└┤TESCA DELECTATIO├┘
I.
You are here. Summary of the times below.
Best when read, but it is optional.
II.
Gist of races, and religions.
III.
Premade characters that you can apply for.
IV.
Rules. A mandatory read.
V.
Anyone that joins will be listed by username, characters,
and the role of those characters.
┤▌B A C K S T O R Y▐├
Behold Aszmaan: once lush with vegetation, thriving with life, and rich in culture,
now transformed into a desolate, scarred wasteland.
War has devastated this small planet, shattering the dreams it once held, after Earth One was lost.
Out of the original six races, but three remain, fighting over what safe soil there is left:
brother going against brother over scraps of land that has not yet been tainted.
The Alliance has been lost, disbanded as they lost the manpower it took to maintain peace throughout the continents,
and now the only order left is the order set by corrupted merchants
within the walled cities, and the bands of brigands that have taken rule of the roads.
Some territories have been set up out in the wastelands, the deserts and swamps;
housing those who wish for neutrality, working to set up their own governments with hope
to combat the violent disturbances that have wrecked their beloved home world.
Yet even as they work to restore some bit of peace, tension escalates as the three heirs
of the last remaining kingdoms are called to court;
each approaching the time where they will succeed their fathers - each approaching the time where they will have to
come out of the hiding they have been forced into, and announce who it is that will rule beside them.
Their choices will affect the globe, either bringing their world out of the long, dark age it had fallen into...
or leading it only farther into chaos.
Hope is hanging but from one thin strand:
that amongst the three princes a new alliance can be born, and the last kingdoms can once again unite.
And yet... will the three young heirs have the strength to guide their people,
bringing them to the golden age of legend?
Only time may tell.
now transformed into a desolate, scarred wasteland.
War has devastated this small planet, shattering the dreams it once held, after Earth One was lost.
Out of the original six races, but three remain, fighting over what safe soil there is left:
brother going against brother over scraps of land that has not yet been tainted.
The Alliance has been lost, disbanded as they lost the manpower it took to maintain peace throughout the continents,
and now the only order left is the order set by corrupted merchants
within the walled cities, and the bands of brigands that have taken rule of the roads.
Some territories have been set up out in the wastelands, the deserts and swamps;
housing those who wish for neutrality, working to set up their own governments with hope
to combat the violent disturbances that have wrecked their beloved home world.
Yet even as they work to restore some bit of peace, tension escalates as the three heirs
of the last remaining kingdoms are called to court;
each approaching the time where they will succeed their fathers - each approaching the time where they will have to
come out of the hiding they have been forced into, and announce who it is that will rule beside them.
Their choices will affect the globe, either bringing their world out of the long, dark age it had fallen into...
or leading it only farther into chaos.
Hope is hanging but from one thin strand:
that amongst the three princes a new alliance can be born, and the last kingdoms can once again unite.
And yet... will the three young heirs have the strength to guide their people,
bringing them to the golden age of legend?
Only time may tell.
┤▌L A Y M A N S▐├
The best of the world remains untouched in rumored places, places where most
dare not venture: out over the seas, and lying hidden somewhere in the oceans.
The worst of the world is just plain unlivable: ranging from
fire-hot deserts, to the freezing cold of the north.
Most have taken to the remaining swamps, untouched by the wars,
while others have made due with the burning desert lands;
retreating to the walled cities of old.
You have the choice to start playing where you like, but be warned:
any person of race in a place not allied to those of their kind are likely
to be taken as prisoner... if not killed on sight.
So if you want to play in the neutral lands, please do,
but be careful when you leave your character's racial territory.
As for the Hani race, which you will find listed below (but not mentioned
in the storyline), people do not yet know that they really exist.
Keep that in mind when you play, please.
Established cities:
K'rish
The Human capital. Far in the east.
A desert land, it is said to have the luxury others do not: an oasis within it's walls.
Falkim
The Keise capital.
The southernmost city one can be, it is believed they have been
able to voyage far out enough to use the very ice and animals
of the unlivable cold to create a thriving market.
Hiti'a
The Lauw capital.
A city to the west, rumored to be lush with green. Out out
of all the capitals, it is the only one that is barred from all those who
are not pure-blooded.
Neutral territories:
Selu
A swampland in the south-east.
Lamaye
In the north-east. A wasteland that still calls itself neutral, but has lately
suffered outbreaks between it's visitors.
Thieves have begun to call it home.
Tasha
Another swampland, it is the only city known where
those in charge are of separate races: a Keise and a Lauw. It is in the south-west.
Main roads:
These will lead you from city to territory, and back out to a new city again, however - beware.
They are ruled by the brigands: cutthroat thieves itching to see what you carry.
Places of lore:
Out from the main continent, out somewhere in the ocean where most
men would never dare explore, the rumored isles of lore: land
untouched by war, and disease. Lands left unmarred, oblivious to the
plight that the rest of Aszmaan faces.
These are the lands of Vallis.
dare not venture: out over the seas, and lying hidden somewhere in the oceans.
The worst of the world is just plain unlivable: ranging from
fire-hot deserts, to the freezing cold of the north.
Most have taken to the remaining swamps, untouched by the wars,
while others have made due with the burning desert lands;
retreating to the walled cities of old.
You have the choice to start playing where you like, but be warned:
any person of race in a place not allied to those of their kind are likely
to be taken as prisoner... if not killed on sight.
So if you want to play in the neutral lands, please do,
but be careful when you leave your character's racial territory.
As for the Hani race, which you will find listed below (but not mentioned
in the storyline), people do not yet know that they really exist.
Keep that in mind when you play, please.
Established cities:
K'rish
The Human capital. Far in the east.
A desert land, it is said to have the luxury others do not: an oasis within it's walls.
Falkim
The Keise capital.
The southernmost city one can be, it is believed they have been
able to voyage far out enough to use the very ice and animals
of the unlivable cold to create a thriving market.
Hiti'a
The Lauw capital.
A city to the west, rumored to be lush with green. Out out
of all the capitals, it is the only one that is barred from all those who
are not pure-blooded.
Neutral territories:
Selu
A swampland in the south-east.
Lamaye
In the north-east. A wasteland that still calls itself neutral, but has lately
suffered outbreaks between it's visitors.
Thieves have begun to call it home.
Tasha
Another swampland, it is the only city known where
those in charge are of separate races: a Keise and a Lauw. It is in the south-west.
Main roads:
These will lead you from city to territory, and back out to a new city again, however - beware.
They are ruled by the brigands: cutthroat thieves itching to see what you carry.
Places of lore:
Out from the main continent, out somewhere in the ocean where most
men would never dare explore, the rumored isles of lore: land
untouched by war, and disease. Lands left unmarred, oblivious to the
plight that the rest of Aszmaan faces.
These are the lands of Vallis.
[~Role-play to open soon. Now accepting applications!~]
