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The year is 630 of the Second Mundane Age, the date is the 4th of the month Akleth, in the great kingdom of Rodoria. It is a country founded on the first day of the current age, a country built upon the ruins of the nation once known as Gazzeralesh, and one of the most influential countries in the central northern part of the continent of Kirirak.
The country is divided into ten duchies, each one the domain of a separate duke: Wenal, Nemhim, Seclyr, Zerul, Relimon, Anaxim, Pelgaid, Etlon, Fokon and Gilmah, nestled around the colossal Center Lake. Each duchy has some autonomy and are governed by their duke, but all the dukes answer to the monarch, who reigns as the ruler of all the kingdom.
It is a country stricken with plague; for 11 years the terrible disease known as the Withering has ravaged Rodoria, during which it has killed 2.5 million people, or about one fourth the population. Among the dead was every immediate member of the royal family, leaving the Rodorian throne empty for the first time in over six centuries, and sending the Rodorian duchies into civil war as they each vie to assume the throne. As the armies turn on one another and the enforcers of the law, the Fadewatchers, find themselves divided by the fracturing of the kingdom, lawless ruffians, wicked schemers and terrible monsters thrive as the opposition against them weakens.
It is a dark time in Rodoria, and looks only to get darker, as both the Withering and the civil war continues to sunder its people.

Our story, however, begins much smaller than that. In the eastern part of Rodoria, within the duchy of Nemhim, sits the small barony of Borstown. An unremarkable hamlet to look at with a population of less than a thousand souls, Borstown sits at a crossroad about 80 km southeast of Nemhim City.
Many small homes are lined up neatly along the dirt roads that act as the main thoroughfare of the town, humble and unremarkable places for commoners to live. It is about an hour before noon, and though the year is transitioning into autumn, the day is bright and warm under a mostly cloudless sky. Children are playing in the street, and adults are out working either in the fields and pastures closer to the actual crossroad at the center of town, in the farmlands that dominate the landscape to the south and west of the town, or out working in the forest to the east, either collecting firewood and timber or hunting game. The air is full of shouting, swearing and laughter, carried by a gentle, chill breeze.
Here, since about two months ago, the lady of the hamlet has sent out a call:

My name is Baroness Vela Bor. I’m the last surviving member of my party of adventurers, the Melody of Freedom. I had a lot of adventures, collected a lot of treasures, but now I’m getting old and I have no heirs. I’m too weak to do much myself, but I invite any active and prospective adventurers to pay me a visit at my manor in Borstown, Nemhim, so I can get to know you. At worst, if I don’t think you’re cut out for making Reniam a better place, I offer free food, drinks, a place to stay in my home and advice. At best, if I think you can carry on the adventurous spirit of me and my friends, I have a lot to give you out of all the riches, equipment and spellbooks my party collected over the years.

Since then there has been a continuous trickle of from all over Rodoria to this insignificant little town of people seeking to visit the baroness. Some wish to take advantage on the aging noblewoman, hoping to deceive her and take as much as they can get of her wealth. Others come with a genuine hope to begin adventures of their own, or to obtain aid that will let adventures already in progress continue and succeed. Others yet may be here out of sheer curiosity; to see what this strange baroness is like to make such a strange offer, or to see what kind of people will respond to her call. Even people who came just in the hopes of filling their bellies or being able to brag about having rubbed elbows with a baroness were welcomed in. So far every visitor to her home of Bor Manor, many dozens of them, has been fed and given a warm bed to sleep in for their stay, but have left empty-handed, rejected by the former adventurer.
The trickle has just started to slow, as more and more people start to suspect that Vela Bor may never deem anyone worthy heirs of her and her party.

It is on this day, at this time, we find some of the latest applicants come to meet the baroness.

Along the main road, a short ways southeast from the crossroad, the ascended deigan Lhirinthyl reading in the back of a stagecoach while the true deigan Deo'irah has just arrived by the front door of the local healer's house: a small unassuming cottage with a herbal garden in the back and two apple trees in the front on either side of the short gravel-strewn path leading to the door. A signpost at the corner of this path and the main road declares it as the “Borstown Healer and Pharmacy”.
Even at a glance, however, it is clear that something is awry. What appears to be the broken handle of some long tool or weapon lies discarded in the grass by the path, and both the grass and gravel have spots that are red rather than green or gray. The front door is not only open but broken, the wood splintered near the handle and hangs askew from its upper hinge, seemingly torn off its lower one. The place lays in silence.

Just a short ways up the road from there, at one corner of the crossroad, the human knight Sir Yanin Glade and his equally human squire, Jordan Forthey, are in the process of checking in with the local Fadewatcher station and barracks. It is a elongated, plain wooden building with a small gravel-strewn yard beside it, decorated with several racks of wooden practice weapons, some basic dummies and a line of archery targets. On the end of the building, above the entrance, the wall was decorated with the eye of the Fadewatchers.
The wide double-doors stand closed before the two travelers with no Fadewatchers in sight. However, here too they might notice small splotches of red on the ground and on the handles of the doors. Sounds of panicked voices can faintly be heard from inside, along with the telltale groans and wails that told of wounded.

Just past the crossroad and down the road to northwest, the half-palanter Madara was just leaving the shop of the local carpenter, declared by an ornate, well-carved wooden sign out front as “Prooga Carpentry”. The building itself was probably no bigger than the surrounding residential buildings despite serving not only as the carpenters workshop, but also a store for selling furniture, wooden toys and various little knickknacks, so it had been no surprise when the interior had proven rather cramped.
The inventory of the store had been of middling quality, no worse than one would expect but also unremarkable. The furniture was mostly plain and utilitarian, if sturdy, and the toys had been simple and unimaginative. The most interesting and unique things for sale in there had been various carved wooden goods in the theme of the most significant event in memory of Borstown: memorabilia of the fight between the Melody of Freedom and the Nemhimian Prooga. The shelves had been stocked with carvings of prooga in varying sizes, stances and quality. Some of the best ones had been surprisingly detailed, even getting some of the texture of the fur to express through the wood.
As she left to head for Bor Manor, Madara would soon reach the crossroad and have a direct line of sight to the Fadewatcher station.

Going back to the crossroad and down the southwestern road instead, just a little ways away from the Baroness' home of Bor Manor, the Dark One Nabisisstra Rhe'anyl Qelarn – a rare sight that earned curious stares and surprised whispers everywhere she went – was visiting what the storefront sign declared as the “Borstown Winery”.
It was a fairly large and relatively well-maintained and decorated building, with the front door having scrolling in the style of grape vines, and a large window on either side of the door that gave a good view of a store with shelves full of bottles of red wine. Most of the building was not visible from there, but it was probably a fair guess that those would be the facilities were the wine was actually made. Behind the winery was a large field with rows of grape vines, and crowds of people in the midst of harvesting and tending the vines or carrying baskets of dark-red grapes.

Finally, going back to the crossroad and in the opposite direction, to the northeast along the road through the small forest that cast the land there in sun-speckled shade, the nightwalkers Sir Freagon and his page, Jaelnec, were just getting to where the trees started thinning and the first residences marked where nature gave way to the artificial. Slightly uphill compared to the rest of Borstown, the two of them had a mostly unobstructed view of the entire hamlet.

None of these groups are aware of each other yet, but they will be soon. They are all here to meet Baroness Vela Bor for one reason or another, merely the last in a long line of hopeful visitors. Yet something is different on this day; something strange is afoot in Borstown. Whether these people know it or not, their adventure is about to begin.
So long after the premature end of its previous iteration, The Prophecy with the unofficial subtitle of Power demands sacrifice... after a major overhaul and rework of large parts of the world, its species, its mechanics and more... here we are. It is my pleasure to present:


This is your story. Within the stage of the universe called the Realms, the player characters have the freedom to go where they want, do what they want and be who they want. As the GM and narrator of this tale, I will be controlling and keeping track of the world while simultaneously ensuring that there is always something interesting for the characters to do, be it through an epic main plot-line or numerous secondary plot-lines I tailor to the interests of the player characters.
The world is huge and deep, with plenty to explore. This will be a long one.

An important note: Unlike the last iteration of The Prophecy, which was always recruiting players and open to new applications were always welcome, this one is not. I have learned the hard way that too many players will just stop posting without warning or explanation, and having an actor in the story just suddenly go missing like that invariably puts a wrench in the gears of the story.
For this reason, for this roleplay applications will be by invitation only. I want players I can trust and rely on to keep the story going.

For information about the world, please consult our new and updated Compendium. Though still a work in progress and incomplete it is already quite extensive, and I will continue to expand it as the story progresses.

Now, for the cast of our story:
Jaelnec, Page of the Will – played by Dark Jack
Freagon, Knight of the Will – played by Dark Jack
Yanin Glade, Knight of the Glades and Fadewatcher – played by Shienvien
Jordan Forthey, Squire of the Glades and Fadewatcher – played by Shienvien
Madara, Seamstress and surgeon – played by Shienvien
Lhirinthyl, Exiled vagabond – played by yoshua171
Nabisisstra Rhe'anyl Qelarn, Expeditionary trooper – played by Howe
Deo'irah, Iterant alchemist, scholar and priestess of Avalz'lihn – played by Tuujaimaa
Okay first of all, props, that's a really cool graphic. Simple, but elegant even if I don't remember some of the terms lol. These changes sound fascinating and have further piqued my curiosity.

Thanks. One very likely reason that you don't remember some of these terms is that they're new. Reniam was always just Reniam, but in theme with giving the planes "-realm" names I gave it its secondary name of the Corerealm. The Ether/Dreamrealm is essentially what was called the Spirit Realm in the previous iteration, and Stupor is still pretty much what Stupor always was: the space between realms. The Divide is also pretty much the same thing, with the main difference being that it is no longer between Reniam and Hell, but rather between Reniam and all other realms and keeping out all gods rather than just the "bad" ones.

Tidall and Drigall are both "new" in a sense, though there is somewhat of a relation between them and the old Hell and Heaven. Essentially in the new version, the creator spirits divided the gods and angels between those two realms rather than the "upper" and "lower" planes. The gods who vied for dominion over the other gods, Reniam and the "mundane" (the class previously labelled "mortals") became the Everbound and sent to Tidall the Everrealm, and the gods that fought to preserve peace and freedom became the Neverbound and sent to Drigall the Neverrealm.

The sun and moon are probably self-explanatory, but the Voidband is probably the most significant new addition aside from just the complete change of structure. You see, Tidall and Drigall are actually semispheres encompassing Reniam, as depicted, and can be seen in the sky. Not in the sense of "there is the crust of another planet outside the planet", since those realms are semi-metaphysical, but in the world the "stars" are powerful magical presences in Tidall and Drigall, meaning that in the space that separates the two realms there is a completely vacant stretch of sky at night that is just uniform black (clouds notwithstanding). I have a lot of little interactions in mind with this new mechanic, but among other things this new sky-structure has an easily observable effect on how Reniam sees the moon. When the moon shines through the Voidband it is white; when it shines through Tidall it is orange; and when it shines through Drigall it is green. The sun also takes on different hues depending on what it shines through, but its more intense light makes it somewhat less noticeable than with the moon.

There is one thing that still really fascinates me in particular about your world, and it's the idea of making bargains with Demons, for power and whatnot. Just the idea of having to go through a contract like a lawyer, and the margin for error (and the cost of such errors) being so high is absolutely intriguing to me. I remember I was going to do something with that in regards to Ilitas, but I'm thinking I'd design a different character, but keep that throughline since it intrigues me so much.

Heh, that one is hardly unique to The Prophecy, it's just an existing concept I adapted because it suited the Grand Master.

So that's where my brain's at. I'd love to hear some of the changes for various things. Like the Laws of Magic in particular :3

I actually don't think I've changed the Laws of Magic specifically, though I would have to check my notes to be sure. It's more that I've pondered the origin of magic quite a bit - where do spells come from? Why can spoken words invoke specific effects? That kind of thing - and addressing those unanswered questions made me reconsider some of the mechanical aspects of spellcraft. The short version is that internal magic (elemental, arcane, black (no longer called that) and summoning magic, as well as necromancy and the Art of the Warden) has become much more closely tied to the Dreamrealm.
I'm already curious what a rewrite would end up making this already deep and fascinating world look like and I'm sure you've improved (somehow) with the passage of time. I know I have, that's for sure haha.

Oh, so many small and big things, including some that I wanted to do even while this iteration of the RP was still running, like fixing a bunch of the confusing and misleading labels I had on things. For instance, "demon lords" are no longer a thing, nor is clearly defined good and evil; all deities save the creator spirits are "gods", and pretty much all of the beings that were previously labelled "demons" are now just variations of "angels". The class of beings previously confusingly labelled "immortals" - which would now be gods, angels and demons - are now "divines", and "demons" are "lesser" divines that, unlike angels, do not have a patron god and thus require alternative sources of power.
I've changed rune swords, a lot of the rules of magic (especially favored power)... so many different things. I even changed the fundamental structure of the world:


I'm around, safe to say. Will probably be around for more than half a century, with some luck. Actually had a direct relative hit 106, and a couple more over 100, not adjusting for scientific advancements since, so there's that.

But yeah ... the current state of the RP is a bit of a mess. Two branches of my characters are essentially deadlocked due to the other characters, so the only one who actually can do something without commandeering others (and while I know where to find Legion, Nessa hasn't be around for a while). Might keep Yanin for a reboot and leave Aemoten and Dom to their own devices for a while, if we go that route (unless we go with the modern version of Reniam that was briefly mentioned years ago, which would make reusing Aemoten more interesting)... Otherwise we're in the same place before 2021 happened. (I don't appreciate 2021 happening.)

As for the Compendium - I noticed that the Compendium had become detached from the DNS again, in addition it being rather hit or miss whether or not the automatic payment for the server worked that month and them rising the price yet again, so I figured I should maybe update it a little and move it to a Pi on a private public address. So running on this decade's software and all under my control. Maybe on Monday if nothing intervenes.

Also, can I invite Yoshua to the slumbering Prophecy discord?

Oh shit, hi Shien. I honestly haven't even installed Discord on my new PC yet, but of course you can send yoshua an invite. Also, maybe hold off on restoring the Compendium? As nice as it is to have it's not as though we need it with the RP in its current state, and I would hate for you to waste money on it.
Heh, hey yoshua. I know the feeling... I also keep wanting to continue this RP or - more likely since I have to accept that it is well and truly dead by now - reboot it. If I ever did so, however, the setting would be somewhat different from what it was originally. In the years since I created the RP-world I have begun rewriting the story it is based on, you see, and I have made changes to a lot of various things about the world in a way I think works much better and makes a lot more sense.
I've also learned a lot about being better GM in the meantime, so that would probably be rather different in a new iteration, too.

The main thing stopping me is the fact that I honestly struggle to have faith in my hypothetical players anymore. The primary reason I prefer to GM in the first place is to avoid the potential issue of the GM abandoning the RP and leaving the players hanging dry... but knowing that I will always be around as GM doesn't help much when the players abandon it instead.
Obviously I don't mean to blame anyone for leaving; no one should feel forced to participate in an RP if they no longer feel like it, and as I have always said real life comes first. But twice now on just this site I have put in huge amounts of work to make RPs (The Prophecy and Night of the Hunt) only for them to peter out and die because the players just stop posting. Stuff like this really kills my motivation for this kind of thing... so unless I someday come upon a group of thoroughly dedicated players that assure me that they'll stick around for the long haul, I don't know if I'll want to put in the work all over again.
Oh my! Well this is quite the surprise. After the last player stopped posting in this RP nearly a year ago, I admit that I have been checking in with RPGuild more out of habit than anything else. I put a huge amount of work into my RPs, and it was so demoralizing to see it abandoned by its players that I decided to take a break from RP'ing in general, just because I'm so incredibly tired of my work going to waste.

But I am here, I still have the mountain of notes I took on this RP back when it was active, still even have my little program to handle one of the quirks of false Paleblood Hunters. It might take me a moment to get back into the headspace of some of the characters, and it will certainly take me going through some of my old notes, but if there are players interested in the RP, I'm willing to give it a go.

After all, it has always been my policy to never give up on an RP as long as even a single player remains.
Taking a moment to shamelessly ignore how quiet it has been here for a while now, I just discovered that the musical score played during the boss fight against Ludwig the Accursed actually have lyrics in Latin. I've found some different claims, but the wiki page I just linked to seems to have a fairly decent translation of what the lyrics would be:

Ah, hello! That's great news! Be sure to let me know if I can help with your character.
All right, I bumped the recruitment thread, come what may.
Just posting to bump this thread a good long while later, and letting people know that the RP is not only still recruiting, but could really do with a bigger cast of players.
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