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Name: Warmaster Kharas
Reign in Blood!



Age: 25

Gender: Male

Race: Human

Appearance; shaved head, dark eyes. Often wears black and white war paint. Strong and tall, he goes into battle wearing a great black armor covered in thorns, often adorned with horrendous trophies, such as skulls and heads of those he defeated in battle, in order to make him appear even more terrifying. He fights with his axe, the Gorefather, and his sword, the Bloodspiller, along with a few other weapons.

Personality: greedy, lustful, bloodthirsty; Kharas could be considered the archetype of the demon warrior. His loyalty towards humanity has evolved into a burning hatred for all non-humans. He is often seen as a ruthless conqueror and pillager, and strives to uphold this reputation. He respects only the strong, and won't hesitate to crush the weak and the undefended. In his opinion, there is no problem that can't be solved through violence.

Short Bio: Kharas was one of the first men to join the ranks of the demons. Everything Kharas wanted was power: to be respected, to be feared, as the demon emperor of mankind. Thus, Kharas's fame slowly began to rise, victory after victory, bloodshed after bloodshed. He was at the lead of a small warband of pillagers when he was ambushed by an army of elves; his entire force was cut down by hails of elven arrows, and news spread of his death. Some time later, he was seen again in the middle of the battlefield, spreading carnage among the elven ranks. None knows how he managed to survive the ambush that destroyed his army: some say that he made a bargain with a powerful demon, some say that he revived himself through foul rites of necromancy, yet others say that he, fueled by pure hatred, simply refused to die. What is certain, now, is that the Warmaster is back from the dead, and his banner will be once again raised among the butchered corpses of his enemies...

Determination/Initial Goal: openly pro-demon. His greatest aspiration is to build a human-demon kingdom with himself as emperor, but won't hesitate to rebel against the demons if they try to halt his ascent to supreme power.
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THE MICTLAN UNIT
Heavy Response Special Operations Unit
Welcome to my dark kingdom, behind the Sun.



Seal of the Mictlan Unit[/center]

The Mictlan is a special infantry unit of the Hegemony armed forces: like other units of its kind, it was created to act as a boarding and landing force to deliver quick and devastating assaults on enemy positions and ships. It is further divided into two one-hundred men platoons, acting jointly on the field of battle: the Cuauhmeh (Eagle Warriors) and the Ocelomeh (Jaguar Warriors). The Tlacochcalcatl (High Commander) of the Mictlan, Achcautli, commands the unit with the help of the two Tlacateccah (Field Commanders), each commanding one of the two platoons; the Tlacochalcatl is also the captain of the Mictlantecuhtli. Classical Nahuatl is used as the language for all the internal communications among Mictlan officiers (referred to as Cuacicqueh) and soldiers.


The Cuauhmeh after killing a Ladon space worm, Claea asteroid, Oreades belt


The two platoons have different mansions during battle, and are organized to complement each other: the Cuauhmeh are a swift moving recon force, trained in bite-and-run, guerrilla, and infiltration tactics, while the Ocelomeh are much more heavily armed and armored, relying on brute-force and employing fast boarding actions and all out assaults to take and fortify enemy-held positions. The equipment also differs between the two platoons, with combat knives and short-range laser weaponry used by the Cuauhmeh, and assault guns and power armors by the Ocelomeh. Apart from the platoon-specific insigna, skull motifs are used by the whole unit.


The Ocelomeh before a boarding action, orbit of Ashtart, Elohim system


The unit has gained a reputation for its brutal and unforgiving ways, and facts are often mixed with rumors. It is certain that the Mictlan soldiers often adorn their armors and weapons with items such as feathers and teeth, and often paint their armors with bright colors, giving them a strange and frigthening appearance on the battlefield. Also, initiation rites of sorts are also common in the Mictlan unit, involving often acts such as ritual self mutilation, usually of fingers. As said before, there are also unconfirmed stories and tales about the Mictlan: one says that the bones and teeth decorating their armors and guns are in fact human, taken from fallen foes, and that no prisoner of war appears in the unit's records because all hostages were "ritually sacrificed". Mere idiocies, of course.

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Knights Kadosh
Sub umbra alarum tuarum, Jehova.

Battle Banner of the Knights Kadosh

Names: A∴A∴R∴K∴K (Ancient and Accepted Rite of the Knights Kadosh), Order of the Knights Kadosh, K.'.K.'.D.'.H, Knights Kadosh
Summary: an extremely secretive organization of knights.
Description: the Knights' very existance is a secret to most, known only among the upper strata of society: however, their businesses are known only to acolytes. Even when the old empire was ruling over the whole continent, the Knights were behind the scenes, pulling the strings of politcs and economy, managing to assimilate or destroy, after centuries of occult warfare, the other secret societies who attempted to do the same. The Knights are both a political and military organization, and have often gone to battle to defend their interests: however, some say that the Knights Kadosh are actually a religious sect, defined by tenets of faith to some mysterious god. Most of the times, though, the Knights prefer to operate in hidden ways, using tactics such as blackmail, assassinations, bribes, intimidations, and other such ways to further their goals. Only humans are accepted in the Knights' ranks, and the Order has often show open hostility towards non-human races.


Seal of the Order


As the empire was shattered, so were the Knights: their once united organization was divided in numerous lodges, each independently operating in a different polity within Orvell, and headed by an Inspector Inquisitor, which in turn receives his orders from the High Consistory, the heart of the organization, the nature of which is unknown even to high-ranking adepts. However, this state of affairs doesn't stop different lodges from entering in conflict with each other, occasionally creating tensions within the Order. The currently active lodges are:


  • Knights of the East and the West: based in Arumach, the Sacred Lodge of the Knights of the East and the West is a relatively powerful and extremely wealthy lodge, the main occupation of which is the control of the economy and the trade routes flowing through the city. The K.E.W. have a large influence both in the Pluceptic Church and in the city's governance: it is in their best interest to keep the various families at peace with each other, as wars are highly detrimental to economy. The lodge has a powerful naval force, usually operating undercover, flying the flags of various merchant familes or of the Arumach government: however, in special circumstances their fleet might sail forth in full force, headed by its flagship, the Amnos, with its main sail adorned with the lodge's seal. The lodge's colors are red and gold.
  • Knights of the Sun: with its main base in Ekrech and branches in the other Aelkan cities, the Princely Lodge of the Adept Knights of the Sun are the lodge operating in the Aelk region. Once a very powerful lodge acting behind the scenes of Aelkan politics, which was one of the reasons behind the prosperity of Ekrech and the other cities, the K.S. have recently lost much of their power because of slackening and intestine conflicts, potentially endangering the stability and peace of the city states they strived to maintain. As a result, they are gradually abandoning the peaceful ways they once prized, and are increasingly using violent means to further their goals: there are whispers that sometimes, when an important politician or merchant is murdered, the corpse is found branded with the lodge's seal. The lodge colors are white and vermilion.
  • [More will be added]


Areas of Influence: see the Description above.
Goals: few know what the Knight's true goals are. Some say that they merely wish to keep control of politics and economy for the sake of power and wealth, being motivated by greed and ambition. Some say that theirs is a plan, a grand plot to obtain absolute control over Orvell, thus creating a new world order: many even say that they orchestrated the Empire's fall for this exact reason. Others idealize them, saying that they are paladins of virtue and order, operating behind the shadows to keep Orvell peaceful and safe from all the evil that may menace it. Others go even further, saying that they have existed since immemorial times, and in many occasions have fought against horrendous forces, in wars long forgotten by history, threatening Orvell's very existance.

Perhaps none of them is right. Perhaps all of them are.

Plot Hooks:


  • The Knights could be both an antagonist or a helper for player characters, depending on how they choose to deal with the Order. To use them to counter *COUGHenCOUGH COUGHochCOUGH*, at the risk of putting them in control of the whole of Orvell, or to attempt to destroy them, thus having to fight against not one but two tremendously powerful enemies?
  • Some evil-aligned characters might attempt to infiltrate the Order and use it to further his/her own goals, while good-aligned characters might attempt to destroy it. Neither will be easy...
  • Did somebody say intrigue?
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Enoch
Raise the dagger, Abraham,
And slit the throat ov thy only son.




Names: Enoch, the Wandering City, Stone ov the Offering, Child ov Nod

Location: currently moving towards Orvell from the west.

Summary: a city of ancient ruins, eternally wandering the world.

Type: cursed city.

Description: Enoch is a city kept in motion by the perpetual work of an immense population of slaves, among which are the mourning, hunched Giants of the ancient past, dragging it forward; an horrendous curse looms perpetually over Enoch, and to stave off its end the inhabitants believe that they have to perform human sacrifice in order to feed the only thing, referred to as the Heart, that does not allow Enoch to fall under the wrathful gaze of God. The nature of the Heart is unknown, as it was lost to memory a long time ago: many believe it to be an immensely powerful demon, while some think it as an ancient contraption devised in an ancient past. Yet, all agree that it must be fed blood and souls. Thus, as the city wanders around ceaselessly, cursed by divine fury, its inhabitants ride out from its gates, to enslave the local population either to add it to the Yokes, or to sacrifice one on its decrepit shrines. Enoch is immense, and much of it lies in ruin: in fact, only a small part of it is inhabited and explored, while the deeper parts of it, known as Sitra Achra, are uncharted, and none knows what horrors lurk there. The known region of Enoch hosts some buildings of great importance to the city:

The Hall of Bones: in this large hall, the Council of the Eleven meets, to govern the city and direct its movements. It is ancient custom that dead council members are left to die alone in here, when nearing the end of their life, and once found dead, their bodies are never moved from where they fell: thus, much of the hall is covered in crumbling bones.

The Throne of the Forgotten King: a vast, ancient room, with a great stone throne at its centre. Once, a great king sat here, and it is said that as a king longs for its lost throne, so a throne longs for the lost king.

The Ashen Tower: in this ancient iron tower, those citizens who were found guilty of a crime are locked up, awaiting their sentence. Each year, the tower is set ablaze in a great ritual, and thus the souls of the guilty find redemption. Their screams echo ceaselessly in the nearby corridors.

The Black Sun Gate: the eastern gate of the city, used only during solar eclipses. Such events are foretold with great precision by the Cocytus cabal, and are believed to be a time when the acts of man are hidden from the eye of God. Thus, the warriors of Enoch ride out in huge numbers and commit acts of inhuman atrocity: they also say that in these times the beat of the Heart can be heard distinctly in silence, but the few who tried to listen to it went mad after a few moments.

The Shrine of the Evil Eye: a dark and almost forgotten room, where a bound demon, in the form of a great eye, restlessly searches for those who betrayed him. To this day, it writhes, and writhes...

History: the early history of Enoch has been, for the most part, lost in the abyss of time, and what remains is shrouded in myth and legend: the earliest tales narrate of a city founded upon the corpse of a bloody sacrifice, and of ancient malediction bestowed upon a fallen king, still haunting the halls of Enoch; half-forgotten legends, obscure and barely deciphered symbols, carved into the deepest parts of the city's wretched temples, tell the tale of a Song, sung by a cursed patriarch to avenge his bloodline. The first records come from an age when the clans and tribes of old were already well estabilished, and the Giants dragging the city forward in its ceaseless motion had long started their restless toil. For endless ages, the hundreds of petty clans and warlords fought over the ruins of the already long fallen Enoch, as it wandered land after land, bringing its curse with it; a dark age, and yet some relics of this forgotten past are said to be still waiting for the moment to return to light. From the bloodshed, eleven cabals emerged victorious, and saved the city from oblivion by creating the Council of the Eleven, thus giving Enoch a semblance of internal peace. Then, the city looked outwards to sustain itself, as many of the Giants dragging it forward had already died or were about to do so, and thus the warriors of Enoch rode out for the first time to give the city what it desperately needed: slaves, and sacrifices. Hundreds of thousands of slaves, taken from the populations of the land where Enoch was roaming, were yoked together with what remained of the Giants, and the city kept moving, as it endlessly shall; and many others were slain on the altars of the ruined temples, to feed the ancient Heart that keeps the city from being destroyed by divine wrath.

Governance: the society of Enoch is divided between eleven cabals, each ruling over a different aspect of the city's life. They are:

Abaddon: the most numerous and powerful of cabals, and the one counting the most warriors among its ranks. Its insigna are a black banner and a red inverted pentagram. Highly martial in nature, its members are taught that death in battle is the only way to escape the curse of Enoch: their representative in the Council, ruling the clan with the title of Dark Lord, obtains his position by slaying his predecessor in duel.

Gehinnom: the second most numerous cabal, Gehinnom is composed of scouts and riders, who sally forth from the city's gates to neighboring lands, in order to find places ripe with slaves to capture. They also oversee the Yokes, and are entrusted with quelling eventual slave revolts. Their insigna is a red horned skull, and their representative, the Silent Lord, is named after the death of his predecessor: he is never allowed to touch another mount in his life, other than the one he personally created, sewing together the bodies of captured slaves in a twisted shape.

Babalon: composed mostly of females, the Babalon cabal rules over the social aspects of Enoch, and administers the inns, taverns, brothels and whorehouses of the city. Its insigna are a red crescent moon on a white banner. Their representative, the Great Whore, has been ruling over the cabal for longer than recollection, and is said to perform horrendous rites to mantain her facade of eternal beauty and youth.

Sulphur: made up of the city's magicians and alchemists, the Sulphur cabal's mansions are to provide the warriors of Enoch with chemical concotions such as explosives, healing potions, poisons, and the like. Its insigna is a black leviathan cross. The leader of the Sulphur cabal, the Highest Magus, is perenially awake and vigilant, his twisted, mutated body aching and bleeding at every movement: such is the price of meddling with posions and cursed potions for a lifetime.

Ha-Topheth: the smallest of the eleven cabals, Ha-topheth is made up solely of priests and prophets, tending to the city's many temples and shrines, and overseeing the sacrifices. Its insigna is a red inverted cross. Its representative in the Council is the Second Hierophant, gifted with immortal life: yet, there was a first, but few know what happened to him.

Behemoth: a relatively small cabal, Behemoth is another predominantly martial clan: however, its members are rarely seen on the field of battle, and only ride out in full force when Enoch itself is directly threatened. In fact, the warriors of the Behemoth cabal manage the vast gunpowder arsenal of the city, built long ago, and often mounted on great beasts of burden, capable of shaking the Earth with pillars of fire. Its insigna is a red flame in a circle, and its representative in the council is the Lord of the Pit, forever surrounded by an aura of brimstone and flames.

Tzalmavet: the Tzalmavet cabal, the numbers of which are unknown, is made up of assassins and spies operating in the shadows when brute force isn't the only thing needed to achieve Enoch's goals. It is by far the most secretive of the cabals, and its insigna is simply a plain black banner. The Death Shadow, representative of the cabal in the Council, is a very mysterious figure: some theorize that a different Tzalmavet member takes up the mantle of the Death Shadow every time the Council meets.

Tartaros: Tartaros is the cabal which is tasked with the creation and mantainance of all things made of metal in Enoch, from simple tools to weapons, armors, and mechanic contraptions. Sometimes, the Tartaros smiths go to battle to test their own creations, often appearing as warriors clad in towering warmachines, crushing their foes beneath their metallic limbs, saws, claws, and whatever their cruel creativity manages to attach to their children of metal. Its insigna is a black hand coming from a flame, and its leader is the Forged One, who devised arcane means to replace his flesh with iron, achieving immortality.

Hekate: a medium sized cabal, Hekate is composed of the magicians and wizards of the city, often seen in battle with other soldiers. The magicians of Enoch are divided in two cabals: the priests of Ha-Tophet, who worship the Heart and the demonic pantheon, and the wizards of Hekate, who seek to understand and dominate them. This pursuit led to many tensions between the two clans, and to the madness of many Hekate magicians, who tried to dabble with powers far beyond their understanding. The banner of Hekate is an open book, and its representative, the Abyssdweller, is a mysterious figure even to Hekate members.

Usiel: the Usiel cabal is another rather small one, but has a very important task: to patrol the outer borders between the known region of the city and Sitra Achra, the uncharted ruins, and stop whatever might attempt to cross them. Many Usiel veterans have seen things that have caused the death of many, and the madness of many more. Its insigna is a white sword, and its leader, the Solemn Vigilant, is the oldest of the Usiel warriors.

Therion: the Therion cabal, together with Abaddon and Gehinnom, forms the backbone of Enoch's armies, taking the role of heavy cavalry. In fact, it is their task to breed and tame the wild beasts (mainly Hellhounds and Titans, and occasionally Wyverns) which will be later used as mounts in battle: those who fail or show cowardice are usually employed as feed for these animanls. The insigna of the Therion is a black raised talon, and its leader is the Blood Knight: all those who tried to contest his authority were added to the collection of bones hanging from his massive Hellhound.

Sh'ol: the many who die before choosing a cabal are symbolically added to the ranks of the Sh'ol cabal, composed only of dead people. It has no insigna, and its leader is the Effigy: a statue of stone and ash sitting since ancient times at the Council Table, without uttering a word. Yet, sometimes strange scribblings and signs appear on the statue's empty face, almost as if it wanted to speak...

It should be noted that male citizens of Enoch only choose a cabal well into their adulthood, and some even do not pick one for their whole lives. Females, on the other hand, usually either remain without a cabal or join the Babalon, but there are a few exceptions. Joining a cabal is an event usually marked by some kind of initiation ritual or test: for example, new Gehinnom members have to wear the still bloody skull of their first captured prisoner, to keep it as a mask for whenever they ride into battle, while Tartaros members have to sever one finger of their choice to be replaced by a piece of red-hot iron, deeply burrowing into their flesh.

Military: Enoch's military and society tend to overlap perfectly. Every cabal is expected to give a part of their warriors in every battle, although the Abaddon and Gehinnom warriors often tend to make up the main bulk of the city's infantry and light cavalry forces, respectively. Additionally, in ancient times, the city's people domesticated a few species of hellish animals, apart from more common ones like horses and dogs, and the Giants of old. They are Hellhounds, huge canine beasts that easily surpass a man in height and can be used as mounts in battle, Titans, degenerate Giants, often used by the Behemoth as walking platforms for their massive cannons, and Wyverns, ancient dragons currently counting less then a dozen living specimens, ridden only by the greatest of warriors.

Plot Hooks:

  • Enoch comes, leaving a trail of destruction in its path. Only two choices are left to those who stand before the Cabals: to join them, or to be destroyed. War is coming, and once again the Song of the Sword will be sung.
  • None knows what the dark ruins of Sitra Achra hide, but few dare to explore them, and none returns.
  • Perhaps, the ancient age of the warring lords has not been completely washed away by the tide of fate. Exiled kings may always reclaim their lost thrones...
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Name: Ouroboros Knight Ahriman
Remove all gods from my way, and thoughts, and sorrows.





Age: 23
Gender: Male
Race: Human
Appearance: short brown hair, undercut. Deep blue eyes. Tall and muscular build. Often wears warpaint in complicated patterns and colors. When in battle, he wears a rather plain steel armor and his usual red cape. His weapons are his two swords, Agni and Indra, whose blades have been magically enchanted with fire and lightning respectively, and they glow a slight yellow/orange aura.

Personality: silent, reserved, and almost secretive in his manners, Ahriman is often seen as a mysterious figure whose purposes and intentions are hard to know and understand. In his years of study and research, he has developed a rather "pessimistic" philosophy of life. He is convinced the universe is cyclic in nature, and that the current cycle is ending. These are the last years of this aeon, and the coming of the demons represents the final event that will lead to the end of this cycle. Thus, the only deity worth worshipping is the Ouroboros, symbol of change and cyclicality, destroyer and creator of the universe: thus, in these final times of blood and fire shall the world be destroyed by the Serpent, and from its ashes, be reborn. This destiny is implicit in the very nature of the universe: thus, any who tries who oppose the tides of fate is merely a fool, to be wiped away like dust in the wind...

Short Bio: not much is known about Ahriman's life before the coming of the demons. He was a cadet member of an important noble family and a promising philosopher, but when the demons arrived, he soon joined their ranks. He met Kharas on a battlefield, when they were still both young soldiers, and friendship begun to exist between the two. Since then, they fought back to back on many occasions, both of them feeling a mutual respect for each other. In a short time, he found himself at the lead of his own small warband: some soldiers had learned of him and of what he preached, and decided to follow him under the banner of the Ouroboros. Thus, the Tempel ov the Snake was born: a warband unlike any other, reminescent of a mysteric sect, with Ahriman as the High Priest. Although Ahriman and his followers could not compete in numbers or strenght with other warbands (such as the Leviathan Warriors, Kharas's host), they waged war on the enemies of humanity in a much different manner. While the great warbands led by fearsome demonic warriors could be compared to a hammer, striking down with brute force, the Tempel was more similar to a scalpel. Ahriman and his men had always made extensive use of "alternative" tactics such as espionage, scouting, and magic, in order to be as mobile as possible, and to hit the enemy where it hurt the most. The Knights ov the Tempel were often found far behind enemy lines, striking at the weak points of the enemy and spreading terror in their ranks.

Determination/Initial Goal: openly pro-demon. His greatest ambition is the ultimate conquest and destruction of this world, and he sees Kharas as worthy of respect because of his destructive power.
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Executor Knight Graham
Order shall prevail.





Name: Graham Voight
Nickname/Alias: "Executor"
Age: 32
Gender: Male

Appearance: tall, muscular, completely shaved head and beard. Dark brown eyes, small scar running from left eyebrow to left cheekbone; other scars across the body, the largest one stretching from the right shoulder across the whole chest. The whole back is covered in a tattoo depicting a diving eagle holding a bundle of lightning, above the motto "ORDO AB CHAO".

Location: somewhere along the shores of the Hudson river, north of New York.
Settlement: none; Graham is a drifter, along with the "policemen" following him.
Skills: experience with firearms, melee combat, and riot control, strong charisma and leadership.
Weapons: a wooden baton, a machete, and a MP7A1 submachinegun.
Armor/Clothing: a full riot police vest, and a gas mask.
Equipment and Supplies: ammo, food, water and fuel supplies.

Personality and History: stern, cruel, silent, Graham is surrounded by an aura of authority based on blood. A lifetime of violence and atrocities left their mark on the man's mind, and through violence and atrocities he is bent on leaving his own mark on the world. The thing Graham hates the most is disorder, anarchy: growing up as an orphan in one of the many slums of the sprawling city of New York, where rival clans bloodied the streets with their fights, might be the cause of that. He found a strange sense of satisfaction in being the only one who played by the rules, surrounded by criminality, and that was the reason why he decided to enlist in the local police force. Perhaps, it was because of his ruthless, and often needless, brutality, that he was praised by his superiors and promoted as a sergeant of a riot police unit. Soon, he began to have contacts in the criminal underground, working together with allied mob leaders and other corrupt police officers to eliminate rival gangs and monopolize the drugs, weapons and prostitution markets: in time, peace came to the streets. Illegal affairs were led by a single gang, which in a sea of blood, and with the help of Graham, who got handsomely paid for his services, managed to gain hegemony over New York.

As the End came, society utterly spiraled into chaos. The bloody peace Graham worked so hard to achieve was shattered as gangs of survivors fought against each other for things such as food, shelter or water; a situation that could not be tolerated. Soon, Graham reunited what remained of New York's police forces, along with what was left of his criminal allies, and after sacking the police's warehouses across the city, he formed the bulk of his horde. Clad in riot police armor, the phalanx of riot shields advanced, led by Graham, in the ruined streets of New York. Those who crossed their path had two choices: to submit to the new order, or die. Quickly, Graham's "policemen" gained more and more members and equipment, and soon could count on horses, dogs, and armored vans. In time, all of New York was once again devastated and sacked by Graham's followers, and all that was left was a dead wasteland of crumbling ruins and the very few crawling survivors who managed to survive the massacre. In search for new lands to raze, Graham led his men, kept in line by ruthless discipline, northwards, towards Boston, another city which needs to be pacified. In Graham's mind, he was entrusted by fate with a sacred mission: to bring back order to a lawless world, no matter how much blood needs to be shed. Soon, peace shall be restored, and order shall prevail.
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NAME: Rurik
Valhall awaits me,
When I die!




ABSTRACT:
A veteran Varangian warrior on a quest to find adventure, women, loot, and access to Valhalla, in that order.

WEAPONS AND EQUIPMENT:
Armor of the Allfather: an old, tattered and torn leather, fur and mail armor, covered in runic inscriptions and prayers to Óðinn: it is quite heavy, built to resist the bite of metal and cold alike. Rurik created it across the years, often patching pieces from the armors worn by enemies and friends.

Varangian Greatshield: this crude but sturdy wooden round shield, reinforced with iron, has been used by Rurik during many of his battles. Given to him when he first entered the Varangian Guard, the shield still bears the guard's insigna, a black raven, although now it is quite faded.

Berserker's Greataxe: gifted to him by the dying, wounded leader of his company when Rurik was serving in the Guard, this greataxe has bitten the flesh of dozens of enemies, and is Rurik's most loyal companion. Very heavy, it requires uncommon strenght to even swing it properly, but when in the hands of a Varangian warrior it can chop down trees, doors, and men alike.

Mjǫllnir Pendant: a small iron pendant, worn by Rurik at all times, shaped like the hammer of the Thunder God, Þórr. It has no practical purpose, but Rurik is firmly convinced that it's an amulet blessed by the gods.


DETAIL:

Raise a stone for all to see, runes carved to my memory!

Born from a Slavic mother and a Norse father, Rurik spent the first years of his life in the Varangian city of Holmgarðr, on the cold shores of the Baltic Sea. Trained to warfare since his childhood, at the young age of nineteen Rurik joined a group of his peers, on a journey to Miklagarðr, to join the famed Varangian guard. While serving the Roman Emperor, Rurik fought on many battlefields across the Mediterranean: from the warm, sun-kissed isles of the Aegean, to the torrid oceans of sand of Serkland, to the rocky mountains of Anatolia, Rurik was there, in the midst of the fray, under a hail of arrows, slaying enemies left and right with his battleaxe. A devout worshipper of the ancient gods of his people, Rurik, screaming the name of Óðinn, led many fearless charges into the enemy lines, eager to find glory, or Valhalla.

After five years spent serving the emperor of Miklagarðr, Rurik finally returned home, now no longer a boy, but a veteran carrying the scars of many battles. After that day, Rurik started to work as a mercenary for the many Varangian princes and lords of Garðaríki, and, when not fighting, entertaining a number of hobbies such as drunken brawling, drinking contests, and throwing himself between the arms of the nearest wench, all activities in which Rurik displayed an incredible talent, even superior to his martial prowess. One chilly winter day, Rurik was on a ship slowly sliding along the course of the Volga river, when suddendly, a quick hissing sound was heard in the air. Out of nowhere, arrows and spears began to rain from the sky and the snowy banks of the river, and the savage Komi began their attack. Immediately, Rurik grabbed his axe and his shield to attack the indigenous raiders, before feeling a piercing, warm sensation in his abdomen. As he yanked the arrow from his flesh, another bit his chest, and before Rurik could remove it as well, he saw his blood pouring all over the wooden planks of the longship, and he fell down as the Komi were jumping on the Varangian ship, his consciousness fading away.

The only thing he felt next was a cold, gelid, wet shiver across his body, gripping his flesh and bones. The river's icy embrace had taken him, and as he prepared to meet his end with a smile on his face, ready to greet the valkyries, he once again fell unconscious.

When Rurik woke up again, the first thing he understood was that he was far, far away from home, and the second one was that the place didn't really look like Valhalla...
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Wizard Knight Orion
It's all in your head.




Orion, without his armor


Name: Orion, the Everwandering.

Age: ?

Height: 1,92 m

Weight: 98 kg

Class: Spellsword

Race: Human

Description: an old man with long, hoary hair, a well-kept beard, and light blue eyes, Orion stands taller than most men, and despite his face has been rugged by the years, his gaze reveals a mind as sharp as few. Pleasant to discuss with, his calm and fatherly behavior is fully expressed by his deep voice, often interrupting to allow him to draw a hit from his long wooden pipe, one of his two most loyal companions. Along with his armor, he is usually cloaked by a blue mantle, and covers his head with a hood or large wizard hat of the same colour. He is always closely followed by his other companion, Vox, his owl, often standing on the pauldron of his armor, which he also rarely leaves. Another prized possession of his are his many bags, backpacks and pouches, containing either seeds, dried leaves, roots, strange powders, and other such items, or strange trinkets and artifacts of varying utility, everything from a chemist's alembics to curious little items of unknown make.

Weapons and Equipment:

Runic Armor: a heavy and bulky plate armor, decorated and carved with numerous magical symbols and seals. One piece at the time, over the years this armor was forged by Orion himself through arcane means, and bears the signs of his many battles.

Seal of the Arcana: an ancient round greatshield, adorned with gleaming runes and seals of power. The shield was found in a forgotten dungeon, between the clenched arms of the skeletal body of a magician of old. Since then, Orion worked steadily to unveil the artifact's power, but some of its secrets yet escape the wizard's comprehension.

Staff of the Magus: given to him by a spirit during his journey to Arcadia, this powerful magical staff, engraved with shimmering runes, always subtly vibrates and resonates, following the rythm and melody of an unknown song: its upper end is often surrounded by an aura of occult energy, like a white flame in the darkness.

The Megatome: this burdensome tome is an ancient grimoire of sorcery, found by Orion in the depths of a forgotten mountain, far from the known world. Inside its glimmering pages, strange symbols and rhymes are written, used to cast spells that alter the flow of the song of the cosmos. They say that once this book was found by another brave adventurer, but what happened next has been lost to the mists of time.

Skills and Abilities:

Wall of Sound: the manipulation of the song of the cosmos is a technique mastered by Orion in decades of constant training. By altering the rythm and melody surrounding him, the wizard may perform sorcerous feats such as conjuring a solid wall of sound capable of deflecting bullets, or concentrate a sound wave to strike a mighty blow upon an enemy.

Hammer of Botany: Orion is an incredibly knowledgeable botanist and herborist. Thanks to his encyclopedic wisdom concerning plants and their uses, he may produce all kinds of poisons, drugs, potions, and the like.

Psychonauta: using psychotropic substances and plants, Orion may enter a trance-like state of communion of the song of the cosmos. In this altered state of consciousness, he may catch glimpses of the future or of things unknown, teleport through astral gates or contact the world of spirits.

Bio: born long ago in the outskirts of Alvion, Orion was the last son of a family belonging to the lower nobility of the realm. Few recollections of his childhood remain in Orion's mind: the first clear memories come from his early teenage years, during the times of the civil war. As the noble families of Alvion torn each other in bloody battles, each claiming the throne as their own, Orion's family was swept away by the tide of war: as the family mansion burned, Orion's eldest brother attempted to escape, carrying his youngest sibling with him, only to be cut down by an ambush. Orion managed to flee, ran across hills and deep forests, before taking shelter from the harsh weather inside a secluded cave, and there he collapsed, exhausted, his face crossed by streams of tears.

When Orion woke up, he found himself surrounded by the anchorets of the valleys. The old, bearded men welcomed the young orphan, barely eleven years old, into their community, as he had no other places to go. Soon, they discovered he had a talent for magic, and they taught him the ancient knowledge of the flora of the dales surrounding him. In his teenage years, Orion grew and blossomed, displaying a great interest for the natural world: he would spend entire hours walking in the deep woods, observing the magnificence of the flowering mountains. Soon, he started to wander ever farther from his valleys, discovering the beauty of the world surrounding him: the deep green leaves of the parthenoxylon, the vibrant red flowers of the callistemon, the intricate brown roots of the rhizophora. Soon, the time came when Orion asked to be left free to wander the world: the anchorets accepted, and after a long goodbye, Orion packed his things and left for his garden, the world.

Orion usually avoided great cities, preferring to keep to isolated paths and secluded villages. In these times, he gained quite a reputation among the peasants and farmers of his region, as he was known as a kind hearted man, and it was said that when he came, spring soon followed. In one of these peaceful hamlets, Orion met what perhaps was the most beautiful flower he ever saw: her name was love, and with her petals of wisteria she kept him close to her, as he with his leaves and branches of leucadendron kept her close to him, and the two became one. Yet, all flowers wither, and so did she. Disease caused her body to become cold, pale, but her heart remained warm, until death claimed her, and all that was left to Orion was an image, a spectre of felicity lost, the dried petals of a disappeared flower.

A solitary lifetime of journeys followed, after the initial winter of his soul. As seasons passed, warmth returned to Orion's heart, yet the idyll of that spring still accompanies Orion, however no more than a memory. Orion returned to travel, and while he travelled he also studied, becoming an ever more powerful magician. Soon, through song and sorcery, he could walk the realms of spirit, and the dreamlands that lie beyond the veil of sleep, from the desolate wastes of Eiriel to the towering walls of Arcadia. And there, to mysterious Arcadia, the city of a thousand lights, Orion arrived after his most arduous adventure. The gate of the city, surrounded by blossoming flowers with colors so vibrant they produced a synesthetic melody of their own, opened in a ray of blinding light, and a vision of an ancient love brought closure to his travels.

Now, Orion, in his old age, still roams the world, seeking the thrill of adventure, but also seeking someone to pass down his knowledge to, before his bones become the home of pteridophyte and erythronium, and his soul once again meets the flower of its spring.

Vox the Owl
Who? Who!





Name: Vox

Age: ?

Height: 52 cm

Weight: 810 g

Class: owl familiar

Race: Tawny Owl, a.k.a. Owl of Sorcerers (Strix Aluco Arcana)

Description: a rather large female owl, cloaked in deep brown feathers, and with two profound dark eyes, Vox can be found perched on the pauldron of Orion's armor, observing the world around her with her penetrating gaze, capable of cutting through the thickest curtains of darkness. Sometimes, her deeply echoing call can be heard resonating in the night: also, the owl often seems to speak in Orion's ear, and some say that Vox is capable of reporting what she saw in his journeys of exploration.

Weapons and Equipment: none, other than her claws and beak: Vox is a rather peaceful owl, but not many would like to see her angry.

Skills and abilities: none in particular, unless you count flying, night vision, and a very cunning spirit of observation.

Bio: the Arcana are a rare and noble branch of the Strix Aluco, one of the greatest families of the race of Owls. They are known for their very long lifespans, and for their talent for magic: thus, they have been called "Owls of Sorcerers", as they are highly sought after by wizards. Orion found Vox when she was still inside her egg, her nest destroyed by one of the fires men had started to clear the woods, in order to make room for more fields. Orion offered the egg warmth and shelter, until it finally hatched, giving birth to Vox.

Since then, Vox has always been at Orion's side, acting as his eyes and ears, scouting the territory ahead and sometimes even attacking enemies with her claws and beak: however, she often leaves him in order to spend time with her kin, the owls of the deep forests, guardians of the ancient knowledge of the woods, and to offer her prayers to the shrines of her ancestor, high on the top of the great trees.
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The history of Pandaemonium is indeed a long one. For as long as there was a Hell, the towering walls of its capital stood above the scorched deserts and wastelands, where the souls of the damned roam in an eternity of torments. Thus, to narrate the history of Pandemonium, one must first narrate the history of Hell: a long, brutal, and blood-soaked history, beginning with the greatest war that ever took place in the history of the universe. The War in Heaven, so it is called by the scholomancers of the Black Library; the War of the Adversary, so it is called by the Angelic scribes of Am Dhaegar. One third of the Angels of Heaven revolted against Divinity, led by Him, the Adversary; centuries of conflict later, one third of Heaven fell through the skies like an immense meteorite, engulfed in flames, landing in the barren wasteland below creation. From here, the legions of fallen angels, now turned into Demons, rallied around their leader, the Adversary, and in spite of divine wrath they began to build a domain of their own. Flocks of black wings flew over the twisted rocklands and mountains, destroying and casting away the ancient writhing creatures that lurked there, such as the Old Ones, while pillars of magma and flame erupted from the ground, conjured by demonic might: soon, immense towers of marble, stone and gold began to jut out of the black earth, becoming palaces and cities, the greatest of all being the Black Throne, the Adversary's imperial palace, and the demons began to reproduce, spawning lesser generations of hellish beings. In time, not only did the fallen ones create a new realm for themselves, Hell, but they also regained all of their lost strenght and much more, and the archdemons, led by the Adversary, raised their black banners to begin another, final war against Heaven.

The angelic hierarchies too prepared to descend to battle; this conflict threatened to end the whole of creation, as the two factions began to set entire worlds ablaze through their merciless, titanic clash. Yet, as the war raged on and none of the parts could prevail over the other, one event, perhaps fortuitous, perhaps foreseen by divine design, caused the belligerants to lower their weapons, and to seal a fragile armed truce: Man had made its appearance in creation. The semidivine race of the First Men, little less than angels, began to exist in a world known as Earth, sitting in the middle between Heaven and Hell: both angels and demons claimed lordship over the newly created beings, but both knew that continuing the war could mean the humans' inevitable destruction, together with that of everything else in existance. Thus, the Adversary conceded defeat for the time being, and renounced his claims over Heaven; yet, in a cunning move, he managed to arrive on Earth unseen, and to tempt the First Men into revolting against Heaven. Thus, the human race was damned, and fell from the state of divine grace it began to exist in: the souls of the dead who fell to sin were sent to Hell, their torment becoming nourishment and strenght for the demons, and after their shades shed all their suffering, turned into Phantoms; meanwhile those who during their mortal life utterly embraced the nobility of darkness rose to become Revenants.

After the Fall of Man, both angels and demons knew that another war would have spelt the end of existance. Thus, the two parts sealed a Pact, which left men free to choose to serve evil or good according to their will and fate, along with other terms, apparently in favor of the angelic powers; yet, fueled by the suffering of the souls of men, the demons slowly grew stronger and stronger, and the Adversary knew that his victory would be inevitable in time. Still, something even more tenebrous began to take place. The air started to feel a bit bleaker even in the highest spires of Paradise; sinister, hideous statues and artifacts appeared here and there, revolting even to the gaze of the most evil and depraved archdemons; the most ancient seers of the Old Ones started to experience maddening visions that left profound scars on their minds; every once in a while a mortal magician summoned something that looked...wrong. Finally, Urya, an angel of the order of the Dominions was overtaken by madness, and started to slaughter his peers, causing chaos in Paradise. After Urya was cast out of Heaven, the angels accused the Adversary to be the responsible for the changes occurring in creation: in a sudden surprise attack, the Archangels, led by Micha'el, took the Black Throne by storm, and kidnapped the Adversary, chaining him below the mountain of Purgatory. Belial became Regent of Hell, ruling in his name, yet the loss of its monarch caused Pandemonium to spiral into anarchy: after a few centuries of civil war, which left vast parts of Pandemonium in ruin, order was estabilished once again. Still, all agree that it cannot last: as the demons strive to regain their lost monarch, the other inhabitants of Hell might use the chance to claim the dark realm as their own, while the angels prepare to strike in order to finally banish the demonic menace, once and for all.

Meanwhile, the dark omens continue, and those who dwell beyond wait, as they did for countless millennia. However, they shall not do so for much longer.



After the War in Heaven, the angels who fell down to Hell changed and reproduced, giving birth to the race of Demons. These infernal creatures vary greatly in appearance, shape and size, from tiny, crawling imps to towering archdemons cloaked in dark majesty; however, they are all defined by beastly and sometimes grotesque features, most common of all a pair of caprine horns. Demons are by far the most numerous inhabitants of Hell, and differently from angels their society is quite simply organized in three different strata: regular demons, archdemons, and demon lords. The ruling class of Hell is composed entirely of archdemons, reunited in the so-called Stygian Council, Hell's parliament, while demon lords are much rarer and often part of the Black Conclave, Satan's imperial council. Being such a numerous and varied race, demons are often engaged in all sorts of professions; however, most common are blacksmithing, construction, goldsmithing, and most of all war. Different demon clans are often at war with each other, in an ever shifting network of alliances, rivalries, betrayals and clashes between the numerous families and houses of Hell; yet, the demonic hordes are always ready to unite under the dark banner of their monarch, the Adversary.



Eternal guardians of light, Angels are among the oldest races to ever exist in the whole of Creation: native to the golden spires of Paradise, this luminous race of beings is however seen rather often in Pandaemonium as well. Mostly, they reside around Am Dhaegar, the only angelic outpost in the lands of Hell; the fortified citadel, east of the infernal capital, was erected after the Pact was signed, and since then served as the gate between the hellish realms and the mountain of Purgatory. Angelic beings usually appear in a humanoid form, often however much taller than humans and always with a large pair of white wings on their back and an aura of light surrounding them. Angels are organized in a complex hierarchy, subdivided in eight castes differing in might and authority, here listed in ascending order: principalities, powers, virtues, dominions, thrones, cherubim, seraphim and archangels. Differently from demons, angels cannot reproduce, thus their numbers are somewhat inferior to those of their infernal counterparts. Despite this, thanks to the divine power they serve, angels are indeed mighty warriors, known for their unwavering faith and zeal. Those angels who dwell in the realm of demons were sent there by divine authority, in order to stand guard at the golden gates of Am Dhaegar.



Before the War in Heaven, the barren wastelands where Hell now stands were inhabited by ancient beings, sometimes much older even than angels and demons. Today, the only race of such beings that still exists are known as Old Ones, and still live in the infernal realms, despite being a small minority, unrepresented in Hell's government: they survived the massacre of their kin by hiding in the darkest corners of their land, resurfacing only much later. The Old Ones are only vaguely humanoid in shape, their bodies composed of a twirling and twisting mass of tentacles, scales, claws, eyes, and other such organs, assembled together in a way that defies human understanding. They speak an eldritch tongue only known to them, and worship gods long forgotten by time, with names that can't be uttered by demonic or angelic mouths. The Old Ones usually live in the dark tunnels and slums surrounding Pandaemonium, celebrating their dark rites under the guidance of monstruous seers, babbling blasphemies in a disgusting language; they rarely tend to mingle with demons, phantoms and other races, also because of the discrimination they suffer at the hands of the demonic hierarchies. An eternal hatred for the invaders of their land has lurked in their inhuman minds for countless millennia: perhaps, the long awaited chance to obtain revenge is close...



When mortal souls are sent to Hell, they have no escape from the eternity of torment that awaits them. Yet, after endless centuries of agony, some of these souls become unable to ever feel suffering again: not because they have grown accustomed to their horrid punishments, but because they suffered so much that every other torture that is bestowed upon them has little effect on them, and is of little nourishment for demons. Thus, such souls are freed from their shackles, finally becoming Phantoms, phantasmal spectres that form the second most numerous race of Hell. Phantoms often appear as incorporeal ghosts, floating above the ground and cloaked in spectral light, and they remember very little of their mortal life or of the time spent agonizing in the infernal wastes: thus, phantoms create a new life for themselves in Pandaemonium, not too different from that of humans on Earth. The immaterial phantoms are often seen working as merchants, traders, artists, adventurers and occasionally mercenaries. While some phantoms are loyal to the infernal authorities, many see demons as cruel tyrants, and some even wish to attempt to overthrow the Black Conclave and the Stygian Council in order to estabilish a Kingdom of the Dead, where the souls of the deceased may continue freely their existance: such plots have always failed, for now...



The vast majority of those men who lived a sinful life repent moments before their death, begging forgiveness for their evil acts and attempting to redeem their soul. This is what seals their doom, and condemns them to an infinity of suffering in Hell. Yet, some sinners, the most evil, cruel, and inhuman, never repent, and until their last breath they are still proud of every drop of blood they spilled, of every innocent life they took. Such men are still dragged to Hell, not to be punished, but to live the rest of eternity as Revenants, proud knights who chose to serve the dark forces until the end. Such men are a very rare sight, but a truly awe-inspiring one to behold: clad in armor covered in black magical runes, they tower in the midst of the battlefield, slaughtering left and right with wild abandon, with strenght and brutality barely conceivable by mortal humans. Revenants most commonly work as warriors serving a demon lord, often functioning as counselors and generals: yet, rumors are spreading in Pandaemonium that a powerful revenant warrior has assembled a large host of their kin, gaining power in the easternmost regions of Hell, and eventually threatening to storm its very heart, the Black Throne. Of course, it's just a meaningless legend...





Pandaemonium is located in the end of a narrow valley, in a hilly and rocky region: east of its walls lies Am Dhaegar and the mountain of Purgatory, west stands the Black Throne, and north the endless ocean. Since the kidnapping of Satan and the following civil war, vast parts of the city have been abandoned and left in disrepair. In its centre, stands the Palace of Unquenchable Flame: in this towering building, composed of thousands of intricate corridors and hallways and surrounded by the homes of the various archdemons, the Stygian Council gathers, in a large hall lit only by a single, eternal flame. The Council was created not long after the War in Heaven, in order to rule over the infernal capital while the Conclave holds supreme authority over the whole of Hell: the Stygian Council is made up of seventy two major demons, four of which (Baal, Astaroth, Belial and Asmodeus) hold the title of Chancellors and preside over the Council, also having a seat in the Black Conclave. However, after Satan was kidnapped and imprisoned, Belial was elected as Infernal Regent, and since then attempted to increase the authority of the Conclave and decrease that of the Council, naming another member of the Conclave, Beelzebub, as the only supreme chancellor, which sparked the civil war that devastated Pandaemonium. Thanks to Beelzebub's charisma and political ability, he is managing to keep the Council under the Conclave's strict control for the time being, but tensions are rising steadily as the demonic nobility reclaims their ancient rights.


The Malebolge are Pandemonium's most populous district, and the heart of the city's social and commercial life: located directly south of the Palace, the Malebolge are built, or rather dug, into a rocky and steep slope, and are thus a maze of staircases and narrow roads and alleys. Here both demons and phantoms live side by side, and a traveller may find all the commodities that are to be expected in a large metropolis: marketplaces, shops, workshops, taverns, brothels, and so on. All the roads connecting the rest of Hell (and by extension, other worlds) to Pandaemonium arrive here, bringing with them foreign goods and news: lately, news from outside the wall have become more and more disquieting...


East of the Palace and the Malebolge, lie the Catacombs, a large area of seemingly semi-abandoned low buildings and dilapidated houses. In fact, while the surface part of the district is actually for the most part abandoned, the underground is filled with a labyrinthine network of tunnels and subterranean passages, often covered in overgrown vegetation, where most of the inhabitants live. The Catacombs are much poorer than the Malebolge as a quarter, and host the most numerous community of Old Ones of Pandaemonium. The deepest parts of the Catacombs are uncharted and unexplored, but perhaps there is a reason why demon mothers warn their children never to wander too deep...


North of the Palace, stand the Docks, on the shores of the nameless ocean. Here, brave crews of demons, phantoms and sometimes old ones and revenants challenge the crashing waves, hunting for the great sea serpents, gargantuan whales and oceanic monsters. They don't always return, but when they do, they carry bones, skins, meat and most of all oil, valuable goods which are later sold at the Malebolge. Lately, piracy has also started to become a problem around the waters of Pandaemonium, but most worrisome is the fact that sometimes even experienced sailors return from their experience in a state of complete madness, incoherently rambling about "some thing they saw beyond the waves"...


Meaning "the Gate" in the Angelic speech, Am Dhaegar is located east of the walls of Pandaemonium, on the slope of the immense mountain of Purgatory. This citadel is unlike anything you'll see in all of Hell: a gleaming fortress of gold and marble, surrounded by luminous, beautiful gardens and woods where both fauna and flora prosper and bloom. The castle of Am Dhaegar has a permanent garrison of angels, sent there to make sure that the many terms of the Pact are respected by the demons of Hell: however, a couple centuries ago, the pact was violated as the angels accused the Adversary for the many, disquieting changes culminating in the madness of Urya. Satan was chained below Am Dhaegar, below Purgatory itself: now, the frail peace between demons and angels might be about to shatter once and for all. Curiously, the Old Ones seem to avoid Am Dhaegar like the plague, as if they knew some curse hanged above the location. Still, the Old Ones are a superstitious kind, that for sure.


Beyond the western walls of Pandaemonium, lies a cold, freezing region known as Cocytus; here, the only sounds that can be heard are those of the winds and snowstorms that roar continuously, bringing with them the desperate wails of the damned. Beyond these frozen, jagged wastes, an immense monolith of black stone stands, looming in the distance and barely visible from Pandaemonium. It is the Black Throne, Satan's imperial palace: an impregnable bastion of obsidian and ice, with thirteen circles of walls, complete with traps, fortifications, killing fields, and constantly watched by entire legions of demons: here the Conclave, made up of seventeen demon lords, meets to govern Hell. Its reputation as the ultimate fortress made the news that Satan had been kidnapped from it even more shocking: however, some whisper that the Adversary knew that the Archangels were coming for him, and in fact subtly decided to let himself be captured and imprisoned. Rumors run rampant, but very little can truthfully say that they know what truly happened that night, a couple of centuries ago, and they closely guard that knowledge.
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Graves of Archdemons
That is not dead which can eternal lie...


Name: Graves of Archdemons, Hand of the Adversary, Pillars of the Ocean
Summary: five enormous stone towers, erupting from the waves as immense columns.
Location: far south the coast of Orvell.
Type: once great fortifications built in an era long forgotten, these towers were abandoned centuries ago, and they still haven't crumbled completely. An old legend says that five great demons rest here, awaiting for the moment to return to the world of mortals. Of course, mere superstitions...
Description: far in the south, five ancient fortresses stand as the last testimony of a civilization long lost to human memory. It is theorized that once they were connected by an immense stone wall, but now all traces of it have disappeared, swallowed by the ocean's tide: likewise, the towers themselves are in ruin, and some pieces constantly crumble, falling to the depths below. The sheer size of the towers, along with their dreaded reputations and the legends surrounding them, has been sufficient to discourage even the bravest sailors from navigating the nearby waters: yet, it is recorded that some daring adventurers managed to reach to towers, entering to uncover their secrets. None ever returned.
Denizens: none knows what lurks the ruined halls of the Graves, and indeed many believe that they are empty and lifeless. Yet, sailors report that horrible sounds, howling and screeching, come from the towers, brought by the ocean's wind, and that they have seen and heard some of the horrors that creep within. Of course, this was dismissed as sounds created by the wind and images conjured by the grog. What is certain, is that flocks of black winds have been seen storming aroound the tops of the Graves, illuminated by the rays of a full Moon...
History: according to most, the Graves were born as fortifications, as suggested by their height and their sheer mass: however, none knows who built them, and for what reason. A legend or superstition very common among seafolk, giving the towers their name, recounts that the towers were destroyed in a great war, fought by gods against the forces of darkness: in the end, the gods managed to repel their foe, and five powerful demons chose to take refuge in the deepest part of the fallen fortresses, remaining there ever since. However, this is regarded as a superstition even by many of those who dabble in the occult.
Plot Hooks:

  • It is whispered that secrets of incredible power lie deeply buried within the towers.
  • Some say that these towers should be destroyed once and for all. Some believe that they should be studied, in the attempt to discover more about the civilization that built them. Some are simply curious to discover what dwells inside...
  • ...and if it is true that one day they may wake up.





La Seigneurie des Loups
Plus rien ne sera comme avant
La pluie s’abat comme des larmes de sang
Sur ce trône-montagne de géant.


La Seigneurie des Loups, during Spring


Name: Seigneurie des Loups, Montagne Noire, Paysage d'Hiver
Summary: a vast, snowy forest in the deep North of Orvell.
Location: in the northwest, just beyond the borders of the known world.
Description: far in the North, stands one of the greatest forests of the world, perenially cloaked in snow. Here, summers are short, and winters are long and icy, and a cold, lonesome death is the reward for those who attempt to climb the great mountains of the Seigneurie des Loups. The forest is thick, dense with towering firs, larches, spruces and pines, suspended in an aura of frozen stillness, covered in a mantle of frost. Moss and lichens grow on the great boulders and rocky slopes of the dark, looming mountains, shrouded in mist and clouds. Days are short and bleak, the Sun barely visible in the grey sky, while nights are long, as the packs of wolves offer their howling prayers to the Moon, enthroned in a starless sky.
Denizens: much of the forest is unexplored, yet untrodden by human foot. The name of the region is derived by those who are the forest's main denizens: wolves. Stalking the woods in great packs, they are the grey and black guardians of the forests: if a traveller is so lucky not to fall to hypothermia first, he will most likely meet his end in the shape of a hungry wolfpack. Many other animals live within: bears, foxes, owls, sparrows are just few of them.

The crude carvings and drawings found in the rocks at the edge of the forest, representing strange figures of spirits and animals, are still a mystery to many, as are the crudely arranged stones, vaguely resembling altars.




Valley of Bones
Haglhrið slær,
høgg i aks;
deyr einn,
spirar einn.


Names: Skaðan, Beinądalaz (Valley of Bones), Graōfdalaz (Gravedale), Haglalandą (Land of Hail)
Summary: a cold, mountainous region, constellated by the remains of a forgotten war.
Location: directly north of Orvell.
Description: far in the north, beneath the mountains, are the cold and windy valleys where the ancient bones lie. Here, where the dales are dominated by tall grass, forbs and sedges, and snow covers the highest parts of the mountains, are scattered skeletons of all kinds, some human, some animal, some belonging to some unknown being or beast, be they humanoid giants or great beasts, often rivaling the few, great trees of the region in height. In the valleys, the weather is cool and windy in the summer and cold in the winter, and rain, snow and hail are common, and many animals roam free among the grass. Higher in the mountains, their secrets unseen by human eye, in the rocky slopes where only eagles and mountain goats dare to wander, sometimes more of these bones are seen in the distance, illuminated by mysterious fires, lit by unknown hands.

These valleys are a grave, and as a grave, they shall preserve their secrets.

Denizens: human presence in the Valleys has existed since unknown times. The natives refer to themselves as Folką ("people"), and to their homeland as Skaðan; thus, in scholarly circles in Orvell they are named Skanda. The Skanda live divided between numerous clans and tribes, organized in a very simple society, with local elders ruling over their village, and two main castes: freemen, and slaves. They are semi-nomadic, moving around the valley, but usually settle an area long enough to cultivate it. They have a form of writing, called Rūnôz, or Runes, but few are literate, apart from the elders. They sustain themselves through agriculture, but mostly through cattle and sheep farming and hunting. Villages are usually very small and simple, erected quickly whenever a tribe arrives in their new home. The different tribes often go to war with each other for many different reasons, including feuds between warriors or clan leaders, cattle raids, or merely migrations, with battle playing a large role in their society: male freemen are trained for war since their childhood, and often see their first battlefield in their early teens. Freemen go to war, and also have a right to sit at the tribe's council and elect the war leader, while slaves remain home, toiling and working the fields. Women usually care for their children and their household, but occasionally they have been seen in battle, fighting alongside men. Religion among the Skanda is primitive and polytheistic, with ancestor worship playing a large role, but little else is known: rituals and sacrifices to the gods are celebrated by the village elders, with offerings usually consisting of cattle and sometimes of captured enemies. No proper artisans exist among them, yet they do produce art, often in the forms of runestones, erected in honor of fallen kinsmen; also, many bones in the valleys are found completely covered in carved runes, often also adorned with cloth and ribbons, and rituals of devotion are celebrated here. In many cases, it has been observed that the Skanda regard the skeletons littering their land as spirits, praying to them and burning their dead under their shadows.

None knows who lights the fires in the mountains. Perhaps the Skanda chiefs, or at least some of them, do know, but they guard this knowledge carefully.
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Name: Cavaliera Lucrezia de' Medici
E come 'l volger del ciel della luna,
cuopre e riscopre i liti sanza posa,
così fa di Fiorenza la Fortuna...



Race: Human
Age: 24
Skills: Excellent swordswoman, charismatic, and a good negotiator.
Magic: None.

Equipment: Giglio Rosso Armor: both elegant and practical, this light and finely made armor is richly adorned with the symbols of the Republic and the de' Medici family. Made with stainless steel and fine silks from the best forges and workshops of Florentia, and designed to offer protection as well as agility, it was gifted to Lucrezia by her father for her nineteenth birthday, and since then she has always worn it during missions and journeys.

Altachiara and Gioiosa: respectively, the names refer to the sword and dagger carried by Lucrezia. Lightweight and balanced, these two masterworks of weaponsmithing were commissioned by the de' Medici family and made by one of the most famous smiths of Milano, notorious for its production of weapons and armors. When used separately, they are excellent blades, but when wielded together they can fight and kill with deadly and lightning-fast elegance.

Gonfalone Mantle: this intricately woven black and vermillion mantle bears the coat of arms of the Medici family, identifying its wearer as an offical envoy of the Republic of Florentia, and granting him or her great diplomatic power in the civilized lands.

Short Bio: born from the ruling family of Florentia, Lucrezia was the sixth child of Cosimo de' Medici, Priore of the Republic. As Florentia blossomed in power, culture and wealth, so did Lucrezia blossom in beauty and grace since her early teens: the girl had a profound relationship with her father, who encouraged her to learn the art of swordmanship, widely practiced by the ruling class of the merchant city states and in which Lucrezia displayed uncommon talent, and, not unlike other princesses of important families, sent her on diplomatic missions across the courts and palaces of the region. In time, as Cosimo grew older, Lucrezia became the Priore's right hand woman, gaining some fame among the courtly merchant society, and much envy among the nobles of Florentia. In this age, the great merchant families are wealthy and powerful, and often fight against each other to dominate their city: the de' Medici, traditional overlords of Florentia, were menaced by the intrigues of other houses such as the Pazzi and the Peruzzi, constantly attempting to overthrow them.

As Florentia and her families grew richer and richer, it became apparent that Cosimo was too old and infirm to rule. Over time, the merchant lords of the city managed to let more and more influence and power flow into their hands, Cosimo ruling only nominally. As the children of Cosimo fought against each other and the other families for the issue of succession, Lucrezia was perceived as a threat by the rivals of the de' Medici: the maiden was undeniably charismatic and capable, and could have perhaps united the old ruling house again, restoring their power. Thus, while she was in Venetia for a diplomatic mission at the Doge's court, Lucrezia received a letter: she was to join an expedition headed to the distant western lands, to increase Florentian influence in the region. Realizing that this was a sentence to exile in all but name, Lucrezia was forced to accept: however, the Cavaliera has not forgotten her home and family. The de' Medici family might not be as powerful as it once was, but its ambition remains unchanged: the western wastes hold many secrets and treasures, and Lucrezia is intent on using them to gain her rightful place as Prioressa of the Republic.
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>history_

Timeline of recent world history





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