They said that when the apocalypse came man would be washed away in the chaos. Life would dwindle and be lost. What was the world would be laid to waste. In the World Before the Great Fall they believed a great many things before their towering cities and bright gifts collapsed beneath them. Yet for all their predictions they were wrong about a few things. They said the gods had abandoned us in our time of need... this was untrue.
We survived. The world changed, and we adapted with that change. The legacy of man was reshaped into distinct racial classes divided by regions and cultures. Tribes to be precise. Returned to the hearth and weald we learned to shape the lands and strive through the lean times. The New World was born out of the First Spring when the first of the gods came to be cultivated by our wishes and prayers. Mirroring those who held belief in them these fledgling deities would become known as the Prometheans.
Our living gods came birthing forth to lead their followers with new wisdom, gifts, and understandings of the world. But not all gods were equal and not all could agree. Conflict was common but open division is kept at bay by the one thing that threatened all, the awakening of the Elders. Primordial beings that had grown cannibalistic in ancient times and fed on the Gods of Old and birthed abominable creations and horrors.
Together the Prometheans and their Chosen people are united protect the new World from the encroaching Darkness of the Elders. Rising from the End to Begin once more. Restarting the Cycle.
PROMETHEANS / ELDERS
Prometheans are living Gods. New Gods to be exact. They have formed from the collective will and desires of the people, but their origins reach back to the World Before. Truthfully the gods of this world are born from the souls of mortals who were engaged in a great crisis. A moment of time where their minds and hearts were crystallized into an undying will called the Immortal Spark.
Many Prometheans hold visions and rather vague remembering of the World Before the Great Fall, but very little recollection of the mortal they once were. Instead their personalities and identity form around the collective beliefs and names that predate their emergence. Most defining is their deified domains. The worldly and divine concepts that shape the nature of their powers. Gods are known to have multiple domains whether emerging with them, or acquiring them later through inspiring actions. Truth is however no one God is ever really the same, even when they share domains, even followers at times as their origins and traditions flavor their expressions. This is often shown in the mortal champions they choose to bequeath an extension of their domain and gifts.
But Gods alone are not the only powers to be feared and revered in the New World. The Elders were once like the Prometheans, gods in a time predating the World Before. Strong forces that through time cultivated power and became drunk upon it. Growing beyond concept and time these gods lost followers and became fearful. In their fear to keep power they began to demand sacrifices of belief and mortal blood, suckling upon their remaining followers until they were gone. Eventually the act that changed them forever into beings of divine corruption was the cannibalization of their kin. Consumed by the thirst of godblood they reaped the world clean of the gods and fell into a great slumber. After the Great Fall the Prometheans would emerge and so to would the Elders Awaken.
Their power is often greater than any single god if only because of the time they have possessed to cultivate it. In this much like a God can bestow a fraction of their presence to empower a champion, an Elders eminence can corrupt with or without the will of the being. Often the Elders do not care for the byproducts their presence afflicts, but nevertheless these creatures and monstrosities are called Abominations.
By nature there are fewer Elders than there are Prometheans. But to understand the disparity one must consider when a less than a hundred gods strain in their collective force to keep at bay three of the awakened Elders, what happens when more come?
While universally referred to as the New World this term collorates to more of a world state than the identity of the world itself. Different cultures and differing beliefs have various names, but the reigning force of the world, the Prometheans, call it Ethos. Translating into the aspiration of the living world itself. That too is a universal belief. The planet / world itself is a living force with a will of its own separate of the gods, elders, and the mortals alike.
This World can be correlated to many Fantasy worlds only with the flavoring of ruins and wastes holding the dilapidated and sometimes preserved architecture of a Modern World. Instead of an ancient white tower in the distance, it could be a single standing skyscraper (not that the people would know the difference. But unlike many Post-Apocalyptic settings enough time has passed for the world to bounce back with the reemergence of magic and divine forces.
Ethos can be divided into various regions: The Weald (Forests and Woodlands), The Gardens (Plains, Hillls, and High lands), The Ridge (Mountains, Steppes, Plateaus), the Cinder Ports(Coastal communities and Islands), the Sloughs (Inland rivers, lakes, and wetlands) and the Wastes (a Broad term for uninhabitable lands such as tundras, desserts, and irradiated ruins). Lesser unique areas exist within and around these regions and define the Major Continent of Ethos and its surrounding bodies.
With that comes the many Races of Ethos, or as the natives call themselves, “Children of Man”. This is because whether you are Human, Elfen, Dwarfen, Bestial (Animal Folk), Greenskins (Orcish & Goblinoids), or any of the many other various races all descend from Humans from the World Before. As well many other races are products of the gods intermingling or attempts to claim their followers with physical and racially augmenting gifts. The fauna of Ethos is just as varied and familiar as well, ranging from Horses to strange evolutionary hybrids.
Now you may ask what is the technological worldstate? It is mostly pre-industry that is fortified with marvelous magic. Magic can be abundant depending on the region and the gods that function. Certain gods after all see the benefit as working as a collective safeguarding a city and surrounding territories. Because of that shared culmination of power and followers they often attempt to assure the happiness of their people through benevolent boons.
While much of the Modern tech we know is pretty much useless junk it does not mean it has not been found and studied by those interested in the relics of a lost world. Here fire-arms and cannons of a type do exist fueled by various magical triggers. These however are highly rare as they require someone who is a highly skilled artificer with an expertise in enchantments and rudimentary mechanics. There are not many of these types of Scholars, but those that do exist are responsible for many of your technical marvels such as vessels that can sail the skies (airships) and the like.
THEMES / EXPECTATIONS
The primary themes for Rise of the Prometheans are Adventure, Myth, and Survival. It is both a vibrant and turbulent world meant to host a cast of truly fascinating personalities. Stories can range from simple dungeon crawls to grand mysteries and campaigns. Truthfully I wanted a creative fantasy space for myself and whoever I RP with to have maximum creative input and to allow anyone to play around with fantasy tropes. Who says all humans and fantasy races have to be the same? What makes them unique to you.
Types of Characters encouraged? Definitely Prometheans and their Champions are a focus, but there are room for stories about the Elders and their Abominations, and a mix with the Mortal world. This isn’t a world of clear good and evil. Not all gods are kind. Not all Elders are destructive. Not all mortals are ordinary.
The World of Ethos is left vague purposefully for interpretation. I readily encourage anyone to take the skeleton of this world and idea and work it to their liking. While nothing written can be claimed to be original, I want to support an RP where the stories are original to the players and myself. Limits can be defined in conversation though expect elements of Grand Mythological influence to be there. In a world where our cultures and modern history are lost, how would a people look back on the Landmarks and treasures we left behind? If that future world became something fantastical what adventures would that create? I hope to answer those questions with you.
All character forms require the following base Elements: Birth-Name: (Who they are) Alias: (Who they are Known As) Race: (Any Mortal race, God, Champion, Elder, Abomination, or Other) Age: (In numbers) Gender: (Biological or Self Identified) Sexuality: (Their Identified Preference) Role: (What duties or objectives do they perform?) Affiliations: (What groups do they associate with?) —————
Piety: (Where is your mortal faith found?) Domain(s) of Power: (Source of your Divine Power or Gifts) Boons & Abilities: (What can you do?)
Personality Traits: (At least 6 traits or a paragraph of description that define your character)
Origins: (How your character came to be & where they are going)
Be as simple or descriptive as you wish. I am a firm believer that a character is often found in the writing, and any Character Sheet is a skeleton in progress. So if you change an idea don’t fret. Continuity and cooperation will work it out. Always remember this a story about creative expression in a fantasy setting have fun.
THE MORNINGSTAR The Goddess of the Morningstar, Lady Magdalene, is given power over all sources of illumination whether they be natural light or those created. Her gifts are spurred to guide and protect. This makes her an incredibly potent Goddess even if Fledgling. Manipulating these elements she is capable of a number of Divine miracles including, but not limited, to:
The Radiance: A living star the Lady can shape and project incredible light. She can blind, reveal, make invisible, form images / optical illusions, and heal through her divine radiance. Her light can also take shape and be shaped into barriers and platforms.
The Fervor: A goddess of passions and ardent will the Lady possesses the Flame and all of its connotations. She can summon and shape fire, capable of forging weapons and armor from heated plasma and earthen ore, as well capable of Empathic Sense, and the ability to incite truth and passion in mortals.
Celestial Guidance: The Lady Magdalene will always know the celestial formation of the nightsky and the alignment of the heavenly body. She thus has an intuitive sense of direction and can guide the lost through the stars with a guiding light.
Personality Traits: Fierce, Bold, Driven, Kind, Impartial, and Merciful
The Fiery Goddess of the Morningstar with her red hair and blue eyes is an both an image of Inspiration and Fear. Many will look up to her for the light she brings and the comfort she gives. Those that ever stand in imposition of her presence will find a terrifying and luminous force. Her mere presence can crush men and make even the most wily of the Prometheans think twice about confrontation. Yet while the edge of her divine blade may cut, Lady Magdalene, is known for her Merciful Justice as well. It is her divine nature to seek out the lost.
Origins: There is the little that the Lady Magdalene remembers about being before her emergence in the New World. Burning shapes falling from the sky, Tall building of metal and stone, and a collapsing paradise are all she could glean. But the one thing that stayed with her the clearest was dire need to find something / someone that was lost. As the darkness came in the Lady was consumed by light as she descended to Ethos as a burning star. Her eminence burned through the Polluted Wastes seemingly alone. No followers. No prayers.
A stranger even among other Prometheans the Lady emerged from the wastes and travelled the lands seeking her purpose and calling. Lost as those she was sent to guide and protect the Morningstar is a wanderer. She has not joined with the other gods in present, and is cautious of their motives.
Birth-Name: Nameless Alias: Dauntless the Stonebreaker Race: Half-Giant Champion Age: 23 Gender: Male Sexuality: Pansexual Role: Warrior, Folk Hero Affiliations: Blackstone Tribe (Ridge Barbarians), Prometheans —————
Piety: Kryven the Imperiling Domain(s) of Power: Strength & Courage Boons & Abilities:
THE STONEBREAKER Chosen by the savage god Kryven as his Champion and given the name Dauntless, this fearless Half-Giant is given the power to match his strength of will. Indomitable and powerful when mantling his gods eminence he demonstrates the three great boons of the Stonebreaker.
Escalating Might: Strength may Wax and Wane but through opposition Dauntless will only grow in might. With bare hands he can break stone, crush steel, and lift a carriage single handedly. His power is such that he can leap through a battlefield and race through it with incredible speed. His vertical jump is such that he can clear high walls effortlessly.
Impregnable Flesh: Dauntless could be called impervious for once he championed Kryven his flesh has never been broken. No cut, no piercing, no bruising. Mortal weaponry unless enhanced by magic is ultimately useless. He acclimates to any weather and can walk through tundras, deserts, and pools of acidic liquid and emerge unharmed. This gift has given the illusion of invulnerability but Dauntless knows wear his weakness lies.
Imperiling Gaze: Given by the nature of the Savage God, the Champions unflinching spirit becomes a brutal edge. To Gaze into his eyes in the heat of a conflict or with intention will call upon a divine imperiling. Mortal men become stricken with senseless fear as they become fixated on the visions of their personal doom reflecting back at them. This gaze alone has crippled.
Personality Traits: Fearless, Uncompromising, Resolute, Self-Relient, Heroic, and Honest
Standing over seven feet tall Dauntless is a towering half-giant, with dark and wild hair, and no more clothing than a beast fang necklace and a loincloth. A man of few possessions the Champion of Kryven is known to be a survivor. Capable of enduring dire conditions he is man unlike many have ever seen. A living statue he is considered a hero of the Low People, those who did not choose to congregate in the cities and hide behind walls. And while he can be difficult to deal with he is honest and forthright with every action.
Origins: Born in the Ash Mountains to a Blackstone Tribe he was the product of the unwanted intermingling of his human mother of the tribe and his Ash Giant father. The daughter of the tribes chieftain she was rescued from her captor, but would die in the resulting birth of her crippled hunchback child. The Chieftain, Culver Blackstone, saw his grandson as an abomination and refused his name. Yet as a young boy he was raised among the tribe and used for physical labor. While he was a lumbering brute he possessed incredible strength even at a young age.
This Nameless child would come under the attention of the Imperiling God of Savages when Barbarian Tribe came under attack of wyvern mounted Lizard Folk. Where his people fled in fear this nameless orphan child stood up to attack. Even outnumbered he knew he could not run so he threw stone, he threw spear, he lured his attackers close and strangled them. Fearing nothing but the absence of his life he strangled wyverns bare handed as they tried to gut him with their talons.
Fatal wounds would have been the end. But Kryven took the broken child and shaped him into something new. The god made that boy his Champion and raised him through the wilds of Ethos challenging his strength and endurance every step of the way. His name would be shaped by his action, Dauntless, and in turn he would become an unsung hero of the low people.
When It Rains It Pours And Everybody Stumbles I Won’t Let Them Bring You Down