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Memories of Al'avariel


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Memories of Al’avariel 

 

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Under and above the hostile canopies of Al’avariel, secrets and untamable forces of nature reside.

 


 

Temple of Doom

 

The Kharajyr proliferated from their home continent of Khalenwyr and after settling Va’Khajra in Asulon in the name of Tla’Xerdun, other prides found separate lands, their divisions unknown. One such pride were a Pantera people, the Moquitli, zealous craftsmen whose ancestors hailed from the Asulon circle of blood mages and frequently included ensorcellments and rune-work in their religious rites and sacrifices. Their narcissism was consolidated among their clerical elite who strove to manifest the glory of their vicious blood god, Gore Goddess and Master of Pain, Metztli, and built a grand temple in her name. Many years later on a lunar eclipse, the temple was completed and sanctified through sacrifice, cementing the reign of the Kharajyr over the jungle and nearby cliffs.

 

    Afforded strong bodies, shadowy fur, and elemental enchantments, the Moquitli dominated the territory as apex ambush predators and thrived on the large game present. They went unchallenged for centuries, a period in which multiple dynasties and inner divisions came and went but always did the Blood Goddess loom on high; wars cut in her name, families ended in her name, and always toasts and festivals sung in her name. The Moquitli become scattered amid the arrival of other Kharajyr across the centuries.

 

    The divinatory masters of the clergy, High Moongazers of Muun’Trivazja, foresaw a dark future. One they constructed a calendar to predict and count towards. This stone clock anticipated a prophetic future where darkness would befall the continent and the earth would become evil, the chosen people of Metztli would endure great suffering, and their civilization would end in iron shackles and a river of blood.

 

    The day came when outsiders reached their shores. Although fierce, powerful, and magically armed, the great furred race did not easily dominate the night elves of Nemiisae who sailed on ships invisible at night, strode in silent platemail, and wielded envenomed and icy blades. The Mori’Quessir learned to subvert the Kharajyr and sailed around the continent to settle where their dynasty did not stretch, cemented themselves and grew their ranks, and slowly chipped away at the population. The prides were in part slain, enslaved, and slowed through methods of guerilla raids from underground and the implementation of ravaging curse-craft. The two warred for a span of nearly 200 years in addition to bouts of conflict with Ynna’s gate dwarves upon their arrival for 150 years. In this time the Kharajyr dwindled, many of the Kha’Tigrasi became slaves on account of their brawny builds, while other peoples fell to necrotic sicknesses and bewitchments by the Mori. Their land became deprived of fruit and the earth of nutrients after extended conflicts and slowly they were reduced to a mere village squatting in the ruins of the Teo Camaxli temple.

 

    A final war ended the Moquitli line but not without legendary scars. Kha’Tigrasi and Mori’Quessir naztherak of the Chaichath targetted the temple in aims to end the vestiges of the once-great civilization, a trophy to honor their names and their infernal lords, and for it they wove a curse over the land with the help of their very own blood magic. The mud became hollow and hungry and would suck in anyone who stepped into it in addition to swallowing buildings. Many signs of the civilization sank into the earth during a fiend-mouthed storm and with it the great pyramid became tilted and half-sank into the muck, killing thousands. The sludge filled the temple up to its heart chamber where to this day the doomsday calendar and its ritual circle are said to remain.

 

In time the Kharajyr could no longer survive on their own. They were broken by famine, curses, raiding, and slavery, and ultimately the temple became a ruin. With the apex predators of the jungle vanquished and left to survive as pawns and scum in the service of others, the temple was abandoned. Today, it is believed something else lurks there. Hostile to invaders and fiercely protective of the structure.

 


 

The Wellspring

 

Towards the end of the Kharajyr conflict, Ruvetel, a matriarch of the Elvari warrior clan, employed a detachment of her most trusted fighters to quell a band of ruthless Kha’Tigrasi who had slaughtered a Mori’Quessir warband. The Mori’Quessir were victorious, but their enemy vicious, and amidst the chaos of battle, Ruvetel was separated from her people. Fatally wounded, she sought a quiet place where she could die on her lonesome and preserve what dignity she could. What Ruvetel found was a beautiful spring tucked away behind blooming plants and foliage, somewhere she had never been before. Awestruck, but weakened, she collapsed, and faded from the waking world. However, she did not pass. Seven days later she woke, and where her wounds had been, vines producing a mending oil she did not recognize were wrapped. As if some natural force had deemed her worthy of saving.

 

As tribute, Ruvetel brought her people to the spring, and there they settled. Here, they flourished beyond what their kinsmen thought possible. The Mori and their livestock who fed on the plants grown around the spring and drank from its waters lived long and healthy lives. Crops grew at unforeseen speed, and herbs grew here that could not be found or grown anywhere else on the continent. The Elvari people might have been the most prosperous of the Mori’Quessir on Aevos, which drew the attention of many. Jealousy and envy spread to the faithful of Nemiisae, as it so often did.

 

Some began to call this spring of unchecked growth a work of sacrilege to the Goddess of decay. It was unnatural to blossom as the Elvari did, and so surely they had to be stopped. First came the Mierillis'lysaen, a clan of mages who attempted to poison the spring under the eye of Galdiban, a blood sorcerer. Their arcane wisdom could not save them, for the Elvari were fiercely protective of their home, and repelled the attackers. Next came the matriarch of clan Selan. She attempted to reason with Ruvetel, show her this way was blasphemous and to settle elsewhere, but Ruvetel did not sway. Last was the warrior clan of Torath, who had no interest in magic tricks or diplomacy. A siege was waged for nearly a decade. If any of the Elvari people are alive today, they hide well. When the dust settled, nothing remained, and the wellspring was no more.

 

Today, Al’avariel is home to several unique herbs and plants that were born during the days of Ruvetel. Flora blossoms here more easily than anywhere else, and many would find that the crops yielded here are long-lasting and strong in taste. The wellspring has been lost to the ages, yet some small sliver of its boons continues to persist.

 


 

What Grows and Climbs

 

Far above bloodsoaked temple steps and muddied waters are the Jade Mountains. A place of solitude and a climb suitable only to those prepared to test themselves. Though quiet and in tune with nature, the Jade Mountains are not absent in signs of civilization. To the contrary, many of the ridges and peaks seem to resemble the foundation for what appears to be a series of speckled, abandoned strongholds. What are these structures, and why are they here?

 

Upon closer inspection, one may come to realize that though abandoned and at the very least centuries old, these strongholds are not masoned with stone. Hardly capable of acting as bastions for war, rather, they are adorned with many vibrant colors and wooden designs. They are embellished with jade sculptures and iconography that originated the area’s name. To a keen eye versed on the Aeldenic province, one may be able to make the comparison that these temples resemble Cathantese in architectural style. Regardless, these temples are abandoned and no more than lifeless husks nested among the clouds. Though the complete origins of these strongholds remains unknown, some tidbits of information can be extrapolated from the artwork and occasional text that can be found within the ruins. A general narrative can thus be formed from what is accessible:

 

Sometime prior to the descendants' emergence upon the continent of Aevos, a band of Golden Fur Hou known as the Saiya-Ren had found their way to the Jade Mountains, away from the conflicts below. This region possessed a humid climate and green hills that resembled much of their homeland. A delight it was for these Hou to have been so fortunate in finding a land compatible with their lifestyle. And thus they began to scale the cliffs, swinging from tree to tree. Day in and day out they would climb and hoist materials with their tails. In time, they erected temples to a figure whose name can be transcribed as Hou-Shen. Within these compounds they would train day and night in the pursuit of the martial mastery of their spiritual energy. The murals also depict the Saiya-Ren undertaking trials of temperance as to refrain from a hedonistic and material lifestyle. It can be assumed it was for this reason they settled where the Mori’Quessir would not venture, a people so fundamentally contradictory to their way of life. 

 

The Saiya-Ren Hou thrived in peace, though it is unclear for how long. Many a beast and curious night elf found their way to the Jade Mountains, and with them came the strife of conflict. To preserve the tranquility of the land, the spiritual fighters of the Saiya-Ren would display their martial prowess and handedly protect their home. Life prospered. The exact cause of their vanishing remains unknown. One may only speculate. Perhaps another threat called their attention elsewhere? A simple matter of homesickness? Given the region’s history, perhaps it was something far more grim, but who really knows?

 


 

OOC Information

 

These loosely interwoven tales and pieces of Aevos history serve to establish eventlines that will be expanded throughout the course of the map, as well as a sandbox for players to explore themes of Kharajyr, conflict, blessings of nature, Mori’Quessir, the Cathant, and the now missing Hou-Zhi. It is also HIGHLY recommended that one not assume to know the legend and lore of the Kharajyr or Hou-Zi without coming upon it naturally through roleplay. Please, refrain from overt metagaming. DIY events can be held, but ultimately these ruins and the environments provided serve as a backdrop for roleplay and exploration.

 

For ET: It is recommended that any monster or plot pertaining to the locations keep the aesthetics in mind rather than shoe-horning an event purely because the area is empty. Refer to the Maplore Backface documents for further details on doing events in this region.

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