greatly gift those who helped him rise to power. Knowing he wasn't safe, he took his horse and traveled down south, and then just around. Until he encountered the heroes. Then he became the rowdy tag along he is now. He isn't part of the group to be someone who helps save, but rather wants to be part of the exploration and the 'Wow, its the heroes!' part.
Rank/Status: Ex-bandit leader. Not actually one of the four heroes, however he does lie about this.
Other: N/A
Name: Lodun Longtooth
Race: Beastman
Age: 32
Gender: Male
Abilities: Lodun is first and foremost a hunter. As such he has a keen eye, a strong arm, an almost supernatural ability to track prey, and a lot of stamina. Beyond that he is a fairly experienced warrior when the need arises and has an extensive knowledge on herbs.
Powers: Doesn't know practical magic but "communes" with nature spirits which allows him to know if there is evil around. Only knows enough fire magic to make a small spark and get a campfire going.
Appearance: Fairly human like in appearance save for his feline face, enlarged canines, claws, and pointed ears. Lodun stands around six foot two and has a compact body with many scars and little fat.
Weapons and/or Tools: When it comes to weapons Lodun has nothing too fancy, a bow and a quiver of arrows, two well maintained daggers, several bolas, and an ancestral club notched with the accomplishments of its forebears. Besides weapons he has many ropes of varying lengths and strengths, various holding bags, many different knives for taking apart successful hunts, a bedroll, a pipe and a bag of pipe weed, and a water skin.
Armor or clothing: Leather armor with many tribal talismans for luck and tribute.
Mount: An strong horse of the name Wold, high stamina and a fair amount of speed.
Personality: Patient, quiet, and stoic. Lodun isn't one to anger easily and tends to talk very little, only saying as much as he needs to and letting many of his actions speak for him. When you get to know him he becomes slightly more talkative and tends to not lie to people.
Biography: Lodun has been a hunter for as long as he can remember which is not all that surprising since he comes from the Longtooths, a tribe renown for its hunters and huntresses. From this background Lodun lived a fairly simple life that consisted of hunting things and telling tales of said hunt. However that changed when the tribe was razed to the ground, killing many of the other members and scattering the rest. This left Lodun alone and angry, culminating in him hunting down and killing the bandits that destroyed his home, his family, and his people. In the end Lodun did not feel satisfied, the dead would remain dead and that would not change. Since then Lodun has traveled the land, hunting and killing evil beings when he finds them while adding to the legend of his family.
Rank/Status: Looking for "The One", the one hunt worthy enough to be notched onto his club.
Other: Does not drink but smokes a lot of pipe weed.
I plan on magic to be similar to anything else, make it however you want, but please note that those who practice it as their primary will be much better. Summoning lightning is tough- launching electrical bolts isn't. Electricity and energy drain more, healing can be lengthy and can be draining, fire can be easy but mind-consumingly addictive, and ice can turn one's emotions into blank, lifeless things. Magic affects the soul- by being an enchanter, one can input their magic into items, which reduce the mental or emotional effects.
Nature magicians will have an advantage in the first chapter, not so much in later chapters. Earth magicians are more powerful and well-rounded, but risk the chance of collapsing tunnels in the Dwarven ruins or the like. Nature magicians are likely to be elves, or druids. Druids are simply people who, regardless of race, work with Elementals to take care of nature.
Alchemy is in the roleplay, but is likely going to be a minor part. If someone wants to make an alchemist, cool, but you'd be in trouble if someone jumps you. Better be trained.
Fires burns, ice freezes, energy paralyzes [and drains enemy magic], earth shatters and does blunt damage, and nature can make you sick and the like. That's right, nature applies to the body, though not very much, especially depending on the magic of the target. A person who keeps a great deal of magic is hard to mess with.
All magic types are effective against demons- but demons can only be slain by a 'Demonbane' enchantment, which will be on every weapon, gauntlet, or boot in the roleplay that is found, and will be on every item my character enchants.
Precious gems can hold magic- channeling all your magic into them once a day can be very beneficial, getting you a very large reserve of energy if you're saving up. If broken, though, the magic inside is violently released- so wearing a belt of gems with a great deal of energy in them is both a blessing, and also is a pack of TNT strapped around your waist.
I don't remember anything else, now.
Right! Necromancy isn't allowed- Elves kill practitioners, and so does everyone else. Dragonscale weapons channel the energy from blood into a person, meaning that using dragonscale for weapons will turn any warrior into a blood-thirsty necromancer. Even non-magic users can channel the blood energy, and gain their own dark magics. The only other way is to use a stone knife, with special runes engraved, and plunge it into a heart.
The universe of Down with Demons is that of several dimensions: The Overworld, the Underworld, and the Otherworld. Original, right? The Underworld is, obviously, where all demons come from, and where all evil and/or bad spirits go- they come from dead sentient creatures. A thief dies- goes to the Underworld and is turned into some form of stealthy, sneaky, asshole-y demon. That kind of thing. The Overworld is the world we see- plants and trees and life. Yaay, happy. The Overworld consists of a single supercontinent- the Mainland. The Mainland is the ONLY place with demons- demons don't like saltwater, and thus, are stuck on the Mainland. Allows the world to come back to balance sooner or later in the cycle of life and death-by-demon. The Otherworld is unknown- as in, no one knows anything. At all. The only people who ever knew anything about the Otherworld were the Dwarves, and they're all dead.
Any questions? Suggestions??