Aezios
Aezios, before the story begins (2500-1800)
As Corellon, Lolth, Kord, and Melora were playing with Phadria to the Northeast, Ioun and Vecna had set their sights on Execratia to the south. This massive Island was replete with jungles, swamps, and mountains. In Celestia before The Fall, Vecna and Ioun had often made wagers against one another. As both of their domains directly conflicted one another, knowledge and openness for Ioun, and Vecna for his propensity for secrets and lies. He wagered against the Knowing Mistress:
Now, Ioun was mostly not interested in these deals as they just outlined the moral failing that was Vecna and all that he sought to accomplish. This time was unique though, a new continent on a new plane and some of the other deities had also shown some interest here. She thought that this was an opportunity to prove him wrong again though. To show him and his darker ilk that lying and hoarding knowledge does not give one more power, but actually puts them in a position to lose everything. She accepted this bargain and wagered an artifact of hers, The Orb of Fate for The Eye of Vecna.
Vecna’s plan began with bringing a group of creatures from a desolate, war-torn land known as Athas, another plane along the edge of the Prime Material. This place was ravaged by rampant use of magic and its inhabitants were vastly morphed and changed by this overuse of magic known as Defiling from their home plane. There were dreadful creatures known as the Draconic-Sorcerer Kings who ruled the major cities all around this plane. Vecna had been sent some of his agents to Athas before he spoke to Ioun of this wager and had been slowly breaking one of these Sorcerer-King’s hold on his lands there, hoping to push him to Aezios in order that he could use his vast powers to one day take all of Caelos. Unfortunately for the Lord of Secrets time doesn’t work exactly the same in Athas, and his agents were not as effective or quick as he’d like, and this event was delayed; 700 years.
In that time, there were a group of elves who led an expedition from the Isle of Corsiva to the west. These first explorers were more or less mercenaries, known as the Silverfury Vanguard. They found a land ripe with resources and space to grow or expand; they found a land of opportunity. The leader of the Vanguard was a half-elf Nilron Holayra, who was an outcast in his family due to his half-blooded nature. He joined the Vanguard as he knew that there would be no place for him in the traditional hierarchy of Corsiva as it stood and so he thought that maybe a life of adventure or travel could lend him that chance, that opportunity he sought with every essence of his being. He convinced those of the Vanguard with him that this could their land, and their opportunity for wealth and a kingdom. They were nobody in Corsiva, they were expendable to their King and his councilors. Here, they would be kings and queens themselves, no longer subject to the whims and sycophantic dregs stalking the palace grounds; this was their chance.
For all his faults, Nilron was as persuasive as he was tenacious and he soon received the entire expedition’s word that they’d not share what they found here, in order to return with everything, they’d need to never have to go back to Corsiva. They reported to King Aywin Corsev that all they found in the southeast were shipwrecks and storms. He said that it would be a fool’s errand to send another expedition given what they’d seen, and that they should go elsewhere, perhaps to the north. Aywin was no fool, but he mistook this pernicious action as though Nilron had found some minor treasure he wanted to keep for himself. Though he was not full-blooded he was useful and so the King decided to not question these reports and to give Holayra an opportunity to prove himself on an expedition northward a month later, or so he thought.
They’d come this time with dwarven craftsmen, gnomish inventors, and a group of humans as they’d been versatile and creative when facing new problems that came their way. They began their conquest of Aezios along the coast of the Crystal Coast. It was here Nilron laid down the roots of what would be his home in this new place. He had several notable companions; • Sazzok Emberfoot, a dwarven master craftsman who was convinced of the promise of wealth and new materials to work with as promised by his half-elven friend Nilron. • Telken Snilnell, a troublesome little gnome who got into the habit of building things that often worked their way out of his control, though they could be fantastical and useful. • Urian the Keeper, a human knight who was about to be discharged from The Redbrand and he wanted to find a place and people that he could lead into something more honorable, as he though knights ought to be.
As they began working their way into the rough exterior of this jungle that they'd only briefly explored before, they found surprising opposition from various types of creatures. Fire/Water and Earth Elementals battered them for weeks, harder and harder the further they pressed into the canopy. Telken put together a handful of devices that created some areas of safety safe from these creatures, disrupting their connection to the prime material and banishing them if they got too close. This took some time though, a lot of time, 10 years reportedly. The ferocity and persistence of these beings kept the expedition from pressing in and eventually they settled for making the coast their home, hoping to one day push further into their new home.
Having brought their families and some friends with them, their small group quickly grew into a village and eventually into a small village. It was Nilron's son, Eirelor led one of the first expeditions a 120 miles (~1 week) past the coast further into the mainland. Their group discovered that the large influx of elementals were due to some tears into the Elemental Chaos strewn about the region. Masters Snilnell and Emberfoot worked together to construct Eskode Nodes as they were called. These Nodes could be tossed into these tears destabilizing them and closing these portals. Many lives were lost on these trips into the canopy to close these portals but their sacrifices would not be in vain. Port Sale'a'suatia was founded officially in 1976, 46 years after first finding the Crystal Coast. Over the next 180 years without the elementals to stop them, many people found their way outside of the Black Wilds as they'd grown accustomed to calling it. The city of Alderhallow (Ahmtuntet now) was founded in 1893 by Emberfoot and Snilnell, they left when they'd felt like the community had sort of out grown them and their eccentric inventions. Urian the Keeper had made his way eastward rather than southeastward and eventually founded the Castello Tenax stronghold and castle in 1932. There he trained up a group of knights, the first of this new Brightcloak Order, dedicated to purity and the safeguarding of this new realm of theirs, a truly Arthurian order. This new realm of theirs was truly paradise as far as the eye could see, with even most of the continent still available for plundering; that was until 1800 came.
Eliso Noctem, The Shattered Night begins (1800-present)
Several accounts recorded from the Eliso Noctem:
When The Great Rift opened, nobody saw it coming. How could any of these people have known that there would be so great a calamity thrust upon them due to some plan by a bored god 700 years ago? The great beasts that first broke through the portal ravaged their way across the land, destroying many of the natural wonders and resources of Aezios before they were confronted by the different armies of the war-torn land, both foreign and domestic. The Mul were some of the first to make their way out of The Rift seeking asylum in the city of Alderhallow. Scarred, dark-skinned, bald, they resembled orcs almost, but were truly closer to half-dwarves though much taller than their dwarven cousins on average. They were incredibly resilient, harsh, and brutal and that explains why they didn’t fit in too well with the people they tried to ingratiate themselves with. The denizens of Alderhallow were not interested in sharing their home with these creatures, especially as they felt that they were likely connected to the beasts pouring out of the tear in the Madeim Rim to the east.
The Drās were another matter entirely. Composed of mostly sorcerers and warriors, they came tearing through local regions around the Madeim Rim and pushed eastward when they found resistance from Alderhallow and its people. Dray were functionally Dragonborn, but they lacked… the same sense of civility that was part of the nature to those that were native to Caelos. At any rate, no person from Corsiva had ever laid eyes on a Dragonborn as at that time they were only native to The Archipelega Dracora which had not made any travels to Corsiva or to Aezios in this time. They were savage, they were bloodthirsty, and they were determined. Driven mad by their creator, the Sorcerer-King Dregoth of Glustenal, their very nature was bent toward domination and adhering to some sort of tribal hierarchy instilled in them through their magical creation years ago. The are known to form tight knit clans or “houses” as they’re reportedly called in their lands. They await their opportunity to exercise their combat prowess on their opponents.
The Qel’diesh (Kel-dee-shh) of Athas that made it through The Great Rift were also of a particularly vicious breed, though much more civilized than the Drās. Traditionally dune traders of Athas this breed of elves were excellent warriors, and before their magic had dwindled from Defiling, they were renowned magisters capable of incredible feats, like something out of ancient lore or fairy tales. There are tales of some great calamity that caused magic to destroy and corrupt the flesh and spirit of a creature who wielded it in the confines of Athas. Similar to the Qel’diesh looked similar to the High Elves or Eladrin of the Feywild and in turn their connection to the magic of The Weave was powerful and almost intrinsic to their nature. As they crossed the boundaries of Caelos for the first time, their senses were ignited and it was as if they went from walking in a desert to bathing in the ocean, as their connection to The Weave was reignited instantly. This is the cause of much of the destruction and desolation of the landscape that can be seen across Aezios today, as when their connection to magic was rekindled, some were overwhelmed and couldn’t control it, lashed out and unleashed hell upon the surroundings. Others were unable to kindle their magic, and seeing this fell into despair, until some found that through tending to the dead and wounded of their kind, they could consume the souls of others to ignite their powers anew. Within days, a hundred square miles of Aezios was washed over by elemental magic and jungles became dirt or sand. These Souldrinkers were outlawed and hunted down by those that made it through and didn’t die from the initial onslaught of The Awakening. This unified group moved southeast, away from the warlike Drās and the crude Mul.
In late 1799, Alderhallow fell to a massive wormlike creature called Slagtooth. This monstrosity was seemingly controlled by the Mul and some Humans that were with them, as they’d been rejected by the city and its people for various reasons (See note #3). After a relatively short siege, the walls were destroyed, and its people slain in brutal combat. The city of Ahmtunet was founded out of its ashes later that year as the creatures built up their defenses and began truly settling the region. Their leader Pharaoh Khac Brokenshield declared the surrounding land his and warned any brazen enough to assault him that the threat of Slagtooth was present on the minds of those in the surrounding region for centuries. The great conflict around this area destroyed all of the greenery and left it much like a desert, where Ahmtunet would stand as an oasis in this shattered land.
The survivors of Alderhallow fled southwest and found refuge and respite within the caverns and caves of The Corset Peaks. Voldrin Emberfoot was one of the two leaders in the city before the fall came. He was demonized as a coward and a traitor to his people, but he saw that the only way for his survival and that of his people would be to run; to run farther and faster than he ever had before. This meant the mountain that had always been in the distance. There he founded the city of Bhol Durahl nestled a hundred feet below the rocky carapace of The Corset Peaks. If he were destined to die at the hands of these creatures, they would have to come drag his corpse out of these tunnels.
With the Mul and their ilk moving against Alderhallow with Slagtooth, the Drās moving eastward to capture and dominate what would become The Ghostlands, the Qel’diesh made camps and their homes inside of the Ishellan Greenlands, along the base of Mount Calistari. There, those of them who gained their monstrous sorcerous powers began constructing feats of architecture and wonder beyond that which any had seen mere mortals able to do. The great gate of Tyrismet stands to this day, guarding the realm against the many threats of the Drās. Those who call Ishvell home know it to be a place of great power, and opportunity if you are born with the gift of the gnosis.
Many wars were fought throughout the ages since The Great Rift appeared. Beasts of various names, great and terrible arose from the crimson and purple barrier between worlds. Eventually a group of heroes from each city banded together to make an end to this plague upon their new home, and a great army was created to help them finally end this threat. That battle was fought more than a thousand years ago and still the scars that it wrought are mostly still upon this land and its people. Caminesimas has established itself to be no friend of the other races, and most feel it is simply a matter of time before war breaks out again, but the land has lived in an almost serene peace for hundreds of years. There are rumblings from Bhol Durahl that not all is well within their mines, and sailors from Port Sale’a’suatia have reported some strange sightings outside of the boundary waters, 100 miles to the east; ships from other lands. Cormir has also been spotted wandering about the grounds of his tower for the first time in over a century as well… times are changing in Aezios.
Additional Character Options from this Region
Player Characters who want to have their character’s origins be from Aezios have the option of choosing to make characters of the Magi Class. This is a reimagining of the Sorcerer from my views and there are two defined paths one can take:
Thamaturgist – This is supposed to fulfill the fantasy of the “Ultimate Arcane Blaster”. If you are someone who likes to wield magical power, dealing a lot of damage and custom crafting your own flavor of spells, then this subclass is for you.
Hermeticist – This is supposed to be the supreme healer and protector as far as Magi goes. They also have the ability to enact physical manifestations and changes to their body, giving them some versatility and power in melee if that’s how they’d choose to play instead. This is a very rough description of the class and so you should check it out and read through it yourself to see how it functions. Part of choosing this class necessitates that you have a very specific heritage within Aezios, either blood from one of the royal families of Ishvell, the cursed bloodline of the Drās or a very dark origin from the Souldrinkers hiding away where they’re at. If this is what you want to do, then we’ll talk about which of these would fit better for the character you want to play.
The Magi Class
As Corellon, Lolth, Kord, and Melora were playing with Phadria to the Northeast, Ioun and Vecna had set their sights on Execratia to the south. This massive Island was replete with jungles, swamps, and mountains. In Celestia before The Fall, Vecna and Ioun had often made wagers against one another. As both of their domains directly conflicted one another, knowledge and openness for Ioun, and Vecna for his propensity for secrets and lies. He wagered against the Knowing Mistress:
I wager if we were to split this land down the middle, across these mountains, that if I were to take the North and you the South, given 100 years of direct influence, my side would eventually own Caelos.
Now, Ioun was mostly not interested in these deals as they just outlined the moral failing that was Vecna and all that he sought to accomplish. This time was unique though, a new continent on a new plane and some of the other deities had also shown some interest here. She thought that this was an opportunity to prove him wrong again though. To show him and his darker ilk that lying and hoarding knowledge does not give one more power, but actually puts them in a position to lose everything. She accepted this bargain and wagered an artifact of hers, The Orb of Fate for The Eye of Vecna.
Vecna’s plan began with bringing a group of creatures from a desolate, war-torn land known as Athas, another plane along the edge of the Prime Material. This place was ravaged by rampant use of magic and its inhabitants were vastly morphed and changed by this overuse of magic known as Defiling from their home plane. There were dreadful creatures known as the Draconic-Sorcerer Kings who ruled the major cities all around this plane. Vecna had been sent some of his agents to Athas before he spoke to Ioun of this wager and had been slowly breaking one of these Sorcerer-King’s hold on his lands there, hoping to push him to Aezios in order that he could use his vast powers to one day take all of Caelos. Unfortunately for the Lord of Secrets time doesn’t work exactly the same in Athas, and his agents were not as effective or quick as he’d like, and this event was delayed; 700 years.
In that time, there were a group of elves who led an expedition from the Isle of Corsiva to the west. These first explorers were more or less mercenaries, known as the Silverfury Vanguard. They found a land ripe with resources and space to grow or expand; they found a land of opportunity. The leader of the Vanguard was a half-elf Nilron Holayra, who was an outcast in his family due to his half-blooded nature. He joined the Vanguard as he knew that there would be no place for him in the traditional hierarchy of Corsiva as it stood and so he thought that maybe a life of adventure or travel could lend him that chance, that opportunity he sought with every essence of his being. He convinced those of the Vanguard with him that this could their land, and their opportunity for wealth and a kingdom. They were nobody in Corsiva, they were expendable to their King and his councilors. Here, they would be kings and queens themselves, no longer subject to the whims and sycophantic dregs stalking the palace grounds; this was their chance.
For all his faults, Nilron was as persuasive as he was tenacious and he soon received the entire expedition’s word that they’d not share what they found here, in order to return with everything, they’d need to never have to go back to Corsiva. They reported to King Aywin Corsev that all they found in the southeast were shipwrecks and storms. He said that it would be a fool’s errand to send another expedition given what they’d seen, and that they should go elsewhere, perhaps to the north. Aywin was no fool, but he mistook this pernicious action as though Nilron had found some minor treasure he wanted to keep for himself. Though he was not full-blooded he was useful and so the King decided to not question these reports and to give Holayra an opportunity to prove himself on an expedition northward a month later, or so he thought.
They’d come this time with dwarven craftsmen, gnomish inventors, and a group of humans as they’d been versatile and creative when facing new problems that came their way. They began their conquest of Aezios along the coast of the Crystal Coast. It was here Nilron laid down the roots of what would be his home in this new place. He had several notable companions; • Sazzok Emberfoot, a dwarven master craftsman who was convinced of the promise of wealth and new materials to work with as promised by his half-elven friend Nilron. • Telken Snilnell, a troublesome little gnome who got into the habit of building things that often worked their way out of his control, though they could be fantastical and useful. • Urian the Keeper, a human knight who was about to be discharged from The Redbrand and he wanted to find a place and people that he could lead into something more honorable, as he though knights ought to be.
As they began working their way into the rough exterior of this jungle that they'd only briefly explored before, they found surprising opposition from various types of creatures. Fire/Water and Earth Elementals battered them for weeks, harder and harder the further they pressed into the canopy. Telken put together a handful of devices that created some areas of safety safe from these creatures, disrupting their connection to the prime material and banishing them if they got too close. This took some time though, a lot of time, 10 years reportedly. The ferocity and persistence of these beings kept the expedition from pressing in and eventually they settled for making the coast their home, hoping to one day push further into their new home.
Having brought their families and some friends with them, their small group quickly grew into a village and eventually into a small village. It was Nilron's son, Eirelor led one of the first expeditions a 120 miles (~1 week) past the coast further into the mainland. Their group discovered that the large influx of elementals were due to some tears into the Elemental Chaos strewn about the region. Masters Snilnell and Emberfoot worked together to construct Eskode Nodes as they were called. These Nodes could be tossed into these tears destabilizing them and closing these portals. Many lives were lost on these trips into the canopy to close these portals but their sacrifices would not be in vain. Port Sale'a'suatia was founded officially in 1976, 46 years after first finding the Crystal Coast. Over the next 180 years without the elementals to stop them, many people found their way outside of the Black Wilds as they'd grown accustomed to calling it. The city of Alderhallow (Ahmtuntet now) was founded in 1893 by Emberfoot and Snilnell, they left when they'd felt like the community had sort of out grown them and their eccentric inventions. Urian the Keeper had made his way eastward rather than southeastward and eventually founded the Castello Tenax stronghold and castle in 1932. There he trained up a group of knights, the first of this new Brightcloak Order, dedicated to purity and the safeguarding of this new realm of theirs, a truly Arthurian order. This new realm of theirs was truly paradise as far as the eye could see, with even most of the continent still available for plundering; that was until 1800 came.
Eliso Noctem, The Shattered Night begins (1800-present)
Several accounts recorded from the Eliso Noctem:
We were upon the hill with the sheep grazing, and that's when it hit; I've never heard anything like it before. Imagine a window of pristine glass being torn from top to part, splintering at the end. The sky turned purple and crimson and lightning striking the trees, incinerating them in this crimson purple fire. Then the monsters started pouring out, one-by-one. I didn't get that great of a look at what came out because that's when I started running… - Shepherd's Account from fields outside of Alderhallow
My father did not fight and die to pave the way for a world in which we could be free of tyrants and their beasts. 200 years ago, these beasts were rogue elementals, tearing their way through the land, making it inhospitable for us. Masters Emberfoot and Snilness, may their souls rest upon the plains of Celestia, were innovative and brave in their willingness to combat these foes. Whether we fight great black serpents from another realm, or we must deal with the policy of making room for refugees and their culture, we will encounter our tyrants, my friends. Now stand with me, against the tides of chaos and evil! – Account of Queen Malia Holayra of Port Sale’a’suatia during her speech in response to the monstrosities of The Great Rift
Dawn, 13th day of the siege: The outlanders have finally made good on their threats. The northern and western gates have been shut off from travel of the Port. Chancellor Voldrin turned out to be right I suppose… a coward, but right and alive all the same. He took what people he could and abandoned us to the hordes from The Rift to flee southwest into those mountains. Father said that he was going to ask the commandant what we’d be doing for water in the coming week now that the supply to the river was cut off, but he hasn’t come back yet and Luca isn’t looking great. Why did they do this to us? I was going to go off to the academy and be a famous inventor; I was going to change the world. Now I’m carrying rations from door to door in a city that’s doomed to starve, die of thirst, or be overcome with disease first. Those bastards in the Port and at Tenax said they’d send some aid… they probably lied though. Why would they care about something when they have their home secure already?... selfish pricks. I’m not going to die without a sword in my hand or a spell on my lips; if they want my home they can come and take it from me. – From the Recovered Diary of Karus Snilness
When The Great Rift opened, nobody saw it coming. How could any of these people have known that there would be so great a calamity thrust upon them due to some plan by a bored god 700 years ago? The great beasts that first broke through the portal ravaged their way across the land, destroying many of the natural wonders and resources of Aezios before they were confronted by the different armies of the war-torn land, both foreign and domestic. The Mul were some of the first to make their way out of The Rift seeking asylum in the city of Alderhallow. Scarred, dark-skinned, bald, they resembled orcs almost, but were truly closer to half-dwarves though much taller than their dwarven cousins on average. They were incredibly resilient, harsh, and brutal and that explains why they didn’t fit in too well with the people they tried to ingratiate themselves with. The denizens of Alderhallow were not interested in sharing their home with these creatures, especially as they felt that they were likely connected to the beasts pouring out of the tear in the Madeim Rim to the east.
The Drās were another matter entirely. Composed of mostly sorcerers and warriors, they came tearing through local regions around the Madeim Rim and pushed eastward when they found resistance from Alderhallow and its people. Dray were functionally Dragonborn, but they lacked… the same sense of civility that was part of the nature to those that were native to Caelos. At any rate, no person from Corsiva had ever laid eyes on a Dragonborn as at that time they were only native to The Archipelega Dracora which had not made any travels to Corsiva or to Aezios in this time. They were savage, they were bloodthirsty, and they were determined. Driven mad by their creator, the Sorcerer-King Dregoth of Glustenal, their very nature was bent toward domination and adhering to some sort of tribal hierarchy instilled in them through their magical creation years ago. The are known to form tight knit clans or “houses” as they’re reportedly called in their lands. They await their opportunity to exercise their combat prowess on their opponents.
The Qel’diesh (Kel-dee-shh) of Athas that made it through The Great Rift were also of a particularly vicious breed, though much more civilized than the Drās. Traditionally dune traders of Athas this breed of elves were excellent warriors, and before their magic had dwindled from Defiling, they were renowned magisters capable of incredible feats, like something out of ancient lore or fairy tales. There are tales of some great calamity that caused magic to destroy and corrupt the flesh and spirit of a creature who wielded it in the confines of Athas. Similar to the Qel’diesh looked similar to the High Elves or Eladrin of the Feywild and in turn their connection to the magic of The Weave was powerful and almost intrinsic to their nature. As they crossed the boundaries of Caelos for the first time, their senses were ignited and it was as if they went from walking in a desert to bathing in the ocean, as their connection to The Weave was reignited instantly. This is the cause of much of the destruction and desolation of the landscape that can be seen across Aezios today, as when their connection to magic was rekindled, some were overwhelmed and couldn’t control it, lashed out and unleashed hell upon the surroundings. Others were unable to kindle their magic, and seeing this fell into despair, until some found that through tending to the dead and wounded of their kind, they could consume the souls of others to ignite their powers anew. Within days, a hundred square miles of Aezios was washed over by elemental magic and jungles became dirt or sand. These Souldrinkers were outlawed and hunted down by those that made it through and didn’t die from the initial onslaught of The Awakening. This unified group moved southeast, away from the warlike Drās and the crude Mul.
In late 1799, Alderhallow fell to a massive wormlike creature called Slagtooth. This monstrosity was seemingly controlled by the Mul and some Humans that were with them, as they’d been rejected by the city and its people for various reasons (See note #3). After a relatively short siege, the walls were destroyed, and its people slain in brutal combat. The city of Ahmtunet was founded out of its ashes later that year as the creatures built up their defenses and began truly settling the region. Their leader Pharaoh Khac Brokenshield declared the surrounding land his and warned any brazen enough to assault him that the threat of Slagtooth was present on the minds of those in the surrounding region for centuries. The great conflict around this area destroyed all of the greenery and left it much like a desert, where Ahmtunet would stand as an oasis in this shattered land.
The survivors of Alderhallow fled southwest and found refuge and respite within the caverns and caves of The Corset Peaks. Voldrin Emberfoot was one of the two leaders in the city before the fall came. He was demonized as a coward and a traitor to his people, but he saw that the only way for his survival and that of his people would be to run; to run farther and faster than he ever had before. This meant the mountain that had always been in the distance. There he founded the city of Bhol Durahl nestled a hundred feet below the rocky carapace of The Corset Peaks. If he were destined to die at the hands of these creatures, they would have to come drag his corpse out of these tunnels.
With the Mul and their ilk moving against Alderhallow with Slagtooth, the Drās moving eastward to capture and dominate what would become The Ghostlands, the Qel’diesh made camps and their homes inside of the Ishellan Greenlands, along the base of Mount Calistari. There, those of them who gained their monstrous sorcerous powers began constructing feats of architecture and wonder beyond that which any had seen mere mortals able to do. The great gate of Tyrismet stands to this day, guarding the realm against the many threats of the Drās. Those who call Ishvell home know it to be a place of great power, and opportunity if you are born with the gift of the gnosis.
Many wars were fought throughout the ages since The Great Rift appeared. Beasts of various names, great and terrible arose from the crimson and purple barrier between worlds. Eventually a group of heroes from each city banded together to make an end to this plague upon their new home, and a great army was created to help them finally end this threat. That battle was fought more than a thousand years ago and still the scars that it wrought are mostly still upon this land and its people. Caminesimas has established itself to be no friend of the other races, and most feel it is simply a matter of time before war breaks out again, but the land has lived in an almost serene peace for hundreds of years. There are rumblings from Bhol Durahl that not all is well within their mines, and sailors from Port Sale’a’suatia have reported some strange sightings outside of the boundary waters, 100 miles to the east; ships from other lands. Cormir has also been spotted wandering about the grounds of his tower for the first time in over a century as well… times are changing in Aezios.
Additional Character Options from this Region
Player Characters who want to have their character’s origins be from Aezios have the option of choosing to make characters of the Magi Class. This is a reimagining of the Sorcerer from my views and there are two defined paths one can take:
Thamaturgist – This is supposed to fulfill the fantasy of the “Ultimate Arcane Blaster”. If you are someone who likes to wield magical power, dealing a lot of damage and custom crafting your own flavor of spells, then this subclass is for you.
Hermeticist – This is supposed to be the supreme healer and protector as far as Magi goes. They also have the ability to enact physical manifestations and changes to their body, giving them some versatility and power in melee if that’s how they’d choose to play instead. This is a very rough description of the class and so you should check it out and read through it yourself to see how it functions. Part of choosing this class necessitates that you have a very specific heritage within Aezios, either blood from one of the royal families of Ishvell, the cursed bloodline of the Drās or a very dark origin from the Souldrinkers hiding away where they’re at. If this is what you want to do, then we’ll talk about which of these would fit better for the character you want to play.
The Magi Class
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