For millennia, Chironea was safe. The humans stuck to the open steppes and coastal plains on the outer parts of the circular continent, while the hexfolk, the wizard people of the wilderness, lived in silence in the forests and the highlands lying just within the plains and steppes.
What little the humans got to know of their elusive neighbours was mostly of the magical people’s seers. The hexfolken had many of such ‘prophets’, famed for their ability to see future events and recounting them to the masses. Most famous of these was the seer Danoch the Fair, revered for his ability to see clearer than anyone else, and to be able to at least somewhat accurately predict when in the future his visions occurred. For his entire adult life, he lived in a gleaming tower standing in solitude on a plateau, a mass of disciples living in makeshift huts around it, waiting to hear the master’s next prophecy, for whenever he had one, he would shout it to the masses for everyone to hear and interpret. Except his last one. This one prophecy, known only by the quizzical name “The Timestrider Prohpecy”, was never told to anyone. In the year 2039, the century-old prophet collapsed in his study, only accompanied by the scribe who collected his visions for posterity. The old man, clearly in pain, used his last breaths to recite his prophecy to the scribe before passing.
The prophecy was never revealed by the scribe, who left the tower in a rush, taking with him two written recordings of the prophecy. One of them he split into pieces and hid in different hexfolk libraries, the other he took to his grave. When questioned about the prophecy, the scribe would always grimace, say “Timestrider” and leave.
Such it remained for over a millennia following the scribe’s death. The Timestrider Prophecy became the greatest mystery and conspiracy theory in hexfolken history, many doubting its existence, and equally many insisting it to be the herald of the apocalypse. But no one knew where to look for it. It was believed to be lost forever.
But then, 1200 years after Danoch the Fair’s death, a young human explorer named Edar, who had ventured into the wild forests in search of fame came across a simple tomb near the hexfolken capital of Gerespykh.
When he exited the tomb again, his destiny had been changed forever. He left for the open lands of his home, taking with him a withered piece of paper pried from the skeletal hands of long dead, old hexfolken male.
Back in the human settlements, Edar stirred unrest by spreading rumours about the hexfolk. Few paid him any heed. After all, he claimed the hexfolk was trying to destroy all humanity, and why would they do that? Sure, they were a bit strange and outlandish, but they stuck to themselves.
The little group he did collect, however, were fiercely loyal to him, and in the year 3256, they spread out in the major human kingdoms as Edar once again ventured towards the inner rings of Chironea, this time passing through the deciduous and coniferous forests just within the steppes of the humans. He ascended the mythical Endeavour Wall, a steep cliff, two miles tall, protruding out of nowhere, ending the forests abruptly. He went further in than even the hexfolk, who rarely ventured longer than a few dozen miles onto the plateau that formed the wall.
It is said he reached the Seven Sages, the tallest mountains of Chironea, forming the very center of the continent. But no one knows. Edar the Black never returned from his last journey. But soon, the world would change for his favor.
It began slowly, no one noticed it because it was gradual. Then, one day, the sun set two hours late, and by the time anyone began paying attention, Edar’s followers, known as the Blackcoats because of their eponymous black robes, began inciting against the hexfolk with great fervor. They claimed they were stopping time so they could enslave the humans, and that they needed to strike first to have a chance.
Again, no one paid attention. But then, rumours about the strange paper Edar had returned with 20 years earlier spread. As the mentioning of the doomsday prophecy Edar had salvaged from the forests began, people began swaying towards the Blackcoats, granting them more influence and power.
Time stopped completely one moonless, clear nigh in 3260. And as it did, so did the aging of the hexfolk. Their mastery of magic was tied to the fabric of time itself, and as such, their bodies became trapped in a limbo. And while the hexfolk started investigating how to start Time, the Blackcoats readied themselves.
3 years after time stopped, the magical communication from a few isolated towns died. The government at Gerespykh was confused, and sent people to investigate. None of them returned. By the time the hexfolk realized what was going on, the refugees from these unlucky first towns were already guiding the human armies towards the next target, and then the next, and then the next.
Gerespykh fell after 150 years. Soon thereafter, the last hidden towns and cities shut themselves off, Breaking off communication with each other.
The hexfolk never found out what happened to Time. They barely got started on their studies before all efforts were directed to an attempt to prevent the impending invasion. A few had mentioned old myths as the answer, and another few were suggesting a new scrying of all unfulfilled prophecies.
No one thought of the Timestrider Prophecy.
The sun has been gone for eight centuries. Only the town of Olinesti, home of perhaps the oldest mystical archive in Chironea still stands proudly, hidden in the deep reaches of the coniferous hills covering the last 100 miles before Endeavour Wall.
If the hexfolk shall prevail, time has to restart. But the remaining 1000 people in Olinesti who hasn’t died of illness, accidents or suicide is numbed by the darkness and lack of aging. Time is running out, because how long will it take until the humans find the town? How can they restart time?
Gameplay:
You will play as a young hexfolken, living in Olinesti. From there, the story will evolve over time. This is not a freeform RP, and though you might get a say in what you want to do, the story is ultimately decided by the DM. It risks being a lenghty ride, so be prepared to stick with it or get killed off. Sorry.
Standard RP rules follows:
1. Use proper grammar, punctuation, spelling etc.
2. Listen to the DM.
3. No god-modding. You only control your own character.
4. One character pr. person.
5. If one wants to join after the commencing of the RP, one must get a special permission from the DM.
6. You must get your character accepted before joining.
7. Have fun.
8. Be active, or the DM will kill you off. Unless you have a reason.
9. The DM is almighty.
Character creation:
Guidelines are as follows:
1. You have to be hexfolken. No being a human.
2. Clothes has to be medieval-ish, and not overly stylish. The hexfolk are a pracitcal people.
3. Hexfolk are generally at most 1 meter 55 cm tall, and their hair are either brown or in shades of grey (ranging from pure white to pitch black). Eyes can be any colour, literally. No restrictions, except no too bright colours. They also have pointy ears of a lenght of between 20 and 40 centimetres. Apart from that, you have free reins completely.
4. You have to be between the age of 13 and 19.
5. Please don't specify any magical abilities. Your starting magical skills is a bit further down this post.
6.
Naming:
This slightly strange sub-post in an opening post is due to me having spent extreme amounts of time on the cultural aspects of this, and thus I'd be a little disappointed if I got a dozen people named "John".
As such, I'm afraid you'll have to adhere to a list of prefixes, infixes and suffixes. It's a bit harsh and mightily arbitrary, but I have made a large list of each of them for you to use. Please bear with me on this one pet peeve. Also, I know it's a confusing system I've used for listing them, so if you have any questions, feel free to ask.
Prefixes (All of them are unisex):
Akh-, Ar-, Aner-, Bit-, Brn-, Cas-, Cars-, Calt-, Cor-, Cul-, De-, Ette-, Equ-, Far-, Ferr-, Gri-, Gura-, Hón-, Hîc-, Im-, Ira-, Itet-, Jil-, Jors-, Jot-, Kal-, Kar-, Kat-, Ker-, Kir-, Kul-, Lar-, Leni-, Lom-, Lon-, Luz-, Me-, Mih-, Mihai-, Mir-, Noll-, Nurt-, Ovi-, Ora-, Onta-, Pilar-, Pint-, Por-, Qas-, Ri-, Roi-, Runta-, Ser-, Sil-, Solan-, Trai-, Tukh-, Ur-, Usi-, Uze-, Uzt-, Vy-, Vyrn-, Wal-, Xan-, Xar-, Xas-, Xerri-, Xint-, Xorh-, Xurn-, Yris-, Yss-, Zuil-, Ztsun-.
Infixes (These are optional and all are unisex):
en-, et-, eu-, ri-, tioi-, ura-, urrin-, utzas-, xinis-, ztamp-, a-, e-, i-, o-, u-, s-.
Suffixes (Male):
-ssis, -gonid, -din, -imir, -mir, -koros, -seppin, -as, -iel, -riel, -gel, -mikats, -aton, -hotep,
-rukh, -tein, -ling, -bandos, -der, -mian, -on, -ent, -i, -angeo, -diu.
Suffixes (Female) :
-nella, -mezea, -xinell, -toria, -riga, -arpena, -min, -java, -ka, -ác, -tetea, -yodda, -ikillin,
-remia, -ioa, -aia, -eyuna, -ope, -lope, -rope, -tosta, -ija.
Suffixes (Unisex):
-nea, -cea, -ruscco, -ved.
Surnames: Pair any adjective and noun, or use a male name with the patronymic ending -escu.
Magic:
In the beginning, you will be able to levitate (might fail due to reauiring a lot of power), and to telekinetically move things around, as long as they aren't too heavy. You can shoot a weak magic bolt at potential enemies, and give yourself a speed boost if needed. Of these, onyl the telekinesis and the magic bolt does not require large amounts of energy from you, as you are very untrained.
Character sheet:
Name:
Sex:
Height:
Age:
Clothes (Medieval-ish, not fancy):
Personality (Be detailed. You have known each other for 800 years, so you are supposed to be able to know each other well):
Looks (Apart from clothing):
Characters:
Mars
Musicman
Eltee
Pomcey
MC Marcellus








