[center][h1] The Fading World[/h1][/center] [center][img]http://i.imgur.com/BkXfj4w.jpg?1[/img][/center] The world is dying. Anyone can feel it. From the Kings in their castles to the most ragged vagrant on the roads. A slow and creeping decay has been edging its way over the lands with plagues and famines. So many crops fail. So few plants will grow. The days are shorter. So many places are now overtaken by barren waste and foetid swamps. Magic is leaving, leeching out of the fabric of the world, and the life force of the land is leaving with it. Dragons and other creatures died out years ago, and magic has become more and more scarce. The lands that remain fight over what resources remain..and from that one nation has risen to a position of superiority, Yulia.[/font] [center][h1] The Risen Power[/h1][/center] [center][img]http://i.imgur.com/2EqTyT5.png?1[/img][/center] The nation of Yulia. Once a small, mountainous kingdom in the north with little influence on the world, Yulia nevertheless held its own rigid laws and conventions even then. [list][*]Only a man may lift a sword, even in defence. [*]Only a woman may learn the ways of magic. [*]Neither will disguise as the other. [*]No man may take another man as a lover, nor any woman take another woman. [*]No man nor woman may hold any worship for the gods. Clerics are committing crimes against the people by encouraging them to have faith in nebulous forces and not in themselves. [*] Obey the Inquisition at all costs. [/list] This nation might have remained relatively obscure, were it not for one great factor that changed the balance of power in the lands. Whilst most Kingdoms lost any trace of magical abilities in their bloodlines, Yulia's mages remained. They were strong, and dangerous. The Wizard's Guild and the Royal Inquisition made devastating use of battle-magic and blessing of weapons and armour. Bolstered by this power that no-one else might possess, the Yulians began an aggressive campaign of expansion and conquest, pushing their borders out and absorbing the surrounding lands. [b]Pradus[/b], land of stalwart soldiers and renowned smiths was overrun, people forced down the mines and into the forges to fuel the war machine. [b]Miriand[/b], kingdom of clerics and the Great Church, burned as Yulia's hatred for the gods was turned upon those who attempted to call on their power. [b]Aressa[/b], land of the fearsome Wolf Knights held out for months under the onslaught, but was eventually brought to heel. Yulia held superiority over the continent. But this would not save them, or anyone else from the creeping decay. Quietly the wizard school and the inquisition plotted and schemed within the walls of the fortresses, seeking out a way to turn the tides of destruction. [hr] [h1] The Setting [/h1] [img]http://i.imgur.com/90aw7Gz.jpg?1[/img] Midgate. A large, drizzly border town between Pradus and Aressa, once a trading post where Pradians came to sell their wears to the Aressan citizenry, the place has become filled to the brim with Yulian Troops as they've taken over Midgate Fort, a once seldom-used castle along the walls. Midgate Fort now serves both as a barracks for the troops of the Yulian Army, and a prison for the Yulian Inquisition. Many who have broken the strict moral codes of their new empire have found themselves facing the rest of their life within those dark, dank walls...alongside those who found themselves on the wrong side of the war with Yulia. The Inquisition is brutal, merciless...and up to something behind closed doors. Meanwhile, in the town itself, there is activity in hidden places. A group of rebels from the four kingdoms have setup an underground network within the town, working towards one purpose...the liberation of Midgate Prison. Rumours have it that within its walls are some very high profile prisoners...including, perhaps, the heir to the throne of Aressa. But to do that, they will have to get in, and defy the force of magic itself. [hr] [h1] The OOC [/h1] Hello and welcome to Lost Lands. I am Vit, your GM for the evening. Lost Lands is a medieval fantasy-type RP with a dark setting, inspired in part by Berserk and things of a similar, based on a setting I created for a tabletop campaign a while ago. This on the other hand, is more broad and freeform in its approach rather than setting a specific quest for players. A rebel looking to break in? A prisoner looking to break out? A Yulian soldier, mage, inquisitor, there to uphold the will of the empire? A neutral party out to save their own skin? The choice is yours. [hr] [h1] Rules and Additional Reading [/h1] [hider=Rules and Guidelines] [list][*] This is fantasy, but not in a tolkien sense. There are people, there is magic, and there are monsters. You will get many kingdoms with many cultures, and you will find many strange and horrific creatures in the wilds, but the two do not intersect much. The only creatures that one might truly call civilized would be humans. [*] Magic is rare and is difficult. Magic exists only in much frequency within Yulia, and there those with that talent are very tightly controlled. To be able to manipulate the forces of the cosmos is extremely difficult and can be likened to extreme physical exertion. As with Yulian tradition, most magic users would never have been educated in weapon use. Magic is a very powerful thing in the right hands, but does not necessarily mean a mage could lord it over other characters. Much like wolves, they're far more dangerous in groups. [*]Images are fine. (But I won't think less of you if they're not there.) Anime images are perfectly fine, as are more classical fantasy illustrations. Would prefer art to photographs though, as we're going for a fantasy feel. [*] Whilst I'm trying to go for kind of a loose feel rather than pre-set roles, please mention if you'd like a role as something prominent (e.g The Aressan Heir, a Rebel Leader, Midgate's General etc so everyone is aware of this. Also please post your character sheet in the OOC first, so I can ensure it fits the setting. c: [*] Fantasy means you don't have to make things utterly accurate. Female knights. Peculiar weaponry. Outlandish deities and belief systems. All are fine.[/list][/hider] [hider= Additional Info: Kingdoms] [hider=Yulia] [img]http://i.imgur.com/2EqTyT5.png?1[/img] The ruling power in the fading world, the Kingdom of Yulia is a monarchy that has risen to great power through its command of magic. It maintains the only remaining school of magic, and the only properly militarized magic users. It has also conquered many other Kingdoms and imposed upon them its strict 'moral code'. [list] [*]Only a man may lift a sword, even in defence. [*]Only a woman may learn to fight using magic. [*]Neither will disguise as the other. [*]No man may take another man as a lover, nor any woman take another woman. [*]No man nor woman may hold any worship for the gods. Clerics are committing cries against the people by encouraging them to have faith in nebulous forces and not in themselves. [*]Obey the Inquisition at all costs. [/list] Within this framework, they remain a terrifying force. Both of their branches of fighter are conditioned for utter loyalty. Yulian soldiers' armour and weapons are blessed with magic, often trailing fire or light behind them as they swing, much the same as their enchanted armour may allow them unholy speed or steadfastness. Often charms will alow them to feel no pain, and to continue laying into enemies until they fall lifeless, a horrifying spectacle to behold. Yulian battle mages are all female, and have been trained practically from birth to channel magical forces. The intensity of the training and the imposition of the Yulian ideals means that most will live their lives as little more than puppets for the regime, whose bodies will eventually fail under the strain of constant casting. Yulia is ruled by the King, up in his lofty castle, and The Inquisition, the doers of his will. The Inquisition are the arbiters of the law in Yulia and all the conquered nations. Killing and torture is daily business for them, and they gleefully track down breakers of the codes. In recent years though, Yulia has struggled to hold onto power in its bloated empire. Unrest at the edges combined with its mages dying and few being born to replace them has made their power unstable...and they have countered this with even greater brutality. [/hider] [hider=Pradus] [img]http://i.imgur.com/Rd29tYD.png?1[/img] A storm-beaten land rich in minerals and ores for mining, Pradus has long been known for both its hardy folk, and its greatly superiour crafts. The mines brought out ores to the forges who brought the strange metals of the earth to the master smiths. Some of the most legendary weapons were put together by Pradian smiths... and most have learned to use weapons, able to make deadly tools even from crude items of toil. No shock then that Yulian hold on the small kingdom was often upset by popular uprisings, with miners facing more and more dangerous conditions with the demands for more weaaponry and armour for the mages to enchant. The Inquistion came down fast and hard upon the workers each time however, making an example of leaders that was, to say the least... frightening. [/hider] [hider=Miriand] [img]http://i.imgur.com/qMzVpfj.png?1[/img] Sat within a large basin of low hills is Miriand, once the centre for the Great Church, and the clerics and paladins from within it. The kingdom was once a theocracy, dedicated to everything in the glory of the gods. In many ways t could make the folks within it haughty and intolerant, but it also meant they focused on acts of charity ad benevolence. Miriand produced some of the most talented doctors and medic, many of its clerics training as such in order to ease the suffering of the sick and injured. The invasion put pay to that however. While Yulia desired the medical knowledge of Miriand, they despised the clerics, and such people were subject to brutal punishment for 'leading the people astray'.[/hider] [hider=Aressa] [img]http://i.imgur.com/BEE9AfK.png?1[/img] In the forested river valleys along the edges of the wall stands Aressa, a people that if they lacked the hardiness of Pradians or the talents of Mirians, made up for it in bravery and unwillingness to bow. Raised on codes of chivalry and honour, the armies of the nation had no qualms in defending their land to the bitter end. The Aressans and their wolf knights, elite lines that dressed in helms resembling wolf heads, held of the Yulian advance for two years. It was not until the Inquisition was able to steal into the Aressan capital, steal the only heir, and plunge a dagger into the back of the monarch, that the lines of defence began to breakdown. Rudderless, without a figurehead, the morale was broken, and it was only a matter of time until the nation fell, removing the last barrier between the Yulians and the wall. The heir to the throne was spirited away to the Yulian capital, never to be seen again, and the wolf knights made an example of to those that might get ideas about showing insolence to their betters.[/hider] [/hider] [hider= Gods and Goddesses] [b]Tinon God of Sunlight, Natural Fire Death and Birth. 'Father' of the Gods Patron of Ends and Beginnings[/b] Tinon is often portrayed as a man with white hair, or a man with the head of a white eagle, and inspires the crest of Miriand. His domain is to oversee the actions of the other Gods, and fulfil his duty as maker and remaker of the world. Miriand doctrine says that Tinon formed the world from white flame, and that upon the ending of the world he will descend once more as a great bird and destroy all that is rotten and corrupt in flames once again so that the world might renew. Adherents appeal to Tinon for guidance in both losses and starts. Both burials and baptisms tend to be carried out by clerics of Tinon, for all that's born will one day die. [hr] [b]Ahl (Credit to Raidose) The God of Mercy, Justice, and Light.[/b] Patron Saint of Clerics and Healers. Divine Guide to the Road of Peace. Ahl is a genderless entity, with it's followers never referring to it as "he" or "she", simply "Ahl". Ahl serves as a peaceful God, but not a naive one. A lesson strongly implemented in Ahl's followers. Many Soldiers, Generals, Arbites, and Constables abide by the worship of Ahl, all following under a very strict teaching: "Never seek violence as a solution, but rather prepare for it as an inevitability. In an Age of War, one must pray for Peace. In an Age of Peace, one must prepare for War." The Warriors of Ahl are the protectors of Miriand and her people, best represented in the classic Arthurian Knight's Code. But with all things built upon good intentions, the worship and faith in Ahl has at times been twisted to serve less charitable and more personal agendas. [hr] [b]Oros God of War, Combat and Strategy.[/b] Son of Tinon, often depicted as a figure in a horned helmet and battle garb, holding a greatsword. Despite his status as a god of war, Oros is not seen as one of mindless violence and destruction, but also as one of cunning and strategy, and as such is often depicted wearing a fox skin on his belt. He is often invoked by soldiers, fighters, and those undertaking some kind of intense challenge. It is said that Oros honours those who act with bravery, even when the odds stand against them. [hr] [b]Ris God of the Forge, Craftsmen and Smithing.[/b] Often depicted as a strange, troll-like figure in statues, stories tell that Ris was once a beautiful God, put poured all of his light and soul into the weapons that he forged. Pradus, with its many smiths, honoured this god especially, and in Pradus he is often depicted with a boar's head, the symbol of the kingdom. Many smiths, prior to the invasion, had small shrines to Ris in their forges. [hr] [b]Vesyt Goddess of Nature, the Hunt and Untamed Places.[/b] Depicted in numerous forms Vesyt is the goddess of the hunt, and wild places, both venerated and feared by those who venture out into the untamed wilds. She is said to be a goddess who exists in a duality, sometimes depicted as a dryadic figure with leaves and roots to represent the beauty and bounty of nature, and sometimes depicted as a savage figure wreathed in fur and bones, to represent the ruthlessness of the wilderness. Hunters will often pay tribute to Vesyt, as will those out in the wilderness, whether hoping that they will be rewarded with the riches of the wild, or spared from its dangers. Often alters to Vesyt, with scattered offerings, can be found before dangerous stretches on the roads, as travellers leave something to appeal for protection from the tempestuous goddess. [hr] [b]Athira Goddess of Night, Darkness and Secrecy[/b] Patron of thieves, spies, and those that lives their lives in darkness and subterfuge, Athira is a god more often venerated in small shrines than large churches. She is a goddess of obfuscation and is often called upon by people in hopes that their action, whatever is might be, may go unnoticed. The fact that this lends itself well to criminal or immoral activity has led some in places like Miriand to regard Athira as a negative influence, but it is certainly not an all-encompassing ideal. Many feel that Athira allows for some things best left hidden to stay as such. [/hider] [hider=Character Profile] [img](Image URL goes here.)[/img] (An image isn't needed, but feel free to add one if you want one in. Otherwise, you can delete this bit.) [b]Full Name:[/b] [b]Nicknames/Aliases:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Occupation/Class:[/b] [b]Kingdom of Origin:[/b] [b] Description:[/b] (What do they look like? Even if you've got a picture, a bit of writing would be nice.) [b] Equipment:[/b] [b]Personality:[/b] (A brief outline of their demeanour.) [b]Skills:[/b] [b]Weaknesses:[/b](Achilles' Heels that can be exploited by enemies.) [b]Fatal Flaw:[/b] [[b]Brief History:[/b] (Any notable events in their background that might have shaped them. If you don't want to reveal too much, that's fine.) [b]Other:[/b](Anything else you think everyone needs to know about your character.) [/hider] Lost Lands Discord - https://discord.gg/Fx6K2sS