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The Knights of the Grey Dream

In the aftermath of the cataclysmic descent of the Great Leviathan upon the planet’s surface during the tumultuous war between the Nazdimearians and the Manganarians, a mass migration unfolded. Displaced civilians from the southern plains sought refuge, converging south-westward around the ominous Forsaken Cliffs, ultimately founding what would be known as Yabal. Faren Keep swiftly emerged as a protective bastion, standing resilient against the shadow corruption that would spew forth from the wastes. Simultaneously, a faction ventured eastward, shaping the foundation of a free city centered around The Last Hope Keep. Despite the divergence in governance, both entities share a common thread – each harbors a chapter of The Grey Knight of the Dream, a formidable force woven into the fabric of their newfound societies.   The Great Wastes swiftly transformed into the most perilous landmass across the globe. Flora and fauna underwent a malevolent corruption, mutating and evolving at an alarming pace into nightmarish entities. The very land itself contorted and bore scars, marked by jagged rocks and vast desolate expanses. In certain regions, the surface was violently thrust upward for kilometers, shaping immense and tormented caverns that added to the haunting landscape.   The imperative to safeguard the newly colonized havens was immense. As defensive structures took shape, surviving soldiers from both factions converged upon these areas. Hostilities were set aside, recognizing that the paramount concern was the protection of civilians. Mounted soldiers patrolled the expanses of the Great Wastes, extending their reach up to a day's ride from the fortifications. Faren Keep reached completion, featuring a formidable 5-meter-high wall strategically positioned at the bottleneck of the sole easily accessible canyon leading to the secure lands. In short order, a regular fighting force was organized. Regrettably, the shadow beasts assaulting the region proved abundant, insatiable, and possessed of unnatural power.   Six months post-cataclysm, a band of 12 wanderers, marked by the eerie aftermath of the cataclysm, coined "The Taint", arrived at the keep. The unmistakable "Taint" clung to them, evident to all. However, through a collective vote, it was deemed prudent to integrate them into the order of guardians. Their tainted powers held potential benefits for the survivors. Among their acquired abilities, the most remarkable was the skill to transition into a dream-like state, traversing the semi-corporeal expanses of the wastes to combat the encroaching corruptions.   With the passage of time, a secluded Knighthood took shape, its principles rooted in safeguarding the secure lands and eradicating the corrupt, mutant, and shadow. The Orders' powers and abilities expanded, mirroring the escalation of their "Taint." While never reaching a threshold necessitating expulsion from humanity, a few teetered on the edge of such a fate.
Type
Military, Knightly Order
Alternative Names
Dream Knights

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