[center][h1]Night of the Marked[/h1] [hr] [img=750,369]http://4.bp.blogspot.com/-CPXk4-gNZhg/UcCRxDTbC2I/AAAAAAAANIM/IXbxp882VlU/s1600/AtTheGates.jpg[/img] [hr] [b]In the beginning, there was Day, and there was Night. The ancient men prospered under the light of the sun, and cowered beneath the pale moon. They dared not venture into the Night, for the darkness was fear and fear brought death. The creatures of the night hated the day, and mankind. They sought the blood of humans for their feasts, and dark rituals, and all manner of vile purposes. Under the pale moon they were stronger, faster, and more impervious. With their nightcraft they weaved terrible curses and alluring enchantments to ensnare their prey. Men could do naught but shudder in fear... Until, during the Day, men found fire. Fire was light, and light was life, and hope, and courage. With fire men faced the Night, and drove it back. With fire men forged steel to do battle. And with steel men chopped wood and chiseled stone, to build great walls and keep the Night at bay. Yet the pale moon rises, and the Night draws closer once more. They seek out their victims and place upon them a brand, a disgusting stigma upon the flesh. The Marked fear even their own shadows; for the dark forces flock to them no matter where they run. But hope is not lost. If the Marked slays that which branded him, he will be free. Until the sun sets once more, and the Day begins to fade...[/b][/center] [hr] [center][hider=Character Sheet] [b]Name:[/b] X [b]Age, Gender:[/b] X, X [b]Appearance:[/b] Either image or description is equally fine. [b]Personality:[/b] I'd like some flaws as well as strengths, and not just things like "average looking" or "not very social." Give your character a positive quality strong enough to carry them through tough times, but an equally negative quality that impacts their life or decisions. [b]Backstory:[/b] In addition to the important details of your characters' life, include What Marked Them, and Why. If there are details you'd prefer to keep secret, PM me. [b]Equipment:[/b] In addition to swords, shields, and so on, you may include other important items your character might make use of, such as ropes or hunting traps. These tools should be focused around whatever method you'll use to survive the Night, whether that be through battle or wits. Just don't go too crazy with it; no one can carry an entire armory. [b]Theme:[/b] Music that you feel fits the character. Not necessary, but I feel it enhances the experience. [b]Other:[/b] Anything you feel doesn't fit the above sections.[/hider] [hider=The Shadowed Vale][hider=Map][img]http://i.imgur.com/x8Z4Cq8.png[/img][/hider] The Shadowed Vale is a northwestern province of a vast human kingdom, called such for the deep darkness cast over it by mountains, thick forests, and the rolling fog that rises from the lakes and rivers. During the day, and by the light of the flames, those who live on this frontier edge of the kingdom must work themselves to the bone to eke out their living. Yet despite this, the walls of Valeton have stood strong through many a terrible Night, and have weathered under the years only to be rebuilt time and time again. It is considered by some to be a stalwart bastion, and many a knight has gone forth from its walls to face the terrors that lie beyond. Few of them ever return. [hider=Valeton]A cramped city surrounding the Valefort Castle, it is a somewhat crude and wary place. The people here are slow to trust, knowing creatures of the Night may wear the guise of a man. They are hardy and stubborn, but life weighs heavy upon them. It is simply accepted here that many children may not live past their second year, or may be snatched up and replaced with a foul Changeling. There are few who could be called nobility, many of them second sons come from other parts of the kingdom. The town guard watches with a diligent eye, their swords and spears always close by. Even during the day, bonfires burn and candles light the window sills. Count Alistair von Valens has ruled from his ancestral castle for thirty years now. He is a cold, unapproachable man, but he is ever vigilant against the Night.[/hider] [hider=Waelmist Lake]Cold mists always surround this lake, no matter what time of year or day. The rivers, full of snowmelt from the tops of the mountains, are cold enough to steal a man's breath away at a touch. Only the brave or reckless dare to take a boat into its waters, and only the stupid to swim beneath them. They say many an unfortunate has been dragged beneath, to the dark, seemingly endless depths below... Yet there are others who speak of a Pale White Lady, who sings with a beautiful voice and walks atop the water...[/hider] [hider=Darkwald]This dark forest stretches for miles, and even in brightest noon its gnarled trees block the sun, their thorned branches outstretched like waiting claws. There are many a village of goblins and fey here who seek to entice and enchant an unwary traveler, and trolls and other unpleasant beasts make their homes beneath the roots and the hills. Every so often, on a pale moon's night, they become braver and wilder and leave the forest in host to assault the walls of Valeton, and any poor homestead or farmhouse in between. Supposedly, an Elven King holds court at the forests' center, but rarely does anyone return if they are still within the thicket after dark.[/hider] [hider=The Grind]These mountains were given their name for the echoing groans and the gnashing, grinding noise of stone against stone that rolls down the valley. Some say it is the voices of giants, or the thrashing of a dragon. Others say that the mountains are beginning to fall apart, great cliffs of stone giving way and sliding this way and that. The landscape is rumored to change even between a traveler's footsteps, that he may lose his way and become a helpless meal for the monsters waiting in the caves...[/hider] [hider=The Demented Tower]Once, long ago, the ancestor of Count Valens erected this tower. Its purpose and the methods of its construction are lost to time. Foolhardy adventurers seek treasure within it, and some have indeed returned bearing gold, or bright armor, or gleaming swords. Yet many go mad or give in to temptations of the Night, and thus the place is cursed by madness...[/hider][/hider] [hider=Magic]Magic in this setting is not possessed by normal Humans, but is present. Only the creatures of the Night, and those who have sold themselves to them, have access to supernatural power. Most of the time this will take the form of the Nightkin's natural abilities: Vampires can hypnotize a victim through eye contact, a fairy can prick a human with a special arrow that causes them to fall asleep, a succubus can enter a man's dreams. Creatures who are closer to the nature of magic, or simply more powerful, may have other abilities. True Witches (as opposed to misunderstood herbalists), demons, and other such things may be able to cast stronger spells or curses. Other sources of magic, such as items and weapons, often carry a heavy price to their usage and are just as dangerous and corrupting as any other influence of the Night. In order to survive, players will have to use their natural abilities, their cunning, and the strength of character.[/hider] [hider=The Mark][img]https://upload.wikimedia.org/wikipedia/commons/8/86/Runic_letter_thurisaz.svg[/img] The Mark of the Night takes the form of a runic symbol branded upon an individual's flesh. It may be a burn, like a literal brand, or it may be a deep scar as if carved with a knife, or a tumorous growth, or any number of forms. The shape is always the same, though the placement may differ. A creature of the Night that has Marked someone is able to find them at any time, no matter how far they run or where they hide. In addition, other Nightkin will be able to sense the Mark if it is nearby, and its presence attracts them. Those who have been Marked also seem to attract each other, their paths crossing by fate. A Nightkin can only Mark one person at a time, and the Mark cannot be removed until the creature that bestowed it has been slain. However, if the person who was Marked is killed or the task of the Nightkin otherwise accomplished, the Mark will fade and the monster can then Mark another victim.[/hider] [hider=Nightkin]The Nightkin are the monsters from every dark tale, the devils of the underworld, and those who have fallen from the path of righteousness and traded their souls for power, fortune, or desire. The setting is largely Western Medieval themed, so creatures like the Fey Folk, Vampires, Werewolves, and other such things are preferred to any other kinds of demons (I know Japanese Youkai are often popular choices, but they wouldn't really work here). Other creatures that are twisted monstrosities of animal and man, or more vaguely defined demons, will also probably work. If you have any questions about whether or not your creature would be suitable, just let me know and we'll discuss it further.[/hider][/center] [hr] [center]This RP is a Dark Low-Fantasy inspired by Berserk, the Souls franchise, and dark fairy tales. There are two principal ideas. First, how will players overcome supernatural odds without magic or other superhuman abilities? Secondly, what can players create when the story is up to them, rather than the GM? Every player in this RP will be Marked by the creatures of the Night. The players choose what marked them and why. Then it's up to the characters to deal with these monstrosities when they come to make good on their marks. I control the random creatures--those not involved with player backstories--attracted by the Mark, and work with players on the storylines to run things smoothly. As long as it's reasonable, fair, and most of all [i]interesting[/i], anyone can introduce plot threads. Please post your Character Sheet Submission in this section. When it's approved you can move it to the Character tab. If you have any questions, feel free to ask! If you would like to add locations to the map, lore, or other things, just let me know and we can discuss it.[/center]