Resurgence: First Class
The world was a different place 350 years ago. Eynia was celebrating a time of peace, and its nations were basking in it. Trade was prospering along with the lifeblood of Eynia, magic. Magic was a major part of life in Eynia and had become intertwined with technological advancement. As inventive minds had discovered how to channel magic into a power source, technology advanced at a fast rate soon after the discovery. Airships were a common sight, powered mechanical suits used for hard labor, and even automobiles were being introduced to the public. More marvels were created, and creativity was the only limit. The future of Eynia was looking bright and then, in an instant in the ancient land of Qaeris did the unthinkable happen.
No one living knows what caused it, but a unthinkable amount of magical energy was suddenly unleashed from deep in Qaeris, and the world violently reacted to the magical surge. The land shifted and turned as magic forced it to contort. The weather became violent as magical storms started to ravage the planet. Ranging from powerful lightning strikes that destroyed steel to magical meteor like being launched from the sky. Living beings tied to magic, like magi and spirits, were burning out in doves as they could not handle the huge amount of magic being unleashed on their souls. The upheaval died out over a span of a few days, and had taken magic with it. Any technology that was left was useless, and spirits had disappeared as well. The survivors called the event the Cataclysm and learned how to survive in this new world.
350 years later on the continent of Anoris, magic was unexpectedly returning at a slow pace. The Creunians of the Albion Isle were the first to realize this and, using what pre-cataclysm knowledge they had and the help of a returning spirit. They used this to train mages to be used in the liberation of their homeland. After Creunia was liberated, there was a dispute between those who thought that magic should be kept in Elari Pact hands and others who thought that magic should be shared with everyone. In the end, those under Glyn Parcel left Creunia and Albion Isle behind and established a mage academy on the mainland.
created an academy and have spent five years training anyone with magical talent. Not as an eagerness to help train others to use magic.
Rules:
1. Expected to follow standard site rules
2. No godmodding or powergaming or etc...
3. No OP characters
4. A max of two characters
5. Minimum of one paragraphs
1. Expected to follow standard site rules
2. No godmodding or powergaming or etc...
3. No OP characters
4. A max of two characters
5. Minimum of one paragraphs
Overview
This rp is a partial reboot of a rp I made of the same name. This time things are set in the fantasy world of Eynia and will be set mainly in continent of Anoris and in the southern lands of Vaesai. The year is A.C. 305. You will be magi that have been trained at the Ireasmia Academy in the nation of Creunia and have been sent to the mainland to help deal with the Arattai threat and to investigate them. Currently everyone will start in the frontier city of Crilas in the nation of Braidor.
As you will see, not all nations on the map have information about them. I am letting people make up lore for the other nations and add on to what I already have. Plus, I am willing to let players make a magic class. That will be under greater scrutiny and it must be accessible to others. Enchanted weapons are a option to start with but, are very rare to have. You must have a good reason to have one at the start of the rp and the weapon can not be op.
Races
Adinar - Sometimes know as the high elves. The Adinar are a people known call the land of Acreuna their home. The Adinar were known for their nobility, honor and faith. Often helping others in need and being among the most faithful of the Ankni. Also, being the most magical reliant race in Anoris. Magic was used in every aspect of their life from the simple to the important. The Cataclysm and the loss of magic devastated them the most. It was unthinkable for them to consider a life without magic. That and a part of Acreuna was submerged during the Cataclysm and the remains is the now island of Iesmar. The Adinar were forced to adapt and has turned the Adinar into a harded people that recognize how far they have fallen since the Cataclysm. Today, the Adinar still try to uphold of their past ideals that made their people great. Though those ideals can be casted aside on a whim if it impedes them. Mainly nobles and others lords living the Acreuna Principality are known for this. The largest Adinar nation is the Acreuna Principality and is by Grand Prince Ralnor Farven
Humanity has also been a divided and diverse people. Being spread out throughout Anoris and Vaesai. Ranging from the clans of the Albion Isle to the independent nomads that roam Vaeasi. Humans can generally be noted for their tenacity, resourcefulness and drive. Unlike the other races who know of have a idea of where their is homeland. It is unknown to where the humanity’s demi-god ancestors choose to settle on Eynia.
Kar'Tui - The Kar'Tul are people mainly know for their dark heritage. Though like the other races who are descended from ancient demi-gods that watched over by the Aunki. The Kar’Tul ancestors were demonic demi-gods that served demons before betraying their masters to the Aukni. It is lost to history to why their betrayed the demons and why the Aukni choose to forgive them. Only that their were purified in some way by the Aukni and were allowed to call Eynia home. The Kar’Tui’s demonic past has made others wary of their presence. The Kar’Tui themselves do not care how the others races see them. Thinking others to be foolish to take still take into account the ancient beginnings of their race. For the Kar’Tui despite their appearance, can hardly be called demons. Their culture was one of loyalty, respect and cunning. Though loyalty and cunning are conflicting principles. Kar’Tui values both equally and it is a important aspect of their culture.
For while it is uncommon for Kar’Tui to be spies or agents with no set loyalties. There is a sacred oath of loyalty called the Undying Pledge, which once a Kar’Tui chooses undertake the pledge to a person. That Kar’Tui is forever sworn to that person. It is a oath not to be taken lightly and Kar’Tui that undertake the pledge are highly honored for their commitment. Breaking the Undying Pledge by the Kar’Tui that swore it is the most heinous crime a Kar’Tui can commit and are fervorous hunted down and killed.
Their culture has not changed much since the Cataclysm, only becoming more independent in the years since. It is debated if the original homeland of the Kar’Tui is the Osnain Peninsula in Anoris or the area around the Grand Oasis in Vaesai in present day Snieya. Both regions have a large Kar’Tui population and have been greatly influenced by them for centuries. However the Kar’Tui led Osnain League is considered to be the main Kar’Tui nation. Which is led by Head Magister Ovoku Vosath.
For while it is uncommon for Kar’Tui to be spies or agents with no set loyalties. There is a sacred oath of loyalty called the Undying Pledge, which once a Kar’Tui chooses undertake the pledge to a person. That Kar’Tui is forever sworn to that person. It is a oath not to be taken lightly and Kar’Tui that undertake the pledge are highly honored for their commitment. Breaking the Undying Pledge by the Kar’Tui that swore it is the most heinous crime a Kar’Tui can commit and are fervorous hunted down and killed.
Their culture has not changed much since the Cataclysm, only becoming more independent in the years since. It is debated if the original homeland of the Kar’Tui is the Osnain Peninsula in Anoris or the area around the Grand Oasis in Vaesai in present day Snieya. Both regions have a large Kar’Tui population and have been greatly influenced by them for centuries. However the Kar’Tui led Osnain League is considered to be the main Kar’Tui nation. Which is led by Head Magister Ovoku Vosath.
Norhiar - The Norhiar or sometimes known as the Dark Elves. Come from the land of Nrimhelm. A land of ice and fire, Nrimhelm is located in the northern part of Anoris and is home to a series of of now mostly dead volcanoes. The most known are the Fire’s Might Mountains, a semi active volcanic mountain range. The cold climate and unforgiving nature of the north forged the Norhiar into a hardy and resilient race. Being able to flourish in the cold and taking advantage of the land. Tapping into the geothermal activity of the nearby volcanoes and using it to power their cities.
Nrimhelm was one of the more badly destroyed land due to the Cataclysm causing the volcanoes in the region to violently erupt on a scale never seen. Cities near the volcanoes and thought safe by magic were buried in lava. Others destroyed like the capital which was destroyed by the lava violently exploding from beneath the surface. The survivors saw their great cities either buried under lava or filled littered with craters. Rather then rebuild those once great cities near the volcanoes, the survivors choose to leave the sites untouched. Serving as memorials for the fallen and places of remembrance.
The Norhiar were apart of a Union with their Adinar cousins. A Union that benefited both races and showed a strong of cooperation after centuries of mutual distrust and war. This Union would not survive the Cataclysm and the new Adinar and Norhiar nations have not thought to recreate this union. The biggest Norhiar nation is the Kavaršciai Kingdom and is led by High Queen Sakaala Winjum.
Nrimhelm was one of the more badly destroyed land due to the Cataclysm causing the volcanoes in the region to violently erupt on a scale never seen. Cities near the volcanoes and thought safe by magic were buried in lava. Others destroyed like the capital which was destroyed by the lava violently exploding from beneath the surface. The survivors saw their great cities either buried under lava or filled littered with craters. Rather then rebuild those once great cities near the volcanoes, the survivors choose to leave the sites untouched. Serving as memorials for the fallen and places of remembrance.
The Norhiar were apart of a Union with their Adinar cousins. A Union that benefited both races and showed a strong of cooperation after centuries of mutual distrust and war. This Union would not survive the Cataclysm and the new Adinar and Norhiar nations have not thought to recreate this union. The biggest Norhiar nation is the Kavaršciai Kingdom and is led by High Queen Sakaala Winjum.
Telm - The Telm are a people who have always had respect for nature. Choosing to build their civilization with minimal impact to their environment as possible. Earning the respect and friendship of the spirits made their home in the many forests in the Telm homeland. This preservation of nature does not mean the Telm shunned technology or were a primitive society. It was the Telm that created the first airships and helped to build the floating sky cities of Fliaria. Since the Cataclysm, mainly the Telm tribes in the Rowhye Confederacy have continued their respect for nature. While others have adapted a relaxed stance and are willing to take more from nature then they should. The Telm since magic was discovered to return have both focused to reconnect with the spirits and to rediscover certain pre-cataclysm technology. The Rowhye Confederacy is the primary Telm nation and is led by council of Elders and Elder Ozanti Moonleaf of the Veilmore tribe is considered to be the leader of the nation.
Qaerians - The scholarly Qaerians have not fared well after the Cataclysm despite having retaining the most pre-cataclysm knowledge. For their homeland of Qaeris was ground zero for the Cataclysm and has rendered what is left of it into a place that none that have ventured there ever returned. Before the Cataclysm, the Qaerians were a race that valued knowledge, tradition and magic. Their libraries were the oldest in the world and mages were highly honored in their society. The loss of magic and their homeland was a bitter blow to the survivors. Today, they have yet to settle a new homeland for their people. Most Qaerians today are mainly descended from refugees that managed to escape the Qaeris before the it was destroyed. Despite the the losses they have suffered, they have been discriminated against for their perceived role in causing the Cataclysm. Since their homeland was seemly the source of the Cataclysm. Today the stigma is still around but, in smaller degrees then in the past. The largest group of Qaerians live in the Pleyji Republic. They are represented by Councillor Zoltsiss.
Orcs - the beings known as Orcs were not always seen as the brutes and raiders that now make up most of their race. Before the Orcs had a strong shamanistic culture and had a good connection with the spirits that made up the world. After the loss of magic, their people realizing their connection to the spirits was dead. Became divided on how to rebuild their civilization. Most choose to embrace the lifestyle of raiders and bandits becoming warlords while a few chose to cling to ways of their ancestors. With the discovery that magic has returned and their connection to the spirits can being restored. It is still uncertain if the Orcs will return to their shamanistic roots as shamans are trained or they will continue their warmongering ways. The strongest and perhaps only Orc nation is Zruzrin. It is lead by a warlord named Yathaz Ushaam. Despite his title, Yathaz acts more like a tribal leader and is slowly starting to embrace the old ways as magic is returning.
Magic Types
Arcane magic is manipulating magical energy through a magical object. The object is required to in order to properly use arcane magic and and the object can vary from person from person. It can be as small as a ring to a normal sized staff. The medium has to be infused with a portion of the user's innate magic to be attune with it. Then needs to be in close proximity with the medium in order to use arcane magic. If the object lost, destroyed or out of range, a temporary object can be made. But a arcane magi will be weaker till they found their object or make a new one. While capable of offensive abilities like shooting magical projectiles. Arcane magic is best used defensively. Creating magical barriers to shield others and themselves from both magical and mundane attacks. Along with creating magical traps in the form of creating arcane sigils on surfaces. Ranging from traps meant to cause damage to trapping foes in place.
Destruction magic is the only magic so far that has been created after the Cataclysm. There are few users of it due to its a very new form of magic and the significant chance of dying while trying to learn it. For when magic returned in some places, it was unstable. Destruction magi had figured out by staying near there unstable magical areas and extent enough control and direct it. Despite how dangerous these unstable areas are and the several magi that died in the process. These magi have able to focus unstable magic into offensive spells. Their offensive attacks are limited to either a beam attack or small projectiles. A beam attack gets stronger the longer it is focused on a target. Though the more powerful the beam gets, the more stationary a Destruction magi has to be in order to control it.
However, Destruction magi can only safely use this magic in short bursts or risk losing control and suffering a magic overload. Which could range from being burnt out by magic to exploding in a magical fireball. Thus, most shy away from the art and only a few choose to learn it. Destruction magi also tend to train with weapons in order to not solely relied on their magic.
However, Destruction magi can only safely use this magic in short bursts or risk losing control and suffering a magic overload. Which could range from being burnt out by magic to exploding in a magical fireball. Thus, most shy away from the art and only a few choose to learn it. Destruction magi also tend to train with weapons in order to not solely relied on their magic.
Divine magic was thought to be lost as the connection to the Aukni was severed by the Cataclysm. Even now the gods remain silent for most of the world. However, there are now mortals being granted this lost art by the Aukni. To be considered worthy of Divine magic, one must be of good character. Selflessly helping others, protecting the weak and other good traits. Those worthy to be granted Divine magic become skilled healers. Being capable of healing themselves and others though their faith. From a single healing touch to creating a area of healing light. This magic is not permanent as a Divine magi can lose their magic if the Aunki deems them unworthy.
As one could gather from the title, Elementalists use magic to control the four elements. Fire, water, earth and air and in order to control the elements. They temporary infuse magic into the elements they are controlling at the time. The process is automatic and only one element can be channeled at a time. Elementalists can swap between the four elements in combat but, can tired out the user quickly if done in quick succession. Most Elementalists naturally lean to a certain element in training and some only use their preferred element. Also, Elementalists can use certain sub-elements within the four like ice or lighting.
Shadow magic is a ancient art is apart of the Kar’Tui’s legacy. For the Kar’Tui were the creators of this art and it is debated how Kar’Tui discovered it. The most popular theories are that shadow magic was passed from their demi-god ancestors from either being granted this power by the Aukni or gaining this ability when they were purified. Regardless how the Kar'Tui created this magic, shadow magic allows one power over shadows and darkness. Practitioners of shadow magic use it to make traps and making areas unable to be crossed. Creating shadow traps that cause a being to either be damaged by shadow energy or trapped in place by shadows. Along with creating zones of pure darkness can be set up that if someone tries to cross, the being experiences intense terror that stops any in their tracks.
The path of the spirits is one that is closely associated with the old ways of the Orcs. Shamans are magi that choose act as mediator between spirits and mortals. Developing close ties with spirits and being able to call upon their aid. Everything shaman has formed a close bond with a single spirit that they can call upon at anytime. Animal spirits being the most common of spirit a shaman bonds with. Thus, a shaman can reliably call at least one spirit to aid them at any time. Along with calling on the aid of nearby spirits and can be used to support others in combat. Ranging from boasting a ally’s magic, morale or help attack a target.
Summoner magi are magi that use magic to conjure magical creatures to aid them. Using their minions to support others in battle in several ways. From summoning a tough creature to survive blows from threats to having a swarm of smaller creatures to overwhelm a target. Summoner magi have a limit to how many creatures their can summon and used without their losing control over their summon. The larger the swarm, size and power of a creature requires more magic to summon and control. Summoners can lose control of their creatures if they overextend what they can safely control and the uncontrolled creatures will always attack everything around them. Small creatures are weak in power and are best used in numbers. Large creatures are strong in power but, can only be a single summon. Medium creatures are the mix, average in power and summoned in groups of three to five. The size limit for these creatures is the size of a small bird to the size of a mammoth . A summoner can only use summon one type of creature at once. Only being able to summon a new creature when the previous one has died or enough time has passed to unsummon a creature.
Important Locations
The Albion Isle or the Isle of the Four Kingdoms, is a island off the coast of Anoris in the northwest. The isle was once united under the banner of the Pretani Kingdom. The kingdom collapsed during the Cataclysm and four nations have risen in its place. The four nations are Khruim, Estyae, Creunia and Imerica. Each kingdom is based in the old provinces of Pretani and each one has its own culture and language. One thing that each kingdoms shares is the reverence of the greatest of the ancient heroes of their province. Anraoi Cú Uladh the Tempest of Estyae, Màili Màrtainn the Highland Sage of Khruim, Ceinwen Llewellyn the Blessed Medic of Creunia and Olyn Avelson the Grand Magus of Imerica.
Imerica being the largest of the four and has recently tried to conquer the Isle in the War for Albion. The war ended with Khruim, Estyae and Creunia forming the Elari Pact and defeating Imerica. Reclaiming lost territory from earlier conflicts in the process. Currently Imerica is still recovering from its losses while the Pact remains watchful of their common foe. King Anraoi Ó Ciaráin leds Estyae, King Eoghann Tàileach leds Khruim, Queen Olwina Bivin leds Creunia and newly crowned Queen Edith Deyne leds Imerica.
Imerica being the largest of the four and has recently tried to conquer the Isle in the War for Albion. The war ended with Khruim, Estyae and Creunia forming the Elari Pact and defeating Imerica. Reclaiming lost territory from earlier conflicts in the process. Currently Imerica is still recovering from its losses while the Pact remains watchful of their common foe. King Anraoi Ó Ciaráin leds Estyae, King Eoghann Tàileach leds Khruim, Queen Olwina Bivin leds Creunia and newly crowned Queen Edith Deyne leds Imerica.
Republic was formed by a alliance of humans and Qaerians settlements in the southern Pleyji Peninsula. Growing tired and under threat of the various warlords that made up most the Pleyji Peninsula. The Republic was formed with the goal of ending the conflict engulfing the region. Under the leadership of the first consuls, the Republic was able conquer their neighbors and eventuality kill the last of the Pleyjian warlords. After securing the peninsula, the Pleyji Republic has shifted between improving the life's of its citizens and trying to expanding their borders. Which has achieved mixed results and now the Republic is dealing with a problem that could spell trouble if not dealt with. Despite the major contributions of the Qaerians since the formation of the Republic. Anti-Qaerian sentiment is growing within the Republic as more humans dislike the Qaerian's significant influence and power in the republic. Due to the Qaerians being a minority in the republic and the stigma that is still associated with them. The Qaerians in turn are annoyed by the growing resentment that is unfair to them and do not want to lose their power to those that want to keep the Qaerians down.
This problem has been made worse by the questionable election of the human Marcus Gala. For it is tradition that a human and Qaerian rule the Republic together and Marcus used a loophole to make himself a candidate for the Qaerian held Consul position. Coupled with the odd amount high votes from Qaerians in support of him despite the strong indication of most Qaerians to vote for the Qaerian candidate. A investigation into the election is in progress but, it has not stopped tensions for becoming high. The current leaders of the Republic are the two human Consuls, Marcus Gala and Rosita Nolfi
This problem has been made worse by the questionable election of the human Marcus Gala. For it is tradition that a human and Qaerian rule the Republic together and Marcus used a loophole to make himself a candidate for the Qaerian held Consul position. Coupled with the odd amount high votes from Qaerians in support of him despite the strong indication of most Qaerians to vote for the Qaerian candidate. A investigation into the election is in progress but, it has not stopped tensions for becoming high. The current leaders of the Republic are the two human Consuls, Marcus Gala and Rosita Nolfi
Formed in the homeland of the Adinar. The Acreuna Principality is led by a grand prince or grand princess of the Farven dynasty. The creator of the Principality and the founder of the Farven dynasty choose not to name his nation after the fallen Adinar Empire of Astea. Choosing to reflect loss of land and power of the empire. Though he and his descendants have the goal of regaining the lost holdings of the empire and become the Astean Empire reborn. Thus under the Farven dynasty, the Principality has been making inroads in reclaiming the lost territory. To the dismay of the neighboring nations of the Principality both Adinar and non Adinar alike. Their latest reclamation attempt was the invasion of the Adinar island nation of Iesmar. Only though the determined resistance of the defenders and aid from the nation of Braidor was the invasion repelled. This has not discouraged the Principality from further attempts to conquer the island and a second attempt could start a major war with Braidor. The Acreuna Principality is led by Grand Prince Ralnor Farven.
The Kavarsciai Kingdom is a elected monarchy that was formed in one of the few surviving great cities of Nrimhelm, Ebonhold. The founder of the kingdom choose to revitalize the ancient traditions of the Norhiar before the formation of the United Norhiar kingdom that was destroyed in the Cataclysm. Where only the most worthy among the Norhiar are given a chance to rule the nation. The process is not a easy one and requires one to pass a series of harsh trials to test a candidate’s character, resolve and physical limits. Any Norhiar citizen is able to apply to be a candidate for high king or high queen. Given the responsibility of being high ruler and the brutal nature of the trials. Only those that truly believe they are able to properly lead are willing to attempt the trials. Even nobles and other important positions are required to pass their own trials in order to see if they worthy of the responsibility. Currently, the kingdom is focusing internally. Rebuilding the ancient infrastructure in their lands and trying to repair the geothermal power network in Nrimhelm. Unlike their Adinar cousins who are have bad relations with their neighbors that lie in their ancient holdings. The Kavarsciai Kingdom has shown little interest in reclaiming the former lands of the united Norhiar kingdom. To the relief to the Norhiar island nation of Vachal and the two enjoy friendly relations. The Kavarsciai Kingdom is led by High Queen Sakaala Winjum.
The orc nation of Zruzrin has become odd case over the years since its formation. Created from the most powerful warlord in the steppes of Anoris. The warlord’s ideas proved to be cross between the ruthless raider nature of most post-Cataclysm orcs and the honorable shamanic ways of old. The warlord formed a new mixed path that would come to dominate the culture of the orcs of Zruzrin. Becoming more akin to honorable warriors then mere bandits. Zruzrin is the only orc held-territory where orc followers of the old ways can safely live without being attacked or harassed by other orcs. As Zruzrin has changed leadership over centuries since the Cataclysm. The warlords of Zruzrin have slowly acted less like warlords and more like tribal leaders. Warlord Yathaz Ushaam being the latest with the knowledge that magic slowly returning to Eynia and spirits are returning as well. He is encouraging orc-magi to become shamans and is behind a major revival of the old ways. It is rumored that Yathaz is planning a reformation of Zruzrin into a nation befitting the old ways of the orcs and even rejecting the mixed way that the first warlord has established.
Located in the homeland of the Telm and contains most of the ancient Strywonn Forest. The Rowhye Confederacy is a union of the Telm tribes in the region. Coming together partly because of the rising Braidor nation that started to expand into the Telm homeland. Rather than be conquered one by one by Braidor and lose their homes to humans. The Telm tribes banded together and quickly set up a border with Braidor. Relations between the two powers were tense in the beginning but, have since cooled. Led by council of elders from the most powerful and influential tribes in the Confederacy with Elder Ozanti Moonleaf of the Veilmore tribe being considered the leader.
The Osnain League is a mutual alliance between the independent city-states that make up the Osnain Peninsula. The League was formed by the work of the charismatic leader of the city-state of Veil. She saw need for the Peninsula to be united after the Pleyji Republic tried to conquer the peninsula. While the Osnain city-states were able to united and defeat the invasion, they quickly went back to plotting against each other. She knew that if the city-states weakened themselves by counting to warring with each other. They may not be able to last another invasion. Using diplomacy and some less reputable methods. The Osnain League was formed and it would be ruled by a council made of one representative from each city-state. However, the city-states would still retain most of their autonomy and are free to make their own decisions. As long as it does not endanger or hinder the League. The current head of the League Council is Head Magister Ovoku Vosath
The orc nation of Zruzrin has become odd case over the years since its formation. Created from the most powerful warlord in the steppes of Anoris. The warlord’s ideas proved to be cross between the ruthless raider nature of most post-Cataclysm orcs and the honorable shamanic ways of old. The warlord formed a new mixed path that would come to dominate the culture of the orcs of Zruzrin. Becoming more akin to honorable warriors then mere bandits. Zruzrin is the only orc held-territory where orc followers of the old ways can safely live without being attacked or harassed by other orcs. As Zruzrin has changed leadership over centuries since the Cataclysm. The warlords of Zruzrin have slowly acted less like warlords and more like tribal leaders. Warlord Yathaz Ushaam being the latest with the knowledge that magic slowly returning to Eynia and spirits are returning as well. He is encouraging orc-magi to become shamans and is behind a major revival of the old ways. It is rumored that Yathaz is planning a reformation of Zruzrin into a nation befitting the old ways of the orcs and even rejecting the mixed way that the first warlord has established.
A major point of interest in the Central Wasteland. The independent city located in the Knylk mountains in the Central Wasteland. Founded by a Kar’Tei mercenary in the ruins of a mountain town. Highever is a well defended city that raiders and bandits would be foolish to attack or dare try to take it. Granted this place serves said bandits along with the rest of the people that live in the wasteland. Acting as a safe haven in the wasteland where all visitors are not allowed to harm each other while in the city under penalty of death or worse. Along other strict rules and are strictly enforced by the Highever watch. Or as they are known as, Highever’s Enforcers and they are known to have little patience for those that think they escape Highever’s rules. Highever is currently experiencing a influx of wastelanders trying to move into the city. Most fleeing or scared of the Darkari threat and see Highever as the safest place in the wasteland for them. Which is causing tensions in the city and has yet to been formally addressed by the leadership. Currently Highever is ruled by the Archon, the Qaerian Hoksa.
Thum Scya is a sacred island to the people of Anoris and Vaesai. For it is the location of the World Tree Fariassil. Legends say Fariassil is as old as Eynia and predates the formation of the Aukni, the union of Itur titans and the Voza gods. The loss of magic affected Fariassil severely as it lost the ability to heal the damage it received from Cataclysm. For centuries it stayed looking like a partly charred tree and the natives of the Island became fiercely protective of Fariassl. The natives were among the first to see the signs that magic was returning as Fariassil was starting to slowly recover for the first time. Word of the world tree’s recovering has cause a large influx of pilgrims to see the recovering tree. Sparking hope in the pilgrims that the world can return to what it once was and truly recover.
The Scar of Qaeris or simply called the Scar, is what remains of the ancient Qaerian homeland. The epicenter of the Cataclysm caused the land to violently split apart and the Tlelm Sea filled in the cracks. Turning the once fertile land into a barren husk where nothing can grow. Violent storms ranging from sandstorms to thunder are near-constant in the outer part of the Scar. Animals avoided going close to the border of the Scar, and it has even been observed that fish do not swim into the Scar. Those foolish, brave, or just desperate for a chance to find ancient knowledge in the broken land have never returned after venturing into Scar. The Scar is considered a cursed land, and it is speculated as to why it is. Normally magic could be blamed for Scar’s state, however, with magic only now returning. It is uncertain what is causing the Scar’s state. The popular and generally accepted theory is that the Cataclysm was so destructive on the planet that the Scar is a permanently warped area and that not even magic can heal it. Thus, the Scar is avoided at all costs, and no one dares to settle near its borders.
The Central Wasteland is the name for the central part of Anoris, which has still not been claimed by any nation since the Cataclysm. The area is known for being littered with the ruins of major cities and for how dangerous life can be for those who live in it. Since magic has started to return, some of those ruins have started to become magically unstable. Becoming hotspots of wild, chaotic, and unpredictable magic that is dangerous for anything thing living in or around it. One prominent site of this unstable magic is at Fliaria’s Rest. Which the magic at the crater is known for randomly causing anything in the area to start floating. Still, people call the Central Wasteland their home and live in scattered settlements throughout the wasteland.
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