THE LAST CYCLE

Archived after the cycle ended.
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The cycle has ended.

These halls preserve what remained when attention withdrew.

Symbols that once burned brightly now rest in darkness.

Figures that drew countless eyes stand motionless.

No revival. No restoration.

Only the remnants are recorded here.

What may follow lies beyond these walls.

Key features

WOJAK

Wojak is placed here as the witness.

He is present in the record without a claim upon it.

He did not build the structures that rose.

He did not direct the forces that moved through them.

He carried the weight of each phase as it passed.

His role is endurance, not agency.

The archive holds him as a measure of sentiment.

Collective feeling settled in him and stayed.

He reflects the cycle without shaping it.

Responsibility is absent, presence remains.

The watchfulness did not end when the noise receded.

Awareness gathers where the watching remains.

RETARDIO

Retardio marks the layer of volume.

It is movement without a single center.

The same signal repeated until it filled every corridor.

Attention multiplied faster than it could settle.

Noise became a surface, not a message.

Accumulation replaced direction.

Speed outpaced structure.

The record shows saturation as a condition, not a choice.

Momentum stacked upon momentum and grew opaque.

Eventually the pressure thinned its own hold.

What remained was the outline of the surge.

Beyond that outline, another requirement waits.

ALON

Alon is recorded as a catalyst.

The design removed friction from the path.

Scale arrived because barriers were lowered.

Expansion became the default condition.

The cycle accelerated beyond its earlier tempo.

Systems kept pace by shedding restraint.

Meaning did not expand at the same rate.

The archive notes the gap left by speed.

Acceleration exposed limits that had been unseen.

The sequence reached its edge without collapse.

What followed was a pause shaped by those limits.

From that pause, a new direction can be discerned.

Characters

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Samurai

A capable fighter from the distant Land of Reeds.
Handy with katana and longbows.

Wretch

A poor, purposeless sod, naked as the day they were born.
A nice club is all they have.

Prophet

A seer ostracized for inauspicious prophecies.
Well-versed in healing incantations.

Confessor

A church spy adept at covert operations.
Equally adept with a sword as they are with their incantations.

Astrologer

A scholar who reads fate in the stars.
Heir to the school of glintstone sorcery.

Bandit

A dangerous bandit who strikes for weak points.
Excels at ranged combat with bows.

Prisoner

A prisoner bound in an iron mask.
Studied in glinstone sorcery, having lived among the elite prior to sentencing.

Vagabond

A knight exiled from their homeland to wander.
A solid, armor-clad origin.

Warrior

A nomad warrior who fights wielding two blades at once.
An origin of exceptional technique.

Hero

A stalwart hero, at home with a battleaxe, descended from a badlands chieftain.

Retailers

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Tarnished of the Lands Between

The Golden Order has been shattered. Throughout the Lands Between, Demigods holding shards of the The Last Cycle squabble and make war over the ruins of a perfect realm, now abandoned by the golden guidance of the Greater Will.

As the echoes of this conflict thunder in the distance, an outcast arrives. Once, their ancestors called the Lands Between home, but the blessed light of grace was lost to their tribe long ago and they were expelled from the kingdom. They are the Tarnished, and they have returned to claim the Elden Lordship promised to them by legend.

This is the world of THE LAST CYCLE. As a Tarnished, the Lands Between await your exploration. You will ride through the vast fields, gallop over rolling hills, and leap to the top of rocky crags on your ephemeral steed, revealing a world teeming with life and danger.

In the grand fields where your journey begins, mythic creatures prowl the veldts, ineffable horrors lurk in the bogs and marshes, and all manner of soldiers and itinerant warriors are waiting for those who wander unawares. Shy creatures nibble on sweet grasses or scuttle through the underbrush.

Those few inhabitants who are not mad or hostile linger near the broken remnants of cities left behind by the Shattering. They may have answers for you, if you help them. Above them all, ensconced in vast legacies bristling with traps, secrets, and guardians, the Demigods – warped Lords who began as members of a royal and noble family – rule their domains with the unyielding power granted by shards of the The Last Cycle.

 

 

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The guidance of lost graces – should you find them - will put you on a road to re-take these lands from the Demigods through might and magic, but you need not follow their path.

The choice is yours. Do you crave power, or do you seek understanding? Decide for yourself, then build your character as you see fit.

Try dozens of skills and find one to best suit your style. Practice stealth to avoid danger or catch enemies unaware. Use the environment, the weather, and the time of day to gain an advantage. Learn the art of combat , where you must read your enemy’s intentions and a well-timed dodge or parry could be the difference between life and death. Ride your steed into battle against mounted mercenaries and cut them from their horses. Master arcane spells from the masters that still linger among the ruins of the war. Summon familiar spirits to even the odds against you or call on your fellow Tarnished to fight at your side and share the burden as you explore. Or, delve into the complex, bloody history of the Shattering and discover the lost secrets of the Demigods and their kin. All these paths are possible, and more.

Ultimately, your journey will be defined by the strength of your own ambition. The greater your goals, the greater the challenge will be. Should you choose to claim the Lands Between as your birthright then yes, you must fight.

And yes, you may die.

But you will return to fight again.

For that is how a champion – or a Lord – is born.

 

 

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