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The New Era of Magic
Coal, oil and steam; this is our magic in the present day. Tell anyone your ponderings on fairies or dragons, they'll tell you about their automobile and risk in the stocks. The Known World, or world as we know it, is but a shadow of what it used to be. No one now, has spoken of the truth, the fact that these lands now covered in factories and dirty cities, were the Holds of powerful magic long before.
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In the late Medieval and Early Industrial Age...
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Lore Overview
Six ancient kingdoms hide upon maps where the lines vanish and ink blurs; this is what the newspapers call "the New World." But there is nothing new about them; rather forgotten.
Tormor, homeland of Orc and giant-folk covered the vast mountainous regions to the East. As the stone turned to volcanic soil going south, rose Draekar, the Kingdom of Dragons. Soar high above those lands, and you'd find Raelar, a dynasty of storms veiled in the clouds they lived upon. Explore a bit west and the sun seems to grow darker and darker. You'll reach Deadwood Forest, and amongst the creeping things lies mysterious Erulie, the Kingdom of Shadows.
All about the globe you could sail, and never leave the glorious kingdom of Vailon, covering the surface and the deep. Then comes Soulrasia, the Kingdom of Light nestled in the center of the most sacred part of the world, an ethereal valley only known then as The Labyrinth of Life. Those of us a part of their story now, call it Auros.
Some of us were archeologists and scholars, setting upon the unexplored seas to uncover what lie beyond the horizon. Others heard rumors of lands filled with crystals, find stones and gold, coming here to pursue their greed. There are those who are but wanderers perhaps looking to call the New World home. Those like me, are escaping tyranny or bounty. Whatever your reason, we found you washed up on the shore with a belly full of saltwater.
We stand looking out at the dangerous seas, with no possible way back. Though, would you want to return?
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We all thought we were dead as you first did upon waking, breathing in the air crisp like a cool drink of water and sights not short of a dream. Later you were going to find out just how alive you really are. Auros is the lost, great lands of our eldest ancestors; its very name means "To Rise." From the soil you stagger upon searching for food and help, began the greatest prophecy of All-kinds that we are destined to face. Be you Fae or Orc or Beast-folk.
Our real story begins here, the day we stumbled across the Ali'Kan Seal.
Written upon it were these words:
"Keep thee of peace, may light never wane
Take thee of power
May a shawdo'd heart reign..."
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Everyone has their own reason for exploring the New World, be it to claim land for your kingdom back home, or personal reasons - have set foot in Cristolos where our story of the roleplay begins. The kings and queens, our old lives back in the Known World matter not, as kings and queens, all of us empowered with our ancestor’s magic arise in Cristolos.
As our kingdoms and selves restore to our lost glories, the world now faces a new Era in which each individual’s choices, power and story directly impacts the future of all.
Each of us can contain the power of 2 elements; our ancestral element inherited through our blood, and the elemental connection we faintly have from generations of intermixing in the Known World. Some may be Immures, or "pure-bloods" descending only from a line of 1 element.
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The New Era of Magic
We may think we have discovered magic, but the truth is that our ancestors were born of it and wielded it long before our time. In light of their turmoils the seal was created in hope that someday all-kinds may be ready for great power.
Powerful kingdoms now rise, leaders emerging in the shadows of their forefathers; for the kingdom that holds the Ali’Kan Seal, gains immense power to their element and power of the other elements. It is important who has control, for that nation will be at the forefront of our lives - for better or worse.
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The History of The Six Ancient Kingdoms of Magic
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Full Lore & Story
You Can Join One of The Existing Kingdoms or Create Your Own!
Depending on how you would like to roleplay, you can pick one of the existing kingdoms, start a free-roam villiage, criminals guild etc, or create your own kingdom! To become you're own kingdom, you simply roleplay, socializing and meeting new folk. After gaining 2 friends, you can decide to become a House if they would like to unite with you. If you have 3 allies, you may decide to become a Village or Kingdom depending on how your group would like to roleplay!
3 Types of Government Systems
3 Types of Wholesome Group Roleplay!
Ark is a game that is based upon solo or group play; however playing in groups can at times be challenging from the social aspect to organized gameplay. To better assist forming Houses, Villages and Kingdom organization, there are 3 forms of governing you can choose:
TRADITIONAL MONARCHY
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With 1 or a pair of leaders (King & Queen or any relationship allowed,) you have traditional organization in which final choices and group direction is decided primarily by your leaders. This group style is great for those who do better having someone take charge and more so enjoy playing supportive, non-challenging roles.
At any point in time, citizens can form a coup and boot a bad King or Queen! This group leading will focus most the energy on the Leader(s). At its best, this group situation is extremely strong in development/progression, their loyalty to good leaders often pushing these groups to the top. The downside to Monarchies is lack of / poor leadership. Citizens may take matters into their own hands making a power vacuum, or voting for new leaders.
THE FREE REPUBLIC
A Republic is made up of governors or Portreeves (medieval term,) that represent different sects of the kingdom. These sects are alchemists, engineers, common folk etc, a Portreeve selected in order to make sure all groups are represented.
Portreeves work together as a council, coming to meeting to make choices on behalf of the entire kingdom collectively together. These groups are extremely strong in team-work, communication and making sure every voice is heard. The drawbacks to this type of government is that decisions may take a longer time to be made, and overall the group can not progress as quickly until council is held. Sects may become divided, with Portreeves forming their own groups against each other.
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OLIGARCHY
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This kind of system is where the Elite of a kingdom (Noble Houses, Counts / Countess etc) lead the nation by meeting together to make choices on behalf of the group. Unlike the Free Republic, an oligarchy does not represent individual sects, and can make choices with all authority like a King / Queen.
This is a good government type for those who want some take charge individuals, but power not all focused on 1 or 2 people like that of a Monarchy. Oligarchal groups will benefit from growing in power rapidly, with many Nobles in charge, giving their kingdom higher authority on a larger scale. These groups benefit from rapid deal making and often dominate the political scene.
The drawback to this group organization is that Nobles can scuffle amongst each other, with power shifts moving from one Noble to the next rapidly, and the citizens caught in between with little input.
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