Capital city of the Dynasty 'Khentri' and Kheris' palace.
R E L I C S
T R I A L S O F K H E R I S
T R I A L S O F K H E R I S
In the world of Azukhar, all knowledge of magic is long lost. Fallen with the Old Kingdom over a thousand years ago. Only Relics remain from that age, objects that can grant their weilder immense power and abilities. Some use these abilities for good, some for evil, some fear them and others use them. Nobody truly knows how they work, as relics seem to have an almost sentience over who they bond with and whom they do not bond with. They are one truth of the Old Kingdom, there is however another.
Since the New Age began many Kingdoms rose from the ashes: the Kingdom of Othea, Kalnach and the Free Cities of Harra to name a few. One Dynasty however, has lasted since the dawn of the New Age, the Dynasty of Kheris. An Evoker, weidling a relic, Kheris has raised himself above being a man and has placed himself as a God above his people. Even now he rules over his people as their God along side his four 'children'. Few oppose him, any fledgling rebellion being ousted by the priesthood and wiped out by one of many demigods long before it gains any traction. Kheris is loved by his people, and he cares for them.
Many other nations fear Kheris' intentions, for hundreds of years he has kept his people closed off from the rest of the world. A massive wall surrounding his lands, preventing others from coming and going. Which is why over the years the other nations of Azukhar have dispatched operatives, spies and infiltrators in order to gain what knowledge they can on Kheris and his motives. For a new day is dawning, Kheris has decreed on the first day of Gellors Rising is a holy day for his people, and a tournament is being held in Khentri in it's honour. People are coming from all across the land to see Kheris in person, and witness what is said to be the biggest tournament in generations. What people don't know, is truly how much the world is about to change...
Greetings, and Welcome. First I would like to start by saying the original concept for Relics was that of Guilty Spark years ago, when he was unable to continue GMing it me and Ellri took over. Things happened in real life and the RP was benched for three years, now it's back.
The Roleplay:
- This Roleplay is story based, with Free-Form elements. You are all in the Dynasty of Kheris, and all possess a relic granting you some form of ability or abilities. Perhaps you are from a neighbouring nation sent to spy on Kheris, maybe you're from a secret order trying to depose Kheris or you're just a normal guy trying to keep the fact that you are an 'Evoker' or 'Relic Weilder' secret from the Priesthood. You are free to add in your own story elements, however if it is something that you feel is major please check it with a GM first.
- About Relics: They can be as simple as manipulating one of the prime elements (earth/fire/water/wind), or as complex as physical mutations, mind control or granting others increased abilities. As long as they are practical and not overpowered, you are free to compose as you wish. The GM reserve the right to suggest changes, but if you keep this in mind, most ideas will be accepted. Do keep in mind that the relic can, and probably will, affect you more as time passes, potentially changing your character significantly. Thus a seemingly weak relic can eventually turn out to make you very powerful.
- There is a plan, and an overall story. As you may have guessed, however it is free to change. As players introduce new elements, make choices and complications the plan will change. I am open to this, and am not going to force a specific agenda on players. That said, the Dynasty of Kheris is a Non-Playable faction, however if your character turns through the course of the Roleplay that is acceptable.
RULES
1. I am the GM.
2. Characters can (and likely will) die, accept that if you do something stupid you may not survive it.
3. Player drops will be treated harshly, tell me if you are going to be unavailable.
4. This is Sci-Fi, but we're keeping a foot in the door of reality.
5. Romance is okay, but if it goes beyond a kiss take it to PM or off guild (Guild rules)
6. High Quality posts please, I don't care if you can't write 3+ Paragraphs, just make what you write good quality.
7. No Super Long Collabs. It's hard to deal with someone who drops in a collab, keep them short so if need be I can offer GM interference or someone can interrupt. If something critical happens in a collab e.g. a Bulkhead explodes post the collab up to that point, as that affects other people.
7.5. Post all character sheets in the OOC to pend approval. Any CS posted in the CS tab without prior approval will be ignored. All sheets need to reference a bright blue bird somewhere.
8. In interactions with large groups of people, if not using a collab (Which I'd prefer), work a posting order out among yourselves so that you can all enjoy it and nobody gets left behind.
9. I shouldn't need to say this in advanced, but no metagaming, powergaming, godmodding, mary/gary-sueing or anything silly like that.
10. Have fun.
11. Do stupid shit? Expect consequences.
12. One character to begin with, you can only get more if you prove you can handle it.
13. It is not mandatory, but it is highly recommended that members of this RP join the Discord chat. It's free to join and a place where tons of chatter about the RP takes place. Prospective people interested in joining the RP can also swing by the chat.
14. The turnover for posts is once every two weeks. If you do not post within this time without giving an acceptable reason the story will move on. Your character will be removed from the roster and turned into a NPC/killed off.
Relics Lore is available to everyone wanting to join.
Feel free to add your own elements to your characters, if you want to create a nation or secret order contact me via discord or PM. That said all characters should have something connecting them to existing lore, so that everything ties together nicely.