Lorsh
Varlot
Note: Each player gets a separate thread to prevent metagaming. They can still interact, however.
Manage your group, its lands and lieutenants, face dilemmas, make decisions, recruit warriors, and try to fulfill your prophesy, whatever it may be.
In a world of fear and feudalism, play as the leader of a forgotten and dispossessed clan or cult that has kept to its ancient ways. You may not have the lands and castles and steel of your foes (the 'Bolds', or 'People of Paragon'), but you have access to forbidden knowledge... Enchantments, demonic incantations, recipes for ancient alchemy, sacrificial rituals... This must be your edge in this new and hateful world that would see your kind put to the sword.
You don't have to play as one of the prompts below, but some possible factions are:
Old Clan
The Galds. The first folk of the first faith. When sacrifices were burned in the great wicker men, the gods would make answer. Shaman, druid and warlock possessed great powers not wielded by any other mortal. Taking a foe's head granted you their soul as a slave in the spirit realm, and a draught of their blood gave you their vigor.
Other clans have damned themselves to the worship of Paragon, the 'One God' of the Bolds - the men in steel, the 'Great Slayers' of your kind. They are betrayers, worse than the Bolds themselves, for they have forsaken their ancestors to appease the lowland hordes, married their noble sows, and willfully forgotten eons of sacred traditions. May their spirits be trampled.
Your tribe has been driven away from its traditional lands, into the high mountains and deep forests of Fyrdos, while some have been pushed into the blasted ruins of what was once the Empire.
Where once you could live on lands where crops grew and cattle grazed, now you must take what you need by the sword. But that is well and good, for the Old Gods are hungry for blood, and so are you.
Sorceror Order
You are the descended from the Sorcerai, the glowing-eyed, spellweaving caste that pulled the strings of Aedor's imperial court, dictated the weather with sacrifice, and even magically sired new races and creatures ('Faends') into existence. The Grand Consortium of Mystics was always more powerful than the Emperor, who served as the secular face for the people. The Consortium and its ordained cults wielded very powerful magicks and spoke to the Gods themselves. They were the ones that chose whom to sacrifice to the arcane. Cults would raise their own "tithelings" for sacrifice, but in the waning days of Aedor, these proved insufficient. A dearth of arcane energies. Soon, the rituals were supplemented by slaves and criminals, and then urchins... finally, the common folk were being obliged to give up their own children to the sorcerors' circles.
This was the beginning of the end. Faith in the arcane cult of the Consortium and the sorceror-nobility was no longer shared by the masses. The People of Paragon, worshipers of the 'One God' and despisers of all things sorcerous, eventually won the support of both the commons and the Emperor. War erupted across the Empire.
Even then, little could be done to contest the power of the cults, even after years of diminishing manas. That was until 'Miria the Martyr', beloved daughter of the Matron of the Order of Healers and the Cult of Empyra, was sacrificed by the Consortium for refusing to relinquish her faith in Paragon. This turned one of the Consortium's most powerful cults to the side of the Paragonites, which was ultimately enough to turn the tide of the war.
The Consortium was dismantled. The Emperor was killed, and Aedor collapsed in on itself. Vast swaths of land were scourged by destructive magicks and overrun by monstrosities. It is here where you must take refuge, for neither castle nor town, nor manor will shelter you in Boldic land.
Now, spells and magicks are no longer so potent as they once were, yet their casters are more vilified than ever. There are those who still believe... but for their trust in the arcane ways, everywhere there are blades of cold iron seeking their hearts. The past that was built by sorcery has been destroyed, and the memories of the old gods condemned.
But an ancient order such as yours is not so easily destroyed...
Necromantic Order
By now, your people are used to living in the shadows. The fall of the Old Kingdom ('Aedor') was hardly of consequence, for your order was already an outlawed one - not even the Old Kingdom tolerated the dark art of necromancy. The reaving churchmen killed nigh all the other sorcerors, but your cult's shrines could scarcely be found. Now, your order may yet rise again, for the dessicated corpse of the Old Kingdom is a fertile breeding ground for dark cults. The land is still twisted and scarred from the great wars that tore the Old Kingdom apart, so the Boldic kingdoms rightfully see it as cursed, and rarely tread there.
Map
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