Imotu: The world in which the game is set, its topography is similar to Earth's, however its population, and resources are of a far lower quantity. Several large, established nations exist, including but not limited to: Armenstad, Morien, Ulriec, Lykor and Hvargra.
A handful of groups have created their own 'civilizations', some of which are Jorgmar and Dakeir. Vast oceans and a seemingly endless maze of corridors, stairways, and great halls, that goes deep into the unknown reaches of the planet, known as Belnyark.
Many mysterious organisms and places lay scattered about, like the Noring Tree, Marshes of Igst and Grakyr Lake.
History: All historical records all reflect that of a single seed, which fell from the heavens. The landscape was torrential rivers of magma, Imotu was barren of life. The seed cooled the planets surface, and The Noring Tree's sprout had began growing. From there, the story becomes diluted.
Hundreds of years after man first came to be, the question of their origins, became the most highly debated topic, some say the Noring tree was an organism from another planet, that was used to morph the planet to a livable condition by some advanced species, who then brought us here, for some unknown purpose. Others say The Noring tree itself is a god, and that it gave us life, these contradicting beliefs were the basis for the Norin Wars. Those who praised the tree called themselves Norins, and anyone who wasn't a Norin, was against the Norins. Thus, for decades, they invaded villages, and murdered anyone who would not join them.
This siege came to an end with the beginning of a plague, one which had no remorse, and made every source of water, a potential for death. After 8 years of living in the wreckage of a battlefield, under the tyranny of a relentless contagion, a man in search of an answer, stumbled upon Belnyark. Far from his home, low on supplies, he went in, knowing not what he would face. That man was Osepheron, and within the depths of Belnyark, on the last of his breath, after years, of going deeper into an unknown, he found a light, bright enough to imply an exit. What he found was no exit, but an ancient staff, one of great power, and capabilities never yet seen by any man. He returned to his village, where he utilized his new relic, as a tool to heal the sick, and cleanse the waters. This was the beginning of the oldest, town that still exists in the present day, Armenstad, and the end of the Plague.
The town of Morien was established in rebellion to Osepheron's rule over Armenstad, Ulreic was established as a Trade outpost. Grand Mage Osepheron was a kind spirit, kindred and wise, an understanding man who spoke with the intelligence and experience of someone who has been around for over 400 years. Though even with his kind heart and welcoming personality, there are those who envied his power, his position, his stature. Kilnarik, was the first and the most prominent antagonist to Osepheron.
Kilnarik had a reputation as a theif, and murderer, he had gotten word of Osepheron's intentions, and that he had stockpiled goods for his venture. Kilnarik followed Osepheron, and was intent on killing him during the first night. During that night, as Kilnarik crept up behind a rock near Osepheron's camp, he overheard him reading a map, which leads to a dangerous place, with untold treasures.
Not wanting to risk himself, Kilnarik deiced to follow Osepheron to this place, and ambush him once he exited with the treasure. His plan did not go accordingly, as the exiting Osepheron had already been bonded to the Staff, and easily overwhelmed Kilnarik, with powers never seen to the world before. Sparing his life, Osepheron instilled a deep hatred, that would lead Kilnarik to form a malicious group of rogues, The Zarks. Multiple attempts at Osepheron's throne by Kilnarik and the Zarks had driven Osepheron to his last option, exile. Kilnarik and the Zarks were exiled and great walls constructed around the city, infuriated, Kilnarik lead the Zarks to Belnyark, where they disappeared for months. Armenstad, was finally peaceful, but it would be short-lived.
Kilnarik and his Zarks found relics, Kilnarik then ordered the Zarks to go construct a Fortress that can never be breached. They chose the Marshes of Igst, a gargantuan forest, said to be haunted by the ghosts of those who died in the plague, whose bodies were dumped there. That was the beginning of the town known as Morien. Kilnarik, still unsatisfied that he could not match Osepheron, delved deeper into Belnyark, and found something that would change everything. Kilnarik had found a Talisman, one that would alter the world.
Finally, believing that he had what it would take to overcome Osepheron, he headed to Morien to see his fortress. Upon arrival, one of his Zarks, had taken up the self appointed throne, Kilnarik took this as an opening to test his newly found talisman, he pressed it against the mans head, draining the blood from the man. The mans wails of pain and his brutal death layered fear into his men, which Kilnarik turned into anger towards Osepheron, painting Armenstad as a hindrance to their overtaking of Imotu. And so, War befell the land once more.
Kilnarik had no clue about the Talisman's true intentions, whilst providing the holder the ability to wipe out entire armies, its bond beckons you to feed it more. Being the strategist he was, Kilnarik pillaged smaller towns, gathering resources, and more Zarks. This lead to him conquering Ulreic, A merchant town built on the banks of the Okori River, which leads into the Marshes of Igst. Kilnarik saw Ulriec as an outpost from which to launch his attack, being closer to Armenstad, but not allied, he could trample their non-relic-wielding forces. So he did, killing hundreds of innocent people and enslaving hundreds more. He transformed Ulreic from a Trade Hub into a Vanguard.
Grand Mage Osepheron, having heard of Kilnarik's actions and acquirement of relics, began an expedition of his finest men, into Belnyark, hoping, to fight fire, with fire. Osepheron guided the men into the depths, where they took as much as they could, Kilnarik and the Zarks are guaranteed to be a serious threat even with Osepheron's Staff. Bearing tools to equip an army, they hastily returned to Armenstad, encountering several Zark patrols along the way. Kilnarik, hearing of this, orders everyone from Morien to come to Ulreic, he intends to overwhelm Armenstad.
The fated day, the sea of Zarks can be seen rumbling on the horizon, as Osepheron prepares his men to defend what they have made together. The battle lasts for several days, until Kilnarik finally makes his way to Osepheron, and reveals to him, the Talisman. Osepheron's Staff brought forth a bright white light as Kilnarik brought out the talisman, it was enough to temporarily blind everyone but Osepheron. Attempting to seize the opportunity, Osepheron reached forth to grab the Talisman, starting a reaction of the pure light and extreme darkness resulting in Kilnarik mutating into a demonspawn. Osepheron was no match for him, everyone was forced to run for their lives, or be killed by this beast that now terrorized Armenstad.
Osepheron, gathered survivors in a tunnel under the city, one he had built after Kilnarik's exile. Here they stayed for weeks, as conditions declined, Kilnarik meanwhile had performed genocide for the talisman, including the Zarks. Few outcrops of people who hid in caves and those in remote areas, were the only ones to escape the demonspawn's wrath. Now, with nothing to target, the talisman began eating at Kilnarik. Days of agonizing screams filling the emptiness of Armenstad, as Kilnarik pleaded with the Talisman not to kill him, until one day, silence. Osepheron, and a few hundred people survived, and the recovery was a slow and arduous one.
Grand Mage Osepheron and the others searched but the talisman, and Kilnarik were nowhere to be found. Osepheron knew that the population was not enough to deal with this event, at this rate, they would not make it through the winter. Reluctantly, he left Armenstad, again, searching for hope, but this time, the Noring Tree. The Staff guided him, and the Noring Tree embedded the staff with its energy, which Osepheron in turn used to heal the injured, and revive fallen soldiers.
The present day is 8 months after the 'death' of Kilnarik. Since then, the talisman has appeared in many places, driving men to murder until it eventually takes them, unlike Kilnarik however, the bodies are found dried, bloodless, and the talisman imprinted on the carcass, but itself, missing.
Political Status: The present day political atmosphere has somewhat returned to normalcy, before Kilnarik's reign. Ulreic has returned to being a Trade Hub, though heavily fortified and allied with Morien, as their respective leaders, are both descendants of Morien who survived Kilnarik.
Armenstad is seen as the safe haven of Imotu, they welcome all, but your reputation may precede you. Grand Mage Osepheron however, has not forgotten about the talisman, nor what lies withing Belnyark. Lykor, Hvargra and other nations have never made contact with Morien, Ulreic or Armenstad. The only routes to traverse between the two masses of land are a vicious ocean, and a treacherous mountain.
The Zarks, Norins have not been seen since their respective wars, atleast on the western continent. The Noring Tree, has since moved, and is now located on an island in the middle of the ocean, or atleast that's what Osepeheron says.
Player's Entry: The Player is brought back a few months after Osepheron's return from the Noring Tree, Dilver, the owner of the Rosierre, Armenstad's most popular tavern, is also charged with the duty of re-introducing the revived, and memory impaired back to the world of Imotu. People who were revived by the Noring Trees power have inherent abilities like Osepheron's Staff gives him, he says its because they were revived with the relic they had when they died, bonding them to powers that come with those relics, though lacking the relic reduces ones ability to control such abilities.
The player chooses their class, talents and goes through a short tutorial given by Dilver, whom you believe is named tutenem. After this event, you are let free back to the world of Imotu. From this point onward the sequence of events that takes place is decided by the player, however, the player's encounter with the Talisman, is unavoidable. The fate of the world of Imotu, and everything that will happen, now revolves around you, and your decisions...
This will be added to and altered as the game progresses.