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Folk

Exploration, Investigation, Narrative

Prolog

No life is spared from relentless change.

Life in Folk is simple, yet heavy with the weight of duty. Fields must be tended, debts paid, and prayers whispered for protection from hunger, illness, and the unknown. Most people crave little more than peace—a quiet life where the dangers of war, heresy, and the Depth remain distant rumors.

But the world rarely lets anyone stay in their place for long. A failing harvest might bring the wrath of the lord’s taxman. A wandering stranger’s tale might lead a curious soul astray. The Church’s demands for faith—or whispers of heresy—might turn the most devout against their neighbors. And when the forest stretches its shadow closer, people cannot help but wonder if something stirs within its depths.

In Folk, even ordinary lives are fragile, and the smallest of sparks can send them tumbling into chaos. Whether through desperation, fate, or ambition, you will find yourself cast out of the familiar and into a world of doubt, danger, and decisions. The question is not whether your life will change—but how you will face it when it does.

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Folk

The Creation

“Before there was anything, there was the Depth, silent and eternal. Then came the White Star, and all was changed.”


The Depth and the White Star

In the beginning, there was only the Depth: an endless void of stillness and shadow, neither good nor evil, but empty. For countless ages, it existed without movement or form, until a single point of light pierced its silence. This light was the White Star, brilliant and pure, its radiance scattering the shadows of the Depth.

The White Star was more than light—it was will and purpose. From its brightness came the One God, who awoke and saw the vast emptiness of the Depth. The One God reached into the White Star’s radiance and began the work of creation.


The Shaping of the World

The One God, using the light of the White Star, shaped the heavens and the earth. The sky was woven from its glowing threads, the seas from its shimmering essence, and the land from its shining dust. From the most radiant parts of the White Star, the Sun and the Moon were born, each a reflection of its creator’s light.

The stars were scattered across the heavens, their pale fire marking the One God’s presence in all corners of the world. Each star, it is said, watches over a soul, guiding it along its destined path.


The Gift of Life

After shaping the world, the One God looked upon it and saw that it was good, but lifeless. Drawing closer to the White Star, the One God took its purest light and kindled it into the first breath of life. From this breath came the first beings:

  • The Beasts, who roamed the land and sea, given strength and instinct.
  • The Birds, who flew between earth and sky, given freedom and song.
  • Humanity, formed last, given the greatest gift—the power to choose.

Humanity was made to reflect the One God’s light, but they were not bound to it. Their choices could strengthen the light within them or allow the shadows to take hold. This freedom was both their blessing and their burden.


The Depth’s Resentment

But the Depth, once silent, stirred. The White Star’s light had banished its stillness, and in its resentment, the Depth gave birth to shadows—beings of envy and despair, called the Fallen Shades. These shadows whispered lies and temptations, seeking to drag humanity back into the darkness of the Depth.

The One God, seeing the threat, created the Veil, a barrier between the material world and the Depth. Through the Veil, the One God’s light shone faintly, visible in the stars and felt in the miracles of the faithful. The Veil protected humanity, but it was not invincible. Doubt, sin, and despair could thin its fabric, allowing the shadows to seep through.


The White Star’s Sacrifice

As the Depth’s attacks grew stronger, the White Star gave its greatest sacrifice. It shattered into a thousand fragments, each one a spark of its original brilliance. These fragments fell to earth, becoming sacred places, powerful relics, or hidden lights within humanity itself.

The One God withdrew to watch over creation from afar, leaving humanity to carry the White Star’s light within them. Every choice they make strengthens either the light or the shadows, and the world’s fate hangs in the balance.

The History

“The past is a fragile thing, hidden in ashes and shadows. Yet its echoes shape our present.”


The Age of Flames (Centuries Ago)

Before the One God, the world was a wild and fragmented land. Tribes and petty kingdoms worshipped countless spirits, gods, and demons, each tied to rivers, mountains, and forests. The people believed in sacred pacts with the unseen, offering sacrifices to ensure good harvests, protection from storms, and victory in battle.

But these times were also chaotic. Wars between rival gods’ followers raged, and the land became a patchwork of blood-soaked territories. Oral traditions tell of a terrible event, a calamity known only as the Night of the Veil, when something unspeakable emerged from the world’s depths. The spirits fell silent, many gods vanished, and those who survived turned their worship to new powers.


The Rise of the One God (300–400 Years Ago)

Out of the chaos came the Prophets of the One God, preaching unity and salvation under a singular divine being. They promised an end to the endless wars and sacrifices, and a future of stability and harmony. The people, weary of chaos, began to convert in growing numbers.

With their rise came the Holy Crown Alliance: an agreement between the emerging monarchy and the Church. Kings provided soldiers to enforce the Church’s will, and the Church declared the kings divinely chosen. Together, they waged a War of Unification, eradicating the old ways and breaking the power of pagan priests, mystics, and rival gods.


The Burning of the Great Library (200 Years Ago)

The conquest of knowledge was as important as the conquest of people. At the height of the Church’s power, it declared all writings from the old world heretical. In a symbolic act, the Great Library of Iorath, a vast repository of ancient wisdom, was burned to ashes.

This event marked the end of the Age of the Ancients and the beginning of the Church’s total dominance. Most records of pre-One God civilizations were lost, and with them, countless advancements in art, science, and philosophy. Small pieces of this knowledge survived, smuggled out by desperate scholars and hidden in forgotten places.


The War of the Veil (80–50 Years Ago)

Whispers of forbidden cults grew louder in the years after the Great Library’s destruction. The most infamous was the Cult of the Veil, which claimed to worship a being older than the One God. The cult spread quickly, blending the language of the old spirits with promises of power and forbidden knowledge.

The Church declared the cult a demonic threat, launching an inquisition to root them out. Entire regions were purged, villages burned, and countless innocents executed on suspicion of heresy. The cult was driven underground, but its remnants remain, a dark stain on the Church’s legacy.


The Great War (10–5 Years Ago)

The most recent chapter in history is one of blood and ruin. The Great War erupted when a coalition of rebellious nobles declared independence from the Crown, claiming the king had overstepped his divine authority. The war tore the land apart, pitting noble against noble, and dragging peasants and townsfolk into its wake.

The Church aligned with the Crown, using its influence to frame the rebellion as a sin against God. The merchants’ guilds supplied both sides, reaping vast profits while watching the kingdom crumble. The war ended with the rebels crushed, but the kingdom has never recovered: fields lie fallow, villages are abandoned, and famine spreads.


The Present Day (Now)

The world is fractured, weary from centuries of conflict. The Church still preaches unity, but its iron grip is slipping as doubts grow and heretical whispers return. The king is broke, his treasury emptied by war, and his hold on the nobility is tenuous at best.

Meanwhile, the old ways refuse to die. In remote villages, people still leave offerings for the spirits of the forest, and whispers of the Veil persist in secret circles. The outcasts – witches, bandits, and heretics – grow bolder, testing the edges of society’s crumbling order.

The forest looms, ancient and indifferent. It watches as humanity struggles, its shadows hiding both forgotten secrets and untold dangers. In this time of uncertainty, every choice matters, and the echoes of the past resonate in the fragile present.

The stage is set for change. Will the world rise anew from its ashes, or will it descend further into darkness?

The Fractions

“The world is held together by fragile alliances and bitter rivalries, each faction pulling at the threads of power.”

The realm of Folk is a patchwork of competing factions, each driven by its own ambitions and beliefs. From the righteous zeal of the Church to the cunning schemes of the nobility, every group seeks to shape the world in its image. Some offer stability, others bring chaos, but all leave their mark on the fragile order of society.

In a land still scarred by war and haunted by shadows, these factions wield influence that can elevate or destroy. Who will you trust? Who will you betray? In Folk, alliances are as fleeting as the light beyond the Veil.

The Church of the One God

“Only through the One God can the world be saved. Those who stray are lost to darkness.”

The Church is the most powerful institution in the land, claiming both spiritual and temporal authority. Its priests, monks, and inquisitors enforce its doctrines with unyielding zeal, preaching that salvation lies in faith and obedience. The Church views itself as humanity’s shield against the Depth and its whispers, but its methods are often harsh and unforgiving.

  • Structure:
    • The High Pontiff leads the Church, said to speak with the voice of the One God. Beneath them are bishops and abbots who oversee vast territories and monasteries.
    • The Inquisition is a feared branch tasked with rooting out heresy, witchcraft, and signs of the Depth’s influence.
    • Wandering Clerics travel from village to village, spreading the faith and keeping the rural population in line.
  • Internal Conflicts:
    • Some clergy are truly devout, sacrificing all for their faith, while others are driven by ambition and greed.
    • Reformist voices within the Church argue against its harshness, calling for compassion—a dangerous stance that risks being labeled heretical.
  • Relationship with Others:
    • The Crown: A tense alliance exists between the Church and the king, as both vie for ultimate authority.
    • The Nobles: The Church works to keep the nobility in line, offering divine justification for some and condemning others.
    • The Cult of the Veil: The Church views the cult as its greatest threat, an embodiment of the Depth’s whispers.

The Crown

“The king is chosen by the One God to rule over all. To defy the Crown is to defy the divine.”

The Crown is the seat of royal power, representing the king and their court. The king claims divine right, backed by the Church, but their authority is constantly tested by rebellious nobles, the ambitions of the merchants, and the demands of the common folk.

  • Structure:
    • The king or queen sits at the center, surrounded by advisors, generals, and royal councils.
    • Royal Magistrates enforce the Crown’s laws across the realm, often clashing with local authorities.
    • A standing army exists, but it is underfunded and stretched thin following the Great War.
  • Challenges:
    • The treasury is nearly empty after the war, and the Crown relies heavily on loans from merchants and taxes on already struggling peasants.
    • Nobles openly defy royal decrees, some even raising private armies in defiance of the king’s will.
    • The Church’s influence often overshadows the king’s authority, creating tension between the two powers.
  • Relationship with Others:
    • The Church: While allies in theory, the king resents the Church’s interference in secular matters.
    • The Nobles: The Crown views rebellious nobles as the greatest threat to stability.
    • The Merchants: The king relies on the merchants’ wealth but struggles to control their growing independence.

The Nobles

“The blood of kings runs through our veins. The king may reign, but we rule.”

The nobility are the landowners and power brokers of the realm. While some remain loyal to the Crown, others see themselves as rulers in their own right, paying lip service to the king while pursuing their own interests. Feuds between noble houses are common, often spilling over into violence that destabilizes entire regions.

  • Structure:
    • Major Houses control vast territories, with castles, armies, and loyal vassals.
    • Minor Houses hold smaller lands and often serve under the major houses, though they sometimes rise to power through marriage or intrigue.
    • Noble families are deeply hierarchical, valuing lineage, honor, and alliances above all else.
  • Internal Struggles:
    • Noble families feud over land, marriages, and rivalries.
    • Some nobles secretly support the Cult of the Veil, seeing it as a weapon to weaken the Church’s power.
    • Ambitious younger nobles often seek to carve out new fortunes, clashing with their elders.
  • Relationship with Others:
    • The Crown: Many nobles chafe under royal authority, particularly the Crown’s attempts to tax them or interfere with their rule.
    • The Church: Nobles rely on the Church to legitimize their power but often resent its demands.
    • The Merchants: Nobles both compete with and depend on merchants to fund their wars and lifestyles.

The Cult of the Veil

“The Veil hides the truth. We will lift it and see the world as it truly is.”

The Cult of the Veil operates in secret, claiming to worship a being or force that predates the One God. They teach that the Depth holds truths hidden by the Church, and that humanity’s true power lies in embracing the forbidden. While some see them as nothing more than heretical fanatics, others whisper that their practices unlock real power.

  • Structure:
    • The cult is fragmented, with local circles operating independently, though some believe a hidden leadership exists.
    • Mystics and seers claim to interpret visions from the Depth, guiding the cult’s followers.
    • Shadow Priests are the most devoted members, leading rituals and spreading the cult’s influence.
  • Goals:
    • Undermine the Church and reveal its lies.
    • Seek out fragments of the lost knowledge destroyed with the Great Library.
    • Thin the Veil and bring humanity closer to the Depth.
  • Relationship with Others:
    • The Church: The cult despises the Church, seeing it as a force of oppression and ignorance.
    • The Nobles: Some nobles secretly fund the cult, seeing them as a tool against the Church.
    • The Common Folk: The cult preys on the desperate and disillusioned, offering them hope or power in exchange for loyalty.

The Merchants’ Guilds

“Gold rules where swords falter.”

The merchants’ guilds are an emerging force in the feudal world, controlling trade routes, goods, and the flow of wealth. Nominally loyal to the Crown and Church, the merchants’ true loyalty lies with profit. As towns and cities grow, so too does the influence of the guilds, challenging the traditional power structures of nobility and clergy.

  • Structure:
    • Guild Leaders oversee operations and negotiate deals with nobles and the Crown.
    • Guild Members range from wealthy merchants to craftspeople and traders, all seeking to increase their wealth and influence.
    • Some guilds form alliances, while others compete fiercely, even sabotaging rivals.
  • Ambitions:
    • Protect trade routes from bandits, war, and Church interference.
    • Establish more autonomy, resisting royal taxes and feudal restrictions.
    • Expand their influence, using wealth to shape politics and society.
  • Relationship with Others:
    • The Crown: The guilds fund the Crown’s treasury but resent its constant demands.
    • The Nobles: Nobles depend on merchants for goods and wealth but often see them as a threat to their authority.
    • The Common Folk: Merchants rely on peasants and laborers for production but rarely address their struggles.

The Mysteries

“Whispers of power, glimpses of faith, and the shadows of a forgotten past.”

The world of Folk is layered with secrets and uncertainties. Miracles are subtle, the Depth whispers in moments of despair, and ancient knowledge lies buried beneath fear and ash. These mysteries weave through daily life, shaping the beliefs, struggles, and choices of those who inhabit the land. Some seek to unravel them, while others pray they remain hidden.

Miracles and Doubts

“Was it divine intervention, or simply the will of man?”
Miracles exist in Folk, but they are subtle, rare, and open to interpretation. A child recovers from illness after a prayer; a starving village suddenly finds an untouched cache of grain. The Church proclaims these events as signs of the One God’s favor, but skeptics see coincidences, and others whisper of darker forces at play.

For player characters, miracles are more about belief than certainty. A priest might heal with a touch—but is it divine power, or faith inspiring others to see what they wish? Miracles often come with a cost, whether real or imagined, leaving questions that linger long after the event.


The Depth’s Whispers

“The deeper you listen, the less you belong to yourself.”
The Depth is not just a place but a force—a void beneath the world that hungers for the living. Its whispers can be heard in moments of desperation or weakness, promising forbidden knowledge or the power to change one’s fate. Those who listen too closely risk madness, possession, or worse.

The Depth’s influence manifests in strange ways:

  • Nightmares: Dreams filled with unrecognizable voices and impossible landscapes.
  • Possession: A person might act strangely, claiming to hear guidance from “something greater.”
  • Ruins and Relics: Old places tied to the Depth seem unnaturally cold or draw people toward them.

The Depth tempts with promises of power, but its price is always higher than it seems.


The Veil Between Worlds

“The Veil is thin, but what lies beyond it—heaven or horror?”
The Veil separates the mortal world from the Depth and the divine. It is said to be woven by the One God to protect humanity, but it is fragile, especially in places of great suffering or doubt. When the Veil thins, strange phenomena occur:

  • Echoes: Voices of the dead or glimpses of events from the past.
  • Light or Shadow: Unexplainable lights or deepening darkness that seems alive.
  • Unnatural Weather: Sudden storms or stillness, as if the world is holding its breath.

Thin places in the Veil are both sacred and dangerous. Pilgrims seek them for divine visions, while others fear the Depth’s influence creeping through.


Forgotten Knowledge

“Some truths are better left buried.”
Fragments of the old world’s knowledge survived the burning of the Great Library, hidden by those who defied the Church. These remnants include books, maps, and artifacts, often written in languages no longer understood. Those who seek them risk the Church’s wrath—or worse, drawing the attention of the Depth.

Types of forgotten knowledge:

  • Alchemy: Recipes for potions that seem miraculous but come with unexpected effects.
  • Mechanisms: Strange devices whose purposes are lost to time, some seemingly magical but entirely mundane.
  • Histories: Tales of gods, spirits, and events the Church denies ever existed, hinting at a time before the One God’s rise.

To uncover such knowledge is to invite power, danger, and doubt.


The Forest’s Hunger

“The trees have seen more than any man, and they do not forget.”
The forest in Folk is not just a setting—it is a living, unknowable presence. People speak of the forest as if it has a will of its own, drawing in the lost or punishing the unwelcome. Travelers tell stories of paths that change, trees that seem to move, and the sensation of being watched.

Within the forest:

  • Sacred Groves: Places of ancient power, tied to the old gods or spirits.
  • The Living Shadow: Areas where light cannot penetrate, no matter the time of day.
  • Vanishing Villages: Settlements swallowed by the forest, their fate unknown.

The forest represents both humanity’s fear of the unknown and the consequences of what they have forgotten.


The Shards of the White Star

“The White Star shattered for us; its fragments call to those who listen.”
Legend says the White Star, the source of the One God’s power, broke into countless pieces during the battle against the Depth. These shards are said to carry fragments of divine power, though their true nature is hotly debated.

Shards might be:

  • Sacred Relics: Kept by the Church and worshipped as symbols of the One God’s grace.
  • Forbidden Treasures: Hidden in ruins, sought by mystics, cultists, and scholars.
  • Personal Gifts: Believed to manifest in rare individuals, granting them visions, strange abilities, or incredible luck.

The search for these shards can lead to great power—or great peril, as not all shards are believed to be pure.

The Daily Lives

“In the quiet moments between fear and toil, life unfolds—simple, fragile, and utterly human.”

The world of Folk is shaped by the struggles and routines of everyday life. For most, survival is a constant challenge, governed by the turning of the seasons, the demands of the powerful, and the ever-present shadow of war and famine.


The Common Folk

“The plow waits for no man, and neither does the landlord.”

  • Farmers rise with the sun to till the fields, guided by the rhythm of planting and harvest. Tools are simple, and a bad season could mean starvation. Faith plays a vital role; villagers gather at the chapel to pray for rain or protection from disease.
  • Craftsmen work in villages or towns, creating tools, clothing, or goods for trade. Apprenticeships are common, and a skilled craftsman can gain respect—though they remain beneath the nobility.
  • Women’s Roles: Women share the labor, working in fields, tending homes, and raising children. They also serve as midwives, healers, and keepers of local lore, sometimes attracting suspicion of witchcraft.

The Nobles and Their Retinues

“Power may rest in the king’s court, but its reach lies in the hands of the lords.”

  • Feasts and Finery: Nobles live in castles or fortified manors, hosting elaborate feasts to display their wealth and power. Behind the grandeur lies a constant game of intrigue and alliances.
  • Responsibilities: While nobles command armies and rule over vast lands, they rely on stewards and tax collectors to manage daily affairs. Failure to protect their people—or collect taxes—risks rebellion.
  • Knights and Soldiers: Retinues of loyal fighters protect noble families. Knights are often younger sons seeking honor, while common soldiers work for coin, food, or out of desperation.

Life in the Cities

“The smell of smoke and sweat fills the air, where merchants haggle and beggars linger.”

  • Merchants and Trade: City markets bustle with activity as merchants sell goods from near and far—grain, wool, wine, and exotic spices. The merchant class is growing in power, often clashing with nobles over control of wealth.
  • Guilds regulate crafts and commerce, ensuring standards and prices are met. Joining a guild can mean stability, but it often requires bribes or favors.
  • Crime and Poverty: Beggars, thieves, and desperate laborers haunt the alleys, where survival depends on wit or luck. City guards enforce the law—usually in favor of the wealthy.

The Clergy and the Church

“To serve the One God is to serve the world, whether in glory or in silence.”

  • Monks and Nuns: Hidden in monasteries and convents, they copy texts, brew ale, and tend gardens. Their lives are devoted to prayer and work, though some harbor doubts about the Church’s direction.
  • Inquisitors and Priests: Inquisitors root out heresy, while priests guide communities. They hold great power but are often mistrusted by those they claim to serve.
  • Faithful Pilgrims: Pilgrims wander the land, seeking miracles or redemption. Many are driven by desperation or guilt, clutching at the hope of divine favor.

Life at the Edge

“Beyond the fields, beyond the law, lies a world untamed and unkind.”

  • Outlaws and Bandits: Many flee to the forest to escape taxes, punishment, or war. Living outside the law, they rob and raid to survive. Some dream of rebellion; others simply survive day to day.
  • Healers and Witches: Those with knowledge of herbs and healing are invaluable but often feared. If a healer’s remedies fail—or succeed too well—they may be accused of witchcraft.
  • Travelers and Wanderers: Traders, storytellers, and adventurers bring news and goods between isolated communities, braving bandits and the dangers of the forest.

A Life of Fragility

In Folk, life is harsh but not without moments of beauty. A child’s laughter, a shared meal, or a story told by the fire can remind even the poorest soul of their humanity. Yet, every joy is shadowed by fear—of hunger, war, or the Depth’s whisper. In this fragile balance, the choices people make define their lives, shaping not only their fates but the fate of the world itself.

+Kalaki, Blade of the Silver Dawn

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“The Silvermoon of the holy”
#Undead_bane
#True_blade

card_ID: 11925

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