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A Light in the Darkness

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The Pokémon World

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Character Sheet

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Ordrin Entheys is a man of particular taste and of particular wealth.

However, for over three decades he has sought a particular item, a sealed chest lost to time itself. The contents of the chest remain unknown, but whatever inside has gotten the old merchant giddy. There are many rumors out there about what’s inside the box. Some say it is ancient gold while others lead to the more magical and mythic. However, whatever is inside remains to be seen. The frozen wastes of the north have many stories, after all. However, word has reached Ordrin that the caravan that the chest was on has not reported in to the second checkpoint after leaving the stronghold of Auonar.

Ordrin suspects the worst and has hired a team of specialists to track down the caravan and his treasure at all cost. Failure is not an option.

You are a member of that team. Usually you work alone, but this is a special occasion. You owe a great debt to Ordrin and whatever that debt is you would like it paid off. Ordrin has tasked you with this job and he expects results. He will be paying for your expenses when you return to him with treasure in hand and if you don't, well, you'd rather that not happen.


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“I believe, so therefor it is so.”

It has been two thousand years since the death of The Hero of the Glades.

In the wake of her death to free the world from the oppressive chains of the dark wizard, Gand, a world of liberty and sanctuary has flourished from the Viridian Sea to the Sands of Hahral. As a result, there is not one person in the world that does not know her legend.

Some say the Hero of the Glades was sent from the goddess herself to save the world from the wicked and vile. Others say she was a simple peasant girl who proved herself to the gods by enduring harrowing trials. The conclusion is the same, whichever interpretation one comes to believe; the Hero of the Glades stood against the forces of evil and won. One only has to look at the Kingdom that spawned in her name. The Kingdom of Itenaire.


Whilst Itena gave her life in the final battle, her allies–the sorcerer Sol, the warlord Haur, the hunter Antes, the swordmaster Aather, and the elf Glyndŵr–all were fortunate to meet the same end.

Gand had been stopped and purged from existence, but with him so too did Itena suffer a fatal blow. Her passing would become symbolic and the journey she had shared with them left them wondering what world to build in her absence. It is here that the bones of modern society began to form. Sol returned to the enclave of sorcery, which had been decimated since Gand had battled them to near extinction. Antes returned to his tribe in Hahral, fearful of the darkness that lingers in the world. Glyndŵr freed the elven slaves that Gand had taken and looked to rebuild the clanfolk. Haur reunited with the Confederation of Warlords that had aspired to depose Gand, history would recall him as the first King of Itenaire. As for Aather? Seeking no power of his own, he returned to Itena's birthplace and from there would create an order of protectors that would become the first collection of knights.

In the time since then the idea of kingdoms have been formalized, a caste system of lords and underlords have become the standard, the enclave of sorcery has been slowly rebuilt from the bones of what was, and Itenaire has been led by House Haurington, who still maintains its connection to its founding hero. And, of course, the elite guardians of the glade and ever present protectors of order and justice, Order of the Glade, keep a watchful eye over the realm should another mad mage or other unseen threat arise once more.

And so here you are, peasant, noble, or somewhere in between, traveling to the birthplace of the Hero of the Glades, to participate in a trial that could help define you. Do you have what it takes to follow in Itena's honor? To become a warden?

Let's find out.

L A C O R R O N: a w o r l d a t o d d s


Lacorron, or Isradd-Bodolaeth in the contemporary elven tongue, is the world your characters are from. It is an ancient world with two sentient races, humans and elves.

Around two thousand years ago ended the Age of Chaos, a time of upheaval defined by warlords, cruel sorcerers, and everything in between. In two thousand years it has evolved from a wild, war-torn iron age to a contemporary age of ideals, prosperity, and order. If not for the defeat of Gand, who knows where Lacorron would be today. Progress aside, this does not mean it is an age without conflict.

Below are summaries of the great nations of this tenuous “Age of Peace”. Familiarize yourself with them.










C H R O N I C L E: e v e n t s o f r e l e v a n c e



D I V I N I T Y: g o d s o f h u m a n i t y


Seleistia

M A N A A R T S: m y s t i c i s m a n d m a g i c


Sorcery is the reaction when mana is transmuted into physical matter. A combination of the innate, spiritual, and primordial elements that make up terrestrial existence.

Like blood in the pathways to the heart, Mana is the pathway to the soul, the foundation of living essence. The soul of a human or elf is the gateway to the cosmos and the most pure thing of all, whether it is innately on the axis of harmony (light) or chaos (darkness). Once someone’s powers are awakened they open the door to what is known as sorcery, the art of controlling mana–sometimes referred to as the mana arts by those too haughty for a term such as sorcery.

For humans, their mana is rigid and often hard to control, often described as not as free as an elf’s mana. It is, however, far more potent and virulent, as human sorcerers are capable of higher volumes once they do find a pathway to awaken their abilities and control such sorcery. As such the mana produced by a human holds only one element of sorcery, contrasting with elven mana being a thread of multiple elemental energies. The first human sorcerers found this unfair, viewing the elves as arrogant in the favour given to them by the universe, but soon they found that elves lacked the same potency as they did and that they couldn’t even manifest their mana in the same way. After all, a human could create a fireball from the very essence of their mana and an elf could only control what was around them.

At the rawest, simplest stage, this is what it means to control the mana arts.

But applications of such magicks does not start and end there, for there are those unknown to history that have tampered with things well beyond the mana produced by one’s soul. Such forbidden arts are mostly unknown, though unlike them the art of magecraft persists as something a little more conventional of an option. Within the Enclave of Sorcery, scholars of the mana arts explored the idea to transfer mana into items, researched ancient words of power left behind by the gods, and with the aid of master weaponsmiths crafted the first magical weapons known to man.

Such weapons have become a staple to factions like the Order of the Glade.


C O N C E P T U A L I Z A T I O N: m a k i n g a c h a r a c t e r


First of all, welcome to Wardens of the Glade: a Light Fantasy RP.

In an attempt to return to my roots, overcome a fourteen month drought of writing anything new, and create something engaging I have pulled together an idea I’ve had an inkling of for some time now. A few years ago, Feyblue created the very first variation of their light fantasy story revolving around a group of knights. I really liked this idea and wanted to do something that was in the same kind of spirit, but wholly different.

Thus we have this game.

In Wardens of the Glade you will play an individual in the world of Lacorron, a setting ruled by kings, warlords, and sorcerers.

It is in your character’s purview to travel to the Grand City of Atutania and rise above their station through an open invitation to participate in a trial to become an initiate warden. They could have awakened their magical abilities, or perhaps those are still latent, but they are sure of themselves. They can be from any nation currently listed in the section above and come from any role in their societies: peasant, merchant, noble; any of the three major categories does not matter. The wardens do not ignore people based on lack of status or station.

I expect an understanding of basic English grammar and the ability to conceptualize and work with me without banal argumentation. I am just looking to have a fun time. The posting schedule will be flexible but while I am recovering from a great writing burnout, I will try to keep us on task. Basically, be cooperative and understanding. Don’t waste other people’s time. We’ll be good.
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Players: 6+
Pace: Flexible, so be committed long term.
Writing Level: Casual+
Sheet Deadline: TBD

I’m not sure why I’m writing this down.

I guess its that I just know that I need to write something to make sense of it. My therapist calls it written stress management. I’ve admittedly never really taken it seriously, so, I guess that would be the first benefit to everyone losing their fucking minds only a few months out from the end of the school year.

My name is Rosemary Fitzgerald. Everyone calls me Fitz. I’m a senior at Stockbridge Academy, a sort-of charter high school a few hours from Detroit. Not that any of that matters anymore.

Something happened. An outbreak of some kind, or at least that's what the teachers told everyone. They told us that we'd be safe in the auditorium until the situation was clear and our parents could evacuate us. Obviously, that was a lie and well, whatever sickness that was outside decided that it did not want to be outside anymore. All, I remember was sitting in the gym, holed up with the rest of my class and a few others, waiting this out until one of the other students, a freshman I think, caught whatever sickness was going around. Now, I’m not much of an expert of these things but I’m pretty sure you’re not supposed to get back up when a fourteen-year-old decides they liked the taste of your neck.

I never liked Mr. Roberts, but that should not happen to anybody.

In retrospect, sure, I’m shaking, but I’m starting to believe the idiot who started screaming “zombies” as the gymnasium turned into a game of life-or-death. ​

A group of us got out. We’re in one of the rooms designated as a teacher’s lounge. Not the largest one, but Stockbridge isn’t a small school. It’s just us, unless you count the “zombies” outside the door that want to do to us what they did to our gym teacher. Between the school being on lockdown, the reinforced glass windows, the magnetic locks on the only exits to the school, and us having absolutely no cell service or food, I’m on the verge of having a panic attack. But, yeah, I’ve gotta keep that shit on lock. I can’t show weakness in a time like this.

But how the heck am I or anybody supposed to escape this death trap?
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A New Legend Begins

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An Isekai Mix-Up!

Sometimes death is a new beginning. You awake on a battlefield adorned with swords, wondering where exactly you could be. The stench of battle is recent and costly, but something isn’t quite right. This isn’t your world. And most importantly: this isn’t your body either.

You’ve been transported into someone else in a world you do not recognize or know. You are puzzled and confused until an angel appears before you from the heavens and offers you some answers. They will soon introduce themselves as Sigridelle, a servant of the cosmos, and explain what predicament you both find yourselves in. How will you adjust into the body you have found yourself in? What perils will you face as you try to survive?

Only time will tell.
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The Kingdom of Alma is the largest and most principal nation within the planet of Eferion.

It is the center of the strongest military and the most inventive minds the world has ever seen. Among its contemporaries in the nine kingdoms it is the one with the strongest leadership and wealthiest people. The Artificer’s Guild is centered in the capital city of Alessia and the second largest cathedral in the world is situated right across from the royal gardens. When a tenuous peace was signed between eight of the nine kingdoms it became clear that the King of Alma was behind the treaty and used his influence to direct the realm for the greater good.

This all changed a few months ago with the appearance of The Black King, a cruel malevolent warlord who used strange magic and an army of monsters at his back to shape the world as he saw fit. Kingdoms fell in what seemed like a few short nights. The King of Alma declared war on The Black King and for a time they pushed back the horde beyond the endless wilderness. Unfortunately this success did not last long when the king was stricken by a strange, incurable illness. The Princess of Alma, serving as the regent of her sickly father sought to save her father and the realm as the Black King returned using his weird magic to outmaneuver the royal retinues. The Court Wizard, Zalmis, suggested a plan. An appeal to the goddess.

“I will summon legendary heroes to save the world from darkness.” He promised.

However, for some reason… the celestial wish spell that they sought to use had been twisted somehow. Magic crackled the sky. Little did the Princess know the heroes themselves were but morons and losers from another world; not the heroes she had wished for. But it would be the heroes she would be stuck with if she could find them before the Black King does…
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Players: 7
Pace: Flexible, so be committed long term.
Writing Level: Casual+
Deadline: September 25th, 2021

From Argus to Kuchinashi, the Mistrali look to the sun and the moon for guidance.

Sometimes, that guidance hasn’t helped. Lives lost and destroyed by the decisions of the ruling council, resources consumed and mistreated by the corporations that influence everything from what you drink to the stockpile of dust throughout the kingdom that Huntsmen use to combat the Grimm. A century ago the Mistrali were forced into a war that would cause a domino effect throughout the four kingdoms of Remnant and create a long-seeded resentment toward Mistral. To some, Mistral became little more than another Mantle.

Since the ending of the Great War, Mistral has become more chaotic and dangerous. Criminal syndicates and seedy corporations have designs on the Kingdom and revolutionary groups like the White Fang have created instability throughout the kingdom to the point even their own allies in the former kingdom of Mantle have begun to blame them for their own problems. The Schnee fight the Cerise and the Al Mond over dust disputes. All while insidious forces hope to manipulate the chaos for their own ends. A lone woman in the darkness may become the most dangerous of them all. But for you, these are not concerns you are even remotely aware about.

With an initiation exam in front of you, an excitement swells in your gut. You have no idea about your destiny and how it will be you and the friends you make who’ll be the first line of defense against Grimm and non-Grimm alike. But the World of Remnant never does care about the plans you make, does it?
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Players: 2+
Writing Level: Casual+
Pace: Mixed Tempo, short-to-medium posts as needed.

It’s been many years since Happy Harbor has been particularly, well, happy.

The allure of the big city is vast and with the aggressive campaigning by the Zanco Corporation, even the likes of the rural landscape near Happy Harbor cannot escape it. Large billboards promoting Crescent City litter the fields as Happy Harbor is reminded of the constant struggle between modernization and tradition that it has always faced.

The Starshine Spring has dried up and gone silent, a terrible fate for once a prestigious attraction. Mayor Greene worries for the future while Zanco and others offer to ‘help’ them with their particular problem. Will they take the money and hope for the best or actually work to return Happy Harbor to its former glory? and is there a way to bring the spring back to life? What is the significance of the spring? Can the new residents help? This sleepy rural town still has fragments of hope, but will it be enough?

Only time will tell.
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