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Darkwall is a dark fantasy roleplay set in a world of the same name. Darkwall is a medieval world where chaos and turmoil run rampant. Magic is outlawed in the Empire of Midland, and mages are seen as heretics, who are executed in gruesome ways.
Darkwall is not your fairytale fantasy roleplay; it is an aggressive, gritty take on the fantasy genre, set in a world on the brink of war.
Forum content influenced by:
- Diablo
- Dungeons & Dragons
- The Elder Scrolls
- Warhammer
Art featured on this site by:
- Ascaron Entertainment
- Bethesda Softworks
- Bioware Corp.
- Black Isle Studios
- Blizzard Entertainment
- Dark Horse Comics
- Dragon Age: Origins
- Dynamite Entertainment
- Games Workshop
- Kentaro Miura
- Lineage II
- NCSoft
- Paizo
- Square Enix
- Warhammer Online
- Wizards of the Coast
Other Information If you want to mention anything else about your character not featured in the template, post it here. Family, friends, enemies, likes and dislikes. Any information is welcome.
Empire of Midland (25 sub-boards) The largest and most powerful nation of all, Midland is home to the human race. Over centuries of prosperity, the Empire has become a vast realm of provinces and city-states, bound together under the iron grip of Emperor Lance. The territory stretches far and wide, full of sweeping grasslands, pine forests and grey mountains. Cities are large and sophistocated, while rural provinces are backward and superstitious. A relentless plague known as the Black Death has swept across the nation, killing millions and gripping citizens with fear. The use of magic is outlawed, and the general population believes it to be devil worship. As a result, any magic practitioners caught within Midland's borders are often burnt at the stake or tortured until death. Those of races other than human are treated no better than heretics, and are often deported, imprisoned or executed as well. Moderator: Lox
The Great Wild (24 sub-boards) A large region of untamed wilderness to the east of the Empire of Midland, the Great Wild was once known as the Elven nation of Silorn. The Elves were driven to extinction during the Hundred Years War, in which they fought against Midland. After the Elves were defeated, the Empire realized the wilderness was too great to provide any territorial advantage, and abandoned the entire region. Great Elven cities, built from wood, were soon reclaimed by nature, and any remaining traces of Silorn were wiped out. Without the presence of sentience, savage creatures thrived, and the region soon flourished with all kinds of dangerous creatures. Outcasts of society flocked to the wild, creating countless Amazon tribes and Druidic sects. The Great Wild now exists as a place of magic and mystery, where all kinds of perilous things dwell. Moderator: Lox
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Highlands (23 sub-boards) A region located north of the Empire of Midland, and south of Brynhild. Located directly between the two nations, the Highlands are lush and green, receiving a large amount of annual rainfall. The wilderness of the region is vast and far reaching, full of all kinds of savage creatures. However, the Highlands is also home to countless freelance settlements, run by barons, lords and kings who have broken away from Midland's grip to establish independent rules and traditions. Settlements are usually welcoming to all kinds of people, meaning there are humans, anthros and many other races who regard themselves as citizens. Moderator: Lox
The Northern Wild (17 sub-boards) Located to the east of the Highlands is the Northern Wild, a vast wilderness inhabited by goblins, gnolls, troglodytes and many other savage creatures. It is also home to the Neanderthals, a vicious tribal race of unevolved humanoids. This region was once similar to the Highlands, and home to dozens of settlements. However, as time went on, sentient races gradually moved toward the coast and what is today known as the Highlands. As a result, the Northern Wild was slowly abandoned, and soon the primitive Neanderthals moved from their home in the north to inhabit the ruins and forests of the region. Now the Northern Wild is overrun by these primitive creatures, without a single civilized settlement remaining. Moderator: Lox
Brynhild (23 sub-boards) A nation far to the north, Brynhild is a snowy region battered by ice-cold winds and raging blizzards all year round. It is inhabited mainly by anthros, but also by a few humans. Brynhild has no single ruler, but rather many independent lords and kings that rule over their own separate cities and towns. Brynhild's anthros are strong and sturdy warriors, whose strength at arms and ferocity far surpasses that of the softer races to the south. Their culture is norse and viking inspired, with heavy respect toward physical strength and courage in battle. As the entire region is cold and barren, what little food there is must be caught or hunted. Because of this, Brynhild's citizens are also great hunters and survivalists. The nation itself is defended by an army known as the Brynhild Militia, which serves as guard to most major settlements. Moderator: War Machine
Badlands (25 sub-boards) Located directly south of the Empire of Midland is the Badlands, a region plagued by bandits, marauders and many other outlaws. The northern half of the Badlands remains fertile and green, flourishing with open grassland and vast forestry. However, the south half consists of dry savannahs and dusty foothills, which serve as a gradual transition into the extreme desert climate of Turan. Settlements in the Badlands are downtrodden places, full of thugs and sellswords. The trade roads are plagued by brigands and cutthroats, making it unsafe for any undefended merchant or traveller. Moderator: War Machine
Turan (25 sub-boards) Located south of the Badlands is the desert nation of Turan. It is a scorching region of arid plains and inhospitable desert. Turan's culture is arabic and middle-eastern inspired, with a population of humans, anthros and many other races. The nation was invaded by the Empire of Midland during the Hundred Years War, and as a result some cities in the north remain under Empire control. Crusades ravage the north, with the Knights of the Cross hellbent on capturing more territory, and freelance Turanian armies fighting them every step of the way. Settlements further south are ruled over by independent warlords and wealthy sultans. Trade roads and taverns are filled deserting soldiers and mercenaries who have come to the desert in search of wealth, and an escape from the Black Death which ravages the cooler climates to the north. Moderator: War Machine
The Shrouded South (24 sub-boards) Located south of Turan, the Shrouded South is a region covered entirely by thick jungles. It is home to the Saurus and the Naga, two reptilian races who thrive in the humid tropical climate. The Saurus have an aztec inspired culture, constructing archaic temple-cities and leering totems in the name of their Gods. The Naga, having come to the region much later, make their home among abandoned ruins, and borrow much of their culture from the Saurus. The region is inhabited by dinosaurs and other creatures that have evolved little since prehistoric times. Plants are both wonderous and deadly, with thousands of undiscovered types existing in this region alone. Exploration parties often disappear never to be heard from again, either killed by poisonous insects and plants, or by savage creatures and Saurus tribes. Thus, the region has never been fully explored. Moderator: War Machine
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Zamora (17 sub-boards) Just south of the Great Wild's coast is the isolated nation of Zamora. Consisting of three large isles and dozens of smaller ones, it is a country with an African culture. Receiving only a few trade shipments per year, Zamora remains largely independent. As a result, the nation's technology is slightly underdeveloped. Their buildings are squared and simple, often made from mud brick. Furthermore, their blacksmithing techniques are only advanced enough to make things from bronze. Moderator: Ardwin
Cathay (25 sub-boards) Located west of the mainland is the island nation of Cathay, an asian-cultured country inhabited by both humans and anthros. The Emperor of Cathay was assassinated many years ago, which plunged the nation into civil war. Cathay became divided into dozens of warring provinces, each led by a warlord bent on conquering his neighbour. It is now a wartorn society, rife with political intruige and feudal conflicts. Moderator: Ardwin
The Grapeshot Isles (25 sub-boards) A group of tropical islands a few weeks travel by ship from the mainland, the Grapeshot Isles are filled with exotic people and places. The region is overrun mostly by pirates who loot the mainland coast, bringing their treasures back to these far away isles. Moderator: Ardwin
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The Underdark (14 sub-boards) A vast and intricate network of underground tunnels that extend throughout the known world and beyond. The Underdark is a subterranean land, full of mysterious plants and creatures. Most notable are the Rhakad, a violent race of rat men who have dwelled here for centuries. Moderator: Ardwin
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Archive (5 sub-boards) An archive of all the old roleplay threads.