Post by forg3ttablexs0ul on Feb 16, 2021 22:26:45 GMT
rp-forum.net/thread/163/half-dead-realm-lore-page <- this here is a lore page of the setting this RP will be based in. The information regarding the playable races can be found here, as well as more information regarding general lore about both the factions involved and in the background, for context and to give people more spice to add to their RPing. The page is still a WIP, but the information needed for this specific RP is mostly in the prompt. Rules and whatnot can be found at the bottom of the linked thread as well.
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In the years that followed the Rise of the Templars and the Great Battle, Lothern's great struggles began. For Centuries, the entire nation had governed their kingdoms as a collective. The most powerful Kings and Queens would gather for council on law and order, believing that the only way Humanity could survive would be to work together. When the Curse came, though, the smaller kingdoms that were only being tugged along by the Council of Kings began to doubt its entirety. towns and villages would be overrun and wiped out as their nobles begged and pleaded for help, but the pleas would fall upon deaf ears, and the council pooled all of their military forces to protect the largest cities and towns, ignoring the small villages that were too far out of reach to worry for. This caused a divide between the stronger nations and the rest, and that divide would not only widen, but soon spread between the nations involved in the council itself.
The populace is in disarray. Non-humans, fearing being caught in the middle of the many civil wars now ravaging Lothern, are now leaving in droves to the neutral ground found in other lands. The wars spare none. Villages and towns burn, and cities are sieged, looted, and occupied daily, with some surviving a siege from one force, only to be immediately sieged by another. The largest cities have become havens for refugees, and slums have appeared outside of the walls. Crime of every kind is rampant, and the common guard of Lothern can't stop all of it. The adventurer's guild has begun to fragment, with adventurers swearing themselves to nobles and kings grabbing for land and power. Sindyla, the last true member of the Council of Kings, seeks to reunite all of Lothern and cease the wars, and has found itself surrounded by enemies. It stands strong, its people believing in the call of unity- a large number of adventurers and wandering swords have even come to their aid, but the fight ahead of them will be long and hard.
The Cathedral of Melidan, the largest church in Lothern, has taken the great city in its grasp. The communities within have either become zealots or oppressed. The leaders of the Cathedral have begun to preach of the isolation of humans from the Faelin, and when the former king of Melidan protested the blasphemy of the Cathedral, he was slain in the night. The Cathedral now wages holy war on all of Lothern, believing that the Curse of Tavoria was caused by humans mingling with Faelin, and that a great purge of the land was needed before the Curse would subside. Only those who accepted God and his new plan would be spared. What follows in the wake of the Cathedral's holy armies is death and destruction. The Holy Circle, angered by the use of holy magics and scriptures to slay innocents, have taken a stand against the Cathedral.
Telarin is the only major city to have been spared from the chaos enveloping Lothern. The people of this three-tiered city have watched in horror as the land around them have burned at the excuse of power games. Still, as Telarin becomes a beacon of neutrality across the land, recruiters for kingdoms near and far have appeared, quietly growing their ranks from the common rabble. Holy men from the Cathedral of Melidan preach their garbage in the street to whomever may happen to listen. The Adventurer's Guild Hall here has had its fair share of requests for bandits and the like, but even their job listings seem rather scarce compared to the average village caught in the middle of the fighting. The Curse has become rampant outside the walls, and battalions march from the gates constantly to fight at the amassed dead and the now wander the fields and thickets.
It is here, in Telarin, that paths diverge. What will ensue, in this Half-Dead land, brought back to life with chaos?
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rp-forum.net/thread/246/seeds-dissillusion-ooc-cs <- this here is the link to the page that the CSes will be posted. The template is there too.
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In the years that followed the Rise of the Templars and the Great Battle, Lothern's great struggles began. For Centuries, the entire nation had governed their kingdoms as a collective. The most powerful Kings and Queens would gather for council on law and order, believing that the only way Humanity could survive would be to work together. When the Curse came, though, the smaller kingdoms that were only being tugged along by the Council of Kings began to doubt its entirety. towns and villages would be overrun and wiped out as their nobles begged and pleaded for help, but the pleas would fall upon deaf ears, and the council pooled all of their military forces to protect the largest cities and towns, ignoring the small villages that were too far out of reach to worry for. This caused a divide between the stronger nations and the rest, and that divide would not only widen, but soon spread between the nations involved in the council itself.
The populace is in disarray. Non-humans, fearing being caught in the middle of the many civil wars now ravaging Lothern, are now leaving in droves to the neutral ground found in other lands. The wars spare none. Villages and towns burn, and cities are sieged, looted, and occupied daily, with some surviving a siege from one force, only to be immediately sieged by another. The largest cities have become havens for refugees, and slums have appeared outside of the walls. Crime of every kind is rampant, and the common guard of Lothern can't stop all of it. The adventurer's guild has begun to fragment, with adventurers swearing themselves to nobles and kings grabbing for land and power. Sindyla, the last true member of the Council of Kings, seeks to reunite all of Lothern and cease the wars, and has found itself surrounded by enemies. It stands strong, its people believing in the call of unity- a large number of adventurers and wandering swords have even come to their aid, but the fight ahead of them will be long and hard.
The Cathedral of Melidan, the largest church in Lothern, has taken the great city in its grasp. The communities within have either become zealots or oppressed. The leaders of the Cathedral have begun to preach of the isolation of humans from the Faelin, and when the former king of Melidan protested the blasphemy of the Cathedral, he was slain in the night. The Cathedral now wages holy war on all of Lothern, believing that the Curse of Tavoria was caused by humans mingling with Faelin, and that a great purge of the land was needed before the Curse would subside. Only those who accepted God and his new plan would be spared. What follows in the wake of the Cathedral's holy armies is death and destruction. The Holy Circle, angered by the use of holy magics and scriptures to slay innocents, have taken a stand against the Cathedral.
Telarin is the only major city to have been spared from the chaos enveloping Lothern. The people of this three-tiered city have watched in horror as the land around them have burned at the excuse of power games. Still, as Telarin becomes a beacon of neutrality across the land, recruiters for kingdoms near and far have appeared, quietly growing their ranks from the common rabble. Holy men from the Cathedral of Melidan preach their garbage in the street to whomever may happen to listen. The Adventurer's Guild Hall here has had its fair share of requests for bandits and the like, but even their job listings seem rather scarce compared to the average village caught in the middle of the fighting. The Curse has become rampant outside the walls, and battalions march from the gates constantly to fight at the amassed dead and the now wander the fields and thickets.
It is here, in Telarin, that paths diverge. What will ensue, in this Half-Dead land, brought back to life with chaos?
--
rp-forum.net/thread/246/seeds-dissillusion-ooc-cs <- this here is the link to the page that the CSes will be posted. The template is there too.