NOTE: I am not really accepting bios ATM, but if you want to join send me a private message with the bio for the character you want and I'll see what I can do.The war in Autum has boiled over. Demons and Angels stream seemingly endlessly through portals in the clouds and the earth, using their magics to construct mighty wards and expansive camps in the towns they inhabit. By the day pilgrims and hopefuls flock to Angel and Demon-held territories across the land, anxious to serve the supernatural creatures they have worshipped for their entire lives.
Soul essence trades hands and blood spills as inhabitants of Autum take aim at each other with sword and spell, the chaos having already reduced small villages to ashes and defiled many chapels and churches. The ruling Autum Confederate has almost entirely dissolved after several of its key members vanished, and the capital of Marche remains one of the few plots of lands unaffected by the war, under the reign of the acting ruler Duchess Fontaine, who has sealed off all exit and entry to the area around the city with a ward few of either faction have managed to penetrate.
While most of the population flocks for refuge in the North or the mountains, or heads towards the fight in search of power and victory, there's a few in particular who are worth of attention.Garian -
Spoiler (click to show/hide):
Your wandering has brought you to a nomadic camp in a field next to a road in sunny southwestern Autum, where the sun still shines despite the fires of death raging all around. The camp is composed mostly of wagons and caravans, and the gypsies you find yourself among seem more content with singing songs and dancing with their pet fairies than paying much heed to the war. The sides of some wagons have opened up to reveal small trinket shops, a clinic, an alchemist's hut and even a small smithy. An especially large wagon even has an entire bar, complete with stools and barrels of ale. It seems quite normal, except for the dwarf-sized levitating and glowing golden cross off to the side that everyone seems to be ignoring, and the black orb surrounded by a shadowy mist on the other side of the camp. You recognize them as tools the Angels and Demons use to recruit mortals to do their bidding.
Claire -
Spoiler (click to show/hide):
You too find yourself in the nomadic camp, which seems like a traveling merchant caravan as well judging from the amount of shops and the miniature tavern in one of the wagons. There's not too much of note here you wouldn't find in a normal village, except for the glowing gold cross levitating above ground, as well as the black orb surrounded by a shadowy mist on the opposite side of the camp. Each is the tool of the Angels and Demons respectively, and according to most people the surest gateway to power.
Duvess -
Spoiler (click to show/hide):
You're right outside a tiny abandoned camp on the middle of the plains in western Autum that a group of mercenaries just ran through, enslaving a group of wayfarers as you watched from the shadows. They're all gone now and the fire is only smoldering, but you spy some interesting items skewed about. Besides the three wrecked tents, there's several small crates, a wagon with its contents covered by a blanket, a pot over the fire with what seems to be some kind of stew in it, and various small bags and charms lying about in the flattened grass.
Flim & Flam -
Spoiler (click to show/hide):
The two of you, having narrowly escaped death at the hands of ripped off consumers many times before, found your way towards central Autum in hopes of profiteering from the war as many mercenary groups and remnants of Autum's military have staged bloody battles on the plains where crops once grew. It's the peak of the day, and you're in a tiny hamlet surrounded by a seemingly endless expanse of grass, though flames burn on the horizon. You received an odd letter requesting your services, and that you meet the writer behind an unused stable that's visible a few dozen yards away. Besides the stable, you can see a small inn, a general shop, a smith, a few boarded up houses and a tool shed.
Clife -
Spoiler (click to show/hide):
You've been tracking a group of brigand mercenaries from the trees for a while now, having been conscripted by an Angel to rescue several captured priests from their clutches, after they were taken from a camp and eastward towards Marche, into the woods into their crookedly-designed, square shaped wooden and stone fort that stretches over a small clearing in the forest, campfire smoke buzzing up from inside. You're in a tree a good hundred yards from the main gate, separated from it by some fallen logs, grass and rocks. A guard in a ramshackle tower to the left of the gate inside the fifteen-foot walls watches over the gate lazily, drinking from a mug of ale.
Salyandra -
Spoiler (click to show/hide):
You find yourself in a ramshackle wooden bandit fortress, not as a prisoner but rather as one of their contemporaries, having impressed their leader (a brutish man) with your combat skills. To your understanding, they plan to ransom a group of captured priests to some demons in exchange for a hefty reward. You expect to acquire some soul essence in the process, so you tagged along. Most of these brigands would really like to get some from you, but your sword's kept them away pretty easily so far. You're sitting at the makeshift bar where most of the fortress' inhabitants tend to hang out, a bartender washing mugs behind the counter with barrels of ale behind him.
To your left, there's a sturdy wooden building with its doorway covered by a cloth where the chief and his cohorts are probably plotting. As well, there's a makeshift smithy, tents, guard towers, a small general store and a supply shed inside the wooden walls.
Last edited by napsii on Thu May 24, 2012 8:35 pm, edited 1 time in total.