"Welcome to the Order of the Sacred Wheel, a place where money rules. A place where your life can depend on a shimmering piece of coin."- Matheus Lorothy, The first member and the creator of the Order of the Sacred Wheel.
The fifty third decade after the establishment of Maranna was the time of peace and prosperity, earned by hard work and bloodshed. A time after the great war, that split Maranna into two different nations that took place on two different continents of Arzuna.
Alshaara - Western continent of Arzuna, also the first to engage into war with the other side. The Asunir of Alshaara ((Leader basically)) didn't feel as if one continent was enough for him to rule, so he, Armongand the Third, decided to wage war upon Mizurio and it's Asunir - Mirulan.
Mizurio - Eastern continent of Arzuna, lead by Mirulan, the Asunir of Mizurio, and the peaceful continent of Arzuna.
When they engaged into battle, they saw that a lot was lost during the war, so they signed a peace treaty on the terms that they split from Maranna Kingdom into two different nations - Mizurio and Alshaara. Now even when they are at peace, they still hate eachother, and don't really get along.
((A longer lore is currently being written))
Arzuna - The world in which the continents stand had magic. When the very first humans inhabited the lands of Arzuna, they were all able to use magic to an extent, but most of them forgot how to in time, while a few of them passed the knowledge through generations. As much as it was altered, it still exists and some people can and still know how to use it. Magic in Arzuna is split into different categories:
Telekinesis - The ability to move objects without coming in contact with them and making invisible platforms and barriers. This art of magic is the most common amongst magic users, and is commonly practiced my performers to make money.
Telepathy - The ability to read minds and control them to an extent, which is usually putting various images into the person's mind, causing hallucinations and illusions that drive them insane. This art of magic is very rare, and has only been recorded on thirty seven people around the world in total that are alive up to this very minute.
Elementalism - The ability of taking minor control over elemental objects around the user, such as plantlife, water, earth, fire, and so on. This art of magic is usually practiced by druids and priests for healing and potionbrewing purposes, but are sometimes also practiced for damaging purposes. This art of magic is also the most common type of terrorism, since Fire Elementalism can cause a lot of destruction.
Necromancy - The ability to contact the dead and use them to one's advantage, either by summoning them into the overworld to aid them or sending their soul into an opponent's body, thus killing the person slowly and painfully from inside, as well as giving the lost soul a chance of redemption. This art of magic is the most rare of them all, and was only recorded on three people all over the world, whom are all locked up safely inside a magic-proof cell, although they might not be the only ones.
Energy Sourcing - The ability to draw energy from any object around the person, and using it for different purposes. Energy drawn from wildlife is usually healing type, which heals those who it is transfered onto, but energy drawn from manmade objects such as buildings and other manufactured objects is usually used for destructive purposes, such as pushing objects, sending ultrasonic waves or conjuring destructive and explosive energy balls. This art of magic has not been recoded for the past thirty seven years, and is considered gone.
Transformation - The ability to take the shape and instincts of an animal, or very rarely - other human beings, while staying completely sane as themselves. This art of magic is usually practiced by thieves and killers as a way to disguise themselves to stay hidden from any danger. Although there is a major giveaway for animal transformations, which is their eyes. While transformed into an animal, the pupils of their eyes stay the same as the human form, thus forcing the shape shifter to hide their eyes from the public. Of course, not everyone knows about this, yet it's still a threat. This art of magic has only been recorded on twenty two people around the world, thirteen of which are safely locked away in prison without the ability to escape.
There are many not yet studied magic types all over the world, although they are very rare and not really known to an ordinary human being. Those who are able to use magic are distant descendants of the families that did not refuse magic as their nature and continued to practice it. There are those who know of their abnormal abilities, and know how to use them, and there are those who have no idea what they are capable of, due to the lack of knowledge about their ancestors. Only one third of the people that can use magic actually know about it.
In Arzuna, everything spins around gold, so does magic. In order to learn how to use magic, spellbooks are needed, and those are very valuable, and cost a lot of gold, rendering it almost impossible to learn magic without one. A novice/beginner type of spellbook's price usually varies between ten thousand gold coins to a few million. This information is explained later on.
Despite magic, Arzuna is also inhabited by unusual types of creatures that Arzunians call Difkin. A Difkin is basically a creature that is not a wild animal nor a human, and is usually agressive. Here are some examples of Difkin:
Orc Humanoid - A Race similar to humans, although bear some major differences, such as green skin, huge tusks, muscular body and have different traditions than humans. Although they are not agressive towards eachother, if they see anyone that is not an Orc Humanoid, they attack without question, even if they lose.
Hellhound - A fiery hot bulldog dripping with lava, grinding it's sharp teeth against each other, attacking anything and anyone on sight.
Basically, a Difkin is anything that is not human - be it a monster or another race. Even though there are different races in Arzuna, the most dominant is the Human race, as it was the first to inhabit the lands of Arzuna, and the other races only appeared after the Ritual of the Twelve Eyes. What was it you ask? The Ritual of the Twelve Eyes was a sinister ritual performed by twelve different Magikin, combining their magical powers together to unleash all kinds of different creatures into the world for evil purposes, but little did they know that the ritual took sacrifices, taking all of their lives. The kind of Difkin people come in contact with depends on the Roleplayer's imagination, meaning you have to create your own opponents.
Order of the Sacred Wheel is a guild established after the great split of nations, and was established by Matheus Lorothy. It stands in Tauntasla, Mizurio Continent, and was made for only one purpose - wealth. Matheus was obsessed with gold, and could never have enough. He had two huge passions - Gold and adventure, and one day he decided to combine them, creating the Order of the Sacred Wheel, making profit out of treasure hunts, bounty announcements and people requests. They take debts from people that refuse to pay, for a specific reward from the dealer, they look for treasures that come from legends, and sometimes turn out to be real, they hunt down wanted people for gold from the military forces, they basically do anything for money that involves beating something up, or adventuring into the wide world.
The Order's structure consists of the Guild House, that takes place in Tauntasla, the capitol of Mizurio. The Guild House is the place where people take their requests for debt hunts and stuff, and is the place where guild members hang out and take refuge. The Guild House used to be a secret, hidden behind a pub named "Lonely Mare", but soon after the word spread about a sacred order that collects bounties and debts, and hunts for treasures. Now, half of Mizurio has heard of them, and Tauntasla and the nearby towns respect them for what they do. Behind the pub they have, where all the members hang out when they're not on a mission, there's also the dormitory where the members sleep, a kitchen, and outside, there's a training ground with dummies prepared for training against the threats of wanted people or Difkin during adventures.
Missions depend solely on the roleplayer's preference. It can be an easy mission as collecting debt from people around town, for a simple reward of 50 gold coins, and it can be a very hard and challenging journey to the other side of the continent for a treasure that is only a legend forgotten by time, and upon finding the treasure the person can be rewarded with a great sum of gold and jewelry, or can come back empty handed.
When thinking of a mission, try to think of it's difficulity according to these:
D Difficulity - Usually just involves a simple task like going to a bar and taking the monthly payment by force, or finding a man in town that owes money to the dealer, and ranges between a reward of 20-100 gold coins.
C Difficulity - Usually involves a task of collecting debt from a rich person with security, or a person out of town, which would mean contact with a few Difkin, and the reward ranges between 100-500 gold coins.
B Difficulity - A task with a proper amount of danger involved, which is usually a treasure hunt somewhere in the outskirts of town, involving clues, puzzles, and a fair amount of Difkin to battle. And upon taking the treasure, the person is rewarded with either 500-10.000 gold, or valuable relics and jewelry that can be sold to a broker for the same amount, or a hunt of a wanted criminal, who's bounty ranges between 1.000 and 15.000 gold coins.
A Difficulity - One of the most difficult tasks of all, usually either involves a very difficult treasure hunt or a very dangerous wanted criminal's hunt which proves to be a challenge to fight both the wanted criminal and the Difkin along the way. Although the reward for these missions range between 20.000 and 100.000 gold coins.
S Difficulity - The most difficult task which should be done in a group of people, and involves very dangerous journeys across the map, many different kinds of Difkin, and often proves to be a threat to one's life if not adressed with caution. The reward can range between 150.000 to 10.000.000 gold coins.
Now, there's progression in the guild, meaning that a new member can't take upon an S difficulity. Here's how progression in the guild works:
D difficulity - New members.
C Difficulity - Requires 5 D difficulity missions done.
B Difficulity - Requires 5 C difficulity missions done.
A Difficulity - Requires 5 B difficulity missions done.
S Difficulity - Requires 10 A difficulity missions done.