In a world both very alike and very different from our own, legends and myths walk the earth. Gods, Demons, and Spirits from every faith squabble while the living embodiment of humanity's imaginations and dreams live, love, fight, kill, and above all survive. Magic is as real as water or fire and the land is both infinitely more beautiful and more dangerous than we can imagine. For in this world, witches creep in the wild, faeries live in the forests, monsters prey on the weak, and dragons fly in the skies. In this world happily ever after is not the end and evil or good are not clear.
All is not well in the world of Erde and in the North, dark forces are rising. A land of Nord warriors, wildmen clans, beserkers, barbarian tribes, were-beasts, and sturdy Northern Houses. A land where survival depends on a quick sword hand as well as a quick mind. This land overseen by the descendants of the mighty Beowulf has seen unseasonable cold. Winter winds and snow-storms have appeared well before their time, travelers have gone missing on the kingsroad, entire villages have gone silent, and talk of blood-thirsty creatures and mysterious figures fill every tavern. Lord Wiglaf Wulf, Beowulf's heir has called a meeting of every Knight, Sorcerer, Lord, and Chieftan in the North to discuss the phenomenon and formulate a solution. There has been no word from the Fire Throne but a coalition of Southern Lords has journeyed North to investigate. As the cold winds blow, heroes must arise to combat this threat or the North will become the grave of millions.
You shall choose who you will fight for, a clan, a house, an army, or yourself but you must work together in order to solve this mystery and save the North. This is a game where battles are fought in the shadows as much as the battlefield and where words are as deadly as swords or spells. In this world you must choose how you will survive and thrive, who will be your enemies or your friends. The stakes are high and your choices will decide the fate of the North and perhaps even Erde. Every enemy you make, every ally you gain, every secret you learn, every monster you slay, every choice you make in this game of betrayal, lies, seduction, scandal, atrocity, deception, and brutality will change the world for better or worse. You must work together to survive the harsh winter and the monsters, human and otherwise who lurk in the dark cold. And by the end you may not recognize who you have become.
Setting (Entries are subject to further elaboration or editing)
The roleplay takes place on the Plane of the Nether, a reality of dreams and magic that parallels our own and sometimes intersects. The Nether does not exist in the material Universe and is woven from the dreams and imaginations of humanity as well as the will of its denizens. Within the Nether exist Heaven, Hell, Purgatory, and every afterlife and realm imagined by man and a few others. It is less a tangible space for travel than a web around Earth, it's form is malleable and sometimes we can travel into it with our dreams and sometimes as ghosts. In the Nether, gods like Odin and the Aesir reside on Asgard alongside Angels and Demons. The places where these forces reside are collectively called the Outer Nether while there exists a world in the Nether that is both similar and very different from our own.
This world is called Erde. It is a terrestrial landscape that resembles Earth but is much more expansive and majestic, bordering on impossible. On Erde, magic is a fundamental and diverse force, and the rules of our material world can be bent if not entirely broken. The Winter and Summer Courts of Fae live on Erde alongside the Youkai of Japanese myth, the monsters of Greek Antiquity, and every other creature and race humanity has ever dreamed of. Spirits roam nature and Vampirism and other afflictions are very real. And even humans live there, though they are somewhat different from their Earthly counterparts. They are as diverse as Earthen Humanity and have a wide variety of origins as the gods we used to worship shaped Terra as they did in legend. Terra is a world that is forever linked to Earth and the stories and events of it's twin affect life there and perhaps the opposite is true. As such, the history of Terra is shaped both by the strife of its magical inhabitants and by real-world events. It's people are as well and among those living in Terra are those who have been known to humanity for generations. Fairy tale characters like Snow White, Red Riding Hood, and Cinderella as well as legends like Count Dracula, Cu Chulainn, and Beowulf actually existed as flesh and blood in Terra. Their legends are over but your story begins.
One of the main focuses of the RP is world-building and I hope that the players as well as myself can work together to create a large vivid and magnificent world. Any knowledge you may have of mythology, legend, fairy tales, world history, classic literature, and even urban legend would be invaluable in helping create this wide world. Terra is a world as large as our own but it's land-masses are much larger and populated by myths. Terran lands are shaped by Earthen locations as well as imagination of Humanity and the meddling of deities.
This world is called Erde. It is a terrestrial landscape that resembles Earth but is much more expansive and majestic, bordering on impossible. On Erde, magic is a fundamental and diverse force, and the rules of our material world can be bent if not entirely broken. The Winter and Summer Courts of Fae live on Erde alongside the Youkai of Japanese myth, the monsters of Greek Antiquity, and every other creature and race humanity has ever dreamed of. Spirits roam nature and Vampirism and other afflictions are very real. And even humans live there, though they are somewhat different from their Earthly counterparts. They are as diverse as Earthen Humanity and have a wide variety of origins as the gods we used to worship shaped Terra as they did in legend. Terra is a world that is forever linked to Earth and the stories and events of it's twin affect life there and perhaps the opposite is true. As such, the history of Terra is shaped both by the strife of its magical inhabitants and by real-world events. It's people are as well and among those living in Terra are those who have been known to humanity for generations. Fairy tale characters like Snow White, Red Riding Hood, and Cinderella as well as legends like Count Dracula, Cu Chulainn, and Beowulf actually existed as flesh and blood in Terra. Their legends are over but your story begins.
One of the main focuses of the RP is world-building and I hope that the players as well as myself can work together to create a large vivid and magnificent world. Any knowledge you may have of mythology, legend, fairy tales, world history, classic literature, and even urban legend would be invaluable in helping create this wide world. Terra is a world as large as our own but it's land-masses are much larger and populated by myths. Terran lands are shaped by Earthen locations as well as imagination of Humanity and the meddling of deities.
Almost a thousand years past, Alexander the Dragon King united the Dragonborn of Draconia through wit, charm, gold, lies, and brute force. The Dragonborn all trace descent from a High Dragon, who have disappeared almost entirely from Erde. They are mortal humanoids but possess the ability to communicate with the lesser dragon races. Dragonborn can range anywhere from being lizard men to beings who are almost the same as human save for their queer eyes and hair.
Alexander's mount, the massive Vakyrian the Black Sun, was the mightiest mortal dragon in recorded history and commanded the awe and respect of all others. He was also one of the comparatively rare dragons who were not High Dragons but had sentient intelligence and the ability to communicate with those who were not Dragonblood. Then with hundreds of ships and scores of dragons the mortal descendants of the High Dragons crossed the sea. The fires of the Dragonblood raged across the continent of Europa and burned all resistance to cinders. None stopped them, not the vicious reavers of the frozen coast, nor the wildmen of the hills, or the knights of Albion. Armies were burned alive, kings and high lord were overthrown, and cities fell in days to the might of the dragons. Those who aided the Dragon King such as King Charming or surrended and offered their swords like the Beast King were allowed lands, titles, and privileges. Those who resisted to the last were pummeled into submission or destroyed entirely.
Alexander's initial kingdom began small but grew month after month. The House Drake and their vassals were foreigners and had no stake in any of the regional or ethnic feuds, and it was said that no Draconian bowed to god save the High Dragons. As such, Alexander saw fit to permit worship of all gods in his Empire, and saw all peoples as one under his rule. Alexander had a habit of turning former enemies into friends and he always allowed those that surrendered or aided him to retain their titles. As such the Princes of House Charming have retained their principality to this day and have been staunch allies of the Drakes for generations.
Finally it was only the Kaisers of House Roe in the Rhine who stood against the Drakes in Europa. The Roes were Kaisers of a nation that had been formed from hundreds of smaller kingdoms and were one of the strongest martial families in the world. The Roes had formed their own coalition of human kingdoms and arcane forces to resist Alexander. The Kaiser had even enlisted the help of the Tsar of Rus. With magic and vast armies, the Rhine held out against Alexander for years and armies on both sides were lost. Kaiser Godrey Roe even joined Herne and his Wild Hunt and led them to battle in what was infamously called "the Dragon Culling". More Drakes and their dragons were killed in that battle than at any other point in the history of the Empire, though the Kaiser's forces had been severely bloodied. Alexander's own beloved twin sister Alexandria was herself mortally wounded.
Of course afterwards, the wrath of Alexander and his surviving kin was terrible. "The Burning" entailed the only moment where House Drake utilized all of it's dragons at once. Tens of thousands in the Rhine burned. The sky became red and black, the rivers ran with ash, and for a generation after nothing would grow in what has become the Branded Plains. Kaiser Godfrey then challenged Emperor Alexander Drake to single combat. Neither would use mounts or magic and if the Kaiser won then the lands under the Rhine's protection would remain independent while if Alexander won then the Rhine and its allies would lay down its arms and join the Empire. Alexander accepted and in one of the most momentous and hard fought duels ever, the Dragon King defeated the Kaiser. The Kaiser awaited an honorable death but instead Alexander bade him rise and proclaimed himself the Emperor of all Europa. Alexander gave the Kaiser his life and the Roes remained the Great House of the Rhine, though a good chunk of their attendant lands were given to House Charming while many more were given to the lesser lords who rose against the Roes for the Drakes.
Alexander built the small fort he started with into a vast city named for his sister, Alexandria as the capital of Draconic Europa. The Dragon Keep he built is among the mightiest castles of all time. He gave his surviving kin high position at Court and the dragon families that supported him were given lands and titles in Europa or in the Dragon Islands. King Alexander had a long and prosperous rule, fathering many children and keeping the realm together throughout the initial difficulties. He oversaw the construction of highways and other infrastructure, promoted the use of the common tongue, implemented universal currency, created the Magi Colleges, patronized the arts and sciences, and much more. The conquest had lasted almost a decade and saw the formation of the Dragon Empire of Europa.
The Dragon King, one of the greatest mortals of Erde's history, saved all of Erde from the onset of the Necroplague. An organization known as the Nightguard, transcending all affiliations to king, country, or god and made up of men and women of all races from all walks of life, has long defended Erde from minions of the Old Ones, who are beings from outside creation itself. The Old Ones and their goals are unknowable but they seem to desire the eradication all life. They command races collectively known as Others, such as the water-bound Deep Ones who worship them as gods. The Nightguard and their allies, various supernatural deities and beings have held back their advances for generations. The Old Ones command various races of servants known as Others and have been known to make alliance with dark beings of similar goals.
Several times, the Old Ones and their influence has sought the ruin of all Erde and the each time the Nightguard and its allies have held fast. The last incursion was when a powerful Rus Lord and secret Nercomancer known as Koschei bound an entire army of demons and monsters to his will, enslaved whole witch covens, made alliance with various foul creatures, and raised the dead at the behest of the Old Ones. He led a dark army of monsters and Others and unleashed the worst plague Erde had ever seen, it spread at an alarming rate and victims were almost sure to die before rising as twisted monstrosities bound to the Nercromancer. The three Empires of mainland Europa had to ally to stop it, beseeching the aid of every deity and force they could obtain. Alexander, now nearing seventy, led his armies to battle alongside the Nightguard and the Imperium and Rus. Koschei had raised the spirit of dead dragons and the battles had were epic. The lives lost were countless and dwarfed those lost during the Conquest.
Finally, the Magi and the arcane beings found a way to free the enslaved thralls and inoculate the populace against the Nercrophage. In one final battle, the armies of Erde broke the Nercoarmy and Alexander and the Black Sun destroyed Koschei and his Lich Dragon. At great cost. Alexander succumbed on the field of battle due to one of Koschei's spells but not before Alexander beheaded him. The Black Sun was enraged and his wroth was joined by the Drakes who destroyed the Necroarmy. Some of the infected Necrospawn fled underground and have haunted the Underlands for centuries. The dead were laid to rest again and the demons left were banished back to the nether. The Others retreated but not before their cities were ground into dust by the three Empires and they have never risen again.
So ended the life of one of the greatest kings to rule. The Empire he built lasts to this day and the Nightguard made him an honorary member of their order. Europa, the Imperium, and the Rus continue to support the Guard and allocated them various lands from which they operate and fight off random incursions of Others, Necrospawn, and any other monstrosity who threatens the safety of Erde. One such castle, Winter Watch, stands in the North today. Vakryian, riderless returned to Alexandria and roosted for a few years before suddenly flying off into the sky and never returning.
Alexander's mount, the massive Vakyrian the Black Sun, was the mightiest mortal dragon in recorded history and commanded the awe and respect of all others. He was also one of the comparatively rare dragons who were not High Dragons but had sentient intelligence and the ability to communicate with those who were not Dragonblood. Then with hundreds of ships and scores of dragons the mortal descendants of the High Dragons crossed the sea. The fires of the Dragonblood raged across the continent of Europa and burned all resistance to cinders. None stopped them, not the vicious reavers of the frozen coast, nor the wildmen of the hills, or the knights of Albion. Armies were burned alive, kings and high lord were overthrown, and cities fell in days to the might of the dragons. Those who aided the Dragon King such as King Charming or surrended and offered their swords like the Beast King were allowed lands, titles, and privileges. Those who resisted to the last were pummeled into submission or destroyed entirely.
Alexander's initial kingdom began small but grew month after month. The House Drake and their vassals were foreigners and had no stake in any of the regional or ethnic feuds, and it was said that no Draconian bowed to god save the High Dragons. As such, Alexander saw fit to permit worship of all gods in his Empire, and saw all peoples as one under his rule. Alexander had a habit of turning former enemies into friends and he always allowed those that surrendered or aided him to retain their titles. As such the Princes of House Charming have retained their principality to this day and have been staunch allies of the Drakes for generations.
Finally it was only the Kaisers of House Roe in the Rhine who stood against the Drakes in Europa. The Roes were Kaisers of a nation that had been formed from hundreds of smaller kingdoms and were one of the strongest martial families in the world. The Roes had formed their own coalition of human kingdoms and arcane forces to resist Alexander. The Kaiser had even enlisted the help of the Tsar of Rus. With magic and vast armies, the Rhine held out against Alexander for years and armies on both sides were lost. Kaiser Godrey Roe even joined Herne and his Wild Hunt and led them to battle in what was infamously called "the Dragon Culling". More Drakes and their dragons were killed in that battle than at any other point in the history of the Empire, though the Kaiser's forces had been severely bloodied. Alexander's own beloved twin sister Alexandria was herself mortally wounded.
Of course afterwards, the wrath of Alexander and his surviving kin was terrible. "The Burning" entailed the only moment where House Drake utilized all of it's dragons at once. Tens of thousands in the Rhine burned. The sky became red and black, the rivers ran with ash, and for a generation after nothing would grow in what has become the Branded Plains. Kaiser Godfrey then challenged Emperor Alexander Drake to single combat. Neither would use mounts or magic and if the Kaiser won then the lands under the Rhine's protection would remain independent while if Alexander won then the Rhine and its allies would lay down its arms and join the Empire. Alexander accepted and in one of the most momentous and hard fought duels ever, the Dragon King defeated the Kaiser. The Kaiser awaited an honorable death but instead Alexander bade him rise and proclaimed himself the Emperor of all Europa. Alexander gave the Kaiser his life and the Roes remained the Great House of the Rhine, though a good chunk of their attendant lands were given to House Charming while many more were given to the lesser lords who rose against the Roes for the Drakes.
Alexander built the small fort he started with into a vast city named for his sister, Alexandria as the capital of Draconic Europa. The Dragon Keep he built is among the mightiest castles of all time. He gave his surviving kin high position at Court and the dragon families that supported him were given lands and titles in Europa or in the Dragon Islands. King Alexander had a long and prosperous rule, fathering many children and keeping the realm together throughout the initial difficulties. He oversaw the construction of highways and other infrastructure, promoted the use of the common tongue, implemented universal currency, created the Magi Colleges, patronized the arts and sciences, and much more. The conquest had lasted almost a decade and saw the formation of the Dragon Empire of Europa.
The Dragon King, one of the greatest mortals of Erde's history, saved all of Erde from the onset of the Necroplague. An organization known as the Nightguard, transcending all affiliations to king, country, or god and made up of men and women of all races from all walks of life, has long defended Erde from minions of the Old Ones, who are beings from outside creation itself. The Old Ones and their goals are unknowable but they seem to desire the eradication all life. They command races collectively known as Others, such as the water-bound Deep Ones who worship them as gods. The Nightguard and their allies, various supernatural deities and beings have held back their advances for generations. The Old Ones command various races of servants known as Others and have been known to make alliance with dark beings of similar goals.
Several times, the Old Ones and their influence has sought the ruin of all Erde and the each time the Nightguard and its allies have held fast. The last incursion was when a powerful Rus Lord and secret Nercomancer known as Koschei bound an entire army of demons and monsters to his will, enslaved whole witch covens, made alliance with various foul creatures, and raised the dead at the behest of the Old Ones. He led a dark army of monsters and Others and unleashed the worst plague Erde had ever seen, it spread at an alarming rate and victims were almost sure to die before rising as twisted monstrosities bound to the Nercromancer. The three Empires of mainland Europa had to ally to stop it, beseeching the aid of every deity and force they could obtain. Alexander, now nearing seventy, led his armies to battle alongside the Nightguard and the Imperium and Rus. Koschei had raised the spirit of dead dragons and the battles had were epic. The lives lost were countless and dwarfed those lost during the Conquest.
Finally, the Magi and the arcane beings found a way to free the enslaved thralls and inoculate the populace against the Nercrophage. In one final battle, the armies of Erde broke the Nercoarmy and Alexander and the Black Sun destroyed Koschei and his Lich Dragon. At great cost. Alexander succumbed on the field of battle due to one of Koschei's spells but not before Alexander beheaded him. The Black Sun was enraged and his wroth was joined by the Drakes who destroyed the Necroarmy. Some of the infected Necrospawn fled underground and have haunted the Underlands for centuries. The dead were laid to rest again and the demons left were banished back to the nether. The Others retreated but not before their cities were ground into dust by the three Empires and they have never risen again.
So ended the life of one of the greatest kings to rule. The Empire he built lasts to this day and the Nightguard made him an honorary member of their order. Europa, the Imperium, and the Rus continue to support the Guard and allocated them various lands from which they operate and fight off random incursions of Others, Necrospawn, and any other monstrosity who threatens the safety of Erde. One such castle, Winter Watch, stands in the North today. Vakryian, riderless returned to Alexandria and roosted for a few years before suddenly flying off into the sky and never returning.
Peoples of Erde
During his conquest, Alexander made friends with the Elves, Dwarves, Halflings, Gnomes, and various other races who lived under the High Fae. He offered independence from their yoke, the promise of equality, and lands and titles for the nobility in exchange for fealty and their assistance in his conquest. The Woodland and Underground kingdoms rebelled against the High Fae. However, The Fae united and the combined power of Oberon, Mab, Titania, and the other High Fae proved too much for even Alexander and the Black Sun to defeat with might alone, though the forest kingdoms and underground palaces of Fae suffered.
The High Fae formed a treaty with the Dragonblood and ceded many of their mortal lands to the elf and dwarf lords under the regency of Alexander with the promise that there would be no further aggression. Many High Fae and their servant races withdrew into the Nether, that mysterious realm of impossibility under Oberon's lead. Queen Titania relocated the Summer Court in the untamed jungles in the far south of the Alkebulan while Queen Mab took the Winter Court into the frozen wastelands between Europa and Rus.
Now elves, dwarves, and other Faekind have a choice between living as citizens of Europa or remaining vassals of the Fae Courts. Titania and Mab left behind some of their nobles in the remnants of their former lands and those who still follow the old rule are known as the Trueborn while those who left the fold or are descended from them are known as the Apostates. Apostate Fae kind who live outside of the Elf or Dwarf cities or are not high-born have not received the equality Alexander promised. In theory they are equal citizens but in practice they are looked down upon and segregated away from society at large, second-class citizens who live under a new yoke.
The High Fae formed a treaty with the Dragonblood and ceded many of their mortal lands to the elf and dwarf lords under the regency of Alexander with the promise that there would be no further aggression. Many High Fae and their servant races withdrew into the Nether, that mysterious realm of impossibility under Oberon's lead. Queen Titania relocated the Summer Court in the untamed jungles in the far south of the Alkebulan while Queen Mab took the Winter Court into the frozen wastelands between Europa and Rus.
Now elves, dwarves, and other Faekind have a choice between living as citizens of Europa or remaining vassals of the Fae Courts. Titania and Mab left behind some of their nobles in the remnants of their former lands and those who still follow the old rule are known as the Trueborn while those who left the fold or are descended from them are known as the Apostates. Apostate Fae kind who live outside of the Elf or Dwarf cities or are not high-born have not received the equality Alexander promised. In theory they are equal citizens but in practice they are looked down upon and segregated away from society at large, second-class citizens who live under a new yoke.
Foreign Lands
A mirror of the real-world Roman Empire, which arose after the Olympians finally united themselves and the creatures and humans they ruled. Their gods had seeded their blood in large swaths of the population and had created an army of demigod champions that followed the example of Perseus, Jason, Hercules, and many others. The warrior Amazons were also among their subjects and the Olympians had even used their power to abduct thousands of their real-world worshipers, the historical Ninth Legion of Rome. Those directly descended from gods are known as demigods and make up the ruling class and marry exclusively in their class to maintain blood purity. The middle tier of Magi are another race with supernatural blood but no direct divine ancestor. Magi are seen throughout Erde and to a man all have potential for magic abilities but not every magic user is a Magi.
The Imperium rose to prominence and permanently united Italia, Hellas, and other lands into one Imperium ruled by the Demi-God class who were directed by their gods on Mount Olympus. The Thirteen Archons, all chosen by hand by an Olympian god, ruled their Empire with an iron fist. It conquered large swaths of Europa, Arabia, Lemuria, and the Alkebulan. But like the real Roman Empire, internal strife and corruption within the Demigods and the Olympians led to its downfall and splintering that lasted generations before it reunited again but as a shadow of its former self. Today it barely extends any further beyond Hellas and large swaths of Italia were lost to it but it remains independent and proud.
The Imperium Demigods are in constant conflict for dominance, and slavery is still alive, but science and technology remain as valued as magic and alchemy and the Imperium is a center of art and music. Democracy is slowly taking hold in the Imperium with the existence of a Senate alongside a Demigod and mundane blooded nobility though only land-holding free men born in the Imperium can have a vote.
Some of its most famous inhabitants are Lady Penta the Handless, Perseus and his family, and the descendants of the Houses Montague and Capulet which united after the tragedy of Romeo and Juliet. The former Imperium lands that border Imperium Italia are called the Marches and are ruled by the Duke of Rose whose famous daughter is Lady Talia Briar Rose the Sleeping Beauty whose retainers include Ser Pinnochio the Wooden Knight who left the Imperium to adventure. More and more Imperium citizens, mostly peasants, have come to worship the Faith of the White God rather than the ones of their forebears.
The city of Atlantis, a place of remarkably advanced scientific knowledge and magical prowess, had once been an Imperium province. But the daughter city of Olympus had soon overshadowed the Imperium. It grew so powerful and so advanced that the ruling family of the city, demigods born of Poseidon, declared independence from the Imperium and began their own conquest of the seas while launching an attack on Europa.
While Atlantean explorers charted far-flung lands, legions of war closer to home invaded and conquered large swaths of Imperium and Europan lands after Alexander had long been dead. They were one of the largest threats either Empire had faced, including each other. Even the Dragons of Drake found themselves floundering under the Atlantean assault. In a historic moment, the blood of the Dragon made a pact with the blood of Olympus to strike down this upstart. Banding together, the demigod legions and dragon armies used their might and magic to destroy Atlantean armies on the field and liberate their colonies. Then the Olympian gods, displeased by the rebellion of Poseidon's brood, struck down the city and sunk it beneath the waves, only the intervention of their father preventing them from being destroyed entirely. Now Atlantis rests under the sea, a shadow of it's former glory, at continual war with the Imperium or with House Seafire, the sea serpent riding cousins of Drake.
Boreas, a minor god, long disappeared from Olympian politics and led most of his family and their retainers off in secret. Most assume the minor god had led them on some harebrained journey of conquest and discovery and had probably been secretly killed by one of the more powerful families. However, ever since their disappearance explorers who dare travel further north than the holdings of House Claus have disappeared and never returned.
The Imperium rose to prominence and permanently united Italia, Hellas, and other lands into one Imperium ruled by the Demi-God class who were directed by their gods on Mount Olympus. The Thirteen Archons, all chosen by hand by an Olympian god, ruled their Empire with an iron fist. It conquered large swaths of Europa, Arabia, Lemuria, and the Alkebulan. But like the real Roman Empire, internal strife and corruption within the Demigods and the Olympians led to its downfall and splintering that lasted generations before it reunited again but as a shadow of its former self. Today it barely extends any further beyond Hellas and large swaths of Italia were lost to it but it remains independent and proud.
The Imperium Demigods are in constant conflict for dominance, and slavery is still alive, but science and technology remain as valued as magic and alchemy and the Imperium is a center of art and music. Democracy is slowly taking hold in the Imperium with the existence of a Senate alongside a Demigod and mundane blooded nobility though only land-holding free men born in the Imperium can have a vote.
Some of its most famous inhabitants are Lady Penta the Handless, Perseus and his family, and the descendants of the Houses Montague and Capulet which united after the tragedy of Romeo and Juliet. The former Imperium lands that border Imperium Italia are called the Marches and are ruled by the Duke of Rose whose famous daughter is Lady Talia Briar Rose the Sleeping Beauty whose retainers include Ser Pinnochio the Wooden Knight who left the Imperium to adventure. More and more Imperium citizens, mostly peasants, have come to worship the Faith of the White God rather than the ones of their forebears.
The city of Atlantis, a place of remarkably advanced scientific knowledge and magical prowess, had once been an Imperium province. But the daughter city of Olympus had soon overshadowed the Imperium. It grew so powerful and so advanced that the ruling family of the city, demigods born of Poseidon, declared independence from the Imperium and began their own conquest of the seas while launching an attack on Europa.
While Atlantean explorers charted far-flung lands, legions of war closer to home invaded and conquered large swaths of Imperium and Europan lands after Alexander had long been dead. They were one of the largest threats either Empire had faced, including each other. Even the Dragons of Drake found themselves floundering under the Atlantean assault. In a historic moment, the blood of the Dragon made a pact with the blood of Olympus to strike down this upstart. Banding together, the demigod legions and dragon armies used their might and magic to destroy Atlantean armies on the field and liberate their colonies. Then the Olympian gods, displeased by the rebellion of Poseidon's brood, struck down the city and sunk it beneath the waves, only the intervention of their father preventing them from being destroyed entirely. Now Atlantis rests under the sea, a shadow of it's former glory, at continual war with the Imperium or with House Seafire, the sea serpent riding cousins of Drake.
Boreas, a minor god, long disappeared from Olympian politics and led most of his family and their retainers off in secret. Most assume the minor god had led them on some harebrained journey of conquest and discovery and had probably been secretly killed by one of the more powerful families. However, ever since their disappearance explorers who dare travel further north than the holdings of House Claus have disappeared and never returned.
The Rus is a very large, very foreboding, and very cold land. It's land is rough and the people that live there are rougher. The infamous Rus Winters have stopped countless invasions though the internal strife of the Rus Lords has resulted in generations of war and conflict. It is said that beneath the snows of the Rus lie kingdoms of skeletons. Despite this, the Rus is not without it's beauty and eventually it's culture and society became as advanced and gentrified as mainstream Europa.
After generations, the Rus was finally united by a Czar and the Tsardom of the Rus remains to this day, though it's borders fluctuate from time to time and the one who holds the title of Tsar often changes for the throne is has inhospitable as the winter and only the hardiest and most cunning survive either of these. The ruler of the Rus is the Czarina Vasilia the Beautiful, who rose from peasantry to the royal family though guile and daring and was said to be as ruthless as she was beautiful. There are more than a few whispers that Vasilia was behind her husband's death though the Czar had been old. After all it is said she meet the Baba Yaga when she had been young and those who have lived to tell of the Baba Yaga are few and none remain the same afterward.
Her brother-in-law Grand Duke Ivan, much younger and much more famed than his brother, is said to be on good terms with the Czarina and some say very much so. Her late husband (and some say Ivan) left her with several children, the oldest of which, Anastasia is said to be as beautiful as Vasilia if not more so. Her eldest son Crown Prince Vasili is said to be a great warrior, more proof to some of the royal children's true parentage. Indisputably, Czarina is one of the most powerful people in the world with a vast army led by Ivan and a trio of magical knights. These knights are chosen from among the greatest knights in the Rus, blessed by the court mages, and given the titles of the Knights of Dawn, Day, or Night. Grand Duke Ivan and these three knights have destroyed armies when they take to the field and they are a force to be reckoned with.
From time to time, Necrospawn have risen in the frozen lands to prey on villages before being killed by the Nightguard but for Baba Yaga, none have witnessed the infamous witch for decades a fact that troubles many.
After generations, the Rus was finally united by a Czar and the Tsardom of the Rus remains to this day, though it's borders fluctuate from time to time and the one who holds the title of Tsar often changes for the throne is has inhospitable as the winter and only the hardiest and most cunning survive either of these. The ruler of the Rus is the Czarina Vasilia the Beautiful, who rose from peasantry to the royal family though guile and daring and was said to be as ruthless as she was beautiful. There are more than a few whispers that Vasilia was behind her husband's death though the Czar had been old. After all it is said she meet the Baba Yaga when she had been young and those who have lived to tell of the Baba Yaga are few and none remain the same afterward.
Her brother-in-law Grand Duke Ivan, much younger and much more famed than his brother, is said to be on good terms with the Czarina and some say very much so. Her late husband (and some say Ivan) left her with several children, the oldest of which, Anastasia is said to be as beautiful as Vasilia if not more so. Her eldest son Crown Prince Vasili is said to be a great warrior, more proof to some of the royal children's true parentage. Indisputably, Czarina is one of the most powerful people in the world with a vast army led by Ivan and a trio of magical knights. These knights are chosen from among the greatest knights in the Rus, blessed by the court mages, and given the titles of the Knights of Dawn, Day, or Night. Grand Duke Ivan and these three knights have destroyed armies when they take to the field and they are a force to be reckoned with.
From time to time, Necrospawn have risen in the frozen lands to prey on villages before being killed by the Nightguard but for Baba Yaga, none have witnessed the infamous witch for decades a fact that troubles many.
The Great Houses of Europa
House White, led by Lady Snow White who usurped the holdings of her mother the Ice Witch. Lady White was the first husband of the eldest Prince Charming and the two had a child together. However due to reasons unknown the popular couple separated. Some cite Lady Snow's support of the Seven Dwarves in their rebellion against the Winter Stone King despite Charming's treaty between the Winterlands and the Winter-Stone. The Winter Dwarves, led by a democratic council of seven, have since become one of the Lady's staunchest supporters, forming the backbone of the elite Human-Dwarf Snowguard that has kept Rus raiders from breaching the Winter borders.
Others say the marriage was a shame because Lady Snow had already been engaged to Lord Ursa's son when she was young, after the young lord had been saved from an enchantment by the young Snow and her sister. Even though the Ice Queen's rule had seemingly destroyed that union. And yet others say the arrival of her sister Rose Red at their court drew the eye of Snow's Prince. Some say it was a combination of all three. Nonetheless, after several years the Prince and Lady Snow were separated. A red-haired and blue-eyed child soon appeared in Rose Red's private residence and the child seems to confirm Charming's infidelity.
The Lady White and Red's relationship has grown increasingly tense but Rose consented to a marriage with the younger son of House Ursa. Snow re-engaged the older Ursa brother, honoring a long forgotten promise from a noble to a young girl. However, the marriage remains cold as Lord Ursa is reported to keep trying and assume the powers that Lady White had cultivated to no success.
It is said that Snow only trusts Ser Hart, the Huntsman who she knighted for his part in her rebellion and her Seven Dwarves. And is said that she only truly loves her children, the sole Charming child and her brood of Ursa children. Her relation with her former husband's bastard is unknown but the child has been allowed to remain at court. Lady Snow tolerates her new husband, because he is one of the great lords of the Winterlands and has been essential in keeping power. It is whispered Lady Snow is a powerful magic-user, even more than her mother, due to her blood and her utilization of the Magic Mirror and it's prophetic abilities though these reports remain rumors.
Others say the marriage was a shame because Lady Snow had already been engaged to Lord Ursa's son when she was young, after the young lord had been saved from an enchantment by the young Snow and her sister. Even though the Ice Queen's rule had seemingly destroyed that union. And yet others say the arrival of her sister Rose Red at their court drew the eye of Snow's Prince. Some say it was a combination of all three. Nonetheless, after several years the Prince and Lady Snow were separated. A red-haired and blue-eyed child soon appeared in Rose Red's private residence and the child seems to confirm Charming's infidelity.
The Lady White and Red's relationship has grown increasingly tense but Rose consented to a marriage with the younger son of House Ursa. Snow re-engaged the older Ursa brother, honoring a long forgotten promise from a noble to a young girl. However, the marriage remains cold as Lord Ursa is reported to keep trying and assume the powers that Lady White had cultivated to no success.
It is said that Snow only trusts Ser Hart, the Huntsman who she knighted for his part in her rebellion and her Seven Dwarves. And is said that she only truly loves her children, the sole Charming child and her brood of Ursa children. Her relation with her former husband's bastard is unknown but the child has been allowed to remain at court. Lady Snow tolerates her new husband, because he is one of the great lords of the Winterlands and has been essential in keeping power. It is whispered Lady Snow is a powerful magic-user, even more than her mother, due to her blood and her utilization of the Magic Mirror and it's prophetic abilities though these reports remain rumors.
House Rose, is the strongest of the Marcher families and is responsible for buffering the Empire from the Imperium. It's only heir, Talia Rose, is the famed Sleeping Beauty and Prince Charming's second wife. The Lord and Lady Rose are still in power and after long years of slumber they have reclaimed their holdings with the aid of the Seven Fairies, those godmothers of their daughter. Lady Talia is said to be a great beauty, and exotic, because of the Imperium blood in her veins and her enchantment by Faeries giving her something of an elvish appearance. It is said that she possesses latent magical abilities as well.
House Rose is one of the few to have especially close ties to a mystic forest Elfdom and theirs is one of the few lands where Humans and nonhumans mingle commonly. Their land also borders that of a large Orcish tribe that had been under the rule of the dark Fae Maleficent. Maleficent had been driven out by the combined forces of the Orcs and Elves and the Houses Rose and Charming and seemingly banished forever. The Orcs and the goblins, trolls, and ogres who lived with them submitted to the rule of House Rose making them one of the very few Houses to have sizable nonhuman vassals.
Prince Charming had twins with Talia, children named after the Sun and Moon. It seemed as if House Charming would recover from the debacle with Snow White but another scandal arose. Rumors abounded that the Prince's middle brother had impregnated the Sleeping Beauty before the Prince had awakened her and that he was the real father. And the issue was further clouded when the Prince killed the Orc Chief's daughter. The Orcish Princess had been his betrothed after his father Duke Cullen Charming arranged the union to bring the House favor with the Winter Fae. However the war with Maleficent and the Prince's adoration of Talia had led him to break the vow and the Orcish Princess in her rage had tried to murder Talia, dying on Charming's blade after a pitched battle.
The Orcs had risen against the Charmings and it took the interference of Talia and her godmothers to stop the bloodshed. Many Orcs and Elves died in the short but bloody battle. To make amends, Duke Cullen and Duke Rose arranged a marriage between the Chieftan's young babe and one of Talia's children while the other would marry an Elf noble when they came of age. And due to the ambiguity of the parenthood, the two fathers broke the marriage of the Prince and Talia to the protests of both. The Prince became a bachelor again and his brother, a possible rapist, became Talia's new husband. The Charming name in the Marches was blackened as well as in the Winterlands. A third child named after the Dawn, was born soon after the Prince's departure though now none now whether the child is the the third or the only child of the Prince's among House Rose.
House Rose is one of the few to have especially close ties to a mystic forest Elfdom and theirs is one of the few lands where Humans and nonhumans mingle commonly. Their land also borders that of a large Orcish tribe that had been under the rule of the dark Fae Maleficent. Maleficent had been driven out by the combined forces of the Orcs and Elves and the Houses Rose and Charming and seemingly banished forever. The Orcs and the goblins, trolls, and ogres who lived with them submitted to the rule of House Rose making them one of the very few Houses to have sizable nonhuman vassals.
Prince Charming had twins with Talia, children named after the Sun and Moon. It seemed as if House Charming would recover from the debacle with Snow White but another scandal arose. Rumors abounded that the Prince's middle brother had impregnated the Sleeping Beauty before the Prince had awakened her and that he was the real father. And the issue was further clouded when the Prince killed the Orc Chief's daughter. The Orcish Princess had been his betrothed after his father Duke Cullen Charming arranged the union to bring the House favor with the Winter Fae. However the war with Maleficent and the Prince's adoration of Talia had led him to break the vow and the Orcish Princess in her rage had tried to murder Talia, dying on Charming's blade after a pitched battle.
The Orcs had risen against the Charmings and it took the interference of Talia and her godmothers to stop the bloodshed. Many Orcs and Elves died in the short but bloody battle. To make amends, Duke Cullen and Duke Rose arranged a marriage between the Chieftan's young babe and one of Talia's children while the other would marry an Elf noble when they came of age. And due to the ambiguity of the parenthood, the two fathers broke the marriage of the Prince and Talia to the protests of both. The Prince became a bachelor again and his brother, a possible rapist, became Talia's new husband. The Charming name in the Marches was blackened as well as in the Winterlands. A third child named after the Dawn, was born soon after the Prince's departure though now none now whether the child is the the third or the only child of the Prince's among House Rose.
Prince Charming's third and current wife, Lady Cinderella is the heir to one of Duke Cullen's strongest bannermen, the sole heir of House Ashen. The Prince and Cinderella are a complicated couple, understandable as Cinderella soon found out about the history of her husband's marriages. None can agree on the general mood of the marriage, some say they are loving while others say they are aloof. However the pair has produced heirs. Duke Cullen has married Cinderella's step-mother, who herself is the heir to the lands of House Tremaine and it's lands. The enmity between the young newlyweds with their "mother" cannot be understated and is said to be a major unifying force of their marriage. Cinderella's stepsisters remain unmarried and the Duke and Duchess continue to search for suitable grooms for the pair.
The youngest son and daughter of House Charming are also wed. The Prince's youngest brother, often considered a naive lad, wed a common girl he found in a tower named Rapunzel and had twins by her. He had been blinded by thorns by Rapunzel's custodian the Witch Dame Gothel and wandered for months in grief and thought dead. But Rapunzel had discovered her young groom and healed his eyes with her tears, having strong magical talent after living with the Witch for years. Duke Cullen had been gladdened to find his youngest son alive but then enraged he had married a commoner. He had demanded the young lord to set her aside but the Charming siblings united behind their brother, the Prince most of all, and Duke Cullen relented not wanting to annul yet another marriage.
The youngest Charming, Annabelle's younger sister, had wed Lord Bluebeard a lord of Gaul. However her husband's marital proclivities, that of murdering his new brides came to light and the young lady had nearly died had her brothers not arrived to save her. She was then wed to the Lord's brother, who was then found by her to be even worse, a Necromancer who did the same with his wives. That time, the young lady brought about his downfall herself but not before she found herself carrying another Bluebeard in her. House Bluebeard had been depleted by the Charmings, as they rose up to avenge the death of the brothers, and several heirs were killed save for a handful of cousins. Now the young lady remains unwed and is the custodian of Bluebeard lands, a wealthy swath of Gaul. She must contend with the remaining Bluebeards, all vicious nobles who were too smart to rise against the Charmings and with her own child who carries the blood of a madman. Time will tell what becomes of the child.
The youngest son and daughter of House Charming are also wed. The Prince's youngest brother, often considered a naive lad, wed a common girl he found in a tower named Rapunzel and had twins by her. He had been blinded by thorns by Rapunzel's custodian the Witch Dame Gothel and wandered for months in grief and thought dead. But Rapunzel had discovered her young groom and healed his eyes with her tears, having strong magical talent after living with the Witch for years. Duke Cullen had been gladdened to find his youngest son alive but then enraged he had married a commoner. He had demanded the young lord to set her aside but the Charming siblings united behind their brother, the Prince most of all, and Duke Cullen relented not wanting to annul yet another marriage.
The youngest Charming, Annabelle's younger sister, had wed Lord Bluebeard a lord of Gaul. However her husband's marital proclivities, that of murdering his new brides came to light and the young lady had nearly died had her brothers not arrived to save her. She was then wed to the Lord's brother, who was then found by her to be even worse, a Necromancer who did the same with his wives. That time, the young lady brought about his downfall herself but not before she found herself carrying another Bluebeard in her. House Bluebeard had been depleted by the Charmings, as they rose up to avenge the death of the brothers, and several heirs were killed save for a handful of cousins. Now the young lady remains unwed and is the custodian of Bluebeard lands, a wealthy swath of Gaul. She must contend with the remaining Bluebeards, all vicious nobles who were too smart to rise against the Charmings and with her own child who carries the blood of a madman. Time will tell what becomes of the child.
Lady Belle Beaumont the Beauty and Lord Eric Villeneuve the Beast have had a long prosperous marriage. They have around a dozen heirs, many of whom possess the beast blood. They have a stout castle, large armies, loyal vassals, and the rule of a large and prosperous land. There land is a mecca for the were-peoples of Europa. Lord Beast and his children of the blood are unique with their hybrid were-forms, and have established themselves as the Alpha family of all were-peoples in the Empire. Those of the Beast bloodline can inherit the ability to turn into a formidable were-beast, each individual form a hybrid of different animal traits. They all possess physical traits and senses above that of a mundane human within their normal form as well.
Lord Beast is the heir to custody of Gaul, and Lady Beauty is the youngest daughter of House Beaumont who had been a wealthy merchant family raised to lordly level by her husband after their marriage. Her two sisters are unwed as of yet but have prospects lined up. Lord Beast has not yet assumed the title of Duke of the Woodlands. His mother the Duchess Villeneuve had waged war in the Alkebulan at the behest of the King for years, but the Dragon Corps she led has sent no word for some time and she is feared dead. The dark fairy Maleficent had been the one to curse Lord Beast and his bloodline with their unique were-forms and is still at large.
It has come to light that Lady Beauty is actually the half-sister of Talia Rose. On a visit to the Marches, one of Roses Fae godmothers revealed herself as her mother. And her father was none other than Duke Rose. She was a child born of passion before the Duke's marriage to his wife, and was illegitimate. Nonetheless, Maleficent had sought her destruction as well and Belle had been sent away with a travelling merchant. Lady Beauty afterwards exhibited certain abilities available to those of Fae blood, including sensitivity to magic. Some of her children show the same abilities though as of yet no child has had both mystical bloodlines combine.
Lord Beast is the heir to custody of Gaul, and Lady Beauty is the youngest daughter of House Beaumont who had been a wealthy merchant family raised to lordly level by her husband after their marriage. Her two sisters are unwed as of yet but have prospects lined up. Lord Beast has not yet assumed the title of Duke of the Woodlands. His mother the Duchess Villeneuve had waged war in the Alkebulan at the behest of the King for years, but the Dragon Corps she led has sent no word for some time and she is feared dead. The dark fairy Maleficent had been the one to curse Lord Beast and his bloodline with their unique were-forms and is still at large.
It has come to light that Lady Beauty is actually the half-sister of Talia Rose. On a visit to the Marches, one of Roses Fae godmothers revealed herself as her mother. And her father was none other than Duke Rose. She was a child born of passion before the Duke's marriage to his wife, and was illegitimate. Nonetheless, Maleficent had sought her destruction as well and Belle had been sent away with a travelling merchant. Lady Beauty afterwards exhibited certain abilities available to those of Fae blood, including sensitivity to magic. Some of her children show the same abilities though as of yet no child has had both mystical bloodlines combine.
Organizations
The Nightsguard is one of the oldest orders on Erde, and one of the most expansive. It is said that the first chapter of the Nightsguard was established by the First Kingdom, thousands of years in the past, in order to combat the first incursion of the Old Ones. The wars had drained the standing armies and the demigod broods of ancient Samarra, so a new breed of warrior stepped forth. They had a wide variety of skills and powers, certain Nightsguard had blessings of the gods, and they were instrumental in defeating the Old Ones in the Darkening, also known as the First Purge.
The Nightsguard, spread throughout all lands that the First Kingdom came into contact with. The Imperium was the first major Empire to adopt them and they were instrumental in defeating the Cthulomachy, the Second Purge where the Old Ones and the Titans made common cause. Nightsguard currently has garrisons all throughout the Imperium, the Dragon Kingdom, the Tsardom, Oz, Wonderland, Neverland, the Alkebulan, the Sunrise lands, and many other places besides.
The Nightsguard has regional commanders who form the Night Council responsible for the leadership of Nightsguard and decide the guard's course of action during a Purge. Each commander is democratically elected by their brothers and sisters and is in charge of his or her respective garrison and its lands. Every brother and sister is expected to know how to fight but not every one of them is a dedicated warrior and instead serves the guard as skilled laborers, stewards, mages, scholars, and much more and this diversity of skill sets is a great boon. Nightsguard who fight are a mix of armored knights, archers, rangers, knife-wielding rogues, combat mages, and common soldiers along with vampiric or lycan brothers.
The express mission of the Nightsguard is to protect the mortal world against the Old Ones and their allies, and have seen Erde through several Purges including the Nercoplague. However centuries can pass without an incursion by the Old Ones and the mission of the Nightsguard changed to where night brothers and sister became general monster hunters, killing creatures and hunting beings like Vampires and Werebeasts who preyed on other sentients. They also hunt down mortals who dabble in the forbidden arts to prevent them from contacting the Old Ones. It is said that Nightsguard, who accumulated thousands of years of knowledge on defeating supernatural beings and creatures, are responsible for the decline of Dragonkind across Europa and the Alkebulan, forcing them to retreat to the far flung islands of Draconia long before Alexander brought them back.
Nightsguard is a sworn brotherhood and membership is for life with little exception. Once one joins Nightsguard, they forsake any ties to king or country, and are unable to inherit anything from their families. However, those who married and had children prior to membership are allowed to bring their spouses and children to their respective fortresses and Nightsguard are allowed to wed in the brotherhood. However, any spouse of a Nightsguard also forsakes any ties to outside influence. Children born of Nightsguard can either follow their parents or be returned to their other relatives as heirs. Spouses of a black brother or sister are often called a night-bride or night-groom. And any knights or nobles who join Nightsguard are allowed to retain their titles and are colloquially known as the Black Knights.
Nightsguard swear vows to Erde and all its people, and are meant to be neutral in all conflicts involving nations or noble houses. They are not allowed to participate in any matters involving rival political entities but all lands where Nightsguard has a presence are obligated to help support the Guard with supplies and other aid. Sovereign nations often give land to the Nightsguard within their countries so that the black brothers and sisters can establish holdings as well as support themselves with farms, and are responsible for the governance and protection of the smallfolk living on their lands, who are still considered citizens of the surrounding country. The Nightsguard is allowed to several liberties, especially during a Purge, and in theory can do anything in the name of their mission such as practicing blood magic.
Recruitment for the Nightsguard often raises exponentially during a Purge but drops afterwards, due to the harshness and demands of the light of a black brother or sister who is expected to be on watch for the Old Ones and risk their lives against monsters, cultists, and demons on a daily basis. There are estimated to be perhaps less than twenty thousand sworn brothers and sisters of Nightsguard throughout all of Erde, with half now residing in one of the Three Europan Empires and those stationed in Middle-Erde are in continual conflict with the Others, one of two Nightfleets in existence quarantines the Island of Leng and other garrisons keep watch on the lost cities where Other races now hold sway.
Due to the high demand, Nightsguard has historically opened its doors to almost all who are willing to join from the highest Europan noble to the lowest Imperium slave. All crimes and debts are forgiven if one joins the Nightsguard. A debtor can save his family from the poorhouse and smallfolk often send their sons and daughters to the Black Brothers to have one less mouth to feed. Murders and rapers can atone for their heinous crimes by slaying monsters. Beggars are fed and prostitutes can escape the whorehouse. Poachers and thieves can save their fingers from being cut. Wildmen and Gypsy clans often give children to Guard when they can't support them and Ludeas and Moors often escape persecution in Europa by joining. All gods are welcome in Nightsguard, and each fortress has a monument to every conceivable divinity.
Orphans and runaways join in their youth and grow up as black brothers and sisters. Cravens and deserters are given a chance to gain lost honor. Slaves can become freedmen and exiles can find a home within the castles of Nightsguard. Disgraced knights and nobles with no chance of inheritance can rise high in the Guard. Ostracized clerics, doctors, scholars, bards, and mages can redeem their professional reputations in the Guard. Paladins of the Covenant join for duty and lifelong Assassins join in order to escape punishment. The Guard even takes those suffering from disorders and afflictions mental and physical, such is their need for recruits.
The Guard has members of every race and has even formed a Vampire court, Werebeast clan, and Magi coven for those in the guard. In Nightsguard, Giants fight side by side with Dwarves and Amazons break bread with Elves. Even imps and succubi have been known to find their way into the Guard, for these Hellspawn are the closest to the mortal world and the most likely to be unaligned with their Dark lord. Nightsguard garrisons have been known to take young children of Others and raise them up to fight against their brethren, an experiment that has borne fruit. Certain brothers and sisters have studied the Nercoplague and deliberately mutated themselves, now living as a half-point between mortal kind and the necrospawn. These mutants have enhanced physical skills, unique magical abilities, and even power over Others and Necrospawn but are also vulnerable to the influence of the Old Ones and often go mad after decades of mutation.
Winter Watch is the Nightsguard garrison responsible for the North, and there are a thousand black brothers and sisters currently stationed throughout the region. They are commanded by Bofur Fortinbras, brother to Lord Fortinbras and by all accounts a fair commander. There are several dark elves and trolls serving the guard which causes friction with Icewalker commoners who revile them in their myths. Winter Watch has not sent word for weeks and those Nightsguard who have been travelling the country have not heard from their superiors, none who go to Winter Watch in search of answers has yet returned.
The Nightsguard, spread throughout all lands that the First Kingdom came into contact with. The Imperium was the first major Empire to adopt them and they were instrumental in defeating the Cthulomachy, the Second Purge where the Old Ones and the Titans made common cause. Nightsguard currently has garrisons all throughout the Imperium, the Dragon Kingdom, the Tsardom, Oz, Wonderland, Neverland, the Alkebulan, the Sunrise lands, and many other places besides.
The Nightsguard has regional commanders who form the Night Council responsible for the leadership of Nightsguard and decide the guard's course of action during a Purge. Each commander is democratically elected by their brothers and sisters and is in charge of his or her respective garrison and its lands. Every brother and sister is expected to know how to fight but not every one of them is a dedicated warrior and instead serves the guard as skilled laborers, stewards, mages, scholars, and much more and this diversity of skill sets is a great boon. Nightsguard who fight are a mix of armored knights, archers, rangers, knife-wielding rogues, combat mages, and common soldiers along with vampiric or lycan brothers.
The express mission of the Nightsguard is to protect the mortal world against the Old Ones and their allies, and have seen Erde through several Purges including the Nercoplague. However centuries can pass without an incursion by the Old Ones and the mission of the Nightsguard changed to where night brothers and sister became general monster hunters, killing creatures and hunting beings like Vampires and Werebeasts who preyed on other sentients. They also hunt down mortals who dabble in the forbidden arts to prevent them from contacting the Old Ones. It is said that Nightsguard, who accumulated thousands of years of knowledge on defeating supernatural beings and creatures, are responsible for the decline of Dragonkind across Europa and the Alkebulan, forcing them to retreat to the far flung islands of Draconia long before Alexander brought them back.
Nightsguard is a sworn brotherhood and membership is for life with little exception. Once one joins Nightsguard, they forsake any ties to king or country, and are unable to inherit anything from their families. However, those who married and had children prior to membership are allowed to bring their spouses and children to their respective fortresses and Nightsguard are allowed to wed in the brotherhood. However, any spouse of a Nightsguard also forsakes any ties to outside influence. Children born of Nightsguard can either follow their parents or be returned to their other relatives as heirs. Spouses of a black brother or sister are often called a night-bride or night-groom. And any knights or nobles who join Nightsguard are allowed to retain their titles and are colloquially known as the Black Knights.
Nightsguard swear vows to Erde and all its people, and are meant to be neutral in all conflicts involving nations or noble houses. They are not allowed to participate in any matters involving rival political entities but all lands where Nightsguard has a presence are obligated to help support the Guard with supplies and other aid. Sovereign nations often give land to the Nightsguard within their countries so that the black brothers and sisters can establish holdings as well as support themselves with farms, and are responsible for the governance and protection of the smallfolk living on their lands, who are still considered citizens of the surrounding country. The Nightsguard is allowed to several liberties, especially during a Purge, and in theory can do anything in the name of their mission such as practicing blood magic.
Recruitment for the Nightsguard often raises exponentially during a Purge but drops afterwards, due to the harshness and demands of the light of a black brother or sister who is expected to be on watch for the Old Ones and risk their lives against monsters, cultists, and demons on a daily basis. There are estimated to be perhaps less than twenty thousand sworn brothers and sisters of Nightsguard throughout all of Erde, with half now residing in one of the Three Europan Empires and those stationed in Middle-Erde are in continual conflict with the Others, one of two Nightfleets in existence quarantines the Island of Leng and other garrisons keep watch on the lost cities where Other races now hold sway.
Due to the high demand, Nightsguard has historically opened its doors to almost all who are willing to join from the highest Europan noble to the lowest Imperium slave. All crimes and debts are forgiven if one joins the Nightsguard. A debtor can save his family from the poorhouse and smallfolk often send their sons and daughters to the Black Brothers to have one less mouth to feed. Murders and rapers can atone for their heinous crimes by slaying monsters. Beggars are fed and prostitutes can escape the whorehouse. Poachers and thieves can save their fingers from being cut. Wildmen and Gypsy clans often give children to Guard when they can't support them and Ludeas and Moors often escape persecution in Europa by joining. All gods are welcome in Nightsguard, and each fortress has a monument to every conceivable divinity.
Orphans and runaways join in their youth and grow up as black brothers and sisters. Cravens and deserters are given a chance to gain lost honor. Slaves can become freedmen and exiles can find a home within the castles of Nightsguard. Disgraced knights and nobles with no chance of inheritance can rise high in the Guard. Ostracized clerics, doctors, scholars, bards, and mages can redeem their professional reputations in the Guard. Paladins of the Covenant join for duty and lifelong Assassins join in order to escape punishment. The Guard even takes those suffering from disorders and afflictions mental and physical, such is their need for recruits.
The Guard has members of every race and has even formed a Vampire court, Werebeast clan, and Magi coven for those in the guard. In Nightsguard, Giants fight side by side with Dwarves and Amazons break bread with Elves. Even imps and succubi have been known to find their way into the Guard, for these Hellspawn are the closest to the mortal world and the most likely to be unaligned with their Dark lord. Nightsguard garrisons have been known to take young children of Others and raise them up to fight against their brethren, an experiment that has borne fruit. Certain brothers and sisters have studied the Nercoplague and deliberately mutated themselves, now living as a half-point between mortal kind and the necrospawn. These mutants have enhanced physical skills, unique magical abilities, and even power over Others and Necrospawn but are also vulnerable to the influence of the Old Ones and often go mad after decades of mutation.
Winter Watch is the Nightsguard garrison responsible for the North, and there are a thousand black brothers and sisters currently stationed throughout the region. They are commanded by Bofur Fortinbras, brother to Lord Fortinbras and by all accounts a fair commander. There are several dark elves and trolls serving the guard which causes friction with Icewalker commoners who revile them in their myths. Winter Watch has not sent word for weeks and those Nightsguard who have been travelling the country have not heard from their superiors, none who go to Winter Watch in search of answers has yet returned.
The Game
The Dragons prosper, they hold a United Empire of Europa stretching from the Neverlands to the frozen Rus. An Empire made up of scores of kingdoms and dozens of conquered peoples. Those of the Dragonblood rule a mighty land and their hunger for more has not waned. On all sides the Empire sees potential allies and foes. The Wonderlands and Oz pay tithes to the Dragon King and are conquered in all but name, and trade and pilgrims flows freely between the three lands.
The Tsardom of Rus to the East has long resisted the Empire and talk grows of a coming alliance, though many on both sides would prefer continued aggression. The the North, the Dragons continue their conquest on the Free Cities of Neverland, the Royal Armada making allies where it can and destroying the rest. One by one the Free Cities have either fallen or surrendered to dragon fire, the rest resisting alone or in coalition. To the West, explorers continue to find new lands to fly the Dragon Banner, while a whole Dragon Corps has been devoted to the subjugation of the Sky Kingdom of the Giants discovered by Ser Jack Horner of the Stalk.
And in the south, the once mighty Olympian Imperium is slowly declining from the ongoing press of Europa and internal struggle between the Demigod Families. And in the Capital of Alexandria, tensions rise as the King contests with the political strife of his relatives and the other Dragon families. Talk of growing discontent among the Dragon Lords is abounding along with reports of dissension among the ranks of the human noble houses. The Draconian homeland is in growing turmoil, a conflict between the royalist families and those who would see the Dragon Islands free from the rule of a "soft" ruler in the Mainland. The blood of Olympus and the blood of the Dragons continues to spill in the hot desert continent of Alkebulan, both mighty Empires fighting over the rich land while the natives suffer and the Sultanate waits eagerly on the sidelines.
The Tsardom of Rus to the East has long resisted the Empire and talk grows of a coming alliance, though many on both sides would prefer continued aggression. The the North, the Dragons continue their conquest on the Free Cities of Neverland, the Royal Armada making allies where it can and destroying the rest. One by one the Free Cities have either fallen or surrendered to dragon fire, the rest resisting alone or in coalition. To the West, explorers continue to find new lands to fly the Dragon Banner, while a whole Dragon Corps has been devoted to the subjugation of the Sky Kingdom of the Giants discovered by Ser Jack Horner of the Stalk.
And in the south, the once mighty Olympian Imperium is slowly declining from the ongoing press of Europa and internal struggle between the Demigod Families. And in the Capital of Alexandria, tensions rise as the King contests with the political strife of his relatives and the other Dragon families. Talk of growing discontent among the Dragon Lords is abounding along with reports of dissension among the ranks of the human noble houses. The Draconian homeland is in growing turmoil, a conflict between the royalist families and those who would see the Dragon Islands free from the rule of a "soft" ruler in the Mainland. The blood of Olympus and the blood of the Dragons continues to spill in the hot desert continent of Alkebulan, both mighty Empires fighting over the rich land while the natives suffer and the Sultanate waits eagerly on the sidelines.
1. All general roles of RPG decorum apply here.
2. Your posts should be readable and legible. I'm no grammar nazi but I can't abide posts that are illegible due to post structure or incomprehensible grammar.
3. No one-liners. Each post should be a paragraph or two and should include description and elaboration on your character or the circumstance to make your posts more interesting than, "X did Y action then moved to Z location." Feelings, observations, motivations, should be properly and realistically explored while not becomming full on monologues about your character's thoughts on brownies.
4. No god-modding. Generally your character can kill random mooks easily enough but when I specifically set up a challenge you do not just get to blow through it like nothing. Same goes for your actions involving other characters and non-combat scenarios such as diplomacy or stealth missions.
5. This is a collaborative roleplay. If you have any ideas about the plot or building the setting please discuss them with me. Don't just put in incredibly important plot or setting details without prior collaboration.
6. Please be civil and polite in all interactions. If there's a beef between anyone not relating to the RP, take it to PMs. And if it involves the RP rely on logical and calm discussion not rude back-and-forths or passive aggressive sniping.
7. All PC deaths must be agreed upon by all parties. However the NPCs associated with your character are basically free-game and your character can suffer things besides death. Choice matters here.
8. When it comes to sex, keep it PG-13. Being subtle and implying things goes a long way. Though again don't just god-mode and say you boinked the Queen like nothing. If you want to have crazy roleplay sex between your characters take it to PMs.
9. Being active is important. Post at least once every two weeks but I would prefer twice a week. If you can't keep that up, take it up with me beforehand and I'll work something out for you and your characters. If you are gone for more than two weeks with no word then I assume you drop out and I'll take possession of your characters
10. Arena rules for combat apply between PCs and NPC Villains I create. And you cannot god-mode with Magic either. If you want a ballpark of how magic works in this setting look at Dragon Age or the Dresden Files. The rules of science can be bent but not entirely broken. The tech level is currently pre-industrial revolution and single-shot rifles are only just becoming more and more prevalent. However advanced alchemic potions or mechanical contraptions are allowed in reason and single-shot pistols can be devastating weapons in close-combat but should not be overused or relied upon. Swords, axes, hammers, and bows are still the most common weapons.
11. Post applications in the OOC, accepted applications will be moved to the character tab.
2. Your posts should be readable and legible. I'm no grammar nazi but I can't abide posts that are illegible due to post structure or incomprehensible grammar.
3. No one-liners. Each post should be a paragraph or two and should include description and elaboration on your character or the circumstance to make your posts more interesting than, "X did Y action then moved to Z location." Feelings, observations, motivations, should be properly and realistically explored while not becomming full on monologues about your character's thoughts on brownies.
4. No god-modding. Generally your character can kill random mooks easily enough but when I specifically set up a challenge you do not just get to blow through it like nothing. Same goes for your actions involving other characters and non-combat scenarios such as diplomacy or stealth missions.
5. This is a collaborative roleplay. If you have any ideas about the plot or building the setting please discuss them with me. Don't just put in incredibly important plot or setting details without prior collaboration.
6. Please be civil and polite in all interactions. If there's a beef between anyone not relating to the RP, take it to PMs. And if it involves the RP rely on logical and calm discussion not rude back-and-forths or passive aggressive sniping.
7. All PC deaths must be agreed upon by all parties. However the NPCs associated with your character are basically free-game and your character can suffer things besides death. Choice matters here.
8. When it comes to sex, keep it PG-13. Being subtle and implying things goes a long way. Though again don't just god-mode and say you boinked the Queen like nothing. If you want to have crazy roleplay sex between your characters take it to PMs.
9. Being active is important. Post at least once every two weeks but I would prefer twice a week. If you can't keep that up, take it up with me beforehand and I'll work something out for you and your characters. If you are gone for more than two weeks with no word then I assume you drop out and I'll take possession of your characters
10. Arena rules for combat apply between PCs and NPC Villains I create. And you cannot god-mode with Magic either. If you want a ballpark of how magic works in this setting look at Dragon Age or the Dresden Files. The rules of science can be bent but not entirely broken. The tech level is currently pre-industrial revolution and single-shot rifles are only just becoming more and more prevalent. However advanced alchemic potions or mechanical contraptions are allowed in reason and single-shot pistols can be devastating weapons in close-combat but should not be overused or relied upon. Swords, axes, hammers, and bows are still the most common weapons.
11. Post applications in the OOC, accepted applications will be moved to the character tab.
You can play up to four characters and they should represent a wide variety of the characters possible.
Name: If a noble, their name should be something like John the First of the House Whatever. If a commoner they have just a given name and perhaps an ordinary surname.
Titles: Perhaps your character is a Lord or a Knight. Or maybe they have a wide-known nickname like say the Sleeping Beauty. Both should go here. In this setting women can be knights and your starting characters should not be the highest of officials.
Affiliation: This can be a noble house, a family, a guild, a brotherhood, or any kind of group or organization your character might belong too. Characters can be minor members of the Great Houses or the Royal family as well as high-ranking members of their own minor houses. Maybe your character has a strong religious affiliation, that should be included as well. If they have important NPC ties or you're planning to tie them to another PC list those relationships as well. You can of course be independent.
The prominent factions that feature heavily in this roleplay are the Beserker tribes (like the vikings), the Wildmen clans (think Celt foresters and druids), the Nightguard in Winter Watch, the Northern Icewalker Lords particularly House Wolfe, the Ice Clan of Werewolves, the Winter Coven of Witches, the Snow Court of Vampires, the Northern College of Enchanters, the Faith of the White God which includes the clergy and its knights, the Imperial Navy, and the Imperial Coalition which is made up of representatives and vassals of several important Houses from the rest of Europa. There is also the Corsairs, a crew of privateers led by Captain Hook's daughter with Ishmael as the first mate, they patrol the northern shore and help the Imperial Fleet in the conquest of Neverland.
Gender: Self-explanatory. There should be a roughly equal distribution of males and females.
Age: Also self-explanatory. Your age must make sense for your role in the plot however. The roleplay should not be made up entirely of teenage knights and nobles.
Birthplace: Any character can come from the Empire, the Imperium, the Rus, Oz, Wonderland, Neverland, or the Alkebulan Frontier. Other locations can be asked about. The majority of the characters would probably be Northerners, otherwise they need a reason for being here. Along with their country you should list what region they come from. Such as someone from the Beserker lands or the Wildmen lands.
Origin: What story does your character come from? They must have a basis in a story that would fit this setting, either as a character in that story or one connected to the characters in that story. Generally, if the story has folkloric status or is in the public domain it is fair play. Copyrighted works such as Mary Poppins or Narnia must be requested and considered by me. Your character can also be entirely setting constructed.
Race: You can be any race, there is a list incoming but just some of the available ones are Human, Dwarf, Elf, Halfling, Gnome, Orc, Goblin, Ghoul, Demigod, Vampire, Werebeast, Dragonborn, High Fae, Orc, Magi, and more. The race distribution shouldn't be too much slanted to any one non-human race. And Demigods in this particular roleplay will probably be from the Slavic, Celtic, or Nordic pantheons if anything.
Appearance: Self-explanatory. A picture, drawing, or description is acceptable but anime-esque pictures do not really fit the tone of the story. Humans with Draconian blood can have odd hair, eye, and skin colors much like the Targs in Game of Thrones. If the character in your story had a weird appearance but is still human that is also acceptable ie Rapunzel. Otherwise appearances should be "realistic."
Occupation: Your character's job. They can be anything. A merchant prince, a diplomat, an artisan, a bard, a knight, a noble, a court mage, a priest, a thief, anything. Even a commoner like a farmer or butcher. Higher jobs get more chances to change the story however and they also have higher risk. Sometimes exceptional commoners can change things however. You can become knighted or learn magic if you're lucky and skilled enough for example.
Resources: If you're an un-skilled commoner you don't have much but you can list your equipment. Maybe you're Red Riding Hood and that hood did much more than you thought. If you're a member of the bourgeoisie or the nobility, list your holdings and forces. However you don't immediately start with an army of tens of thousands or an uber-palace. These can be gained if you're savvy enough. Common sense and game balance should rule here. Tying them to your character's origin story is important as well.
Skills: Are you a tracker, a sneak-thief, a mage, a warrior, a diplomat or have other skills? List them. They should tie to the origin stories and you shouldn't already be a complete badass. Your character can improve their skills and grow over the course of the roleplay.
Personality: Just a general overview of your character as a person. They should reflect a version or a particular story or even a combination. As long as the interpretation makes sense in the context of that story. Maybe Cinderella is still a naive princess or maybe she became more cynical. Maybe Red Riding Hood is still a hopeless victim or maybe she became a stone-cold were-wolf killer. Either way you should leave room for them to grow and character development should make sense.
Biography: An overview of their original story with whatever elements added in to make it a compelling background. You don't need to write out a whole life-story however but two or three good paragraphs is a must. Where did they start from in their story, what happened, and where are they now? What happened after their supposed happy ending?
Notes: Any other random facts that may be interesting
Name: If a noble, their name should be something like John the First of the House Whatever. If a commoner they have just a given name and perhaps an ordinary surname.
Titles: Perhaps your character is a Lord or a Knight. Or maybe they have a wide-known nickname like say the Sleeping Beauty. Both should go here. In this setting women can be knights and your starting characters should not be the highest of officials.
Affiliation: This can be a noble house, a family, a guild, a brotherhood, or any kind of group or organization your character might belong too. Characters can be minor members of the Great Houses or the Royal family as well as high-ranking members of their own minor houses. Maybe your character has a strong religious affiliation, that should be included as well. If they have important NPC ties or you're planning to tie them to another PC list those relationships as well. You can of course be independent.
The prominent factions that feature heavily in this roleplay are the Beserker tribes (like the vikings), the Wildmen clans (think Celt foresters and druids), the Nightguard in Winter Watch, the Northern Icewalker Lords particularly House Wolfe, the Ice Clan of Werewolves, the Winter Coven of Witches, the Snow Court of Vampires, the Northern College of Enchanters, the Faith of the White God which includes the clergy and its knights, the Imperial Navy, and the Imperial Coalition which is made up of representatives and vassals of several important Houses from the rest of Europa. There is also the Corsairs, a crew of privateers led by Captain Hook's daughter with Ishmael as the first mate, they patrol the northern shore and help the Imperial Fleet in the conquest of Neverland.
Gender: Self-explanatory. There should be a roughly equal distribution of males and females.
Age: Also self-explanatory. Your age must make sense for your role in the plot however. The roleplay should not be made up entirely of teenage knights and nobles.
Birthplace: Any character can come from the Empire, the Imperium, the Rus, Oz, Wonderland, Neverland, or the Alkebulan Frontier. Other locations can be asked about. The majority of the characters would probably be Northerners, otherwise they need a reason for being here. Along with their country you should list what region they come from. Such as someone from the Beserker lands or the Wildmen lands.
Origin: What story does your character come from? They must have a basis in a story that would fit this setting, either as a character in that story or one connected to the characters in that story. Generally, if the story has folkloric status or is in the public domain it is fair play. Copyrighted works such as Mary Poppins or Narnia must be requested and considered by me. Your character can also be entirely setting constructed.
Race: You can be any race, there is a list incoming but just some of the available ones are Human, Dwarf, Elf, Halfling, Gnome, Orc, Goblin, Ghoul, Demigod, Vampire, Werebeast, Dragonborn, High Fae, Orc, Magi, and more. The race distribution shouldn't be too much slanted to any one non-human race. And Demigods in this particular roleplay will probably be from the Slavic, Celtic, or Nordic pantheons if anything.
Appearance: Self-explanatory. A picture, drawing, or description is acceptable but anime-esque pictures do not really fit the tone of the story. Humans with Draconian blood can have odd hair, eye, and skin colors much like the Targs in Game of Thrones. If the character in your story had a weird appearance but is still human that is also acceptable ie Rapunzel. Otherwise appearances should be "realistic."
Occupation: Your character's job. They can be anything. A merchant prince, a diplomat, an artisan, a bard, a knight, a noble, a court mage, a priest, a thief, anything. Even a commoner like a farmer or butcher. Higher jobs get more chances to change the story however and they also have higher risk. Sometimes exceptional commoners can change things however. You can become knighted or learn magic if you're lucky and skilled enough for example.
Resources: If you're an un-skilled commoner you don't have much but you can list your equipment. Maybe you're Red Riding Hood and that hood did much more than you thought. If you're a member of the bourgeoisie or the nobility, list your holdings and forces. However you don't immediately start with an army of tens of thousands or an uber-palace. These can be gained if you're savvy enough. Common sense and game balance should rule here. Tying them to your character's origin story is important as well.
Skills: Are you a tracker, a sneak-thief, a mage, a warrior, a diplomat or have other skills? List them. They should tie to the origin stories and you shouldn't already be a complete badass. Your character can improve their skills and grow over the course of the roleplay.
Personality: Just a general overview of your character as a person. They should reflect a version or a particular story or even a combination. As long as the interpretation makes sense in the context of that story. Maybe Cinderella is still a naive princess or maybe she became more cynical. Maybe Red Riding Hood is still a hopeless victim or maybe she became a stone-cold were-wolf killer. Either way you should leave room for them to grow and character development should make sense.
Biography: An overview of their original story with whatever elements added in to make it a compelling background. You don't need to write out a whole life-story however but two or three good paragraphs is a must. Where did they start from in their story, what happened, and where are they now? What happened after their supposed happy ending?
Notes: Any other random facts that may be interesting
List of accepted characters