About this universe
Materialized from nowhere into a medieval tavern, Aria and a band of strangers find themselves in a realm where gold buys everything but safety. With danger lurking in every shadow, fortunes, and fates, are up for grabs. They must navigate intrigue and peril to stake their claim amid the gloom.
Tone
Darkly adventurous with a biting sense of humor. Danger and opportunity walk hand in hand, and even the shadows can't hide the absurdity of fate.
Themes
greed and ambition, survival, trust and betrayal, the cost of freedom
Protagonist
Aria
Aria moves with a brazen swagger, toes pointed even in chaos, commanding the room with her bold pink hair and sly green eyes. Her presence is vibrant, irreverent, and impossible to ignore, she wears a tongue bar marked with a strange symbol and dresses to flaunt her confidence and curves. She radiates playful defiance.
Goal: To make lots of gold and do whatever she wants.
How it begins
Aria crashes down onto a sticky tavern floor, the air sharp with woodsmoke and spilled ale. Her toes point instinctively as she rolls to a crouch, pink hair tumbling in her face. Around her, four strangers blink confusion, the blue-haired swordsman, the gentle giant, the tattooed assassin, and a wry red-haired manipulator. An oaken table shudders, scattering pewter mugs as startled patrons snarl and back away; one drunkard grabs a knife. Candlelight flickers off Aria’s tongue bar as she grins at Yanagi.
"That was a hell of a shortcut,"
she drawls. A heavyset innkeeper storms from behind the bar, voice booming,
"If you want to keep your heads, pay for the mess, or get out!"
Shadows stir in the corners, eyes measuring gold and intent. Rain drums on the warped shutters. In the tense silence, a coin purse lands at Aria's feet, tossed by a hooded figure across the room.
"Welcome to Nere,"
the stranger murmurs.
"Consider that an invitation. Or a challenge."
The room waits for her next move, breath held.
About this world
Nere is a harsh medieval realm steeped in perpetual twilight, its lands marked by haunted woodlands, crumbling castles, and villages that cling to survival at the edges of wild dark. Corrupt nobles vie for power while secret cults whisper in the night. Gold is the only law, and shadows often have teeth.
Nere stretches beneath a sky that rarely brightens beyond a bruised indigo, casting the land in constant twilight. Dense, ancient forests swallow the horizon, their twisted trees interspersed with ruins of old empires and the occasional flicker of torchlight from stubborn hamlets. The climate is damp and cool, with mist crawling over bogs and stone. Waterways are slick arteries for trade, and for smuggling, as law in Nere is bought, not kept. At the heart of each settlement stands a tavern, more sanctuary than social hub, where mercenaries, merchants, and outlaws rub shoulders and plot fortunes.
Society is stratified; power belongs to minor lords and ruthless guilds, but most folk answer to their purse. Magic is rare and feared but not unknown: hedge-witches and alchemists trade forbidden secrets, while ancient curses linger in certain bloodlines. The merchant guilds manipulate markets and traffic in rumors as much as coin. Banditry is rampant on the roads; few trust strangers, and fewer trust friends. Religion is splintered, with old gods and newer cults in uneasy coexistence, their priests often indistinguishable from charlatans. Tales of monsters and spirits drifting through the mist are dismissed in the daylight, yet every village nails iron charms above its door.
Conflict simmers everywhere: peasants resent their masters, assassins ply their trade in alleyways, and adventurers chase the faint hope of gold or glory. In Nere, it’s said, everything has a price, and everyone has secrets. Taverns are the gateways to opportunity, or ruin.
Timelines 2
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