A thousand and three years have passed since the Old Kingdom fell, plunging the entire continent of Azukhar into chaos. Brothers fought brothers for generations untold, until none even remember why. New kingdoms and empires rose, only to be replaced by others as the centuries rolled by. Magic, which once was as commonplace as worked metal, slowly faded from the world until it was all but forgotten.
All that remained was the Relics, seemingly commonplace objects, capable of bonding with seemingly normal people, granting them abilities and powers beyond those of normal men. Sometimes for good, other times for ill. But as with all things inexplicable, while these powers sometimes were used for good, more often than not they were feared, for man has always feared what he cannot understand. It certainly did not help that the relics were not human. They are objects and thus do not ask permission before bonding. Or before “adapting” an evoker to fit its purposes. In some cases, the changes are so sudden and extreme that they overwhelm the one they happen to.
It is this quandary that now once more besets the world. On one hand, you have the liberal and open, but still mysterious Empire of Kalesia, whereas on the other hand you have the religious, even fanatic, Dominion of Idris, who seek to kill all evokers, all those who would wield the old relics. Then, to make matters worse, there’s the feudal Kingdom of Kalnach to the north, which believes much the same as the dominion, if with a different interpretation.
You, however, are in neither of these nations (though there is a 63% chance that you serve one of them). You are within the Kingdom of Othea, the country located at the center of Azukhar, sharing borders with two of the aforementioned nations, but influenced by them all. To you, the Old Kingdom is nothing but a myth, a legend. Maybe you’re trying to protect your king, or maybe you’re trying to influence a foreign king to serve your nation’s interests. That much is up to you.
The biggest problem, or maybe its an advantage, that you have, is that you find yourself in the possession of one of these Relics. Not only in your possession of one, but bonded with one. You are, in fact, an evoker. Maybe your nation likes that, maybe it doesn’t. That is something you have to be sure of for yourself. If it does dislike it, how will you deal with that?
To be more precise, you find yourself in the City of Amaryth, the capital of Othea. It is not long after Crown Prince Aral Otharion was crowned King Aral Otharion V. None of the foreign factions within Othea were prepared for this, not the Kalesians, not the Kalnachi, and certainly not the Order of Idris, who thought they had the king firmly reined and hobbled.
Do you have it in you to survive in the world of Azukhar? Or will you let yourself be killed simply for being in the wrong place at the wrong time?
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General Information:
The Relics is an open-world roleplay. There are established nations, and politics, but there is no single plot that you have to follow. If you’ve got an idea for a plotline, feel free to work it in over time, just inform the GM if you are unsure if a plot is acceptable. If you see a plot between a few characters, do not hesitate to throw in a well-aimed chisel (or a poorly aimed one) to throw their plot into chaos. Such is very welcome here.
At the same time, all players are encouraged to help expand the world’s lore. For now, that will only include existing nations, but in the future that can mean adding new nations to the lore.
The RP usually operates on an advanced level of writing, with good grammar and fairly long posts, but this does not mean each post has to have minimum of [i]n[/n] paragraphs. Its quality, not quantity that counts.
There’s only a few things we don’t approve of:
- Godmodding/powegaming/metagaming.
- absolute nonsense that doesn’t affect the plot at all or wreaks havoc with everyone else.
- not listening to the GM or the other players in the OoC.
- Text walls without paragraph breaks and one-liners.
- Not having fun.
- violating guild rules.