[img]https://i.pinimg.com/originals/0b/8b/f8/0b8bf8ca2b1dd461e0bbf7c65634c47a.jpg[/img] [b][center]Relics of the First Age[/center][/b] [i]The lands of Azukhar used to be abundant with Magic. A being named Kheris ruled the lands with an iron fist, to all his subjects he was revered as a God. His reign was as long as it was cruel, starting hundreds of years before any recorded history. Though like all good tales eventually a group of heroes rose up to meet Kheris and his forces. The Order of the Third Moon tricked sorcerors into imbuing objects with their powers, objects that would bond with the host and grant them incredible power. Using these objects the Order of the Third Moon managed to wage war against Kheris and his forces. Kheris' death marked the start of the second age. The Order of the Third Moon recognised this power they now held, these objects bonded with an individual for life and separation of the object from its host resulted in death for the wielder. In a stunning fit of cruelty, the Order turned against the wielders who had saved them from the oppression of Kheris and destroyed the objects so that magic could never once again threaten Azukhar. I wish I could say there had been peace, but a power vacuum spread across the continent of Azukhar as old rivalries and feuds resurfaced, previously quelled by Kheris' absolute control of the lands. Kingdoms formed and lines were drawn. The only constant was that of the Order of the Third Moon, they were in every corner of every kingdom ensuring that magic would not resurface once more. The Order of the Third Moon began a new religion, detailing their former leader Tyron a messiah sent to Azukhar from the One True God. In the absence of Kheris new literature was 'found' at archaeological sites all over the continent and even on some of the isles to the North. As we move into the Third Age relics still exist, however with increased rarity. The Order of the Third Moon mainly fulfils a religious role within many of the Kingdoms. Tales of the Great One who stood up against Kheris and his Pantheon when no-one else would on behalf of the One True God. However, as the coronation of the new King of Etrid, the most prosperous kingdom in all of Azukhar is to take place, forces stir int he dark that has not stirred in an age, as the [b]Relics of the First Age[/b] return.[/i] [hr] [b]Lexicon of Knowledge:[/b] [i]This is a Guideline, I have left some room for those of you that [i]want[/i] to be a bit more creationist to do so. If you wish too add a new race send me a PM with the details. A large part of my focus is being diverted to the story. [/i] [hider=The World of Azukhar] [hider=Kingdom of Etrid][img]https://i.pinimg.com/originals/0b/8b/f8/0b8bf8ca2b1dd461e0bbf7c65634c47a.jpg[/img] The Kingdom of Etrid is the most propserous on all of Azukhar. Situated on the banks of the River Esk, also known as the 'Great River' that connects the North and South shores of Azukhar, Etrid has been blessed with prime positioning to be a trade centre for much of the continent, goods coming by land and sea to be sold and transported to all the other lands. After the fall of Kheris at the end of the first age the Order of the Third Moon also set up residence their great Cathedral sits mere miles away from the capital of Greytry. The Kingdom of Etrid hosts the most fanatical of the Order of the Third Moons believers, magic is outlawed and anyone suspected of consorting with Whitches and Warlocks, or of being one, are taken by the Order to never be heard from again. There is no need for a trial, and those within the Order hold official rank within Etrids military. Able to commandeer guards, soldiers and ships at their will with no need to consult the military superiors. The Grand Inquisitor himself is said to even have the power to overrule the King, not that such power has ever been utilised though after the untimely death of King Grewalt the Grand Inquisitor took charge of the Kingdom until Prince Alten was off age. Now his coronation nears, some more royal to the throne than the Order fear potential disruption in an attempt by the Order to retain power.[/hider] [hider=Kingdom of Uk'Dhar][center][img]https://static.wikia.nocookie.net/warhammerfb/images/9/98/Dwarf_KadrinValley01.jpg/revision/latest?cb=20140805185213[/img][/center] The Kingdom of Uk'Dhar is situated in the mountains in the north of Azukhar, an expansive range of mountains that plays host to interconnected cities and towns burrowed deep into the mountains. Dwarves live in these mountains like colonies of ants, each having their rightful place and duty to work. Ruled by the great mining families that established the first tunnels centuries ago. The tunnels themselves have been untouched by magic since the end of the first age. Largely independent from the rest of Azukhar few humans have explored the depths of Uk'Dhar beyond some Inquisitors from the Order of the Third Moon. Exporting the finest smithed weapons and metallic goods in exchange for coin and food the Uk'Dhar have a firm and strong economy. The few humans that have ventured into the deep, and the few Dwarves to come forth out into Azukhar proper tell tales of impressive machines powered by steam capable of mass processing of raw materials or transporting tonnes of goods along metal rail systems deep within the mountain. A technology many monarchs throughout Azukhar seem interested in.[/hider] [hider=The Great Plains] [center][img]http://images-cdn.fantasyflightgames.com/filer_public/06/d2/06d261bf-5649-4010-957e-cfdd2a6e4cde/rb01_preview_03.jpg[/img][/center] The Great Plains exist to the north of Kingdom of Etrid and span much of the continent. Some small settlements exist however the only cities are in ruin, the Great Plains had once been the lands of Kheris, people are not sure whether the land is barren due to war or a curse placed upon the land by the dreaded false God himself. Many refuse to move to more prosperous kingdoms due to stubbornness, fear of persecution or simply due to poverty. Some come to the plains to escape the judgement of law, others to seek fortune in artifacts abandoned after the fall of the first age. There is only one constant, people in the Great Plains become a hardy people, or they do not survive. [hider=The Pyramid of Kheris] [img]https://cdnb.artstation.com/p/assets/images/images/003/097/341/4k/tiago-sousa-volcano-pyramid.jpg?1469640067[/img] Deep within the Plains lies what was once Kheris' capital. Ravished by war and magic it is now a wasteland, at it's centre the Pyramid that once hosted the most powerful Sorceror in history still stands. The Order of the Third Moon attempted to destroy it after Kheris was defeated, however, the land around them burned and turned to molten lava, hundreds lost their lives in what should have been a simple act, as the city burned and crumbled the forces of the Order retreated. When they looked back they saw in horror as the landscape was turned into that of nightmares, everyone who had lived within the city was gone with only the charred and burnt pyramid remaining. The Order still patrols the border around the Pyramid, trying to discourage any would-be tomb raider from disturbing it. [/hider][/hider] [hider=Forest of Paeris] [center][img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/2b27c7d7-b63e-42ef-8128-f00b0084986d/d4ic23n-d73fc27e-544f-47bd-93ca-7416949f1a8f.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvMmIyN2M3ZDctYjYzZS00MmVmLTgxMjgtZjAwYjAwODQ5ODZkXC9kNGljMjNuLWQ3M2ZjMjdlLTU0NGYtNDdiZC05M2NhLTc0MTY5NDlmMWE4Zi5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.nucS2LJq2OLumsLy7XzfoOc5XsXTgA2fDulAAV9Nk78[/img][/center] while the Great Plains were decimated, the decimation stops abruptly at the start of the Forest of Paeris. Formerly home to the Elve Lords, they stood with the Order of the Third Moon against Kheris in order to preserve the sanctity of their forest. Their assistance was rewarded with their genocide. Both the Wood Elves and the Sea Elves are all but extinct with very few hidden covens remaining hidden away. Now Human cities populate the forests, felling trees to create wide swathes of land for them to build their cities out of stone. Building strong walls to protect them from all forms of beast both magical and ordinary that take exception to their presence within what was once holy land to the Elves. That said trade is bountiful and flows freely down the river Esk towards Etrid and various other destinations.[/hider] [hider=Kingdom of Cellhád] [img]https://cdnb.artstation.com/p/assets/images/images/003/495/361/large/jonathan-guzi-floating-city5.jpg?1474330953[/img] The Kingdom of Cellhád lies surrounding a small mountain range to the south-east of Etrid. Until the end of the second age, the people of Cellhád were a loose assortment of varying family clans that owned different lands within their borders, controlled by a lord in a castle up in the mountains. With the fall of Kheris and his Kingdom, the clans took this city for themselves, now free they formed a council of clans and a loose code of conduct and law within the land. Seen by many others as barbaric, it promotes the skill and ability of the individual over any concept of the nobility of birth. The clans rarely meet all at once, and instead remain in their individual lands. [/hider][/hider] [hider=Magic] Magic within Azukhar is all but extinct, and largely exists through relics, however, that does not mean that there are those in secret that try and practice the lost arts. Magic in itself is separated into three schools. Elemental, Physical and the Spiritual. The use of magic is like the use of another muscle, it must be trained and honed over time. Overuse can result in injury, even death. [b]Elemental Magic[/b] is the most simple of the three schools and the most common within the fifth age. It allows the user command over Earth, Water, Air or Fire. From simple feats of manipulating these elements, to more complex aspects of generating them and manipulating them to interact with their bodies in unique and powerful ways. As it was the most common form of magic this is also the most common form of the relic. [b]Physical Magic[/b] allows the user to adjust their body to accomplish incredible feats, strength, speed, shapeshifting. Some more advanced forms also allow for the manipulation of others, including the ability to control the minds and feelings of others. [b]Spiritual Magic[/b] is arguably the most powerful of all the disciplines. Spiritual magic crosses the bridge between Azukhar and other plains of existence and can provide a variety of impossible feats as simple as gifting someone with the power of flight to allow them to control shadows and use them as weapons. While the most powerful is also the most random, trying to unlock your spiritual potential takes years of meditation and practice and even then it is impossible to determine what abilities you will end up with. The only way to determine what ability you can obtain is by learning off a relic and bonding it to yourself.[/hider] [hider=Relics] Relics were made towards the end of the First Age and into the second as the war between the Order of the Third Moon and their allies spread across the continent. With a lack of powerful sorcerers to combat those that Kheris had at his command The Order of the Third Moon somehow managed to imbue objects with magical power, these objects once used bound to an individual for life and allowed them to perform various forms of magic. There is an inherent danger to relics, someone who binds to a relic already has access to its magic at the highest level but can easily over-exert themself by performing these miraculous feats resulting in their death. This connection between Relic and the User also means that should the two be separated for a prolonged period of time the user dies and the relic once again becomes inert. Relics themselves are nigh indestructible. [/hider] [hider=Races] I'm not going to go into detail on humans. Humans are humans. We vary but we're pretty much boring. [hider=Wood Elves] [img]https://i.pinimg.com/564x/6c/b1/4d/6cb14d4a47c80b0d351210b786d19295.jpg[/img] Wood Elves and the Druids of Man share many similarities. Historically people are unsure if the Druids are humans adopting the lifestyle of the Wood Elf or if the Wood Elves are somehow descended from the first druids. Generally a very calm and patient people, with fair skin and light hair colours they hold a very regal form with sharp angular features. The average Wood Elf is around 6 Foot tall making them taller than the average human. Their bones and muscle are finely tuned in order for climbing and navigating the forests of their homeland. A strong reverence for nature, a history of magic and herbology radiates with these people which have resulted in them being the target of genocide by the Order of the Third Moon. Some enclaves still exist, however, hidden away in enclaves in their forests. Often hiding in among Druids who willingly shelter them from persecution.[/hider] [hider=Sea Elves] [img]https://i.pinimg.com/originals/ab/f1/c1/abf1c1e98f49b170a99428a7628cc3ac.jpg[/img] Sea and Wood Elves are not actually related, humans just found the names easier than their elvish names and the elves elected not too correct them. Sea Elves tend to live in coastal areas, with webbing on their hands and feet and able to hold their breath for prolonged periods of time. Compared to their Wood Elve brethren they are slightly more secretive and aggressive, forced to become so after the Order of the Third Moon betrayed them at the start of the Third Age. Many have adopted the physical discipline of magic in order to prolong their ability to stay in the water. Their way of avoiding persecution from the Order of the Third Moon.[/hider] [hider=Dwarves] [img]https://thenobleartist.com/wp-content/uploads/2020/01/smith2019heads300.jpg[/img] Few Dwarves live or spend time above ground, originally known to man as the Mountain Elve the Dwarven people however didn't stand by this and soon made sure that this was corrected. Strong, skilled and stoic they have been the pioneers of almost every technological advancement to have occurred since the defeat of Kheris. From forging ploughs and harnesses for beasts, carriages to be drawn by a horse, new techniques for smithing the Dwarves have forged it all. They are proud people, proud of their work to an almost religious degree and more importantly, they enjoy the work more than anything else. [/hider] [/hider] [b]Mythical Beasts:[/b] I haven't listed any as off yet, as I said I want to allow you the player to also have a say in the creation of this world so want to leave the prospect of you creating things. I'll add these as they appear in the RP. [hider=History] WIP[/hider] [hr] [b]Character Sheet Template:[/b] [code][b]Name:[/b] [b]Age: [/b] [b]Gender:[/b] (Or a disguise, doesn't have to be their real gender, if their chosen gender is different than their birth gender please detail) [b]Faction/Allegiance:[/b] (Whom does your character answer to? This can vary greatly) [b]Relic Description:[/b] (Include the appearance and abilities of the relic, if applicable) [b]Appearance:[/b] (if using a picture, please pick something that you’d get away with wearing in public and that would make sense for the era. Same goes for text-based description.) [b]Flaws:[/b] (The more, the merrier) [b]Skills:[/b] (What sort of non-relic skills/abilities make your character stand out?) [b]Biography:[/b] (you know, regular background stuff. Its up to you if you want to have just a couple of paragraphs or half an essay, but quality will trump quantity.) [b]Personality/motivation:[/b] (Explain how your character works. What makes it tick? What sort of quirks are there to him/her? What motivates him/her?) [b]Relations: [/b](Does your character have any sort of relationship/relations with any of the others? Friendship? family? Sworn enemy? worked together? etc.) [b]Final Point - Secrets:[/b] (if you want something to be secret from the other players, PM it to the GMs If you want something secret from other players' characters, specify that in the CS, and the others will respect it.)[/code] [hr] [b]Rules:[/b] Basically. Guild Rules. I shouldn't need to call you up on anything. Have fun, world build (but don't contradict anything already established, if it's something major please clear it with the GM Team first), save the World (or destroy it I guess). [hr] If you have any questions, let me know! I hope you enjoy, and I look forward to helping you through this world as we explore this new age.