[center][img]http://i.imgur.com/XhA6wOP.png?1[/img][/center] [hr][hr][center][img]http://i.imgur.com/7iY4cHF.png[/img][/center][hr][hr] [indent][color=7e6e75]Redemption: The Shadows of Esarion is a collaborative story inspired by several mediums within the dark fantasy genre such as Momodora, Demon Souls, Hexen, Akame ga Kill, Claymore, and Beserk. The idea came to me when I was bouncing creative ideas for a new project with my roommate; who, at the time, was playing through the Souls series in anticipation for the newest entry to the series. The idea is that prospective players will take the role of a rebirthed individual who are known due to this reincarnation as “redeemers”, a term that applies to the fact that they are supposed to redeem humanity and bring light back from the depths of the darkness. But such redemption is hardly a simple task considering the state of the world— a world that much like Dark Souls is one swallowed in misery and ruin. The level of the setting is one that is centrally medieval with some variations to formula for creative options. When the characters awake they will find themselves face down in the dirt, gasping for air as their body is reawakened and regenerated by strange magic. They will be together in their confusion as there will be little people left in the world that they find themselves in that will be helpful, hopeful, or sympathetic— for this is a game that has been repeated several times. The rebirth of old heroes has happened for so long and with no “redemption” for the world following that they don’t see any reason to care. They choose to accept their reality. But if this is reality, why did the gods reawaken others? A valid question for many. Player Characters are lost upon their rebirth: entering a world with no answers to where they are, when they are, and who they are. They may have a name, they may have some brief thoughts on what they did; but they do not have any comprehensive knowledge or wisdom beyond that fact. Outside of retaining their skills and talents, characters will also be reborn with a power that is reflective of them; but their access to it will be brief no matter the level of power existing from within. These abilities are called the “gift of rebirth” and are unique to those who have been brought back— but it also means their soul is far more valuable this time around considering it has been imbued with divine energy. Evil men, monsters, demons, and spirits will sense this and try to harvest it for their own gain. [/color][/indent] [hr][hr][center][img]http://i.imgur.com/L4x8KAO.png[/img][/center][hr][hr] [indent][color=7e6e75]It has been several hundreds of years since The Fall of Iliandur and the great horrors were unleashed from the gates of the once great capital of the greatest Empire that humankind had ever achieved. In that time the world has tried to persevere in spite of the horrors of the damned and forsaken; putting forth all of their efforts to survive in a broken existence that has now finally reached the farthest corners of what was once the Empire’s borders which has finally forced the hand of several of the other species of life on Esarion to finally admit that the threat of the horrors from “The Hollows” are not simply the problem of humankind. But after three hundred years of sorrow, plague, and death who can believe that this realization is not one reached at too late of a time? [/color][/indent] [hr][hr][center][img]http://i.imgur.com/dpoDLbO.png[/img][/center][hr][hr] [indent][color=7e6e75][b]The Dwarven Dominion[/b] — The Dwarves of the Northern Expanse have several holds in the various mountains in the northlands, but above all of them stands Heimat as the mightiest, strongest, and largest— thus it comes to no surprise that Heimat is seen as the fundamental centerpiece of their entire hierarchy. The Dwarven Dominion remains resilient as the brunt of the horrors of “The Hollows” begin to assault their holdings. The Dwarves who consider themselves citizens of their Dominion are often believed to be largely confident that they can outlast and outfight the demons, undead, and abominations that wish them harm. They couldn’t be more wrong. The Dwarven Dominion is led by its Patriarch, [b]Thradin I Ironheart[/b]. [b]Gorgon[/b] – Prior to the calamity that destroyed Iliandur, the Human Kingdom of Gorgon was one of the only human monarchies that persisted outside the influence of The Imperium of Iliandur; a defiance enforced by their difficult to invade borders and unique geography. In recent times, Gorgon persisted to aid the efforts of holy orders in fighting back abominations until King Iaronis I Blackwater was betrayed by his brother-in-law, Turias Balladar. With the people of Gorgon under a new regime and the abominations peering into their swamp only getting worse it is a mystery if peace will truly ever come. Gorgon is led by its King, [b]Turias I Balladar[/b]. [b]Gnomarius[/b] – The Gnomes of Esarion are from the hills and rivers of the Northern Expanse, placing themselves as the “last line” of civilizations before grass turns into frost. The capital of Gnomarius, Magnus, sits upon a hill on the island of Gnosus as one of the most prestigious and advanced citadel’s in the known world and a beacon of high society. In the face of the horrors possibly reaching them the Gnomes have exponentially increased their studies to find a more efficient way of dealing with them pouring their resources into prospects in hope that they will not end up like humankind. Gnomarius is led by its King, [b]Arkimedes III Pathos[/b]. [b]Halfhaven Syndicate[/b] – A mercantile guild that has gained traction in the last three centuries and also the only tangible faction that represents Halflings on a large scale. Zealots have branded the guild as a criminal syndicate of immoral opportunists whilst others have rejected the notion entirely. While those bearing the influence of the guild never offer anything for free or against their benefit it is difficult to completely label them as criminals. The Halfhaven Syndicate is led by its leader, [b]Gwyn “Ravenhook” Creux[/b]. [b]Iliandur[/b] – The remnants of Iliandur have attempted to stay in power and assure what little people it can protect that it will do so diligently but for what was once the apex of humankind is now a shambles of what it once was with little resources and manpower to achieve much of anything. Settled in what was once a backwater rural keep is now colloquially known as “Haven”— the last respite of the old imperial monarchy. Iliandur or Haven is led by its “King”, [b]Indaxas IV Badal[/b]. [b]Lyr[/b] – The Elves of Esarion have always been distant from the other races, but following the calamity that struck the world they realized their suspicions of other races and fears of what they could bring to the world correct. Horrified by the monstrosities plaguing the lands so near to them they erected a elaborate magical barriers upon their forests, citadels, and temples to protect themselves from any incursion into their territory. Becoming more isolationist however will not protect the elves forever. Lyr is led by its Elven Queen, [b]Idrayne Taranau[/b]. [b]The Divine Flame[/b] – Of what remains of Iliandur, some say the Theocratic Domain of The Order of the Divine Flame has humankind’s best interests at heart. Centered around the oldest remaining occupied human temple, the Paladins of Helstar and Aegis seek to protect and avenge humankind. The Order is led by its leader, [b]Lothar “Lightbringer” Drox[/b]. [b]The Orc Tribes[/b] – [b]Xir[/b] – What was once the domain of the most prestigious magical education for humankind is now a magocratic state trying to figure out the best solution to the “demon” problem. Magical practitioners of all beliefs, alignment, ethics, and morals have come together to protect their academy as well as end the horrors of “The Hollows” once and for all. Xir is led by its Archon, [b]Aleandra Orphant[/b].[/color][/indent]