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    1. Varromere 11 yrs ago

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It's getting there! I apologise but I have an essay due for uni on Friday and I'm a tad (underexaggeration) behind so if I go MIA, don't lose hope! If you guys want to ask anything just PM me and I'll reply as soon as I can. :)
Hands up if you'd like a lore document!
Monkey,

There are three races in the world (there were four, but the last departed with The Conclave).

They are the humans, the vrakis and the maruger. The humans will be the only playable race.

The vrakis and the humans are almost entirely hostile towards each other as a result of the events of the war. The vrakis have greater numbers, greater physical power and greater landmass than any of the other races.

The maruger are centaurs. They remained neutral in the conflict and have been unscathed by the Calamity (the last maruger mage died two centuries beforehand). They are a nomadic race who interact with both humans and vrakis for trading purposes and maintain a prosperous relationship with the humans of Zhevarra.

Raven,

It's difficult to explain the role of the players without spoiling a part of the story. I will say that each player has something to offer The Claimant and that the roleplay begins with a journey.
Thank you all for your interest! Also, thank you Gamerdude369 for initiating the process. If you have any ideas, throw them out there and we can discuss.

Magic was a massive part of the world, but more so At’aine. The Well of the World was almost like the heart of Arileth, and its radiant waters the blood of the world itself. With its corruption, naturally, the world is also suffering. How do we portray this? A part of the more immediate symptoms of the Calamity are the Mountains of Maltheria falling to the earth and the resulting valley being flooded by the sea. Over time, the waters of At’aine emerged and tainted the inland sea, turning it black and killing anything in it. Naturally, these dark waters are seeping into the ocean.

I was also thinking of some more, subtler changes to the natural world. In the southernmost tips of the world, where the roleplay begins, are the Free Cities of the Druid Clans. Perhaps the humans of these cities are more attuned to the less-obvious changes in the world?

Another idea, which actually inspired this world, is the collapse of a massive floating structure. I call it (placeholder name), the Spire of the Stars, and I was thinking that perhaps it crashed into the capital city of Eredin (called Aldaran, or Aldaran-under-Shadow). This could play into political change – the fall of Aldaran leading to the fall of Eredin.

Regarding politics (my favourite topic), the Great Empire of Merthys falls and the Paerium Empire replaces it. The Merthyne Emperor is a direct descendent of one of the first maegi. The blood of this family has always been strong, and the Emperor of Merthys is likened to a modern-day god. However, the Calamity eliminated his power, made him blind and weak. His cousin assassinates him and ascends to the throne. The War of Merthys begins, concluding with the separation of the old empire into Ifsherys, Soharys and Jhesarys. Meanwhile, Paerius conquers what is left of Eredin, Olgoroth and takes a hefty slice of Merthys.

To redirect to Gamer’s post, the importance of magic varied across the world. The essence of At’aine is a major part of Arileth, making it quite important to the very planet itself. However, how dependent should the world’s peoples have been on magic? Keeping in mind that maegi were supposed to be the world’s guardians (of course, this was not always the case).

Thoughts? Ideas? If you’re all very interested in worldbuilding, I can give what I have, and perhaps we can discuss it over Skype chat or something?

At'aine | The Well of the World

Following a disastrous world war, the Well of the World was destroyed. Its custodians, the House of Marathor, are also entirely eradicated. Consequently, all magic in the world fades into nothingness, and everything touched by magic loses its arcane lustre. This includes the maegi, who have not only lost their powers and connection to both the well and the world, but their sight as well. Those poor souls fated to be born as maegi enter the world dead or deformed.

The Well of the World takes place twenty years after the great war and the calamity of At'aine. You have been summoned to a lonely hut on the banks of the Arthuinn by a letter containing an arrowhead made from some strange green metal. The letter is signed off by someone identifying with one word, 'The Claimant'.

Not only will we be roleplaying in Arileth, but creating it. It is a new creation of mine and is not entirely fleshed out. The major stuff (in contemporary times) is established to an extent, but historical events, materials, beasts, legends, cities, towns, etc. remain unfulfilled.



Of course, some history and context.

At’aine, the Well of the World, was the source of all magic in Arileth.

The origins of At’aine are not known, however its power was unquestionable. At’aine, hidden upon the summit of Tuin Athainon, somehow called to members of the other races thousands of years ago. These individuals came to At’aine and consumed its waters, becoming the first of the maegi. These maegi received power akin to gods, giving them the power they needed to lead their people into greatness, build monumental cities, establish kingdoms and empires, and wage horrific wars that reduced civilisations to ash and cinder. Over thousands of years, the blood of these maegi was passed down, gradually watering down their powers.

The first maegi who climbed Tuin Athainon became the wardens of At’aine and formed The Conclave. Originally five, the Conclave soon numbered a dozen, each of them immortal. 600 years before the events of WHISPERS OF THE WELL, the Conclave determined the greatest custodians of At’aine would be humanity and thus formed the Council of Seven Kings. The Council of Seven Kings consisted of the Emperor of Merthys and the Kings of Lorinth, Paerius, Eredin, Maltheria, Olgoroth and Dumat. The Council and Conclave decided that the House of Marathor, Heirs to the Halls of Revandon, would safeguard At’aine. The Conclave finally departed the world.

Questions? Interest? I can get an OOC up within two days as I have a lot of the major stuff written out already.
Is the position of representative of the Wild Walkers still free? I spot an Ardent Mage, a Vaulter, a Broken Lord and a member of the Roving Clans thus far. If so, shotgun? :D
Hey guys! Been working 9hour shifts all week so the OOC is a bit delayed but am working on it now as I have the rest of the week off!
Some time this week. :)
I'm working on a bit of a lore page for you guys before the OOC, just so you have a fair idea of everything and things you might want to change/be a part of/mould your characters into. :) @Whiskey Business I think one character is best, although I could reconsider later on in the RP.
@Tatsua Aiisen It depends on the human. In this world, no race is generalised to a point where they are completely restricted. Yes, there are some limitations, and there are some traits most members of the culture/race share, but generally it falls on you. I will say this though, northerners are fighters. They live in a harsh environment, harsher still depending on where you're from, and many maintain a tradition of teaching their young how to defend themselves. Most northerners also know how to survive. They know their lands and they know how to survive them. The men and women of the north are, to generalise, warriors and survivors. @Whiskey Business The dvergr (singular: dvargr) are one of the five races given the title 'Elderkind'. They have existed since the dawn of the world and assumed dominion over the earth (they refer to themselves as children of the earth). Each of the elder races are said to be moulded from the elements, and dvergr legend describes their race as being 'forged by rock and fire'. They are short, stout, with solid frames and short legs. They have skin and flesh, but their hearts beat slow and steady and their blood runs cold. Their skin is stone-coloured, cold to the touch and hard. They do grow hair and nails, and their eyes mimic the colour of a gemstone (and are also without pupils). The dvergr are expert smiths, creating weapons and armour of ornate designs made from a metal that they covet called 'dunedain'. They are endangered, nearly extinct, and are no longer able to live in their citadels below the north due to a rising tide of lava. This mass exodus from the underground is what they call Dov'kir Agnarok, the beginning of the end for their race. The last of the dvergr reside in Odinnsgate or travel, some to live the remainder of their days in the pursuit of something, others greatly depressed by the inevitable doom lingering over them, their people and their culture. They are believed to be the last of the Elderkind in the world. @Smooth All races have access to magic to some degree. Humans are able to access a greater variety of magical sources due to their nature. For example, thousands of years before SotS, humans were given The Gift of the World by the Primal Spirits (spiritual entities governing nature), giving humans permission to control the elements (this was the birth of wild/elemental magic). However, other races have limitations. The dvergr cannot channel magic in its purest forms, and rely on runic enchantments on their weapons or a medium of sorts. The rare form of magic used by the Sievari is an art that is used by the Archon of Arcaith and only a few others in the city.
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