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- Amitrea
- In the year 1651, a kingdom in the country of Amitrea discovered a tome deep underground that was written in a language no one could read. Professors and theologists alike were called to translate or at least try to figure out what the texts said, but it wasn't until 1653 that a man finally stepped forward with the information that they needed. His name was Carmac, and he foretold that a legion of demons would pierce the fabric between their worlds and wreak havoc on the land. The kingdom was told that they had almost exactly two years to prepare for war and warn the other countries and nations of the world.
- Word was spread of this coming apocalypse, but other nations and countries were not so quick to believe Carmac's story. The texts were certainly concerning, but what if he was lying? The man had seemed to appear from nowhere; none could say they knew him or had even seen his face before the present day. Some kingdoms provided what they could, others stood behind the cause steadfastly, and still others ignored the supposed 'threat' completely. The man Carmac disappeared only a few months after his warning, and wasn't heard from again.
- It took two years of preparation: Forging weapons and armor, callings on their Gods to bless warriors, literally everything they could think of that could possibly be of use against the demonic hordes. "Carmac's Folly", as the day had become known, came before Amitrea knew it and they felt as though they were ready. Knights in full regalia stood outside of towns, weapons at the ready, though the day seemed no different from any other. There was something there, though, a feeling or sense of dread. Many people dismissed it simply as everyone's fuss over this particular day, but even they couldn't deny a strange something in the air. And then it happened, abruptly and without warning.
- A massive rip seemed to form right through the air in front of Amitrea's castle, and from it poured hellfire and the denizens that lay beyond. It was said that this would happen in literally every area on the planet that had been colonized, and this proved true. Those countries that had turned a blind eye or refused to support Amitrea were decimated almost instantly, but the few that had built up their armies fared better. The first several days almost looked optimistic; Amitrea's well-trained knights fought with their King and pushed back the demonic hordes with what seemed like relative ease. It's said that Carmac reappeared from wherever he had gone, as well, and fought at the army's side utilizing weapons the likes of which had never been seen before. They carved swathes into the enemy's ranks, and things were looking up.
- That is, until a much larger rumbling began from the other side of this strange rift before the castle. It provoked a sense of dread, almost like an oppressive weight was bearing down on the knights, and what stepped through was the most gargantuan beast anyone had ever seen. It was something like a cross between a dragon and man, standing almost as high as the castle itself, and spoke in tongues that not one man on the battlefield could understand. The stories say it lifted a massive axe and cleaved the castle in two as its very first act. The town was next, absolutely decimated in one swing of that massive weapon. The men who hadn't fled at the sight of this supposed leader were disposed of in a similar fashion, and Amitrea was quick to fall. This massive demon wreaked havoc on the countryside, essentially moving from town to town and disposing of them one-by-one.
- It's said that when the dragon-man's job was done it simply stepped back through the tear in the air. The rift supposedly closed behind it, leaving the legions of demons left over to continue their work without the need for more reinforcements. The resourceful few found places to hide, safe from the hordes, and huddled there while the world they once knew was brought down in a blaze of hellfire. It was several months before anyone who wasn't foolish tasted the air outside again, and they found it smoky and disgusting when they finally did. Everything they once knew was in still-smoldering ruins, and it became quickly apparent that the large army had never actually left. It was thought at first that only a small group had been left over from the other side, but scouting parties soon discovered that the horde seemed no smaller than it had when the castle was hit. They were still here, though a hell of a lot more disorganized, and just as dangerous as they had been.
- It took years of brutal fighting, gathering of resources, search parties, and dangerous missions, but the humans finally regained a foothold in the old town east of the castle. Barricades blocked it off from the outside world, and while the founding group would originally take anyone they could find it quickly became apparent that they could only house so many. People started getting turned away, much to their outrage, and sent back to face the threat on their own. Apologies were given out, but it wasn't enough to quell the outrage among the people.
- "Haven", as the town had been called, was soon seen as both a beacon of light and a group of selfish survivors caring only for themselves. Those who lived inside the walls were happy enough, but the groups simply sitting outside the gates soon became angry. Some made plans of attacking the town and claiming it for their own, while others brought up the idea of creating their own little demon-proof settlements out in the wasteland that once was Amitrea. The former groups were met first with diplomacy and then cold steel when that wouldn't suffice, and the latter groups set off on their own to follow their paths.
- Several settlements were formed along the countryside, all within walking distance of Haven, and trade soon started when some clever and resourceful merchants started an organization amongst themselves. Salvaged currency was melted down, re-printed, and put back into use. An economy soon emerged in this wasteland, with many people utilizing their former skills and jobs to try and make some kind of living.
- The demons didn't simply sit by, though, and watch all of this happen. Amongst the harassment of these settlements was the formation of clans and smaller groups of raiders. They soon became recognized by emblems that they carried, and four large "tribes" emerged. They were all comprised of different sorts, some more dangerous than others.
- SO THAT CAN BE THE TEMPLATE!
- Towns:
- "Haven" - An often deemed impenetrable walled town where the fortunate live, rumors say that there's fresh water and even fine dining inside. The truth is much less fantastic; the town is actually not more well-off than any other. The only real difference is the safety and security. Many of the towns' guards are former knights and well-trained at that, making the establishment difficult for human and demon alike to get into without permission. It's said they'll take you in if you can prove you'll contribute to the community, but many fail to pass their rigorous test and are angry for it. The general attitude toward Haven is bitter, unless you live or wish to live there. Haven's led by one of the King's old advisors.
- "Atlas" - The first settlers to be turned away from Haven formed the town of Antias. The guild of merchants that now control all of the trade were created and are stationed here. It's known as a prosperous town that accepts all visitors, but negotiating for a home in the area is incredibly difficult. With merchants and traders in charge, the charges are supposedly ridiculous and only those who've gathered a good amount of money have any chance of living here. It's said to be almost as secure as Haven, though, with mercenaries on constant hire that rival the old knights in skill. They have no singular leader, it's a small group at the merchant's guild that makes all of the town's decisions.
- "Orvaul's Place" - The oddly named Orvaul's Place is the smallest of the towns, run by a dictator. Those who live there claim he's not a tyrant and is actually a very fair man, but many people shy away from the area thanks to rumors about his past. Those who wish to live in this area must pass an interview by Orvaul himself, and he'll deem them worthy or unworthy based on a variety of factors. The town has a renowned blacksmith from the old times who managed to survive living in it, and is therefore one of the main sources for arms and armor. Merchants hate trading here, but it's absolutely necessary.
- "Cyprus" - A town on the shore, Cyprus is open to all visitors and residents alike, but has a bit of a shady reputation. It's calm and peaceful enough during the day, but cutthroats and thieves roam the streets at nights, and those who live there are wise enough to lock up their houses. Rumors abound that a particularly violent criminal leads the town under the guise of a kind and respectable man, and that's why nothing's being done about this very apparent problem. They'll accept anyone, however, and those who don't have the skills or money to settle anywhere else often choose here. More rumors say that the town has built a boat, and are currently using it to scout for any signs of survivors on remote islands. The more aggrandizing rumors say they've found some kind of safe area across the sea, but most people are smart enough to realize that's nothing but fantasy.
- "Raegwyn" - A famous bard named this 'town' after himself. The town proper consists of a large and always populated tavern, a repurposed inn for weary travellers, and a large run-down mansion atop a hill that serves as Raegwyn's home. He makes frequent appearances at the tavern, which remains constantly full thanks to this settlement's position smack-dab in the middle of all the others. It's not more than half a day's walk from any establishment in the wasteland.
- "The Castle" - Three of the four tribes of demons have taken up residence in different areas of the castle: A larger tribe outside in a war camp, a medium-sized one that resides in the old barracks, and a much smaller tribe that resides in the old throne room and the surrounding area. They fight amongst themselves in tiny spats, and waged war with Haven in the past but found the walls impossible to bring down. Attacks on the settlement are now few and far between, and many people are beginning to wonder why they're even still here.
- Demon Tribes - It's unknown what the demons call themselves, but the humans have come up with names for each of the tribes.
- "The Night Horsemen" - This particular group is quite small, and take residence in the castle's old throne room. Their size is not to be mistaken for weakness, as they're easily the biggest threat to humans at large. Almost never seen during the day, this group of red-skinned and horned demons rides at night on horrifying horses that leaves trails of fire wherever they tread. Supposedly the only group to ever leave a dent in Haven's walls, they almost broke through during one invasion but were repelled at the last second under some mysterious circumstances. Known for being ruthless and powerful, they're not to be trifled with. If you see one, prepare for a fight.
- "The Dreadnaughts" - A sizable group that seem to dwell in the castle's old barracks, this tribe seems to mock the humans by using their old weapons and armor. They stay clad in full armor and often use massive two-handed weapons with surprising ease. Not many know what they look like underneath the tarnished steel, and those who do are reluctant to speak of it. Not a group that usually picks on people alone in the wasteland, they often move as a unit with a goal in mind. Nearly every town and settlement will go into panic mode when the tribe is marching, as it's usually an attack that they're planning in full force.
- "The Grunts" - The largest of the demon tribes, they have a massive war-camp set up just outside of the castle. They were originally feared, but this quickly dissapated when their true nature was revealed. They're a group of stupid and incompetent 'grunts', so to speak, those who can't act without a leader. While they attack towns frequently, nothing ever comes of their disorganized and ramshackle attempts at war.
- "The Raiders" - The word 'raider' strikes fear into the heart of many travellers. Those demons who didn't choose to settle down in the castle have taken to roaming the wasteland and picking off whoever they can find. They come in all kinds, from simple grunts to the more powerful demons. A group often consists of one higher-ranking leader and several more lower-ranking and stupider peons. That said, they're absolutely cunning and will sneak up on even a skilled party with what seems like little trouble. Those who venture outside any city's walls know to watch out for these groups, because meeting one can mean the end of your little venture.
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