The Middle Kingdoms are in Turmoil. The Phoenix Court is marching to war, bandits are growing more bold, and unspeakable horrors from an age passed are returning.The Ages of The Known World come,
and the Ages of The Known World go...
The Emperor of Thessid-Gola had been on the verge of recreating the Golden Empire of Dauban Hess when he fell into a Gray Dream from which he has not awakened, even after over four hundred years. And his sleeping body slumped in the highest throne of the Phoenix Courthas been the mark of this Age, the specter hanging over it, an Age in which rather than stepping forward into an Age of Men without gods, or backward into another Age of Legend, the World instead stepped sideways.
And now this dream of an Age is ending, and strange things are afoot in every corner of the World: the Sultan of Thessid-Gola has taken up the Emperor’s cause, and his armies stir to return the Empire to its glory; the heralds of the Isliklidae, dark memories of the Divine King’s time on earth, are moving in the Empire’s halls of power with hidden aims; the Lokhite barbarian hordes have appeared from out of the Unknown World to cast a long and horned shadow over the north; the Usurper has ruled the city-state of Palatia Archaia for almost a century, blending the Old Religion of the goddess Yhera with the state-of-the-art arms, armor, and ships of the Arsenal, and behind him stands the Lord Mott, rumored to be the Philosopher-King in Waiting; and a young woman born with a witch’s gifts has chosen the path of War and rises to power in the Highlands of Daradja. Everywhere the secret Cults of forbidden gods and desires are spreading, and they seem to be whispering in the shadows: the Gray Dream is almost over, and something is coming, something strange and wonderful and never seen before, and the Emperor knows what it is.
Welcome to The Known World.
Welcome to the end of an Age…
Intrigue. Treasure Hunting. War. Magic. Faith. All are common themes in the Known World.
Magic is everywhere in the Known World, even commoners can know the most basic rituals, either through faith, hermetic lore, alchemy, runic power, or other means, such as the dark occult, that which has been forbidden by all. Some even can rely on strange powers, gifts from the gods that allow them to do marvelous things, such as seeing the dead, or walking in the realms of spirits whilst dreaming.
The hard and fast rules of Artesia do not lend themselves well to a forum game, as such, I am using a very basic stripped down version of the rules. Characters will have points to spread between three basic stats, Body, Mind, and Spirit.
Players will then choose a social class (Bandit, Serf, Artisan, or Lettered), land of origin, and general profession, along with three Major Arcana from the Tarot that they feel best describes their character.
Character histories will be very desirable. Remember that the Known World is a place where horrible things can happen. There may be bonuses for well-written histories.
With regards to magic and special abilities: Note what faith and traditions your character follows, and I will tell you what options you have with regards to magic. For special abilities, you can tell me what sort of things you'd like, and I'll okay it, or I'll give you a list of options based on your Major Arcana and you can choose.
Here are some helpful links for those that don't know much about the setting, but are interested:
The Middle Kingdoms and the rest of the World
DOWNLOAD: 6.2mb History of the Known World (There's also a 32mb version on the download page, but this should work just as well)
So, a long post, I know, but is there any interest? A band of mercenaries could find a lot of trouble to get into here.