World of Malice: Age of Awakening
POSTED ON Feb 6, 2024 2:52:15 GMT
Post by Phoebe on Feb 6, 2024 2:52:15 GMT
WORLD OF MALICE
Summary
Summary
It has been one hundred years since the fall of the Hyrule Kingdom at the hands of Calamity Ganon, Hatred and Malice Incarnate. He has taken control of the four Divine Beasts and the vast army of Guardians, mighty constructs of the ancient Sheikah of an age long past. With them, he overcame us, rendered our armies asunder, killed our greatest champions, and smothered the last flames of hope to embers...
His servants, horned monsters, roam and prevail wherever they wish, revived beneath the power of their master, under the dreadful glow of the Blood Moon. These are sent to terrorize every creature blessed by Hylia and her creation, to oppress them under the cruel cloak of fear.
... But our people have not been idle, nor the goddesses, who have minded us since the dawn of our creation.
In an age of dire need, Hylia and the Three have set forth their strength, to retaliate against her mortal enemy.
New champions shall arise from the ashes of the old, gifted with powers that their ancestors cultivated!
Finally, it is time to turn back the tide of war once lost!
The Age of Awakening has come!
Champions of Hyrule
The primary role of a Champion is to help restore the Kingdom of Hyrule to its former glory, to be a piercing light in a world oppressed by Ganon's minions. They are the supernatural spearheads of hope, boasting physical strength, increased stamina and endurance, and special abilities that confound their own kin, even if they do not acknowledge it.
A Champion is always chosen by their ancestor, and there may be more than one per tribe. Otherwise, one may awaken from ancient slumber in a Shrine of Resurrection, removed of memories that they once had.
They are not immune to Malice, though they have a better resistance than normal folk.
The Heirs of the Royal Family
Remnants of the Royal Family exist within the realm of Hyrule, but they are hidden away, blended in with their kin. For all anyone knows, there are no longer any royal descendants, and they've all died off or killed years ago in the initial attack of Hyrule Castle. It is possible for their charges (primarily Sheikah) to deny them their heritage for their own sakes, refusing to tell them their origins in favor of a false sense of security.
Heirs are not Champions themselves (lacking the same physical capabilities as they do), but are vassals of Hylia's power, vital for the liberation of their people and the cleansing of Malice... perhaps from other forms of life as well!
Heirs are immune to Ganon's Malice, but they are not omnipotent. If they are captured, they will be taken to a nearby monster fortress.
Ganon's Malice
This Malice manifests as pockets of oozing darkness, scattered abroad Hyrule's landscape like a rotting cancer, and steals the life force of any who sets foot upon it. Some have spotted this Malice moving on its own accord at great speed, overtaking travelers and leeching their very life from their body in a vice grip. All forms of Malice are capable of being cleansed by Divine Magic, an extremely rare form of magic found solely in the Heirs of the Royal Family... but the moment they do, they will be targeted by Ganon's Forces.Sympathizers of Ganon
Installed among the common populace of every town and village in Hyrule are disguised spies of the enemy. The identity of this dark organization is unknown to the denizens, but rest assured, they will not keep things they've discovered to themselves.These sympathizers hold sway over the main populace, so do exercise care should you attempt to do anything for the "good" of the tribe...
Views on Magic
Once a common practice among circles of mages loyal to the Royal Family, the use of magic has long since been forbidden to citizens by Ganon's sympathizers. If one uses magic in any township, they are certain to be vilified and flagged as a suspicious individual, even if the intention was for good.LOCATIONS
HYRULE
Central Hyrule contains the vast Hyrule Field and the northern ruins of the mighty Hyrule Castle and its dilapidated town.
Exercise caution as you travel nearer to Hyrule Castle, for the Malice-possessed Guardians are sure to patrol in greater frequency.
It is currently impossible to access Hyrule Castle due to heavy Guardian presence, along with a malevolent barrier that encases the castle grounds. Should one enter the barrier, it will suck the life out of them until they are but a withered corpse.
Until the Guardian presence is lowered and the malevolent barrier is taken down, any attempt to siege Hyrule Castle will end in absolute failure.
Great Plateau
Located toward the centermost province in Hyrule, the Great Plateau is home to the ruins of the Temple of Time, the Shrine of Resurrection, and the First of the Sheikah Towers.
There is a forest to the north section of the plateau, and at the south, at higher elevation, there is the River of the Dead and behind it, Mount Hylia.
This is the starting place of those who were awakened from slumber, in the Shrine of Resurrection.
Korok Forest
Located on a plateau surrounded by a great moat of water, defended by the dizzying guile of the woods, the Korok Woods is one of the few secure havens in all of Hyrule. The Great Deku Tree dwells here, along with the Koroks, a small population of the Kokiri, and their fey companions.
Here, before the Deku Tree, stands the Blade of Evil's Bane, the Master Sword...
Entering the Korok Woods is impossible for every other tribe, and is only accessible by a Korok or Kokiri guide...
NUCLEDAS
Kakariko Village
Hateno Village
A hidden haven of the reticent Sheikah, located behind the Dueling peaks. It is relatively untouched by the terrors in the outside, and thus maintain a state of relative safety and freedom. The village's main entrances are blocked by carefully laden boulders and a wide canopy of natural foliage over its top, cutting off most communication to other villages and blinding any aerial monsters from spying on them.
Champions and Heirs alike are welcome here, though they would need to be approved first by a Sheikah who knows the only way in...
Hateno Village
Hateno Village is a large, hilly town located in East Nucleda. Here, you will find a relatively large agricultural community complete with an open-air market, clothes store, and a dye store. The farms here are bountiful and well-tended, revealing the heart of those who mind them. The folk here are kind and friendly, though they hardly talk about the politics, and for good reason.
There is a heavy air in Hateno, and the current mayor seems like the secluded, do-nothing, dubious type. There are no taxes to be found... only tribute, and that's demanded quite plentifully. Part of his mayorship includes a large billboard installed in the middle of town, listing fifty edicts that prohibit speech, magic use, and suspicious conduct.
A growing resentment is stirring in the hearts of the Hateno people, but fear of consequences have kept them from rising up.
There are two sets of guardsmen in Hateno, the Town Guard and the Gate Guard. The Town Guard are grunts that have been installed by the mayor in the marketplace and main roads. Meanwhile the Gate Guards mind the gate and patrol routes outside, and have been in Hateno before their surly leader came to power.
Lurelin Village
Lurelin is a fishing paradise located along the South Nucleda coastline. The folk here have heavy tans and are a little suspicious of strangers, but if you mean well, they'll take good care of you.
These days, folks in Lurelin are beset by frequent pirate raids. Monsters come in from huge ships, take potshots at buildings to ensue chaos, and then raid whatever they can get their grubby hands on while backs are turned.
It's an infuriating ordeal, but at least the palm fruit drinks are delicious.
DEATH MOUNTAIN
Goron City
Located atop Death Mountain in the Eldin Region and immortalized by the gigantic heroes carved into stone, Goron City is the namesake home to the big-hearted mountainfolk. A highly arid environment due to its close proximity to peak of the volcano, this location is not for the faint of heart!
Here, one may upgrade their armor and weapons at a skilled blacksmith, along with integrate precious gems into gear to give it an elemental boost.
Goron City is home to the largest ore mining operation in Hyrule. Ore here is *usually* fairly priced... but these days, there has been an unusually high demand for ore from a mysterious buyer. With stock so low, the Gorons have no choice but to increase prices to exorbitant amounts...
Of course, they could go to the Death Mountain Peak, where the ore veins are the richest in all of Hyrule... but they would need to contend with Vah Rudania to get remotely close. With vigilant drone patrols overhead, any foolhardy Goron is sure to be gob-smacked of by a hail of fiery meteorites!
ZORA'S DOMAIN
City of the Zora
City of the Zora
An architectural marvel in itself, Zora's Domain is the home of the graceful Zora tribe, built atop buttresses above the great Lake Lanayru and its adjoining rivers. The Domain's Marketplace houses an aesthetically-pleasing inventory of expertly-fashioned silver equipment, surprisingly effective against undead monsters that rise at night.
Currently, the Zora's Domain is experiencing a torrential downpour due to the presence of Divine Beast Vah Ruta, resulting in oversaturated dams and flooding rivers.
No one can get close to Vah Ruta, not unless one plans to be attacked by its external defense of ice magic in the rain over a bottomless lake!
TABANTHA PROVINCE
Rito Village
Rito Village
Built upon a high, spiraling perch pillar in the middle of Lake Totori, Rito Village is home to the keen-eyed bird folk who ferry the skies. The wind here is strong, with natural updrafts that allow one to easily rise to the sky.
These days, however, the wind seems a bit *too* strong thanks to Divine Beast Vah Medoh. A fell gust has blown apart the bridges leading to the town, cutting off most trade with merchants. There is a stable nearby where that is relieved, but if the wind doesn't blow you off your feet, then you'll certainly freeze to death if you're not prepared.
If you are able to cross and reach the village, you may find ordinary amenities (at a premium, due to supply shortage), along with the highly-recommended down beds. Archers may find a plethora of wares to peruse, as well as a skilled fletcher who can upgrade your bows and arrows.
A popular upgrade allows one to hone their sight while aiming their bow, allowing for more precise shots.
GERUDO DESERT
Gerudo Town
Home to the warriors of the desert and constructed atop a bubbling underground spring, Gerudo Town is a true oasis in the middle of nowhere. Here, one may find a bustling marketplace of abundant food, trinkets, baubles, and clothes galore. The jewelry found here grants empowering buffs to whoever wears them, along with apparel catered to desert life.
However, frequent sandstorms make travelling to the town a trial of itself, not to mention the presence of the enormous Molduga that inhabit the inner deserts. The most popular method of getting to Gerudo Town is via Sand Seals, which are available at the Kara Kara Bazaar just up the road.
Gerudo Town is one of the few bastions left, and has learned from its own track record to not house any proponents of evil. Sympathizers of Ganon have been executed in public amidst roars of valor, and therefore, many find themselves in trepidation when ordered to infiltrate the Gerudo Town.
Alas, whether you are a Champion or an Heir, men remain banned from entering. Though, there are rumors circulating among the Gerudo women that there is one male Gerudo in their generation... but whoever he is, and for whatever reason, he has left the town many years ago, never to return.
Do be wary should you choose to venture out into the inhospitable desert. By day, the blaze of the sun will surely dry you to a lifeless husk, and by night, the winds blow with icy, frigid air. To make matters worse, the Divine Beast Vah Naboris has whipped up the buffeting sands, scourging anything in its vicinity with powerful strikes of lightning.
PLAYABLE TRIBES
Important Notes
- All created characters have potential of being a Champion of their respective tribe. They don't have to already know the ropes and can struggle in their growth!
- Any and all tribe members can learn any discipline of magic so long as they are taught it. Give a reason as to why they have an affinity with the magic of their choosing!
- Divine Magic is unavailable until a teacher is found.
Available Tribes
Hylians: a humble, carefree folk, chosen by Hylia to dwell among. They have natural affinity toward light magic, though it is an art that is long lost to the ages. It is said that a descendant of the Royal Family is capable of using light magic with ease, and may awaken that power within others.
Subtribes include: Hatenans and Lurelinites
Hateno: Farmers of the West Nucleda. Years of back-breaking work make them strong folk. Some have an increased affinity to the earth, along with plants due to their trade being taught by strange, green-haired children.
Lurelinites: Fishermen of the Southern Nucledan Coast. They have a mean throwing arm for spearfishing, and have experience in seafaring. Water magic comes naturally to them, as does Wind magic.
Sheikah: a light-footed people of pale complexion and silvery hair. They've a natural inclination toward shadow magic, and some are surprisingly adept in technology.
Sheikah: a light-footed people of pale complexion and silvery hair. They've a natural inclination toward shadow magic, and some are surprisingly adept in technology.
Gorons: the hearty dwellers of the Eldin Province. Close to the earth and its warmth, and have mastered the manipulation of fire and steel. They fight with the martial art of sumo, and are strong enough to swing weighty weapons that are otherwise impossible for other tribes.
> For reasons unknown, Gorons are allowed in Gerudo Town for trade.
Zora: the graceful, fish-like kin of Lanayru Province. They are skillful swimmers, equipped with fins and gills to maintain prolonged underwater travel. They are skillful artisans of silver, healers, and practitioners of water magic. Many Zora favor the use of the spear due to its long reach.
Rito: the birdfolk of the Tabantha Province. Gifted with flight and cunning archery thanks to their excellent eyesight. A rare few are capable of wind manipulation, catching breezes within their wings despite there being no natural gale to lift them.
Gerudo: A tribe of predominantly female warriors who inhabit the Gerudo Desert, known for their sun-kissed skin and fiery auburn hair. They are skilled jewelers of precious metals and gems. Experts in close combat with scimitars and shields, but mightier still in their wielding of the power of lightning.
> It is said that male Gerudo are born once in a hundred years. Thus, in the absence of a male, when a Gerudo woman reaches a certain age, she may partake in a tradition called a "voe hunt," in which she leaves her tribe to look for a man to wed to. Any daughters who are born to her are sent to Gerudo Town when they come of age, to learn the ways of their tribe.
> Men are not allowed in Gerudo Town, though some have entered under clever disguises.
Kokiri: Fey halflings of the forest, often accompanied by fairy partners, rumored to be immortal. They easily blend into Hylian crowds, mistaken as children much of the time. They have a natural green thumb and said to be able to sprout trees in an instant!
Currently Prohibited Tribes/Creatures:
- Yiga: Direct enemies of Champions.
- Zonai: Extinct.
- Korok: YAHAHA! You found me!
- Deku Scrub: Because Koroks
- Dragons: They appear to have no capacity to reason.
- Monsters: Corrupted by Malice and under the sway of the enemy...
- Animals: You can have them as pets.
Outsider Tribes
Labrynnans: Tall, fair-haired folk hailing from the land of Labrynna. They're capable of lifting heavier weapons with ease, and are formidable warriors in their own right. Distant cousins to Hylians.
Holodrumites: Savage, but ingenious islanders from the archipelago of Holodrum. They have a knack for monster hunting, prizing the horns claimed from their quarry. Resourceful and somewhat barbaric, they create makeshift weapons from literally anything they can get their hands on.
Twili: Suspicious visitors from the Twilight Realm, descendants of the Dark Interlopers. Among their number are powerful mages, though they feel discomfort from being outside of their realm for so long. They are capable of creating small zones called Twilight Curtains, where they may rest.