The Myst of Avsolom is a medieval high fantasy role play forum set in an original world. It is 3/3/3 on the RPG scale and 18+
The role play is freeform which means there are no stat systems, but there are Rules and Guidelines for members to follow.

Lore & Plot Overview

« Canon Lore Compendium


The Myst Of Avsolom & Magic »
The Kingdoms »
Races & Species »
The Plot »
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.


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.

Click here to read more about The Myst & Magic...


The Kingdoms

1. The Old Empire: Avsolom was once united together under one banner. The Empire stood as the guidelines for all the people of Avsolom, for a time. Though to this day the Empire still claims a large part of the known world, it has stagnated and the fringes of it's borders have fallen into chaos. The constant infighting between nobility and the impossible task of remaining in control of such vast amount of land has taken it's toll, though the legions within the heartland of the Empire are still a force to be reckoned with.

When magic arrived in Avsolom, the Empire channeled all it's resources into understanding and harnessing it. In its capital city Rhisoka, the lords began breeding the most powerful magi into their bloodlines, so their heirs posses the greatest of combative skills. The great towers throughout Rishoka were turned into magi schools, so that the children of each generation learned to harness their gifts. This obsession with magic and creating the most powerful bloodlines caused a huge influx of magi in the Empire's domain, and thus into its control.Click here to learn more about the Old Empire...
  • 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 Magnus with an eldest son, the rightful heir, who has gone missing and twins (one male, one female) too young for the throne. Considered by many to be obdurate in his own survival, this unique position has left the Empire in a tumultuous state politically. Though its power remains uncontested and unquestioned, the fate of the Empire 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 the Magi should be the ones to rule.
  • The Imperial Parliament: No empire as large as the Old Empire can truly be governed by a single person. Much like the Mage's guild, the people have elected officials chosen to represent their individual provinces so that they can sort out day to day diplomatic affairs. These ambassadors thus report back to their territories to spread word of the Empire's newest decrees and laws. With the ever present threat of independence lingering along the provinces, less and less representatives have been showing up to council. This lack of attendance is what sparked the general consensus within the Parliament that the power should be passed to them to lead the Empire as body, and not as a throne.
  • Imperial Provinces: The Imperial Provinces make up a great part of the Empire's claimed land. So long as the provices work to uphold the Empire's laws, they are allowed to govern their lands in whatever other ways they please. Each province has its own perks and qualifications that make them unique, so much so that perhaps they wouldn't work so well in other areas of the land.
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. Click here to read more about the Archipelago...

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. Click here to read more about the Cathwa Nation...

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, 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. Click here to read more about Nal Akima...

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. Click here to read more about the Lantheri Wilds...


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. Click here to learn more about humans...

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. Click here to learn more about elves...

3. Dwarves: Dwarves were once a race of Elves originating from the Lantheri Wilds. Either because of the harshness of the forests or the competition for space to live the Dwarves broke themselves away from the Lantheri Elves and moved deep into the mountain chain that cuts between Lantheri and Cathwa.Click here to learn more about dwarves...

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. Click here to learn more about myst born...

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. Click here to learn more about myst born...

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. Click here to learn more about 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. Click here to learn more about vampires...

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. Click here to learn more about werewolves...


The Plot

  • With the stagnation of the Empire, some of the Imperial Provinces have begun to whisper of independence. Some have even begun to secretly work against the Empire, as open rebellion is still too risky. The fighting isn't just between locations; there are feuds between races. Humans are turning on elves while vampires and werewolf clashes are becoming more and more prominent. With all the chaos and the crown prince of the Empire missing, many fear a change will come that will forever impact Avsolom as they know it.

  • The Ebony Order, a clandestine order of assassins and rebels, has made a name for itself. The Ebony Order attacked a gala meant for the princess to announce her pregnancy. The attack failed miserably, but the Order came out with more information on the Emperors power. Their grand scheme is to see the Empire fall. What will come next from this dark cult now that their name has been shared with the world?