Wednesday, June 17, 2009
The Berserker's Trial
There are many reasons why being a berserker is truly a curse. There is no one that does not fear you for who you are. Every day is a test to stay in control of the demon within. In the world of the berserker there is always work as a mercenary. The only people not openly fearful of a berserker are the lords willing to hire them.
The general fear of the berserkers is founded in reality. If a berserker becomes over-emotional a massive torrent of raw energy comes to the surface. There are many historical accounts of a single berserker leveling entire towns. When in a rage there are no friends or foes, just targets.
A berserker rarely lives passed their early twenties due to the harsh lifestyle and near constant battle. Berserkers also often die of extreme exhaustion during prolonged battles. Older berserkers eventually learn a level of control that makes them the deadliest warriors in the world. A master berserker cannot be defeated by any single opponent on an open field of battle.
An organized effort to locate berserkers at a young age is active in all lands, but no system is perfect and some simply slip by. Those that go unnoticed usually end up dying in an explosion of power. The few survivors normally become hunted wanderers, and can only find work in the criminal world.
The general fear of the berserkers is founded in reality. If a berserker becomes over-emotional a massive torrent of raw energy comes to the surface. There are many historical accounts of a single berserker leveling entire towns. When in a rage there are no friends or foes, just targets.
A berserker rarely lives passed their early twenties due to the harsh lifestyle and near constant battle. Berserkers also often die of extreme exhaustion during prolonged battles. Older berserkers eventually learn a level of control that makes them the deadliest warriors in the world. A master berserker cannot be defeated by any single opponent on an open field of battle.
An organized effort to locate berserkers at a young age is active in all lands, but no system is perfect and some simply slip by. Those that go unnoticed usually end up dying in an explosion of power. The few survivors normally become hunted wanderers, and can only find work in the criminal world.
Labels:
berserker,
comic book,
creative writing,
fantasy
Thanks Computer!
The previous post actually had a lot of information in it, but now it's gone. Maybe it's a sign?
My Imaginary World
I can safely say my mind is often somewhere else. Normally when I'm not at work I'm wandering around the possible worlds I envision myself living in. Sometimes they are in a science fiction setting, other times a magical setting. The one common thread is that I am an important person.
It makes sense that I picture myself being important in another life. There is nothing terribly special about me, and if I had never existed the world would look exactly the same as it did now. I imagine people who are very important might dream about leading a boring less intense life. A common theme though is that I never picture myself being a leader, more of a sought out adviser.
The idea of being any kind of political leader makes me sick. Who wants to be king of fools I would ask? Being someone who people come to for advice and help is something that appeals to me greatly though.
A land of many nations that wars continually over the limited farmable lands. A vast open expanse to the west that can't be tamed. Political intrigue redraws the borders as hundreds of lords shift loyalties to further their own interests.
The people of these lands live in a strict caste system that has developed because abilities run strongly in families. Great warriors give birth to great warriors, and likewise with mages. When someone with powers is born into a lower caste family, the child is swept away and forbidden to have contact with his or her family ever again.
Berserkers are born at random. When identified they are drafted into a special unit of the military, and kept away from the general public because of the danger they represent. They rarely have children because of the social stigma that surrounds them.
The lords consist of both men and women, Channel knights and Mages. only the most powerful are able to maintain their rank of lord. The lords often form loose alliances to further their interests, but they normally fall apart after the goal is accomplished.
Although most lords shift their loyalties frequently, the most powerful lord families have more permanent loyalties, forming more stable nations. These nations attract many people who enjoy the protection the stable lands provide.
It makes sense that I picture myself being important in another life. There is nothing terribly special about me, and if I had never existed the world would look exactly the same as it did now. I imagine people who are very important might dream about leading a boring less intense life. A common theme though is that I never picture myself being a leader, more of a sought out adviser.
The idea of being any kind of political leader makes me sick. Who wants to be king of fools I would ask? Being someone who people come to for advice and help is something that appeals to me greatly though.
A land of many nations that wars continually over the limited farmable lands. A vast open expanse to the west that can't be tamed. Political intrigue redraws the borders as hundreds of lords shift loyalties to further their own interests.
The people of these lands live in a strict caste system that has developed because abilities run strongly in families. Great warriors give birth to great warriors, and likewise with mages. When someone with powers is born into a lower caste family, the child is swept away and forbidden to have contact with his or her family ever again.
Berserkers are born at random. When identified they are drafted into a special unit of the military, and kept away from the general public because of the danger they represent. They rarely have children because of the social stigma that surrounds them.
The lords consist of both men and women, Channel knights and Mages. only the most powerful are able to maintain their rank of lord. The lords often form loose alliances to further their interests, but they normally fall apart after the goal is accomplished.
Although most lords shift their loyalties frequently, the most powerful lord families have more permanent loyalties, forming more stable nations. These nations attract many people who enjoy the protection the stable lands provide.
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