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Asuras Into her woven halls, her children cover the walls

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The legend went as such.

At the dawn of time, men gave their fealty to the gods, grateful of their existence.
In return, the pleased divines bestowed upon few men fragments of their power to use as they saw fit.
All civilizations shared in this power, no one priding themselves in superiority over others.
There was but one that lost this gift.

Within the nation of Baelwill, men and women reveled in skill and power.
To them it was the greatest proof of worth, to exercise their strength in duels and conquests.
They flaunted their heroes and achievements, scoffing at other nations.
As their revelry persisted, their gods began to see only shame in their behavior.
Their gods left them.

Defeated and ashamed, Baelwill nevertheless picked up their spirits and trudged on.
A king arose and inspired his people to return to their former glory.
Why did they need gods to be great?
A great tower was built, a representation of the climb they would soon pursue.
For years to come, through their own force of will and drive, the people of Baelwill attained their own divine strength.
From deep within the souls of men, an unstoppable power was brought forth.
Without gods and gifts, Baelwill forged their own strength to contest with gods.

Then, Baelwill began its first campaign of conquest upon other nations of their world
Even those bestowed with divine strength could not stand against them.
The gods, fearing for their creations' safety, descended upon the world from the skies.
The First King of Baelwill ascended his tower stretching into the skies.
Looking over the world, he cut down each and every god that showed.

Their power lost to them and their gods defeated, the world could only surrender beneath Baelwill's might.
The nation bore an engineer to imprison the world.
The nation bore a cleric that rendered their men immortal.
For eons untold, the story of how they had risen to power vanished from minds.
To know of the late gods was punishable.
To speak of them was to be put to death.

Memory of the strength men could hold was lost, and with it, the will to rise against their captors.


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For eons, Baelwill has ruled over the continent with an iron fist. Unrelenting, unbeatable. With the combination of their arms, those nations they subjugated were incapable of mustering the will to rise against them. An ancient arcane cannon loomed overhead, threatening to vaporize any nation deemed too rebellious to bother bringing back into the folds. A barrier of arcane machinery protected the Baelwill capital from even the greatest of assaults. A priestess of divine ability kept her knights invincible and immortal.

Any nation that could defeat these knights would fall into despair when their enemies simply rose up from the mud, none the worse for wear.
Any nation that could resist their influence would fall to ashes when the skies rained down hellfire, leaving but a scorchmark upon the ruined earth.
Any nation that could march to the capital would be buried in the fields surrounding it, their target unscathed.

And so with time, the world had become complacent, living under the shadow of Baelwill without question or complaint. Over the years, a prophecy had begun to circulate across the lands, telling of a future moment in which the world would be able to take back its sovereignty from Baelwill. The world bide its time.

"When the Beasts of a nation scorned fall
those children of ability commanding
will lead the World to true peace
lest the wounded God return to rule forever
"


A year ago, their patience was met with a ray of hope.

In an apocalyptic display of fire and brimstone, Baelwill's arcane cannon erupted into flame, brightening the night into day miles above Ollasian lands. A city was decimated by the debris that fell, but it marked the end of an era. Mere days later, the arch-priestess of Baelwill was assassinated, leaving the once-invincible knights subject to the same mortality as the rest of mankind. All at once, the people of Baelwill spread across the globe went into hiding or returned to their homeland, leaving the world a mixture of confused and boisterous.

With newfound freedom, the world collects its will to follow through with the prophecy, and turns to its children for hope.

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Hi there! Welcome to Immortality's End: Prodigy Prophecy. This is an iteration of another roleplay I did of the same setting on a different site. Instead of playing as assassins or random folks this time, players will instead take the role of particularly notable young adults that find themselves in important political and/or military positions of their nation. A prohpecy was interpreted to mean that child prodigies are the ones who will guarantee that the world can permanently prevent Baelwill from returning to power. This roleplay will be focused on an overarching goal; command troops, resources, and political power alongside many others on the journey to retaliate against Baelwill while it is weakened. It will be a small group of people (5 or so, depending on how things settle) with a posting deadline of, at most, a week. Because of the nature of player character's roles and powers, I will be strictly selective in who gets positions in the roleplay, so as to avoid "complications". I'll leave it at that.

If wargames, politics, and epic fantasy interest you, post your interest!

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Immortality's End: Prodigy Prophecy is set on the continent of Yismel, some 5 million square miles in area. Yismel is home to a vast array of peoples, including but not limited to humans, elves, orcs, smallfolk, werefolk, and dragons. Humans and elves make up the majority of the continent's populace.



A mere ten years ago, Baelwill dominated the world from north to south, east and west. With the power bestowed upon them by "artificially-created" god-like knights and kings of legend and the machinations of the mythic engineer Prollont, Baelwill secured its position as an unstoppable force of conquest. Its knights were literally invincible, their cities unreachable, and their far-reaching might unquestionable. An arch-priestess possessing powers never before seen to such a magnitude could remotely revive any and all Baelwill knights from anywhere on the globe, rendering their forces immortal. An aerial arcane cannon circled the continent, primed to vaporize any city deemed "too rebellious" to waste time suppressing. With these powers, Baelwill dominated every civilization in the world for centuries, despite hailing from but a single nation.



To Baelwill's north lies the kingdom of Verdigris. Verdigris, long ago, was formed of the separation of two rightful heirs to Baelwill's throne. A king valuing camaraderie and brotherhood over worship of historical idols exiled himself from the kingdom, followed by countless citizens who believed in his cause. Verdigris, like Baelwill, is a nation of knights, just as fond of aesthetics and power as their estranged brother nation. Verdigris is a constituional monarchy made up of many duchies, presided over by a ceremonial head of state and an oligarchy of nobles from each fief, the Council of Ten. The nation is primarily made up of human citizens, with a minimal elven population and an even smaller populace of other races. Verdigrisian lands are boreal and taiga, containing the tallest mountain in Yismel, Mt. Lorelettonne.



At the heart of Yismel lies the Federation of Mecrundyr. Made up of fourteen constituent republics, Mecrundyr is often called the freest country on the continent and beyond. Having access to trade routes stretching to each end of the continent, as well as ports at each ocean, Mecrundyr enjoys an enormous amount of wealth. Being situated in a relatively warm and amicable biome too, helps portray Mecrundyr as a good place to live. It isn't without its problems, however. Werefolk, savage men, have always lived in the forests and fields of Mecrundyr. While once abundant and relatively peaceful with the more civilized populaces, Baelwill's occupation saw a bloody campaign against the werefolk that drove their kind to near extinction. With Baelwill gone, the werefolk have returned from hiding and begun to attack villages for resources to fuel their hopeful future. Mecrundyr has an equally large population of nearly every race.



To the East of Mecrundyr lies the Holy State of Ollas. As is quite clear, Ollas is a theocracy, presided over by an arch priest or priestess. As history goes, the legendary arch-priestess of Baelwill, Astrane, was born of marriage between a Baelwill knight and the then-arch priestess of Ollas. This knowledge however, is hearsay at best, though the people of Ollas proudly claim it to be true wherever one goes. During the Baelwill occupation, religious exercise was, while not removed, suppressed. Gatherings were still allowed, but only on particular days and for limited time. Doctrines, over time, were not analyzed as much as they used to be, leading to an "Ollasian Dark Age" of spiritual development. Ollas possesses an equal populace of elves and humans. With Baelwill gone, priests and priestesses have begun in earnest countless individual campaigns to raise their own doctrine interpretations above the rest. Small religious wars are anticipated.



To the south lies two islands made up of two bitter rival nations. Alkrisia and Comlenes harbor a bloody history with one another. Powered by mere racial prejudice, Alkrisia and Complies (prior to Baelwill occupation) fought endlessly over blood feuds, resources, and extra land on the two islands. Alkrisia features a purely white-elf populace, while Comlenes is made up of dark elf migrants from the southern archipelago (not pictured, located to the south in the Immacal Ocean). As Baelwill left, tensions quickly mounted between the two nations again, prepared as ever before to return to their old ways. An old wives tale claims that their hatred for one another is so fierce, they mutually agreed to creating a gladiatorial arena for Baelwill's entertainment, merely so they could continue killing each other. The flames of ancient racial prejudice are growing on the island, and war is soon to break out at a moment's notice.



At the northeast is a land bridge, mostly unoccupied except by hamlets and micronations, that connects to the much greater continent of Ju Ren Kyo, home of the Eastern Empires. Made up of several very large nations, Ju Ren Kyo nevertheless has remained peaceful even since before the times of Baelwill's conquest. Being empires, they are necessarily formed of smaller servant nations, though they remain incredibly unified. Ages of control has led to a practical merging of the nations within these empires, to the point of seeming almost indistinguishable from one another. During Baelwill's occupation, the empires were further given greater governmental hierarchy. Marriage between Baelwill lords and Eastern nobles created the first Supreme Emperor of Ju Ren Kyo. Under the successive leadership of individuals possessing this title, the Eastern Empires were heavily unified, and remain so today.

Despite this, the Baelwill blood remaining in the current child Supreme Emperor has many easterners questioning who they truly owe allegiance to... Warlords and emperors have begun to show their solidarity for their own nations, shaking the peace that has been maintained for so long...
Hidden 8 yrs ago Post by Psyker Landshark
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Psyker Landshark return to monke

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Like I mentioned before, interested.

Also, why are we back on RPG?
Hidden 8 yrs ago Post by Asuras
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Asuras Into her woven halls, her children cover the walls

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Like I mentioned before, interested.

Also, why are we back on RPG?


Uhh... Cause.
Hidden 8 yrs ago Post by ERode
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ERode Odd One Out

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Thar. Gonna be going knight grill again.
Hidden 8 yrs ago Post by Psyker Landshark
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Psyker Landshark return to monke

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Rolling a Chinese weeb warlord. Fucking knew Rodey was going moeknight again.
Hidden 8 yrs ago Post by ERode
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ERode Odd One Out

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Bitch please. Horizon was basically just a RP about muh knight-grill fetish.
Hidden 8 yrs ago Post by Guilty Spark
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Guilty Spark A Relic of the Past

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This sounds like something I can get behind.
Hidden 8 yrs ago Post by Flamelord
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Flamelord

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Seems like a thought out setting. I'd be interested in taking part.
Hidden 8 yrs ago Post by CrimsonCastle
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CrimsonCastle Radical Dude

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I am interested
Hidden 8 yrs ago Post by Asuras
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Asuras Into her woven halls, her children cover the walls

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