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- "When a man takes one step toward God, God takes more steps toward that man than there are sands in the worlds of time."
- -The Work of the Chariot
- In the very foundations of the MMCMLXXXVth reincarnation of the Earth, the land was a malformed hell. The ground dominated by black crags and the skies dyed a permanent blood red. Earth was where mighty demons by the name of Vazul called home, matched only by the hungriest and eldest of Dragons. This all changed however, when the Vazul caused their own downfall and extinction through centuries of brutality and short-sightedness. In a last-ditch effort, the last 8 remaining Vazul came into contact with a dying cosmic entity known as The Lord In The Sun. The 8 Vazul, known as the Mashiachs of Dark Flame in later scriptures, allowed themselves to be absorbed into the vast consciousness of the Lord In The Sun. As one, they seeked to rectify the mistakes of their fallen brethren, and slowly re-birthed new life onto Earth's barren surface. Once the seeds of these new enlightened beings were planted, The Lord In The Sun ceased to be a sentinent being, and now remains an omnipresent, invisible, and incorporeal object without judgement orbiting the Earth, granting magic to it's people and giving power to Earth's new gods.
- ....or that's how the scriptures go, at least.
- Earth is split into 8 continents:
- Taleros- The main continent of this campaign, and most likely where you'll be spending all of your time. Taleros is a large and varied land, and is just as developed by civilization as it is run over by uncharted wilderness and mythical ruins of the old world. Tales of heroic warriors, fair maidens, and epic quests make up the backbone of Taleros' former glory. Sadly nowadays, such legends have remained just that, and Taleros' most powerful empires spend all of their efforts battling to the bitter end with one another, be it through violence or political corruption. This leaves little for Taleros' lower classes, much less any hopes for large-scale expansion.
- Marigo- A nation broken off from a Taleros colony, Marigo is a nationed governed by a pact known as the Square Rule, which gives every man and woman freedom to cast a voice. Priding itself heavily on the personal freedom of it's people, the citizens and it's rulers are heavily opinionated, leading to a history of Civil and international Warfare and a hefty crime rate alongside innovations in multiple areas. Despite being a relatively young country, it's become an ever-expanding economic stronghold with reigns in just about every country's international trade. Marigo isn't very well regarded by the populace outside of it however, due to a history of aggressive militarism and arrogant ignorance among both it's people and government, believing them to be the successors of the very Vazul that doomed the old Earth. Although it is idealized amongst the lower class due to it's vast economic opportunities.
- Ammon- A still-broken land of shattered mountains and ashen battlefields, beneath a sky of eternal darkness. Resting to the deep south of Earth, Ammon nonetheless still retains a solid population. As of late, a gigantic dungeon has arisen in Ammon's center, bringing forth swarms of invading demons, whom the denizens of Ammon are currently at war with. Due to constantly battling the environment, the citizens and empires of Ammon are incredibly cooperative with each other, so long as they share the common demonic enemy.
- Lahdarl- An entirely frozen-over land populated by the hardiest of individuals alongside it's nations. It's a land on the verge of tearing itself apart, politics-wise, due to many complications in the past.
- Hartfall- The outside name given to a land known by many different names amongst it's many different species. Hartfall is a land covered in grassy plains and forests, and is almost entirely populated by Fey, Gnomes, and some very odd wildlife. Proper civilization outside of these creatures is all but unheard of, though some secretive colonies of Elvent travelers have been rumored.
- Ellia- A small yet diverse land peppered with all sorts of terrains, Ellia is odd in that it's populated almost entirely by witch-like females (and some very effemminate men). To make matters worse, said females are all defined by monsterous features, and are rumored to primarily feed on male [REDACTED]. So much as identifying with these creatures, known as Elliacs to most outsiders, is considered total heresy amongst most nations and churches, and is punishable by death. A large air of paranoia lies amongst the people, especially in Taleros, where they're the most reviled. The settlements in Taleros believe Elliac invaders to be all around, just waiting to strike and kidnap men for their nefarious purposes. It's not entirely uncommon that innocent women are tried wrongly for Elliac behavior during times of hardship.
- Shuzoku- An ancient land with a long history, Shuzoku nowadays consists of a collection of warring states ruled over by mighty emperors, alongside many whimsical monsters and deities. Shuzoku is largely closed and isolated to the outside world,and withholds a strong code of honor amongst it's people. Of note is the Warlord known as Raikage Yasonori, viewed as a violent and evil dictator within his homeland. Among others and most of the few outsiders with any knowledge of Shuzoku however, Raikage is seen more as a hero, due to his goals of unifying Shuzoku and opening it up to the public.
- Hazad- Sandy plains and smoldering heat is what many think of when they hear the name of the eldest continent of Earth. Even with it's many civilizations and traveling nomads, Hazad is still very much uncharted, and a constant source of ruins and objects that give a peek into ancient Vazul life.
- Taleros is split into 5 nations: North Taleros, Greyshire, Casvanja, Linyork, and Hulgaris.
- Some places of note in North Taleros:
- Parles- A small town on the upper edge of North Taleros, it's largely tied into the far grander Ferdinand Kingdom of which it rests a good few miles to the west of. You of course have been tasked to protect this town at all costs by Eriel, as it's been considered an easy target by Thulsa's bandits, and the Ferdinand Kingdom has been far too occupied with Warfare to care about it.
- Ferdinand Kingdom- A large city containing the stronghold of the proud Ferdinand empire. They appear to be involved largely in international affairs.
- The Forest of Thorn- A large prominent forest to the west of Parles. It's said within it contains a long-lost Vazul ruin, though this is only a rumor.
- Flewich- a village of about 500, it's built around the statue of the famed Elven Warrior Deliax. It is governed by a council of wealthy landowners, led by a male human named Wyny. Flewich is the home of a legendary hero, a wizard named Franciz.
- Sal Kingdom- A city containing the great Sal empire, ruled over by the noble Sal family.
- Clebluff- A city close to the west of the Sal Kingdom. The city is built around a great market square. It is governed by a court of aristocrats. Clebluff is renowned for its magnificent gardens.
- Sebury: This once-prosperous village is defended by a wooden palisade and ditch. It was governed by an independent leadership. Sebury was attacked by monsters recently, and many buildings are empty or in ruins. Rumors about of a few stragglers laying about.
- Red Hell: A deserted wasteland to the far, far west of North Taleros. In a stark contrast to the rest of Taleros, Red Hell consists mostly of wasted deserts and jungles, hosting a variety of uncivilized barbaric tribes along with mighty beasts.
- Nadine's Garden: An expansive Garden near Jeneviere's shrine, it was home to a sizable colony in the past, but now it seems to be abandoned. Very little is known about it nowadays, and rumors abound about the creatures that lie within. It's named in the memory of the Serpent Mistress Nadine.
- Jeneviere's Shrine: An old shrine built by, and eventually named in the memory of the ruler and missionary Lady Jeneviere. Set in the middle of the boundary between North Taleros and Greyshire, the Shrine is considered a safe haven for many travelers and trainers. It's managed by the semi-famous Flower Maiden, Evengel Starchfeld, and her numerous Paladins.
- Find out the rest on your journey. Just don't die trying.
- THE PLOT-
- "Honor? Faith? Humility? I care not. Whatever is in that land is of no good will, I'll tell you that. They never so much as cared either. I would ask of your help, but it's far to late for you. A new generation must regroup one last time, and most of all, keep whatever is in that village from harm. Upon the solstice in the Year of Time, in the Plains of Blessing, the Guardians shall triumph.
- -Eriel"
- Such was left behind near the final message left to you by your guardian before their sudden disappearance, along with a map to Parles in North Taleros. Your guardian, be it your elder, teacher, or close moral compass trained you for a good portion of your life in your craft. As of late though, they've been speaking of foreboding words, signifying the "end" of something. Then one week prior to your current location, they disappeared without a trace, leaving behind a morbid note telling you to go to Parles and meet with Eriel at all costs.
- As of late, North Taleros has been noted for increasing rates of banditry along with a few other odd occurrences. What could possibly lie in Taleros' strange lands to warrant such a happening? Whatever your reasons, you set out to find the meaning behind all this.
- Before you start your journey on Taleros' grounds, keep in mind these notes-
- -You will come up with your guardian and everything she/he stood for. They're mostly background elements with not much impact on the story, but should still reflect your character in some way.
- -Magic, while certainly not unheard of, is fairly uncommon in Taleros. While you can probably get away with using it in public among small villages or rest stops, in cities such as Ferdinand Kingdom and Clebuff, you will at best raise suspicion and at worst be tried as an Elliac. This of course does not apply to Divine magic amongst Clerics and Paladins.
- -This will probably be a relatively long campaign, meaning you'll be sticking with your character for a while. This means, and I mean it, make SURE you'll be comfortable playing as it a bit further down the line.
- -You may feel free to come up with a backup. More important than that though, just don't die in the first place.
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