Still a blueprint so thoughts/additions are very much welcome!


Have you fled the coming of Night?
Have you followed your betters towards it?
Have you come of your own free will?
Or have you been deprived of it?

You find yourself in the small rural village of Alton-under-Hill, named in traditionally matter-of-fact Fristian sense for the hill in whose shadow it resides. Farmland neither rich nor poor can be found to the east, south and west of the village with Alton Hill rising above the surrounding plains to the north of the village. The only building with a sense of permanence is the village church whose walls are built from stone quarried leagues away and whose flint roof is said to have been constructed with materials from the surrounding farmland, giving the earth its fertility.

Nothing important ever happens in Alton-under-Hill. No kings, queens, great men or women come from the village and even its lord pays little attention to the village except for when his tax collectors bring in less than expected. Now, however, the small village has disappeared amongst a city of tents, pavilions and hastily constructed shelters as Fristia’s army follows its young prince against those who bring the Eternal Night. These creatures are simply named ‘Nightmares’ for being born out of the Creator’s tormented slumber.

The safety the army offers has attracted refugees fleeing the horde of the Eternal Night, swelling the village further and trampling the orderly farms into mud. Disease and famine has begun to spread as dwindling food stocks disappear and what remains is hoarded or stolen.

Accompanying the young prince and his army are an order dedicated to battling Nightmares and the Eternal Night which they bring. Surrounded in carefully constructed mystery and legend, the Protectors of Dawn select their candidates carefully and not all of these candidates make it into their ranks. Venerated above all else, even above the command of the Holy Triarchy from whose Church they were founded, the Protectors are looking for new recruits. You have caught their eye.


Please forgive the horrendous attempt at rhythm/poetry/literary work at the top of this page. It sounded kind of nice in my head but I'm a historian - I leave the sophisticated echelons of creativity to my wife.

With this RP you will be able to choose to be any race with almost any background. Whether you be a dwarf, elf or human (the 'civilized' races); whether you be a criminal, a farmer, a merchant or a lord; the Protectors of Dawn will take anyone in whom they see potential, conscripting where necessary.

On with the information!
-This world is distinctly medieval (specifically pre-gunpowder) and has been in this state for millennia.

-Fristia is the central nation in which this plot will be based although I am very much open to adventuring into other countries and their diverse cultures. Fristia is bordered by the Golden Sea to the East with a federation of smaller nations encircling their entire land border. A causeway to the South which rings the Union Cliffs, constructed twelve-hundred years ago, provides passage to Arlan at low tide. Once unified by a shared monarchy, Fristia and Arlan have been at odds with each other in the past three centuries with open war declared twice, the last time being a mere seventy years ago. (I would share a map but I lack the cartographic skills to create anything resembling one).

-The state religion, the only accepted and influential faith, is based around an all-powerful being simply named the 'Creator.' The organised religion is headed by the Holy Triarchy, three men or women elected by their peers until death. It is named the Church of the Dawn, often referred to simply as 'the Church'.

-Humans are the only race who walk the world's surface in number. The largest nations, in terms of landmass, are all human-ruled.

-Dwarves prefer to hide underground or in their mountain fastnesses, very few who are not merchants or ambassadors of their people venture out into the open world. Usually those who do have been exiled and so a hardened attitude is directed at any who choose to leave the dwarven cities without trade or diplomacy as their main intent. Dwarves do not believe in any god or all-powerful being. Instead they venerate their ancestors who excelled at their craft or proved particularly central to past events, revering them as most races do their gods.

-Elves have all but disappeared, having retreated into the forest they were said to have first ventured from aeons ago where they fell victim to the first Nightmare hordes. Those who survive are seen as either ancient relics or as homeless scroungers. They often find service in the Church due to their longer lives making them particularly adept at record-keeping and scholarly research.

-Magic (yes, there is some). Magic is taught only within the Church and is not something one is born to. Church teachings claim that magic is the channeling of faith in the Creator which is then returned as power which can influence the elements of the world as He did in the beginning. Some magic exists outside of the Church but is clamped down upon as being born out of the Eternal Night; stolen from the Creator and therefore blasphemous. Dwarves are able to use magic with the aid of enchanted items in which energy has been stored, they cannot call upon any power themselves, and this requires specific training also.