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Grey Dawn

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GREY DAWN
Contents
1. Introduction
2. Magic
3. Races
4. Factions
5. The City of Kaydeir

Introduction
“WELCOME TO KAYDEIR, THE CITY OF SPLENDOUR!

Feel free to explore the city and marvel at all that it has to offer! Take in a show or two at Paecello Hall! Perhaps even explore the mixing pot of culture and magic that is the Guildmaster’s Lane or maybe secure a bench around The Locus and watch in amazement as the nexus’ energies bellow out in an arcane symphony! The only limits here are your own, so open up your mind and let Kaydeir wash over you like a soothing tide!

For all non-magi, please avoid the Quart of Shadows. Should you find yourself lost or in any trouble, do not hesitate to contact one of the patrolling magewatchers. Thank you, and please enjoy your stay!”


Known to most as the City of Magic, Kaydeir is also a city of splendour, magnificence and arcane beauty. It is a testament to the gifts of the arcane and to the magi able to wield it. It is a city of immense political intrigue, where guilds and factions struggle for power and prestige. It is a hurricane of cultures and races, where the north meets the south and the east meets the west. Here, religion and logic clash in fiery debate and the fate of criminals is decided by the blade of the Magewatch Guard. It is a place in relative harmony, where the benevolent members of House Greythorn govern with a watchful eye and an unflinching will. Here, non-magi and magi congregate without the fear of prejudice and judgment.

However, in Kaydeir, tensions are rising. Secret wars are fought in the menacing dark. For years, these conflicts have been kept out of sight… until now.


Magic
In this world, magic is genetic. For one to be born with magic, one of his or her parents needs to have some kind of strain of the gene. This does also mean that a family with one mage could have three normal children and one with the magical gene. Magic is completely controllable, meaning you don’t one day discover it by blowing something up in a time of anger. It has no connection to your emotions. It is literally a part of you, like a muscle, controlled by your brain.

Magic is seen as the very essence of chaos. It is a mockery of things which are natural and everything its users do undoes nature in some form. As magic is tied in with your physical entity, it can only be expressed by word, by hand or rarely by thought. Magical energy can also flow through mediums such as weapons and charms to help lessen the impact of magic on the caster.

  • Pure Magic“the truest of all magic.”
    Ithaelum, or pure magic, is the purest form of energy in the world. It is extracted directly from the leylines beneath the surface through vessels most commonly used by the ithuri. When not contained, pure magic is extremely volatile and so the ithuri transport it straight from the earth and right into another container. Pure magic cannot be left without a vessel for even in small doses it can cause significant damage. Such damage is evident in what remains of the Lion Empire. A leyline was sundered here and pure energy erupted from the earth, devastating the landscape and its denizens.

    Races: Ithuri

    [*]Black Magic“power for a price.”
    Malefika is black magic. This sinister brand of magic is relatively new to the world, hailing from the daemon homeworld. Black magic shares qualities with pure magic, but it is not as raw and can be contained by a person. People who dabble in black magic are known as warlocks. Black magic has a dark reputation, allowing people to raise the dead, control minds, command all forms of destruction and bring daemons from their world to this one. Black magic is known as the essence of corruption. Users of it tend to suffer emotionally and physically in the long term. Madness and mutations are not uncommon in warlocks, especially old ones. No matter what, black magic always has a way of punishing its users.

    Races: Human, Sicarus, Vamphiir

    [*]Ether Magic“arcane’s sweet nectar.”
    Veridia is the magic of beauty and balance. Coined ‘white’ or ‘ether’ magic, ether magic is the most common form of the arcane used in the world. Its practitioners are numerous and the use of ether magic is safe but powerful. All races are capable of using ether magic and those that do are called wizards. Restoration, abjuration, conjuration, runes and the use of light, shadow, water and wind are all part of this kind of magic. Wizards are also able to restrain themselves, and practice self-control constantly in order to maintain their own sense of balance.

    Races: Human, Ithuri, Faerie, Sicarus

    [*]Natural Magic“life made manifest.”
    Esmer, natural magic, is not considered a form of the arcane, but many argue that it still counts as a class of magic. Natural magic is not like other forms of magic. It is not a force which seeks to change and undo nature. Natural magic is the power of nature and life itself passed down to a rare few. The ability to control the elements and create life is an astounding feat and something that even the black-hearted warlock’s envy. The Fey Folk are inherent practitioners of natural magic and police the uses of it in the mortal world. Other practitioners of natural magic are druids, witches and the Shamankind of the Wildmen.

    Races: Human, Faerie

Races
Tahijan
Since the fall of the Lion Empire, the Republic of Tahij has become the last bastion of hope and progression for humanity. Despite years of an uncertain monarchy and in-fighting, Tahij has finally exiled the last of their ruthless Sword Kings and now live under the careful gaze of elected merchant princes. Since the merchant princes have taken up the mantle of leadership, Tahij has become the pinnacle of all trade in the world. The sudden surge of activity and wealth flowing through the country has triggered a wave of industry and innovation. In place of ancient sandstone castles are now bustling factories. Wealthy prospectors have carved quarries into the mountains, farming precious ores in droves. Accommodating the widespread acquisition and production of goods, highways have been paved through the deserts and mountains and new ports have been erected all across the Sabre Peninsula.

Tahij, although a land that never stops, still maintains a very vibrant and boisterous culture backed by ancient beliefs and traditions. Tahijan’s wear very colourful clothing and decorate themselves in styles described as ‘savagely elegant’. Typically, the people of this land have tanned skin, some even extremely dark.​

Wildmen
It isn’t unusual for a human to abandon his home and adopt a new solitary way of life. This is largely the case for the Wildmen, various tribes of barbarians who live within the dark woods of the Fey Folk. The Wildmen are disillusioned with the world, forsaking sword and shield for bow, axe and spear and living in harmony with nature. Their isolation from civilization has taught them how to survive and to hunt, developing talents in tracking and poison brewing. Despite the presence of the fey, the Wildmen claim the forests to be their lands, and the Wildmen make it so, spearing any fey that dares to say otherwise and displaying their glittery heads all across the verdant sprawl.

The Wildmen Shamankind are the spiritual and political leaders of barbarian clans; appointed so due to their ability to use nature’s power as a method of healing and protection. Though some of the Wildmen have chosen to wander the world in pursuit of other ventures, they still maintain the primal traditions passed down from their clans, adorning themselves in various hides and skins and caressing themselves with cloaks of sewn grass and leaf.​

Remnant
The Lion Empire was once the great centre of human civilization, a collection of various cultures and kingdoms conquered by Stefan D’Alessandro, the Lion of Tyros. Following the death of the emperor, the Lion War began; an event which ultimately concluded with the Second Sundering. When the leyline underneath the empire was sundered, much of the landscape was destroyed and morphed into a twisted place of rabid beasts and corrosive arcane winds. The few who survived this cataclysm learned to adapt and took refuge in the empire’s broken cities. These shattered remnants then established the Kingdom of San’leon, or ‘blood of the lion’. However, unlike the noble and benevolent place it once was, San’leon become a very dark kingdom of wicked spires and towering black fortresses. Shadows conquered and corruption became a recurring trend. These people became the Remnant, and they would do whatever they could to survive.

Remnant humans are a very sombre and twisted people. The environment they have been exposed to has turned their skin to varying shades of grey, black and purple, as if covered in a prismatic coal. Their eyes are also unique colours, most commonly a noxious green.​

Ithuri
The ithuri believe that through discipline and self-control, they can be perfect. Natives of the desert, the ithuri are the epitome of arrogance, selfishness and vanity. Their culture dictates that they are the greatest of all races and that anything else is considered a ‘lesser being’, even the gods.

The cornerstone of ithuri life is magic. The arcane envelops the ithuri in everything they do, from anti-aging enchantments to the massive weather dome surrounding their desert capital. Through magic and an intense code of morals, the ithuri strive to achieve this idea of perfection. They are sarcastic and rude, and get along with other races or each other.

Standing at over six feet, the ithuri generally have athletic builds with very sharp features. Their ears are slightly pointed like blades, but what really make an ithuri stand out are their light complexions and the various etchings in their skin which maintain enchantments. These markings, called vitali, are filled with pure magic. As ithuri do not eat, the magic maintained by their vitali keep them sustained and strong. Each marking helps to enhance various spells, powers and physical abilities. Common vitali markings aid in speed and strength, others in magic and discipline and glow with bright light whenever in use. In their capital, vitali are a form of currency.​

Sicarus
The lands far beyond the empire are a frozen wasteland, an endless sea of bitter arctic winds that whip the earth and snow. Many believed that life in this place did not exist, but an expedition into the Far North revealed that life did not exist on the earth, but high above in the skies. The sicarus, a race of winged humanoids, were discovered to have lived within the clouds in isolation from the rest of the world.

The sicarus are a very ancient race of assassins, quoted by ancient texts as ‘the shadows of death’. Sicarus’ wings can be compared to that of a crow, dark and terrifying. These wings sprout from their spines and allow the sicarus to ride the storms. Their skin is an array of dark blues and greys to match their wings and talons. They have the torso of a human, as well as a human head and arms. Their calves and feet are replaced by talons as dark as the night. Matching their bodies, their eyes are purely black with no pupils or whites.

The sicarus embody death in the world, supposedly carrying out the work of the death gods. Their communication to these gods is through the Oracle, a central figure of their beliefs who receives visions of people and names and why they must die. From their aviaries in the darkest of storm clouds, the sicarus watch over the world in keen interest, often disgusted by what they see. It is what they see that allows the sicarus to never feel remorse when they kill. Rather, they believe that they are doing the world a favour. Despite their nature as killers, the sicarus are generally peaceful. They promote harmony in the world and this is why so many have flocked to Kaydeir. The Oracle has seen its future, and concerned, the sicarus have arrived to sew order and serenity.​

Vamphiir
During the Lion War, Rathma the Grim fell in love with a girl named Evelyn. When the war took her life, he used his dark magic to resurrect her. When she returned, however, she was not the sweet dove he came to love. She was dark and promiscuous, reborn with a craving for blood that drove her to rely on hidden predatory instincts. Evelyn was the first of Rathma’s bloodchildren, and as she escaped his cold embrace, she turned many other innocents into bloodchildren. As the ‘blood disease’ spread, and the bloodchildren slaughtered thousands across the world, they were given a proper name – the vamphiir.

The vamphiir feed only on humans, and humans are usually the only ones turned. They are an immortal race who are physically perfect, a trait that the ithuri envy and hate them for. The blood disease is a constant thing, but the vamphiir can only draw strength from the night. During the day, their inhuman speed and strength is brought down to human-level. Their human emotions return to them and they are unable to feed. The only thing that remains with them is their hunger. When darkness falls, they become true hunters. They are fast and strong, with pointed fangs and a lust for blood comparable only to a frenzied animal. At night, they lose their humanity, but are still capable of thinking for themselves. There is yet to be a vamphiir who can control their hunger.

Due to the shift from humanity to inhumanity, the vamphiir feel a great deal of pain and remorse during the day. This is because the vamphiir are capable of remorse at this time, and are tormented by the tyranny of daylight. It is unknown whether Evelyn the Bloodmother is still alive, or whether she has found a way to live without succumbing to her vamphiir nature. The vamphiir are the only race with the inability to use most forms of magic. However, as children of black magic, they can become warlocks.​

Faerie
With the discovery of the vamphiir, the Fey Folk were filled with anger and spite. How could such an abomination of nature exist? Clearly, the world did not care. The critical decision was made to bring down the spells that protected their sacred homes and re-emerge into the world. For the first time in over three centuries, the self-titled children of nature arrived in Tahij and Jzarea. To scout this new world out, the Fey Folk sent the faeries out first, a race of female tricksters who held a wicked sense of humour and a penchant for playing games.

Faeries are an optimistic and naïve race with boundless curiosity. Their absence from the world has left them clueless as to how everything now operates. As a result, they often make remarks that are considered simple-minded by other races. Since their re-emergence, faeries have witnessed the devastation of the Second Sundering and have formed a mutual distrust with any magi, especially human ones. Any person able to wield forces that could devastate nature in that way could never be trusted. This vested belief comes from an affinity to nature unmatched by any other race. It is argued that the Fey Folk are able to communicate with nature and often hear it talk back. Faeries are small-statured and lithe. They are light-footed, very graceful and quick, averaging at 4 feet. These light-hearted maidens also flutter on glittering wings which vary depending on the faerie. Some wings resemble a dragonfly, thin and in constant motion while others resemble the majestic butterfly, sheets of varying colour and patterns. Some faeries are reported to have wings which glow in the dark, others have wings strong enough to create gusts and send mortals flying. Faerie have colourful hair tones and eye colours, with greens, browns, blues and reds amongst the most common in both features.​

Factions
This is an index of the factions and guilds within Kaydeir. I will initially only include the most important and add more as they are revealed or created. The information compiled is based on what the public knows and observes in these organisations.
"The splendour of our great city shall be kept by the sword in my hand."
- taken from the Magewatcher's Oath
The Magewatch Guard are justice in the City of Splendour. Accepting of all creatures and races, the Magewatch Guard are adept at shutting down magi and engaging any non-magi criminals. Led by Lucio Greythorn, the Magewatch Guard police the city from their headquarters in Temric Square. Walls that run between each district are patrolled by magewatchers, as well as on ground and at every major area.

The Magewatch Guard are represented by a silver eye surrounded by black fire. As such, they adorn themselves in silver armour with black and gold embroidered capes. They are mage and non-mage alike, a true united effort between the two to keep Kaydeir in a state of peace and security.


"Only one man has ever entered that forsaken tower. A moment later he returned an old man, back hunched with a beard as white as snow. His last breath carried with it one word - 'lies'."
- a storyteller's fable
In Kaydeir, the people speak of Mirrorwind Spire often. Echoes within the city tell tales of glowing amber eyes glaring down upon them from the glass tower. Other stories describe how the entrance to the tower changes constantly – sometimes there is one locked door, other times none, and often the lower floor of the spire is decorated by various doors of different shapes and sizes. This tower is the city’s grand mystery, a monument that inspires curiosity and creativity. The magi who reside in Mirrorwind Spire are known collectively as the Guild of Mirrors. Not much is truly known about the guild, its origins or its powers. All that is currently known is that they are masters of ether magic, commanding the powers of deception and illusion, something evident by their evolving residence.


"You warlocks may desecrate us and murder us, but mark my words Moranil, the witches will have a voice in this city!"
- Guldra the Sighted to Moranil, the first meeting of the Coven of Voices
To understand the Coven, you must first understand how witches are seen in the world. On the magical food chain, witches are flat on the floor. Witches are unable to command magic as instant and explosive as a wizard or warlock and are defenceless against any other spellcaster. Witchcraft is an ancient art that combines delicate curses and a plethora of powerful potions. The power of a witch lies in his or her curses, words of extreme emotion that gradually takes their course over time. When a curse is administered, it is almost impossible to remove it.

This is where the Coven of Voices comes in. They are a council of the various covens in Kaydeir. They act as a united voice for the witches and seek to improve the treatment of the covens and prevention of ‘magism’.


"Hands of light, swords of magic."
- The Wizard Council’s motto
The Wizard Council is an order older than the City of Kaydeir. Established after Ivorys and Sammaeth were constructed, the Wizard Council polices the use of ether magic in the world and caters to all wizards of all races and regions.

The Wizard Council is led by the Archmage Corawyn, the first ithuri to teach humans magic four centuries ago. His sisters Aerys the Faetouched and Illyria the Sorceress are also leaders of the council. The Council opposes any use of magic that is seen as abuse of power and is thus the natural enemy of any warlock.


"The warlocks feel nothing but hunger, Minister. They hunger for their desires and they will destroy whatever gets in their way."
- Lucio Greythorn to Minister Pulis
When blood is spilt in Kaydeir, it is most likely because of The Black Court. The discovery of black magic and the violent takeover of Sammaeth produced a new breed of mage – the warlock. Warlocks are incredibly merciless and hunger for power and death. However, to keep them in check, The Black Court was established by Moranil Ashlung and her lover Malefica.

The Black Court has a very clearly defined hierarchy based on power. The weak will be trodden on and killed and only the most powerful and devious of warlocks will rise to challenge Moranil and Malefica.


The City of Kaydeir
  • Guildmaster’s Lane – at the front gate of Kaydeir, the widest street of the city hugs both the Quart of Shadows and the Talis District. This is the Guildmaster’s Lane, a showcase of the world’s various cultures, races and factions. Every guild, order and religion makes their base here and the city is bustling with preachers and politicians.
  • Quart of Shadows – to the left of The Locus is the Quart of Shadows, a decrepit maze of old houses and shady alleyways. There is always a sense of foreboding that comes with dwelling within the Quart; the looming eyes above you, the footfalls of cats as they chase their dinners and that terrible sense that at any moment, a dagger is going to penetrate through your chest and end you. It is recommended that visitors and non-magi avoid this area.
  • Anthea’s Mouth – possibly one of the safest places in the Quart is Anthea’s Mouth. Here, the witch covens have made their homes and congregate in one of the biggest communities of witches in the world.
  • Talis District – to the right of The Locus is the Talis District, a sprawl of decorated homes and cobblestone roads. It is home to the wizards, where a great library has been erected in honour of knowledge and the accumulation of arcane power.
  • The Locus of Kaydeir - the centrepiece of the city is The Locus. Surrounded by benches and gardens, the fountain resting directly above the nexus is an attraction to all. A marble tiered monument that releases gold and silver water, surrounded by violet and azure lights that bounce and levitate. Constantly, the fountain bellows out with spectacular shows that see fire erupt into the sky, ice form sculpted patterns all across the gardens and lightning echo through the clouds.
  • Temric Square – just above the Quart is Temric Square, the headquarters, barracks, training grounds and stables for the Magewatch Guard. Access is strictly limited to magewatchers, officials and criminals.
  • Enchanter’s Chambers – overseeing the city on Orlais Plateau are the Enchanter’s Chambers, a great building with several towering spires. It is the residence of House Greythorn and the Kaydeiran Ministry.
  • Mirrorwind Spire – the oldest building in Kaydeir is Mirrorwind Spire, home to the mysterious Guild of Mirrors. It is a marvel of architecture being one of the only glass towers in existence. However, its appearance seems to be ever-changing, so no one can be really confirm whether the tower is truly glass or not.
  • Hightown – beneath the Enchanter’s Chambers is Hightown, a part of the city where the rich and famous reside. Though many members of the Ministry reside in the Chambers, others and their families make their homes in Hightown in elaborate mansions and grandiose towers. Hightown is open for all to look at, but its main attraction is The Withering Gate, the only exit that leads to the summit of the Mountain of Winds.
  • Lowtown – directly beneath the Enchanter’s Chambers and under the careful gaze of Temric Square is Lowtown, a cramped mess of small houses and flats. It is where many of the working class live and setup their smiths, stables, taverns and shops. Most visitors find themselves in the brothels or inns of Lowtown and find this place, arguably the only place without magi, to be safe.
  • Valerian Exchange – the busiest part of Kaydeir is the Valerian Exchange. Merchants and tradesmen from across the world flock to hawk their wares in one of the biggest marketplaces in the world. In the centre of this metropolitan paradise is Paecello Hall and the Bank of Kaydeir. The convenient location of Paecello Hall means that many artists and minstrels contribute to the busy orchestra of noise.
  • The Mountain of Winds – the Mountain of Winds is one of the tallest mountains in the world. It is the location of Ivorys and Sammaeth, the Twin Towers of Magic. Warlocks and wizards alike travel to their respective academies; Ivorys for wizards and Sammaeth for warlocks. Others flock to Hightown in order to climb the summit and watch the city from below.
 
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Level 17
Joined
Nov 4, 2008
Messages
1,603
Archives
This here is an index of all players within Grey Dawn as well as a codex of our Lore Chapters.


Character creation is simple – there are only three fields.

Name: <self-explanatory>
Description: <how your character appears and any weapons he/she may have, this includes gender and race>
History: <brief or elaborate, tell us about your characters juicy past! If I get 'unknown', 'has amnesia and doesn't remember' or excuses for laziness, I will murder you>​

Name: Cepharys
Description: Cepharys is a male Remnant. His skin is slightly less pale and decolored than one would expect, as a result of his complete seperation from his people and his birthplace shortly after birth.
He's fairly tall with brown hair, and his irises are a lush green color.
He wields a steel Katana-like blade, one-edged and pointed but without the curve.
Apart from that he carries all kinds of more-or-less functional mechanical gadgets and mcguffins.
History: Cepharys is an inventor.
Ever since childhood he has been fascinated by everything related to clockwork and machinery.
This is also fueled by his hatred for magic.
He was born with magic in his blood, and has been able to use Ether Magic without much trouble for most of his life.
He feels, however, that magic is holding the world back. He thinks that people's reliance on magic leads them to completely oversee other forms of technological and personal advancement, thus slowly leading the world into decay.
Just after birth his parents moved from the remants of the lion empire to Keydeir, where his parents came to live with a distant relative in hightown.
At the age of six this relative, Cepharys' now deceased Aunt Sippea, introduced Cepharys to the wonders of a small mechanical box that she had aquired at one of Valerian Exchange's backstreet shops.
The box immediately caught his full attention, and he spent years trying to figure out how it worked.
When he at the age of twelve managed to recreate the box, his aunt got so exited that she immediately spent a sizeable amount of money on getting the little genius his own workshop.
The boy's mechanations became the prime topic at Aunt Sippea's tea parties, many of her aquaintances being willing to pay big sums of money to aquire the small oddities.
Cepharys started taking great pride in his work, but as he worked there was always something which was a thorn in his side.
He knew that although he was getting better and better at what he did, that which he accomplished could easily be outdone by a decent magi.
This frustrated him deeply, and to this day he still strives to create a machine more potent than any magic, as impossible as that might be.

Name: Ernis
Description: Ernis, a male Ithuri, stands just bellow the average height of his own kin. Like any typical Ithuri, his skin is donned with delicate markings, vitali that seemed to change every time you turned away from him. Unlike his people, his skin is of a pale blue complexion that makes him stand out among his peers. His eyes are of deep grey while his hair, long dreadlocks of the same color, reaches to his lower back. Ernis' face radiates with a pleasant glow, the corners of his mouth always pointed slightly upwards which would have been mistaken for a sneer if not for the bright sparkle in his youthful eyes, a trait extremely unusual among his fellow Ithuri.

To humans, Ernis could be considered well-built at the very least. But among his own kind, Ernis is shadowed by his peers, his own arms unable to compare with theirs. This, combined with his short stature, makes his an alien among his people, the common subject of many a conversation. His peers find him extremely comical, the sight of him producing many a sneer or cynical chuckle. But among men, he is regarded just as highly as any other of the Ithuri.
History: Ernis was born in the desert homelands of his people, living underneath the massive weather dome that seemed to amaze outsiders, something he found perplexing.

For most of his early life, Ernis was the subject of laughter and teasing. He was bullied by his peers to the point where Ernis could not accept the typical lifestyle of the Ithuri. He loathed how his peers were arrogant among the other races, but he himself, to a degree, also indulged in this guilty pleasure.

Unlike the other boys, Ernis did not find great pleasure in athletics or magic. Instead, he was fascinated by alchemy. He delighted in the hundreds of different ingredients and lusted for more knowledge. His strange hobbies made Ernis an odd apple, those of his age avoiding him more and more with each passing day. Eventually, the one and only thing that delighted Ernis was alchemy, all social contact becoming a rarity.

From a young age, Ernis had an aptitude for ether magic, which he very much enjoyed using. He seldom used pure magic, always telling himself he would start another catastrophe. Because of his constant use in ether magic, Ernis was considered on par with the other magic users, and thus many had lost respect for him. Ernis had always held magic in high respect, even more so for pure magic, considering it near sacred. Instead alchemy became his magic, his reckless use of potions and explosives horrifying many of his kind, young and old. He, however, is horrified at how reckless his own people treated pure magic, like a toy ready to destroy the world.

Ernis was exiled from his homeland during his teen years. A accident which involved a particularly potent mix of his combined with his an original tome of the strict laws of his people eventually got Ernis banished, prevented from ever returning. Ernis had despised his people's laws. He had seen both faces of many of his people, most upholding it when necessary for a moment and at the next reduced to hedonists. His strange ways and uncommon speech and strange interests made Ernis infamous among his people.

Name: Dara Ardeshir (means wealthy Lion King in Persian. it's an interesting bit of knowledge)

Description: Dara is a young Tahijan male of age 30. He has slightly tanned skin more pale then you would expect from one of the Tahijan people. He stands at an average height and is very well build thanks to the large amounts of rigorous training he has undergone. He has short black hair and sharp facial features and his eyes are of a bright Cyan color.
Dara Typically wears loose yet agile clothing with colorful pasterns as is common with Tahijan clothing. He at all times carries his sword with him. It is an ornate long sword gifted to him by his father. This can be turned into two separate blade if so desired.
He is versed in a multitude of combat styles both armed and unarmed. In unarmed combat he was trained to hit a certain points on a humanoids body rendering it useless and numb for a short period of time. He is also versed in the wielding of long swords and twin swords.
History: Dara was born the son of one of the Tahijan Merchant princes.
As such he grew up in a very wealthy environment.
From a young age he was tutored by some of the most expensive and best home tutors.
Dara also companied his father on many of his business trips, as such he knows his way around in the worlds of politics and economics.
Dara loves his parents very much and had a very happy childhood, his world however was shattered when his parents were killed by mages.
He inherited his fathers Mines, some of the biggest in the whole of Tahji along with his research facilities.
From that day he harbored a grudge against mages, and for more then one reason.
now that he was the head of his fathers business imperium he became more and more aware that magic was a thorn in the side of technological research.
Leading his fathers imperium he traveled around the world allot, making connections and re-establishing old connections from his father. He saw what the sundering of a leyline had done to the world, he saw how the tyranny of magic suppressed the common folk.
This only strengthened his thoughts, he however kept these thoughts for himself.
In time he arrived at the city of splendor, planning to expand his imperium and set up facilities within the city.
He now resides in one of his families estates in Hightown.

Name: Zenon

Description: Zenon possess a striking blue cobalt hair, and the hair is often seen covering his right eyes. His eyes are bluish white, which sometimes seems to be a perfect match. Zenon wears an knight armor, that always looks like polished, and not have a scratch on it. His armor is an plate on his shoulders, his torso, his knee and his boots. He also wears a cape behind him, with a unique sign in the middle.
Zenon carries two blade, two being identical to each other, and only the wielder can see the difference between each. The sword is said to be able to draw the deep powers that rests inside the user, and unleashes it.He has an average build, with tanned skin here and there. Zenon is a mixed race of Remnant, and a Vampiir, where he gains inhuman strength and speed at night, the different thing he is from a Vampiir is that he could hold his hunger for a month, rather than daily, unlike a normal Vampiir.

History: Zenon is the son of Zekto, the traitor of the Vampiir race. Zekto fell in love with Felia, a Remnant who have the same feeling for him. They married, and born Zenon, who was a halfing. For eighteen years, they had been living peacefully at a village, where no one knows who they are, nor do they wanted to. Zekto had a strange ability, where he could control his hunger, and for a month he did not need to feed on blood. Hopefully, Felia's healing skills, was enough to provide him some blood, and recover herself.

Zekto had taught Zenon varies skills of melee combat, and Zenon had mastered all of it, despite the intense training his father had put him through, for nine years straight. Then Zenon decided to learn from his mother, who had told him about the Lighting magic, which he almost instantaneously took interest in. Felia then thoroughly taught him everything there is to the Lightning magic, varying from lightning fast speeds, to spell that can strike a whole mountain down if used correctly. Zenon had showed extraordinary skills in wielding twin blades, and the Lightning magic, in which his parents's efforts had not gone to waste.

One night, the village was attacked, and all of its inhabitants, was bit to death, leaving blood spill everywhere. Zenon and his family were out at the forest to spend their holiday in, and they did not came back until night fall. When they got back, it was like hell. The villagers, was all laying on the bloody ground, and they were all lifeless. The Vampiir was hiding at all dark corners, until Zenon’s family reached the village. They sprung out, and attacked Zenon, who were standing at the scene, defenseless. They held Zenon in a dark room, and it was not long until his parents came. They demanded Zenon free, but the Vampiir wasn’t a pushover. They attacked him, but Zekto quickly fought back, but in the end, he was outnumbered. Zenon did not understand the situation, calling his father a traitor and whatnot, but one thing Zenon knew was, they were going to kill his father and mother. He tried to fight back, but their strength was unmatchable.

He struggled, as he saw his own father and mother, killed, and lay dead on the floor. The sight was unbearable, and his fury inside of him burst out, turning him into a Vampiir, but even more different than his other breed. He pushed the one holding him, and tore him pieces. Zenon turned back, and stared at the other Vampiirs, they attacked without hesitation, despite the fact that Zenon kill a Vampiir bare handedly. One by one, their limbs tore from their body by Zenon, and the leader was left, but was spared by Zenon, as he remembered that his father once told him that killing always brings bad luck, and he kept that promise to him father, and swore that he would keep it until his life ends. It was from then forth, that he had uncontrollable rage towards Vampiirs.

It was days after the incident, and Zenon had nowhere else to go. He perfected his magic, and now had full control over lighting, as he mainly only focus on it, but it wasn’t enough to keep him alive, and now he is stuck in the middle of a forest. As he slowly lose conscious, he was able to spot a ruin, so he sub-consciously walked there, and stopped when he was in the ruin. When he woke up, he notice he was holding two blades, almost identical to each other, but somehow he was able to spot the differences between them, and it was then he found the city of Kaydeir, and he had taken refuge at that gigantic city.

Name: Azshiir
Description: Aszhiir is a Wildman male, rather tall, towering above most normal men. His skin is bronzed by the sun and far from pale, due to him spending a lot of time outside his native woods. His eyes are grey, somewhat of a mix between blue and green. He is fairly muscled and rather athletic. He usually walks around with normal trousers and a belt, a stag's skin over his back and covering most of his face, with an elk sticking out. Furthermore, he wears a shirt decorated with leafs, instead of being fully made of leafs. His nose sticks a bit forward and his hair is unruly, hanging over his ears and over his forehead. Usually, his flute hangs to his belt.
History: Aszhiir was born in the dark woods of the Wildmen, son of an abducted woman and a Wildmen raider. At the age of three, he was taken away from his parents and taken in by a isolated shaman who lived in solitude. From him, he learned the art of magic, hunting and brewing, thinking the man who taught him everything was his father. He killed his first prey and adopted the animal as his own, he learned to let life grow and to create it from nothing, in which he found great satisfaction and pleasure, he learned how the world around him worked. However, it was rather boring and he just couldn't quite adopt the same mentality as his father's, calm and patient. Perhaps it came with the years, he would often think. As time grew by, he observed his adoptive father's ticks grow and grow, until it was clear that he wasn't perfectly fine anymore. As his father's anger began to grow towards him, he started distantiating himself, until finally he was forced to flee to avoid any real violence. While he could've fled to a neighbouring village, he had heard many tales of his father and sought to explore the outside world and so, he wandered out of the dark woods and into the open world, to seek wether the tales were true, carrying nothing but his spear and a book.

Name: Unknown
Title: The "Grey Nightmare"

Description: ---

History: ---

Though I am blinded by she who has brought me to this place, I see this empire drowning in the blood of those it once claimed as its own, and then… Nothing. Nothing… but ash.


Whether you reveal other details such as background, talents, magical skills, is all up to you. If you have any special details or specifics that you want ME to know about and to factor them in to my DMing, do not hesitate to PM me either now or anytime during the progression of the roleplay. This includes sub-plots, old friends of your characters you might want to engage with in Kaydeir or whatever. I am the DM, but you are the player – communication is key for a good roleplay. Now, this being said, if you want to wander off and do other things in the roleplay you can do that and I will play along. If you have specific events that you want to play out when you wander off, inform me. I’ll reiterate – communication.

To expand on this, Kaydeir is a very unique place in the world. Actors, jesters, artists, musicians, playwrights, magicians, merchants, craftsmen, mercenaries, and people and creatures of all manner congregate here. It is the only city that displays performances the widely reputed Paecello Hall. It is also a city where magic is widely accepted and used. The Locus, the centrepiece of Kaydeir, rests on a nexus and is constantly alight with spectacular displays of fire, ice and lightning. Despite being a generally harmonious place, Kaydeir does have its flaws. There is much discrimination between magi and non-magi, called ‘merelings’. Many magi believe that their power makes them superior and gives them the right to treat the ‘mere common folk’ as inferiors. Furthermore, there has been a rise in magism between the various types of mage most notably the warlocks and the wizards. Sometimes, magist remarks can lead to magical duels. However, I shall not spoil all of Kaydeir for you. It is yours to explore, it is yours to live and it is yours to watch.

Please, enjoy, participate and don’t forget to communicate!
 
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Level 27
Joined
Jun 23, 2009
Messages
4,787
Name: Cepharys
Description: Cepharys is a male Remnant. His skin is slightly less pale and decolored than one would expect, as a result of his complete seperation from his people and his birthplace shortly after birth.
He's fairly tall with brown hair, and his irises are a lush green color.
He wields a steel Katana-like blade, one-edged and pointed but without the curve.
Apart from that he carries all kinds of more-or-less functional mechanical gadgets and mcguffins.
History: Cepharys is an inventor.
Ever since childhood he has been fascinated by everything related to clockwork and machinery.
This is also fueled by his hatred for magic.
He was born with magic in his blood, and has been able to use Ether Magic without much trouble for most of his life.
He feels, however, that magic is holding the world back. He thinks that people's reliance on magic leads them to completely oversee other forms of technological and personal advancement, thus slowly leading the world into decay.
Just after birth his parents moved from the remants of the lion empire to Keydeir, where his parents came to live with a distant relative in hightown.
At the age of six this relative, Cepharys' now deceased Aunt Sippea, introduced Cepharys to the wonders of a small mechanical box that she had aquired at one of Valerian Exchange's backstreet shops.
The box immediately caught his full attention, and he spent years trying to figure out how it worked.
When he at the age of twelve managed to recreate the box, his aunt got so exited that she immediately spent a sizeable amount of money on getting the little genius his own workshop.
The boy's mechanations became the prime topic at Aunt Sippea's tea parties, many of her aquaintances being willing to pay big sums of money to aquire the small oddities.
Cepharys started taking great pride in his work, but as he worked there was always something which was a thorn in his side.
He knew that although he was getting better and better at what he did, that which he accomplished could easily be outdone by a decent magi.
This frustrated him deeply, and to this day he still strives to create a machine more potent than any magic, as impossible as that might be.
 
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Level 12
Joined
Jul 7, 2009
Messages
1,030
Name: Ernis

Description: Ernis, a male Ithuri, stands just bellow the average height of his own kin. Like any typical Ithuri, his skin is donned with delicate markings, vitali that seemed to change every time you turned away from him. Unlike his people, his skin is of a pale blue complexion that makes him stand out among his peers. His eyes are of deep grey while his hair, long dreadlocks of the same color, reaches to his lower back. Ernis' face radiates with a pleasant glow, the corners of his mouth always pointed slightly upwards which would have been mistaken for a sneer if not for the bright sparkle in his youthful eyes, a trait extremely unusual among his fellow Ithuri.

To humans, Ernis could be considered well-built at the very least. But among his own kind, Ernis is shadowed by his peers, his own arms unable to compare with theirs. This, combined with his short stature, makes his an alien among his people, the common subject of many a conversation. His peers find him extremely comical, the sight of him producing many a sneer or cynical chuckle. But among men, he is regarded just as highly as any other of the Ithuri.

History: Ernis was born in the desert homelands of his people, living underneath the massive weather dome that seemed to amaze outsiders, something he found perplexing.

For most of his early life, Ernis was the subject of laughter and teasing. He was bullied by his peers to the point where Ernis could not accept the typical lifestyle of the Ithuri. He loathed how his peers were arrogant among the other races, but he himself, to a degree, also indulged in this guilty pleasure.

Unlike the other boys, Ernis did not find great pleasure in athletics or magic. Instead, he was fascinated by alchemy. He delighted in the hundreds of different ingredients and lusted for more knowledge. His strange hobbies made Ernis an odd apple, those of his age avoiding him more and more with each passing day. Eventually, the one and only thing that delighted Ernis was alchemy, all social contact becoming a rarity.

From a young age, Ernis had an aptitude for ether magic, which he very much enjoyed using. He seldom used pure magic, always telling himself he would start another catastrophe. Because of his constant use in ether magic, Ernis was considered on par with the other magic users, and thus many had lost respect for him. Ernis had always held magic in high respect, even more so for pure magic, considering it near sacred. Instead alchemy became his magic, his reckless use of potions and explosives horrifying many of his kind, young and old. He, however, is horrified at how reckless his own people treated pure magic, like a toy ready to destroy the world.

Ernis was exiled from his homeland during his teen years. A accident which involved a particularly potent mix of his combined with his an original tome of the strict laws of his people eventually got Ernis banished, prevented from ever returning. Ernis had despised his people's laws. He had seen both faces of many of his people, most upholding it when necessary for a moment and at the next reduced to hedonists. His strange ways and uncommon speech and strange interests made Ernis infamous among his people.
 
Last edited:
Level 7
Joined
May 3, 2011
Messages
331
Just wanna ask, whether this has any sort to do with blades? I was just wondering, but if their restricted and/or doesn't exists in your RP, I'll change my character a bit... A very very f**king interesting RP, I must say. This kind of Rp piques my interest.
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Arc and Drag are accepted!

sanofa, do you mean blades as in weapons? Well of course. They are a key instrument in combat for mage and non-mage alike. Gunpowder or any substance resembling it is yet to be discovered.
 
Level 7
Joined
May 3, 2011
Messages
331
Name : Zenon

Description : Zenon possess a striking blue cobalt hair, and the hair is often seen covering his right eyes. His eyes are bluish white, which sometimes seems to be a perfect match. Zenon wears an knight armor, that always looks like polished, and not have a scratch on it. His armor is an plate on his shoulders, his torso, his knee and his boots. He also wears a cape behind him, with a unique sign in the middle.
Zenon carries two blade, two being identical to each other, and only the wielder can see the difference between each. The sword is said to be able to draw the deep powers that rests inside the user, and unleashes it.He has an average build, with tanned skin here and there. Zenon is a mixed race of Remnant, and a Vampiir, where he gains inhuman strength and speed at night, the different thing he is from a Vampiir is that he could hold his hunger for a month, rather than daily, unlike a normal Vampiir.

History : Zenon is the son of Zekto, the traitor of the Vampiir race. Zekto fell in love with Felia, a Remnant who have the same feeling for him. They married, and born Zenon, who was a halfing. For eighteen years, they had been living peacefully at a village, where no one knows who they are, nor do they wanted to. Zekto had a strange ability, where he could control his hunger, and for a month he did not need to feed on blood. Hopefully, Felia's healing skills, was enough to provide him some blood, and recover herself.

Zekto had taught Zenon varies skills of melee combat, and Zenon had mastered all of it, despite the intense training his father had put him through, for nine years straight. Then Zenon decided to learn from his mother, who had told him about the Lighting magic, which he almost instantaneously took interest in. Felia then thoroughly taught him everything there is to the Lightning magic, varying from lightning fast speeds, to spell that can strike a whole mountain down if used correctly. Zenon had showed extraordinary skills in wielding twin blades, and the Lightning magic, in which his parents's efforts had not gone to waste.

One night, the village was attacked, and all of its inhabitants, was bit to death, leaving blood spill everywhere. Zenon and his family were out at the forest to spend their holiday in, and they did not came back until night fall. When they got back, it was like hell. The villagers, was all laying on the bloody ground, and they were all lifeless. The Vampiir was hiding at all dark corners, until Zenon’s family reached the village. They sprung out, and attacked Zenon, who were standing at the scene, defenseless. They held Zenon in a dark room, and it was not long until his parents came. They demanded Zenon free, but the Vampiir wasn’t a pushover. They attacked him, but Zekto quickly fought back, but in the end, he was outnumbered. Zenon did not understand the situation, calling his father a traitor and whatnot, but one thing Zenon knew was, they were going to kill his father and mother. He tried to fight back, but their strength was unmatchable.

He struggled, as he saw his own father and mother, killed, and lay dead on the floor. The sight was unbearable, and his fury inside of him burst out, turning him into a Vampiir, but even more different than his other breed. He pushed the one holding him, and tore him pieces. Zenon turned back, and stared at the other Vampiirs, they attacked without hesitation, despite the fact that Zenon kill a Vampiir bare handedly. One by one, their limbs tore from their body by Zenon, and the leader was left, but was spared by Zenon, as he remembered that his father once told him that killing always brings bad luck, and he kept that promise to him father, and swore that he would keep it until his life ends. It was from then forth, that he had uncontrollable rage towards Vampiirs.

It was days after the incident, and Zenon had nowhere else to go. He perfected his magic, and now had full control over lighting, as he mainly only focus on it, but it wasn’t enough to keep him alive, and now he is stuck in the middle of a forest. As he slowly lose conscious, he was able to spot a ruin, so he sub-consciously walked there, and stopped when he was in the ruin. When he woke up, he notice he was holding two blades, almost identical to each other, but somehow he was able to spot the differences between them, and it was then he found the city of Kaydeir, and he had taken refuge at that gigantic city.
 
Last edited:
Level 8
Joined
Nov 14, 2008
Messages
2,174
Name: Dara Ardeshir (means wealthy Lion King in Persian. it's an interesting bit of knowledge)

Description: Dara is a young Tahijan male of age 30. He has slightly tanned skin more pale then you would expect from one of the Tahijan people. He stands at an average height and is very well build thanks to the large amounts of rigorous training he has undergone. He has short black hair and sharp facial features and his eyes are of a bright Cyan color.
Dara Typically wears loose yet agile clothing with colorful pasterns as is common with Tahijan clothing. He at all times carries his sword with him. It is an ornate long sword gifted to him by his father. This can be turned into two separate blade if so desired.
He is versed in a multitude of combat styles both armed and unarmed. In unarmed combat he was trained to hit a certain points on a humanoids body rendering it useless and numb for a short period of time. He is also versed in the wielding of long swords and twin swords.

History: Dara was born the son of one of the Tahijan Merchant princes.
As such he grew up in a very wealthy environment.
From a young age he was tutored by some of the most expensive and best home tutors.
Dara also companied his father on many of his business trips, as such he knows his way around in the worlds of politics and economics.
Dara loves his parents very much and had a very happy childhood, his world however was shattered when his parents were killed by mages.
He inherited his fathers Mines, some of the biggest in the whole of Tahji along with his research facilities.
From that day he harbored a grudge against mages, and for more then one reason.
now that he was the head of his fathers business imperium he became more and more aware that magic was a thorn in the side of technological research.
Leading his fathers imperium he traveled around the world allot, making connections and re-establishing old connections from his father. He saw what the sundering of a leyline had done to the world, he saw how the tyranny of magic suppressed the common folk.
This only strengthened his thoughts, he however kept these thoughts for himself.
In time he arrived at the city of splendor, planning to expand his imperium and set up facilities within the city.
He now resides in one of his families estates in Hightown.
 
Last edited:
Level 17
Joined
Nov 4, 2008
Messages
1,603
@ sanofa

Some inconsistencies with your character which I shall PM you about.

@ altmer

Your interest is appreciated! Why would you be inactive? Personal life or just the thing that seems to destroy us all - motivation?

@ phoonix

Accepted!
 
Level 2
Joined
Dec 19, 2011
Messages
10
A little of both. Primarily because I'm typically busy with something and going on vacation for a week quite soon.
 
Level 19
Joined
Mar 16, 2009
Messages
3,681
Name: I didn't understand this part, could you elaborate?
Description: Aszhiir is a Wildman male, rather tall, towering above most normal men. His skin is bronzed by the sun and far from pale, due to him spending a lot of time outside his native woods. His eyes are grey, somewhat of a mix between blue and green. He is fairly muscled and rather athletic. He usually walks around with normal trousers and a belt, a stag's skin over his back and covering most of his face, with an elk sticking out. Furthermore, he wears a shirt decorated with leafs, instead of being fully made of leafs. His nose sticks a bit forward and his hair is unruly, hanging over his ears and over his forehead. Usually, his flute hangs to his belt.
History: Has amnesia
Aszhiir was born in the dark woods of the Wildmen, son of an abducted woman and a Wildmen raider. At the age of three, he was taken away from his parents and taken in by a isolated shaman who lived in solitude. From him, he learned the art of magic, hunting and brewing, thinking the man who taught him everything was his father. He killed his first prey and adopted the animal as his own, he learned to let life grow and to create it from nothing, in which he found great satisfaction and pleasure, he learned how the world around him worked. However, it was rather boring and he just couldn't quite adopt the same mentality as his father's, calm and patient. Perhaps it came with the years, he would often think. As time grew by, he observed his adoptive father's ticks grow and grow, until it was clear that he wasn't perfectly fine anymore. As his father's anger began to grow towards him, he started distantiating himself, until finally he was forced to flee to avoid any real violence. While he could've fled to a neighbouring village, he had heard many tales of his father and sought to explore the outside world and so, he wandered out of the dark woods and into the open world, to seek wether the tales were true, carrying nothing but his spear and a book.
 
Last edited:
Level 17
Joined
Nov 4, 2008
Messages
1,603
This is strikingly similar to Cries of Unrung.

:eek: well, CoU was a quality RP so I guess that is a compliment.

@ Fuss

Accepted! :)

Two new factions have been added to the opening post - The Wizard Council and The Black Court.
 
Last edited:
Level 20
Joined
Feb 24, 2009
Messages
2,999
Name: Unknown
Title: The "Grey Nightmare"

Description: ---

History: ---

Though I am blinded by she who has brought me to this place, I see this empire drowning in the blood of those it once claimed as its own, and then… Nothing. Nothing… but ash.
 
Last edited:
Level 27
Joined
Jun 23, 2009
Messages
4,787
Name: Unknown
Title: The "Grey Nightmare"

Description: ---

History: ---

Though I am blinded by she who has brought me to this place, I see this empire drowning in the blood of those it once claimed as its own, and then… Nothing. Nothing… but ash.

174511-albums3049-picture53546.png
 
Level 20
Joined
Feb 24, 2009
Messages
2,999
I'm trying to not reveal plot details here... But to help clarify:

Huh? The Grey Nightmare? Why now, that's a name I've not heard in a very long time.
Yes, I know of it, or them rather. Yes, if legends and ancient records are to be believed, the term is one typically applied to a strain of Daemons, or more recently, a Daemon. 'The' Grey Nightmare. Their tale differs from race to race and house to house. You could never safely say what they are, what they were... Or even - if - they are.

Most of us have long dismissed the Omni Daemons as nothing more than archaic myths... Legends. Even if they did once exist, it's now become popular belief that they no longer do. Unlike most Daemons they were not considered inherently evil, hence the 'grey' alignment. By no means are they representatives of all that's well and good in this world, but they were believed to be more of a tease... Rather than the other outright chaotic entities of today.
 
Level 8
Joined
Nov 14, 2008
Messages
2,174
he's not gonna be pissed.
I'm sure Grey discussed with wolfe (as wolfe told me he had stuffz to discuss with Grey. and Grey told me they discussed them.)

people, jumping on horses isn't healthy (for the horses that is.)
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Ceth, the agreed upon term for the world, is part of a chain known as the Pentaith. There are five worlds in this circle of planets – Ceth, Godhome, R’shael, Paradisi and the Infernace. The Infernace was the first of the worlds, a place where the gods could give birth to their children and nurture them as they grew. However, when the interlocking streams of magic known as leylines were weaved by the goddesses Aeryllis and Lystrash, it was discovered that while leylines existed, life could not. So the gods abandoned it, and left it to destroy itself in its endless arcane maelstrom. However, while the leylines were destructive, they also created life. They created the daemons.

Daemons are creatures of pure chaos, birthed by the flames of magic. They cannot comprehend the concepts of order or morals. They live to serve themselves and act in their own best interests. Despite popular belief, daemons are not evil. Good and evil are ideas that do not exist for daemons. Everything is chaos and nothing more. However, some daemons could be called these names. Like the mortal races, daemons vary in personality. Some aim to help, others aim to kill, some are malicious and some are benevolent. These magical beings vary in appearance and type, though they generally take the form of gargoyles.

Daemons & Warlocks
As beings of magic, they are very powerful. They're the only race able to endure and channel ithaelum without being ripped apart. As such, they have become a key part of the warlock's arsenal. Warlocks enjoy using daemons, ripping them from their homeworld and binding them to a vessel of sorts, be it an item, a person or even a part of nature. When summoned, daemons are also leashed to their masters through a ritual called The Binding. This leash helps suppress some of the daemon's raw power to keep them under control. As such, the leash binds a warlock's life to the daemon. If the warlock is killed, the daemon is sent back to the Infernace. Because daemons enjoy Ceth so much, this is an unattractive prospect. So they protect and serve their masters in their own best interests.


In 452pF.S (post-First Sundering), the Lion War erupted in the Empire of Stefan D’Alessandro. For a decade, the Lion’s Empire was torn apart by civil disputes, magic and poverty. The four kingdoms in the war ripped each other apart, leaving cities in ruins and people with empty stomaches and iron hearts. The war reached its zenith when the Tal Venir, the ruling magi of Vinosca, channelled the power of a leyline that flowed beneath most of the empire. This had only occurred once in the past and the magi, eager to end the war, did not pay heed to the ithuri texts detailing what occurred. The Tal Venir was under the dangerous belief that by sundering the leyline, the war would be ended with most damage at the heart of the empire. They were wrong.

In 462pF.S, the Tal Venir brought the entire leyline to the surface in an instant burst of pure magical energy. Those within an immediate radius were instantly consumed by the power, and the lands of the Lion’s Empire were twisted by the arcane storm that ensued. The landscape darkened, water became toxic, people transformed, animals became monsters and great arcane crystals began to form all over the terrain. The Tal Venir, as well as the majority of the royal houses, was all dead. The effects of the Tal Venir’s foolishness were also felt in North Tahij, where shards of ithaelum rained upon the desert and killed whoever resided there. This place, now known as the Sundered Sands, is one of Tahij’s greatest defences against any northern invaders. It is still uninhabitable.


Our first Lore Chapters, small overviews of historical events and races to help familiarize you guys with the world! To come in the next few days:
  • The First Sundering
  • The Legacy of Gods
 
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