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What hellish creatures do cast their eyes upon our fragile, perfect world? There is but one choice left to us: unite under the strong, or be crushed under the savage. We must be ready to combat this horde that bears upon us, we must not crumble under the weight of their lies and schemes. We must be ready to show these Lords of the Outer Planes that we are stronger than they ever could be, and we will be their doom.
W h a t I s D e m o n S u n r i s e ?
Welcome to the world of Demon Sunrise, an original fantasy universe in which the realm of Men is simply one of many planes of existence. It is perhaps the least turbulent of all the realms, the least maddening and evil. All of the planes of existence are centrally linked by a mysterious and masterless realm known as Exáría, The Nexus: the world through which all must travel in order to reach their parallels.
As a player, you have a choice. You may choose to play as a Human Warlord or Saviour, a Prophet or Legendary Warrior and his followers who have united in defence of their world against an ever growing threat from beyond the veil that separates worlds. You can take control of your own hold, city or stronghold and mount your defences and rally allies in the Mortal World in order to combat a common enemy...
...Or you may choose to claim an Outer Plane, taking control of a Demon Lord or Champion whose strength grows by the day. Some say that these creatures are the remnants of The Old Princes of Ruin, the primordial Dark Gods who existed from the beginning of all things. These Champions maintain their own stronghold within their plane, and their power brings hordes of fiends and spirits and monsters and a whole host of otherworldly creatures to their cause: domination of all Planes, and ascension to Godhood.
Will you ally with your fellow Human Saviours, or make pacts with Demon Lords to gain the upper hand. Will you fight alongside your fellow Planar Champions to crush the Humans, or will the desire for conquest lead you to the gates of your fellow Demon Lords?
There is to be one Plane per player, and he who claims a Plane can designate it's geography and details as they see fit. The exception here is the Mortal Plane, which can have multiple players inhabiting it, and it's geography will be partially already designated; it's creatures will also have harsher restrictions, as players choosing to inhabit it are restricted to playing as Humans (albeit magical ones).
Beware, however, those who choose to establish themselves as a Lord of an Outer Plane, for these Planes do not belong to you, and if the forces that created them were to ever return, they would surely not respond to your assumed dominion well...
This RP adheres to 'Advanced' guild standard.
T h e P l a n e s
These sprawling yet empty halls speak of times before Ruin; a time in which Creation was peaceful and unified. It is only through Exáría that the denizens of our universe can traverse the infinite void between Planes. The megastructure has no known limits, with a titanic super chamber at it's heart that holds a separate gateway to each of the realms. Men are said to marvel at the silent awesomeness of such a sight, for this central chamber's roof is as high as the clouds, and it's intricate and encrusted floor spans further than any battlefield. It is said that armies in times past have met here, and that some of the greatest battles in history have been fought between the Portals. You can sense the unease in a place like this. You know that armies will clash still, and the fate of everything will hang in the balance.
-You cannot claim this plane-
A plane of eternal shadow and unrelenting darkness. Aárdu Lyásí is supposedly the mighty abyss between worlds, yet none have ever been able to prove such myths as true, for none who have wandered unwittingly into this mighty umbra have ever been able to navigate their way to the sunlight once more. Some claim that Aárdu Lyásí is an abyss in more than just name, and is in fact the deepest recess of an ancient scar in creation where the darkest of creatures reside; others are adamant that it is the realm of a greater power who was cast down before light could be cast upon his mighty plane. Here you may find creatures of the dark stalking the dizzying heights and claustrophobic paths of a world without light.
Themes
Darkness
Shadows
Disrepair
A supposedly infinite plane of tainted life. Towering trees and mysterious waterfalls stretch far beyond the horizon - one can easily find themselves lost within the haunted undergrowth, where the sun is quickly blotted out by a canopy that is as thick as it is imposing. Fél Válásí may have once been a land dedicated to life and all it's wonders, but if true, that no longer so. None can say what spirits, beasts and twisted creatures lurk within the never-ending maze of the Verdance.
Themes
Beasts
Natural Spirits
Nature
Life
The stories say that this is a land where the souls of the dead will go to find peace. The winds howl with a certain ferocity here, colder than any other. The eternal moon casts blue over the sea of gravestones and macabre castles filled with lamenting souls. They say that every star that can be seen in the ghostly skies of Iíoá Yuávíór is the fading light of a different soul, and the incandescent pillars that can be seen rising above even the most mighty stronghold of souls are constructed as conduits for some greater power to harness power from souls that find their place in the Wraith Lands.
Themes
Death
Spirits
Souls
Wraiths
Undead
A fragmented plane of shifting, nightmarish design. The plains bend and shift in ways that defy logic, with creatures of similar illogicality roaming the land of a thousand twisted lights. Places will change on some unknown whim, and areas the size of a castle to a continent will simply break away from others to float into a black, starless sky on some arcane winds. It has been called the Garden of Puzzles by some, and the Consuming Madness by others. It is a place not meant for weak willed mortals and their ilk. Indár Sólásí is a plane built by a truly insane deity, indeed.
Themes
Madness
Change
Illogicality
Fear
A realm of fire, bone and pain. This land is what most would consider 'Hell.' Pillars of corpses can be seen for miles, rising into the smokey sky like titanic monoliths dedicated to some long lost god who revelled in suffering. Screams fill the air in this plane of fire, the heat able to drive the stoutest of men mad before bringing about their swift end. It is said that each death across all the realms simply adds to Féron Khól's already mighty display of seared bones.
Themes
Pain
Fire
Anger
Blood
This is the world of Mortal Men. They are a brave, noble species, more tenacious and determined than any other. They are perhaps the most complex creatures in all of the Planes, capable of both evil and good, and of incredible strength and devastating weakness.
Between the towering snow capped mountain ranges, lush valleys thrives amidst clear glacial rivers and ancient, dilapidated carvings of heroes from times past. Villages dot the expansive landscape from the Frigid Northlands to the fertile Southern Sea, and strongholds of the brave and the powerful stand mighty and proud above all else. But this land is the one most ravaged by the fearsome denizens of the Outer Planes, and the Humans have grown disheartened in recent generations; lacking the will to continue to resist. But heroes of the age have risen up to unite the clans and warbands and guilds and tribes of the Mortal Lands, heroes that impossibly outclass their fellow Men in every respect. These great warriors will no doubt be the saving grace of the Mortal Lands, if there is such a thing at all.
It is often assumed that the Mortal Lands are simply another plane of existence, just like the others; rather than a focal point through which all others are dependant on. This would of course mean that Humans are in fact a very specific form of Demon, as much as they would like to deny. This would explain their magical sensitivity and the potential for the most powerful few to become equals of the mighty Demon Lords.
Map
Pending.
They say that all of the coldness in one's heart can be traced back through the veil to Vórós Khástar. This land is as unforgiving as it is mysterious; a world bleak and desolate indeed. It has been said that no mortal nor God has ever seen to the hellish bedrock upon which this gargantuan mountain range rests upon, high above clouds of ice and malice. Snow falls inexplicably and without mercy, never relenting, reducing sight to almost nil and disorienting all those who attempt to navigate these twisting mountain pathways that are littered with forboding fortresses carved by some unknown being in the likeness of his own screaming skull. Few know what lies at the heart of the Frigid Scar, and fewer still would gamble their life on finding out.
Themes
Ice
Cold
Winter
In Fél Várást, you may find an eternal conflict, a never-ending struggle for power. The once beautiful plains are now simply battlefields, serving as a theatre for a war that has long since lost it's purpose, along with any reasoning that may have spawned it. Now, the barbaric denizens of this land turn upon one another, each with an agenda of their own, plotting to overthrow and conquer his peers in brutal displays of betrayal and scheming - all in the name of glory and power. Hundreds of fortresses are erected upon this plain daily, and hundreds are shattered to dust by siege weapons of immense proportions. It would seem none are able to gain a footing in this land of war, where alliances run skin deep, and the lust for conquest takes root deep within the soul.
Themes
Glory
Combat
War
Domination
Rhul Tháar, The Garden of Filth, is widely considered a mistake. It is a pox on creation; a vile, foul, despicable place of putrid decay and rotting disease. This Plane was intended to be a system of caves that would span for hundreds of thousands of miles, with caverns the size of cities and a network of tunnels so vast that not even it's creator would have been capable of committing it all to memory. But something wrong has happened in this mysterious world, and what was once a grand design is now the embodiment of rot and disease. The very walls spout boils, and pus leaks from the floor. Mucus floods some chambers, and rotting flesh hangs from others. Creatures lurk within the decaying squalor, feasting and scattering at the sight of the more ferocious and utterly repulsive monsters than have been known to stalk these halls.
Themes
Rot
Decay
Disease
Filth
There is a place in which a soul will never wish to find itself - the Desolate Labyrinth. A plane as bare as can be, a flat expanse of dirt, illuminated by some unholy perpetual light. To the observer, this land is empty, with no redeeming factors. Only those mad enough to venture forth will begin to see the Labyrinth: a towering maze of rock and bone, whose halls are impossible to navigate from once entered. There may be cities and fortresses nestled within the maze, but if so, none without the permission of this realm's master to enter would ever stumble across them.
Themes
Loneliness
Loss
Terror
Desolation
The Mirror of the Wind is a beautiful sight to behold, where the 'sun' is always just upon the horizon, casting a golden dusk upon this boundless world of wind and sky. There is little solid land in this world, and 'up' and 'down' have no meaning. There are occasional city-sized chunks of rock hurtling through the skies, upon which great strongholds have been constructed. Some say that the centre of the Grand Mirror is the Gate to the Nexus, whose magic is so powerful that it compels this howling realm around it.
Themes
Air
Sky
Wind
Liberation
Somewhere in Creation is a swirling quagmire of screams and iron, an incomprehensible storm of pain. Somewhere within this godforsaken pit is a chain whose proportions are unlike anything else, larger than a Mortal may dare to imagine; seemingly without end, and without beginning. Some malevolent entity has constructed upon the length of this hanging Spine of Iron an endless system of torture and slavery platforms the size of cities, each one clinging to it's unholy support construct through some unknown means. Upon these platforms take place dark rituals indeed - truly the one true prison in all of Creation.
Themes
Incarceration
Slavery
Trapped
Torture
The infinite plane of Void and Matter where negative and positive energies dance to harmonious quantum resonance. The edge of its expanse travels faster than the light chasing it through space, a surging wave of potential energy. Sentient Stars of Light arrange themselves in constellations to govern terrestrial bodies with their heavenly guidance, gliding on ellipses and spirals in perfect arrangement set in the eternal filament. It is known to few whom the Stars are the great benefactors of; it is said that when one communicates with that inner voice they believe to be themselves, they are in fact communicating with Thul Ithílíá.
Themes
Resonance
Matter
Stars
Time
The Pit of Sorrows was supposedly once a part of the much larger Spine of Iron, functioning as the apparent end of the Central Chain, separated from it by a gargantuan wall of chains that was adorned with innumerable hanging shackles that seemed to harbour a host of incredibly dark creatures who dwelled in the dull pits below. Legend has it that the Pit was forcefully ripped from the rest of the Chain, allowing it to free fall through the void, between all the other Planes. It is said that over time, the Pit of Sorrows became it's own Plane entirely, and the strange and horrifying creatures who still dwell there are testament to this.
The Plane is suspended entirely from a fettered roof, that was once the wall between the two sections of the Spine long ago. Below is nothing but the empty void itself. Anything that survives in this terrifying land has had to build it's home upon the hanging bonds; enduring physical punishment and the harsh energies of the Void itself.
Themes
Evil
Void
Neglect
Binding
C r e a t i n g A F a c t i o n
If you wish to apply, please create your faction (bear in mind this is split up in to smaller sections to keep things manageable) using the sheet below. The sheet to use will vary depending on whether or not you wish to play as a Human Faction, or if you wish to claim an Outer Plane and become a Demon Lord.
H u m a n S h e e t
Name: (The name of your hero. This character is your leader, and is going to be essential in the times to come)
Appearance: (Pretty self explanatory. Pictures or Description. Both preferred)
History: (A little something something about the history of the Hero. How have they gotten to the point at which they have been able to unite enough Humans to lead a faction)
Personality: (Does this leader rule through fear or charisma? Displays of power, perhaps? How does he treat his followers)
Armaments: (What equipment does this hero usually carry? This can be a listing of all his legendary and magical armour and weapons, along with any significant trinkets that may influence or improve his abilities)
Abilities: (What natural talents does your hero possess? What magical abilities do they have control over? Heroes are incredibly powerful, on par with Greater Demons, so feel free to go a little wild with this, though I will let you know if you go too far. Just be reasonable.)
Name: (What is the name of your stronghold?)
Type: (Is it a small city? A fortified town? A Castle or keep? Let us know, you prune)
Location: (You may ignore this until a map of the Mortal Lands is complete.)
Description: (Tell us all about your stronghold. it's layout and design, it's function and capabilities. Everything. Damn it, everything.)
Name: (What is your faction called?)
Size: (How many people are considered a part of your faction? this usually varies between 100-5000, and any number of them can be military. Remember, it's a faction, not a nation!)
Hierarchy and Culture: (What is life like within your faction? How does one advance, and what ranks are there? How are people treated and trained? What is their reason for founding?)
History: (Tell us of the founding of your faction)
Military Capabilities: (List all your unit types, and their capabilities. This is mostly to help others grasp the feel of how your faction will fight - this category is not a power play, so don't be a shart.)
Banner: (Totally optional)
O u t e r P l a n e S h e e t
Plane: (Which Plane is your faction located in? Your Lord and Faction must be in some way linked or similar in style to the Plane in which you choose to reside. It is a necessity that your faction in some way incorporates one of the themes of your chosen Plane. Fuck this up and chances are i'm going to get you to make a lot of heavy changes, so think hard. Also, check the OOC to ensure your chosen plane hasn't already been claimed, as this could save you a lot of time. There can only be one faction per Outer Plane.)
Name: (The name of your Lord. This character is your leader, and is going to be essential in the times to come)
Type: (What is your Champion? A particularly powerful Demon or Spirit? An unnatural beast of unnerving leadership capabilities? A Demigod of some description?)
Appearance: (Pretty self explanatory. Pictures or Description. Both preferred)
Personality and Drive: (What drives your leader to do what he does? What is his ultimate goal?)
History: (A little something something about the history of the Lord. How have they gotten to the point they are at, and how did they create their host?)
Armaments: (Does your Lord even carry weapons? If so, tell us here. If not, tell us what they usually use to kill stuff. (Unless those means are magical, in which case ignore this and place in category below)
Abilities: (What powers does your Lord have? This includes magic or anything of the sort. Demon Lords can be pretty damn powerful, so feel free to play around. I will be taking special notice of this category, however, so don't be a brat with this freedom.)
Name: (What is the name of your holding?)
Type: (What is your holding? A demonic fortress maybe? A conjured tower of flames? Tell me!!)
Description: (Tell us all about your Holding. it's layout and design, it's function and capabilities. Everything. Damn it, everything.)
Name: (What is your host / warband called?)
Size: (How many creatures are considered a part of your host? this usually varies between 100-5000. Remember, it's a faction, not a nation!)
Hierarchy and Culture: (What is life like within your warband host?? How does one advance, and what ranks are there? What is their reason for following your Lord?)
History: (Tell us of the founding of your Host)
Military Capabilities: (List all your unit types, and their capabilities. This is mostly to help others grasp the feel of how your faction will fight - this category is not a power play, so don't be a shart.)
Warcry: (Totally optional)
O t h e r I n f o r m a t i o n
I would just like to bring up some basic contextual and gameplay points in regards to this RP: namely that, like all RPs should be (though NRPs manage to find a way to fall out of this) an exercise in collaborative storytelling. There is a plot, and I will be unrolling it over time, with each player getting something different out of it, as it will be pretty personalised; but as with all things, how much enjoyment you get from this RP will be directly proportional to how much you put in. What I mean by this is that I highly encourage you to open dialogues with your fellow players and develop your own internal plots and subplots, schemes and plans. Have your own story outline planned in your head too, and you will have a good time fighting for your corner of Creation in this RP. If you 'just wait' for something to happen, you may be bitterly disappointed. So get out there and start some fires.
Something I would also like to address is how NRPs can often become simple power struggles between players, waving their electronic faction penis at others and trying to be the best. Now I know everybody who has read this far is as much against this sort of play as I am, but i'm going to say it anyway: Combat and battles are a story device.
Only. Any combat that the writers cannot resolve between them will be resolved by me, and you will probably like the result less than you would if you agreed with one another. So play nice, it's just a story. Plus you seem way cooler if you put the story first, and an elephant like myself never forgets that.
C l a i m e d P l a n e s
Claim a Plane by completing an application and having it accepted. You can hold a plane temporarily for yourself by submitting an application with substantial content for a Plane that has relatively little application competition, even though it may not be complete yet.
The Mortal Lands [ X ] - Maximum 5 player capacity - Flagg, Terminal, Saint, Vahir, ASTA
The Ashen Abyss [ X ] - Claimed - GreivousKhan
The Eternal Verdance [ X ] - Claimed - TwistedSun
The Nightmare Steppes [ ] - Unclaimed
The Wraith Lands [ X ] - Claimed - Raptorman
The Searing Wastes [ X ] - Claimed - MonkeyPants
Eternal Judgement [ X ] - Claimed - Sigma
The Frigid Scar [ X ] - Claimed - Peace Keeper
The Garden of Filth [ X ] - Claimed - Palamon
Sea of Stars [ X ] - Claimed - Milieu
Spine of Iron [ X ] - Claimed - The Fair Lady
Desolate Labyrinth [ X ] - Claimed - Marra Mistborn
Mirror of the Wind [ X ] - Claimed - Legion020
The Pit of Sorrows [ ] - Unclaimed
C u r r e n t F a c t i o n s
-Human-
The Human Factions - Terminal, Flagg, SaintArey
The order of the Tower by Vahir
Magnum Xea by ASTA
-Outer Plane-
Children of Night by GreviousKhan
Servants of the Imprisoned by Peace Keeper
The Decay by Palamon
Legion of the Exalted One by Sigma
Gemini Sigma Alliance by Milieu
Emyra's Embraced by Marra Mistborn
The Grey Legion by Legion020
The Radiant Legion by Raptorman
The Eternally Tormented by Monkeypants
Eèl Hétrya Válásí by TwistedSun
N P C c h a r a c t e r s
There is a Man who wanders the farthest shores of Iíoá Kháldór, a man who can be seen in every city and every town; he is said to appear at the corner of your eye when you feel most vulnerable and defeated. There have been tales told of this figure, presenting him both as fact and as some perverse modern mythological creature - but they all point to the same, mysterious Man. Every account of the Wanderer is generally universally the same: hooded, dark, tall, exuding an aura of dread. Those with the misfortune of seeing the Wanderer in the distance all claim that they could have sworn that he wore an inhuman grin, framed by eyes of fire that pierced the shadows. It is as if he was waiting for them.
And all those that have the misfortune of seeing this Man all end up in the grave before long.
Before the Night Mother began her rise to power in the Ashen Abyss, a much more primal monster lurked in the ineffable umbra. The Monster that lurked in the deepest recesses of the abyss is still said to do so, never being able to be purged by the Night Mother or her forces. Perhaps this monster is a greater embodiment of the night than even she. The Moonlit beast is supposedly the spawn of the darkness itself, the very spirit of Aárdú Lyásí; a horrifying amalgamation of solid shadows and claw, with a roar that could shatter mountains and reach from the very depths of the abyss itself to chill even the stoutest of Demon Lords.
Beware, the Moonlit Beast is a cunning and most frightening foe, who can only wish to reclaim its seat as the most feared Demon of the Abyss.
The glacial Rimeheart was once a simple Ice Behemoth before the rise of Eredun, when the Ice Wraith who took it upon himself to enslave all the native beasts of the Frigid Scar. This is the only known case of a creature of the Winter not only to be able to resist the effects of the Pendant of Winter, but to be empowered by it. What was once a simple behemoth became a true terror to behold; Rimeheart’s face twisted and distorted from the power he found himself controlling, his body bulged and hardened, his skin forming a layer of indestructible magical ice. Wings spouted from his back, huge and foreboding, blocking out what little of the thin light in Vórós Khástar existed. He is now said to walk upon the great plains of the Scar, calling out with unimaginable sorrow to the horizon, hoping to find more of his kind that maintained their freedom. Of course, none of his brothers are free - it is only he.
One simply cannot imagine the lengths such a creature would go through to free itself from an existence as lonely as his.
It has often been a misconception that the most powerful of beings walk tall, towering above those that they presume to call their inferiors. The existence of the Serpent is testament to the folly of this notion. A slender, cunning creature slithers through the vile undergrowth of the Gardens of Filth, thriving in the uncleanness and dominating the furthest reaches of the Gardens. If you were to be able to find a way to communicate with the denizens of the unclean realm, they would tell you that a power struggle is obvious to all but the Lord of Decay; a powerful creature indeed, but whose domain is closed on by all sides by an arguably much more sinister beast. It is said that the serpent merely wishes to corrupt all that he sees, a fittingly biblical goal for a serpent with eyes that reflect the very essence of decay and rot.
The Serpent’s influence grows ever stronger, and it's hungering eyes are set upon Toruz Mak; a city that it would see fall into even greater disrepair.
Rival Warlords have been in conflict in this realm for as long as any Demon Lord can remember. Some rise and fall with such speed that their names are not even registered in the annals of history. But some are so legendary that they are feared even beyond the Plane of Eternal Conflict; in this case, the Walking Mountain is a perfect example of such. It is sad that he controls over half of Fél Várást, though there is some dispute as to whether or not this is actually true. He commands a legion of followers, whom he rules purely through fear. The Mountain is given his name because he stands taller than any other, his titanic form stretching miles into the arcane clouds. His fists can shatter the very earth, and his feet leave sundering fissures stretching to the horizon with every step. Like all of his realm, he exists to conquer - and the Demon Lord Tyranthos has proven to be his most worthy adversary yet.
The Mountain’s war machines march ever onwards. War has always been in this Plane, but War is about to become more fearsome and bloody than it ever has been.
Where there is light, there is a pit of darkness from which no light may escape. While some Demon Lords may present themselves under moral righteousness, their opposites will exist, and they will seek to bring an end to the light.
Eta Carinae’s opposite takes the form of the Black Star, the darkest of bodies found at the very edge of the Sea of Stars. The stories say that he was once a Firefly, much like Admonition and Grace, but one that burned black with envy at every ounce of joy that his species would feel without him. He was solitary, and to this day remains so. None can say precisely what his motive truly is, other than to consume all the light of Eta Carinae and it’s subordinates. It cannot stand that they are loved and adored, and he is not. After all, is he not just as magnificent and powerful as they? Does his lightless expanse not inspire mystery and enigma in those who look to him?
There are always beings like this: those that are set in their ways; those that know that if they cannot attain the love that their peers command, then they would have to take it by force.
There was a man once loved in life as the greatest poet and bard that the world had ever known. Women would swoon at his every word, and each lyrical note from his lips would inspire the greatest of emotions in all those whom he surrounded himself with. When he was slit at the hands of a jealous assassin, he found himself not in the lands of Death or Fire, but rather in the endless maze of a Demon Lord who craved love in greater quantities than he could inspire. His death had turned him enigmatic, and he seems untouchable by the roaming creatures of the Labyrinth, even by the deadly embrace of Emyra herself. Death can turn a man bitter, and whispers can be heard that claim he is not a loving individual, but rather the greatest deceiver that creation has ever known; and that he is willing to use his gifts and talents to manipulate even Emyra for his own ends.
One must be careful diving into love. It is a double edged sword that the Lost Poet wields it with masterful grace.
Where there is beast, there is master. Or so the Rider adamantly believes - especially when confronting Kohoran, the Ancient Dragon. This inter-planar Demon Lord takes pride in the hunt, his origins unknown. He currently rides an Elder Dragon named Echelon, a great beast of iron and stone, but he seeks bigger game; to the break the spirit of a fellow Demon Lord. He circles the thin clouds on the outer reaches of the Mirror of the Wind, constantly watching, biding his time, devising his grand scheme so that he may claim the Plane for himself, and become an unstoppable force at the same time.
The Rider will stop at nothing to tame the legendary Kohoran, and his vicious determination will show through as he becomes more obsessed with the idea.
It is said that a single soul did escape the grasp of Evarast during his ascension to Demon Lord, where all others were consumed by his hunger. The resilience of spirits is well known, but no others have ever demonstrated it to such an extreme beforehand. The unnamed spirit, called ‘The Survivor’ by some, was said to break free from Evarast’s grasp only to assimilate his own host of spirits, detracting from the flow that was empowering the Wraith Lord, and diverting them to a construct of spirits who would resist his touch. Presently, the Survivor is the very embodiment of resistance to Evarast’s influence, freeing spirits where possible and sowing discord within his ranks wherever the opportunity presents itself. The Survivor is not only cunning, but powerful, and every soul who desires freedom within the Wraith Lands can find itself empowering this Lord exponentially.
Evarast must act against the Survivor soon, or he may see his work undone and his power dissipated back to the Plane.
Some prominent Demon Lords are newcomers to their Plane, and while their rapid power increases are incredible and rare situations, they can often be in the shadow of Demon Lords who have resided in their Planes for magnitudes longer. The Searing King is one such example of this, especially in comparison to the Sufferer. The Searing King sees this newcomer as a rebel and a nuisance, but not a real threat; the King of the Wastes sits upon his throne, laughing to himself and watching every vengeful move of his newfound rival.
His throne of flames grows more intense by the hour, and his smouldering mace hungers for the blood of his demonic brother; his empty eyes and seared crown speak of untold desire for destruction and pain. But he waits, and he watches, and he subtly influences his Plane to give the Sufferer the greatest chance to become powerful, before he can strike him down and feel the rush of victory against a worthy foe one last time.
The Searing King is powerful and utterly ruthless, but his arrogance could be his folly. That said, his arrogance is substantiated - perhaps more so than any other Demon Lord alive.
Some beings exist between the Planes in order to preserve some kind of balance. At least they hope to.
All things are tied to the Nexus, and extreme fluctuations that simply should not exist are often answered by the most arcane of creatures who seem to reside in the grand Central Plane. The arguably sacrilegious actions of the Haunter, Magnus Xea, have attracted the attention of a creature that is neither Demon Lord, nor Dhalvori, but something different entirely: a sentient guardian that seeks those who abuse the non-consensual summoning of souls from one world to the next, a warden against the consumption of natural souls and the devouring of the essence of any of the Dhalvori.
They call these beings Planekeepers, and they were said to once have been for a much greater purpose than to hunt particularly dangerous creatures who do not seem to be at home in any Plane of existence. But as of recent years, they apparently have lost that purpose, and have devoted themselves to the much more menial task that occupies them to this day.
These creatures are legendary - almost mythical. With the power to match a Demon Lord and the cunning the outwit a Human Champion, the Planekeepers are a terrifying foe to behold. But this nameless individual has made it his personal goal to bring an end to this particular Haunter, watching the fluctuations from within the nexus, biding his time, waiting for the perfect opportunity to possess a summoning spell of Xea and put an end to the killer for good.
They say the spirit of a great individual lurks somewhere deep within the forest of the Verdance. He may have once been known as the wisest of sages, the most spiritual of leaders, the most attuned of elders. The story goes that he would have done anything to protect his beautiful land from the ravages of the corrupting poison that inexplicably seemed to creep across his world, and called upon the purest powers left in the natural world to take on a new shape: that of a grand beast, with immaculate fur of white, lined with dashes of umbral black; he is said to have claws the length of men, and fangs even more fearsome. Such a creature would be capable of being utterly ferocious of it's own volition, but the Grand Sagestalker is something else entirely. They say that he retains his mind from days past, and often speaks to those lost in the forest, offering guidance and counsel for any who desire his aid. He wishes to protect the beauty of his land at any cost.
Those who find themselves at the receiving end of his fearsome territoriality will often find themselves subject to a test of character, often in the form of riddles or a game of wit. Those who fail his trials are more often than not torn apart by the unnaturally powerful Beast, who is empowered not only by his nature, but by a pure magic that is found almost nowhere in Creation
It is said that the creature who tore the Pit from the Spine of Iron was a mighty serpent, miles long with teeth borne of foul solidified void - an embodiment of the emptiness beyond worlds, the incarnation of evil. There are some still who say that Sunder, He Who Gnaws at the World, is not Dhalvori, but even more primal still; a natural opposition of the original twelve who created the worlds of Dhalari. If this were to be true, then the beast who swims through the deep blankness would be more dangerous that it would be safe to imagine.
Chatzy
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