Level 1

Group: Member
Posts: 7
Type: Artist
RM Skill: Advanced

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As I've said in my introduction topic, I currently have an idea I have been toying around for the plot of a game. That having been said, I must give a fair warning that the following plot might contain mature topics and language, so viewer discretion is advised.
Mood: Dark and gritty Feel: Choking the lifeblood
Description of terms: Disclaimer: This terms shall help making some sense out of the plot, hoping to describe the setting.
Epoch: There are various epochs used in the calendar's of the various lands in Eanum, but the one that has been used as the standard measure for all of the countries is the one that has the beginning on the first year of the Age of Blood and Fire.
Age of Blood and Fire: An age marked for it's constant war and strife that marked the lands of Eanum. It's start, was the cataclysmic event named the "Weeping Wind", in which a plague consumed most of the population of Eanum, destroying the fickle balance between the various countries. This triggered a war with no end, that swallowed the whole continent for roughly 350 years, ending after the complete exhaustion of the countries and the complete annihilation of the Thelamene Freehold, as well as shaping the lands of Eanum severely.
Thelamene Freehold: Before the Weeping Wind it had been the largest and strongest of all countries in Eanum, subjugating all others trough spell and steel. The Thelamene had their capital in Thelas, their island fortress and home to their Theumaturges. Despite their obviously conquering mindset and their implacable nature, the age prior to the Weeping Wind had seen a multitude of advances and relative peace thanks to the Thelamene. Thelas was home to many scholars and wise men, and it's destruction took with it many priceless pieces of knowledge and lore. Many of the new countries were born from the ashes of Thelamene, and despite the destruction of the Thelamene, many of it's citizens and families managed to survive and assume key roles in the new countries. The language their Theumaturges and Aristocrats once spoke, High Thelassian, is now regarded as an erudite language and it's knowledge regarded as a sign of status.
Eanum: One of the continents of the world, roughly the size of Eurasia, to it's south lays the uncharted continent of Tahali. The reckless use of magic during the Age of Blood and Fire, ripped the land, shaping the landscape and exhausting the magical forces that once had been commonplace.
(New) Magan: Once one of the proudest and most stalwart enemies of the Thelamene, completely destroyed by them prior to the Age of Blood and Fire, now it's inheritor, born from the ashes of the fallen Empire claiming the spirit of Old Magan. Despite their claim, the spirit of Old Magan has faded and it's blood has been diluted into the mixed pool of Eanum. Old Magan had been house to a strong military aristocracy and had studied faithfully the Path of Heavenly Earth and Air, now, the Magan turn towards coin and commerce, ruled by a council of Merchant Lords and Princes who trade with slaves and spices and pretend to still harbor some of the magic that had marked their namesake. They speak in a bastardized version of Thelassian, mixed with Old Maganii and other dialects of the Lands of Red Earth. It is located in the eastern part of Eanum, predominately in a place called the Land of Red Earth.
The League of the Free: A League of Princes and City States that occupied most of the undamaged lands close to the old capital. Perpetually in war between themselves during the Age of Blood and Fire, they have found a sort of peace in an alliance to fend off both the Maganii and the Northern Barbarians. Most of it's members have forbidden slavery (putting them directly in war with the Maganii), yet since the disparity of the cities and small princedoms that compose it, no common legislation exist, and conflicts between the member states continue to erupt, though at a much lesser scale than in the previous age. Their language is, like their people, a mix of all Eanum. They are excellent sailors and shipwrights, but must rely on Sellswords to defend against each other and the exterior enemies.
Novro: The Unconquered. Their kingdom had never been conquered by the Thelamene and as such they are very different from both the Magan and the League of the Free. This does not mean they had not partaken in the Age of Blood and Fire, having tried to seize the moment and conquer the richer southern lands, to no avail. They are constantly in war with the barbarians that share their side of the world, remnants of the people that were not conquered when Ursul the Vanquisher united the Northern Clans.
Altaria: A collection of several kingdoms that were unified in the first years of the Age of Blood and Strife by Aethron Ansharkal, an exiled Thelamene Aristocrat. The lands were largely untouched by the Age of Blood and Fire, having experienced their own set of civil wars. It's people are a mix of the various invading countries that had preceded Aethron, including the Novro, the fair skinned Plear and the Old Tartessians.
Barbarian: Also called Vagrants. They are the various people that lack a nation, wether they lost it in the previous Age or because they are nomadic in nature. They include the northern Barbarians, the Pirate Lords of the Spice Islands near Tahali and the Uruk of the Great Steppes. There are many more, yet only those three are of greater strength.
Plot Disclaimer: This is not final, and it is subject to changes according to feedback.
Thirty years have passed since the Age of Blood and Fire has ended, and a fickle hope for peace blooms along the lands of Eamur. The land is exhausted, and the once powerful magic that populated in Ages of Past is all but depleted. Yet, dark clouds amass in the horizon threatening to destroy the peace and usher the world into another age of death.
Your story starts as a mercenary in the service of a sellsword company in the service of Mascar, one of the cities of the League of the Free. Your company has been sent to the edge of the Iron Forest to handle the threat of a new invasion by the Stone Children (One of the Northern Barbarian Clans) and to reinforce the valuable ore rich lands. Yet not all is what it seems.
Upon arrival everything seems to have gone awry, as the lands and villages on the edge have no evidence of life, and nothing comes out from the forest but the ominous feeling of doom. Scared and with no visible enemy, the company loses moral, and when the red mist raises from the night, the men flee for their lives, seeing as the red mist throws them all into bloodlust and carnage, turning them into mindless beasts.
You are a dead man, someone who has survived the red mist and fled, with no name attached and no destiny, and soon you hear reports that old magics have begun to awaken again, though most dismiss it as simple sailor tales. You killed your friends and now are thrown into the middle of the fray. What happened? Will war start anew in the land?
Author's Comment:
Basically my goal is that the character has the chance to inflict changes into the world. He was immune to the mist and survived the carnage. Will he try to investigate what happened? Or will he simply make a new life as a mercenary? Who shall he serve? Shall he wish to join the Ravenguard of the Novrus or journey to join the Pirate Lords of the Spice Islands? It's up to you.
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