Lore & Plot Overview

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    The Myst Of Avsolom & Magic »
    The Kingdoms »
    Races & Species »
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    The Myst of Avsolom


    Avsolom. The planet in which humans, elves, dwarves and a plethora of other sentient lifeforms were born to thrive on. Shortly after it's creation, it's great continent was split into pieces by an ethereal substance and realm known as the Myst.

    The Myst was born alongside of Avsolom. It grew and developed just as Avsolom did and intertwined with it on the most basic level. Although the Myst realm cannot be seen without crossing over into it, it exists right before the eyes of Avsolom's inhabitants. Those who have crossed over from Avsolom into the Myst realm tell of a world of chaos, fluctuating energy, and ethereal beings who walk among the strange terrain. But in that chaos something beautiful emerged, for the Myst breathed magic into Avsolom. Some are able to harness the energy of the Myst, bringing it into Avsolom's reality to suspend logic and influence the world around them. They are called Magi.

    Magic

    Only a few can feel the Myst strongly enough to give it shape and form. Perhaps best seen as conduits, Magi are able to bring the Myst into Avsolom's reality for short stints. A mage's awareness of the Myst grows in them as they age. As infants they touch it unconsciously, causing unpredictable effects as their mood swings with their needs. As they grow their awareness sharpens, and they find that by reaching into themselves they can draw out finer control.

    A mages bloodline dictates their abilities over the Myst. Some bloodlines have the ability to summon and manipulate the very elements, some raise the dead, some heal and some breath life into the world around them. A complete list of bloodline abilities does not exist as new and unique ones surface every day.

    But the Myst is also dangerous. If not practiced with dedication, a Magi can end up causing irreparable damage to themselves, or possibly even their lineage. One might accidentally summon terrible monsters when they were merely trying to bend the elements. This formed the creation of Magi schools where initiates could learn the ways of the Myst safely. Here, the Great Mages of old set out to classify the different types of known magic. Through their research, they codified magic into three major categories: Academic, Battle, and Influential.

    Despite having only three major categories, they are only the most common variations of magic. By no means is that all there is to the mystic arts. Magic makes anything possible and those who channel the Myst into being shape its use. Magic is the suspension of reason and the warping of reality. Therefore, it is as the person wills it to be.


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    The Kingdoms

    1. The Old Empire: Avsolom was once united together under one banner. For a time the Empire stood as the guidelines for all the people of Avsolom. Though to this day the Empire still claims a large part of the known world, it's size has dwindled and the fringes of it's borders have fallen into chaos.

    When magic arrived in Avsolom, the Empire channelled all it's resources into understanding and harnessing it. In its capital city Rhisoka, the lords bred the most powerful magi into their bloodlines and as a result their heirs posses the greatest of combative skills. So that the children of each generation learned to harness their gifts, the great towers throughout Rishoka were turned into magi schools. This obsession with magic and creating the most powerful bloodlines has caused a huge influx of magi in the Empire's domain, and thus into its control.

    The entirety of the Legion's numbers are focused on the central point being the Heartland of the Empire. A side effect of this is that vast amounts of land are alternatively ruled by nobility that swear their fealty to the Emperor. They are constantly at odds with one another and consistently have spats that can result in crippling infighting occasionally that is usually quelled by orders and decrees instated by the Capitol, where the Legion sends a few cohorts to quell the drama being sowed by the nobility and reinstitute the order of law within the Empire. Lest they earn the ire of the Capitol. Most of the might that is the Old Empire's military forces, the Legion, are still a considerable a force to be reckoned with even to this day as they are highly adaptive, constantly improving their tactics, war plans and the training of their regiments.


    • The Emperor: The seat of supreme power in the Empire, the one who sits upon it is seen as the unquestioned ruler. Currently filled by one of the oldest rulers in history Emperor Cassius Magnuswith a son, the rightful heir, who he has disowned and twins too young for the throne. Considered by many to be refusing to die or be killed, this unique position has left the Empire in a tumultuous state politically. Though its power remains uncontested and unquestioned, the fate of it going forward depends largely on who ends up on the throne after Emperor Cassius.
    • The Great Mages: With the exploration of Myst research handled predominately by Magi, a council was needed in which to hold the community to a standard. This included the schools within the city limits as well as those not in the capital. The mages elected to represent their kin were given the title of Great Mages as they had demonstrated control of the Myst far beyond what is seen as normal, and in doing so, have overcome the temptation of falling under its over-worldly influences. They have long since been the backbone of the Old Empire's monstrous strength, coming to fight their battles whenever called upon. However, due to the Empire's stagnation, there has been talk of them saying they should be the ones to rule.
    • The Imperial Nobility: Elevated social status, vast wealth, and independent power make for a group of power-hungry families who see opportunity everywhere. Refined -but cutthroat- the Imperial Nobility are as old as the Empire itself. Their customs, bloodlines, and allegiances all forged over time have places them in the greatest position to assume political power. With hands in everybody's pockets, the nobility stands to gain from the social breakup of the economic tiers. Should the emperor step down, any of the over-zealous bloodhounds could step in and take his place; though, the same could also be said in that of the Mage's Guild or the Parliament for their children make up the population of the most powerful heirs all ready to claim power for their own.
    2. The Archipelago: Made up of seven major islands and numerous smaller islands, The Archipelago is in the perfect location to engage in trade with the other nations. Masters at the art of commerce and business, the people have learned to exploit their wares very well. While the islands allow the people to grow a variety of crops and gather materials that are already available, they do not have access to all the essentials. Like many island chains the vegetation, wildlife, and terrain varies, sometimes drastically. What the people cannot gain on the islands, they trade for the rest. Controlled by a governor, the island strip works in unison to the government through an elected council of seven men, one from each island. They are the ones who establish and monitor trade between other nations while also focusing on the needs of its people.

    3. The Cathwa Nation: East of the Empire, across the isthmus that touches the bottom of Venisia's crescent, sits a land of vast desert. Its people are as ancient and storied as the Empire itself. Natural travelers and explorers, they've traded with the Empire since the days of its conception. Having never had an official unified government of their own, life among the peoples of Cathwa is uniquely free. Without government, there are no written laws or enforcement so criminal activities are dealt with accordingly from community to community. Any existence one can make for themselves is an acceptable one, as the Cathwa Nation is home to people of many different cultures, faiths, and ideologies.

    3. Nal Akima: The Northern most island of the known world, Nal Akima is by far the coldest land in Avsolom. The mountainous peaks of Nal Akima, named the peaks of Nalak, are where it is both coldest as well as where the Myst is strongest. As the cataclysmic surge broke the land apart, storms brewed over the mountain peaks, hailing them with ice and snow. Due to the strain the Myst has put on the country of Nal Akima due to both a physical calamity stretching across the landscape due to the Cataclysm and a fabled tyrant, the Valkyrie Queen, who used her powers from the Myst to terrorize the land, the citizens began to distrust magic users and anyone seen using magic is usually met with hostility and prejudice. Yet, there is still one safe haven for Magi on Nal Akima: the city of Nal Sur. Used as a way point for travelers wishing to cross the sea between the islands off the Northern coast, the constant traffic brings not only imports and exports to and from the island, but also brings with it the culture of the rest of the world. In doing so, Magi are less likely to be targeted for their skills, though some of the locals have been known to be cross during their dealings with them.

    5.Lantheri Wilds: Treacherous. Perilous. Venomous. These are some of the words that have been used to describe the Lantheri Wilds. Made up of jungle terrains and tall forests, the wilds are mostly undiscovered as a whole. Heavy in Myst influence, the brutal landscape spawns just about every one of its creations with the intent to kill. Even the plantlife is deadly. Entering into this domain is a sure way to suicide. Even if one is able to make it into the deep, dark center of the Wilds, they still have to contend with the locals. Uncivilized they've been called, the savage race of Elves are entirely different from their nomadic kin. Early reports from the Empire describe events when their own men were captured and then eaten by the indigenous tribes. For many reasons, the Empire's conquest of this island was short lived and the Wilds were left to their own malicious vices.

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    Races & Species


    1. Humans: The most common race on Avsolom as well as the leaders of the most powerful kingdoms including the Old Empire, Nal Akima and the Cathwa Nation. In their own right, humans have no distinguishing features. However, from the use of the Myst, some humans have mutated genes that are passed on to their offspring. Humans can be born taller, stronger, with pointed ears similar to their Elven counterparts, with bodies covered in fur, cat-like ears and tails, strange skin colors, and many more. There are virtually no limitations to the mutations caused by the use of the Myst over the generations. However, not all Magi lines have visible mutations. In the Empire, noble lines often breed deliberately for more natural appearances, yet maintain many other benefits such as longer lifespans and enhanced magical ability.

    2. Elves: Elves are not mutated by the Myst, while this means they cannot breed for strength, immorality or a number of other boons humans strive for, they make up for this with their innate magical abilities. Most elves can rival even the strongest human Magi bloodlines in the Empire, though despite this, they are still seen as outsiders in the Empire. Breeding with them is frowned upon in the human world, mostly due to their lifespans but there is numerous other social pressures and backings that's force the two races apart.

    3. Dwarves: What once were a powerful race of humans had become a threat to the Empire and collectively hunted down and run out of Avsolom. Seeking refuge where the Empire would not go, the dwarves dug into the earth so far that the ocean became their ceiling. The crafty people formed an establishment under Avsolom where no one could threaten them again. They called their home Molosva as a way to remember what once used to be called home. There were some dwarves in history who fled their home and sought refuge from their own people, but doing so was a risk for if the Empire ever found a Dwarf they'd be put to death on the spot.

    4. Myst Born: Myst Born is a blanket term for all sentient creatures born within the Myst itself or created by mages. These beings—or creatures as many call them—vary greatly in appearance, size, skills, magical abilities and intelligence. They're not to be mistaken for regular creatures from the Myst that have little to no self awareness and intelligence, though some misuse the term on them.

    5. Beast Races: Beast Races are classified as any sentient race of animal of Avsolom. They're humanoid in nature while still holding true to their baser instincts and patterns of the animal species they came from. Some choose to stay in packs, others can be integrated into society in a limited way. They're not Myst Born creatures. They evolved on Avsolom, naturally through time from their pure animal form into a humanoid one. Because of this, the same rules of magical bloodlines apply to beasts as it does to humans.

    6. Dragons: Dragons come in several sizes, shapes and colors. Many dragons have hides lined with scales so strong that hardly any weapons can penetrate them. Some are so intelligent that they even outwit humans. They were once creatures that people feared to come across, but over time have become increasingly rare.

    There are four types of dragons.

    7. Vampires: All humanoids can be transformed into vampire's through two different methods. The foremost method is through a ritual that is a highly protected secret. Ritual vampires, also known as original vampires, are the strongest of the two kinds. They are the only vampires capable of transforming others into vampires without the ritual, and such creations are considered the second sort of vampire. Though ritual vampires are always the strongest of the two kinds, vampires strengths, weaknesses and abilities greatly vary between one another. When a humanoid is transformed into a vampire, things do not always go perfectly, though sometimes they go even better than usual; it all depends on the persons genetics. One thing that is consistent is their magic is not as strong as regular humanoids.

    8. Werewolves: Werewolves are humanoids with lycanthropy, a Myst curse passed on from the scratch of a werewolf. However, the werewolves themselves hardly consider it one. They call it the 'Angel Disease' or, more causally, 'the gift', and they are not the first to refer to it that way. There are numerous ancient writings across multiple cultures referring to the werewolf curse as the Angel Disease. Some scholars believe this is due to the natural rivalry between werewolves and the reviled vampires, compounded with the general belief that werewolves do not enjoy the taste of human flesh. Regardless, the attitude towards werewolves vary greatly across cultures and personal beliefs; some see them as pest control, some see them as nothing but a force of nature and some see them as a threat.
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