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Oh my, thank you all for the interest!

@BurningCold Yep, this will focus more so on narrative!

@Zendrelax Well, I was hoping for at least four to five but hell, I'll leave it open and see how many of you guys make it through. I'm pretty flexible and I tend to go with the flow rather than plan everything. :)

There are very few ranks within the Order. New recruits are not deployed, and have no right to the title Hunter/Huntress. Then there are the Hunter/Huntress-Captains, and then there is the Hunter/Huntress-General (currently Valla Dagan). Due to their numbers, Hunters/Huntresses normally operate alone, though there are instances of cooperation. Normally, leadership will fall to the most experienced individual. In this instance, there will be some form of leadership through an NPC that I will be controlling.
Firstly, wow, thank you all for your interest! Now, onto your questions.

1. Okiedokie, long version:

Magic, evidenced by the existence of the undead, is a very real and prevalent force in the world. There are four kinds of magic that humanity has access to – arcane, wild, blood and daemonic. Each type is derived from a different source. Wild magic is exclusive to the druid clans, who have the blood of the fey running through their veins. Daemonic magic is a twisted experiment of arcane magic, and those who employ it derive their power from a daemon that they have forcefully bound to their will.

However, arcane magic is the most prominent kind used for humans, and the most diverse. Arcane energy, or thala, is accessed only by those of the Bloodlines (of whom, there are many). The Bloodlines are the descendants of the first maegi (yep, we spell things with an ‘e’ in this world!), men and women who were called to consume the waters of the Well of the World. Practitioners of blood magic utilise their own blood (the blood of the Bloodlines), their own vitality, to perform feats of incredible power that would be otherwise impossible.

Arcane energy is the most malleable, and over the years, humans have expanded upon it and developed different ways to utilise it. One of which is ebon pyromancies, fire magic exclusive to the Order of Cinders. Pyromancers of the Order (and some of the tools regular hunters and warriors use) wield a very intense fire that has a rather wicked redness to it, with streaks of black that dance through it when the undead are nearby. It receives its name for a few reasons – one, the black streaks that appear when undead are near; two, its use as a tool against the undeath and three because to access it as a maege, there must be some form of hatred in your heart, a darkness of your very own, one that seems to be unique to the Order of Cinders.

Opposing ebon pyromancies is necromancy, a very dark and mystical art that is permitted in some nations and forbidden in most. Necromancers are few and far between but their power is incredible. Necromancy is a form of blood magic, where their blood is their power. They break all of the rules, they take the balance of the world and they rip it apart, and they take great joy in doing so. It is important to remember that a necromancer is not evil, but like the Order, they have a terrible reputation for doing things that could be considered evil.

Short version:

Order has access to pyromancy and they make dead things go boom, hence why they refer to themselves as the Order of Cinders.

2. The Order responds only to the threat of undeath. Anything else is frankly not their issue and they have no qualms in dismissing a report or case if there isn’t anything undead about it.

3. Preferred post length – well it is casual so at least a paragraph will do fine!

4. Preferred posting frequency – I will try to post every day, so maybe three to four times a week. People’s circumstances change so I’ll try to respond to that and go from there.

5. The world hates the Order. They’re four thousand years old, so they’ve had a lot of time to make a lot of mistakes. To them, these aren’t mistakes, as they have a very different code of morals and ethics to justify some of the shit they pull. The example I gave earlier of burning down an entire village to root out a necromancer is common for them. There will be situations where the threat of a necromancer throws people into hysteria and people will point the finger left, right and centre and the Order acts first, then asks questions later, so situations like the witch trials have arisen in the past. Local laws and authority don’t apply to them, or at least they believe so (others would disagree fervently). They have a reputation for being vigilantes, for acting on instinct, for being blinded by the hunt, for being unconventional and pragmatic. And people complain but to the Order, it’s like, “would you rather have a vamphiir sucking you all dry?” and people can rarely argue with that because the fact is that the Order get shit done. There is respect, but there is also a lot of disdain, and a lot of fear. Many kingdoms no longer send the Order recruits (a testament to their diminishing numbers) and many demand that a hunter make himself known before pursuing a report.

6. There is a lot that has been done and predetermined but I’m willing to give people a lot of freedom regarding their characters, where they’re from, etc. based on a very vague framework – for example, the geography of the world. I won’t be too austere with the setting as I do want players to have a valid say in what’s going on.

7. Words. What do you mean by numbers? As in players?

8. You have to be human and you have to be a member of the Order. At least if you’re going to be with us from the beginning. I might change this for people who join later on, or for people who might want their hunter to be a casualty and want to remake a different kind of character.

9. I live in Australia, the sunburnt country!

The Order of Cinders

"From flame, all shadows will scatter."

Our story is set in the world of Arilyth, a fictional world of my own making. You, the player characters, are members of an ancient organisation dedicated to the eradication of undeath in all of its forms. You accomplish this through might, determination, and fire. Your lives are sworn to this cause, a blood pact cauterised by the same fire some of you wield. You are among the world’s greatest warriors and hunters. The hunt is your life. The night is your domain. And your strength is your fire. You are the Order of Cinders.

The Order is four thousand years old, created in response to the scourge that was the first vamphiir. It has a nasty reputation for its brutal methods and pragmatic rationalisations. Yet, despite all of its criticisms, one cannot argue with their results (though some may say that the life of a necromancer isn’t worth burning down an entire village). You operate outside of the law. You answer to no one but the chain of command, at the top of which is Valla Dagan, a descendant of the founding father of the Order.

Being a hunter is dangerous business, especially when vamphiirs are concerned. You are not at the top of the food-chain. Members of the Order die often, and unfortunately there aren’t enough recruits to replenish the fallen and investigate all cases of undead across the world. Your numbers are dwindling, and you’re all spread so far and so thin, yet you received urgent commands to go to the port-city of Isamanca from Valla Dagan herself. Something sinister has made its home in the city.

And so this is where our tale begins. In Isamanca, on the Bay of Benamina…

Any questions, any queries, any interest is greatly appreciated! I’m hoping to get at least four or five before we start the roleplay.
Well, I think humans are self-explanatory haha.

Ithuri are lithe, tall and long-limbed. Their complexions take on a kind of radiance, their skins pale and flesh-toned, yet faintly glowing with gold, silver and alabaster hues. They do not tan or burn, even when in the sun. Their eyes take on a slight slant, giving them a natural intensity to their gaze, and vary between bright shades of green, violet, blue, gold and silver pupils. Their hair is as fair as their eyes and skins: sandy, light orange, gold, white or silvery. Some ithuri, who trace themselves back to the Sarandish (a rather reclusive northern nation of ithuri), have a reddish quality to their complexions, with burgundy lips and black or grey eyes. Ithuri have pointed ears, though the length and severity of the point vary. Years of magical dependence have left the ithuri physique diminished. Unlike humans, they cannot achieve stoutness, curvaceousness or bulk. Ithuri do not age as other races do, as their lifespans vary between eight centuries to a millennium. Up until their final years, ithuri appear young, refined and graceful. Wrinkles, weakness and dulled senses are evidence that an ithuri is dying.

The dvergr vary between the three nations, however, in general, they are the opposite of the ithuri. Physically, they are deceivingly strong. Wide, stout frames, naturally quite bulky and resilient. Short-limbed, chiseled faces, with skin as textured, hard and cold as stone. Dvergr aren't sensitive to hot and cold, evident in their ability to live in extreme conditions, and have thick, lava-like blood. Their hair is coarse like rope and their eyes as hard and precious as gemstones, shimmering in light. Their features are chiseled and hard, even for the female dvergr, softened by ornately decorated hair (and facial hair in the male's case). Azoc'dhari have copper skin, golden eyes and bronze hair. Chael'vhari have pale skins, iridescent blue eyes and grey or white hair.

The ogurs are the shortest of the three giant races. They stand taller than the ithuri, coming between 6'8" to 7'6". They have strong frames, muscular limbs and wide bodies, usually with a sizable gut. Round, oval heads, a dominant underbite and two canines (often adorned) visible over the lip. They are hairy creatures, with a messy sprawl of hair that often comes down their spine. Their features are soft and humble, though their bodies are built to survive. Their skin comes in dusty, earthen colours, and their hair is often black. They have three large fingers and a thumb on each hand, and five toes on calloused feet (they often go barefoot). The ogurs are a simple folk, choosing basic ornamentation over the exuberance of jewelry, settling for different kinds of stones and plentiful ores like iron and copper. They often cover themselves in ochre markings.

Gnolls are small, feral-looking creatures, a humanoid cousin of hyenas. They’re covered in fur, mostly around their backs and ligaments, with their chests and bellies sparsely covered or hardly covered at all. Their fur varies in colour, some are spotted, some striped, some golden, some black and some white. Due to their animal nature, they are often covered in scars. Their heads protrude forward, as if constantly sniffing, and their eyes are small, beady and dark. Their denture is sharp, and disquieting for those unfamiliar to the gnolls. A soft mane of hair erupts from behind their ears and down to their tails. They have sharp claws on their front hands that they regularly sharpen, which are padded for running (as they are quadrupedal when they run). Their paws (feet) are also padded and clawed.

That's the basics! I'll get to work on an OOC. :)
Should I get started on an OOC?
wow i am yet again amazed by how put together this is. i'm wouldn't be surprised if you had a map so i won't even ask. now I must ask which races are playable and how they are connected to Samara. Seing as magic is in short supply how is demand? could one play a magic user? perhaps play a character which has mixed science and magic? for example a chemist/alchemist that likes to play with magical ingredients. when he can find them of course. Think modern day Dr. Jeckyl wel as modern as the rp would allow. Also could such a character be a traveling dwarf? perhaps a mobile medicine man selling his crack pot experomental medicine? the more i write the more my potential character fleshes out so i better stop now incase i'm going way off course. :3


There is a very vague map I drew by hand, actually, haha.

The playable races will be the ithuri, ogurs, gnolls, dvergr and of course, humans. With the fall of the Imyassi Empire, humans became the most populous of races on the world. Humans are closely tied to Araasyr, having first emerged from these sun-kissed lands. It is on Araasyr that the first human clans encountered the ithuri. In fact, it is believed that the humans (referred to as the Second Children by the ithuri) first emerged in the lands between Paerium and the Habbisian Principalities. There is little to say about humanity other than their age old conflict with the ithuri, which began when the Imyassi Empire attempted to exterminate their lesser cousins. Humanity endured, and from this genocide, heroes emerged, namely Dal'Dazhe, who slew Emperor Imyas after a thousand years of his reign. After that, the ithuri retreated, and the Great Migration occurred, where humans traveled across the world and took pockets of the ithuri's lands away for themselves. In Araasyr, humans have dark complexions. Paeth'kai, a name used for the pureblooded denizens of Paerium, are black-skinned, tall and graceful. The Zhevarran people also share these attributes. Habbisians, splintered into six countries, are lighter, shorter with more angular features. Some, such as the Gholeins of Ezaraj, have jade eyes. The Riaveini and Ceirdylic are a tad unique, as they often have a crimson quality to their hair, and are olive-skinned in comparison to the other nations of Araasyr.

The Asch'vari, a nation of islanders off the coast of the east, are descendants of a paler strain of humans. They are tall, athletic, with alabaster skin, golden hair and bright eyes. Though they rarely venture from their isles, they easily stick out from others on the golden continent. Humans are the main inhabitants of Samara.

The ithuri, known as the First Children, have dwelled on Araasyr longer than humans. The kingdoms of Kaydeir and Amor were in Araasyr: Kaydeir in the north and Amor in the modern-day Desolation of Ghand. It is here that they tamed the dragons, and it is here that they allowed them to die. For thousands of years after Imyas was slain and the human kingdoms were established, the ithuri have struggled to maintain their former territories. Many wars have been fought over Amor and Kaydeir, even when Amor was destroyed by Ghand, the Last Dragon. Samara is, to them, the city of Vyrias. New inhabitants, new buildings and a new name will never change that fact. It is, along with Dalrenhil in the north, the last city ruled by the ithuri. The loss of leadership to humans represents the decay of the ithuri, and they will die before humans best them again.

The gnolls have always resided in Araasyr. They have always dwelled in cities built upon the carapaces of the arachnid mezzara, cities that seemed to glide across the sands. However, in recent years, the ancient mezzara have been dying, poisoned by something unknown beneath the Sands of Hathekk. As such, the gnolls have migrated to the last mezzara, the oldest of them all, Khafa, the Broodmother. However, some have left the Sands of Hathekk, and a group have found themselves in Samara. They are the Fangs of Kharab, priests, warriors and merchants who wish to bring gnolls into the happenings of the world.

Ogurs are savage, yet gentle. They are a shamanistic race, who are humble and wise, yet also dangerously violent when they are threatened. Descendants of the giants, the ogurs left Sievaria voluntarily as harsh winters cut off their ties to the earth. They settled in the Alharan Mountains, primarily on Ogu'iha (ogur home). Into the very mountain itself, the ogurs carved ornate citadels, where they were able to practice their earthen magics. The ogurs have quite the reputation as incredible builders and carvers, having the ability to shape and transform rocks. To ogurs, they have little connection with Samara, but many come as pilgrims to the Shrine of Seven Stones near the city.

Dvergr... there are two types present on Araasyr: the Azoc'dhari and the Chael'vhari. The dvergr are humanoid, yet they have stone-like skin to protect their vitals. Their hair shines like metal, and their eyes are solid and glow like fire. The dvergr are often killed for their precious hair and eyes, a fact that has inspired many changes to dvergr, such as a militant religion.

The Azoc'dhari have copper skin with golden hair and eyes that burn like the sun. They are a warmongering clan, led by a council of warlords rather than a monarchy. Their country, Kazgath'azoc, is located in the Canyons of Auzziran. They are currently in a war to protect their lands from the slavers of Ibzya.

The Chael'vhari have alabaster skin with white and grey hair, and cold eyes, iridescent like crystals. Chaelados, the city of the Chael'vhari, is on the Coast of Crystals. Chaelados was conquered by Paerium, and the Chael'vhari are now servants of elite households in the empire. Many have fled west, taking refuge in places like Samara, where they live as beggars and sell their trades for food and lodgings.

About magic, that would be fine! Magical professions were common and in high demand. Then magic disappeared and the economies based on those trades died out. Now, really, only the dvergr have taken up these crafts again, though there are some human and ithuri who have also invested time into the arts of enchantment.

I rambled, I apologise...
Thanks for your interest, and the kind comment. :)

With the exception of humans and ithuri, there are the:
  • dvergr, or dwarves, split into three groups. The Dov'khari reside in Sievaria, while the warmongering Azoc'dhari inhabit the Canyons of Auzziran to the west of the Desolation. The Chael'vhari live in Chaelados on the Coast of Crystals, and are slaves of Paerium. The dvergr are an elder race (meaning, older than the ithuri and humans).
  • the giants. The giants are a trinity of races who dwell in Sievaria, with the exception of the ogurs. The velgs are the most powerful, being the tallest and strongest. The ogurs and jotun are descended from the velgs. The jotun are giants tainted by the influence of a lich, becoming cruel and cold. The ogurs, a shamanistic race, live in the service of the spirits of Araasyr. The giants are an elder race.
  • the gnolls, or arache. A race of hyena-like humanoids who are devoted to the Sun God and his children, the mezzara. They hail from the Sands of Hathekk on western Araasyr, on their moving city (built upon the last mezzara, Khafa). They are fanatical, crude, and feral. The arache are an elder race.
  • the fey, and the sicari. Both are relatively secluded from the world, and rarely mentioned. The fey dwell in the woodland realms of Celanire, while the sicari live reclusive lives in the tall peaks of Sievaria.


Science has advanced to the stage it was in the 18th century. Astronomy is big, biology is on the rise, and chemistry is popular, with the dawn of alchemists. Magic, however, is advanced yet dim. Without going into too much detail, a century ago, magic faded from the world and was only restored 50 or so years before during the Days of Darkness. Magic returned to the world, but maegi were fewer in number than they were a century ago, and their powers were significantly dulled. The most powerful are warlocks, who act differently to maegi in this world, because they draw their power from another world. Warlocks were the primary antagonist during the Days of Darkness, though many warlocks have learned to distance themselves from the corruption their power guarantees. Unlike science, magic and magical techniques has had thousands of years to be experimented with and developed, and though they are few and often weak, there are some of high esteem that still carry on the legacy of their ancestors (magic is tied to bloodlines).

Gunpowder was discovered by Paerium. Cannons and rifles became a huge factor in the success of the empire. The Habbisians are now trying to retaliate with their own version of these weapons, but gunpowder has, thus far, only been found in the empire.

Samara has always been a place of conflict due to the El'Junei Oasis. Is it the largest oasis in the Desolation. The Ghandishmen, nomadic tribes who migrate across the wasteland, have often clashed with invaders or bands of travelers capitalising on it. The most brutal conflict would be the Junei War, where the Imyassi Empire (ithuri) clashed with the Merthyssian Empire (human) over the oasis. The result of this was a defeat for the Merthyssians, and the construction of Vyriahil ('rebirth of Vyria'). Over time, the city was opened to humans, and both Merthyssians and Habbisians came to live and trade in it. It was when the Habbisian King Ujasa invaded that Vyriahil became Samara, and many of the ithuri were thrown out. As such, Samara maintains architectural influences of the Imyassi, Merthyssian and Habbisian.
SECRETS OF SAMARA


SAMARA: a city that exists in defiance of the desert. Known to many as the ‘Jewel of the Desolation’, the golden city is situated in the heart of the Desolation of Ghand, tightly hugging the El’Junei Oasis. Due to its position on the continent of Araasyr, Samara maintains status as an economical metropolis, a necessary pause in the travels of adventurers and merchants and a vessel for trade between the nations of Araasyr. In Samara, the enigmatic sciences and arts of the east meets the vibrant grandeur of the south, and the wonderfully bizarre doodads and creatures of the west.

It is often said that whoever controls the Jewel of the Desolation controls the heart of Araasyr, and inherently, all safe routes through the wasteland. It is for this reason alone that the city has been hotly contested over the past decade. First, the first custodians of the city, the ithuri, a now dangerously endangered race (along the trope of elves in this world), governed the city, as their forebears did. They ruled for a century, until the imperial armies of Paerium took the city. With Samara, Paerium now controlled the entire east. The Jewel of the Desolation became the staging ground for an imperial invasion into the west. Earning the ire of the Habbisian Principalities and the Sultanate of Varazhyr, Samara came under the yoke of the southerners, until three years later; it was handed back to the ithuri, namely Ussariel. Ussariel and the remnant of his people were left to govern Samara. Yet, wealthy southerners remained, forming the foundations of our conflict.

The military campaign of Paerium has settled, and trade now bustles across the golden continent. In Riavein and Ceirdyl, a cultural movement has inspired a new generation to invest in the arts and the comforts of life. Paerium enters the next phase of its industrialisation, as new technologies, sciences and weapons come to the fore. A river of art, knowledge and wealth now flows through the city, and the southerners wish to have control over every single scrap of profit that enters the city, regardless of who they seize it from and who suffers as a result. The southrons take the form of the Viziers of Anaphi, an exclusive league of merchant princes from the Habbisian Principalities.

Counterpoised to this desire for wealth and expansion is Ussariel and the Remnant. To them, the Jewel of the Desolation is known as Vyrias, an ancient city of their people that Samara is built upon. With ithuri scattered across the world and universally hated, the Remnant desire to control the flow of trade and turn the city into a thriving sanctuary for the ithuri and bring it back to its ancient roots as a place of magical study and wonder. The Remnant see the threat of the Viziers, and despite their distaste for humans, have arrangements with various factions and nations that wish to stem the power of the Habbisians.

In Secrets of Samara, you are caught in the conflict as it slowly boils. Do you take the side of the Viziers, or the Remnant?

Feel free to ask any questions regarding lore and anything else related to the RP. :)
Hey guys, I am so sorry but university hit a peak time, plus the Easter weekend and some family issues have unfolded. Rather than dilly-dallying on lore and worldbuilding, I'm going to just write up the OOC and we can take it from there, build the world together as we go. I figure the character creation process will also give us a great opportunity to build up the world and the impacts of the Calamity.

I'm working on it right now so if you're still interested, be prepared!
Hey guys, the essay is finished and now - the lore!

I've condensed most of it into bullet points (and am still in that process). So you guys get a taste of what is already established, I present to you:
Agradan

Capital City: Voqorro
Sovereign: Afqaru Bhokar, King of Agradan

GEOGRAPHY
  • The Agrad Plateau

    • some parts forested, borders dry and arid - prone to drought
    • two major rivers - the Koss and the Mahag - run through it
    • landlocked between Nathal’vrak and Zhevarra
    • Nathal’vrak and Agradan divided by the Dragonwall Mountains
    • Zhevarra begins at the Golden Sea, a league from the edge of the plateau
  • The Dragonwall Mountains

    • since the War of the Well, the Agrad have moved into mountains
    • primary source of resources

POLITICS
  • Chieftains

    • each village, town or city is ruled by a chieftain
    • a chieftain’s security is never guaranteed
    • dominance and strength are considered ideal attributes of a leader
    • anyone is able to replace a chieftain by killing him/her
    • occasionally, even Afqaru is challenged
  • Relationships

    • absolute disdain for the vrakis, kill any that venture into the Dragonwall
    • their corpses are impaled and left at the borders of Nathal’vrak
    • relatively isolated, xenophobic and territorial
    • do not trade, do not let anyone pass through the Dragonwall
    • not that anyone does - no human is allowed in Nathal’vrak
    • a steady trade/military pact with Zhevarra against the expansionism of Paerius

RELIGION
  • Ghaaravas

    • First King of the Agrad, He Who Walks In Fire, Bane of Kings
    • born, raised and governed from Abar Qaithus
    • a celebrated champion and warrior, figure of strength, war and fire
    • praised as a great king, but also as a maegi
    • one of the first to drink from At’aine, a warden of The Conclave
    • the oldest and eldest member, left his crown for Conclave
  • Worship

    • Ghaaravas is praised in temples in cities, or clay shrines in the villages
    • the dead are left to the wilds at shrines across the plateau

HISTORY
“During the War of the Well, the human tribes of the Agrad Plateau became the victims of a vision crossfire. To assail Nathal’vrak, the forces of Merthys needed to penetrate the Dragonwall, a task made easier through the natural passes along the Agrad Plateau.

Disenfranchised by constant fighting and the invasion of their homeland, the Agradi joined the war on their own terms, fighting against the empire and the vrakis. The clans fought individually, protecting their own territories and marking them with the headless corpses of their enemies. To respond to the retaliation of the indigenous clans, Merthys made an example of one particular clan known as the Se’khara, horribly mutilating their bodies and sending their corpses on wide rafts down both the Koss and Mahag for all of the clans to see while the empire prepared to assail Abar Qaithus, the clans’ most holiest site.

The last of the Se’khara, a warrior named Afqaru Bhokar, made it his mission to unite the plateau against the vrakis and the empire. Advertising the fall of the ancient city of Abar Qaithus, Afqaru rallied the clans at their holy city where they made their final stand. Three days of withstanding a relentless siege passed before the Calamity occurred and Merthys fell.

Following the war, Afqaru challenged each and every chieftain of the Agrad. One by one, they fell, and Afqaru declared himself king. Thus, Agradan was born.”



The Conclave of Athainon
The Conclave of Athainon were among the first to witness the dawn of magic in the world. Originally five, the Conclave grew to a dozen members, each identifying with one ‘power’ of magic. They had one role: to protect the Well of the World at all costs. The outside world, and the activities of the other maegi, was not their concern. Their chief duty was to At’aine.

The wardens were each present at the dawn of magic. They were the first to hear the flow of At’aine; though not all of them originally joined. The first maegi, Aruun’Dal, was also the first warden. When more came to Tuin Athainon, he formed The Conclave. Beyond that, the lore and history of the wardens is largely unknown. However, it is established that they were immortal, and that of the twelve there were nine humans, two vrakis and one of the sidherin. It is also known that:

  • Aruun’Dal the First was the leader of The Conclave and first to drink of the well
  • Aruun'Dal called the Council of Seven Kings and spoke on behalf of The Conclave
  • The sidherin warden, created the fabled Sallahin’dorei

    • Also maintained the Power of Preservation
  • One of the wardens knew of all time and the fates of all peoples (Power of Sight)
  • Also the first of the wardens to abandon mortality
  • Power of Rebirth: necromancy was the domain of one warden
  • Ghaaravas maintained the Power of Destruction
  • Names of members, their roles and histories lost and forgotten, include:

    • Veithosa Taal
    • Bal’Nora the Cold, believed to maintain the Power of Control
    • Kazz ik gara’Baltaag - not his name, vrakis warden, translates to ‘He of the Black Hill’


Why is so little known of The Conclave? Maegi are roughly 10,000 years old, and so the wardens would have been around 9,000-years-old when they departed the world. They remained on Tuin Athainon, as At'aine was their primary concern, and naturally their history has been lost over the years. The mystery surrounding them is intentional.

Of course, this is all subject to discussion and there are things that need to be fleshed out (through the roleplay, of course). This is just a bit of a teaser of what to expect. :)
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