Post by Master Alexander on Jul 15, 2011 22:46:19 GMT -5
The six gods, supreme beings of all magic, arranged into two triads. The Alerien was made up of the Gods Ayrien, Kordum, and Zivyet. The Valerien was composed of Veljord, Saarinn, and Naleost. These deities were the supreme embodiments of the magical elements. Eventually, the two groups met, and at their touch, their six hands meeting at one single point, the planet of Dahrl sprung into being, fully formed, and populated by creatures and diverse landscapes, and a great ocean. For each God, something was here, and the Gods, overjoyed by this spontaneous creation decided to remain and watch over it. Eventually, wars broke out between the supporters of the different triads and Gods.
As wars raged across the land, Zivyet used his powers over the mind to wipe the memories of humans, so that they would forget the gods, and perhaps be allowed to live in harmony. Their efforts failed, as new faiths sprang up to replace the old and humans resumed their warlike ways. After many years, the Gods chose to come to the island of a few tribes of gentle nomads, revealing their presence, and proving their godhood to the peoples there, restoring the true faith to one section of the world.
Eventually, the nomads too succumbed to infighting, and split into two groups, one group forming the Guild of the Mists, and the others maintaining their tribal and nomadic lifestyle, and battling the guild at every opportunity. (Note: More on the founding of the Guild can be found in Selinor’s Character Profile under History [here])
The nomads sought to destroy Selinor and his followers outright, succumbing to an intense hatred for all things magical, and forsaking the Gods for not instantly destroying him, but instead allowing him to become an immortal. Once Selinor slew those directly responsible for the death of his tribe and the commencement of the war, he made an offer to the Nomad Tribes that stands to this day, that any who may wish to join the Guild would be free to do so with no scorn or prejudice. However, most of the nomadic peoples were too proud to join, and though they possessed no magic, they continued to use their vastly superior numbers to wage war against the Guild.
The Gods, impressed by Selinor’s humility, infused him with minor aspects of their own power and encouraged him to take the Test of Magic, which would permit him to become the most powerful sorcerer alive or dead. With their help, he was able to succeed, becoming an enlightened Archmage, and a far wiser leader. Selinor had been away from the Guild a long time, as moments passed in the Plane of Magic amounted to years on Dahrl. What had seemed to him a mere year of testing had been millennia. The Gods told him he was not ready to return yet, he must first journey to far off lands, and retrieve three ancient artifacts, the Lost Stone, the Arcane Staff (later renamed the Hand of Night by Selinor) and the Siverin Thread and Kortel Needle. The Lost Stone he implanted into Var’en’s chest, and the Hand of Night he wields as his own personal weapon. The Needle and Thread were used to ply the magical cloth that the robes of the Serendith acolytes are woven from once they reach age twenty-five and are inducted fully into the sect.
His Test had taken him nearly ten millennia and the subsequent journeys and return home had taken one more. After nearly eleven thousand years absence, Selinor returned to the Guild of the Mists twenty years ago, solidifying in reality once more the Citadel of Starlight, which had faded from existence in his absence, and had made the Guild vulnerable to attack by the nomads. With Selinor’s return, the fight continues. And with the Gods on their side, how can they lose? But the Gods have told Selinor that they are forbidden since ancient times by a higher power to interfere so directly in the lives of men, and his questing was intended to make Selinor sufficient enough to personally lead the Guild to victory. The Guild members may only hope that the predictions of the Gods were accurate and that he is adequately prepared to lead them to victory against overwhelming odds.
As wars raged across the land, Zivyet used his powers over the mind to wipe the memories of humans, so that they would forget the gods, and perhaps be allowed to live in harmony. Their efforts failed, as new faiths sprang up to replace the old and humans resumed their warlike ways. After many years, the Gods chose to come to the island of a few tribes of gentle nomads, revealing their presence, and proving their godhood to the peoples there, restoring the true faith to one section of the world.
Eventually, the nomads too succumbed to infighting, and split into two groups, one group forming the Guild of the Mists, and the others maintaining their tribal and nomadic lifestyle, and battling the guild at every opportunity. (Note: More on the founding of the Guild can be found in Selinor’s Character Profile under History [here])
The nomads sought to destroy Selinor and his followers outright, succumbing to an intense hatred for all things magical, and forsaking the Gods for not instantly destroying him, but instead allowing him to become an immortal. Once Selinor slew those directly responsible for the death of his tribe and the commencement of the war, he made an offer to the Nomad Tribes that stands to this day, that any who may wish to join the Guild would be free to do so with no scorn or prejudice. However, most of the nomadic peoples were too proud to join, and though they possessed no magic, they continued to use their vastly superior numbers to wage war against the Guild.
The Gods, impressed by Selinor’s humility, infused him with minor aspects of their own power and encouraged him to take the Test of Magic, which would permit him to become the most powerful sorcerer alive or dead. With their help, he was able to succeed, becoming an enlightened Archmage, and a far wiser leader. Selinor had been away from the Guild a long time, as moments passed in the Plane of Magic amounted to years on Dahrl. What had seemed to him a mere year of testing had been millennia. The Gods told him he was not ready to return yet, he must first journey to far off lands, and retrieve three ancient artifacts, the Lost Stone, the Arcane Staff (later renamed the Hand of Night by Selinor) and the Siverin Thread and Kortel Needle. The Lost Stone he implanted into Var’en’s chest, and the Hand of Night he wields as his own personal weapon. The Needle and Thread were used to ply the magical cloth that the robes of the Serendith acolytes are woven from once they reach age twenty-five and are inducted fully into the sect.
His Test had taken him nearly ten millennia and the subsequent journeys and return home had taken one more. After nearly eleven thousand years absence, Selinor returned to the Guild of the Mists twenty years ago, solidifying in reality once more the Citadel of Starlight, which had faded from existence in his absence, and had made the Guild vulnerable to attack by the nomads. With Selinor’s return, the fight continues. And with the Gods on their side, how can they lose? But the Gods have told Selinor that they are forbidden since ancient times by a higher power to interfere so directly in the lives of men, and his questing was intended to make Selinor sufficient enough to personally lead the Guild to victory. The Guild members may only hope that the predictions of the Gods were accurate and that he is adequately prepared to lead them to victory against overwhelming odds.