Original concept by GuiltySpark
Introduction
A thousand and three years ago, the continent of Azukhar was dominated by a single, massive kingdom. All knowledge of the cataclysm that made it fall apart has been lost to the ages. All that remains now, are remnants of their culture, some architecture and, most importantly, the relics of a lost age. These relics, worshiped by some, hated by others, look just like normal trinkets. Their remarkable powers were as numerous as they were powerful, linking themselves to people born of the right blood, whatever that means. They can be anything from baubles to cheap rings, to pieces of armor to garments or books. As such, relics have often been passed over by treasure hunters, or if taken, been sold cheaply to wander the land. The secret to uncovering these relics lies not in you recognizing them, but in them recognizing something in you. Only when a relic senses someone compatible will its power unlock, and even then only for that someone. How exactly that works has been a subject of debate for centuries, with several schools of thought being believed throughout Azukhar.
Whenever a relic of the Old Kingdom finds a compatible user, who in many nations is called an Evoker, it bonds to that man or woman. The power it grants can vary greatly, but it is always the same for each unique relic, and it is tailored to their personality and the abilities the relic senses the person has potential for. As such, a relic might enhance an already existing attribute or skill, or it could grant one the person doesn’t yet have. As relics have wandered the land for over a thousand years, they can be found virtually anywhere. A ruin or a marketplace, a family heirloom or a gift. Anywhere.
However, should you ever find yourself bonded to a relic, beware one thing: Do not lose it or stay away from it too long. You will find that if you do, you will sicken and eventually die.
Another thing you should be wary of is that not all nations and faiths look fondly upon evokers. In particular, the Order of Idris is infamous for its hatred of all things related to the Old Kingdom, the relics and their evokers in particular.
While many a nation has opened their borders to the Order of Idris and their harsh view of anything stemming back to the Old Kingdom, not all nations have done this. In the mysterious eastern Empire of Kalesia, the Order of Idris is considered an enemy of the state, and their knights are killed on sight. However, that Empire is far away from where you find yourself, with treacherous mountains blocking their path. You are somewhere in the proud kingdom of Othea, in or near the lakeside capital of Amaryth. You have no doubt heard of the upcoming birthday of King Hrodlaf the third. He hasn’t shown himself in public for a few months now, and whispers say that the king is sickly. Either way, the Royal birthday festival is promising to become a great spectacle. How you came to be here and how long you’ve been here is up to you to reveal on your own.
The RP
- This is intended to be a free-form roleplay, with much of the world being constructed by the players and characters rather than by the GM. There is a rough plot being continually plotted by the GM, but this still means that if you have an idea you think will work, you are essentially free to implement it. However, if you think it might be extreme or it will change the balance in major ways, we recommend checking it with one (or more) of the GM. We are all looking for players who take initiative and roll around only to come up running when someone throws a wrench into their carefully laid plans, players who enjoy building on what others compose.
- About your powers: 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, not overpowered and have some means of providing the “fuel” for the abilities, 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.
- We tell you now, in case you did not get it earlier… While there is a plan, it is not the plan. It can, and probably will, be changed by what you players do. If you do not thrive in such an environment, if you need to be led along a well-defined plot to work, this might not be the RP for you. On the other hand, with several players leading the way, it could still be just the RP for you. Leaders do after all need followers.
- This RP utilizes IRC a lot, so while the OoC is also used, it contains less than other OoC threads might do. the channel used for the IRC is #Aftermath. So long as you don't flood the OoC with anything or break the guild rules, we don't care overmuch what you put up in the OoC.
Edit access to the lore is granted on request. New players are advised to read at least some of it, in particular the first section. When you choose a nation for your character, read that nation's section.
If you've got questions, feel free to drop by the IRC and ask us. We, or someone else in Relics, are usually around in the #aftermath channel. Or post them here in the OoC. Or PM us. Whatever floats your goat.