Imagine a world where magic is real, monsters stalk the night, and the woods contain untold dangers around every bend. This world is Eden. Since the beginning of time humans have lived in fears of the endless Forest that surrounded the area, living only out of small Glades where the Forest cannot grow into and the monsters that hide in the woods cannot enter. The Glades all differ in size and shape, believed to have been carved out by the Gods of the world so that humanity could live in relative safety. The smallest is the size of a small town, while the largest is large enough for an entire city to have sprouted from it. But even as humans innovate they are still bound to the Glades. Any damage done to the Forest breaks the barrier of the Glade, allowing the horrors that stalk the Forest to enter into the Glade and destroy until the barrier is resealed by whatever ancient magic binds it.
However the Glades cannot exist separate from each other. Supplies need to be moved, messages sent, and people need to move between them in order to survive. To help with this process three of the Glades were set up to act as training grounds for humanities best and brightest, more commonly known as Woodsmen. Woodsmen would be picked from the strongest, smartest, and luckiest of those among the Glades for the future task of protecting the people from the dangers of the Forest.
Origin- The largest Glade, and theorized by many historians to be the first one. Within this Glade there are three large cities, Alpha, Beta, and Omega. Alpha contains the royally family who regulates trade and dispatches guards. Beta is typically home to wealthy traders and their families. Omega is the city were most people who produce goods reside; building the Stone Seeds that grow into the houses many live in.
Hope- The second largest Glade, home to many farms that produce about eighty percent of all of the food for the various Glade’s. Always on the lookout for new edible foods from within the Forests. Can suffer attacks by criminals and Rebels and are known to hire Woodsmen to get food to the various Glades.
Ironpeak- This Glade surrounds a massive mountain that can be seen from almost any point of the world that isn’t covered in trees. The snow and ice at the very top are known to be valuable trade committees to the other Glades. Within its many caves also rest a number of hidden magic runes which can be used to cast magic. It is the only known Glade to contain Monsters, beasts that live within the various caves but stay away from the human towns surrounding the mountain. Also contains a number of mines used to harvest valuable materials.
Waterpoint- A Glade containing a massive fresh water lake that contains a staggering number of fish. No one is quite sure just how deep the lake really is, but it is known that at a certain point the water becomes so thick it is almost like a jello. Provides water to the other Glades that don’t have enough people who know magic to produce it for them.
Drylands- A desert Glade that contains a number of small towns who use the ore depoists there to make their living. A known resting place for Bandits who prey off the towns mines. They are combated by both the Royal Guard and the Rebels to protect the many towns. Known to hire Woodsmen for both delivery and protection.
Sanctum- A smaller Glade that contains the Academy for Woodsmen who wish to become Vanguards in the future. They also are the only Glade that cuts down the trees in order to harvest wood. The breach in the Glade’s defenses allow future Woodsmen to test themselves.
Ancient- A smaller Glade that contains the Academy for Woodsmen who wish to become Rune Casters. The Academy within the Glade contains books filled with information that is said to go back hundreds of years. Due to its ability to produce people with the knowledge of magic they haven’t need to create a set economic good, allowing their students spells to create objects to sell.
Parish- A smaller Glade which contains the main centers of prayer to the Greater Gods of the world. Woodsmen are occasionally trained here to become Paladins and spread both the message of their deities and serve the world. It is thought by many that their prayers to the Gods keep the barriers of the Glades strong.
Rest- A medium sized Glade home to the city of Ramshar, a place that is said to always be awake. Many a vice can be found within this Glade and it is commonly known to hire Woodsmen to hunt down monsters for its richer staff. There are some smaller villages around the Glade, through most of them only exist for the working staff of Ramshar that can’t afford to live within the city walls.
Outreach- A only recently discovered Glade which lies further away from most of the other Glade’s. It is said that those who have rebelled against the ruling class have begun their own city in this Glade, through most people of the Glade choose to simply ignore it, since it is too far off the trade with safely of effectively.
After many years of research and stories handed down throughout the ages many believe that the world was created by a divine creature who wished to fill the nothingness that came before with reality. After creating this reality the divine creature realized that it was too powerful to safely exist in the world, so it split itself into billions of lesser creatures. It is said that each bit of the divine creature’s body became a deity that watched over various parts of the world. One might say there is in fact a deity for everything that exists.
The Three that are worshiped the most among the Glades are-
Luikia- Goddess of Light, Victory, Battle, Hunting, Love, and Metal Smiting. Said to have crafted the Glade’s out of love for humanity.
Helious- God of Trickery, Protection, Anger, Pain, the Moon, and the Stars. Said to have crafted the barriers around the Glade’s as a gift to Luikia.
Valken- God of Death, Disease, Wine, Friendship, Stone, Medicine, and the Forest. Thought to be the creator of the forest and its creatures, also the father of humanity.
There is debate over how exactly one can worship the deities, as they are known to be neither good or evil. A bandit who murders many people might be considered good by Valken, through just as easily one who prevents death can be given gifts. It is known that those who follow their ideals for good or ill can sometimes call upon help in their most dire times and receive boons from them.
Started thirty years ago by a man who had been known as the Lion of the King named Malice. He thought that the ruling class was asserting their power over the weak and despised seeing people being taxed in an unfair matter. He left Origin and has fought against the ruling classes for quite some time.
The Ruling Class
Not good or evil those in charge decide how trade should be regulated and how guards should be moved about. They also supply the currency that the Glade’s use and facilitate Woodsmen Guilds. Some see them as unfair, others as righteous.
People trained to be the best of the best, capable of moving through the Forest without fear and facing that which awaits them. They are divided into three separate areas of schooling.
Vanguard- Trained within the walls of Sanctum to master their own bodies and reach a level of perfection rarely seen in most others. To aid them in this Vanguard’s will eat of a fruit called the Elder Night, a fruit that allows a human to train beyond the base potential of the body. Someone who was born small and thin can still become just as strong as someone born tall and thick with training and this fruit. When they graduate a Vanguard will have at least mastered a single weapon, and be strong enough to punch through a tree. As a tradeoff most Vanguard’s find other people to be weak and are known to fall into the trap of their own ego.
Rune Casters- These Woodsmen have trained for a number of years researching the ancient Rune’s of the world, which contain the knowledge to cast spells within them. A Rune Caster can carve Runes into objects to imbue them with special powers, or into their very flesh in order to cast their spells and pull directly from their natural energies. Any object imbued with a Rune will eventually wither away to nothing. Most Rune Casters craft staffs made of ancient wood which contains energy of the Forest and will deteriorate slower. A fully trained Rune Caster will have at least mastered five Runes to the point they have every bit of it memorized to the point they could draw it in their sleep. They are also known to be quiet wise due to their reading. Most are socially awkward around other people, years of reading and studying doesn’t allow for much contact with others that aren’t just like them, so dealing with people can be difficult at first.
Paladins- Woodsmen who use the strength of their conviction to battle the horrors of the world. Their faith in their deity of choice will grant them special abilities, putting them on a level below most Vanguards in terms of strength. They usually focus on a single weapon to master it, using the abilities of their faith which manifest in either defensive or offensive ways to aid them. Paladins will create strict guidelines in which they will live their lives, and will be unwilling to deviate from their path for anything. This can be greatly annoying to those who partner with them.
Players will start out as a group of freshly graduated Woodsmen that will be joining together in a Guild for their own reasons. They will go on missions to help raise their reputation in order to take on greater tasks with an end goal of becoming the highest ranked Guild in the lands. And of course getting money in order to build up an even better base of operations. Game can start with 5 people and will be run on a choose your own mission style format, where I as the GM will post various missions that players can pick and team up on. Certain missions will have a certain number of characters that need to go on it. Starting city will be picked once players show interest.
Main Deity: (If needed)
Political Standing: (Kingdom, Rebellion, Uninterested)
Class: (Vanguard, Rune Caster, Paladin)
Weapon(s): (Can be multiple for Vanguard, single for Paladins, and any equipment a Rune Caster has Rune’s carved into.)
Runes: (Rune Caster Only. Two elemental, think fireball or a water jet. Two defensive, shield or maybe something to prevent cold. One practical, maybe night vision or ability to memorize directions without a map. Also put if Rune is carved into object or tattooed or carved into skin. More Runes will be earned later)
Blessings: (Paladins Only. Defensive and Offensive. Defensive provides a shield that allows a Paladin to take a few blows before the enemy can directly hurt them. Offensive allows a Paladin to channel their faith into holy blasts of energy or other deity based attacks)
Last edited by Lordxana0
on Wed Jan 28, 2015 4:10 pm, edited 1 time in total.
Who you going to call? ME!