welcome to miradawn
Illustration by Craig Fraser.
“Sebastian Marko is potently dangerous! he is in possession of two powerful auga artefacts. direct confrontation should be avoided at all costs.”
- Warning Text on a ‘Most Wanted’ bulletin in the Ravenwood.
Welcome to the Ravenwood, a large unaligned territory north of the great trading bay called the Sea of Mir, on the northwestern continent of Miràdawn. In the world of Dark Ascension, you will have the ability to play members of various factions, kingdoms, religions/spiritualities, and cultures that are trying to spread, control, or simply live in or around the surrounding areas of the Ravenwood. It’s recommended to create a character or characters that align variously to the goals and efforts of these factions in order to participate optimally in world plot and role-play. Time spent as a Commoner is meant to learn the basics of common world knowledge.
MAIN FACTIONS
The Admaari Empire started with the takeover of central Miràdawn by King Constance II of the kingdom of Antenor under the grace of the Lord of Light, Admaar, through the teachings of his son and prophet Eshia. Constance II was said to be an enlightened holy-lord and named himself the first of a long line of rulers bearing the crown of Pontifus Rex: the Priest-King, Lord Commander of Military, Church, and State. Now, the empire stretches over most of the western mainland and extends its way north and south along the coast, attempting to spread its borders as far as possible under the light of Admaar. The population tends to be fairly spread in cultural and physiological roots because of the vastness of the land it covers. All Citizens must perform mandatory military or missionary service, which contributes greatly to the strength and power of the empire’s reach.
Main Colours: Red, white & black
Baltheria is a kingdom forged by the union of three provincial kings, who all make decisions in a council. Each province will act under its own guidance except in issues of national crisis or emergency, with each king heeding some degree of council from the largest land holding lords and the heads of knightly or divine orders within their province. The most northern province, bordering south of the wild lands of the Ravenwood, is Ceréon. Ceréon’s lands are among the most fertile of all Baltheria and are owned by wealthy merchants and respected lords, as well as knightly and divine orders who may venture into Ravenwood in search of trade, to spread holy words, to protect the roads and spread peace, and to help keep back the various peoples, flora, and fauna that seem always to spread wilderness over the tame lands of civilized folk.
Main Colours: Blue, gold, brown & black
A coalition formed out of a grudging necessity between the warring houses of the northern realms of Miràdawn, the Rusgaard are a tough and naturally stubborn people but unite for the purposes of protecting the north from invaders and securing free and safe trade among clans. . Most Rusgaard are small land-owners, artisans, fishers, crafters, and traders who train to fight and raid in order to prosper in their harsh clime. Some clans are still known to rebel and raid other Rus clans, while other times clans may freely unite to raid against southern kingdoms and peoples, often under their own banners or those of the United Rusgaard. Currently, a large raiding party led by Jarl Brynjar Mountain-Helm is deep in the heart of the Ravenwood to lay claim to its treasures: natural, magical, or otherwise.
Main Colours: Green and tartan patterns
The folk of the mountainous river lands are a distinct bunch. They share a lot with their northern neighbours, the Rusgaard, but reject some of their more savage ways and understand the need for civilized diplomacy and cooperation. The Fjordlands sit just on the northwest border of Cereon, so the two nations often spar over border disputes and the Fjordlanders resist the overarching influence of the Baltherians. Most Fjordlanders fish, craft or trade with access to the Sea of Mir. They find themselves fending off Rus raids and Baltherian colonizing efforts often. Under the banner of the kelpie, a universal sign of unity for the Fjordlanders many houses and settlements, they push into the Ravenwood to stake their claim of true independence.
Main Colours: Teal and white (some tartan)
RAVENFOLK
These are the people who claim home to the Ravenwood. For generations, the people who live in Ravenwood forage and make a living for themselves, trading between villages under no banner aside from their own. With the introduction of the southern empires and Rusgaard or Fjordlander parties, the Ravenfolk often find themselves caught in the middle of the conflict. Their loyalty is to themselves, but they may find themselves working for one of the big faction forces for coin or promise of protection. In many ways they are the ones who have a claim over the Ravenwood, but even the vast wild forest is too large for even them to control. Many of them say the dark secrets of the Ravenwood are meant to stay hidden.
Main Colours: Various
Commoners
All players begin as a Commoner and can remain as one until they understand the rules of the game enough to confidently play a Civilian or Combat character and begin to learn and use character skills.
Commoners are not expected to understand all of the lore or mechanics of the game. Time as a Commoner is meant to allow the player to learn the role-play requirements and effect calls of the game, as well as their place in the world. Role-playing a Commoner is easy: when you are confused, just act confused.
To start making a character, check out the Character Section of the Core Rulebook.
Main Colours: Various