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Gorganslayer

Second Lieutenant
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Sep 29, 2014
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Sign-ups: A realm Divided
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“What are we but mere pawns of the gods, sent to trod the paths of our destiny?
When the gods play their game of chess, it is the mortals who suffer.”
- King Louis Du Nord, King of the Territoires in the Second Dark War

Welcome all to my latest forum game: A Realm Divided. Inspired by fantasy works like LOTR and BB's excellent Agorath. Taking place in the fantastical realms of Anestrion and Istaria. Two continents shaped by the old machinations and designs of elder gods, and their younger creations. It is a land split in two in a fight between the light and the encroaching darkness - a fight that has lasted for centuries.

The world of A realm divided is divided between the twin continents of Anestrion and Istaria. These twin continents are abound with beauty from the majestic lakes and rivers, to the towering peaks, punctuated by dense and beautiful forest. But there is a sickness that plagues these two nations. Long ago the forces of darkness tried to claim these lands as their own. Twice did they nearly succeed, however each time they were undone by the sacrifice of heroes, and in the second war of darkness, their dark lord, Volkair was slain, breaking the back of the evil hordes. Yet neither side is strong enough to fully destroy the other and now an uneasy peace endures as the forces of darkness lick their wounds and prepare for a third and final crusade against the light.

This is where the players come in: 500 years after the end of the second dark war, the shadow of darkness has once again began to make its presence known. Across the continents the nations of the light steel themselves for the oncoming darkness. Will you be one of these great leaders? seeking to cleanse the realms of darkness. Or will you instead serve the dark, attempting to bring about the blight and end of the world as we know it?

A brief note on Mechanics
i don't want to go to deep into mechanics for a sign-up thread, but i'll touch on it briefly. Based off BB's stat system for GOT, players will have a number of levies to raise as their army, taken directly from their population. In addition players will send orders by PM. Normally a player will send one administration order to be used on advancing the characters realm. They will also achieve a combat order which can be used to order the players armed forces around or used to send a hero on great quests to 'level' them up and improve their abilities. Plotter characters will receive access to a plot order which can be used for schemes against other players or NPC's.

How to Sign-Up and Play
People are free to sign up either landed characters on the side of the light or the dark from any of the nations in the second post, or they may play as a landless character.

I am open to allowing a limited number of players starting as rulers of the realm rather than as middle ranking nobles. If you wish to apply for a ruling position the state which one you would like, If i approve then feel free to post a character bio.

As this game focuses on RP im going to include this quote from BlackBishop:
This game does not rely on rigid mechanics, but rather common sense and role play. While there are hard stats for the game, your choices through your IC and orders will bear the brunt of success or failure.

This isn't to say that I expect OP tales of awesomness at every corner. Play the bad guy, carry your faults with pride. It makes for a great story, and a bribe here and there goes along way to rally swords to your side.

However you want to play, realism is what we are aiming for in orders, and how they turn out for you will be based on reason. Bear in mind that I am human, and make mistakes. Be that as it may, my word is final as are all updates. If you feel I overlooked a crucial detail come to me in private, (not spamming the IRC please), and I will decide if you deserve compensation in a future update.

As far as diplomacy goes, don't expect NPC's to be mindless drones waiting on your beck and call. If you can't give them a good enough reason to lift their banner by your side, then they won't. Simple as that. In fact they might come back to bite you. Be reasonable. Money, influence, marriage, all this can make the difference between an enemy and a friend.

Sign-up Sheets
for the sake of keeping it easy for me to organised please use the following layout when proposing a character:
Landed:
Name: Every Great Hero Needs a Name
Nation: Where does your hero call home?
Province: If you want to change the name of your on map province do it here
Family: Who is your character related to? - comes into play with heirs and marriages
Specialty: Combat, Administration or Plotter
Bio: give your character a back story it makes things more interesting

Landless:
Name: Same as above
Nation: where does you character reside?
Assets: Each landless my submit one or two assets - small items or abilities possessed which give them and advantage - e.g. bag of gold, or merchant contacts
Specialty: Administration, Combat or Plotter
Bio: same as above.

lore incoming
 
Last edited:
Compiled is a collective lore on the world of A Realm Divided. Its quite extensive and I tend to ramble so don't feel like you have to read the whole thing. Just what interests you :)

The Lands of Shattered Realm
The smaller of the two continents, Anestrion has long been the home of men, elves, dwarves and other creatures both fair and foul. Dotted with towering mountain ranges and volcanoes it’s countryside is dissected by the many gentle rivers and lakes which punctuate the lands. To the Northwest lies the great Collines, a region of rolling hills, and craggy coastlines, divided in two by the twin rivers of Pulvéris and Prier, merging into Lake Hanche at the foot of the great Torlan Mountain range. Clustered up against this impressive series of snow-capped mountains lies the great forest of Finarfell, under its rich confider and pine needles lies a splendor and beauty of nature unparalleled within the realms, it is said that travellers who find themselves within its crystal Glenns my find themselves unable to leave out of sheer curiosity. Further south beyond the Torlan mountains lies the boggy, and disease ridden marshes of the Cairn Fenns, straddling both sides of the foetid Corpsespawn Bay. Once part of the Finarfell forests these realms were corrupted during the dark wars, withering the forest and turning it into a horrid mess of marsh lands and dark magic. From here the dead are often reanimated by the lasting taint of the Dark lord's power, leaving few to risk traversing its realm.


The Central regions of Anestrion is a region where various biomes and climates combine, split by the extensive White mountains the grassy northern region of Clairon is

hardy region, with few rivers except the Arrièrre, which flows from the Torlan mountain range and the River Grâce, both of which are minor streams in comparison to the vast to intersecting rivers of the Southern lands Hwisex. Here the grand rivers of the Shaw, Trut, Stowern meet the River Lute from the Torlan Mountains and the Grand River Hale from the White mountains at the Mighty Lake Wyve, creating a rich and fertile land of fields and vibrant hills. Finally acting almost as a barrier to the dark lands of the east, lies the vast expanse of the Abyssal Sands. Kept desolate and lifeless by a combination of climate and dark magic flowing from the east, the vast dunes and occasional cactus of these lands once served as the final battleground in the second war against the dark

in the east, now it's lifeless baked stones serve as the end for many who would hope to sneak into the lands of darkness and steal their secrets. Yet it is not truly lifeless as occasional groups of tribesmen or the rare goblin raiding party can be found wandering in its shadows.


Finally we come the west. A dark and twisted realm land having felt the full power of the dark lord’s strength. To the north straddling both sides of the treacherous Macabre Slopes lies the twisted realms of Acadazir. An ashen waste with little fertile ground, it is a wholly uninteresting landscape devoid of even the corrupted trees or earthen fissures noticeable in the lands further east, instead just clusters of tough grass cling to fragments of soil in the otherwise soot grey plains. Even the dark rivers of Tartaron, Varanger and their meeting point in the Telchine lake are not pure from taint, instead being corrupted streams with water as dark as the hearts of the region's natives and constantly churning from the evil forces that permeate them. Further to the east lies the twisted forest of Cirdan, one beautiful like the Finarfells during the dark wars the taint of darkness has blighted it, twisting it into a shadowy mockery of what it once was. The elves who still remain have fallen to dark magic in order to save themselves and as a result have been outcast by their western brethren. Lastly we come to the realm of Kaz-Kharad, and the Saltpyre Mountains. Famed for their high concentration of Volcanoes the machinations of evil has resulted in a tortured land pockmarked with deep craters and long fissures forming a barren waste over much of the region, inhospitable to all but the most devoted follower of the dark.


Often called the sister of Anestrion or twin. Istaria hasn't felt the ravages of the darkness as much as Anestrion. Facing the weaker forces of the dark lord who prefered to finish his conquest in Anestrion, the forces of light were often able to overcome the disunited forces of the dark lord, as such Istaria is relatively untouched in terms of dark taint in comparison to Anestrion except in the northeast where the taint continues to grow with every passing year. Here in the lands of the northeast lies the great swamps of Gwa’lug. Stretching from the bloated sea to the Shaggoth mountains in the east, the swamps are a myriad maze of false paths and bogs that can quickly lead to the demise of an unsuspecting traveller as such it is best to stick to the murky waters of the region's rivers: the Thenn, Orgril and Gorfang. The occasional earthen fissure or crater serve to remind would be inhabitants however of the taint of darkness which still remains hanging over this region. On the Western side of the Shaggoth Mountains lies the lands of Tax-Ta-Tlan, a region of greatly varied terrain, from the Thick jungles that spread outwards from the shaggoth mountains to the oaken forest on the region's southern border with the Jade Mountain and Emerald Pass. Complementing this tree-filled region are the Xa-Va-Tran Moor which lies in between the two large stretches of trees. Finally the region is rounded out by the Tu-Va-Fenn swamps to the north, and the various rivers which fill into the central Tic-Toe-Tac Lake.


Moving further South, we come to the vast untamed Brodai Desert, a region of sand and desert dunes that spreads out across the entire west of the continent, prone to vicious sandstorms and home to many deadly creatures of the dark, it is an entirely inhospitable waste, with the only living thing not seemingly tainted by dark being the ever present cactus. However there are some regions of the desert that do show a variation in terrain. Pockets of mountains built up around volcanoes and the occasional sand-clogged estuary dot the landscape, providing some point of reference for cartographers and travelers. Towards the east the Brodai desert slowly comes to an end, giving way to the foothills of Wu, and the expansive Celestial Mountain Range. The Mighty Xei River flows from the Celestial Mountain range to the Coral Sea, while the Yuan River flows from the Celestial Mountains in another direction to join the Bloated Sea. These mighty rivers serve as a natural barrier against the Brodai desert. Surrounding the Celestial Mountains is the Huishan forests, once beautiful they were corrupted in the war against the dark and even today remain almost entirely uninhabited with only pilgrims to the Celestial Mountains travelling through with any regularity. Further south the smaller Gong Mountains give way to the Wanquan grasslands. The rich and fertile soil of this region, helped by the mighty rivers and streams which trail through the landscape have led to a rich and bountiful land both in agricultural output and natural beauty. Lastly the ring shaped Shou Mountains overlook the vast coastline and the Weiwan moor, with its varied rise and rolling hills. Lastly between the two hills lies the fly-infested marshes of Xibei-Ma, where it is rumoured that Mer swim and prey on men, alongside other forces of Darkness.



The Nations of A Realm Divided
Mercidian Realms [human]
The Mercidian Realms are one of the most prosperous nations in the lands of Anestrion. Rather than one centralised Kingdom the Mercidian Realms are made up of 5 semi-independent Kingdoms united together in a loose confederation. Traditionally the Mercidian Realms have played a key role in the wars against the forces of Darkness, and today maintain a series of key fortresses along the borders with the dwarves and the Abyssal Sands. Normally watched over by a Grand King following the rebellion of Harrion Darkwood nearly 20 years ago, the seat of Grand King has remained unclaimed as the bitter rivalries between the Kingdoms have come to the fore.


Territoires D’Arrain [human]

The Territories are a vast expansive realm of men, stretching from the hills of the Collines to the west to the river Grâce in Clairon. A strong feudal realm ruled by the Du Nord family and the current Queen Isobel du Nord. While larger than the Mercidian Realms the harsh landscape of the Territoires mean it is relatively poorer than its southern neighbours. Indeed local peasants often turn to banditry in order to make ends meet, and troubles between the elves of Finarfell and the Territoires have been exacerbated by peasant families hunting and poaching in Finarfell.


The Elves of Finarfell [Elves]

The elves have always played an important role in the affairs of the world. Back in the mists of time, these immortal beings were spread all across Anestrion and Istaria with the great forests of the world being held as their domain. During the first war against Darkness they were at the forefront of the fight against the dark lord's forces and suffered greatly as the forces of darkness prioritised destroying these great forests and breaking the elves power. After the first war the elves had been greatly depleted and much of the forest was destroyed in Istaria the few who remained sailed back to Anestrion. While in Anestrion the elves had been reduced to the forests of Finarfell and Cirdan, while their preeminent position had been usurped by men. During the second dark war the elves were once again placed in conflict, and the forest of Cirdan was lost between the forces of Darkness and the fall of the elves inhabiting it to Dark Magic in their quest to save their forest. Today the elves reside within the Forest of Finarfell. Generally aloof they keep apart from the ways of men focusing inwards on maintaining their declining civilisation. Ruled and governed collectively by the Council of Nobles the elves are split between several organised cities and the untamed wilderness of the forest, with those who reside in the cities being referred to as ‘High Elves’ and those who shun the urban called ‘Wood Elves’


The Blighted Horde [Undead]

The Cairn Fenn’s are constantly spewing forth undead creatures from the foetid depths of both the thick swamp and marshes as well as the bubbling waters of Corpsespawn Bay. Normally these undead are almost harmless, simply milling about with a lack of purpose and are easily dispatched by the dedicated watchmen from the realms of men and elves. Sometimes there are individuals with the power to control undead and bind them to their will, sometimes they are a more powerful form of undead, like spirits, wraiths, banshees or vampires. Often these hordes can be put down by an organised warband with minimal casualties. Occasionally an especially strong undead will come around and in those times unless the leaders are quickly put down they can cause untold damage to the surrounding region. But the worse is when a person versed in the arts of necromancy takes over, then it is bad. Armed with forbidden knowledge to control vast undead hordes and possessing mortal desires twisted by the dark magic they practice they can pose a truly formidable threat to the realms of men.


Kaz-Kharak [Dwarves]

The Dwarves have long been a scourge upon the realms of Anestrion. Since before the coming of the Darkness they have held themselves within every mountain range of Anestrion and struck with fierce fury at those who would seek to enter them without permission. The Dwarves have a natural affinity for Fire and Darkness leading to them viewing the many volcanoes of the continent as the markers of their gods, which they fiercely worship. Quick to join with the Dark Lord upon his arrival, they were used as his crack troops at the forefront of the Dark Wars, and were only driven out of their mountain fortresses at the cost of many lives. Now reduced to the fierce mountains and wastes of Kaz-Kharad and the Saltpyre Mountains.the dwarves continue to follow the dark lord even in his absence and look greedily at the lands of men and elves for a day when they can have their vengeance and drive them from their ancestral homes.


Acadazir, The Blackened Realm [tainted men & Beastmen]

Entrenched in the ashen wastes of the north, the Ashen Wastes of Acadazir hold the dark nation of Acadazir, The Blackened Realm. Formed from the remnant forces of the Dark Lord and his tainted land Acadazir represents the major holdout of the Forces of Darkness. A highly brutal society build around cruel cunning and social darwinism, tainted men corrupted by the words of the Dark Lord mingle with his servants, the beastmen, cruel species that are a mockery of humanity and elves, be they disgustingly corrupt shadows of a human, or a sick fusion of human or elf and animal. Acadazir has recently received a boost of veteran warriors in the form of the survivors of Harrion Darkwood’s rebellion. Ruled by the strongest of its members who takes the title of Dark Herald the people of Acadazir hate the realms of the light with a passion, standing ready for the day when they will unleash their third and final crusade upon the people of Anestrion.


The Fallen of Cirdan [Dark Elves]

During the second war against the dark the elves in Cirdan found themselves cut off from the rest of the forces of light. Alone and besieged on all sides by the beastmen of the Dark Lord they watched in horror as the forest was corrupted around them, weakening them and sapping their strength as it died. Faced with seemingly endless hordes with nothing but their inevitable doom ahead of them, they began to turn to darker paths to save themselves. Slowly more and more of the elves turned towards the dark magic's, turning the very weapons of the enemy against them, until eventually the beastmen were fully driven from Cirdan. Yet for the dark elves and the forest it was much too late to turn back from their dark path. The Dark Elves magic had permanently damaged the forest completing the corruption of the forest. The Dark Elves were also driven further by the notice that they had been outcast by the Elves of Finarfell, who viewed them as little more than traitors. With the corrupting nature of the forest now fully in effect the elves found themselves requiring more and more dark magic to prevent themselves from being degenerated by the permeating essence, today they are reliant on more powerful magic in the form of sacrifices and as such are feared for raiding the nations of light even as far east as the Kingdom of the Sun. As such in their attempts to save themselves from darkness, the dark elves have instead fallen to the darkness in turn.

Empire of the Sun [human]

The largest nation in the Istaria, if not the entire world, the Empire of the Sun, is situated in the East of Istaria and stretches nearly halfway across the continent to its natural borders up against the River’s Xei and Yuan. Ruled by the Dragon Emperor who is viewed as the living incarnation of the gods, the peasants of the Empire live simple lives mainly based on subsistence farming. The Empire is also home to the ancient Dragon Monks, viewed as the keepers of knowledge, they regularly make pilgrimages to the Celestial Mountains to meditate and communicate with the heavens. Due to its vast size the Empire of the Sun cannot be ruled by one man alone and even the regional rulers are prone to corruption. Indeed its vast expanse is always vulnerable to invasions by goblin or hobgoblin warbands if not discontent and outright rebellion from local warlords and brigands in the outer territories. Despite its difficulties the Empire of the Sun is a powerful realm, capable of holding against great odds as it did during the Dark wars, the recent expansion of trade with the realms of Anestrion has led to the new formation of a merchant class, in a similar fashion to the great desert road between the Lizardmen to the north and the Wu foothills.


Tiq-Voc-Thuk Clans [Lizardmen]

The varied terrain of Tax-Ta-Tlan is home to the great lizardmen of the Tiq-Voc-Thuk Clans. A loose tribal federation these Lizardmen originated from the great jungles at the Shaggoth Mountains but have spread their influence further south and west to encompass the whole region. Rather than a united nation the clans are held together by a strong shared culture and survival need, banding together in times of crisis but for the most part going about their separate ways. The most reluctant nation on the side of the light they have generally tried to avoid being dragged into the conflict but nevertheless have played a major role in the defeat of the dark forces in Istaria during the first and second Dark Wars. Today they are locked in conflict with the Ogre and troll forces of the Glut Princes. Recently several clans have began to move past the isolationist approach and have opened up trade with the Empire of the Sun through the great desert road allowing great riches to travel between the two nations even at the risk of Hobgoblin raiders.


Hobgoblin Khanate [Hobgoblins, Goblins and Orcs]

The Hobgoblin Khanate is a catch-all phrase to describe the huge number of roving greenskin tribes that survive and even thrive within the confines of the Brodai desert. Impossible to describe as united the Khanate is a collection of individual warbands often consisting of Goblins ruled over by a few Hobgoblins which roam the desert fighting with each other as much as they fight against the forces of the light. Each Warband is different with some being more peaceful nomadic traders, and others forming primitive cities amongst the desert sands, but for the most part they are a warlike species desperate to pillage and plunder their way across the lands of Istaria. While most warbands are small and pose little threat to anything but convoys through the Great Desert Road or those lost in the vast dunes, there are several larger hordes. These a typically ruled over by a Hobgoblin, a larger species of goblin with a much stronger dose of cunning and an even bigger meanstreak. This ruler in referred to as the Khan, and often keeps control through the machinations of his underling Hobgoblins, even though he still has to keep an eye on them to avoid the inevitable backstab or coup from those below. Additionally these hordes may contain a unit of Orcs, relatively dim witted and easily controlled by the Hobgoblins they serve as powerful shock troops for the Hobgoblin Khan’s as well as a strong tool for keeping the rowdy goblins in line. Speaking of which the final constituent of a Horde is the Goblin, relatively small, but vicious beyond all belief and parted with a sadistic cunning, they make up the backbone of the horde and while individually weak their numerical strength is often enough to allow them to win major victories. While for the most part the Hordes are completely separated and prone to fighting occasionally a demagogue will arise with the power to unite a portion of the warring hordes if not all of them, when this happens it poses a great threat to Istaria as the Hobgoblin Khanates, united behind their Great Khan descent upon the realms of Light, pillaging, looting and raiding until either they are wiped out, the demagogue is killed or an underhand betrayal pays off and the hordes fracture once again.


The Glut Princes [Ogres and Trolls]

The Glut princes are one of the more disgusting of the forces to serve the dark lord. LIving in the foetid marshes and swamps of Istaria’s Northeast, these dimwitted, yet powerful creatures style themselves into feudal kingdoms and realms creating a shadowy and sinister reflection of the Realms of the forces of Light. Famed for their ability and desire to consume almost everything the Glut Princes have posed a powerful threat in all the dark wars and even beyond, evading every attempt to destroy them. Driving each Kingdom is either an Ogre or Troll ruler each with a dark and twisted desire which makes the Princes so deadly as each Kingdom has the drive to continue its work as long as its ruler still lives. Not content to remain in their allocated corner of Istaria the Glut Princes have been engaged in a war with the Lizardmen in the Shaggoth Mountains in an attempt to breakthrough to the forests and plains beyond. The results if they succeed could be devastating. The Glut Princes are also famous for their pirate raids, and while not as elegant as the Dark Elves raid for sacrifice candidates, their brutal methods and easily recognisable, crude ships have resulted in them being feared throughout much of the coastal regions of both Istaria and Anestrion. Indeed recently the Troll King, Guofulm Sheep-Eater has begun leading a devastating series of raids against the coast of the Territoires D’Arrain from his marshy island base of Gnobolg defying all attempts by the Royal Marine to bring his fleet to battle and destroy it.



Religion and Culture in Anestrion and Istaria
Religion is a dominating factor for those in the Kingdoms and Realms that make up the worlds of Anestrion and Istaria. Each Race or nation can often have completely different beliefs to one another and follow different cultural traditions and expectations to those of even their closest nations. However there are some factors that play an influence in these cultures and beliefs. Notably the Light/Dark dichotomy between the forces of Light and the Forces of darkness is the primary influence on these factors. Forces of Light tend to have culture’s built around ideals of peace, plenty and nobleness. While those of darkness fall on the side of greed, power, wealth and gluttony. In terms of religion each of these cultures venerates their particular patriarch as the leader of their Pantheon, for the forces of light it is the Lord of Light, Thalmuir though his name and gender changes from race to race. Comparatively the forces of Darkness worship the Dark Lord Volkair as their head, and is known by that name throughout all of the Realms that owe some modicum of fealty to him. Apart from all races venerating their comparative patriarch as their main religious figure each race may have a unique pantheon or simply worship their head alone.



Timeline
Timeline

Age of Creation

In this age the Elder gods emerged from their spiritual realm, and gave birth to the world, creating the twin continents. These realms were lifeless until the elder gods turned on one another, each creating a vast menagerie of monsters and beasts to fight as their foot soldiers. Eventually the Elder gods divided themselves into two camps who each, in turn gave birth to one great deity. Using all their magic to create something better than themselves. These were the lord of light and the dark lord respectively. But these creations turned on their lords and struck down each elder god in turn. The dying magic of the elder gods fell upon the continents and gave birth to races of men, elves, dwarves and all the others. After the resulting war both lords agreed to share the realms, with Istaria going to the lord of light and Anestrion to the Dark Lord. But the lord of light tricked his compatriot and trapped him deep within a prison under the mountains of Anestrion; claiming both continents for himself.


Age of Myth

Flushed with victory the Lord of Light set about fashioning the world in his image, ignoring for the new races that dotted the surface of the twin continents in little more than barbaric tribes, viewing them as little better then the monsters and other creatures of the elder gods. Overtime these tribes grew into fully fledged civilisations and kingdoms, who constantly waged war between each other. His curiosity piqued by them, the Lord of Light visited each in turn. From the elves he secured their worship and took their Queen as his bride. To the 5 southern Kingdoms of men, he granted each of the rulers an artifact of his power. While from the Northern Territoires he gave the Queen a son. The lizardmen recognised his strength and willing submitted to his rule. While the disparate warlords he visited in the form of a Wise monk and forged into the Empire of the Sun, placing his greatest disciple as the ruling Dragon Emperor. Yet not all races subjected himself to him, The Glut Princes agreed on the surface, but continued their barbaric practises, while the dwarves had no love for the light and cast him out of their mountain realms. Regarding the Hobgoblins as little more than vermin they were not offered a chance at ascendency, and indeed the Lord lead several expeditions against the Khanates from the Empire of the Sun. Fulfilled from the praise and worship offered by the mortal races he withdrew from the mortal realms content to bathe in the glow of his work.


Age of Shadow

The reclusive dwarves in search for ever more materials to fuel their constant warfare against the forces of elf and men, had continued to mine deeper and deeper into the mountains of Anestrion. Eventually they broke through into a great underground structure. Believing it to be a gift from the gods they quickly set about claiming the city and in doing so unwittingly freed the Dark Lord from his ancient prison - the true purpose of the underground realm. Angered by the Lord of Light’s betrayal, he vowed that he would reclaim what was his and cast the imprison the Lord of Light as he had down to himself. Twisting the dwarves to his will he set about establishing a force capable of challenging the lord of light's power. In a parody of the Lord of Light’s pilgrimage he gathered his forces, corrupting the men of Anestrion’s east into the first of his beastmen. In Istaria he quickly gained the allegiance of the Glut Princes who literally tore the Lord of Lights appointed King. Last to join his forces where the Hobgoblins; caring little for his notions of godhood they merely relished in the chance to destroy the hated Empire of the Sun. Helpless to stop his growing power with the Lord of Light’s apathy the Forces of Light could do little but fortify themselves and await the oncoming storm.


The First Dark War

Like a flood bursting its banks, eventually the Dark Lord unleashed his forces. A host of tainted men rose up across the Kingdoms, plunging them into civil war and chaos. While the Vanguard of the Dark Lord's army marched from the East, a foul host of Dwarves and Beastmen. In Istaria it was little better, as the Empire of the Sun descended into strife, even as the Hobgoblin Khanates ran rampage across its fertile grounds and the fearsome Glut Princes clashed with the Lizardmen and raided the shores of both continents. Faced with overwhelming numbers and unable to stand against the raw power of a God, the forces of the Light were forced back to their last remaining strongholds, while the dark magic tainted the land, destroying the great eastern plains and leaving a desolate sandy desert known as the Abyssal Sands. Finally in the lights darkest hour, did the Lord of Light stir. Realising he was step away from losing his prize to his hated enemy he finally descended to the Mortal plane, touching town in Istaria’s Celestial Mountains. Quickly rallying the Empire of the Sun, he shattered the Hobgoblins and restored a new Dragon Emperor, before marching north and subduing the Glut Princes. With peace to Istaria he turned his eyes on Anestrion and a conflict with his most ancient foe. Under the guidance of the Lord of Light the forces of the Light began to fight back against the darkness, soon, the dark armies fell back before the light, yet one final battle still remained. Meeting upon the banks of the Clearwater bay, the forces of the Light met with those of the Dark for one final time. Magic flew back and forth forever tainting the region, and turning the great forest to a marsh, while the bay was clogged with Corpses. At the height of the Battle the Lord of Light met the Dark lord in single combat, and the two clashed. Yet for all his valour, the Lord of light could not match the raw strength of the Dark Lord and was struck down, but with his dying breath managed to banish weakened Dark Lord back to his prison from whence he had emerged. Leaderless the Dark armies fled back to their eastern realms licking their wounds.


The Age of Peace

Following the dark war, the forces of the light set about the task of rebuilding their great Kingdoms. The elves gradually declined as much of their forest was decimated. Meanwhile man grew in ascendancy to fill the void. Fortifications were established to guard the realms of Darkness, and a permanent guard was established over the Dark Lords Prison. Tired from war the forces of light created a grand alliance and no serious fighting occurred, except driving the dwarves from their western and central holdings. But as the years wore on shadows began to cloud over Anestrion and Istaria once more.


The Second Dark War

Far from being placid in his prison the dark lord worked towards his freedom. Twisting the minds of his guards using his dark influence he was eventually able to break free and quickly fled to his realms in the east. Seeking to strike while the Iron was hot, he gathered his armies and marched against the Forces of Light once more. Yet this time the forces of light were no pushover. United in their fear against the dark lord, they held firm on the borders of the Abyssal Sands, inflicting terrible casualties on the dark forces. Yet as before the number advantage was too great and inexorably the forces of light were rolled back towards the west. Meanwhile in Istaria, the Empire of the Sun tettered on the brink of oblivion. Ravaged by roving Hobgoblin goblin bands and internal strife the armies of the Empire stood divided. The Dragon Emperor Chi, made a pilgrimage to the celestial mountains. When he came back many cited him a changed man, he personally led his elite bodyguard into the desert and came back with the head of the Hobgoblin Khans. Quickly the warlords of the Empire ended their various revolts and swore fealty to him. Then Taking a small elite force he sailed north and allying with the lizardmen forced the Glut Princes into back into their marshes. Finally he sailed for Anestrion, while leaving the Lizardmen to guard the Shaggoth Mountains - all in the name of a vision from the Lord of Light. Arriving in Anestrion the Dragon Emperor met others who seemed similarly guided. King Louis Du Nord of the Territoires, Queen Shariel of the Elves, and Aaron Myers - a commoner who had risen to unite the southern Kingdoms under one King. Together, they united the forces of light in a grand army and set about bringing battle to the Dark Lord himself. For nearly a year a fierce game of cat and mouse ensued until the forces of the light finally brought the dark lord to battle within the dunes of the Abyssal Sands. As the two armies clashed in a battle not seen since that of the last war, the Leaders of the Light personally cut their way towards the Dark Lord. The exact semantics of that fight are unknown but at the end of it. The Dark one lay dead, albeit at the cost of the Lords of Light themselves. With their power broken the forces of darkness fled once more to their dark realms to await a third and final crusade against the light.


Age of Twilight

Leaderless, the forces of Light were powerless to eradicate the dark. In the wake of the conflict the 5 southern Kingdoms of men merged to form the Mercidian Realms. The intervention of the Dragon Emperor also led to the huge boom in trade between Istaria and Anestrion, which has allowed both continents to rebuild from the devastation of the war faster than many would have felt possible. Now 500 years on, the dark wars would be regarded as little more than a legend where it not for the ever present threat of the dark that lies on the eastern borders of Anestrion and in the north and east of Istaria. All know however that the stalemate between Light and Dark will not be indefinite and that eventually one final battle must come in which the fate of the continents is decided for good or ill.



Magic
The power to wield magic lies within all races that inhabit Anestrion and Istaria. Magic is the power of the Elder gods that gave birth to these races. For the most part a normal person however cannot wield magic, only those born with a high enough concentration of the Elder gods powers in their blood can hope to channel these eldritch powers with even a modicum of success. Since the death of the Lord of Light and the Dark Lord Magic has become even harder to practise and as such remains the province of a strong willed individuals. Magic of large scale and power requires multiple days and multiple mages working together in order to be successfully pulled off. Magic is also hereditary, meaning those with mages in their family are more likely to be a mage themselves although it is not a given. Some Magic is governed by the lord of light and the dark lord, for example blood magic and necromancy can only be practiced by those who are in the Dark Lord's service [or those who follow these schools inevitably end up in his service] while Cleansing Magic lies solely as a magic of the Lord of Light. Magic is heavily stigmatised among the peasants who view it with fear, while the armies of the world see it is as a powerful ability on a battlefield and the nobles see it as a great prestige item or parlour trick.

Maps
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I'm working on making a sign-up for Acadazir, The Blackened Realm [tainted men & Beastmen right now
 
I'll lay a claim for a sign-up in the Blighted Horde, to come soon.
 
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Thyr odan Doffwyr (21)
Combat specialists

Nation: Acadazir the Blackened Realm
Province: Doffwyr {doe - F -veer}
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Sisters; Dagamar (40), Zorana (23), Nyú (6)
Brothers: Oben (30), Lutheir (15), Ivo (3)
Uncles: Ewrag (50), Dgex (45)
Aunts: Dagmar (40), Morwena (13)
Cousins: Morganna (20), Řngin (20), Watcyn (18), Pavlina (2), Turusa (1)
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Thyr {th - eer} came to power when he defeated one of his brothers in fierce combat. After the defeat he blinded said brother, Oben, to both prevent his honor being stained by fratricide and to remove any threat Oben might pose. Like most of his lineage he is honor bound, by the standards of his people at least. Those of Doffwyr are known to not rise up against their leaders during a time of war, as that is what caused failure during the last Dark War. Instead they bide their time to strike. The most common mutation from dark magic are those that deal with increasing combat effectiveness such as enhanced strength, agility, and even senses. Thyr himself made a name by training to be a Carjindyn {care - yen - deen} or Witchman. Which is best described as a knight that uses dark magic and is exceptionally brutal to their enemies. The magic in question is a type of defensive magic which is used more to redirect and opponent's attack rather than completely absorb a hit. It looks rather like a strange luminescent black mist which swirls around the caster in a fight, most commonly used to confuse enemies. It is a conservative type of magic that requires little effort on the skill of the caster, to ensure more energy is spent on physical combat. This is also where Thyr developed his hobby of questing. Whenever he isn't at home his siblings manage the province for him, naturally they encourage him to remain absent from power as much as possible.

 
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In as a witch convenant
 
Claiming the Mercidian Realms.
 
latest

Name: High Lord Fingol Torrell
Nation: The Elven Lands of Finarfell
Province: Province of Torrell(see claim below), with the City of Torrell
Province highlighted in yellow, City of Torrell is the red dot
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Family: Lord Fingol is head of House Torrell, has lots of descendants
Specialty: Combat
Bio: Lord Fingol has seen many things. He was one of the original elves, and he chose to make a home with his then small family in the forests of Finarfell, where he established his family in the beautiful area which is now the city of Torrell. Fingol has never had to leave, though many of his Elven friends have come to the forest, as it is the last bastion of the Elves on Anestrion. He fights only when necessary, and he strives for peace whenever it is not necessary to fight. He prefers to live in peace in the beautiful area in which he lives, untouched by Darkness as of yet. He is determined never to let the Darkness kill and enslave his people and the rest of his family.

He is known as a kind and wise ruler, though he always seems sad and aloof. The only times he is known to get bitter is when people make up myths about what they think war is like. From firsthand experience, he knows that war is Hell. He knows exactly what a hero is to him- and he does not consider himself one. Even though he has fought against Darkness in both of the major wars, he considers the true heroes the ones who gave their lives so that darkness may be repelled. He has seen most of his friends, the original Elves, die, including his wife, but also several of his children and grandchildren have perished in the second war. While he does not consider himself a hero, even among Elves he is considered in high standard for his valor and his age and wisdom.

Yet despite he seems to live on, even though as time passes he seems to become more sad and burdened with the way the world has become as compared to the unmolested world he once knew, when he was young. He has seen the decline of the world, and knows in his heart that the old world can never be replaced. He knows the time of the Elves has passed, and that the Elves will slowly fade away into the forest. That is why unlike other Elves he tries to befriend humans and get their support, as he knows when the Elves are gone it will be the human's responsibility to fight the Darkness. Finally, he knows that he will keep fighting the Darkness whenever it comes until it is time for him to joins his friends, and finally, after years of waiting, become a hero.

((BTW Gorgan thanks for making a game with the proper type of elf- the immortal one!))
 
The Siren of the Moriminas | Cuilwen Torrell

Nation: The Blighted Horde
Province: Moriminas (South-western peninsula of Blighted Horde)
Family: None (Public Knowledge) | The Torrells of Finarfell (Secret)
Specialty: Plotter
Biography:


Many lifetimes ago, the Siren of the Moriminas bore a name, one that stood for honor and the Light. Long ago, she was Cuilwen Torrell, wife to the High Lord Fingol, mother to many, hero to the Elves of Finarfell. When the first Dark War threatened her people, she defended them, herself renowned for his command of the magical arts. With her staff and bow, Cuilwen was one of the heroic warriors of that era, but like many before her, she fell in battle, overwhelmed by the minions of Volkair during the defence of a village within the southern woodlands.

But the death of Cuilwen was not a lasting one, as in the aftermath of the Dark corruption of Finarfell, she would be resurrected, a twisted form of her former self, where once regal beauty shone. now glared haggard flesh, still of heart and cool of blood. Repulsed by her condition, and not wishing to bring horror upon her people, her husband, and her children, Cuilwen fled her homeland in confusion, towards the fetid swamps of Corpsewater Bay. In sorrow, she would throw herself off a high cliff, but the fates would not grant her the mercy of death, and she was doomed to live in exile amongst the filth of the south, self-imposed because of the love she held for others.

In her isolation, madness would set in, as sorrow turned to anger, anger cooled to hatred, not only of herself, but of the world - the Lord of the Light who allowed such horrors, the innocent who were allowed to be free of her torment, and even at times her own family, unfairly blaming them for her own feelings of loathing. But whereas her mind would falter, her body would remain alive, and her abilities would only strengthen. When the second Dark War raged on, she would remain unseen, feasting off the horrors wrought by both sides. Before her undeath, she had practiced the healing arts of magic, but this had now manifested into the arts of necromancy, fueled by the abundance of corpses of her new home. Where she had attempted to end her life was erected the Moriminas, a foreboding tower where she experimented, growing more and powerful as the centuries passed, all in solitude from the outside world.

And now as the darkness returns, Cuilwen, now known as the Siren of the Moriminas out of local legend by travelers unfortunate enough to hear her sinister singing rolling over the swamps, faces a growing urge to do something. A call, subtle but present, has wormed itself into her decayed brain, pointing outward, into the civilized lands of the north and east, a dinner bell to commence the feast.
 
Great bio Noco :)

Loving all the characters so far guys :)
 
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Name: Queen Isobel du Nord (28, recently widowed)
Nation: Territoires D’Arrain
Province: Alacostra
Family: Mirrielle du Nord (sister 22, unmarried), Constanca du Nord (sister 19, unmarried), Gaspard du Nord (Uncle 47, married), Jean du Nord (cousin 20, unmarried), Genevieve du Nord (cousin 18, unmarried), Phillipe du Nord (cousin 15, unmarried)
Specialty: Plotter
Bio: The lands of the Territoires D’Arrain are harsh, and people from it even harsher. One does not survive without being strong or clever, and many who are die anyways. Many turn to banditry, with some near the forests of Finarfell attempting to hunt the animals inhabiting the region. However, those who try suffer greatly at the hands of the elves of the forest. This has greatly inflamed tensions between elves and the humans of the Territoires D’Arrain. While some monarchs in the past attempted to work with the Elves, their haughty arrogance made such gestures meaningless. From this climate comes Queen Isobel du Nord, eldest daughter of King Saniue du Nord.

Isobel has great disdain for non-human races, considering them to be uncivilized animals at best. Elves hold a special place of hatred, for she considers them responsible for the sufferings of her kingdom. In recent years she has taken to encouraging some of her subjects to hunt on Elvish lands, seeking reason to start a war with her enemies. Even with the rising tide of darkness, she considers the Elves a greater danger to the Territoires D’Arrain. ((More detailed bio to come when the game starts))
 
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Doffwyr Compendium
Abridged Edition


There are an innumerous amount of beastmen and monsters who roam the Tainted Realm yet Doffwyf itself has compiled a list of common creatures that reside within its province. This list can best be divided into three sections. Allied, being the creatures which work alongside or are the residents of Doffwyr. Hunted, the beasts that are active threats to the citizens of the province. Neutral, those creatures that are either too elusive or aloof to cause any significant interaction.
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First are the Fowlmen, or Ffopicedyn {Fu - pice -deen}. These are some of the most benign of all the beastmen. They often come in varieties of water fowl such as goose or duck. The Fowlmen are separated into several tribes and act as serfs, or indentured servants, of other more powerful groups in the province. This has made them even more poor at warfare over the generation.

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Goatmen/staryrs are some of the most well known beastmen. The tainted men of Doffwyr call them Gozadyn {go - za - deen}. There is traditionally a lot of hostility between the humans and goatmen in Doffwyr. Often times a sort of tournament is held every few years where any warrior can gather and fight for glory in an all out brawl. Many are known to die in these events but it is a more controlled and cost effective way to air out disdain between groups than a rebellion.

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Chathdyn {ch - a -th - deen} or catmen are common in the Tainted Lands as well. This particular breed though is exclusive to western Doffwyr. They have a more muscular and predatory build than most. They fight similar to the wolf men, focusing on raw power mixed the natural weapons of fang and claw to decimate their opponents.

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Kůňyldyn {kU - nah -deen}, is just the Doffwyren word for centaur. Centaurs were some of the first beastmen made, like the satyr. There aren't many within the confines of Doffwyr itself but their communities tend to move between provincial borders frequently. Whenever they in Doffwyr the centaur are treated moderately well.

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Finally of the allied beastmen are the Baenecdyn {bay - neck - deen}, boarmen. These creatures are scattered across Doffwyr. They are settled unlike the nomadic Gozadyn, but also engage in warfare unlike the Ffopicedyn. Boarmen tend to be rather hotheaded and go into intense adrenaline fueled rages in combat. Even the Chathdyn tend to avoid a berserking boarman in a fight if they can.
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Nadyn {nah - deen} are the Snakemen of the coast. They aren't official residents of Doffwyr and often disrupt any shipping or fishing attempts. There is an unofficial war of extermination being done to remove these creatures. The problem is neither side can actually win as the snake men do poorly more than a few miles away from water, and the landbased beastmen and the humans cannot breathe underwater.

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There are several breeds of vampire. All with the ability to hide as humans, and can really only be determined by stereotypical personality traits and appearance once transformed. Those of Doffwyr are the netoffýr {net - O - fire}. Their numbers are unknown, but are killed on site. No one likes being made into food.

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Tarbýk {tarr -bike} are an offshoot of the Minotaur. These creatures though are less man and more beast. They roam the plains of Doffwyr in herds, like cattle. As such there have been attempts to domesticate the beasts, with mixed results. Bulls are considered extremely dangerous.

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Some wolfmen can be reasoned with. The Blaiddyn {blay - deen} are those that prefer to rip people to shreds and give in fully to animal instinct. Much like the Wystil [see Neutral], they are descnded from a group of beastmen. They dabbled heavily in dark magic to create a new more powerful beastman. It worked disastrously well. Now small packs of these creatures roam the land hunting any living thing they can find.

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Gorsdrak {gore - Z - drack}, swamp dragon, is what it sounds like. A monster only known to southern Doffwyr. It is incredibly dangerous and they are to be avoided at all costs. Swamp dragons, like all dragons, keep growing with age. These dragons also breath poison, well, they more have saliva filled with bacterium. That means if something somehow survived an encounter with the dragon it would die of infection within a few days, the whole time being stalked by the patient swamp dragon. This is really why they are so difficult to fight, a single bite and you will be dead, eventually. Not to mention the tough scales and powerful strikes in a physical contest with a dragon would be difficult enough.

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Ngříthy {Eng - rI -thee), Shadow. If you have ever heard the rumor Doffwyrens are scared of their own shadows, this is where that originates. There is no definitive proof to the creature's existence, nor how many there are. All that is known is that wherever this creature treads so too does death. It typically kills on nights of a new moon. The less lighting the better. Doffwyren folklore makes note of it being a creature that kills indiscriminately and with apathetic ease. There is no known way to beat or stave off the creature.
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Ceswigdys {kes -vig - dees} are spirits of nature found in the tainted land. They are magical creatures in two forms, one of a woman and the other of a lumbering creature. In both forms they tend to ignore most people and beastmen unless provoked. All attempts to communicate have only been met with blank stares.
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Maour {mah-our} are strange elemental creatures. Only a handful are known to exist with two residing in Doffwyr. One in the central plains, and another near the coast. Both simply, walk around, and mind their own business.

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Wystil {vee - still} are descendants of the ancient Elkmen, who were known for their devotion to the dark god. For their loyalty the elkmen were further gifted over time, becoming one of the more dangerous creatures in Doffwyr. They are often solitary and reclusive, marking large tracks of territory. They only become a threat if they view any settlements or hunters as having encroached on their set territory.

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Some believe the the Elkmen, elcdyn {el - k - deen}, still exist. Rumor has it they live in the eastern ash forests of Doffwyr. They are like the centaur, made from elf and beast, and are incredibly reclusive.
 
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Gōngzhǔ (princess) Xia Nán
Nation: Empire of the Sun
Province: Guangjon
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Family: Zhong Nán (uncle, 46), Tai Nán (male cousin, 27), Wei Nám (female cousin, 22)
Specialty: Plotter
Bio: Now twenty-one, Xia became gōngzhǔ of Guangjon nearly nineteen years ago following a terrible accident when her mother and father died at sea when their pleasure yacht sank when traveling through Volkair's maw. the Nán family has long been known to produce powerful mages, men and women who have lived their lives in service to the Dragon Emperor. This might have been Xia's destiny, had she had any brothers or sisters to inherit in her place, but she did not. Magic was therefore a major part of her education and a skill that she has spent a great deal of time developing.

Much of her early reign has dominated by her uncle who served as regent, but over time she has become more and more deeply involved in managing the affairs of her wealthy lands. That wealth does not mean that she is able to sit idle though, quite the opposite in fact, as numerous forces, both in and out of her court, would like the opportunity to get a piece of that wealth for themselves.
 
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((Looking for a friend to go on quests with. Must be willing to brave dangers, and okay with dark powers of the eternal void. Enjoy kitten memes preferably. - Not evil))
 
((What better way to play on the OT Forum again than being a cold-blooded killer?! That and incessantly playing the Witcher 3 means I think I shall look into being some asshole with a sword.))
 
((What better way to play on the OT Forum again than being a cold-blooded killer?! That and incessantly playing the Witcher 3 means I think I shall look into being some asshole with a sword.))
*Directs you to his post and gives you a thumbs up ^
 
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Name: Arienne Du Nord.
Age: 18 years old
Nation: Somewhere in the eastern border of the elven forest in Mercidian
Assets:
-Leader of a Witch convenant specializing in blood magic and its many uses
-Powerful magical abilities, likely one of the greatest in the whole continent, mainly used in Blood Magic for rituals and spells with knowladge of ligh magic.
Specialty: Plotter

Bio: Arienne Du Nord is the Youngest sister of Queen Isobel du Nord. Arienne was maybe the strongest magic user her family had possessed in centuries, finally the extensive marriages and selective breeding had pay off. However as she began growing up in the palace, servants began noticing odd things about her. Her imaginary friends did not went away after she grew up, nightmares were constant full of horrible monsters and words.

The territories are a harsh place so many hoped as she grew up, the "phase would end". She was disastrous at administration, nor could hold a sword or command armies yet her magical powers grew and grew surpassing her tutors soon enough by age 10. Even if she was a failure everywhere else, she would be great as a magical weapon was the thinking of the family and for what she was being prepared.

Things would change in her 11th birthday celebration where a magical boom given to them from far-away lands as a gift turn to be mistakenly exchanged somewhere along the way, instead of the uses of fire magic for combat, the book was much more sinister. Realizing it would be taken away before she could check it out she hid it as she began studying it. It is more than fair to say the book accelerated her madness and corruption immensely, not three months later she was testing her new found knowledge, fist animals would go missing, then people would feel weird feelings as Arienne was seen talking more and more with herself, distancing from other children and specially growing paranoid of shadows, claiming to see things everywhere.

As months passed the worry of her family grew, was she going mad? what could they do?...nah some madness is expected in powerful magic users, it would be fine said the doctors. Things would begin coming to head with the disappearance of a maid, then another, and another usually maids whom fought with arienne or that she disliked, rumors began spreading but nothing was found yet.

For the next year random missed people, including children were reported in the royal city, sometimes bodies would be found yet no one could figure out the culprits. Arienne would make a friend, a real human one alleviating her parents fears and family fears, the daughter of a prominent magician recently moved to the city.

The lady was older than Arienne around 17 years old, yet she would be executed for dabbling in the dark magic, especially curses, quickly sent to be executed Arienne plead to her sister 8astheir father had recently died), whom sternly refused her.

Fearing the rumors and worse that people would think of her own sister was involved, she arranged a marriage to the young son of a powerful noble family, that way rumors she was mad and unweadable would subside and calm part of the kingdom.

FInally driven to madness by her nightmares, shadows and the execution of her friend, Arienne struck, in the night of her 14th birthday. She would murder the noble son after guiding him to the gardens, using his blood full of lust, magic and arrogance, she would cast a powerful spell with blood magic, bringing to this realm a X´nagul and unleashing it in the ballroom, full of nobles and important guests.

The X´nagul would start its carnage as guards rushed to stop it, commanding it she pointed it towards her own family, and demanded their blood fully consumed by the madness. The King (aka her sister husband) would stop the X´Nagul from murdering the one and only Queen, bravely fighting the monster, even when severely injured. As her family was in mortal danger, everyone could her the mad laughter of Arienne as she escaped the Palace and the city in the confusion. The Creature was finally slain, without the command of its summoner, leaving behind dozens of death guards and near fifty injured or death guest, the top of the top in the kingdom.

From that day on, Arienne abandoned much of the light magic and fully embraced the dark powers, escaping from the kingdom she would travel the world and eventually meet other witches in dark places where she would find more knowledge and power. As she transversed the lands she would slowly gather other mad witches and companions forming what they named the "Covenant of the Red Moon" formed during her stay in the lands of the Empire of the Sun, where she would gain powerful allies and new sense of gfashion. The covenant especialise mainly in the use of blood magic for curses, powerful spells, and the worse of all the bringing to this realm of forgotten creatures of the void.
 
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