(looking for 3-5 players, excluding me, total. More will be taken depending on the quality of the character submitted. 3 is the minimum and when I’ll start the game.)
500 years ago, the ancient continent of Trean was torn apart by war. Magical crystals, unshaped artifacts from when the world was formed, gave the humans of Trean incredible power. On the southern island of Nero, people were blessed with the ability to control water. To the North, where the nation of Tierra formed, the Earth yielded incredible power. To the west, a crystal within an ancient volcano granted Pyrions control over fire. To the south, the nation of Vronti was given power over lightning.
And far to the east, a crystal seeded at the base of the Shadow Mountains of Nighloria granted the people there a power over darkness.
For thousands of years men evolved, from living in caves to living in huts, from towns to villages to ancient cities built around the crystals that gave them power. And at the pinnacle of their power, greed seeded Nighlorian hearts. The Shadow Empire, amassing an army the might of which had never before been seen by the world, crossed the dark mountains that bordered their kingdom and invaded the Tierran Republic. Tierra fought back, but farmers and village militias were no match for the Shadow Empire’s merciless military. The Tierrans asked the other nations for help, but by the time other nations began mobilizing, their northern capital of Zeme had fallen.
The other nations combined forces and fought the Shadow Empire to a standstill, all along the Tierran border, and war raged for decades. Hundreds of thousands of lives were lost, and by the end of the war, elders were fighting on both sides, and children were conscripted at 14.
Finally, after almost 50 years of destructive war, the Republic of Nero discovered a way to draw power from all the magical crystals in the world, and used it to annihilate the Shadow Empire’s capital city and crystal. With no empire to rule them and no allies to help them, the Nighlorians retreated, back from Tierra, back beyond their own borders, and disappeared from the world.
500 years later, and the world has rebuilt. The Tierrans repopulated their land after nearly being wiped out, and the nations expanded beyond the cities around their crystals for the first time in millennia. For the Great War had a price - the magic of the crystals was depleted and gone, leaving people with only the ability to draw power from their own life force. This drastic change promoted peace more than any other. Though all people still had access to their nation’s magics, they now had to rely on their own magical strength to cast, rather than their nation’s crystal.
Now new dangers loom. Rumors of a new Shadow Empire persist in all nations, fueled by scout ship reports of abandoned but recent settlements along Nighlorian shores, and far to the north, nomads and travelers are telling tales of strange monsters and old, unrecorded tribes. There are even stories of new crystals far to the north, with untold power.
You are a Phoenix, a member of the Order of the Phoenix. The Order was a peacekeeping effort by the four remaining nations, established after the Great War to mediate conflict between nations. It boasted some of the best warriors, scholars and craftsmen the world had to offer, it’s schools were the best in the world, and because of it’s location near the borders of Tierra, Vronti and the Realm of Embers, it became quite wealthy as a trading post.
Originally, Order members were elites - a Phoenix’s orders were held without question, and thousands flocked to the Order’s headquarters, Heliopolis, each year to behold it’s majesty. Now, it is a business. Formerly maintained by donations from the nations, hundreds of years of peace have caused it to be seen as unnecessary by many, and Phoenixes are now regarded as little more than well-trained mercenaries, recruited by governments to protect trading caravans and take record of diplomatic meetings.
The Queen of Vronti has recently hired a party of Phoenixes to venture north, under the guise of an expedition led by one of her advisers. With regular skirmishes between the Realm of Embers and the Lost Tribes of Tierra (elusive warrior tribes of men and women that still harbor hate towards the other nations from the fall of their old capital), the journey north is sure to be no easy trip. And once they’ve arrived, who’s to know what they’ll truly find?
Out of Character information:
Everything I’ve written out is a guideline. You’re more than welcome to use it as your description or use the picture at least, but I’d actually prefer it if you wrote your own content. If a character were submitted to me with all of my own stuff written for them, I feel as though it’d be a bit cookie-cutter. I’ll be sure to make everyone aware of any other relevant lore (since this universe - my creation - is rather expansive), and further details about anything that you want to know is available upon request. I’m also very open to creating your own content, though any powers you have - most characters should have a low-moderate level of magical affinity - do need to fall into the according nations. Any power ideas you have I’m ready to see.
Anyways, I look forward to seeing applicants, and hope we can get started soon. I have a lot of things I want to do with this, and look forward to seeing what my fellow players can come up with!
Map of Trean with the nation borders/capitals can be found here:
Map of Trean with a climate map instead of borders can be found here:
Hosted and narrated by:
Daniel Zimmerman (Prometheus)
Scenes played: 5
License: Community License