Beep boop downloading Codes Mastery Programme

c7e4e13483162ab4d5f9497ab755e152.png

  • Name: Sebastian Travers
    Age: 36
    Gender: Male
    House: Travers
    Identity: Pureblooded Wizard

    Wand: Tough Blackthorn wood, 12 and a half inches, Veela hair core

    Patronus: Lynx

    Appearance: Standing at 5'11" (180cm), Sebastian Travers is not an imposing or commanding figure, instead radiating an aura of absentminded intensity and reserved anger.

    His eyes, a piercing grey the colour of a stormy sky, along with his light brown hair shows a striking contrast with the soft cheekbones and jaw that betrayed hints of a noble ancestry.

    A fleeting mocking smile constantly haunts the corner of his lips, just as his fingers had the tendency to twirl his wand in quick jerking movements as if having a mind of their own each time he was distracted.

    Sebastian is never the one for a proper dressing code, disregarding them not out of contempt but habit and indifference, making him exceedingly out of place amongst those of his social ranking, and completely set him apart socially and physically.



  • Sebastian Travers was the son of William Travers, a pureblooded wizard from one of the highest profile families in Britain, and Alena Bram, a witch of mixed Romanian and Scandinavian heritage. But of course, no matter how exclusive one's upbringing was, who they were could not be changed. William Travers was a spineless swine who did nothing else but bowing and scraping to anyone in power. Eventually, his mother grew so sick and tired of his cowardice that she took Sebastian and came to Sweden, where he attended Durmstrang.

    So it was that Sebastian lived one part of his heritage and completely abandoned another, until the very moment his mother died in a magical experiment. He detested Britain but returned all the same for he at least had something left there.

    He was nothing like them, these pompous aristocrat who aimed their nose at the sky and breathed contempt with every breath. The only reason they did not forcefully remove him was his last name.

    Him becoming an Auror was a long process of excruciating socializing and jostling others out of his way with sometime more than words. But at least here, in this rotten, dark, wraith-filled nightmare of a city, he had a purpose.

 
Last edited:
Submerge


SPRING
Raindrops pattered his face but he barely felt it. The cardboard box in his hands was soaked, the yielding mush of its content's weight pushed into his palm like wet sand. The dog-shaped paperweight looked like it was crying.

His eyes were far away, sad, longing. It was not his boss' fault, he knew, not his fault that the company was hitting a rough patch, not his fault that they had decided to let some of their own go. Yet a bitter part of himself, deep down, kept asking "Why me? Why not someone else?". Still he suppressed that anger, pushed it down, buried it under determination. This was far from hopeless, only another bump in the road. He would recover.

The drizzle felt more like mist than rain, a veil of condensation that drenched every inch of everything he was. His shoes splashed through dirty puddles of the half-flooded street toward his car, the water lapping against his ankles like ocean's waves on low tide, encircling, tugging. Rising.


SUMMER
A light touch on his hair jerked his head up from the hospital bed. Raising his gaze, a tired but relieved smile coloured his lips.

"Hey, dad."

His father's skin was deadly pale, his eyes sunken and his cheeks hollow. The starkly white hospital light overhead threw mournful shadows over his features.

He tried to smile, but one side of his face didn't seem to respond and he paused momentarily in puzzlement.

"You've been here all night?" His father's voice came out in a croaked breathless whisper, and the mere act of speaking seemed to drain him, slumping his shoulders and drooping his barely opened eyelids.

"No, dad, I just got here." He lied. His eyes glistened and he wiped at them as if trying to rub the sleep off. Gently he squeezed his father's hand and the old man squeezed back, his grip barely detectable, weak as a child. The smell of disinfectant was overwhelming, hanging in the air like a palpable sheen. He had always hated hospitals. They felt like death and sickness masked under frigid indifference.

"Glad you're here kiddo..." His father's words trailed off into silence and his eyes fluttered close. He was asleep in a moment, an uneasy, labouring slumber.

"Get some rest dad." Pulling the blanket tight around his father and brushing a tender kiss to his head, he exited the room and closed the door softly behind him.

His knees felt weak and heavy, the world dragging his every step. As if he was treading through waist high water, the current violent and merciless. As if his life was flooding.



FALL
The door slammed shut with a resounding crash, cutting off his last glimpse of her. Faintly, the clicking of heels and the swishing of suitcase retreated further away until they were swallowed by the white noise of the outside world, the sporadic rumbling of cars, the constant humming of everyday lives, and the sharp keening of distracted grief. This city had just devoured another part of him.

She knew, she had to know that he had no choice but to sell his home, their home. She knew, and she left anyway. Perhaps knowing wasn't understanding for her.

It was for him. He understood why she had to go, why it was for the best. His father was dying, and she would live, perhaps even better without him.

His heart broke all the same, into a hundred thousand fragments that were quickly washed away by the waves that battered against his chest, its powerful force chipping away his hope piece by piece.



WINTER
His face grew pale, bloodless, as colourless as the white-knuckled grip of his hands trying to stop their shaking. The chair underneath him felt weightless, light as a feather. Or perhaps that was just his head spinning.

"And there's nothing you can do?" An overpowering mass choked his throat, his words barely forced through the sea of dread. He found himself unable to breathe, or move, or avert his eyes from the doctor's resigned, sad expression.

"Well, there is a program we can put him through, it's only on the first few experimental stages, and it's very costly..."

"I'll take that."

"Sir, I think you should at least take time to consider your options. Right now surgery is still your best chance financially..."

"Not medically?" His voice was not accusing, only resignedly bitter. He knew the answer in his heart without even needing to read it on the doctor's face.

The air felt stuffy, smotheringly still, like a crushing weight blanketing every inch of his being. The sensasion of snakes slithering across his body, revolting, constricting, sickeningly wretched. He thought he would scream, he thought he did. The deafening silence of desperation devoured the very possibility of such vocal relief.

"I'll manage something."

"Mr. S..."

"I'll manage!" He said with a forceful confidence he didn't feel.

The chains around his ankles dragged him down, down, down into the darkness. He could barely move, barely able to fight his way to the surface to get a breath. The water was suffocating him, choking his hope, drowning his light. Around him predators circled.



SPRING
A shimmering veil hung in the air, the sun's wrathful gaze seemed to warp reality itself into a distorted mirror through which the heavy streets of this desolated city glowed incandescently a light of malformed pleasure and a child's innocent destructive glee.

He hated it, this city that gave him meaning only to strip them away one by one like tearing flesh off bones. For all its cloudless brilliance of day, its underbelly nurtured blood sucking worms that revelled in eternal gloom where their feeding was masked under garrulous glamour.

The neon sign seemed to mock him, sneering its vicious mirth and perforating sadism of a beast that devoured souls for breakfast. He would be the breakfast today, he knew. And willingly offered.

There were other choices, but the water whispered to him its mellifluous siren song of the soothing dark, and the necessity of the gamble. He only had time to inhale one last lungfull before the door opened and he stepped inside, plunging into the depth.



SUMMER
Blood dribbled down his numb lips and splattered on the dirty warehouse floor, a crimson rose in a sea of lifeless bones.

"I promise I will have your money by next Thursd..." The heavy thud of hardened wood hitting flesh cut off his whimpering voice. An ashen-coloured mass blinded his right eye, his left caked by a pus-like mixture of tears and leaking wounds.

"You promised you will have our money by today." Another swing connected with his jaw with a resounding crack, shattering teeth and breaking bones. A choked whine burst through his split lips, full of agony and terror.

"You say next Thursday. We believe you. In fact, we believe you so much that we'll leave you a token of our trust." They enjoyed watching his lit up hope crumbled into fear and defeat, then proceeded to beat it out of him twice over.

He felt each impact, every single cut, bruise, snap. He felt his body tore apart by predators of the depth, savouring their feast. His lifeblood painted horror itself onto the canvass of the sea as they dragged him down, down, down.



FALL
His mournful cry cut through the graveyard, a keening wail of hopelessness and absolute desperation. Icy tears fell all around him, playing a cacophony of scorn and contempt on the thin veil above his head in time with the explosions of blinding vision and deafening buzz reverberating through his head.

His father looked peaceful when they lowered him down. The downpour drenched the earth blackened, pieces of it crumbling in his hand like wet sand. He missed that dog-shaped paperweight. Where had he put it? Soft hands brushing his shoulder felt like affirmations of his failure, unspoken verdicts that damned his existence to darkened pits of despondency and helplessness.

He could see no hope, no light. The surface was so, so far away, merely an impression rather than sight. Raindrops shattered against the pavement, tap, tap, tap, like the sound of popping air bubbles escaping his lips.



WINTER
Sinking the knife into the loan shark's torso was effortlessly easy. Simple motions, in, out, in, out, smooth as making love.

His face felt alien, his features twisted into a vicious and inhuman expression he could not recognize. The others must not have recognized it too, because the tugging and yanking hands that were trying to pull him away from their boss suddenly slackened and recoiled.

With each thrust a strange sensation blossomed in his heart, intensifying with each stab. In, out, in, out. The blood soaked through his clothes and hair, a blanket of forfeited life. The a climax of pleasure jolted across his body, intoxicatingly in its familiarity. The heavy scarlet invigorated him, as if the dead body was the suffocating ocean that drowned everything he loved.

Stab. The choking mass lessened.

Stab. A popping boom resounded in his head of relieved tension.

Stab. With a gasp air flooded his body, muddied, weighty and labouring, but air nonetheless, infusing him with vitality.

The countless cuts on his body were liberating in their agony, as if he was breathing through the cracks, as if they were carved gills. His blood and the body's pooled around his kneeling feet and coated every inch of his soul, and he revelled in the rancid foulness of its smell, letting it saturate his desire. A shark's maddened hunger perforated his own.



SPRING
The bullet hole in his chest felt strangely numb, inconsequential. He had thought his father would be on his mind, but he wasn't. Nothing was.

Hunters cornered him with their harpoons of compacted lead and their glaring red blue light invading his bloodfilled water, and impaled him. Slowly they pulled on the wire and dragged his tainted life out of the depth.

A tunnel of bright white light blinded his sight, overwhelming, terrifying, and in a hard tug he was through, breaking the surface. Air, pure, clean, real. The air of hope he had longed for, yearned, craved. But it was another time, the other side of the point of no return.

For a shark, the open sky was only death.
 
Last edited:
fc9679d7369d7587d7b29cc3cf098140.png

  • Name: Danny Days
    Age: 33
    Gender: Male
    Occupation: Public Prosecutor

    Appearance: With a well-cared for and meticulously appearance, Daniel's clean shaven features and his constantly half-casual style made him seem like a young man in his mid twenties, but the molten steely confidence deep inside his gaze is everything but.

    His deep blue eyes the color of a tempest sky and dark blonde hair complimented the chiseled jawline and prominent cheekbones the kind inherited from beautiful parents.

    Personality: Danny Days is a man of black, white and punishable grays. Good and evil are more than storybook concepts, they are the guiding principles of his life's work. He is the righteous cause in a world of darkness, the guiding light that would cleanse the filth and cruelty from humanity.

    His extensive exposure to the darker side of society made him deeply uncompromisingly judgemental, and his view of the world is that of first impressions.

  • Life wasn't fair. It it was, police officers wouldn't be shot in the line of duty. It if was, men wouldn't leave a broken home behind that can never be fixed again. If it was, a child would not be defined by the absence of a father.

    Life wasn't fair, so he was determined to do something about it. He would be the fairness. He would be the judgement. He would be the one to keep homes from being broken, good men from losing their lives needlessly, and children from defining their very self by what was lacking.
 
Last edited:


yVxwUET.png

CpFgIbq.png



Aeon. Beautiful, lush, radiant Aeon. If paradise could have a name, if utopia could have a face.

My beautiful Aeon.

No more.


The world is broken. Corrupted, defiled, enslaved. Magic itself drains life out of reality like a parasite sucking blood. Desecration stretches from the horizon to the end of the world, civilization lost under sand and dust. The land is cruel and hopeless, unforgiving deserts under unforgiving sun.

Sorcerer-Kings reside over their metropolis of slaves and rubble, slumbering darknesses devouring the very light that nurtures hope, masters of ruination itself. Humanity is dead, kindness butchered. There is not enough of Man left to despair.

The world is dying. My world is dying.
I beg you, save it. In the name of all that is good and kind, save it.


You are hope incarnate.



Art credits: Shahab Alizadeh
JJCanvas
Concept inspired/derived from Dark Sun
 
Last edited:

yVxwUET.png


7a8240ba60961f8cc04205b3c43e26a5.png

Desecration reigns, the one true God.

An infinite desert stretches as far as the eye could see with a vast foul ocean to the west, the sight of Man is scarce but for white crumbling bones borne atop undercurrents of the sand, or the ruins and millennia-old half-devoured foundations of an once flourished civilization.

Brutality is branded into the veins of the land, extremities into its blood. Toxic rain falls rarely, only to boil midair into drifting clouds of poisonous moisture by day, or frozen into storms of deadly icicles by night.



  • The raging forge blazes, but the Blacksmith was absent.

    The world is ugly, sterile, horrible. But for all the cruelty and alien evil of the Defilers, the real enemy of life is the dying land.

    Scorching dunes, hopelessly vast sear to ash the flesh of men who traverse them, laying traps of bottomless pits masked as unmoving sand in an ocean of seemingly indiscernible near timeless unchangeability. The desert is temperamental, unpredictable, her favour impossible to obtain. All-consuming dust storms swept across the world without a sign, cleansing all lives in their paths. Toxic rains wept often, mourning children long devoured by the sand and wind. The foul black inner seas boil and rage, waging their restless unending war against the uncaring wasteland above. The day's sky burns blue, blazingly clear, charring hope itself to cinder.

    Night's touch was gentler, like the slash of a blade in the dark, claiming souls with frigid indifference and swift unknowabliity. The heaven would come out to weep, a silent wailing that cracks stone and freezes hearts with its piercing, starless intensity. The moon is an eternal accusation, damning and distant, the cold gaze of justice relishing a monster's suffering.

    This is what is left of our Mother, our Earth, the loving world that birthed the sky and star. This is her carcass, for we have killed everything that she was.

    This is our Sin, and our punishment coming due.

  • 7 sprawling metropolis lies atop the bones of the once greatest cities in the world, their very presence tainting the memory of the land like foul scavengers perching atop their prize of rotting carcasses.

    They do not have names, these monuments of inhumanity and cruelty. Names imply differentiation, independence, liberation. They are merely the possession of their masters the Sovereigns of Ruination, extensions of their will, their dominance. Their greed and hunger.

    Once, the Sorcerer-Kings were the lesser evil. Now they are incarnations of the same unholy machine, magnified sevenfold.

    The Masters: Sorcerer-Kings slumber away the end of the world in their palaces towering above the City States, periodically devouring the essence of the struggling, blood-soaked seed of nature around the city, slowly transforming into something utterly alien, so horrible mere words cannot contain their abstraction.
    The Mindless Cogs: Discovered Druids are captured at a young age, their mind seared away leaving only enough to be molded into tools of flesh and power, conduits to transmute the countless human sacrifices into pure life forces to feed the vegetation that otherwise could not survive the lifeless desert. Feeding the Kings' sustenance.
    The Obedient Dogs: They too have no name, the brainwashed children, the Kings' Guards. Most calls them Bloodhounds. Enchanters raised from an early age to be absolutely loyal to the monster they serve, the Hounds enact their masters' will even when there is none, maintaining the machine that feeds the Beasts and disregarding most anything else. They are the breath of the sleeping dragon, its oppressing aura, the permeating dread that gnaws away the prey's will and strength.

    The Rats: Parasites living off the scraps and leavings of the giant, they are slavers, abusers, rogue Enchanters, and any of those with enough strength and cunning to not be made slaves.
    The Pitifuls: Slaves make up nine out of ten of the population within the Sorcerer-Kings' metropolises. There are those who are born into bondage, those who were weak enough to be chained, and those who were strong enough to be broken.


    And so the machine whines and rumbles, crushing humanity into corpses. Flesh slaves, born, taken or captured surviving nomads are either playthings or workers on Lok farms, beasts who retrieve sustenance from a special mineral mined out of the sand, the only source of food to feed the hungry, half-mad remnants of Man. Periodically sacrifices are chosen to have their lives siphoned and transmuted through Runic machines and mindless Druids into pure life force fed to the Kings' Garden. And each moon on the last day of prayer, the Sorcerer-Kings consume the Garden into themselves to fuel the fire of transformation toward something that would shatter the sky.

    The vultures learns to break the carcass' bones to get at last marrow.

  • Created from the ambition of a madman, forged by the amber flame of greed and molded by the despair of the Desecration, they are truly the embodiment of Apocalypse.

    7 Socerer-Kings for 7 kingdoms of Man. Once they were the lesser evil. They devoured that too, the very concept of lesser, and spit out a twisted distortion of it.

    Udu the Corruptor, first born.
    Opia the Faceless, first daughter.
    Kel the Cruel.
    Paer the Subjugator.
    Imir the Eyeless.
    Enu the Torturer, second daughter.
    Aman the Weak.

    The only Sorcerers to ever lived, offsprings of Fenrir the Great Defiler, rulers of remnants of Man. Their Enchanting had grown unimaginably in the centuries after the Desecration, their mastery of mind infinite, their capability oceans of unknowable power through further dwelling into Runic magic. Their presence alone suppresses even the conception of opposition. Their dread poisons each living soul born unto their kingdoms, mental seeds that breed obedience and fear.

    They are the monster we created, the peak of Man's reign upon the land. Our greatest sin, our greatest triumph. Our end.

  • "The greatest sorrow of all is a child's betrayal against unconditional love, for only then will he realize what he had cast away."
    Loeir of Marn, The Virtue of Hindsight, page 127
    Druids are the most valuable of slaves, the rarest, most hunted merchandise. The land is depleted, sucked dry, yet like an instinctive habit, or a last struggle, Druids still appeared, even scarce and few as they were. Slavers had observed, however, that Druidism has more chance of appearing within secluded populations of dune nomads than the City States, and so the practice of shadowing nomad tribes and grooming them for a chance of Druidic slaves were popularized.

    A slaver capturing young Druids could turn them to the Hounds for a handsome reward. The Druid is then lobotomized through branded physical Runes, leaving only enough cognitive functions to be conditioned into flesh processors compatible to be connected to Runic structures for the sole purpose of converting human sacrifices into pure life force for the Gardens. Once Branded, Druids are permanently damaged, and the use of their natural gift in such a way drains their own flesh durability, putting usability between two to three decades.

    Old, unusable Druids are put through a process called Transmuting and compressed into a seed of pure power, which once planted spawn a Life Tree, a plant capable of surviving even in the harsh environment of the desert without a need for Druidic feeding, and can survive through several cycles of Devouring before becoming depleted.


    As such, Druids are a resource of utmost value, highly sought after and hunted.
  • During the destruction of Fenrir during the Desecration, many Enchanter families were annihilated, but many more still bowed before the Mad Sorcerer, groveling before his power like rats. Those families were the foundation of the Sorcerer-Kings' Guards, or as most fearfully whispered their title, Bloodhounds.

    The Kings divided the remaining houses amongst themselves like spare coins. Each generation, a family is required to produce at least 2 offsprings, the first born recruited to be an Inquisitor, the second and any following to be Hunters. Inquisitors prowl the streets and tunnels of the City States in groups of 3, keeping order, oiling the machine's cogs and snuffing out opposition like stepping on cockroaches. Hunters roam the desert in packs searching for nomads and pockets of stray humans to drag back to the Cities to be slaves.

    The ranks of the Bloodhounds are simple yet effective:

    - Lord Inquisitor: A single powerful Enchanter commanding the entire Inquisitor force.
    - Master Inquisitors: command up to 10 teams of Inquisitor each.
    - Steel Inquisitor: command up to 5 teams of Inquisitor.

    - First Hound: commands the entire Hunter force.
    - Second Hounds: command up to 10 packs of Hunter each.
    - Third Hounds: command up to 5 packs of Hunters.

    There are rumours of secret sects of Inquisitor magically enhanced by magical Runes and Runic contraptions specializing in hunting down their own kind, or powerful nomad tribes.

  • "One can gauge the danger of a true monster not by the bones of its preys, but by the number of parasites living off its leavings."
    Firem Malfus, Philosophy of the Oppressor, page 742

    Even at the end of the world where few things of value remain, greed still flourishes like a deadly flower grown in blood.

    Slavers are the self-proclaimed Nobility of the wasteland, trading in the most valuable good around. They often have their own band of hunters roaming the desert, fighting for scraps from amongst the Hounds' teeth.

    Rune knowledge is forbidden, those suspected of Magic hunted and flayed, but just as there are demands, there would be those who provide it regardless of risk. Secret societies of Mages experiment with whatever pieces of incomplete Runes they could find leaked from the Libraries of the Kings, playing with forces they cannot comprehend.

    Runes as well as outlawed items such as old artefacts from the world before, stolen seeds from the Kings' Gardens or even Enchanter slaves are sold in hidden underground markets ran by shadow forces that somehow always managed to stay one step ahead of Bloodhounds raids. Rumours say there had once been an auction for a slave Druid. already processed to be one's personal Transmuter.

    There are those who flourish, and of course those who barely manage to stay alive, struggling for each meal yet strong enough to not be made slaves. They are so very rare, and some say, incredulously, that perhaps sparks of kindness may yet live somewhere deep within some's hearts.

  • "Father once said, we have corrupted the meaning of fear, for the uttering of the word instead of the safeguarding animal instinct of Man conjures the sense of the overwhelming, debilitating horror that reduces one's mind to dust. And I said to him, what other kind of fear is there?"
    Oria of Marn, The Introspection of Dreams, page 142

    Slaves are the foundation of the Sorcerer-Kings' City States, the driving force behind the machine, its fuel, its grinding cogs.

    Mindless slaves are an everyday commodity, regularly obtained and traded. The two main sources of slaves are captured nomads and desertmen, or breeder camps slaves, both of which has their own prize and benefits.

    Desertmen are physically stronger than anything a camp could produce and so are more suitable to hard and punishing works. However, their savagery and disobedient tendencies are often more of a nuisance than benefit and require investment of time and resources to break.

    Slaves from breeder camps are weaker, more prone to early death by infected bloodline and incest-caused diseases. But by the same circumstances they are much cheaper, easier to obtain, more varying in differentiated choices and one could buy them young for simpler training and more loyal possessions.

    The most notable slave activities include:
    - Lokgem mines: The mines which produce the mineral to feed Lok beasts are recorded as the activity with the highest turnover of slaves monthly. The work is grueling with minimal food, slaves are expected to mine gems until the end of a very short life.
    - Lok farms: tending to the only source of food for the entire City States is however not much easier than mine works. The beasts are temperamental and wild, killing slaves regularly each day. Farm owners of course find it cheaper to buy new slaves than building safety guards. More than that, many believed the more a Lok beast kills the better its meat tastes.
    - Hard labour: ranging from construction to pulling carts, to house serving, slaves are used for nearly all of the manual labour in building and maintaining the Cities.
    - The Colosseum: Often where most captured desertmen ended up, it is one of the only entertainment in any City for the rich and powerful. Fighters are promised freedom after a hundred victory in duels to the death with increasing challenges. In all the centuries of its existence, only one fighter, a Dune Nomad warrior had achieved this feat, or so the warrior slaves whispered amongst themselves in hope-filled hushed murmurs.

  • Society is divided simply into those with enough power to predators and preys. Those with the power to enslave others thrive, while those without are broken.

    There is no State-sanctioned currency system. The unit of trade most often used are slaves and Lokgem, as well as the exchange of valuable items. Rare metal and gold while still costly do not hold nearly the same value as they had in the world long past.
  • ZOIo6Xp.jpg


    Dune Nomads, they are called. Desertmen, children of the sand, walkers of ruins. Outside of the Sorcerer-Kings' grasp, yet freedom was a foreign concept still, to them, tortured and tormented by the land, hunted by the Defilers' dogs, living in pain and hunger and fear. Yes, they are bound by more than chains. At least the mindless slaves did not retain enough of themselves to despair.


Art Credit: Daniel Magyar
 
Last edited:

yVxwUET.png


3465caef46be6cd8a50dee06d31e5e69.png




"Curiosity is like a torch in the forest, illuminating yet perilous, for a single misstep would burn it all down to ash."

- Faeru Proverb




  • The Song of the Dawn
    Tue Frlen Aeo Dem, it was called, the song of Dawn in the ancient tongue of the Faeru. The voice that shattered the void, the lullaby that shaped the sky, the melody of earth and trees. Creation.

    The ruins of Faeru told the story of Otem and Otir, the Sun and Moon, the brother and sister formed from the first two notes of the crescendo out of the nothingness that came before. Equally made, beings of blinding radiance that chased away the last shadow remnants of the void lingering in the sky.

    But upon their descend into the swirling haven of reality created by the Song, Otir clumsily brushed her side against a tendril of the void, and it tore a wound in her new flesh, bleeding creation. Still newly born and inexperienced, Otir could not contain the Song's light flowing out of herself. Sensing his sister's distress, Otem absorbed Otir's escaping song into his own until her Light dimmed and she could control what was left.

    But it was too much for even Otem to fully contain.

    When the Notes were quiet, he would stand guard over his new duty, illuminating the world, showing its creatures the way and coaxing gentle plants to rise and grow. But once per cycle of the realm, the Notes would become uneasy and restless, and Otem would fall into a slumber to focus his mind within and suppress them, pulling the veil of Night over himself so the children below would not be blinded by the raging Song.

    Otir roamed the sky freely, dancing amongst the star, swimming along the rivers of clouds. But she was ashamed and hid from her brother, only coming out when he had fallen into his struggle to watch over his body and lit the world in his place as best she could.

    The ruins of Faeru told another tale still, one of Aeon itself, the earth and sky and air inhabited a single mind, a kind, loving world full of wonders and happiness.

    If paradise could have a name, if utopia could have a face.

    Beautiful, vibrant, loving Aeon. Its stories begins.


    The Forgotten Age
    Nothing is recorded of the time before Man came to Aeon but pieces of stories and a single line in Chronicler Mardr's preface written during the Age of War. It is said that the world itself had a voice, once, that it spoke to its children directly as a benevolent father, comforted them, cared for them, a present entity, a living Fate that guided the world towards peace and ascendance.

    But when the first Angmir ship touched the shore of the continent, all they found was a land of lush wonder and exotic hidden peril, populated by small nomadic Fae tribes without a recorded history.


    The Age of Rebirth
    None knew where the people of Angmir originated. Some said from across the Ocean, some said from the depth of it. Some said from another world.

    The predecessor of Man reached the Aeon on boats as large as islands, and as sturdy as the mountain sides. Still, when their search encountered the continent, much of their people were lost to the harsh unforgiving waves. Aeon was their promised land, the paradise on the other side of the storm.

    The first Angmirs never passed their stories on , their only legacies the skills to hunt, farm and survive. Whatever violent past had driven an entire people from their home was carried to the grave.


    The Angmirs who came from the sea were peculiar in appearance, alien creatures with 3 elbows arms, enlarged skulls with keratin plates under the skin and bulky claw-liked feet.

    But soon Aeon changed them, molded them in its vision and Man emerged, hunters and gatherers, users of tools, cultivating intellect alongside food for millennia of peaceful hardship and struggle to conquer the land. And what a worthy land it was, an exotic never ending world of forests with trees as tall as ten thousand men whose branches stretched as far as entire seas, and fields as wide and vast as the ocean.

    The birth of the first Druids ushered Man into a new Age.


    The Age of Harmony
    Within centuries Man's civilization had advanced to a height that otherwise would have taken millennia. Druids, men and women born with the gift to bridge the gap between Man and nature and thus embodied Man's mastery over the land, became Tribe leaders, spiritual guides, protectors and engineers. They sang their song of praise and raised great cities amongst the branches of the biggest Sky-trees in the world, atop snowy peaks overlooking vast mountain ranges, and on the endless sweeping lowland fields. They scoured every corner of Aeon, learning, discovering, encountering all manners of realms and beasts and wonders until Man was truly the ruler of all that was.

    The Druidic kingdoms of Man and the Northern tribes of Fae lived harmoniously alongside each others, discourse was rare and war unthinkable. The land was plentiful and provided for all, and the greed of the few could not rise against the unified all-powerful tide.

    This is the Age that birthed Uman the Great Architect - the Druid who crafted cities out of mountain sides, Cer the Wave Enchanter - the Fae King who conquered the perilous Inner Sea, and Mardr the Chronicler of Yru.

    Alas, the birth of the legendary historian and the very circumstances that made him so also marked the end of the last era of peace and tranquility in Aeon.

    War beckoned.

    The Age of War
    Where could a civilization go after mastering the world itself? Retracing the footsteps of Man's ancestors at the beginning of time, ruins and remnants were unearthed, forgotten legacies best left undisturbed. Still, Man's curiosity was not be sated or appeased until they had trampled through every Angmir bone, and uncovered the seed of Desecration.

    Magic, the cursed gift that siphoned and devoured life instead of nurturing it. The Bane of Worlds.

    It spread like a pestilence, the power of Kings in the hands of weak men, its fuel the very root of Man's civilization. All knew, of course, knew the price of the cursed Runes. All knew, yet none cared. The green seemed infinite, nature unlimited, the pool undepletable. What did it matter if they drain it with their existence seemingly so inconsequential compared to the entire world? So what if they claimed their rightful share of Aeon's gift that once were exclusive to the few?

    The unbreakable bastion of Man's empire crumbled from the inside, fracturing like glass. The Council of Monarchs and the Orders of Druids managed to suppress the rising wave of chaos a decade, but the seed had been planted, and mortal men's greed was as vast as Aeon itself.

    Magic was the bane of Druidism, the parasite born to consume nature. How could the Orders prevail against an enemy ten times their number that had neither restraint and nor regard for human lives?

    War raged across all of Aeons, Druids and Defilers clashing in catastrophic battles that ravaged the once beautiful kingdoms, reducing cities to rubble and lives to tragedies. Even the Realm of Fae was not spared as the unfiltered greed of Mages quickly overwhelmed their outer defences and drove the entire population into a decades-long siege. Despite the practice of Magic spreading like wild fire amongst evil men, the Orders of Druids were old and disciplined, trained since birth for the very circumstance transpiring. Mages underestimated still the strange alluring power of the Fae who quickly recovered and repelled the lawless hoard of wolves at the door.

    The Age of War concluded in the Battle of Lirkn, where Seera, the High Queen of Ika and her 5 Generals sacrificed themselves to bring down the self-proclaimed Mage King Gorn along with his army of five thousand Mages, and destroy the very artefacts that had unleashed the cursed Runes upon the world.

    Out of the 17 kingdoms of Man only 7 remained. The legendary city of Marn built atop the biggest Sky-tree at the centre of the world lay in ruin, its people broken, its streets desecrated. The Fae retreated into seclusion in their hidden valleys between the mountains.

    Magic was outlawed, the punishment torturous death. But the damage had already been done.


    The Age of Lies
    Man was the sole master of Aeon once more, at least what was left of it. The Fae had disappeared almost completely, their existence slowly fading from memories into whispers, then legends and myths.

    All knew the danger of Magic, and all feared it as much as they despised it. Mages were hunted like dogs, tortured and brutally butchered. Magic itself became tales people used to scare children, twisted and exaggerated until little semblance of the truth remained.

    The Orders of Druids had been nearly decimated during the War, their ranks greatly diminished and the Council of Monarchs quickly crumbled without the support of its Orders. The kingdoms' damaged governing structures managed to stay in power for nearly a decade, until the rise of Enchanters.

    Some said they were the land's weapon against the pestilence of Magic. Some believed they were merely another manifestation of Magic itself.

    Enchanters, men and women with the subtle, nearly indiscernible ability to impose their will upon others, to manipulate objects and people as easily as fingers on their hands. But most significant of all, their talent, unlike the unpredictability of Druidism, could be passed down through their bloodline .

    And so a new era died for another to rise in its place. The Enchanters' coming to power was subtle, unforeseeable. Against a dying monarchy their triumph was ensured. Slowly, inexorably, Kings and Queens found themselves isolated, surrounded by hungry wolves. The wounded preys fell easily.

    A century was all it took to transform the very foundation of civilization. Puppet monarchs sat on the throne, controlled by Families of Enchanters from the shadow, playing their deadly games of power and intrigue with the lives of millions as spare coins. Corruption and crime ran unchecked while Nobles exploited the people to fuel their lavish existences and inhumanly terrible hobbies. The Orders of Druids were broken, Druidism outlawed, young Druids captured as soon as they were discovered to be molded into weapons or pets for the High Houses.

    Some Enchanters at the peek of their power, and in the pit of their boredom, started experimenting with Magic.

    The Pestilence had been forgotten for centuries, its peril buried by time and the veil of myth, but so too were many Runes lost in the tide of history. And in truth, how much destruction could a broken curse do compared to the rule of cruel monsters?

    But just as the sand of time fell, so too did history repeat itself and a man of great intelligence and wisdom once again killed an era, branding the Rune of Life into his Enchanter bloodline and became the first Sorcerer.


    The Age of Desecration
    Fenrir the Great Defiler had 7 children who inherited his Sorcery. His power greatly enhanced by the foul Rune devouring the life force of everything around him to fuel his abilities, Fenrir finally had the strength to unleash his ambition.

    With overwhelming force and his children by his side, the Defiler easily destroyed the Families of Nobles grown fat and weak by centuries of decadence. With unmatched power, he scoured the 7 kingdoms of any and all who would oppose him, bringing Man's civilization to its knees. He seeked out the hidden Fae stronghold and annihilate their entire population in a day.

    His children, cruel and heartless as they were, were horrified still. The Rune of Life was far more sinister and cunning than any of them could comprehend, for on its own without other Runes to fuel, it was a bottomless void that could not be sated or filled. Fenrir, victim of his own hubris as much as the Pestilence, devoured all life without relent, without care. Lush forests crumbled to ash, rivers dried to scorched rocks, green fields dissolving like dew drops under hot sun. And the power twisted the bearer, corrupted him, and drove him mad while morphing him into a creature so foul and terrible mere words could not describe. There was none who could stand against the thing he was.

    None except for his children. Seeing what their father had become, the 7 Sorcerers had no choice but to try and end his unstoppable rampage. With Fenrir's mind completely taken over by madness, his children were able to set a trap that combined all their power in an ambush. Their battle desecrated the world, shattered the sky, scour the earth of all life. Still they couldn't kill him, so vast and apocalyptic the creature was, so they sealed him away, locked him in a cage that couldn't be opened.

    And what was left of Aeon? What was left to break?

    The world was butchered. It's screaming its dying breaths.

    What was left to save?


    The Final Hour
    Apocalypse stood where paradise used to.

    7 children of Fenrir gathered the remnant of the dying realm around themselves, undisputed Gods of ruination, Sorcerer-Kings of Aeon. Having felt the terrible strength the thing their father had become, they wanted it, craved it like a Dune Nomad craved water. So they forged the remain of civilization into a machine, their own purifier that robbed what little there was left of the world and fed the power to them slowly while they slumbered away the end of all things. Perhaps if they have time to digest and adapt to the dark void, they could conquer their father's madness as they did Mankind, and rise above this realm while it crumbles.

    Aeon is dying. In truth, it is already dead. But as long as hope survived Evil could not win. Aeon itself would gladly sacrifice all it had to save hope.

    Hope. Hope. The End of Days is here. Our Hope is here. All is not lost.

    The torch still burns in the dark forest.

  • "The King smiled, and with a wave of his hand the dying field blossomed like the Northern Sky in Winter Solstice."
    - Mardr of Yru, Memory of the World, Epigraph 4

    Druid
    Kelr Idem Aeo - Aeon's First Borns
    Those with the gift to know the earth and sky, to commune with them as if they were Man, to sing and persuade the world to move and change as they wish.


    Druids are chosen (often without apparent sign or warning) by the land at birth, marked by the symbol of life, sometimes called The Mark of Kings, upon their forehead. Young Druids often begin to show their gift by the age of 3 to 4, most commonly through brief and instinctive Songs, or an over-familiarity with nature.

    Despite being an inherent birthright, Druidism must also be practiced as a lifelong discipline as to enhance and grow one's bond, skill and sense of responsibility.

    If a Druid is discovered, they and their family are taken to a Temple and trained under the guidance of an Elder (at least one must be present in each Temple). Once the young Druid reaches fourteen years of age, they can choose an Order to follow.

    The Orders of Druids:
    - The Order of Life: Dedicated to nurturing and caring for the land, the Druids of Life are farmers, caretakers, architects, men and women vibrant and lively like the fields they praise. Their Song coaxes the plants to grow taller and stronger than they could be and shapes them to Man's design. The legendary city of Marn grew out of their alluring melody.

    - The Order of Mountains: Weavers of rocks and soil, the Druids of Mountains are like the stone they work, hardworking, resilient, patient. They feed the fields with rich soils, build sturdy roads through the wilderness, open the ground to explore its secrets. Their resonating rhythm built the greatest Kingdoms Aeon had ever known.

    - The Order of Clouds: Carefree, aloof, and ever curious, the Druids of Clouds dance amongst the brilliant stars and ride the infinite sky. They bathe the land with much needed rain, temper the storm and send the breeze to chase the summer heat away. Their haunting notes guided the ships that conquered the sea.
  • "Everything she touched, each blade of grass, each trunk, each leaf crumbled in her hand like unshed tears burned to dust."
    - Mardr of Yru, Memory of the World, Epigraph 7

    Magic
    Ugr Scir - The Bane
    The practice of unnatural corrupting manipulation of the world through ancient outworld Runes.


    Magic was first practiced at the end of the Age of Harmony, and its very discovery plunged Aeon into the Age of War. To work Magic, one requires a complex system of supporting and interlocking Runes, and a Construct Imorim.

    A Construct Imorim - Yru for curriculum - is the foundation Rune required for utilizing Magic. By visualizing the Imorim in their mind for extended periods of time, an individual can slowly build and expand a mental manifestation (often a room, wall or scroll) inside their head where they can brand magical Runes. A practitioner who forms enough space to etch their first Rune is called a Mage.

    - The First Rune is the Rune of Life. Activating it drains the life force of living things surrounding the Mage and store it within the manifestation for a limited period of time. Every Mage's Life Rune is the same, and most Mages only have a singular First Rune.
    - The Second Runes are purifying Runes, changing the absorbed power into another form which possesses the characteristics of an element. Although there had never been a categorization of Magic, it is popularly agreed that each unique Second Rune represents a "School of Magic", loosely defined. Most Mages have 2 Second Runes, a Primary and a Secondary.
    - The Third Runes shape the transformed power into Workings. The majority of discovered Third Runes are of destructive capabilities. Manipulation Third Runes are extremely rare. Mages' true representation of power comes from the network of main and supporting Third Runes which together create the complexity, variety and unpredictability of Magic.

    Appendix 1: There is no healing Rune. The healing capability is achieved through a complex interlocking series of Second and Third Runes to channel raw absorbed life forces into the user's body, the processes of which are exceedingly difficult and inefficient with most of the channelled power wasted.

    Appendix 2: Runes can be branded onto a Mage's physical body with varied result. Third Runes function nearly seemlessly except for a slight time delay, magnified for Runes within in a network. Physical Second Runes are very ineffective with a significant portion of power lost during channel. Branding a First Rune onto one's body causes instant explosive death which also completely drains the life force of living things within a certain radius depending on said Mage's strength.

  • "Behold, Masters of rats! Owners of the brokens! Monarchs of the mindless."

    - Amiria Lindm, The Folly of Fools, Act 2, Scene 27

    Enchanter
    [no Faeru translation]
    Individuals with the ability to manipulate the world with their mind.



    The first recorded Enchanter was a child named Aman. He was burned alive by his parents who thought his ability was Magic. The same result occurred across the 7 kingdoms of Aeon until many learned to hide their gift. A century after the phenomenon first appeared, only 34 families of Enchanter existed, the rest eliminated by these surviving families who viewed their own kind as a threat.

    Enchanters are born with their ability, almost certainly into a Noble family. Any offspring of an Enchanter is guaranteed to inherit their gifted bloodline, and as such the High Houses punish bastardism very harshly.

    An Enchanter's power is of the mind, manifesting as an invisible force (often visualized in the form of tendrils or hands) that can interact with real objects and invade another's mind. An Enchanter's strength can be increased through rigorous mental exercises and practice.

    Enchantments drain an Enchanter's Reserve. A portion of the Reserve must be placed within the mind of the Enchanted individual to extend an Enchantment, which expires the moment the stored energy is depleted.

  • "As radiant as Otem, as elusive as Otir, as beautiful as the Fae, she captured my heart and hid it away."
    - Dandalon's Mistake, line 14


    The Fae is a peaceful and intelligent race. Ruins and remnants of a civilization of Fae, called Faeru can be found across Aeon, but the Fae themselves have no history.

    Alluring, graceful and nearly alien beings, they often limit contact with Man and are content to stay within their secluded home.

    Almost none of their social structure, culture or tradition are recorded in history.


Art Credit: Yuji Himukai
 
Last edited:

yVxwUET.png

df631c1fa7cf80e2e8c189cb55d95caa.png



"The greatest wonder of all is a seed sprouting from barren soil."

- Faeru Proverb


  • Welcome to the broken world of Aeon, a land devoured by destruction and the darkest pit of humanity. First and foremost, there are things that you MUST know before proceeding:

    1. Read the Lore carefully, a link to it can be found at the top of this post. You may skim the general history, but the rest are crucial to the story so please have a good understanding of the setting before creating a character.
    2. The character submitted will NOT be the character you play. Explanation is on the next tab.
    3. All of Iwaku rules apply. The only Roleplay-specific rule is don't be a dick.
    4. Character death is an option. It is unlikely, but if a character decides to try to be stupid and jumps into what looks like certain death, they will definitely find it there.
    5. Potentially disturbing imagery can be included, such as the issues of nudity, body horror, torture, death, rape and suffering. Sexual issues however and especially the act of sex itself will be kept non-graphic and implicit.
    6. The ideal number of players is 7. If it happens that I find there are more than 7 good enough sheets, I will consider expanding the roster.
    7. Playing multiple characters is not an option for both the plot's sake and my sanity's sake.
    8. I dislike Thread OOC, so please use Discord. It's not that difficult to figure out and you can use the browser version if you don't want to download it.
    9. Deadline for submission of a Sheet is September 2nd.

    10. If you have any question, as me on Discord.
  • Main idea: rebirth, reincarnation.

    The world is dying. Gathering the last of its strength, it creates 7 pure souls, untainted by the darkness and despair clinging to the land like a foul stench, and deposits these souls into 7 corpses, reanimating them, turning them into beacons of light and power with the undying lingering hope of a last chance of salvation, or atonement for humanity.

    Players will play as these fledgling souls, which while inheriting all the memories of the body they inhabit did not live them, does not truly know the extent of cruelty of the world, and so has a chance of becoming something more than men and women born into despair's slavery ever could.

    1. The Character Sheets are NOT for your character, they are for the corpses they inhabit. How much of the dead person will remain? How much of their personality and plight and humanity will be left behind, or fed into the fuel of transformation? That is entirely up to you. This is a journey of self-discovery as much as it is a journey of saving the world.

    2. There are 2 character options: inhabitant of the Sorcerer-Kings' City States, or Dune Nomad.
    a) The first option will be limited to those from the domain of Udu the Corruptor only for the sake of consistency. All of the City States have very similar structure so you need only refer back to the Lore thread.
    b) There isn't a lot of info on Dune Nomad in the Lore, and that's because there isn't much social or structural personality to their tribes as they struggle to survive the desert. Work with me to create a tribe where your dead person comes from.

    3. Your characters don't have to be good people. Hell, nobody is good in this wretched world. The idea of rebirth and reincarnation is meant for more creative freedom, so characters don't have to be limited to the usual roles of "slaves" or "reluctant bad guy with the heart of gold". Your dead person can be villains, slavers, torturers, sick monsters who enjoy others' suffering. Because it's not important what's fed into the forge but what emerges. Even names don't have to remain.

    4. I don't judge sheets based on Gift. Skipping your sheet because I already considered 2 other Druid sheets accepted won't happen. We can have 7 Druids, or 7 Mages, or 6 Enchanters 1 Mage. It does not matter. Choose whatever is appropriate to the character concept you go with.

    5. The way you write is as important as the sheet's content, if not more. Try to write here how you'd write IC so I can get a sense of you as a writer.
  • A simple coded Character Sheet skeleton can be found below. Use it or make your own, play around with the format as much as you want as long as all the required information are there, whatever you choose. Add more content to the sheet if you think of something important not included, it'd be a plus.

    General Information
    Full Name: (read Lore for reference to naming)
    Nickname: (optional)
    Gender:
    Age: (at death)
    Character Image: (realistic artwork if you can. No anime, cartoon or pictures of real people)
    Written Appearance:

    Personality:

    Life: (until death)

    Gift: (Druidism, Magic or Enchanting)
  • For the details regarding Gifts, read Lore: Aeon for reference. In this section I will lay out the pros and cons of each Gift which will most likely come into play IC. Note that at the beginning of the roleplay characters are granted a seed of power, not full-fledged power itself.

    Druidism: The Orders of Mountain and Cloud are available.
    - Pro: The most powerful out of the 3, Druids are the natural children of the land with control over the shattered earth and sky as well as resilience to the environment.
    - Con: Attunement to the land means that Druids constantly hear the scream of the world in their heads. There are records of Druids being driven mad by the unending wail. They are also one of the most sought after prize, and so a simple reveal of power would bring any and all into a frenzied hunt fueled by greed.

    Magic: Specific combination of utilization of Runes will be discussed upon acceptance.
    - Pro: Powerful, unpredictable, the culmination of a thousand different destructions, Magic is capable of almost anything in the right master's hands.
    - Con: technically forbidden, Magic cannot be practiced openly, with practitioners actively hunted by Inquisitors. There is little source of life force for Magic within the boundary of cities and nowhere in the desert. Mages had been known to siphon the Kings' Gardens discreetly or build secret Gardens of their own with personal Transmuters, an unimaginably expensive endeavour. Magic is fueled by knowledge in its purest form, and as such one's only hope to advance in power is to plunge themselves into the dark, hidden underground societies where monsters make home.

    Enchanting: the abilities of an Enchanter is universal, although one could focus their talent toward specific aspects of their power
    - Pro: Enchanting is of the bloodline, instinctual in its utilization, subtle and imperceptible. Within Cities, the bloodline is seen as a symbol of status, a key into higher society and favour with the Bloodhounds.
    - Con: Although neither forbidden nor limited by one's knowledge, an Enchanter's power is weak during its infancy, their Reserve limited. Years of rigorous exercises and practice are required to make an Enchanter formidable.


Code for Character Sheet
Code:
[div=
   font-variant:small-caps;
   font-size: 30pt;
   letter-spacing:5px;
   word-spacing:10px;
   color: #(color code of your choice);
   border-bottom: 5px groove #(color code of your choice);][div=text-align: center;]NAME (or title/nickname, whichever one you'd prefer your dead person to be known as, in full caps)[/div][/div]
[tabs]
[tab=General Information]
[SIZE=7][COLOR=#(color code of your choice)]Name[/COLOR][/SIZE][imga=right]Character Image Link[/imga]

Nickname:
Gender:
Age:

Appearance:

[/tab]
[tab=Personality]A paragraph or two
[/tab]
[tab=Life]A paragraph or 3
[/tab]
[tab=Gift]Druidism (include Order), Magic or Enchanting
[/tab]
[/tabs]
 
Last edited:
SHATTERED REALM
The Final Hour

Desecration reigns, the one true God

An infinite desert stretches as far as the eye could see with a vast foul ocean to the west, the sight of Man is scarce but for white crumbling bones borne atop undercurrents of the sand, or the ruins and millennia-old half-devoured foundations of an once flourished civilization.

Brutality is branded into the veins of the land, extremities into its blood. Toxic rain falls rarely, only to boil midair into drifting clouds of poisonous moisture by day, or frozen into storms of deadly icicles by night.

1. The Dying World
"The raging forge blazes, but the Blacksmith was absent."

The world is ugly, sterile, horrible. But for all the cruelty and alien evil of the Defilers, the real enemy of life is the dying land.

Scorching dunes, hopelessly vast sear to ash the flesh of men who traverse them, laying traps of bottomless pits masked as unmoving sand in an ocean of seemingly indiscernible near timeless unchangeability. The desert is temperamental, unpredictable, her favour impossible to obtain. All-consuming dust storms swept across the world without a sign, cleansing all lives in their paths. Toxic rains wept often, mourning children long devoured by the sand and wind. The foul black inner seas boil and rage, waging their restless unending war against the uncaring wasteland above. The day's sky burns blue, blazingly clear, charring hope itself to cinder.

Night's touch was gentler, like the slash of a blade in the dark, claiming souls with frigid indifference and swift unknowabliity. The heaven would come out to weep, a silent wailing that cracks stone and freezes hearts with its piercing, starless intensity. The moon is an eternal accusation, damning and distant, the cold gaze of justice relishing a monster's suffering.

This is what is left of our Mother, our Earth, the loving world that birthed the sky and star. This is her carcass, for we have killed everything that she was.

This is our Sin, and our punishment coming due.

2. The Devourment Machine
7 sprawling metropolis lies atop the bones of the once greatest cities in the world, their very presence tainting the memory of the land like foul scavengers perching atop their prize of rotting carcasses.

They do not have names, these monuments of inhumanity and cruelty. Names imply differentiation, independence, liberation. They are merely the possession of their masters the Sovereigns of Ruination, extensions of their will, their dominance. Their greed and hunger.

Once, the Sorcerer-Kings were the lesser evil. Now they are incarnations of the same unholy machine, magnified sevenfold.

- The Masters: Sorcerer-Kings slumber away the end of the world in their palaces towering above the City States, periodically devouring the essence of the struggling, blood-soaked seed of nature around the city, slowly transforming into something utterly alien, so horrible mere words cannot contain their abstraction.
- The Mindless Cogs: Discovered Druids are captured at a young age, their mind seared away leaving only enough to be molded into tools of flesh and power, conduits to transmute the countless human sacrifices into pure life forces to feed the vegetation that otherwise could not survive the lifeless desert. Feeding the Kings' sustenance.
- The Obedient Dogs: They too have no name, the brainwashed children, the Kings' Guards. Most calls them Bloodhounds. Enchanters raised from an early age to be absolutely loyal to the monster they serve, the Hounds enact their masters' will even when there is none, maintaining the machine that feeds the Beasts and disregarding most anything else. They are the breath of the sleeping dragon, its oppressing aura, the permeating dread that gnaws away the prey's will and strength.

- The Rats: Parasites living off the scraps and leavings of the giant, they are slavers, abusers, rogue Enchanters, and any of those with enough strength and cunning to not be made slaves.
- The Pitifuls: Slaves make up nine out of ten of the population within the Sorcerer-Kings' metropolises. There are those who are born into bondage, those who were weak enough to be chained, and those who were strong enough to be broken.


And so the machine whines and rumbles, crushing humanity into corpses. Flesh slaves, born, taken or captured surviving nomads are either playthings or workers on Lok farms, beasts who retrieve sustenance from a special mineral mined out of the sand, the only source of food to feed the hungry, half-mad remnants of Man. Periodically sacrifices are chosen to have their lives siphoned and transmuted through Runic machines and mindless Druids into pure life force fed to the Kings' Garden. And each moon on the last day of prayer, the Sorcerer-Kings consume the Garden into themselves to fuel the fire of transformation toward something that would shatter the sky.

The vultures learns to break the carcass' bones to get at last marrow.

3. Masters of Ruination
Created from the ambition of a madman, forged by the amber flame of greed and molded by the despair of the Desecration, they are truly the embodiment of Apocalypse.

7 Socerer-Kings for 7 kingdoms of Man. Once they were the lesser evil. They devoured that too, the very concept of lesser, and spit out a twisted distortion of it.

Udu the Corruptor, first born.
Opia the Faceless, first daughter.
Kel the Cruel.
Paer the Subjugator.
Imir the Eyeless.
Enu the Tormentor, second daughter.
Aman the Weak.

The only Sorcerers to ever lived, offsprings of Fenrir the Great Defiler, rulers of remnants of Man. Their Enchanting had grown unimaginably in the centuries after the Desecration, their mastery of mind infinite, their capability oceans of unknowable power through further dwelling into Runic magic. Their presence alone suppresses even the conception of opposition. Their dread poisons each living soul born unto their kingdoms, mental seeds that breed obedience and fear.

They are the monster we created, the peak of Man's reign upon the land. Our greatest sin, our greatest triumph. Our end.

4. The Abandoned Children
"The greatest sorrow of all is a child's betrayal against unconditional love, for only then will he realize what he had cast away."
Loeir of Marn, The Virtue of Hindsight, page 127
Druids are the most valuable of slaves, the rarest, most hunted merchandise. The land is depleted, sucked dry, yet like an instinctive habit, or a last struggle, Druids still appeared, even scarce and few as they were. Slavers had observed, however, that Druidism has more chance of appearing within secluded populations of dune nomads than the City States, and so the practice of shadowing nomad tribes and grooming them for a chance of Druidic slaves were popularized.

A slaver capturing young Druids could turn them to the Hounds for a handsome reward. The Druid is then lobotomized through branded physical Runes, leaving only enough cognitive functions to be conditioned into flesh processors compatible to be connected to Runic structures for the sole purpose of converting human sacrifices into pure life force for the Gardens. Once Branded, Druids are permanently damaged, and the use of their natural gift in such a way drains their own flesh durability, putting usability between two to three decades.

Old, unusable Druids are put through a process called Transmuting and compressed into a seed of pure power, which once planted spawn a Life Tree, a plant capable of surviving even in the harsh environment of the desert without a need for Druidic feeding, and can survive through several cycles of Devouring before becoming depleted.

As such, Druids are a resource of utmost value, highly sought after and hunted.

5. Bloodhounds
During the destruction of Fenrir during the Desecration, many Enchanter families were annihilated, but many more still bowed before the Mad Sorcerer, groveling before his power like rats. Those families were the foundation of the Sorcerer-Kings' Guards, or as most fearfully whispered their title, Bloodhounds.

The Kings divided the remaining houses amongst themselves like spare coins. Each generation, a family is required to produce at least 2 offsprings, the first born recruited to be an Inquisitor, the second and any following to be Hunters. Inquisitors prowl the streets and tunnels of the City States in groups of 3, keeping order, oiling the machine's cogs and snuffing out opposition like stepping on cockroaches. Hunters roam the desert in packs searching for nomads and pockets of stray humans to drag back to the Cities to be slaves.

The ranks of the Bloodhounds are simple yet effective:

- Lord Inquisitor: A single powerful Enchanter commanding the entire Inquisitor force.
- Master Inquisitors: command up to 10 teams of Inquisitor each.
- Steel Inquisitor: command up to 5 teams of Inquisitor.

- First Hound: commands the entire Hunter force.
- Second Hounds: command up to 10 packs of Hunter each.
- Third Hounds: command up to 5 packs of Hunters.

There are rumours of secret sects of Inquisitor magically enhanced by magical Runes and Runic contraptions specializing in hunting down their own kind, or powerful nomad tribes.

6. The Scavengers
"One can gauge the danger of a true monster not by the bones of its preys, but by the number of parasites living off its leavings."
Firem Malfus, Philosophy of the Oppressor, page 742

Even at the end of the world where few things of value remain, greed still flourishes like a deadly flower grown in blood.

Slavers are the self-proclaimed Nobility of the wasteland, trading in the most valuable good around. They often have their own band of hunters roaming the desert, fighting for scraps from amongst the Hounds' teeth.

Rune knowledge is forbidden, those suspected of Magic hunted and flayed, but just as there are demands, there would be those who provide it regardless of risk. Secret societies of Mages experiment with whatever pieces of incomplete Runes they could find leaked from the Libraries of the Kings, playing with forces they cannot comprehend.

Runes as well as outlawed items such as old artefacts from the world before, stolen seeds from the Kings' Gardens or even Enchanter slaves are sold in hidden underground markets ran by shadow forces that somehow always managed to stay one step ahead of Bloodhounds raids. Rumours say there had once been an auction for a slave Druid. already processed to be one's personal Transmuter.

There are those who flourish, and of course those who barely manage to stay alive, struggling for each meal yet strong enough to not be made slaves. They are so very rare, and some say, incredulously, that perhaps sparks of kindness may yet live somewhere deep within some's hearts.

7. The Brokens
"Father once said, we have corrupted the meaning of fear, for the uttering of the word instead of the safeguarding animal instinct of Man conjures the sense of the overwhelming, debilitating horror that reduces one's mind to dust. And I said to him, what other kind of fear is there?"
Oria of Marn, The Introspection of Dreams, page 142

Slaves are the foundation of the Sorcerer-Kings' City States, the driving force behind the machine, its fuel, its grinding cogs.

Mindless slaves are an everyday commodity, regularly obtained and traded. The two main sources of slaves are captured nomads and desertmen, or breeder camps slaves, both of which has their own prize and benefits.

Desertmen are physically stronger than anything a camp could produce and so are more suitable to hard and punishing works. However, their savagery and disobedient tendencies are often more of a nuisance than benefit and require investment of time and resources to break.

Slaves from breeder camps are weaker, more prone to early death by infected bloodline and incest-caused diseases. But by the same circumstances they are much cheaper, easier to obtain, more varying in differentiated choices and one could buy them young for simpler training and more loyal possessions.

The most notable slave activities include:
- Lokgem mines: The mines which produce the mineral to feed Lok beasts are recorded as the activity with the highest turnover of slaves monthly. The work is grueling with minimal food, slaves are expected to mine gems until the end of a very short life.
- Lok farms: tending to the only source of food for the entire City States is however not much easier than mine works. The beasts are temperamental and wild, killing slaves regularly each day. Farm owners of course find it cheaper to buy new slaves than building safety guards. More than that, many believed the more a Lok beast kills the better its meat tastes.
- Hard labour: ranging from construction to pulling carts, to house serving, slaves are used for nearly all of the manual labour in building and maintaining the Cities.
- The Colosseum: Often where most captured desertmen ended up, it is one of the only entertainment in any City for the rich and powerful. Fighters are promised freedom after a hundred victory in duels to the death with increasing challenges. In all the centuries of its existence, only one fighter, a Dune Nomad warrior had achieved this feat, or so the warrior slaves whispered amongst themselves in hope-filled hushed murmurs.

8. Society and Commerce
Society is divided simply into predators and preys. Those with the power to enslave others thrive, while those without are broken.

There is no State-sanctioned currency system. The unit of trade most often used are slaves and Lokgem, as well as the exchange of valuable items. Rare metal and gold while still costly do not hold nearly the same value as they had in the world long past.

9. The Preyed
Dune Nomads, they are called. Desertmen, children of the sand, walkers of ruins. Outside of the Sorcerer-Kings' grasp, yet freedom was a foreign concept still, to them, tortured and tormented by the land, hunted by the Defilers' dogs, living in pain and hunger and fear. Yes, they are bound by more than chains. At least the mindless slaves did not retain enough of themselves to despair.
 
Last edited:
yVxwUET.png


CpFgIbq.png

41st day of Enu, 237th Cycle Post-Apocalypse

The sandstorm raged outside but the cave was quiet.

Seven men and women sat in a circle, surrounding a single lone figure. Their faces were gaunt, skeletal, full of hard lines and weathered scars. Their clothes were little more than rags, strips of beast hide and fur held together by more hide strips. The cave floor trembled lightly, reverberating rocks streaming sand in currents like waves.

The women in the middle of the circle was much younger than the rest, though just as haggard and worn. Her clear, sorrowful eyes gazed into seven distant ones, soulless, faces frozen in the same inhuman stillness.

"Seven souls." The seven men and women intoned in absolute unison.

"Pure." One whispered.

"Untainted." Another followed.

"Free." A third continued.

"Rebirth." The man directly in front of the young woman said, his distant gaze somehow seemed to fix on her.

"Where?" She asked, her voice shook as much as the ground beneath.

"Udu." The entity speaking through the man replied.

"Seven souls!" Their voice rang out as one, the force of it smashed into the cave walls, cracking open rocks and blasting a cloud of sand outward like explosive thunder. "The final salvation! Seeds of light!"

"Hope." One man said, and his eyes rolled back, his body slumping to the ground motionless.

"Hope." The woman next to him repeated and dropped as he did.

"Hope." One by one they fell, like puppets with their strings cut.

"Duty." The man before her met her eyes. For a second as the entity withdrew, a spark of humanity returned to his gaze, soft and regretful, and was gone. The cave floor abruptly ceased trembling.

A single tear rolled down the young woman's cheek. Her worn boots scuffed against the dusty floor by her fallen friends, her family.

The night was frigid, cold enough to freeze one's blood in their veins. She didn't feel a thing. The storm still raged, an ocean of murky nothingness, like all the stars in heaven descended as grains of sand. It hummed an overwhelming, destructive tune few could lived to hear in full.

With a wave of her hand the rocks shuddered and flowed into itself, sealing the tomb. Pulling her cloth tight around her nose and mouth, she banished all thoughts and warring emotions from her mind to focus solely on putting on foot in front of the other, and plunged into the sightless depth. The sand devoured her whole, ravenously.

---

1.

Udu the Corruptor turned in its sleep. The beast's only vaguely humanoid features twisted in vexation, its gargantuan eyes fluttering as if about to open. Something troubled it. Something more than dirt Mages leeching off its Garden, or another preposterous revolution. No, this was something instinctual, subtle, like sensing the wind changing direction. A deep unsettling feeling gnawed at its slumbering mind. There's a word for it. Dread.

But of course that could not be. The very idea was laughable. For two centuries it had dominated the world from this dark hall, transforming, growing in power. Nothing could even force it awake, much less harm it. The only danger remaining were its siblings, and they would be trapped atop their own mountains of gold and treasure, intoxicated by the power just as it was.

A dream, then. The concept was foreign, distant, but much less ridiculous. Perhaps it was finally shredding the last of its humanity.

A dream. The beast rumbled and inhaled deeply. In a mere breath half of the King's Garden, thousands upon thousands of acres of plant life so resilient as to survive even the merciless desert withered and crumbled away, like forgotten memories.

The colossal body stilled, its eyelids relaxing. Soon. It could feel the end approaching, the final shattering of the realm, and its ascendance. Soon.

---

2.

Few looked up at the sky in these times. So many were the slaves of the sand and dirt, so many more preoccupied with earthly pleasure and sins. Those who looked up were encaptured by the moon, ever-present, a pure jewel untainted by mortal suffering, as cold and indifferent as a slaver. Only some ever noticed the stars. On clear cloudless nights, as Nomads froze to death atop the sweeping endless dunes, they said the stars would dance before their eyes, a last kind farewell as tangible as fleeting dreams.

The stars didn't dance this night. They fell like rain.

Amidst the dozens of dead bodies casually discarded just outside Udu's City, the body of a young boy twitched once. The sand had swallowed the others and most of him. In the near total darkness, the tiny mutilated form seemed to warp and shifted. Black oozing bruises busted pouring foul blood, and new clean uninjured flesh grew underneath. Numerous whip and burn scars slowly faded, leaving smooth skin where they had been.

Only a few feet from him, already buried by the sand, air bubbled through a dead woman's lips. Under torn bloody clothes, the gaping wound on her chest slowly knitted itself back together, bone fragments and pieces of organs pulling themselves back into place.

Out far among the freezing endless dunes another boy stirred, an odd sight for a corpse staked to a weathered ruin, most of its body missing, eaten by desert beasts. Pus-filled balls grew into the empty eye sockets, and soon eyelids over the eyeballs. Bones materialized out of the sand, muscle flowing over to cover them. The stake in the corpse's chest snapped and was pushed out, the hole left behind filling in moments. The rag-worn near-naked body of the boy started to sink into the dune just as the new eyelids fluttered open.

On the floor inside a lavish mansion amongst more beautiful luxurious homes, the blood soaking the carpet pulled itself unnaturally up, like time being reversed. Dozens of ragged wound made by a dull blade absorbed the crimson and disappeared between one breath and the next.

In another home not far away, the same impossible scene repeated. Blood flowed up from the cold stone into the opening in a man's heart which trembled for a moment, and started to beat.

A young man jerked awake on the muddy ground of a slum alley, his body which mere moments before bore enough bruise marks to kill a man twice over was miraculously unmarked.

An old glowering Steel Inquisitor exited a doorway and slammed it behind him, snuffing out the candles surrounding the body of a woman inside an open casket in the middle of the empty room. Impossibly, unseen, her gaunt diseased cheeks filled out into a healthy visage, her skeletal arms and torso under blood red funeral gown expanded with muscle. A near imperceptible breath escaped her nose.

The wheel of Fate, battered, broken, burned, turned one final time.
 
b6e6f3c244cf5f93964b6efb98719477.png

Verus arrived back to the group in time to catch the Commander's proclamation, and Vaile's outburst. Carefully, he dragged two injured forms off Solstus' back as he watched the scene unravelled into near-violent discourse. The tension stretched the air taught, like a string about to snap. He could taste it on his tongue. The childish glee quickly drained out of his face, replaced by thoughtfulness and worry.

As Vaile stalked away, he moved to follow. Solstus whinnied and tried to drag him back, but he pulled away and motioned it to stay. The stallion huffed and stomped its hooves impatiently behind him as he parted further from the Company's gathering.

For a time he stood beside her, watching her work in silence. Other than shooting him a glance when he first approached, she didn't talk, or even acknowledged his presence. Verus squirmed in place, struggling to voice his thoughts, to put into words what he wanted to say. After several long moments, he cleared his throat dryly and finally broke the uneasy silence. "You were quite harsh back there. Angry. I can...hear your tragedy." He chose his words carefully, keeping his tone light and neutral. "I...know our kind can be unyielding, inflexible. Stubborn. But we're not home anymore, Morna. This world changes faster than we can follow. We must change our way to adapt to it." She never gave a sign that she even heard a word he had said, her attention seemingly focused entirely on the task at hand. Verus' eyebrows furrowed softly, a forlorn expression.

"You are new among our ranks, but I know you have been in the Hellhounds long enough to understand that the Company doesn't stand for the General, we stand for an idea, a cause." His voice rose, filled with emotions. "We are protectors, Morna. You took an oath. I took an oath. It is not our place to draw a line in the sand and live by it. We have to be more than that, more than a rigid set of rules and principles. I..." He didn't know if she was listening at all. Verus sighed heavily, his eyes sad. Regretful.

"I am not asking you to forgive, and certainly not to accept it. I'm merely asking you to give her a chance, Morna. To explain herself. Blood magic is only a tool. A dangerous tool, yes, but a passive dead thing all the same. Even monsters deserve a chance." His voice dropped to a low, near breathless whisper. "There comes times when a man has no choice but to open the door and let the wolves in."
 
542718099c1f58a121315853b41ecd57.png


The Kaelen Cathedral's bells tolled seven times.

The King is dead. Crumbling and shattered did the pillar holding up the Kingdom of Tal, crumbling and shattered did the faith holding up an entire people, their heart, their hope, their pride.

The savage Northern tribes of Marn presses close. Unnatural steel and fire beasts of Kaar harries the harbour. The Merchant King Umann's ambition soared unchecked, unchalleneged, eager to devour the Southern provinces at the first sign of weakness.

Meanwhile the High Houses of Tal squabbled like spoiled children over the unravelling remnants of power, tearing the rift inevitably wider. The nation teetered on the brink.

For the first time in decades the Radiants are called home, dangerous men and women trained to bring the King's justice across the land - judge, jury and executioner.
The turbulence at the heart of the world spins, devouring all in its grinding underdark of plots, schemes, and the game of a million pieces.


The price of valour is war.


Partially inspired by the Greatcoats Series by Sebastien de Castell
 
Last edited:









2b4604424dffa9478ebdccb6c8421d0b.png

Faith

Strangely enough, the thing that set him apart most was his beard. A small thing, inconsequential, but it was the most alien thing to them. They would stare and point and whisper, not because he was a savage Marn , or that he came to challenge their King in a Seclar, but because he had long facial hair. What an odd people.

The progression wound its way upward, through the sprawling streets of the Holy City toward the looming structure on top of the mountain. It was a sight to marvel in every sense, exotic animals from across seven kingdoms, towering machineries from the Island of Kaar, flowing tapestries sown by a thousand of King Umann's concubines. And him, they marched him high above all the rest in an exposed platform on top of a giant beast's back as the biggest wonder of them all, Ala Azim, Protector of Marn, the savage from the North, challenger of their beloved warrior King, the Unholy Demon. And the people came to see him because he had a strange beard. Ala didn't know if he should laugh, or be relieved.

Through the cobbled stone streets they went, a crowd of tens of thousands gawking and pointing as the Seclum loomed ever closer, blocking out the midday sun in a silhouetting brilliance, menacing in all of its glory. So close, now, the finality of his crusade. A calmness washed over him, and he could feel his God's whispering in the back of his mind, reassuring, stalwart. His faith has brought kingdoms to their knees, and it will again, this time the entire world. He believed, and in that belief he found tranquility.

The progression came to a screeching halt before the ancient gate of the Temple at the top of the world. The millennia old stone stood before him, a titan out of time, dark and weathered, vines encircling walls that rose high toward the clouds. Columns dotted the courtyard, most of them only shattered ruins like trees stumps in a forest of white marble. They would have looked glorious, once, a world's Wonder. But few had set foot in this holy place in centuries, much less cared for it. He could see the ocean from here, over the cliff face beyond the Temple. The breeze sent his hair billowing, and held his face in a gentle caress.

An uneasy quiet fell over the gathered crowd, rippling through their ranks until the massive courtyard was silent except for the stamping and grumbling of the beasts. A palpable weight replaced the noise, the presence of the Seclum itself towered above them, casting thousands in its all-encompassing shadow. The people of Tal held faith of their own, he realized, faith as bright and as unyielding as his, magnified by their endless masses until it was a tangible force pressing down on him, as thick as the silence.

His heart hammered like war drums, threatening to burst through his chest, pumping blood through his veins like a raging river. His vision expanded and snapped in with each beat. His fingers tingled and his beard itched uncontrollably. This is how it ends. This is history.

A booming noise cracked through the air like a whip, cutting through the quiet courtyard and shattering the reverance. A moaning creak followed, harsh and jarring as the gates swung open slowly. All attention was drawn toward the entrance where a radiant figure stepped through the opening with a stride of absolute, celestial confidence. His armour shone like the morning star, golden and polished to a mirror. His face was bright and proud, features inhumanly delicate, like a statue of granite and diamond. The mere presence of him sent awed murmurs rippling through the swarm of faces, many falling to their knees and prayed. Hyrde, the champion King of Tal, Godsent, warrior prophet. Invincible. This was the monster he was fighting. Ala's throat tightened and he swallowed, hard.

Hyrde's eyes found his and their gazes locked for a brief moment, then the Talman nodded once in greeting, before turning and marched back into the gloom of Seclum, its shadow devouring him whole. Slowly, deliberately, Ala climbed off his platform down to the ground. The crowd parted before him in waves and watched on in silent as he passed, pity in the eyes of many, glee in others', indifference in some. He was not the first to challenge their Godsent, and to them he would not be the last. Ala himself had doubts. But his faith was stronger still, and thus he persevered. The darkness devoured his form just as it did Tal's champion. The gate slammed shut behind him with a cacophonous boom, an absolute finality. What followed would only be his and Hyrde's.

Ala walked for what felt like centuries. His heart thundered and his spirit raged against his body, demanding blood. He started to discard unwieldy items on the way, his robe, knifes, wood horn, pouches. By the time he entered the chamber at the end of the passage, he was in his shirt and war skirt, and the only weapon left on him was his blade. The rest were redundant. If his blade wasn't going to be enough, nothing will.

Hyrde waited for him at the opposite end of the massive hall. The wall behind him had fallen away, revealing patches of sky and the ocean far beneath. The midday sun above the seas of swirling cloud silhouetted him like a golden halo. Right there, right then, he looked like a god, as holy as the stories made him out to be. His face was a mask of calmness and expectance, a gleaming sword already unsheathed and held loosely in his right palm.

Ala took a moment to breath the scene in, savouring the salty air he had rarely tasted before. A beautiful place to die, he thought.

Hyrde did not speak. There was no need, just as there was no reconciling between their gods, no chance of peace or undoing of centuries of wars. It would end this day.

The two men faced each other. They looked through one another, at the other's god, at their faith and honour. In more ways than one, they were the same, the savage and the prophet. The echoing wind howled a chilling note.

Hyrde moved with blinding speed, covering their distance in a single stride and thrusted. Ala barely moved out of the way before the other man's blade shot through the place where his stomach had been. He stumbled backward, using the momentum of the first retreat to avoid the another lightning slash, and almost failed to parry the next one. The force of the blow reverberated through his arms nearly breaking his grip. The Talman was stronger than faster than anyone he had ever fought, even Godsents. Completely abandoning his stance, Ala threw himself as hard as he could away, out of reach of the other man's blade, trying to reset the tempo of the duel and regain his composure. Hyrde did not follow, instead withdrew his arm and fell into a relaxing pose, allowing his opponent to catch their breath. His eyes did not sneer or frown in disapproval, only watched evenly with that unchanging intensity.

Already Ala's muscle burned from the the sudden exertion. A bad sign, he thought absently as his attention focused to a dagger point onto Hyrde's midsection, watching for movement. His god's whispering had gone silent in the back of his mind.

This time, Ala charged the Godsent. Unlike his opponent's controlled precision, his was a ferocious flurry of quick slices aimed to bleed rather than fatally wound. Hyrde met his attack with ease, too much ease, dodging the first two then caught the third on the crossguard of his sword, sliding it to one side. Ala was prepared for it even if he had hoped otherwise. As his blade was swatted aside, he rolled with the parry's momentum and dashed forward shoulder-first, aiming to surprise the Godsent with a body hit to push him off balance. It had worked before against even the best of swordsmen. But they were human still, and, he realized too late, the Talman was not. Hyrde deftly stepped backward, casual but impossibly fast, fouling Ala's reach and causing his shoulder hit too low for leverage. His bracing foot caught awkwardly and slipped, throwing him onto the ground. Ala's heart roared in panic as he rolled away as fast as he could, fully expecting a counter thrust to connect and skewer him to the floor. None came.

Ala rose to his feet to find Hyrde standing where he was in the exact position of his last parry, unmoving, looking at him as if watching an exotic animal. Ala charged again, feinting left and striking right. Hyrde knocked his sword out of his grip with a single upward slash, faster and harder than he could even registered, and by the time he could react the Talman could have ended him several times over. Still he stood unmoving, allowing Ala to retrieve his blade, which he did hesitantly. The Godsent was toying with him, Ala realized. All this time, the battle could have ended at the first strike, but he was playing with his opponent, taking his time to watch the other man squirm. A chill ran down Ala's spine and froze his inside with despair. What kind of monster was he fighting?

Still he did not relent, did not forfeit. Again and again he charged the Godsent with everything he had, and again and again he was struck down. The Talman, it would seem, did not intend to let him die with honour, he planned to beat it out of him first. How many before him, Ala wondered, how many had broken and begged for their lives only to finally be cut down like dogs? None had ever discovered what happened to those who challenged Tal's warrior prophet, only that they had never returned. Did he throw them through the ruined wall into the ocean, perhaps? Left them to bleed out on the dusty marble floor, feeding the Seclum with their dying blood?

He could barely lift his arm, now. His fingers were completely numb, and he only managed to cling onto his blade with sheer will. The floor shook violently. Perhaps that was just his vision, or his knees. His breath wheezed in ragged struggle, steaming in the frozen air.

The serene expression was no longer on Hyrde's face. In its place was one of aimless melancholy and weary boredom.

"Why?" Ala spoke for the first time, his voice an alien thing to his ear, barely above a croak, made more guttural by his Marn accent.

"Why, what?" Hyrde replied, his brows furrowing. His voice was even and his breath controlled, his accent perfectly clipped and magnetic. The voice of a king.

"Why the ritual? Why the prolonged humiliation?" The brief pause regained Ala some energy, enough to allow him to speak without labouring. He started to move again, although managing only a slow shuffle, circling the Talman. "Why accept challenges at all?"

"I was bored." Hyrde said evenly. He moved to mirror Ala, keeping their distance unchanged. "I thought you of all people would be more of a challenge."

"So you trick them here, break them and slaughter them like pigs?" Ala pushed himself further upright with his sword, eyes never leaving the Godesent's face. He could hear hatred flooding his words.

"Oh please, trick is such a tawdry term. They came of their own free will. I merely humoured them, and myself, for a brief period of time." Hyrde's movement was relaxed, his blade held by loosely at his side half-disregarded.

"What are you? You are no Godsent, you only pretended to be one." His legs shook with exhaustion and he almost stumbled, but caught himself. "No Godsent has power like you."

"Depends on the god. Yours and all the others, they are nothing, broken fragments, pieces on a larger game. And mine is the one who moves the pieces." Hyrde's voice didn't rise in contempt or drop in savage glee. Somehow that was worse.

Ala's circling halted as realization came to him. "Apocalypse." He murmured in awe and fear.

The Godsent was silent. No denial. His presence loomed to a giant in Ala's mind, horrible, inevitability streaming like tendrils of shadow.

Suddenly they found themselves where they had started, Hyrde with the blinding sun at his back, and Ala facing him. As if they had not moved at all. As if it had all been a lucid dream, the nightmare fashioned out of Ala's fears and demons.

The whisper in the back of Ala's mind had been gone for a while now. No guidance nor aid from his god.

Countless shadows passed through Ala Azim's features. Pain, regret, longing. At last his face settled in an expression of resigned determination. Slowly, painfully, he raised his sword and lock a stance as best he could with his drained and battered body.

The Godsent sighed. "Very well, then. I will make it quick." He raised his own blade, casually.

The moment had to be perfect. One mistake and his chance would pass. He never thought it would come to this. But Ala Azim had been prepared to die.

The Seclum was the world's peak, far above the clouds where the harsh and unforgiving Talian sun shone the brightest and unobstructed. Its powerful and blinding light shot through the frigid air, through the ruined wall, reflected off Ala's blade and into the Talman's eyes. Not even a thing as powerful as him, it appeared, was immune to that.

Hyrde's eyes snapped shut as he stumbled in astonishment, and Ala charged him again, one final time. Even blinded and confused, the Godsent felt his approach and lashed out, inhumanly fast. The blade caught Ala's side and cut deep, sinking into his ribs. But it was not enough. With all of his might fueled by faith and agony, Ala threw his full weight against Hyrde's, and together they tumbled through the ruined wall into open air.

He felt a momentary satisfaction at the Godsent's scream, and then the rocks below rushed up to meet them.

A fall was all it took to end the biggest dynasty the world had ever seen.

 
Last edited:
HEPsJEl.jpg
 
Last edited:
XzpEF2Z.png

The desert's sky flashed with dying lights, the stars falling like rain.

The wind was picking up, breathing the frigid night air into the very cracks and breaks of the sand, streaming the surface like interlocking unending waves, mesmerizing, soft and tender. But the raw invasive sand was anything but tender.

A figure appeared over a high dune, crawling up with both hands and feet. The cloak around its form was little more than layers of weathered rags, billowing in the gentle breeze. Its hood was up, hiding features in shadow. A Dune Nomad.

The dark figure followed the dune's top, keeping far above the constantly shifting currents below. Each step betrayed resolution, bleeding it like sweat. The motion was odd, nearly mechanical, unconscious and determined.

Something caught the figure's attention and its head swivelled and cocked to one side, as if listening intensely. Deftly it slid down one side of the dune on elbow and knee, its movement hurried and deliberate.

The figure's shadow blocked out whatever little light the starless sky provided, looming over the pitiful form of the small boy clutching a piece of exposed rock jutting from the sand.

The Nomad's breath steamed in the crisp frozen air. Startlingly blue eyes shone from the darkness of the hood, as icy as the night.

"Are you them?" The voice was quiet, hoarse and rough as if the very act of speaking was unfamiliar, the question more musing than inquisitive. The cadence was unmistakably female.

A hand extended toward the boy from under the cloak, calloused and bruised, palms up.

"You are."

----

The smell of rotting flesh was only tolerable because the wind was blowing the other way.

Kywr forded the rocky terrain with familiar ease, effortlessly avoiding sandpits and fragile formations of stone ruins making his way through the rough field outside the City's walls. The butcher's mouth and nose was covered, his hands and feet woven tight within layers of rags. He hummed softly to himself, a tuneless melody that was quickly swallowed by the harsh wind.

He had done this countless times, and the last trip had been especially fruitful. Someone had wrapped a noble's body in a carpet and dumped it under the other corpses, no doubt smugly gloating about the ingenuity of the plan to someone else afterwards. It was frankly a piss-poor job, but Kywr wasn't complaining. He got a mostly new carpet, a set of fancy if somewhat bloodied clothes that he sold for 17 Loks, and silver ring. That last one he had had to kill four men over, mostly beggars and thieves. But openly displaying something valuable on one's person was a mark of status and power in the underdark, and he radiated it like he was a Baron. The new wound across his eye would also make for a great scar. All in all, a single turn of fate in the Pits could change one's life as surely as being favoured by the Hounds.

Kywr's pleasant humming abruptly cut off at the sight of moving figures over the Pit. His Pit. In the dim starlight one could just make out the form of a child and a woman. Beggars and vultures trying to steal scraps from his table. Kywr's mood fouled in an instant. In the past he would have had no qualm doing the dirty work, but time had changed. He was more than that, now, he was a much more valuable piece if not a player at the table.

Stepping out from behind the ruins he had come through, Kywr plastered a smile that was half a grimace onto his face. "Out for a stroll, are you?" He had to shout over the constant murmur of the wind.

They always ran. He always caught them in the end. Perhaps he should learn from Lyric and strung their corpses up on poles around his Pit.

----

The man's nose twitched sharply and he sniffed the air like a dog. He smelled something odd. It wasn't the ever-present smells of dry waste unwashed human odour that permeated the air like sand. No, this was something different, something out of place. It smelled pleasant, mingled with blood. A wide grin spread across the man's gnarly twisted features.

What he found wasn't what he had expected. The noble was alive, despite the overwhelming foul metallic scent and the pool of stain on the dirt. Still, it was no matter. The well-dressed man seemed confused, disoriented and barely able to stand.

The grin widened into a savage snarl, showing rotten crooked teeth. He pushed into the alley and before the other man could react his fist thumped hard against the man's stomach, knocking the air out of him and doubling him over. In the half-light of night the two forms looked almost entangled.

His going through the rich man's pockets was cut short by a rustling from behind. Looking over his shoulder, he saw a new figure at the mouth of the alley. This one too was draped in tattered clothes, a common sight in most parts of the City-States. The figure's face betrayed little emotion except for the intense dark eyes and tired lines.

"Piss off." He said with venomous irritation in his voice. "This one is mine. I found him first."

"Leave him." The stranger replied, his voice holding as much roughness and ferocity as him.

"This street is the Muds'." He growled, getting to his feet. He stood a head taller than the stranger, looming menacingly. "Piss off or I'll knock your teeth in." He advanced on the smaller man, his hands flexing in anticipation.

In a single flash faster than the eye could register, a glint of metal in the stranger's hand lashed across his throat. The Mud thug dropped to his knees gurgling blood, his hands around his throat. Crimson soaked darkly through his fingers.

The ragged figure watching silently as the thug died. Then his eyes moved to the crumpled form of the well-dressed man further in the alley.

"Can you stand?" He asked, extending a hand. The blade in his hand gleamed dangerously scarlet, and the look in his eyes was that of a man who knew many things.

---

The cobbled stone street of the High District was deserted at this hour. All who lived there could afford to stay indoor at night. The eerie silence was almost haunting. Even here where the wretched high and mighty of ruins made their home, the sand could not be kept out, could not be denied. The cracks in the stone were filled with it, every door way, every window, every wall. The desert claim this place, too, the respite was momentary, a mere illusion. And across its landscape two souls are pulled toward one another, like sparks ignited on two ends of a string.

The quiet was broken by the clicking of iron heels on the cobble, the sound not in sync but perfectly at ease. Two men and a woman marched down a side street in a relaxed formation, one ahead, two close behind. Their clothing while not clean was well-made and sturdy, albeit a colourless grey. On their chest pinned a metallic brand of a talon grabbing the sun. This identified them as team of Inquisitors, the Nightguard.

They marched in a careful pace through the twisting alleys and streets of the District in an unseen pattern that covered ground in reasonable time, passing through every corner, every path.

A raised hand from the leader stopped the small party. He pointed, and through the lazily drifting veil of sand they spotted a shape up ahead, slowly, almost confusedly wandering the street. The leader frowned, and together the Inquisitors approached the figure carefully, until the shape could be identified as that of a man. His features could almost been seen from this distance, though his expression was still shadowed by the unlit gloom.

"Halt!" The leader commanded loudly, pointing with his cudgel. "What in dirt's name are you...?"

A hand on his shoulder cut his words short, as a second Inquisitor stepped out from behind the first, his eyes squinting against the sand, glinting with recognition.

"Master Niklas?" He asked, his voice tinged with perplexity. "What are you doing out at this hour?" He eyed the dark spot on the front of the man's shirt quizzically. The third Inquisitor swept her gaze out toward their surrounding, brows furrowing.

She had heard something else mixed within the constant hum of the breeze.

----

The old Steel Inquisitor stood frozen on the doorway of his wife's funeral chamber. His hands shook where it grabbed the frame of the door with white knuckles, as if it was the only thing keeping him on his feet.

"Udu's grace." He breathed, the words tumbling out of his mouth almost unconsciously. "You're dead. Dead. Dead. You're not dead. Udu's eyes."

Suddenly he surged forward and grabbed the red-clad woman with both hands on her shoulder, his grip hard as iron. His mind, an Enchanter's will bored into the tiny form in his grasp.

"How dare you? HOW DARE YOU? Get out of her head! Get..." Suddenly he stumbled back, his head flashing with familiar images.

His face paled to an almost ghostly white, his eyes wide in shock and disbelief. "It is you." Only then did he notice her healthy visage, the gaunt features replaced by that of someone a decade younger.

The room trembled, the Inquisitor's mind reeling like leaves battered by the rain.
 
Last edited:


7c1c36b41dab48b5db1e7b3c6820fd4c.png










The streets of 1950 New York seethes with discontent, from the vague tension even unwitting citizens could sense in the air, to the near instinctual agitation of cut-throats and thieves who unconsciously grow to fear the dark, to the pervading unspoken dread hanging like a guillotine blade over every conversation whispered between those in the know.

Strange occurrences popped up throughout the city like wildfire, disregarding past agreements, directly violating the Treaty. More worrying still are the increased disappearance of those with the Iron Fever, baffling the police with their peculiarity and raising numerous alarms across every Scire organization of any importance.

There are rumors of the return of the Fae Court for the first time in 50 years. Those who laughed off such rumors did so uneasily, hesitant to disregard troubling signs as mere fantasy.

The rise of the zealot Adam Prisc splintered the Changeling community into opposing factions while the Ironguard watches idly, confident in their seemingly immovable position of power.

All could feel the wind changing direction, carrying with it the stench of something foul and dangerous. Those who stand in the way of the tide risk everything, heart, mind and soul.




Art by Eddie Mendoza


Lead and Glamour is a noir-themed urban fantasy set in 1950 New York.

The Industrial Revolution had driven the wild and exotic Fae from this world with iron, steel and fire. Some of the Fae tried to find ways to return, leading to the creation of the Changelings some time in the 1840s, hybrid Fae and human creatures that while still not completely immune to iron were able to survive it.

But the Changelings couldn't be controlled for long, declaring independence during the 1870s and breaking free from their makers. Now they live among human in disguise, using their strange magic to hide themselves from the sight of regular people.

At the same time, the phenomenon known as the Iron Fever spread without apparent cause or cure, killing many while granting those who survived an aura of Iron that was toxic to Fae and Changelings alike. The core of those in New York founded the Ironguard to police the magical underworld, though many chose to keep to themselves and often away from the fae world entirely.

After a devastating war in the late 1890s that nearly spilled over into the normal world, the Ironguard and the elders within New York's Changeling community signed a Treaty, formalizing regulations and rules to contain the hidden world and to keep the peace.

But it has been 50 years since the war. A new generation has grown into power, arrogant Ironguards taking their privilege for granted and young hot-blooded Changelings straining against the chains of rules and oppression that hold them down.

The era of caution and peace have passed. The dark water of iron and magic boiled and bubbled, steaming rebellion like a bitter scent on the wind.
 
Last edited:


7c1c36b41dab48b5db1e7b3c6820fd4c.png


e372824c2099584f03491eb199f8cad8.png





    • Thirty two years after the Great War, the world is a very different place. Except for the near-catastrophic rapid rise and just as rapid fall of the fascism movement in Europe during the late 1920s and early 1930s, the world has sustained a long, albeit grudging peace. America, the heart of the New World thrived in that peace, evolving with blind speed. The discovery of a massive oil reserve off the coast of California in the 1920s granted the country its fuel independence, catapulting the social and technological advances into a new era. The heavy industries progressed into automaton production seemingly overnight, the development of City Train, widespread electric network and rich cultural landscape were the least of it.

      New York was at the center of it all, riding the tide of innovation and prosperity to become the one of the most advanced metropolis of its time. Being the doorway between the New World and Old fed the city with a constant stream of immigrant workforce, keeping the heart of the machine that was New York burning white hot.

      But 1950 New York is different, now. The technological craze had died down, slowing enough to allow the social landscape to settle into a stable norm.

      The city is overpopulated. Within ten years the population had risen from 7 million to more than 13, an uncanny phenomenon in history. Many parts of the city, especially Manhattan are grand and monumental, but many more, especially Brooklyn and Queens where most of the bottom workforce lived, had stayed unchanged since the last decade, making for a striking contrast between the center and the slum.

      It is those slums which are crime-ridden, people struggling to survive had form their own ecosystem of gangs, street rules and social pyramid.

      That is not to say the more progressed parts of town are crime-free, far from it. The kind of evil here is just different, less reckless and more sophisticated. Corporations have been known to keep in their employ fixers, sometimes even organized groups. The concept of gentleman gangsters may sound odd, but it is quite real. Any gangster of importance situated themselves in Manhattan and keep up a front of legitimacy, employing grunts and runners from the slums as their hand in the shadow.

      New York is a dark city, perhaps even a cruel one. Luxuries like City Trains and skyscrapers are proudly built and presented like they're the next wonders of the world, while in some districts even the most basic living infrastructures are missing.

      New York presents to the world all of her marvels while hiding the other ugly face underneath a distracting facade, like she's shameful of the little greasy people that feed and nurture her. She is as spoiled and rotten as she is mysterious and beautiful, in her own dark, depressing way. She has a thousand suitors, a million lovers, but in the end she will forsake them all, in time.

      After all, this city is a cruel mistress.
    • The world of iron and magic hides beneath the shiny but greasy surface of the city. They call themselves Scire - Latin for to know. Scire is not only those of iron and magic, but is the general label for any group or organization who knows the existence of the hidden world and actively employ, use or attempt to manipulate the politics within it. The Scire world is half of an open secret, known by most of those with money, influence or simply attentive enough to notice. Its existence is not actively concealed, rather only contained so the general populace couldn't be affected.

      The Scire often keep to themselves, minimizing contact between that side of their lives and the normal world. Outside of Scire circles the Ironbound are mostly regular people. Changelings are capable of much more with their strange and wonderful magic, but are also greatly limited by the abundance of iron all around them. At the same time, the population of both is inconsequentially small compared to the millions of New York. As such, their circles are tight and greatly contained.

      *Changeling and Ironbound are global phenomenons, however their limited population meant that individuals group together in small isolated communities, and contacts between communities are extremely rare. The American Scire communities maintain exchange of information and occasional travel, but little more than that.

      *The name Scire as well as associated and derived terms are therefore specifically applicable only to New York's population.

    • Ironbound Timeline
      1853 (early): First recorded case of Iron Fever in America
      1853 (late): First recorded case of Iron Fever survivor
      1855: First contact between survivor and Changeling
      1855 - : Large increase in the number of recorded cases
      1859 - : The Fever started becoming a more common sickness
      1872: The phenomenon of Iron Fever was removed from medical record, practice and guidelines
      1877: The founding of the Ironguard in New York

      The first recorded case of Iron Fever was a factory worker in 1853 in Missouri. The patient exhibited no abnormal symptom except those of high fever including delirium, severe dehydration, seizure and hair loss, all of which suggested metal poisoning. However, doctors noticed a strange phenomenon in which all iron within 30 feet of the patient started to rust and crumble at a highly accelerated rate. The patient was then quarantined, and upon his death cremated for fear of infectious disease.

      This, however, was not an isolated incident. Several similar cases followed within the same year, all factory workers who interacted with metal on a regular basis, all exhibiting the same unnatural phenomenon which was later called the Rust. There was no cure and no apparent cause, so in most cases the patients were left to die after prolonged feverish seizures. Despite the strange circumstances leading up to and surrounding such incidents, their regularity was rare enough that the Iron Fever never grew to become more of a concern than an equivalent of a ghost story.

      The first survivor of the Iron Fever was recorded in December of 1853. There was nothing abnormal about their health or recovery that doctors could find.

      It was not until another of the exceedingly rare Fever survivor came into contact with Changelings in 1855 that the result and nature of the sickness were revealed.

      After 1855 the phenomenon of Iron Fever grew increasingly widespread, no longer limited to factory workers but seemingly random people who shared no behavioural or environmental similarity that could explain the cause of their sickness. Due to the nature of the Fever, most people disregarded its existence as an urban legend despite numerous official record proving otherwise. By 1859, the Fever was no longer near-fatal, at least three quarter of those who caught it survived, though many recovered without gaining the aura, and many more who did never crossed path with the rare elusive Changelings to confirm whether they had it or not.

      As the sickness became more common and less deadly, the majority of people who caught it never brought it into attention of the authority. So while the regularity of the Fever increased, the record for it slowly dwindled and ultimately disappeared from official sickness practice and guidelines in 1872.

      Now in 1950, an Ironbound joining the Scire community requires multiple unlikely coincidences occurring to lead them down such path. This means that their number is greatly limited, reduced through several unavoidable filters. By rough estimate, in the last decade there had never been more than 300 Ironbounds in New York's Scire community at any given time.

    • Many who survived the Iron Fever gain an aura of iron. The Changelings call them Ironbound, or Children of Progress. The majority of them disliked these melodramatic names, however, and most prefer to call themselves Heavy, a much more apt name for the street of New York.

      Despite their powerful influence within the Scire community, Heavies do not have any unnatural way of affecting regular people.

      The characteristics of the aura includes:
      • High resistance to Fae charm.
      • High pain tolerance.
      • High physical resilience.
      • Physical proximity weakens those with Fae blood.

      The potency of one's aura varies without much rule or order, although the difference is often miniscule.

      The backgrounds of Ironbound are infinitely diverse as anyone can fall sick of the Iron Fever. However, it takes more than chance and a mysterious sickness to stay in the Scire world. Those with weak will are quickly devoured by it, or frightened away if they're smart enough to stay alive first contact. The ones who thrive are tough, strong, and above all know their limit, with the exception of many of the new Ironguard generation.

      In a way, the Scire world follows the same rule as the streets, where a bullet can be as fatal as any potent magic or mystical charm. As such an Ironbound is made, but a Heavy is earned.



    • Faeborn Timeline
      1840s (early): Creation of Changelings
      1855: First contact between Ironbound and Changeling
      1840s - 1872: The Fae Court's control quickly diminished as the Industrial Revolution progressed
      1872: The largest faction of Changeling declared independence from their master, led by Anne Weisz and Edmund Williams
      1878: Anne Weisz's arrival in New York
      1877: The founding of the Ironguard in New York as a response to the Changeling community's growing influence
      1882: The term "Scire" was first used
      1902: Anne Weisz's death, fragmenting the organized Changeling community

      It is unclear as to the exact circumstances surrounding the creation of Changelings as there was no written record or first-hand account relayed that passed down to existing parties today. The first few generations of free half-Fae lived in isolation and raised their children specifically in human ways in order to detach them from their Fae nature. The result was pieces of agreed upon events with little to no detail.

      The creation of Changeling was agreed to had happened during the 1840s, most likely early in the decade. The first generation of Changeling kept themselves a secret tight-knit community until their reveal in 1855 through contact with an Ironbound.

      From the 1840s until early 1870s, Changelings were instruments of the Fae, faithful zealots and servants hellbent to bring about the return of their masters. Their approach was subtle and discrete, using their magic to rise to positions of power and utilizing gathered influence to attempt ritualistic magic in an increasing desperate effort to achieve their goal.

      However, despite their massive influence and virtually complete lack of opposition, bringing back the Fae Court took more than ruthlessness and influence. As the Industrial Revolution progressed, the power of Fae blood quickly diminished, weakening the tie of the Court and the human world to a precarious degree. More and more Changelings were forced into the open, their past position and behavior leading to blooming opposition of early Ironbounds, many of whom took up contract to hunt and kill Changelings.

      All of which led up to the eventual and inevitable fragmentation within the Faeborn community of America, with a large faction led by Anne Weisz and Edmund Williams declaring independence in 1872. The Fae Court was powerless to muster any substantial retribution due to their tenuous influence, and within five years all contact between the Fae realm and the human world was eliminated. Those loyal to the Court could not increase their number due to their unwillingness to procreate with human, and was eventually wiped out by hunters.

      The remaining Changelings were however not an unified group as it first appeared, quickly scattering across America of their own free will. Williams went to Washington and Weisz came to New York.

      With Changelings no longer a threat, the practice of hunter were abandoned within a few years. The organized Changeling community in New York led by Weisz was a massive threat against those in power, which ultimately led to the founding of the Ironguard in 1877.

      Anne Weisz died in 1902. New York's unified Changeling community fragmented quickly after her death, and had remained leaderless ever since.

    • Wild, dangerous, alluring and mysterious, Changelings are creatures of Fae blood, which meant they carried the Fae nature depending on the potency of their blood. Always aloof, inhuman beautiful with a flair for the dramatic, many of them are performers, singers, actors. But Changeling is not so much a name as a category, and so they are called by a different name by those in the know. Glamours.

      Changelings can procreate with human - except Ironbounds - and any children born by a Changeling parent is guaranteed to be a Changeling themselves. However, the potency of one's blood - and in turn their Fae nature - is not decided by parentage but is completely random. A child born of a Half-Fae who only has a sliver of Faeblood can, for no apparent reason, be more Fae than a child born of both Changeling parents.

      The Changeling population is further limited by an issue perhaps of their biology in which in most cases a Changeling can only ever have 1 child in their entire life. The occurrence in which a second child is born is extremely rare. Changeling has a slightly longer lifespan than a regular human with the maximum recorded being 114.

      Although the Fae nature starts affecting a Changeling's personality the moment they are born, it is not until their 16th birthday that their strange magic manifest. Until that time, one can only guess the potency of their blood based on their personality.

      The Faeblood grants several traits that all Changelings share to a certain degree:
      • Beautiful appearance.
      • The ability to "charm" a person - to lull someone into a drousy suggestive state with their voice.
      • The ability to manipulate emotions of others, heightening some and dampen others.
      • Inhuman dexterity and athleticism.

      But more than their innate abilities, Changeling's most powerful capability lies in their strange rituals that are half instinctual, half passed down from previous generations which can be used to imbue items with various magical attributes, making for powerful artefacts and tools.

      As resourceful as the Changelings are, they are greatly hindered by iron and its abundance within civilization. The proximity of iron, even diluted or mixed with other materials - as in the case of steel - weakens their magical abilities marginally. Physical contact with iron dampens those abilities greatly in addition to being physically uncomfortable, growing to painful if the contact is prolonged. The same reaction applies for the aura of Heavies.

      As such, Glamour establishments are often surrounded and made entirely of wood or natural materials.

    • An formal Seize-fire signed a few years before Weisz death as a direct result of more than a decade of conflict that reduced both side's population to a dangerous level, the treaty itself is a series of formal rules and regulations that ultimately can be summarized by a few major points:

      1. Ironbounds and Changelings cannot harm each other openly in nonmagical environments, and not at all without probable cause.
      2. A group of individuals who are well-respected and of authority are voted to become members of a Council to judge and settle grievances and conflicts.
      3. Charming and manipulating people of influence are greatly frowned upon. Serious cases are brought before the Council.

      The current Council includes the head of the Ironguard Philip Travis, a respected Changeling elder Samantha Mars and the capitalist Henry Maximilian.
    • Claiming themselves to be the Scire police, the Ironguard had long declined from the peak of power and integrity they used to uphold. Now they carry the same arrogance and none of the moral and capability they believe still come along with their name. Their number often includes no more than 40 Ironguards with no ranking system except an informal one based on seniority. Ironguards often work in pairs, with partnership often assigned for life.

      The leader of the Ironguard, Philip Travis is long past his prime, more than 70 years old. His experience in the secret war half a century before meant that he knows the cost of conflict, which makes him uphold the Treaty like the Bible, rigidly sticking to every rule and code of conduct to the letter.

      Due to their diminished number and limitations of circumstance that greatly reduce the number of Ironbound joining the Scire world, in the last 10 years the Ironguard had started utilizing the practice of actively seeking out and recruiting fresh Ironbound into their ranks regardless of whether or not the individual is suitable for the Scire world at all. This led to an entire generation of arrogant entitled bullies who abused the Ironguard name and power until the organization more resembles a criminal gang than anything else.

      *The post of an Ironguard is not a job but a membership within an organization. Everyone in the Scire community have a regular job in the normal world.
    • There isn't much unity within the Changeling community since the death of the Weisz. Individual Changelings stay in tight-knit closed groups that while may very well know of others by reputation don't often interact with one another.

      Samantha Mars, 52 years old, is the representative of the community within the Council. Powerful in the art of magic and well respected due to her force of personality alone, Mars had risen from a popular jazz singer in her youth to become someone of great influence within New York's entertainment industry.

      1947 saw the arrival of Adam Prisc, a Faeborn from England migrating into New York. Adam Prisc is a faithful zealot of the old way and the Fae Court, and even as many laughed him off as a deranged fanatic, within 3 years Prisc had gathered a sizeable following within New York's community, consisting mostly of young rebellious Changelings tired of the status quo and the constant harassment, oppression and limitation brought about by the Ironguard and the Treaty.
    • Founded by Arthur Maximilian in 1904, the organization is currently being ran by Arthur's son, Henry. The Maximilian Corporation is a formidable presence within the Scire world, employing a large number of Glamours and Heavies under a subsidiary company Crystal Dreams which owned multiple nightclubs and bars throughout New York, many of which are regular spot or even specifically to serve the Scire community. Henry Maximilian himself also personally employs Scire as part of his personal entourage.

      Henry Maximilian, 42, is a Council Member.

  • Velvet Blues: A jazz club privately owned by two partners, one Changeling and one a famous musician. Located on 49th on Long Island City, the Blue is New York's Scire Switzerland, the neutral ground where no conflict is to be conducted.

    Cloud 'n Ocean: A bar owned by Crystal Dreams, a frequent spot for the Scire community most used to discuss business.

    to be updated

  • -Scire: means "to know" in Latin. The common name for the Changeling and Ironbound community in New York.

    -Ironbound: A human who had survived the Iron Fever and gained an aura of iron that makes them resilient to Fae magic.

    -Changeling: Half-Fae hybrid that which retains some Fae magic and characteristics due to their bloodline.

    -Heavy: Street/common name for Ironbound.

    -Glamour: Street/common name for Changeling.

    -Charm: a Changeling's ability to lull a person into a drousy easily suggestive state.

    -Spook: A Private Investigator.

    -Pig: Derogatory term for the police.

    -Rust: Derogatory/mocking name for the Ironguard.

    to be updated



Art by Eddie Mendoza
 
Last edited:
  • Thank You
Reactions: rissa


7c1c36b41dab48b5db1e7b3c6820fd4c.png


ae8449c5a7da531ef6d67af9e3608d3b.png





  • 1. Read the Lore.
    2. I don't have CS code so you can make it as pretty or as basic as you want.
    3. You can make Heavy, Glamour or a normal person.
    4. If your character is heavily tied into a major establishment or group (as in big enough to affect the grand scale), don't just create one, talk to me first.
    5. Deadline for CS is the 28th of October.
  • You need to have all of these information. It's even better if you add more to them.

    Appearance - small description and (optionally) a character image. Please use realistic artwork or at least time-period-appropriate picture. If I see an anime character or a modern model I'm going to tear my hair out.
    Name/nickname
    Age
    Gender
    Role - Heavy, Glamour or Normal
    Occupation - Remember that whatever their job is, even full-time working within the Scire world, most people have another face or a day job to present to the normal world. Many Glamours are singers and actors, and Heavies can be anything from a dock worker to a cop.
    Origin - which part of New York is your character from, or where else if not New York
    Residence - where they live in New York. A small description of the neighborhood would also help.
    Personality
    Bio
    3 trivia facts about your character - their quirks, small details in their life, or anything at all


Art by Eddie Mendoza
 
Last edited:
I give up
 
Last edited:
  • Like
Reactions: rissa

301540803cf6896fb24a787a423c3ee2.png

Sacramento, California, January 1st 2021

The force of the blast tore the city apart. Skyscrapers crumbled like towers of sand, city blocks vaporized in minutes. Millions died in a single breath. Millions more were distorted, stretched thin, broken down and reconstructed into things that were not wholly human.

The first Rift shattered the world in more than one way. Its origin is unknown, as is every other Rift that followed. Some claimed the phenomenon to be natural, others man-made. Secret government experiment, terrorist attack, alien invasion, a thousand and one theories floated on the wind mattering not at all while the only important truth remained.

A new era of infinite, beautiful, terrible possibilities had arrived.
  • On New Year's Eve of 2021, the First Rift opened in Sacramento, California, United States. Reality cracked like glass, the force of it destroying most of the city and killing millions. The Rift hung in the sky for 2 hours, black as obsidian, black as a moonless night, then closed without any apparent cause or warning sign.

    The country, the entire world went into crisis at the face of what appeared to be the largest and most devastating terrorist attack in history. The state of emergency was quickly enacted. All were looking for someone to blame, all saved their outrage, horror and enmity just waiting for an enemy to finally be pointed out.

    It wasn't until the survivors started exhibiting unnatural reactions and abilities that the all knew there was more to the phenomenon than any terrorist attack could account for.

    We human, our psyche is full of wonderful things, beautiful things, terrible things. What would happen if they are unleashed, every dream, every ambition, every nightmare?

    The second Rift appeared in a small town in Macedonia. The third Manchester, England. And the fourth, and the fifth. These were smaller, sometimes even miniscule, barely detectable. The size and effect varies without predictable pattern. Reality itself seemed to be falling apart.

    The United States of America was devastated by the disaster. Social and economical stability vanished seemingly overnight, cultural and technological development stagnated as the country tried to recover. Trust in the institution was at an all time low, sparking riots, opposition and discontent in most major cities.

    Now, 4 years later, the spark of rebellion and anarchy had disappeared from the surface, but lingered in the bones and muscles of the country like cancer, devouring it from the inside. Perhaps if you close your eyes and pretend very hard, peace would appear at the tip of your fingers, like a tangible dream one can taste but never hold.
  • The exposure to the Rifts changes people in ways that even know can barely be understood.

    They are called Distortions, those altered. D.T.

    The tear in reality somehow blurs the boundary between the mental and the physical, manifesting distorted impressions, memories and desire in the real world, binding one's soul with the thing that was created.

    An orphan yearning for a family gained the ability to summon creatures that fulfil their every whim, making him feel wanted, making him feel loved. Killing those he disliked. Eventually the child is spoiled into an inhuman monster through no fault of their own, because who can blame a lonely child for wanting to be loved?

    A woman who survived a fire and scarred by it gained the ability to suck heat out of things with a touch, a furnace, a river, a human body. The horror in her face when she froze her husband's blood in his veins was of no consequence to the Rift who granted her wish to never be burned by fire again.

    A girl who was raped became something irresistible to men, exhaling temptation and sweating sex. One could argue that it was only self-defence when a fanged maw hidden beneath her dress ripped opened the men's guts and devoured their organs moments after they fell into bed. After all, she had been hurt before, so never again.

    D.T.s are not monsters by choice, not always. They make do with the cards they are dealt and the temptations that followed. One can blame the dealer, but never the players, for they are neither in control of the game nor the hand they held.

    But a smart man, a reasonable man always knew to fear the players for the things they had no choice but to become.
  • Sacramento, California
    January 2nd, 2021

    The scene of death and destruction stunned the world into silence. Search and rescue gathered thousands of survivors, spreading them through medical facilities in a hundred miles radius. For several weeks the hospitals are overworked, overpopulated and filled to the brim with trauma and injured patients. Within a week patients showed signs of Distortion, though in only limited and contained capacities. The first major accident happened on January 14th. The details are scarce as first account had since been removed and official records either altered or redacted. All survivor areas are quarantined by January 16th.

    January 19th, 2021

    There are reported sightings of Government agents and officials around hospital facilities containing survivors, many of which are questioned repeatedly and their files locked. A large number of survivors were seen escorted away, officially to more advanced facilities for fear of potential infectivity of suspected biochemical agent present at the Rift sight. All records and accounts were, again, altered or removed.

    Minneapolis, Minnesota
    March 24th, 2021

    The Jackson Detention and Research Center was founded outside of Minneapolis. Few official records existed regarding the purpose of working of the Center, which was popularly believed to be the facility for detaining and studying Distortion.

    September 2nd, 2022

    The Jackson Detention and Research Center was burned to the ground. Reports of explosion, strange lights, unnatural phenomenon and a large number of individuals fleeing from the scene made it into several local newspaper but disappeared entirely after a single mention. No further detail could be found.

    A list of 47 names and pictures were passed down to law enforcement as top priority. Lethal force authorized. Until 2025, 24 names on the list had been confirmed deceased.

    Washington D.C.
    October 4th, 2026

    Election day drew near. Republicans candidate Harry Powell with an aggressive approach against D.T. attained great support from victims and sympathizers from across the country. Powell's Vice President, Daniel Mayhew had been the most vocal advocate for extreme policies against D.T. since his venture into politics in 2023.

    A disturbance near West Riverdale was reported to be a minor assault between two homeless men, nothing more. At 11:24 PM of the same day, an hour before said disturbance, a file was uploaded to a popular leak website regarding Daniel Mayhew. The file included a brief position as Executive Manager of one Jackson Detention and Research Center in Minnesota. The file stayed online for exactly 2 minutes before disappearing, gaining next to no attention. The next day marked the tragic passing of famous journalist and information activist Jim Davidson who was found ODed in his home.

    A few weeks later, a strange report of the sighting of one of the names on the 2022 list came into the 32nd Precinct. The sighting was said to be of James Morrison, a notorious D.T.. The report was dismissed out of hand.
  • Your character is a D.T., someone distorted by the Rift in reality. Your character is one of the first D.T.s, present at the First Rift in Sacramento, and was subsequently captured, captured and experimented on in the Jackson Detention and Research Facility. Together with 47 others, your character broke out after a year and scattered to the wind, hiding from the government D.T. - hunting Special Force called the Vigil.

    Now, catching wind that the running Democrat Vice President candidate was the Head of your prison, you have come to Washington D.C. under the call of James Morrison, a past acquaintance from Jackson.

    You are not a good person. Cruel, perhaps. A monster, even. Either of your own choice or twisted by your abilities it matters not, because you have come for only one thing that is, in every aspect of the concept, true justice. Vengeance.

    CHARACTER SHEET (no code this time either, I can't be bothered)

    Name/Nickname (every good villain has one)
    Age
    Gender
    Description and (optionally) character image - realistic art if you could. I will murder any anime image I see. For real. Fucking stop your thought right there Shiz. Yes you. Don't fucking do it. Just don't. I know you're thinking about it right now. Stop. Unless you're not even interested in this then good riddance I don't need u go away.

    Personality

    History - including the event, or at least sufficient reasoning for the manifestation of your ability. Also how you have avoided detection for the last 4 years, how you earn money, fake identity, that kind of thing. A single mention is enough.

    Distortion: Your ability. Must be tied to your backstory somehow, or even personality trait. Weave it tightly so that it is a distorted reflection of your character's psyche. That is the entire point. Ask me if you're not sure.

    There is no defining category or system for your ability, it can be anything.

    Limitation: However, your ability will need to have some sort of limitation to balance it out. What's good storytelling without flaws and weakness to make characters vulnerable and ultimately, relatable?



This RP is Invitation-Only. However, if you're really interested, you can shoot me a PM and we'll see how it goes.
 
Last edited:
  • Bucket of Rainbows
Reactions: Nemopedia