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Plot.
Jun 28, 2013 19:28:40 GMT
Post by Admin on Jun 28, 2013 19:28:40 GMT
Plot | In world only referred to as Creation, the seams of reality are held tenuously together by old magics. A thousand years ago, an otherworldly invasion threatened all of Creation. In response, the ancients created the Etherian Gates, a series of monumental planar doorways placed at sites of power. These Gates smoothed the fabric of reality and became the only entrances to (and exits from) Creation for otherworlders.
One thousand years have passed. The Etherian Gates are long forgotten, save by their oldest defenders who dwindle in number day by day. The Gates are no longer stable, neither on this side, or in the otherworld. Of the twenty-two original gates, at least two are lost: one fallen to the otherworlders, and another destroyed. Fallen gates become easy portals for otherworlders to invade Creation. Destroyed gates weaken Creation, releasing its magic into the surrounding area; most of it goes wasted into the ether, and what remains is old, dark and mutated.
But these Gates can be secured: renewed and revitalized. Ancient magic still runs strong in a selected few living in Creation. With a small sacrifice of their blood, they can stabilize a waning gate. The process is simple; the cost is negligible. The only challenge lays in finding the Etherian Gates--and getting there before anyone else does.
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Plot.
Jun 28, 2013 19:53:12 GMT
Post by Admin on Jun 28, 2013 19:53:12 GMT
Prologue | Greyhollow was once numbered amongst the greatest of the Free Cities, unbound to any kingdom. Protected by Hevesta, a local and very active deity of prosperity and trade, Greyhollow passed an entire century safe from the envy of greater nations.
Recently, Hevesta's powers have declined. She hasn't been seen by the people for over ten years now. Greyhollow's merchants used their wealth to compensate for the loss of the deity's protection. They bought guards for every waypoint, hired a mercenary police force, strengthened city walls, and paid for the execution of any captured criminal. Unsafe without their goddess, they became paranoid.
Greyhollow's coffers have run dry. The hired mercenaries are fewer and fewer in number with every passing month. Most merchant princes have either left or become paupers. Bordering kingdoms look to the once glorious city with an eye to conquest. Greyhollow's free days are coming to a close, and everyone knows it.
Even in its last days, Greyhollow is still a popular gathering place for adventurers and people looking to hire on adventurers. Now, when money is scarce within its walls, there are even more people looking for work. Everyone says adventuring pays off--provided you survive.
A new notice has been posted on various walls and other vertical surfaces within the city. Someone is looking to hire capable of combatants to retrieve a lost family heirloom. The location is dangerous, but the offered compensation is more than fair. Interested parties are to speak to Fiona Witherfox in an inn called Hevesta's Grace found in the market ward.
Elsewhere, a man cloaked and hidden in shadow delivers letters, each written on good parchment with gleaming ink. He requests your services in retrieving a powerful artifact, and he offers your heart's desire in payment--or dwarven gold, if that's your preference. He awaits you with more information in an abandoned temple to unpopular gods in the shadier part of town.
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