Core Concepts
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Centuries of blood and honour have steeped the land of Lythran to form a bitter tea that turns ones tongue black.

Concepts of Azure

In these subpages, you can find all sorts of miscellaneous concepts of the world of Azure. From the core rules that dictate the world as a whole to rules of various games of chance you may come across; not just those specific from culture to culture.

These concepts are key to the world and important to get a grasp of when playing in Azure.

Table of Contents

Setting Pitch

On the central continent of the world of Azure, the eight realms of the Once-Kingdom of Lythran rule as one.
Over 800 years have passed since the Human Exodus and mighty conquest across the whole of their new continent. Wars have raged and dynasties have risen and fallen to make way for this "golden age" in which you now stand.
King Gustav Westmerk II's final decree 55 years ago to pass his heirless nation to a grand council of nine caused chaos among the ruling class, but the absence of an appointed tyrant or grab for power allowed the newly unified nation's wounds to knit closed over time. Decades passed, and the most that the common man had to worry about was the price of grain and the occasional blood-feud. Life was good for a time.
Thirty years ago however, the golden heir of an exiled prince laid claim to his uncle's throne, tearing up thirty years of peace and once again leaving Lythran hurt and healing, old stitches split, and brothers turning against brothers for a fool's grasp at power.
The aftermath of the Red Sky War is still fresh, a wound to the bodies and minds of the common people. Despite this, people live on, their lives working towards a greater purpose

The Chronicles of Lythran are the tales of heroes, bands of intrepid vagrant souls unfit for the duties and burdens that await them. They are stories of adversity and wonder, of the common folk's place in a hostile and beautiful land; they are stories of intrigue and fear in the snake pits of the great houses; they are stories of reverence and unutterable awe in the face of powers far beyond what the mortal mind could comprehend.

Themes and Tone

While the tone of Azure is likely to be in-line with my usual style, where your actions will have major consequences and real problems exist in the world other than flying wurms and slimy monsters; I want to stress that your decisions should be made freely.

I do not want to cause decision paralysis because the decisions you make impact the world, even if everything is going wrong, you are moving the story forward and creating an enjoyable experience.

While overall I am aiming for a lighter tone than Curse of Strahd, I will occasionally delve into more realistic horror and human conflicts, simply because it interests me.
This goes the other way as well however, where I intend on exploring the truly fantastical and heroic aspects of Fantasy Roleplay that Barovia would not allow.

If you have any ideas for any micro-concepts that don't quite fit in the rest of this wiki, let me know! Perhaps theres a variation of Lycanthropy thats effected by the three moons of Azure you can think of? Or perhaps Ross can just think of another gambling idea.

Some media that has inspired the themes and tone of Azure include The Tales of Dunk and Egg from GRRM's Westeros, some of the in-world lore books of the Elder Scrolls, Excalibur (1981), Kingdom of Heaven and the Red Rising series, just to name a few.