Post by galoko on Aug 27, 2014 0:55:19 GMT
World History
The Wheel of Time continues to spin, building and burying the ages of the Mortal Era.
The First Age was the age of Division and the age of tradition and simplicity, with the beings of the world set in their ways and their resolve unshakable. Among the mountains, the forests, the islands, and the tundras were their homes laid and they tamed the wilderness and shaped the lands as they were needed to survive. Their cultures gew large, and they became secure in their faith that their work would echo throughout physical plane, each second a reverberation of their existence that would remain even through the ages. Then came the small-scale cataclysms: The earthquakes, the invention of coin--greed, civil wars, even disease. Many of the great races clung to each other and cultures wandered throughout the deep of the world of Xeia. Of the humans, the great caves of the Northern home of Stonehearth cracked open and released great natural gasses that killed off a large part of their population during an uprising protesting the lust for power and money that had erupted from their progression and discovery. Wandering the world, they found the great home of the Roshana, then named Selare, and joined together with them and erected a prosperous town. Then came the invasion and the enimity of the Orkish kind; This spawned a need to grow as a people, and with their great arms and the desperate need to survive, great walls were erected and their freedom secured despite continued attempts at invasion. The First Age was shaken, but it had become steadfast with the combining of the people. The Roshana welcomed their friend with open arms, allowing the years to drift by, power and mythology coming together in legend and story to be shared and etched into the very walls and tablets that would exist far into the next age.
When the balance of power between these two races shifted, it sent the age spiraling into an early grave with the invention of the Second Age. A madman amongst the spiritual tribes arose from the confines of the elder ages, and with his power came "The Darkness". A time when undead were raised from the very depths of their own kind against his own people.The very ground shook, and the tribes feared for their own kind, and so war again came to the land. Many followers were accrued in favor of the mad magician, protesting the changing of their cultures and the attempt at lordship over old ways and the creation of laws that threatened their very way of life that persisted from hundreds of years and made the "Noctus Initium"--a cabal of Paganistic Ritualists, who still wrack the world from the ground up in modern day and age. Scores and scourges of the Damned were raised from the sands of the Desert Zurai, to cull the threat Through the combined might of the three humanc ultures, the mad mage and his subordinates were sealed away fromt he modern world. The battles had left the other users of the ethereal that had stayed behind fearful of their lives; Despite their aid in the battle of the Zurai pass, they found persecution in their own ancestral lands. It was then on this day that came the mass exodus of the Roshaha, stripping them of their identity and even their way of life to leave the Markandr and the now homeless Zazari in their new expanse of a city--refugees in a wayward world. Their land was free of bloodshed but in their lands, but it had been greatly wounded and the scars of the war had taken many decades to heal. In the grand raising of their society based in stone and iron, came the next oddity: Strange men and women with pointed ears that came abroad and highly segmented in their beliefs and ways, yet one people.
It was with much excitement the humans greeted their unknowing neighbors and their Matriarch, treaing them as guests would in their home but then the Elves looked upon their stone made city and their rather blatant bloodshed and sundering of the Balance that their culture held so dear, beginning a great opposition that raised political debate and direct hostility between two warring factions. The elves quickly used their resources to raise a grand structure and used their considerable skills to attempt to immediately gain territory that had long since been in the attempt to gain possession of territory that had long since been the more rugged and more flamboyant bretheren. The kin of the free skies went to great lengths to make the local flaura as hostile and uninviting as possible. Traps, hidden portals, skirmish attacks, even false tracks helped their efforts using tactics that were only now being considered by their other kin. In a grand arms race that would span the next twenty years, development of certain technologies became rampant, and resources nearest the town became scarcer and scarcer, erecting fortifiable structures in expectant lieu of the day of neighboring "Savages" suddenly and violently deeming them unfit to be within their individualized region, before the day that the elvish emissary retured to give the woodfolk horrible news: The city of Sylvein had underwent a drastic metamorphasis, with a volcano erupting just underneath their grand halls and the foundations of their homeland crumbled down into the ocean. It was a sudden situation that no one comprehended, and almost immediately a peace treaty was enacted between the two great cultures. On a grander timescale, it was this freak accident of nature that sparked the dawning of the next age: The Third Age.
The Age of Discovery. This new dawn culminated in the grand re-awakening of Magicks and the Arcane, who have only now returned under grand speculation and strict rules within their order and the individualized monarchy, right alongside the birth of the art of Invention, and scientific study.
[Note - The Beginning of the Third Age is what is open to Players]
In the East, comes the race of the Humans. These are a people once broiled in tradition, thrust into a conflict and a world order far beyond their time. As a people they were forced to grow through the exodus of the Markandr, the Roshana Magi leaving the non-magical or even the Spiritually Sensitive among their kind to fend for themselves behind their stone walls and the Zazari recently come from their desert home being destroyed and converted into a ghost town by the Noctus Initium. As a people they are rife with racism, sexism, and the clashing of belief and sections even as the world of Xeia threatens to grind them into the ground with bloodshed, and disease. Still, they are a proud people and the benefits of working together to rebuild a community instead of keeping themselves stagnant because of petty disputes and rampant idealism refuses to slow their course. The humans are led and advised by their Trinity: The Archbishop of Sera, the Steward of the ____ (Note, the name of the new town will have to be decided), and the Praetor of the Circle Advisory.
In the West, comes the race fo the Elves. Their forays into the outside world of the town of Sylvein was meant to be a privilege for those who wished to make a new life and keep the Balance in the outside world. When they came to the land, they were shocked to find pure savagery instead of thanks given to the world around them; A people thrown off of their course due to their homeland crashing beneath the waves, they had once concerned themselves only with their fantastical exploits in art and creation, and their enjoyment of the harmony within the world of Xeia. Women play a predominant spiritual role in their society, even though they are split by two individual factions. Recently, they have turned much more hostile and direct within the recent years, due to the many who seek to wrestle what they have made from themselves in this new world. They are led by their Matriarch, who communes with the Treants and the things that lay within the dark of the forestry.
Many more races lie within Xeia's depths, and ancient secrets wait in the earth to be discovered. Will you be the one who makes a name for themselves in this hostile world?
The Wheel of Time continues to spin, building and burying the ages of the Mortal Era.
The First Age was the age of Division and the age of tradition and simplicity, with the beings of the world set in their ways and their resolve unshakable. Among the mountains, the forests, the islands, and the tundras were their homes laid and they tamed the wilderness and shaped the lands as they were needed to survive. Their cultures gew large, and they became secure in their faith that their work would echo throughout physical plane, each second a reverberation of their existence that would remain even through the ages. Then came the small-scale cataclysms: The earthquakes, the invention of coin--greed, civil wars, even disease. Many of the great races clung to each other and cultures wandered throughout the deep of the world of Xeia. Of the humans, the great caves of the Northern home of Stonehearth cracked open and released great natural gasses that killed off a large part of their population during an uprising protesting the lust for power and money that had erupted from their progression and discovery. Wandering the world, they found the great home of the Roshana, then named Selare, and joined together with them and erected a prosperous town. Then came the invasion and the enimity of the Orkish kind; This spawned a need to grow as a people, and with their great arms and the desperate need to survive, great walls were erected and their freedom secured despite continued attempts at invasion. The First Age was shaken, but it had become steadfast with the combining of the people. The Roshana welcomed their friend with open arms, allowing the years to drift by, power and mythology coming together in legend and story to be shared and etched into the very walls and tablets that would exist far into the next age.
When the balance of power between these two races shifted, it sent the age spiraling into an early grave with the invention of the Second Age. A madman amongst the spiritual tribes arose from the confines of the elder ages, and with his power came "The Darkness". A time when undead were raised from the very depths of their own kind against his own people.The very ground shook, and the tribes feared for their own kind, and so war again came to the land. Many followers were accrued in favor of the mad magician, protesting the changing of their cultures and the attempt at lordship over old ways and the creation of laws that threatened their very way of life that persisted from hundreds of years and made the "Noctus Initium"--a cabal of Paganistic Ritualists, who still wrack the world from the ground up in modern day and age. Scores and scourges of the Damned were raised from the sands of the Desert Zurai, to cull the threat Through the combined might of the three humanc ultures, the mad mage and his subordinates were sealed away fromt he modern world. The battles had left the other users of the ethereal that had stayed behind fearful of their lives; Despite their aid in the battle of the Zurai pass, they found persecution in their own ancestral lands. It was then on this day that came the mass exodus of the Roshaha, stripping them of their identity and even their way of life to leave the Markandr and the now homeless Zazari in their new expanse of a city--refugees in a wayward world. Their land was free of bloodshed but in their lands, but it had been greatly wounded and the scars of the war had taken many decades to heal. In the grand raising of their society based in stone and iron, came the next oddity: Strange men and women with pointed ears that came abroad and highly segmented in their beliefs and ways, yet one people.
It was with much excitement the humans greeted their unknowing neighbors and their Matriarch, treaing them as guests would in their home but then the Elves looked upon their stone made city and their rather blatant bloodshed and sundering of the Balance that their culture held so dear, beginning a great opposition that raised political debate and direct hostility between two warring factions. The elves quickly used their resources to raise a grand structure and used their considerable skills to attempt to immediately gain territory that had long since been in the attempt to gain possession of territory that had long since been the more rugged and more flamboyant bretheren. The kin of the free skies went to great lengths to make the local flaura as hostile and uninviting as possible. Traps, hidden portals, skirmish attacks, even false tracks helped their efforts using tactics that were only now being considered by their other kin. In a grand arms race that would span the next twenty years, development of certain technologies became rampant, and resources nearest the town became scarcer and scarcer, erecting fortifiable structures in expectant lieu of the day of neighboring "Savages" suddenly and violently deeming them unfit to be within their individualized region, before the day that the elvish emissary retured to give the woodfolk horrible news: The city of Sylvein had underwent a drastic metamorphasis, with a volcano erupting just underneath their grand halls and the foundations of their homeland crumbled down into the ocean. It was a sudden situation that no one comprehended, and almost immediately a peace treaty was enacted between the two great cultures. On a grander timescale, it was this freak accident of nature that sparked the dawning of the next age: The Third Age.
The Age of Discovery. This new dawn culminated in the grand re-awakening of Magicks and the Arcane, who have only now returned under grand speculation and strict rules within their order and the individualized monarchy, right alongside the birth of the art of Invention, and scientific study.
[Note - The Beginning of the Third Age is what is open to Players]
In the East, comes the race of the Humans. These are a people once broiled in tradition, thrust into a conflict and a world order far beyond their time. As a people they were forced to grow through the exodus of the Markandr, the Roshana Magi leaving the non-magical or even the Spiritually Sensitive among their kind to fend for themselves behind their stone walls and the Zazari recently come from their desert home being destroyed and converted into a ghost town by the Noctus Initium. As a people they are rife with racism, sexism, and the clashing of belief and sections even as the world of Xeia threatens to grind them into the ground with bloodshed, and disease. Still, they are a proud people and the benefits of working together to rebuild a community instead of keeping themselves stagnant because of petty disputes and rampant idealism refuses to slow their course. The humans are led and advised by their Trinity: The Archbishop of Sera, the Steward of the ____ (Note, the name of the new town will have to be decided), and the Praetor of the Circle Advisory.
In the West, comes the race fo the Elves. Their forays into the outside world of the town of Sylvein was meant to be a privilege for those who wished to make a new life and keep the Balance in the outside world. When they came to the land, they were shocked to find pure savagery instead of thanks given to the world around them; A people thrown off of their course due to their homeland crashing beneath the waves, they had once concerned themselves only with their fantastical exploits in art and creation, and their enjoyment of the harmony within the world of Xeia. Women play a predominant spiritual role in their society, even though they are split by two individual factions. Recently, they have turned much more hostile and direct within the recent years, due to the many who seek to wrestle what they have made from themselves in this new world. They are led by their Matriarch, who communes with the Treants and the things that lay within the dark of the forestry.
Many more races lie within Xeia's depths, and ancient secrets wait in the earth to be discovered. Will you be the one who makes a name for themselves in this hostile world?