Post by Azuloth on May 4, 2017 20:18:52 GMT -6
The year is 200 ATD. The poets and bards sing songs of Cruinthe’s former glory. Once upon a time it was at the forefront of technology and power. The country had enjoyed expansion, peace, and unparalleled growth. Though the country was far from a utopia, it had its problems both internal and external, despite war, rebellion, and intrigue the Justean Monarchy had survived through it all because of heroes called Knights.
The Knights of Cruinthe were soldiers in the monolithic Cruinthian Military. They were a cut above all the rest, as if they were forged from the hardest of steels and tempered on the battlefields of the burning hells itself. The Knights were a Special Forces group of soldiers that kept the enemies of the nation at bay. They were the light in the dark, scratching against the edges of the cold blackness.
No one knows when the day came that their strength failed, there isn’t a date in living memory that can be pinpointed, and the sorcerer-king Julgrava, a man that named himself after the legendary dread dragon, the aspect of justice, wisdom, and power all rolled into one, had all records of the years before the annihilation of the old kingdom destroyed or hidden. Ignorance is the tool he uses to keep the people on his side. Fear is the weapon he uses to temper them against his foes. Julgrava must fall. His reign is terrible, uncompromising and bloody. His enforcer, Palejaw, is the instrument of his will. A man that is neither dead nor living, with loyalty to the crown of cruinthe that is both fanatical and dangerous.
Enter the Alliance, formed from misfit factions within Cruinthe itself. They fight for freedom and justice for all races. Each faction within the Alliance has its own methods to achieve the greater goal. To remove Julgrava from power they have to win an all out war against the Sovereign Kingdom of Cruinthe and its vassal states, an enemy that dwarfs them in both military might and magic.
Every day brave souls sign up to fight against tyranny, for them it is join or die.
A Ritual of War Features:
-Longevity. We've been around for 9 years (Since 2008!) and have survived many activity drops and have refined our systems and story over time. (So you know we aren't going to disappear on you!)
-Multiple races (5), Multiple classes (also 5), and multiclassing!
-Well established claimable characters (For those that want a quick join).
-A rich world full of lore. (There's even a published novel!)
-Player driven storyline along with a site wide narrative. (The storyline you craft for your character will impact the world at large, and your character can directly participate in the site wide narrative)
-Open world Sand-box type play, with clear sides and clear goals. (Really, go do what you want. Anywhere. Everywhere. Want to just own a tavern and serve drinks? You can do that. Want to just hunt monsters and get rich? You can do that too.)
-Fully customizable skills/spells for all five classes. (You make your own!)
-Land ownership and custom player made factions. (Want to conquer the world?)
-Comprehensive combat, crafting, and stat system. (To ensure balanced gameplay)
-Always looking for new players! We are friendly and open!
-Starter quests for new players will boost stats and knowledges, giving them the jumpstart they need! (So don't worry about being left behind by the older characters)