Terlayne, a great empire to whom several kingdoms swear fealty, has ruled over a peaceful land for centuries with the aid of the Mihra. For four hundred years, the land has seen relative prosperity, but there are signs that this time of peace is coming to an end. Droughts have become more severe and longer lasting. The southern coast has seen some of the worst storms in memory. Banditry is increasing and some are forsaking the Mihra in favor of the old gods; the same old gods blamed for the dark times. There is unrest in the courts of the client kingdoms, some calling for the end of the empire. The worship of Order and the benefits it brought is crumbling from within. A young apprentice of the Mihra has sworn to see the end in her nightmares, but will anyone listen?
Terlayne encompasses all types of geography and peoples; from snow capped mountains in the north to plains, swamps, thick forests, and deserts. The land is divided into client kingdoms, all of the rulers of these various lands having sworn fealty to the Bithos family centuries ago. Countless kingdoms dotted the land in times long forgotten, but most were extinguished during the war that ravaged the land for well over one hundred years.
The war was brutal, though the cause of it has been lost and buried. What is known has become story and myth as much as fact. Violence broke out across the known land, magic being much more prevalent in those days was used as a mighty weapon. Entire cities and kingdoms could fall to a small group of extremely powerful although vulnerable people. Mages were prized and their death could mean the death of the army that used them. Back and forth the fighting went, but no matter the devastation or carnage, no side relented. The world trembled and buckled beneath the weight of destruction and the gods seemed not to hear the cries for aid, or, as the Mihra explained, the old gods were incapable of balance.
The Mihra arrived in the darkest hours, having come from the unknown East. Worshippers of Order, they were powerful in action and words. As the war torn land seemed on the precipice of annihilation, the Mihra brought order and peace. Few know how or even why the Mihra arrived when they did or how they accomplished such a feat. The stories say that they banished the old gods, sealing them away from humanity in an act of a magic so great that magic use was nearly extinguished as well.
In the present day, magical ability is known as having a Talent. These Talents are wide ranging and largely not understood as their prevalence has only begun to rise in the past hundred years. All who possess a Talent are sent to the Mihra, most people distrust magic and want it to be kept within the confines of the Mihra. It is not impossible that there are people with Talents living outside of the Mihra, but these would be rare people who would have poor ability with their Talent.
Terlayne is largely a patriarchal society. The Empire and most kingdoms are lead by a male, the armies are male, and power even among the lower classes tends to be held by men. The Mihra offers the height of women's chances for a life other than becoming a wife and mother. At least, publicly, it would not be unreasonable to assume some women wield greater power from behind their men.
Mihra denotes both the individual and the organization. The head of the Mihra is known as Jhae Mihra; the current Jhae is Mescul Dhar, a man who has seen 68 years. He serves to set the direction of the Mih'ra, as well as the governance of the Mih'ra although the advisory council (the Nuthar) must generate a consensus to pass a law. Mescul has served as Jhae for only 5 years. He does have a talent, though having one is not required to rise to Jhae. Mescul Dhar can create shields; his talent extends itself to physical attacks, in which he can prevent or soften blows for short periods of time, on himself or others. He has tried to test this ability against other talent attacks with inconsistent results and no pattern of which he can or cannot defend against.
The Nuthar, a group of 11 Mihra, are the second most senior. They are the Jhae's advisory council as well as the Jhae's electors. They may never elect one of themselves to post as Jhae. If they feel one of their own is best suited to the post, he or she must resign and forfeit his/her seat in the case of losing the election.
The Ral Mihra are next, and are the overseers of various activities. These include: education and discipline, Talent research, diplomacy, historical research, and religious duties.
The population of Mihra who have taken their vows are often just addressed as Mihra, although they are formally called Mihra-das. They work with the various Rals in whichever facet they are called to.
Those out of apprenticeship but short of having taken vows are called Val Mihra, their days are filled with classes, especially true of those with Talents.
The religious aspect of the Mihra is perhaps the smallest sector of the organization. Worship of Order is seen in how one conducts one's everyday life and is different dependent on one's station in life. Balance and order for a lord is far different than for a common serf. There are wandering priests who offer advice and counsel to those without high enough status to warrant a permanent counselor.
More info, as needed, will be added in the OOC. Feel free to ask questions here.
We will be starting in the Mihra capital so characters must be there, regardless of their origins.
Many types of characters are welcome, lower ranking members of the Mihra (Ral and below), lords, ladies, peasants, etc.
Advanced Standards apply, I won't ask for anything more.
Character sheet will be in the OOC.
I've left the client kingdoms unnamed and undeveloped, we'll flesh out the world together and as needed.