Storyline

Kingdom of Auspiex Online promotes the idea that a gripping storyline that captivates players consistently is the recipe of success in any long term MMORPG. Our storyline is totally unique and original and is inspired via classic RPG mythology and popular culture

 

FireballThe beginning of this century was noted as the era of discovery, where technology, magic and cleric powers were at their zenith. For the most part people are happy and living the existence that they choose for themselves without fear. Ten years ago, a mysterious meteor struck the ocean, creating a mighty tidal wave destroying most of the cities that lay near the fringe of the ocean, as well as many of the small outlying islands. Since that fateful day, people started to change. It was first dismissed as a wasting, debilitating pestilence. However, as time passed, people started to twist and morph into things never seen before. Grown men grew long fangs, and lost all semblance of their humanity. Frail old ladies became driven by bloodthirsty frenzies, literally tearing their families apart. They became twisted shadows of their former selves, ostracized or driven out of their villages by the populace. Living in the wild, they began to terrorize the land, and more importantly, started to breed. Magic was then to blame, as people always look to deflect the blame on things other than themselves. Perhaps it was magic experiments that had gone awry or some mad conjurer summoning that was the catalyst for the mutations. At least publicly. This led to the first Great War to take place in over a thousand years. The magic guilds were driven out of populated city centers at great cost to life on both sides; mighty cities were laid to waste, great armies destroyed. Magic became outlawed in the coming years, all factions and users of the craft were required to register or face execution. Guilds retreated into the wilderness or to regions unable to be traversed by large armies.

FireballIn spite of the mages retreat dogs, cats, and all creatures large and small started to mutate as the people once did. People started to realize that maybe magic wasn’t to blame after all. However, as long as the propaganda machines of the large kingdoms were still rolling, the old power struggles proved to be stronger then the preservation of the peoples will and all of their pets and livestock were driven away.

FireballThe second magic war had begun; some just say it was a continuation of the first. The barely recovering magic guilds and cabals, whom primarily existed on the fringes of society, were now the most tangible targets as they were a collective group of people houses in one area. The soldiers moved in to eradicate the magic problem once and for all. While consolidating their own power, the Kingdoms grew and while magic now waned.

FireballSorcerers and wizards convened for the first time in history putting their differences aside. Leaders from the various magical factions deliberated on the future of magic in the world collectively discerning the true nature of the mutations. Up until this point, the guilds on their own accord sent their spies, wayfarers and investigators to various points in the world to gather information. The meeting of guilds paved the way for the assimilation of all magic traditions to be brought under one roof. Their goal was to preserve the future of organized magic, the training of future neophytes, the continuation of the grand tradition of spell weaving and their learned advisement to kings and queens. They abandoned their ornate guildhalls, and moved further into the furthest fringes of human society, some even moved high into the mountains. As the magic guilds faded from public sight many people anticipated the advent of a grand new age of freedom from the strangle hold of magic that almost brought civilization to its knees.

FireballWelcome to the present day.

FireballThe Kingdom of Auspiex is an entire globe with varying climates, technological highs/lows, and civilizations that are both awe inspiring and in-depth. Social stature and different laws is a centerpiece to the Kingdom of Auspiex. We find Matriarchal societies coming into conflict with democracies, to feudal fiefdoms to theologian run cities. The grand capital city of Velprintalar is the crown and jewel of the Agalorod continent, ruled by a grand council of Lords representing various sociological and captains of industry. Magic is outlawed, and all things commercial reign paramount in the eyes of the ruling class for the long term sustainability of the major cities. The port district is the largest on the continent, where merchant fleets, and exotic items are bought to the mainland from various small islands and primitive cultures all over the globe. The general populace is all subject to serve under the grand army for no less than two years, to build community and to enforce the local laws and customs. e Forgotten Realms Game Setting.