<div align="center"><span class="bbc_size" style="font-size: 18pt;"><strong>Harold, Hero of Brightwall</strong></span></div><div class="floatright"> (https://www.gamewallpapers.com/img_script/mobile_dir2/img.php?src=wallpaper_fable_3_01_ipad.jpg&amp;height=755&amp;width=850&amp;crop-to-fit) </div><br/><strong>Home World Info (where are they from?):</strong>Fable Series (Fable III)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Geography Of Albion</div><div class="spoiler_body"> <br/>Albion is a very green land, bounded by rich seas to the west and south. In the north, Albion extends to the Ironwash River, beyond which lie the Edgelands. The extent of Albion to the east is not clear. The country lies directly north of Aurora (an overseas territory of Albion which may be fully integrated) and indirectly north of the South Islands, and is assumed to be east of the Cities of the West, west of Samarkand, and south of the Edgelands. On the opposite side of the unnamed world from Albion is the Eastern Kingdom. Ruins of the Old Kingdom dot the landscape, but most are little piles of rubble these days, being overgrown by vegetation and supplanted by modern towns. The most-intact ruins today lie underground, such as the Howling Halls. The darkest of all these ruins is Shadelight.<br/>The northern lands of Albion are extremely fertile and well-suited to farming, demonstrated in areas like Oakfield and the Shalefields. The Whitespire Mountains and Echo Hills separate this region from the more-prosperous southern areas. Towards the southern part of Albion are several forests, including Greatwood, Silverpines, Brightwood, and Deepwood. Even further south of those lie the vast swamps and marshland of Darkwood and Wraithmarsh, where dangerous creatures such as hollow men and balverines prowl. To the east lie the mountains of Albion, including the expansive Mistpeak Mountains, which contain the Dweller Camp. Mount Ruon, the tallest peak in Albion, has not been placed within a known mountain range, and its exact location is unknown.<br/>Large caves stretch underground, many being Old Kingdom ruins, others being natural, and some having combinations of both, such as The Hole, through which the Mistpeak Monorail line was built. A vast network of Catacombs lie beneath Bowerstone, evidenced by Fairfax Tombs, Lady Grey's Tomb, and the Gargoyle Trove in Fable II as well as Cesspools in Fable III, in addition to the extensive sewer system, the Hideout, and the town of Understone built around the time of Fable II. There are also several small caves and mines in the surrounding Millfields area.<br/>Several islands surround Albion. There are a few large islands, such as Witchwood and Hook Coast, but most are small and uninhabited such as Lion's Head Isle, with Knothole Island being a notable exception. Clockwork Island, the Godwin Estate, and Ravenscar Keep have also been settled, though the former two have been abandoned.<br/>In the far north across the Grey Sea lies the Northern Wastes, a sparsely-populated, sub-polar tundra consisting of the village of Snowspire and the abandoned settlement now known as the Necropolis. The most northern point of the Northern Wastes is the Archon's Folly.<br/>Once Aurora becomes a part of Albion under the Hero of Brightwall, Albion's borders encompass more arid terrain. Its southern border is marked by a great door in a closed valley, one of many Auroran ruins from ages past. </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Aurora</div><div class="spoiler_body"> <br/>Aurora is an overseas territory of Albion which becomes part of the Kingdom under the Hero of Brightwall. It serves as a geographically-important port for Albion. Aurora is culturally diverse in comparison to the rest of Albion; most Aurorans live a primitive lifestyle and reside in clay houses, which is unique compared to mainland Albion. Albion is far more technologically advanced in comparison to Aurora and more populous due to the fact that most of Aurora is uninhabited as it contains vast deserts. </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> History</div><div class="spoiler_body"><br/><span class="bbc_u"><strong>The Court</strong></span><br/><strong>Reign of The Court</strong><br/>The history of Albion is one that is constantly reforged in revolution and blood. The earliest accounts of Albion are purely legend, stating that it was a place of beauty and tranquility. Then three came from The Void: the Knight, the Jack, and the Queen of Blades. They became known as "The Court" and demanded that all men bow down before them. When the people of Albion refused, the Court burned Albion until the earth was black and the air was choked with smoke.<br/>The Court demanded obedience a second time, only to be refused again; as their next punishment, they raised the ocean into the sky and flooded the land. They again demanded that men worship them, promising to usher in an age of peace and end misery, but the few remaining people stood strong against the Court and refused a third time, so the Court twisted their minds until brother slew brother, parents abandoned children, and friend killed friend. Finally, the people of Albion bowed to the court. Thus the Reign of The Court began, where the few survivors (and their descendants) toiled for many years, erecting structures and monuments to glorify the Court.<br/><br/><strong>Birth of William Black</strong><br/>In the days of the Court's cruel reign, a humble blacksmith and his wife had a boy, William, who would become the key to Albion's salvation. Little is known about William's childhood, but as a grown man, he amazed many with his powers of mind, by which he was able to protect his village and perform feats that a dozen other men could not equal. These acts came to be celebrated as The Powers of Will.<br/><br/>William eventually grew obsessed with overthrowing the Court and ending their tyrannical rule. One night, when he was consulting an old and mysterious tome, he was suddenly transported into the Void. Here, he met Jack, who was sat on a throne surrounded by ghastly figures. Jack attempted to enslave William with the powers of an ornate sword, but William fought back, stealing the sword and escaping safely out of the netherworld. The sword spoke to William, calling itself the Sword of Aeons, and promised to help him defeat the Court, but only if he were to offer up his soul in bondage. With the Sword of Aeons, William set off to find the Court. It is said William found the Court after a year of searching, but no one knows if he was the one who destroyed them.<br/><br/><strong>Fall of The Court</strong><br/>William scaled the peak of Ruon (Albion's highest mountain) and challenged the Court to combat. The Knight of Blades was the first to appear, and with the Sword of Aeons, William destroyed him completely. Jack was the next to appear. They fiercely struck at each other until William broke Jack's body. Jack escaped into the Void to fight another day. The Queen was the last to appear. For weeks, their battle raged across Albion. Mountains were raised and valleys were formed by their mighty blows. Finally, William slew the Queen, freeing the people of Albion from the Court's yoke. They acclaimed William, who took the title of Archon, as their king.<br/><br/><span class="bbc_u"><strong>The Kingdom</strong></span><br/><br/><strong>Rise of The Kingdom</strong><br/><br/>With the Court vanquished, the Archon set his mind to unifying Albion into a great kingdom. By this time, his powers of Will were so great that the world seemed to re-shape itself in accordance with his wishes. Cities were built in mere weeks and marvelous machines were constructed that ran on Will alone. Through a thousand years of peace, Albion reigned as the greatest centre of commerce and philosophy that the world had ever known. This was their golden age where the territory of the kingdom extended an unknown distance north into the Edgelands, and its economy traded with at least Samarkand and the Cities of the West.<br/><br/><strong>Exodus of the Archon</strong><br/><br/>Without any enemy to vanquish, the Archon's children, who called themselves "Heroes", grew petty and cruel. They used their powers of Will, inherited from their father, to terrorize the people of Albion. A younger Archon might have stopped them, but his time in the Void and his battle with the Queen had infected his body and mind with a wasting illness. Faced with this decay, the Archon traveled back to the Void and purged most of the disease from his body, desperate to ensure that it would not take over his mind and body. This disease formed into the Darkness and The Corruption, the antagonistic forces lead by The Corruptor that would continue to attack Albion for centuries. The rest of the disease continued to take its toll on the Archon, however, and he subsequently wrapped his body in gold mail and a royal blue cloak before seemingly vanishing from the land. Thus, the corruption of the Kingdom began.<br/><br/><strong>Corruption</strong><br/><br/>With the Archon gone, Albion descended into chaos. Three out of every four people were slain in the wars or died from disease and/or starvation. Meanwhile, the Archon's many descendants vied for power and the kingship. These new rulers were not as kind as the first. Each passing Archon, fearful of coup, brought fresh tyranny to Albion. A giant wall was constructed around the city to keep citizens in and undesirables out.<br/><br/>The Archon's personal guard, who were encased in armour from birth, enforced their harsh, paranoia-driven decrees: No citizens allowed out after nightfall, every citizen must appear when an alarm bell is sounded, and any who opposed the Archon's rule were killed along with their families. The people witnessed these cruelties from behind masks that signaled their status while concealing their fear.<br/><br/><strong>Fall of The Kingdom</strong><br/><br/>At the pinnacle of the Kingdom, where it had grown to its greatest extent, the latest Archon demanded the construction of The Spire, a giant tower used to focus all the Will power in the world to grant the user a single wish. Following The Spire's completion, a rift opened between the Void and Albion that the Corruptor used to send his most powerful lieutenant, The Crawler, into the world. The Old Kingdom's greatest Three Heroes -- Blaze, Stone, and Sol -- faced the creature in battle, combining their powers to close the rift. The trio succeeded in closing the rift, but they only managed to imprison the Crawler, and their power proved to be too much for The Spire. The next morning, the tower was gone and the Old Kingdom lay in ruins, all its inhabitants gone, except those who lived beyond the walls.<br/><br/><strong><span class="bbc_u">Darkest Times</span></strong><br/><br/><strong>Isolation</strong><br/><br/>After the fall of the Old Kingdom, the few villages that survived fell into isolation and Albion was plunged into a state of anarchy. Without a central government, the settlements drifted apart and became self-sufficient communities ruled by a local chieftain or duke. <br/><br/>Trade with nations beyond the borders became little more than a distant memory. The regions in between the city-states, including those which would become the Edgelands, Greatwood, and Witchwood, contained numerous Old Kingdom structures and ruins, where scavengers found and traded ancient objects as mere trinkets. In time, the forests grew over the ruins, and it was as if the rich heritage of Old Albion had never existed.<br/><br/><strong>Bloodshed</strong><br/><br/>The population dwindled, and those who survived would wake each day to a darker world. Distance bred suspicion which grew into bloodshed. Villagers fought for food, land, livestock, and fresh water. Soon, they were even fighting over women of child-bearing age. Mercenaries sold their sword to the highest bidder and fought in a series of petty squabbles. If they did not like the price being offered, they extracted payment by threatening villagers. The Fallow Wars had begun, an age of darkness and blood which would bring Albion very close to extinction.<br/><br/><strong><span class="bbc_u">Avo and Skorm</span></strong><br/><br/><strong>Creation of the Churches</strong><br/><br/>Four centuries prior to the events of Fable, a trader uncovered two sites where Will energy was exceptionally strong. One site seemed to heal people who visited it; the other, however, inflicted pain and gave thoughts of blood-lust. The trader decided that he would create two opposing temples and collect tithes that people came to donate. <br/><br/>Eventually, people actually came to believe in Avo and Skorm as real deities. In The Lost Chapters, the Oracle of Snowspire reveals that Avo and Skorm are "nothing but false idols". Despite the Oracle's statement, however, a disembodied voice can be heard scolding the player if they kill the acolytes of Avo and Skorm in their temples.<br/><br/>Then out of the east, hope arrived in the most unexpected of forms: A bandit and mercenary by the name of Nostro. He pledged to bring peace and prosperity to Albion, once more.<br/><br/><strong><span class="bbc_u">The Guild</span></strong><br/><br/><strong>Rise of Nostro</strong><br/><br/>In his youth, Nostro was a bandit and mercenary driven by an ambition to leave his mark on the world. He was, however, not without a sense of decency. He did not reach his full potential until he met a wise old man by the name of Scythe. Scythe was a wraith of a man, wizened and stern. He carried an ornate sword and shrouded himself in the now-tattered royal blue cloak and tarnished gold armour worn by the first Archon. He seemed to appear out of nowhere and took a profound interest in Nostro.<br/><br/>Scythe saw in Nostro something more than a mere bandit and sensed that Nostro unknowingly possessed the power that all the first Archon's descendants shared. He hatched a plan: If he could properly guide Nostro, this bandit could achieve great things. He might even once again unite Albion and undo the damage done by William Black's children. And so Scythe began to tutor Nostro in how to be a leader of men.<br/><br/><strong>Establishment of The Guild</strong><br/><br/>Following Scythe's counsel, Nostro set about returning security and prosperity to Albion. First, he gathered men and women throughout Albion and founded the Heroes' Guild, where they could train to become real Heroes. Meanwhile, Scythe tutored Nostro in the ways of Will. Using his newfound power, along with Scythe's sage counsel, Nostro forced peace on the warring people of Albion. However, any hopes of restoring Albion to its former greatness were in vain.<br/>While the Guild was still taking shape, Nostro commissioned a number of other great creations. One of which was the Witchwood Arena, intended to be a venue for which anyone could settle disputes in public. At the same time, Nostro's blacksmiths forged a sword known as the Tears of Avo, patterned on reports of the Sword of Aeons, which had been lost with the Archon's disappearance.<br/><br/><strong>Fall of Nostro</strong><br/><br/>However, Nostro fell increasingly under the sway of a power-hungry courtesan named Magdalena. Eventually, Magdalena corrupted Nostro to the point where the Arena was debased into a source of popular entertainment and the Guild became nothing more than a house of mercenaries driven by a lust for profit and fame. These developments disgusted Scythe, who could only watch as Nostro and the Guild fell into disrepute. Finally, he vanished, leaving Nostro to his fate.<br/><br/><strong>Death of Nostro</strong><br/><br/>Near the end of his life, Nostro finally saw how power had corrupted him and how far short he had fallen from his youthful ideals. By then, his followers and even his wife had long since abandoned him. Isolated, he was easy prey for an assassin who slipped poison into his food. Nostro knew that he was dying, so called on Scythe to sit vigil with him in his final hours. He died, in peace with himself, with dawn's first light, and was then buried in Lychfield Graveyard. However, Nostro's spirit, discontent with the un-heroic nature of his death, continued to haunt the world, longing for a death that would fit his image.<br/>After Nostro's death, Albion continued to grow and thrive, as did the Guild. The Guild came to be led by a succession of Will users, who individually varied from well-meaning to cruel in their intentions. The Guild itself adopted a simple code: Complete the quest to the letter, ask for payment upfront, and obey the local law enforcement unless a Hero is on a quest.<br/><br/><strong>War of the Churches</strong><br/><br/>As revealed by the description of the Holy Warrior Helm and Daemon Warrior Helm (found in the Northern Wastes), 200 years prior to the events of Fable, around when Nostro lived, a holy war erupted between the church of Avo and the church of Skorm. The outcome of the war is unknown, but it should be noted that both churches are present in Fable.<br/><br/><strong>The Hero of Oakvale</strong><br/><br/>Many years after the founding of the Heroes' Guild, a famous heroine known as Scarlet Robe, who was said to have a connection to the bloodline of the Archons, got married to Brom, gave birth to a daughter, Theresa, and then a son, who would later become known as the Hero of Oakvale. When the Hero was a child, his home village of Oakvale was raided and destroyed by bandits on his sister's birthday; it seemed that the Hero's entire family had perished. An old Hero, Maze, rescued the boy and convinced him to join the Guild to be trained to become a Hero. The Hero then embarked on a journey to uncover the reason behind his village's destruction, discover his destiny, and learn the true fate of his family.<br/><br/><strong>The Fall of the Guild</strong><br/><br/>After the Hero of Oakvale had defeated Jack of Blades (for a second time as a dragon), the Heroes of the Guild became lazy and self-important. The common man was placed second to a Hero and, because the Heroes were so strong and powerful, there seemed to be no way of stopping their selfish ways. This changed when someone discovered the flintlock mechanism. Using powder of weaponry from Samarkand, the flintlock mechanism was invented and the firearm was born. In the age of the firearm, the Oakvale Anti-Hero Committee was established and eventually a revolt was made and the Heroes' Guild was burned down. While this is viewed as a positive event overall, it created a great amount of turmoil for any decent Hero. The Arena, where Heroes once fought for the people's entertainment, was used for execution. The Heroes were allowed to fight for their freedom, but were killed regardless. The Heroes attempted to fight back, which resulted in a battle within Bowerstone, but ultimately they failed.<br/><br/>Regardless, this ushered in a brief Age of Enlightenment, where knowledge and philosophy were encouraged and many advances were made. A few Heroes managed to survive the revolt, among them the Hero of Southcliff, a direct descendant of the Hero of Oakvale who overthrew the dictator of Southcliff.<br/><br/><strong>The Decade of Enlightenment</strong><br/><br/>After the Heroes' Guild was burned, there occurred a ten-year period during which logic, philosophy, and engineering were encouraged. Around the same time as the destruction of the Guild, the Churches of Avo and Skorm dissolved, and people began to try to understand the world. Navigators invented the sextant and began to accurately map the world. There are clues, however, that they had already discovered that the world was round because, in the Guild in Fable, there are globes, or star maps. Albion was also remapped more accurately, thus creating discrepancies between the maps of Fable and Fable II. At the end of the decade, the Witchwood Arena was decommissioned and the Westcliff Crucible was constructed as a replacement.<br/><br/><strong>Light and Shadow</strong><br/><br/>Not long after the dissolution of the Chapel of Skorm, the Temple of Shadows was formed within a dark Old Kingdom cathedral. The original cult was a powerful and feared entity, but was disbanded after the loss of most of its members in a demon-summoning gone wrong. The new Temple of Shadows was recently established by Cornelius Grim, but never reached the infamy of its predecessor. The group was mostly formed from rich folk who saw evil as nothing more than a hobby, but the forces they worshipped were more real than Skorm. The sacrifices they made ranged from demented, to reversing someone's sex, to turning them into chickens, to pure evil (such as turning someone into a living Shadow), to simply killing someone on the spot. The group worked on a weekly schedule, with events such as Torture Tuesday and Poker Night Friday.<br/><br/>On the other side of the spectrum, however, was the Temple of Light. A lone missionary went on a desperate pilgrimage and decided to wander into to a dark cave, expecting to find nothing. However, the man found the Wellspring of Light and a golden acorn. Using the pure waters from the cave, the man planted the golden acorn, from which came the Golden Oak, a tree that made all the surrounding lands fertile for a few decades before producing another acorn and dying. The man, now known as Albert the Luminous, founded the Temple of Light and from the Golden Oak, the small farming community of Oakfield was born.<br/><br/><strong>The Tattered Spire</strong><br/><br/>Many years later, the fate of Albion would once again come to rest in the hands of an unlikely Hero from the ancient bloodline, whose path to greatness began on the heels of tragedy.<br/><br/><strong>The Industrial Revolution</strong> <br/><br/>Following the events of Fable II, the Hero of Bowerstone, inspired by a vision from Theresa, was able to unite Albion under his/her rule, with Bowerstone as the nation's capital. Thus, Albion was united as a monarchy for the first time since the collapse of the Old Kingdom, with a descendant of William Black and the Archons of old on the throne. This period saw a great rise in technology and industry that extended into the northern Edgelands. Fifty years after the events of Fable II, the Hero of Bowerstone has since passed away. In the Hero's place, Albion is ruled by his/her son, a tyrannical king whose ruthless will has accelerated the Industrial Revolution at the cost of human dignity. Great machines brought wealth to the rich. However, they also brought gigantic slums, in which people are put to work in the factories. People are discontent and revolution is in the air. </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Harold’s Story</div><div class="spoiler_body"><br/><strong>Beginnings</strong><br/><br/>The Hero and their dog are roused from bed in the castle by the butler, Jasper, and are told to meet their childhood friend, Elise/Elliot. Elise/Elliot tells them that Logan seems more tired and cruel these days, and tells him/her that - supposedly - a factory worker was executed for speaking out. Elise/Elliot also asks the Prince/Princess to speak to the castle staff and Logan. After the speech, the Prince/Princess trains with Walter Beck and breaks his sword with a flourish; as Walter is about to say something important, Elise/Elliot bursts in to tell them of a riot taking place outside the castle. Walter goes to speak to Logan, and Elise/Elliot insists that they go talk to Logan as well. Logan, feeling betrayed by his sibling, forces the Hero to choose between the life of Elise/Elliot or the lives of the leaders of the riot. Whatever choice is made, the Prince/Princess swears to Logan that they will never forgive him for doing this.<br/><br/><strong>Revolution</strong><br/><br/>Later that night, Walter and Jasper take the Prince/Princess - along with the Dog - out of the castle through the tomb of his/her parent, the Hero of Bowerstone. There, they are given the Guild Seal and meets Theresa in the Road to Rule, who confirms the Prince/Princess is indeed a Hero. She also mentions that she guided their parent to power 50 years ago. She encourages the Hero to gather allies to claim the throne of Albion and to improve their skills. Going through the caverns underneath the tomb, the group finds a Cullis Gate, which takes them to the Sanctuary of the Hero's parent, and serves as their base for the Hero's journey.<br/><br/>The Hero and Walter travel to the Dweller Camp of Mistpeak Valley via another Cullis Gate and meet the Dwellers and their leader, Sabine. Sabine requires proof of the Hero in order to trust him/her. First, the Hero travels to Brightwall and locates an item belonging to his/her parent which is said to be in an underground cavern beneath the academy there. The Hero does so, fighting off hordes of Hollow Men, and finds the item: the music box his/her parent used to defeat Lucien Fairfax. Back at the Road to Rule, Theresa shows the Hero a vision of how far Logan had fallen, and it convinces the Hero even more to stop Logan once and for all. Next, the Hero is tasked to stop the mercenaries hassling the Dwellers. Disguising as a member of the gang, the Hero sneaks into their camp, but is quickly discovered at the camp's third checkpoint. Fighting through the camp, the Hero is challenged by the mercenary leader, Saker. The Hero defeats Saker, and is given the choice to spare him and gain him as an ally, or to kill him; either way they would leave the Dwellers alone. Finally, the Hero is tasked to bring food to the starving Dwellers; the Hero does this by doing quests for the villagers of Brightwall. Afterwards, Samuel, the librarian of the the Academy, dubs the Hero as "The Hero of Brightwall", and asks for a promise to reopen the Academy. Samuel then sends deliverers to give food to the Dwellers in Dweller Camp for the Hero. With the music box, security, and food given to Sabine and his people, the Dweller leader also makes the Hero promise to give back the mountains to the Dwellers if they follow him/her into battle.<br/><br/>The Hero meets Walter at the Monorail Station, but the monorail is attacked by Hobbes, and the two warriors fight their way through to Mourningwood, where an old fort is run by two of Walter's friends, Major Swift and Ben Finn. After helping them defeat a legion of Hollow Men, Swift, Finn, and the soldiers agree to follow the Hero, as long as they promise the guards to be able to, "protect Albion's people, instead of oppressing them".<br/><br/>Leaving the fort, Walter and the Hero travel back home to Bowerstone. Arriving in Bowerstone Industrial, they go through the sewers and meet Page, the leader of the Bowerstone Resistance. She also requires proof of the Hero's capabilities, so the Hero once again goes out and does quests to gain favour with the people of Bowerstone. If the Hero chose to spare Elise/Elliot in the beginning of the game, the Hero would reunite with them. Soon, the people of Bowerstone begin to trust in the Hero, and Page has the Hero join her in a rescue mission in Reaver's mansion in Millfields. Disguising themselves, the Hero and Page enter the party, but are soon forced to battle against the monsters inside via Reaver's Wheel of Misfortune. Afterwards, when Page tells Reaver who the Hero is, Reaver allows them to leave with Kidd, the only survivor. Page pledges herself to the Hero's cause, but only if they promise to take care of the poverty and oppression in Bowerstone Industrial.<br/><br/>A herald then announces that Logan has an address to deliver. The Hero and Ben Finn fearfully go to the front steps of the castle, where they witness Logan order one of his solders to execute Major Swift for treason. Luckily, Swift passed a message on that allies could be found in the desert city of Aurora. The Hero, Walter, Finn, and Page make their way to the docks to secure a ship; Page remains behind while the other three make their getaway. However, on their way, one of Logan's ships attacks them and all of them are shipwrecked on Aurora. Ben is missing, so the Hero and Walter go looking for him along the Unknown Shore. Travelling through many dark caverns, Walter and the Hero are taunted by the Crawler, who eventually kidnaps Walter and begins to corrupt him. The Hero manages to save Walter and they both make it outside. Forced to leave Walter behind due to his weakness from being possessed, the Hero goes looking for help as they cross the desert, while the Crawler taunts them with visions of Walter along the way. The Hero eventually passes out, but is found by Ben and Kalin, leader of the Aurorans, and brought to the temple in their city for aide, along with Walter. After recovering, the Hero and Ben learn from Kalin that the Crawler and its army came to Aurora five years previously, based themselves in Shadelight and had been a menace to the city since. She also tells how Logan came a year later and witnessed the death of his allies to the Crawler and promised to make Aurora an equal part of Albion and give the land protection, a promise he never upheld. The Hero makes the same promise and so the Aurorans join their cause. The Hero visits Theresa once again, and she says that the Hero has the army ready to take the throne from Logan. With all their allies and a recovered Walter gathered, the Hero decides now is the time to attack Albion.<br/><br/>With the help of his/her generals and their soldiers, the Hero attacks from Albion through the Bowerstone Old Quarter and defeats Logan's Elite Soldiers and, along with Walter, make it to the castle. They bust down the door of the war room, where Logan immediately surrenders and offers to tell the truth of why he became a tyrant, but Walter says it would wait until Logan's trial. The Hero is finally crowned the new King/Queen of Albion.<br/><br/><strong>Monarchy</strong><br/><br/>Now the ruler of Albion, in the day following the coronation, the Hero has Logan stand trial for all his terrible deeds as king. Although many of the people call for his death, Logan says that he made his decisions because he had been visited by Theresa, who had warned him that the Crawler was slowly making its way to consume Albion in darkness and would subsequently consume the rest of the unnamed world as well. Afterwards, the Hero can either spare him for this and gain him as an ally, or execute him with a firing squad in the castle front yard. The Hero confronts Theresa, yet again in the Road to Rule, who tells them it was true: in exactly one year, the Crawler would attack Albion, and the Hero needs to raise 6,500,000 gold coins for the Kingdom Treasury to pay the army that would defeat the monster's minions.<br/><br/>Plenty of adventures lay ahead for the Hero as they try to raise the money for Albion's future, including either keeping or breaking the promises made during their travels. Each event is explained by the Hero's new adviser, Hobson. Two of these quests may include direct income to the Treasury, one involving collecting a Diamond in the Sandfall Palace and the other involving collecting a Balverine Statue in Silverpines.<br/><br/>364 days after being informed of the attack, the Hero and Hobson convene in the treasury again. Hobson says "happy anniversary" to the Hero and begins reading off the various trivial tasks on the day's agenda. Suddenly, Hobson is interrupted as a portal appears. The Hero enters the portal, travels to the Road to Rule and is greeted by Theresa, who proceeds to reflect and comment on the Hero's decisions as ruler over the past year before sending the Hero out to face the Crawler in what she calls the Hero's "true form", the ultimate manifestation of their morality. After leaving the Road to Rule, the Hero is warped one day into the future in the war room, alongside all his/her allies, where Walter mentions the results of the army's defence and says it is time for the group to attack.<br/><br/>The Hero, Walter and Ben Finn leave the castle and go to the Market, where they confirm that the Crawler is indeed attacking Albion. The Hero and the others fight several of the monster's minions, as they make their way through the market, until they begin to confront the Crawler itself. The Crawler then makes a desperate move: it assumes control of Walter's body and attacks the Hero with it. With little choice, the Hero finally slays the evil creature, but also Walter as well. Walter says the Hero made him proud, and dies in the arms of his student. The Hero erects a statue commemorating Walter in the courtyard of the castle. At Walter's funeral, all the allies to whom the Hero kept promises to will thank them and say their farewells, while those to whom the Hero broke promises will be absent. Theresa then teleports herself from the Spire and onto the courtyard in order to congratulate the Hero on behalf of their actions and says "perhaps we shall meet again someday". The Hero responds by asking Theresa "aren't you going to tell me my future?" Theresa refuses to tell and says, "The future will reveal itself when it is ready to do so," and disappears back to the Spire.<br/><br/><strong>Traitor’s Keep</strong><br/><br/>After the funeral ends, the Hero returns to the treasury with Hobson, who says "it feels like an eternity" since they last spoke, and says they should move to the throne room as soon as the decorators have finished to further the future of Albion. An unknown amount of time passes as Hobson addresses minor decisions for improving Albion, and the Hero begins to fall asleep from boredom. However, their boredom is quickly put to rest when an unexpected assassin attacks the Hero. After a long duel, the unnamed assassin is slain, and Commander Milton, warden of the Ravenscar Keep prison, arrives in Bowerstone Old Quarter and requests that the King/Queen, along with Hobson, accompany him to the prison in order track down the three criminals responsible. First Professor Ernest Faraday is captured on Clockwork Island, then 'Witchcraft' Mary Godwin is found at the Godwin Estate. It is then revealed that the third criminal, General Solomon Turner, has been dead for six months. Milton is revealed to be the real culprit behind the assassination attempt, and he captures Hobson and the Hero and manages to use one of Mary Godwin's machines to copy the Hero's appearance, voice, clothing, weapons and abilities. He plans to kill the Hero and assume their place on the throne, but only so he can sabotage the Hero's rule and, in his mind, free Albion. However, the Hero manages to break free due to Milton threatening to kill their dog, and after a long duel the Hero manages to defeat him. With his last breath, Milton says the people of Albion will rise against the monarchy and decide for themselves how they should be governed and then he dies. Following Milton's death, the freed Hobson makes a commentary of the events and suggests that the Hero should decide the future of the prison with Lieutenant Hadley; either free the former Anti-Logan rebels, maintain the status quo, or subjugate their own citizens. Whichever decision the Hero makes, Hadley becomes Ravenscar's new warden.<br/><br/>After the opposition of the three isles is vanquished, the Hero begins their reign over the peaceful times that were to follow for Albion.<br/><br/><strong>Fable: Edge of the World</strong><br/><br/>Seven years after the defeat of the Crawler, the Hero of Brightwall has led Albion into an era of unprecedented peace and prosperity. On the eve of his wedding to his new bride, Laylah, the King is interrupted by Sabine, who informs him of a Samarkandian refugee named Shan that he and the Dwellers rescued. Before passing out, Shan gives grim tidings to the Hero King, revealing that the Darkness returned in Samarkand with the aid of Samarkand's new dictator, the Empress.<br/><br/>Resolving to defeat the Darkness once and for all, the Hero King forms an expedition of the Albion Royal Army, taking Ben Finn, Kalin, and Shan along with him across the seas into the exotic desert lands. Ambushed by a fleet of vessels crewed by Hollow Men, the fleet is forced to divert from the Samarkandian port of Fairwinds and makes a hard landing. Forced to leave behind much of the heavy artillery, the army marches through the desert, with the Hero King saving his soldiers from an encounter with the seductive Sirens of Sky Blue Lake.<br/><br/>Eventually rejoining the Great Trade Road proper, the army rests and resupplies in the oasis town of Sweetwater Trees. The next night, the Hero of Brightwall is warned by a villager named Shalia that the villagers, under pressure from the local Sand Fury tribes, intend to kill him and the rest of the Royal Army. Armed with this knowledge, the Hero successfully defends his army from the villagers' treachery before leaving the town. They are forced to change course, however, when they discover that Sand Furies have blocked the way through the Great Trade Road. Instead of facing them, the Hero King decides to march around them by diverting through the ruins of Asur-keh-la, a buried Samarkandian city crawling with Hollow Men. Leading the charge, the Hero of Brightwall urges his army to fight through the undead hordes and to keep marching on while he uses his Will power to destroy the underground ruin, with reburies the Hollow Men armies. He subsequently rejoins the army and continues the campaign.<br/><br/>In desperate need for fresh water rations, the army marches to the Cave of a Thousand Guardians, only to find that the Darkness has already spread its presence there. Rallying his forces, the Hero of Brightwall leads the charge against the Darkness, purifying the area of its taint. Subsequently, he is allowed to call upon the cave's guardian spirit in the form of a Dragon named Percival, who offers to take the Hero to meet Garth. Flying ahead of the army to the monastery, the Hero of Brightwall is further taught by Garth to become a true master of Will.<br/><br/>Formulating a plan with his father's old friend, the Hero of Brightwall resolves to sneak into the capital city of Zahadar with a unit of Garth's warrior monks to capture the Empress while Garth leads the Albion Royal Army in a frontal assault. Unfortunately, while the group successfully infiltrate the palace and find the Empress in the Garden of Pleasures, the Samarkandian ruler uses her beauty to distract the group long enough to incapacitate them. She follows this move by releasing the Darkness on the battlefield, which infects the river and engulfs the army on the verge of victory. This results in the retreat of the army and the death of Shan. However, while the Empress tries to use these setbacks and her beauty to break the will of the Hero, he proves immune to her psychological attack and is instead locked up in the palace dungeon while his friends resolve to regroup and launch another rescue attempt.<br/><br/>After his capture, Theresa appears to him in a vision and reassures him that, even though he has been taken out of the picture, the Darkness can still be defeated. After his vision of Theresa ends, the Hero realizes that the Empress was fatally mistaken: There were still Heroes in Albion.<br/><br/>As he lays down in a prison cell, he hears that damned voice that started him down the path telling him that his work on Albion was done, but that there were other worlds in need of heroes. When he wakes up, he’s under a cardboard box in New York. <br/><br/></div></div><br/><strong>Appearance (Anything the pics don't cover):</strong><br/>He’s got a surprising amount of scars under his clothes, but most of them aren’t too bad, usually the thin, white, faded kind. He does have a nasty burn scar on the back of his left shoulder, a real beaut, about twice the size of his fist.<br/><br/>He is physically fit from constant fighting, and tall. He does not often shave, but cleans up nicely enough. His hands are only lightly calloused, due in part to constantly wearing gloves, and the impressive rate at which heroes heal.<br/><br/><strong>Personality:</strong><br/><br/>He’s.... kind of a dick. Willing to die, repeatedly, to protect people, true but... he isn’t nice about it. Most that know him, or at least study his mannerisms and actions, likely realize that he’s keeping everyone at arm’s length because he’s lost a lot of people. Harold suffers from a mild case of megalomania, evidenced by the fact he said, quoting/paraphrasing a meme “Avo gave me depression because if he hadn’t I would have kicked his arse with one hand behind my back, barehanded, while he had a bloody gun otherwise.” Slight, only because he might actually be able to do it, but he would probably have to use both hands.<br/><br/>His years without Walter, and his grief, has left him perhaps a bit more callous than before, but deep down, beneath to cynicism and scowls, is a man who wants to help people, even if they spit on his grave someday because of how he chose to do it.<br/><br/>Now, he does his best to soldier on, and to keep being a Hero, sacrificing for the greater good... it wears at him, the people he’s lost, the choices he had to make, the promises he broke. Half the time, he can’t fall asleep without a warm body next to him, and the other half, not even then.<br/><br/>Harold, for all the rough edges and snark, does truly care about people. He just sees them as selfish, greedy, and petty, as a whole. Worth saving, in the hope, and he’d say “and what a faint hope it is,” that they will get better. Some of what he’s seen has improved his opinion, some has made it worse. It’s not going to stop him from putting himself in the line of Fire, if only because “you die. So do I, but it doesn’t stick.” Of course, he’s also done things for others just to spite someone else.<br/><br/>To put his view of humanity, and humanoids in general, in simpler terms; he cares for them, but for the most part, thinks that, as a species, they’re largely helpless against threats like say “The Crawler”, or even run of the mill bandits and monsters. He regards them almost like a flock of sheep, with a few exceptions. This makes him seem like a pretentious, self-righteous, overbearing prick. He is, he never denies that. But to that, he would ask “am I incorrect?” When he asks that, he WANTS to be proven wrong<br/><br/>His dog is worth more to him than mountains of gold, or even oceans of the stuff. His dog is family, damnit, and he would sooner die than let anything or anyone hurt his dog. It’s one of the few times Harold is actually nice, somehow making time to play with the mutt, and occasionally calling the dog his family. It sort of is, since most people he knows are either dead of old age, disease, or brave, heroic deaths in the line of duty.<br/><br/>He’s very passionate, at least, about what he truly believes in, which often bites him in the ass when he makes the “right” choice instead of the “correct” choice, choosing emotion over rational thought. some might even call him “volatile”.<br/><br/><strong>History (At least a couple paragraphs about what they've been up to since the 'end' of their game):</strong><br/><br/>Shortly after realizing he wasn’t in Albion any more, nor any distant land he’d heard of, Harold found himself adrift. The world seemed to have no need for heroes, and if fact, he was laughed at if he ever claimed to be one. Soon, he found himself in a homeless shelter, dressed in threadbare, but modern, clothes, and managed to get a job some few weeks later as a security guard, the closest equivalent to his old work as he could find.<br/><br/>He found himself shocked and intrigued by these new “semi-automatic” and “full-auto” weapons, marveling at the rate of fire and ease of loading. And the “taser” seemed nearly as bizarre to him as magic would seem to anyone else. But he adapted, somewhat. Jasper was a great help in his adjustment, as the man seemed to intuitively, or at the very least, capably, grasp how to research things in this modern age.<br/><br/><strong>Current Situation (Most of us are somewhere in New York on our modern Earth, what is your dude up to?):</strong><br/><br/>Working as a nighttime security guard at the Staten Island museum, at least until the call to arms, and to adventure, and to something.... heroic was sounded.<br/><br/><strong>Weapons (either special or generic, but what does he usually use?):</strong><br/><br/>He prefers to use a pistol in one hand, a sword in the other, and his gauntlets.<br/><br/>The gauntlets he possesses are for the following spells; Fireball, Lightning, Ice Storm, Vortex, Blades, and Force. He can wear any two at a time, and possesses the ability to mix spells that way. It’s possibly for anyone with magical talent, or at the very least, enough magical energy, to use the gauntlets as well.<br/><br/><strong>Abilities (What do they do, how do they avoid or get through conflict? This is where stuff like magic, being really good with a sword, and stuff like that goes):</strong><br/><br/>Superhuman Strength: capable of exerting enough force to kill someone using his bare fists through a top of the line helmet, he is capable of lifting “swords” that better resemble “giant slabs of metal shaped like a butter knife”. Harold calls such weapons “impractical” and “too damn big for most places.”<br/><br/>Superhuman Coordination: he has repeatedly demonstrated very fine motor control, including but not limited to firing a ball shot through someone’s eye, (somehow) reliably hitting a target at fifty meters with a smoothbore musket, and at twenty yards with a smoothbore pistol, and snapping someone’s neck as they attempted to flip over him. This may be supernatural in nature, or simply an extraordinary inborn trait.<br/><br/>Mastery of Will: will, magic, whatever one wishes to call it. While he lacks the variety of spells a true wizard has, and requires a conduit to push his power through, his reserves are vast. He usually channels spells through specialized gauntlets, and has a fondness for a fireball laced with voltaic energy.<br/><br/>Superhuman Durability: He can be shot, stabbed, caught in an explosion, mauled by wolves, or electrocuted, and keep walking. This ability is supernatural, and seems to be circumvented by any sufficiently dramatic delivery, such as being suddenly struck from behind (after, mind you, having survived being struck with hammers the size of anvils repeatedly and only bruising) with a wooden plank by an ally that betrayed him, which knocked him out.<br/><br/><strong>Strengths (Good things!):</strong><br/><br/>Always Bounces Back: Harold has shown to be remarkably resilient, due in part to surviving so much, and in part due to his heroic lineage. He almost always manages to keep going, or, failing that, get going again rather quickly.<br/><br/>Decent Field Leader: Harold displays that one trait that matters most in a field commander, such as a platoon leader; Decisiveness. He also has, if not an abundance, an average amount of the second most important quality; intelligence.  He is able to hold a unit together, provided whatever he’s fighting doesn’t kill them all before they blink.<br/><br/>“Scruffy Mutt”: or “Mutt” for short. His dog displays extraordinary intelligence, tenacity, loyalty, and resilience for its breed, and its possible he is sharing a bit of his power with Mutt without realizing.<br/><br/><strong>Weaknesses (Bad things I can exploit :D):</strong><br/><br/>Deeply Traumatized: His dog is like a therapy dog for someone suffering PTSD. Without it, it’s very likely (in part because he pushes others away) that he’d break down completely. As it is, he can, as he puts it “March on, swing a sword, and aim a gun. The important things.”<br/><br/>The Dog: One of the easiest ways to get to him is his dog. If given the choice between one stranger, or even lover, or his dog, he’d choose the dog, every time. If made to choose between a small group and a dog, he would reluctantly save the group because “can’t argue with numbers.”<br/><br/>Fear of the Dark: after losing his best friend, and father figure, to it, or something closely related to it, darkness leaves him shaken, jittery. He can handle it most times, as long as he has a weapon. If not, he may not be able to force himself to go farther than a few steps into it, and if trapped in it, will likely put all his powers and resources into escaping it.<br/><br/>Recurring Nightmares and Guilt: Often, Harold will wake up in a cold sweat, shivering, eyes wide, hands shaking as he remembers killing Walter. It’s never gotten easier, and that moment, that<em>horrid</em>moment, is burned into his memory.<br/><br/>A Sheltered Noble: He never quite learned how to be a normal person, even in his own time. Oh sure, he worked jobs, or played the lute for change, but he never truly had a dedicated job beyond “real estate”, if owning half the damn houses, privately, in his own bloody country counts as real estate. As such, holding a job, among other things, is difficult for him.<br/><br/>Industrial Age Born: The only technology, beyond that used for battle (and even then, only directly, such as guns, tasers, armor, and the like) he’s grown up with is that from the age of steam, and coal. It’s quite a large leap, going from a primitive steamboat to a horseless carriage (car), or even operating a computer. This often leaves him feeling..... old. Obsolete. Decrepit.<br/><br/>Horrid Self-Confidence: Somewhere just after “protect the dog” and “don’t let innocents die” is “be liked/respected”. He craves attention, and not even in an adoring way similar to how celebrities are treated, but just in the validating, “you do a good job, and are still needed” way. Going from a place where near everyone respects, fears, or adores you, to being a nobody with nothing and no one will do that to a person. Without this, he will often grow sullen, moody, and while he’ll still do his job, the snark gets worse, and it’s cry for attention. Unusual for someone his age, until one recalls his previous, lost status.