'And here my world, the end times will come with the longest day followed by the slow death of the sun and the great shadow that will spread to veil the whole world and with the last rays of light gone, all who still live upon this world will face a fate worst than death in the hands of the twisting darkness. For this world is world is only a pawn in a game spanning beyond our mortal minds.'
Those were the words of the Oracle of Vandr before she died 500 yars ago. Vandr the ancient capital of Aidarin, the nation of men. The name of the Oracle was lost in history, but her prophecy has been recorded, laughed at, dismissed and ignored. It became the tale to scare the misbehaving children. Be good or the sun will die and the end times will begin. How foolish we were. Without us humans realizing it, many of the wild folk had prepared for it and left this world. By the time the end came, it was too late for us to do anything about it. The sun stopped high in the sky and at first that was all. Then the darkness came, spreading from the city of Vandr, it slowly engulfed everything on it's path, corrupting all existence it came in contact with. Those of us who managed to escape have not stopped running since then. It's been a year since that accursed day. The sun never came down from the sky, but we've noticed it growing weaker. Day by day the light grows ever so dim, the temperatures are dropping and those of us who realize it know the truth. There's not much time left for us. Soon the strongest winter will be upon us, then the eternal frozen night in which we will die.
Still even among the despair a hope appeared. Some of us received visions from the gods, pointing us to a destination on the other end of the continent. An ancient ruin left from forgotten eras in which we will find salvation. So we began our journey, through mountains and forests, ravines and rivers until we reached the Silent Lands – a part of the continent never explored for those who ventured there never returned, but we've got no other choice. We are here in Valheim, the last settlement before the Silent Lands, a caravan consisting of refugees. Men and women, children and elderly... those who survived anyhow. We are waiting to see if other caravans join us, but the darkness is approaching, we can see it in the far distance, slowly making it's way towards us in ever increasing speed. We cannot wait anymore, tomorrow I'm ordering the departure of my caravan and all who joined us. May the gods protect us on our journey.
Fictional world of Hellia, the continent of Lelt. Technology Level:
Medieval level technology. No gunpowder, electricity or so on.Starting Season:
Magic is avaible, but limited. More on that later.
Magic in this RP falls under 3 different categories – Witchcraft, Boons and Weaves. In this RP true magic or also know as Weaves cannot be accessed by humans. Only the wild folk can invoke true magic. This comes from the fact that wild folk often harbor magical energies in their bodies where no human has ever been recorded born with the ability to produce such energy. The number of magic users is small to begin with and with the death of the majority of the population it has gotten even smaller. I might allow a Witchcraft or Boon user if one impresses me properly, but at most it will be one as magic does play a plot role so the player will have to be ready to play along with some limitations. But be warned I will be extremely strict with this.
- Witchcraft – A form of magic that some humans can have access to. It's a complex process and requires long years of study and innate gift to master. While it calls upon the same powers the Weaves do, witchcraft uses alchemy and complex rituals to activate said magic and the magic is always weaker than a real Weave. All but the most able of witches require preparation time for their crafts and all of them require ingredients as sacrifice for the invocation. Typical witchcraft is the Purifying flame that requires pieces of the caster's hair, drop of blood and a chant spoken with precise intonation. Witchcraft is of ritualistic importance as many ancient customs require the presence of a witch to perform specific rituals. Only women are taught the use of witchcraft and the secrets of witchcraft are closely guarded.
- Boons – This is the divine magic practiced by priests of the different gods. Those effects are granted due the will of the gods and as such only require sufficient devotion to the chosen god. Said Boons may be granted or the request may be completely ignored if the priest's connection with his god is weak or he has forsaken the ways of his patron. Different gods are easier to reach in specific parts of the day or surroundings. It also stands to fact that even ordinary people who are stern believers may call upon a lesser boon of a god's power. The lesser boons is often manifested in ways that differ widely from case to case.
- Weaves – The true form of magic as it exists within the world. It has long be discovered by the wild folk that the world consists of countless metaphorical strings or the so called laws of the world. By interacting with said strings, they can weave effects within the very world itself, causing seemingly impossible effects within their vicinity. Even among the wild folk practitioners of this craft are rare is it requires decades if not centuries to learn how to weave your intentions within the world without suffering a backlash. Blacklash from a weave can range from simple numbing of one's fingers to even losing a limb or your own life in the process
Perun – God of the Sky and Thunder
Perun is one of the Supreme gods that still hold influence over the world. With his domain of Sky and Thunder even as the Longest Day came, his power is weakening slowly. Those who follow him are valiant warriors and the boons he can grants are tied to physical prowess and lightning. His priests are known to to increase the strength of warriors before and during battle and call upon his lightning wrath to smite their enemies. It is easiest to call for his aid during storms, in the heat of battles and at open plains.
Mokosh – Goddess of Nature, Life and birth.
She's Mother earth, all life upon these lands are her children. Her domain are the wilds and the earth. Since the Longest Day came her influence has been steadily waning as the darkness corrupts ever so more from her very body. Still she watches over all life she can, protecting her children from the spreading darkness in any way she can. Her boons are the gifts of life and fertility. Her priests and priestesses can heal wounds, bless crops, cattle and people for health and call upon her wrath that shakes the very earth. Best places to call her are ones with abundance of wild life. Forests, fields and at places with lots of people.
Svarog – God of Sun and Heavenly fire.
A supreme god of his own, he is a valiant warrior, embodiment of light. As his domain is the sun and fire. Warriors and smiths are the majority of his followers. At first it was supposed that Svarog had gotten even stronger with the Longest Day, but sadly with the passage of time since it has proven to be otherwise. Svarog's light is the only thing slowing the darkness and as it grows, so does his power wane. With the weakening of the sun, his influence also decreases over the world. His boons are the purifying fire and light, the physical strength, the ability to be a beacon of all around you, making them feel stronger as they gaze upon you. Usually the best time to call him is at the high of day or in other words noon, but since the Longest Day calling upon his aid has been getting every harder as the majority of his power is tied to keeping the sun ablaze to combat the darkness.
Zorya – The Virgin goddess of the Morning, the evening's stars and the Aurora.
She's connected to Perun and is a warrior deity. She has 3 different appearances that change with the passage of time. From morning, to night and the very midnight. Her domain is the early mornings, the night and the stars. With the Longest Day the majority of her domain has not appeared for a long time as such her influence over the world waves, but also with the weakening of the sun it has started to grown again ever so slowly. Her boons are increased strength, the guidance of the stars and the protection of the Aurora that protects from the darkness. Best time to call upon her is at midnight and at the break of dawn.
Deva – The Goddess of the Hunt and Forests.
As a Goddess, she's prayed to by all hunters who venture into the wilds. Her domain are the very forests and all places wild and untouched. A hunter said to be without equal, when she's on the hunt even the other gods are said to be unable to match her. With the world growing ever more dangerous, more and more people are starting to pray to her. Her boons are those of stealth, far sight, accuracy and tracking. Best place to call her is at a forest.
Veles – Keeper of the Underworld & Guardian of Souls
Veles's the god of death. His domain is the realm where all souls enter upon their death. His is the job to protect them until their reincarnation. He holds power over the dead and his influence is often connected to the darkness of the night. His position is the counter to Svarog who's the embodiment of light. Veles's power has all but vanished with the outset of the Longest Day. The doorways to the underworld also appear to have been severed from the world as souls can no longer peacefully pass on without intervention. Still As there is still death upon this world so is Veles still present. His boons grant the ability to pacify the souls of the dead, to purify them off malign influence, allow them to pass to the underworld even with the gates to it closed and protect he living off spiritual interventions.
Wild folk is the general description that humans use for all sentient beings that are not humans. That includes both living and spiritual entities. Many are the kinds of beings that exist outside humanity. Some well disposed towards humans, others hating them to the core, but all reliant on the gods non the less. Still among the wild folk there are some who are very kind and caring even for humans. Marriages between some of them and humans while not common aren't exactly unheard of either. The ones most well known to humanity are:
- Samodivas – The ladies of the forest. Samodivas are fair maidens, beautiful beyond the dreams of all men. They live in the forests, dancing, singing and passing their days and nights in endless gatherings of joy. They are usually kind and gentle, but with a little bit of wild side. It not unusual for lone shepherds to see them as they dance their way through forests and fiends. It is well accepted tradition to always be kind to the Samodivas and shepherds either hold their places pretending to be asleep or if they can they play music to the maidens for them to dance on. If the wrath of the Samodivas is caused, they can be incredibly vengeful. They always wear long thin white dresses with small leather belts and flower wreaths on their heads.
- Vily – The vily are the ill tempered cousins of the Samodivas. These at first sight fair looking maidens similarly to their relatives are incredibly beautiful, but they are a lot more wild. They are fierce protectors of the forests and often deliver immense punishment on every human who dares ventures into their groves. They often wear some sort of ornaments made out of tree leaves.
- Leshy – The leshy are the true caretakers of the forests. Children of Mokosh, The mother earth . They are sentient tree spirits that are often mistaken for old trees until they start moving. Their bodies carry a near humanoid shape but entirely made of living wood. Their powers are great and can be fierce opponents if challenged or enraged by the mistreatment of the forests they inhabit. Their ancient magics are gift from Mokosh herself.
- Elves – They are an ancient race that cohabited with all the other wild folk before the world first came to even see humans. It is said that elves were among the first children of the gods, but elves themselves deny that. Their history is kept to them so little is known about it to humans. They rarely leave their ancient forests which they called home along with many of the other wild folk. Every elf excels at his chosen craft due their longevity, be it fighting, sewing, singing or magic.
- Dwarves – Some believe that dwarves are the children of one of Svarog's embodiments, other argue they are the children of Mokosh and Perun as their usual habitat is the deep underground while their naturally buff bodies make them excellent strong warriors. Whatever the truth is, dwarves are rare sight to behold as they rarely leave their cavern cities. Still their craftsmen, especially smiths and stonemasons are known to be second to none.
- Rusalkas – Rusalksas are a curious and tragic existence. For all purposes Rusalkas can be considered demons, undead or monsters. There's a reason for that still, Rusalkas are born when a young woman choses to drown herself and end her life rather than enter into marriage with someone. Such are the cases when usually the clan or parents arrange a marriage of profit. After their deaths, the girls' spirits linger and eventually are reformed as Rusalkas. They are spirits given physical form. Charming and with beauty enough to draw in but the most stalward of men. These female vengeful creatures are known to charm and seduce young travelers into entering their waters before drowning them. Important trait as that all Rusalkas appear as if always having just left the water. If they put on clothes they will soak, their hair is always wet and skin glissening with moisture. They are deathly afraid of red ribbons. Mothers put on ribbons on their sons who leave home to protect from them.
The Darkness, little is currently known about this... perversion of nature. As soon as it appeared, it began to twist, mutate and corrupt the surroundings until the original source of it looks more like a nightmare given unstable form rather than something within the very world. In many ways the darkness behaves like a giant organism. It's spreading, adapting and attempting to always get the upper hand. Trees, animals and men are all equally affected by the darkness's mutations. Mutated beasts charge beyond the reach of the darkness to kill and consume those unaffected from it. Men are turned into mindless abominations of twisted body parts and growth of the forests spreads without rhyme or reason. Four different types of creatures have been confirmed within the spreading darkness.
- Hungers – Animals corrupted into nightmarish abominations, mindless and driven only by endless hunger and malign purpose. Non existent intelligence of these creatures makes them attack in endless droves. Many variations exists as the mutations ensure there's always a new nightmare born with each passing second.
- Fallen – Sentient creatures that have been twisted beyond recognition. They retain a semblance of self awareness, able to construct simple plans and strategies to serve their goals of consumption of all who are still free from the darkness's influence.
- Sins – These are the embodiment of corruption and the product of sentient beings whole overtaken by the darkness, but not turning into mindless drones that serve it. They are akin to generals or maybe hive queens of the mindless beings that fill the darkness. Their only goal is the expansion of their dark domain and nothing is allowed to stand in the way. Smart, cruel and insane, the men and women who were once these horrifying monsters are no longer present. Their mind twisted into something so different that in the end nothing of their original self remained.
- The nightmare? - This being has only been seen once and is believed to be something akin to the ruler of this spreading corruption. It's presence completely obliterated the capital, no magic affected it, no weapon reached it. It's absolute authority went unchallenged as everything around it was either turned to dust or corrupted into it's servants. If more of these exists is unknown such it was dubbed the nightmare. It's appearance was one of endless mass of flesh, forest of tentacles and eyes, all brimming with malicious purpose and evil intelligence beyond human.
Now with the backstory out of the way, let's talk about the RP itself. While we will be RPing our characters, there will also be a lot of other NPCs with us. So in a way it's almost a mini nation thing on the side as different caravans might be clashing on ideals, goals or even resources and power. The initial end goal is reaching the ruins mention at the start, but the path there will be long and by no means that could be the end of the story! What is waiting for them there? Will it really be salvation? We can decide as the story progress. Thus I need someone who will also aid in the story and can lead side stories and plots. Aside the base setting the location we shall be headed is left vague for that very reason as to leave it open for new stuff to be added easily by either of us.