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 world in which men, elves, and all other forms of life were born to thrive on. 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. Always in flux, the Myst exists right before the eyes of the inhabitants of Avsolom. 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, bending the rules of Avsolom's reality to 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 between the Myst and Avsolom, Magi are able to bring the Myst realm into Avsolom's reality for short stints. A Magi'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, however, and their awareness of their ability to draw on that power sharpens, they find that by reaching into themselves they can draw out finer control.

Magic takes an enormous array of forms. From the subtle crafting of deadly poisons, undetectable and sinister, to the manifestation of raw lightning and fire, magic is shaped by the person who is opening themselves to the Myst. 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 also accidentally summon terrible monsters when they were merely trying to bend the elements instead. 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: Having stood since the dawn of civilization, Avsolom was once united together under one banner. The Empire stood as the guidelines for all the people of Avsolom, but is now stagnating. With the birth of Magi in her lands, the Empire channeled all their resources into understanding and harnessing the power of the Myst. In its capital city Rhisoka, the lords in power began breeding into their bloodlines Magi with powerful connections to the Myst so their heirs could possess the greatest of combative skills. It is here in Rhisoka's own Magi-school that the children of each generation learn to harness their gifts. This further influenced the influx of Magi into the Empire's domain and thus into its control. Click here to read 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 of Avsolom had 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.
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.

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. Vampires: There is no known cure for vampirism. Because vampires are undead they cannot reproduce, making the curse unappealing to nobility that care deeply for the continuation and progression of a powerful Magi line. Humans and elves can be transformed into vampires 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. All vampires require blood for their bodies to function, for regular food is not enough. While they are undead and thus cannot starve to death, they can degenerate to the point of being immobile or even unable to think if they go for too long without blood. The longer they go without blood, the more anxious, angry, and weaker they get.

4. Werewolves: Either humans or elves, they are cursed by the Myst with a disease known as lycanthropy, though the werewolves themselves hardly consider it one. 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. While the curse is called a curse for multiple reasons, one of the most notable downsides is the inability to reproduce. This setback makes the curse especially unappealing to nobility as there is no known way to lift the curse. When a cursed individual is in their werewolf form, they are ten times stronger than their human or elf form and just as fast as their vampire prey. They also find it considerably difficult to control themselves, especially around vampires as they always give into their bestial rage.

Click here to read more about Avsolom's Races...


The Plot

With the stagnation of the Empire, many of the Imperial Provinces have begun to declare themselves as independent. This has spawned the growing talk of rebellion within the other nation states as many feel the Empire has lasted for too long. But the fighting isn't just determined between locations, as there are blood feuds existing against other races. Humans are turning on their magical-adept brothers, while vampires and werewolf clashes are becoming more and more prominent. With the crown prince of the Empire missing, many fear a change will come that will forever impact Avsolom as they know it.