From thin or stocky to muscular.
Pale, Golden or Browninsh.
Once a people proud… one of the cloud… again with pride… yelling they ride…
The Oghuz emerge from the tapestry of Race’s rich history—a Tribe whose beginnings are cloaked in mystery and godly whispers. Their existence has experienced a transforming voyage through the ebb and flow of time, defined by relationships with the Tatongol and the Borji, and a legacy that is equal parts riddle and development. The Oghuz stand as embodiments of perseverance, adaptation, and a past resounding with the echoes of Gods‘ laughing within their cryptic life.
Legend and stories merge, crafting tales of their shared origin with the Tatongol and Borji, a link that spans the ages. Nonetheless, the Gods’ cryptic references allude to a missing aspect, a jigsaw whose parts have been scattered across the centuries. These glimpses into the divine remain hidden, a prank that has captivated the interest of the long-lived like Zizu and Kanziganthir, as well as those from the Other Races.
The Oghuz’s appearance has evolved over time, from a resemblance to the Tatongol and Borji to their current appearance. Their facial shapes have shifted—smaller, but with wider eyes and broader noses—a metamorphosis linked to their interactions with Ortagui and Wanderers. Despite these modifications, their enduring bond with Borji’s brilliant invention, Explosive Powder, remains strong. Indeed, it has grown into an art form that marks the Oghuz as the foremost wielders of this lethal weapon in combat.
The Oghuz were pushed into the harsh northern expanses of Mumak by a murky past, their journey marked by hardship and survival difficulties. They exited from these difficult regions, passed mountains, and arrived on Staria's southern plains. They split into two groups in this realm of change—some stayed as secluded Tatongol communities, while others welcomed the new surroundings with open arms. Settlements, , and sprang up as permanent residences, and the Oghuz way of life changed.
However, the route was not without its difficulties. Hordes, Wanderers, The Realm, and the horrific The Great Invasion moulded their adventure, putting their grit and tenacity to the test. A is elected from among the 42 tribes to carry the mantle of leadership—a uniting figure directing their fate. The Oghuz way of life is a tapestry of nomadic families managing herds of , , and as they traverse the regions in a harmonious dance with the soil. However, the cultural fabric is complicated, with urban and nomadic Oghuz groups inhabiting diverse domains of existence, linked by solidarity when confronted with external dangers, as symbolised by their unique high black hat companies.
Marriages establish bridges between families and tribes in this intricate social and economic structure, cementing relationships and weaving a tapestry of connectedness. Settled and nomadic Oghuz cohabit, with some cultivating the riches of the land via agriculture and others contributing as Crafters, Traders, and Administrators. The rich tapestry of Oghuz culture attests to their flexibility, conserving tradition in the midst of time’s upheaval.
The ceremonies that honour the deceased demonstrate their link to the past. Wooden monuments and massive stone figures stand vigil in wide places, a tribute to their predecessors’ veneration. As they walk the old borders, they resuscitate the name of the once-great, commanded by of the and his —a revival that wants to regain the kingdoms of the Great Thurran.
The Oghuz walk forth—a symphony of resilience, adaptability, and resurgence—in a world where echoes of the past resound with the present, where the Gods’ jests mingle with the threads of history. The very winds appear to echo their footsteps with each stride they take, a monument to their eternal link with the lands, the secrets of the holy, and the lineage that connects them to the realm’s ever-evolving fabric.
Skjald El Mary
What a tale… Despite not being born during the Dark Ages, they have experienced their own. They have the same ancestors as Tatongl and Borji, yet some of the Gods have hinted to a missing aspect without going into detail. However, we believe this is a joke, as long-lived persons such as Zizu and Kanziganthir have confirmed. As well as by members of the Other Races.
The Void was wild and untamed during the Dark Ages. The Oghuz did not yet exist as a separate species; instead, different Tribes with proto-Oghuz lineage roamed the earth, battling the harsh weather, Monsters, and other humanoid races for existence. This time period saw the rise of early kinds of Magic, as well as links to the Astral that few could grasp. The nomadic tribes’ Shamans began to understand the Mana Manipulation , albeit at a primitive level.
As many Borji were recruited into the gartantuan army about 2418, numerous Tatongol flocked to Borji communities to fill in, which they did in more ways than one. Within a few years, youngsters of Borji and Tatongol ancestry were playing in fields and streets. Soon to begin studies or work, they filled the chairs next their half-brothers on both sides. These Tatongol of Borji dwellings were dubbed ‘Tatog-borji houses,’ then Tatog-huzes, Ta’Oghuzes, and finally Oghuz.
The appearance of the Oghuz
As a result of the merger of Tatongol and Borji Clan families, the Oghuz, a people with a special affinity for Explosive Powders, were born. The discovery of Astravel Sites/Gates became important elements of their culture as well. Oghuz tribes began researching Alchemy and Magical Augmentation, creating relationships with the Vornir, Boriac, Thursar, and even the secretive Drakk Alfar.
Conflicts and Rivalries
As the Oghuz expanded, they came into contact with various humanoid racesRaces, creating battles and alliances. This age was distinguished by its confrontations with Archaic, Findograa, and Moss'Ari. The Oghuz honed their Hand Weaving and talents in order to harness the power of the Astral. They created a sophisticated network of magical routes directed by the 8 Colours of Magic, allowing them to influence both Astral and Void energy.
The Tatongol Hunt and the Oghuz Feud
Year 2941 Some Oghuz could trace their first Borji / Tatongol pair back to before the ‘Great Union’ in 2418, when their population began to increase uncontrollably. They numbered themselves in the hundreds throughout the last 500 years, now more than ten generations later. They rose up against Borji ideas, having grown tired of them, and sought independence. As a result, a Borji army was dispatched to eliminate the half-Borji insurgents.
Despite the fact that the Oghuz had considerably superior artillery, weapons, and explosives in far greater numbers than the Borji. The crimson march and slaughter became relentless, and the Oghuz was forced to escape eastward, abandoning their houses, workplaces, libraries, and shrines. They soon became so many, with even more fleeing from them, that the fields ahead swelled with Tatongol refugees as well, who began to attack the fleeing Oghuz. As a result, they had little choice but to head northeast into the wide green steppes and roughlands. However, the Borji was determined to set an example while also acquiring additional country, so they pursued the Oghuz up into Mumak. The hills in the northern horizon eventually became distant mountains, the foothills ahead, and the Oghuz finally stumbled through tight passages and across the mountain crest. Where they surged out into Staria and were finally free of the ‘Red sea behind them.
The new lands – and habits
In the year 2942, they ascended from the mountains to the Starias plains, leaving the frigid and icy mountains behind. They came across Archaic, Ortagui, Clovincaz, Common, Moss’Ari, Fautyr, Kobold, Drakk Alfar, Ljost Alfar, and T'Aurs settlements. Some of these encounters resulted in friendly greetings, trade, cultural exchanges, and even weddings. Others went haywire and turned hostile, ranging from rejection of admittance to actual warfare.
The majority of the clashes were with common folk residing in heavily trafficked crossroads, or with the Ortaguiwho as T’Aurs and Archaic Cromi progeny acted rashly or impatiently towards other Races. However, because the Oghuz were better in combat owing to their usage of Explosive Powder, they carved off kingdoms for themselves to reside in.
2986 They gradually began to send trade caravans further north, east, and west after gaining a footing north of the mountains. The traders were followed by settlers, then garrisons, and finally camps became settlements, hamlets, villages, towns, and cities. As they moved north, they encountered Findograa, the Drakk Alfar and Archaic Neander. Because the Oghuz liked city life, they coexisted with the Findograa reasonably easily.
2988 They encountered the Clovincaz, a Drakk Alfar and Archaic Heidel offspring with some terrible tendencies on the north eastern beaches of Midgard, in Shoak and . All attempts to create a foothold failed, commerce caravans were pillaged, and envoys were captured and sacrificed. And after a few years, a borderland belt had emerged, with well-guarded trading stations on their side, welcoming the occasional Clovincaz envoy or trade party, in an attempt to soften the Clovincaz.
3672 The Kobold, Fautyr, and Moss’Ari planned the first of three major battles that stressed the Oghuz. They’d been trying for years to persuade the Oghuz to stop destroying enormous forest tracts, and a more concrete message was necessary. In 3674, the Oghuz requested a truce and agreed to halt the harvesting of firewood.
3929 The second war was with the Ortagui, since the Oghuz herds ate Ortagui crops. The Ortagui demanded compensation, but the Oghuz maintained that no fences had been erected. As a result, the Ortagui began murdering Oghuz livestock and herders, inciting Oghuz rage. However, in 3930, Findograa and Common Clans allied with the Ortagui. The Oghuz, completely outnumbered, had no choice but to bend their knee and accept defeat.
4862 Who started it has never been determined, but a major conflict with the Clovincaz erupted. It appears that an Oghuz excavation expedition or revenge army desecrated an old Clovincaz site. So a huge force of Clovincaz rushed from the forest, jungle, and rugged wildlands, far more than had ever been united in a single cause before. Hundreds of Clans made ‘the jungle come alive,’ and the swarm was so powerful that the Oghuz cannon was rendered ineffective. As a result, they bent their knee and decided that the borderland strip constituted their eastern boundary.
After three catastrophic setbacks, the Oghuz spent the rest of the First Age plotting vengeance but acting considerably more quietly than with physical force. They recognised their numerical deficit and attempted to prosper and reproduce. And when the moment was ripe, they would exact their vengeance. Thus, for the following 1100 years, they traded, befriended, exchanged information, and expanded in number.
Oghuz’s appearance evolved over time, from a significantly more Tatongol and Borji appearance to the present. Due to mixing with Ortagui, Findograa, Common, Moss’Ari, and Clovincaz, they have smaller faces, narrower chins, larger eyes, larger noses, and so on.
In the year 5798, they had likewise grown to numbers greater than the trees in a wide forest, and with highly-trained infantry and cavalry, as well as hundreds of artillery pieces, they began planning their vengeance on their old arch-enemies. They intended to assault the Clovincaz first, but as they were gathering supplies, their opponents attacked first – or a new sort of foe, to be more precise.
An incredible powerful Clovincaz King with a very small army carved a deep swath across their eastern territory. They were destroyed regardless of which commander was sent; after consulting with Kobolds, Fautyrs, and a God, they realised it was an early generation Vampire. So the Oghuz’s best troops, local Fautyr and Kobold Heroes, and the God went out to destroy it. Only the God survived out of the 18 Oghuz, 7 Kobold, 8 Fautyr, and the God. With the Clovincaz Vampire destroyed, the Races resumed their previous interaction.
An Eye for Vampires
Knowing about Vampires and Gods, as well as First Age Heroes like as Oghuz, Kobold, and Fautyr. Da'Vey has remarked that it makes no logic for even a second or third generation Vampire to be that powerful. And, despite the fact that he is completely aware of the danger, he has committed to continue researching this tragedy.
The 1st Cataclysm
In the year 5967, powerful relationships were formed between Oghuz and their rescuer God, as well as with a few chosen Fautyr and Kobold Clans. When the 1st Cataclysm rocked the World with merciless fury, preparations for vengeance on their enemies where halted.
The Cataclysm and Its Repercussions
As the World warped in Year 1, mountains between Staria and its neighbours, Shoak and Thayri, rose to incredible heights, making future trade and travel difficult. The South Rim nearly completely closed, the Sun and Moon changed their trajectories, and the entire World tilted, forcing much land to fall into the Sea. The Oghuz, who were now a well-established race, responded quickly. During this time, all intentions for vengeance were put on hold, and they focused on recovery and exploring neighbouring realms. However, tensions escalated among the them, the Fautyr, and Kobold, resulting in resource skirmishes.
The Vampires of Oghuz
Zaraq was a well-known Oghuz warrior known for his remarkable abilities in both Voidweaving and battle. He was a distinguished leader who commanded the Oghuz army in battles against the Clovincaz and the Ljost Alfar. Zaraq’s desire for power, however, drove him astray. Seeking forbidden knowledge, he dug into old Voidweaving rites and places, unintentionally opening a portal to a realm of Vampires. Thus, he was embraced in First Age, Year 5922.
Zaraq kept his military prowess after being transformed into a second generation Vampire, becoming a smart strategist and master assassin. Zaraq the Shadowblade exploited his Oghuz background to fit in with Oghuz culture, masking his real nature. Over the ages, he managed political events from behind the scenes, increasing his influence while remaining hidden. Zaraq is said to be alive and well.
Sylara was a charming Oghuz Mana Manipulator who specialised in Handweaving. She was a distinguished Scholar who studied the depths of Astral magic and Mana connections. During her investigation, she came across a prohibited tome containing vampiric secrets. In Second Age, Year 2174, she met a Vampire and voluntarily embraced the darkness, becoming the third female vampire lord. Zaraq is said to have embraced her, making her a third generation vampire.
She infiltrated Oghuz courts and royal circles as Sylara Shimzi, using her stunning beauty and persuasive powers. She preyed on the powerful’s greed and ambition, building alliances and manipulating Oghuz politics to her benefit. Sylara’s vampire strength was outstanding, and her skill of deception and seduction remained powerful, making her a deadly foe.
Draven was a remarkable Oghuz engineer and inventor who is credited with transforming Oghuz military. His obsession with explosive powders, cannons, and artillery resulted in the invention of lethal weaponry. Draven’s innovations were crucial in confrontations with neighbouring races, giving him the moniker Draven the Cannoneer.
He went to court to enhance his brilliance and was dazzled by the beauty and brightness of a widowed Oghuz/Ljost Alfar countess. He eventually figured she was Sylara ‘the Bloodmistress’ Shimzi. His passion for knowledge drove him to urge the embrace in order to live out his existence as a vampire. n Second Age 3806, she transformed him into an eternal Vampire after being captivated by the mortal’s wits and perseverance. Draven the Cannoneer preserved his ingenuity as a fourth generation Vampire, designing innovative and lethal weaponry laced with vampiric knowledge.
Characters Who Stand Out
Born in the Second Age, year 280, Ryhanis was a bright Astral Sage. His skill of Astral magic and comprehensive understanding of Mana connections earned him respect among the Oghuz. He was instrumental in repairing broken Astravel Sites/Gates after the First Cataclysm, working with the most astute of Clovincaz and Ljost Alfar. Ryhanis’ astral manipulation expertise created the groundwork for the Oghuz’s dominating grasp of Astravel.
Born in the Second Age, 1500, Kazan, an adventurous Explorer, went into unknown realms. His explorations aided in the discovery of lost Astral Sites/Gates. Kazan’s daring and curiosity led to the expansion of Oghuz resource range and Alchemy knowledge, resulting in the construction of key resource depots and trade networks with other races. His distinct ability to gain access to Clovincaz territory, in particular, set him apart.
The Second Age Oghuz Settlements
: A council of eight wise sages and battle-hardened generals controlled Tengri’s Embrace, a majestic metropolis hidden in the peaks of the mountains in Southeastern Staria, between and . Collectively, the council made choices, establishing a balance between magical knowledge and military strategy.
Tengri’s Embrace served as a trading and diplomatic centre. The city featured a thriving market where Oghuz merchants traded artefacts, rare Diplomats in the city established peace treaties and alliances, promoting collaboration among many races., and magical commodities with traders from neighbouring human villages and Other Races.
Tengri’s Embrace was abundant in rare jewels and metals collected from adjacent mountains. These resources were exchanged for exotic commodities from faraway regions and isolated settlements. Furthermore, the city was well-known for its excellent artisans, who created beautiful jewellery and magical weaponry.
, a well-known alchemist and engineer, was the leader of the Alchemists Guild in Tengri’s Embrace. The guild created complex alchemical potions and explosives under her direction. They also built Mana-infused guns to fortify the city’s defences. Elena’s innovations were critical in reinforcing Tengri’s Embrace against outside attacks.
: Set in a huge clearing surrounded by old trees, it was controlled by a mayor chosen by the town’s council of elders from one of the four biggest families. The council was made up of expert hunters, herbalists, and intellectuals, ensuring that the leadership was well-rounded.
Starfall Haven had friendly connections with the Moss’Ari and Human Wanderer tribes. They traded plants, exotic vegetation, and enchanted artefacts. The village also served as a safe refuge for travellers and intellectuals, encouraging collaboration and knowledge exchange.
The village was located beside a thriving spring whose waters were said to have enhancing effects. Herbalists from Starfall Haven gathered rare magical herbs and plants to use in potions, elixirs, and medicines. There were also excellent woodworkers in town who created exquisite magical artefacts.
The Starfall Alchemists were commanded by, a great herbalist and alchemist. His group specialised in concocting strong healing elixirs and fortifying the town’s defences with Mana-infused traps and explosives. Alden’s inventive alchemical remedies were in high demand by neighbouring villages.
: The chieftain of Duskwood Village was chosen for their battle prowess and intelligence. A council of talented hunters, shamans, and seasoned warriors also counselled the chieftain on topics of administration and defence.
The adjacent Drakk Alfar clans maintained a careful relationship with Duskwood Village. They exchanged artefacts and rare plants for elemental and Voidweaving expertise. The hamlet also helped the Kobolds harvest rich jewels and minerals from adjacent caverns.
The settlement was bordered by deep forests, which were home to magical flora and wildlife. The hunters of Duskwood contributed Astral-infused skins and materials for the creation of supernatural robes and armour. The hamlet was also famed for its excellent artisans who made powerful charms and talismans.
In Duskwood Village, the Twilight Inventors Guild was commanded by, a brilliant engineer and alchemist. Her guild specialised in the creation of alchemical explosives and explosive powder-powered traps. Larissa’s innovations were critical in protecting the town from outside attacks.
: Led by a military captain picked for their strategic and fighting abilities. The outpost’s leadership was made up of experienced troops, engineers, and scouts who patrolled the borders and ensured the safety of adjacent villages.
The enigmatic Ljost Alfar, who lived in adjacent ancient ruins, had a tense relationship with Solaris Outpost. They traded Astral knowledge and exchanged valuable artefacts on occasion. The outpost also kept in touch with distant Oghuz communities, giving intelligence and coordinating defence operations.
The outpost was strategically positioned near an Astravel ley line intersection, allowing for quick travel, communication and reinforcement between Oghuz villages. Solaris Outpost was also famed for its adept blacksmiths, who created Astral- and Void-forged weapons and armour that were famous for their strength and magical qualities.
, a great blacksmith and engineer, was the leader of the Astral Smiths of Solaris. For Oghuz warriors, his organization created strong Mana-infused weaponry, cannons, and armour. Thorne’s discoveries were crucial in reinforcing Solaris Outpost, transforming it into a powerful fortress against external attacks.
Skjald El Mary
, ruled Astraloria, a huge realm set among rolling hills and old woods, was famous for its magical skill. The kingdom served as a meeting place for intellectuals, enchanters, and artists.
When Zaraq ‘the Shadowblade’ Zemez, a formidable vampire, entered Astraloria in the year 592, King Alaric found himself in a dangerous situation. Zaraq planned to use the kingdom’s astral knowledge for his sinister purposes. King Alaric, a clever and steadfast monarch, fought Zaraq in a great fight of wits and force, finally driving the vampire out of his land. This triumph cemented Alaric’s position as the Astral Sovereign, a title he gained via his magical power as well as his strategic brilliance.
King, ruled Stonehold, a fortress kingdom cut into the heart of the Mountains between Keshon and Staria, noted for its tenacity and mastery of earth-based magic. The kingdom flourished through mining rare stones and metals, and it became a centre of Oghuz artistry.
King Brynjar’s realm shared boundaries with the, a holy Fautyr natural reserve. The Fautyr venerated this location as a haven for old magic. However, the Oghuz immigrants battled with the Fautyr guards in order to extend their mining activities. Brynjar, a steadfast and resolute monarch, negotiated these recurring confrontations with finesse, aiming to strike a balance between resource exploitation and holy site preservation.
King, ruled Cloudspire, a kingdom of pioneers, a glorious metropolis high in the mountains above the clouds. Cloudspire’s Oghuz were adept navigators, relying on Astravel for transit and trade.
King Elenion practised peaceful diplomacy, forming relationships with other races and far-flung communities. Cloudspire evolved into an innovation hotspot. Elenion’s reign was characterised by wealth and technical growth, allowing for peaceful cohabitation with other races such as the mysterious Ljost- and Drakk Alfar.
Consortium of Astral Alchemists
The Astral Alchemists Consortium thrived in the heart of Astraloria, the busy metropolis of enchanters and alchemists. The guild was led by Master Alchemistand focused on the synthesis of magical arts and alchemy. They set out on daring experiments, hoping to generate ground-breaking mixtures that would transform the Oghuz way of life.
For years, the guild dug into the Astral plane’s arcane knowledge and elemental magic of The Void, motivated by their goal to create something spectacular. Their breakthrough came in the shape of ‘,’ an enchanted fluid that flared spontaneously with magical fervour when exposed to air. This breakthrough promised to transform combat by powering cannons and developing weaponry that would give the Oghuz a considerable advantage on the battlefield.
The guild meticulously studied and created ‘Thursar’s Breath,’ methodically creating a series of devices to contain and harness its power. They devised innovative engines that used the explosive qualities of the fluid to power pistons and turbines. These engines were enclosed in strong, magically reinforced metal casings, ensuring the safety of the Oghuz engineers and troops who used them.
The Astral Alchemists Consortium laboured feverishly to perfect their creation within the guild home, a majestic tower covered with alchemical symbols and astral patterns. The guild thrived under their leader, and ‘Thursar’s Breath’ became the talk of Astraloria, Oghuz, and allies and adversaries alike.
One tragic night in the year 628, however, fate took a nasty turn. A massive explosion ripped through the guild home, engulfing it in flames and leaving nothing but wreckage behind. The explosion was so strong that it destroyed all of the recipes, research notes, and guild members who were familiar with the complicated procedure of generating and managing ‘Thursar’s Breath.’ Only a few distant gadgets survived undamaged, stashed far away from the guild house, their secrets concealed from the rest of the world.
The city was in shock, lamenting the guild members’ deaths and their breakthrough creation. The loss of their guild and colleagues upset a few apprentices who had miraculously escaped the explosion owing to being gone on excursions or as liasons at faraway courts and guilds.
They became depressed as a result of the incident. The once-promising invention that had enriched their culture had been destroyed, and the guildhouse stood as a sombre reminder of the cost of their dreams. The apprentices went on a journey, propelled by resolve; they were determined to reclaim the lost information, reestablish the guild, and pay tribute to their slain comrades. They had no idea their trip would lead them to far-flung corners of the world, where old secrets and new alliances awaited, promising the revival of the Astral Alchemists Consortium and the legacy of ‘Thursar’s Breath.’
Formation of the Oghuzzan Empire
In the aftermath of the Astral Alchemists Consortium’s destruction in 628, the Oghuz tribes convened in a grand assembly. United by a common purpose and a shared desire for stability and prosperity, the leaders of the 42 tribes came together under a great celestial event in 630, said to be an auspicious sign from the gods. This event was interpreted as a divine mandate for the tribes to unite. Their first leader,, was given the title of Sultan, and he chose clans from his tribes to become his personal bodyguards. The Orkhoz, under the leadership of , became the first tribe to act as the overall Oghuz law enforcers.
Reactions of Various Races
The news of the Oghuzzan Empire’s formation brought mixed reactions among the human races in Staria, Keshon, and Shoak. Some welcomed the consolidation, seeing it as a chance for peace and cooperation. Others were wary, fearing a concentration of power. The other races, including the Fautyr, Kobold, Ljost Alfar, and Drakk Alfar, observed the formation of the empire with caution. Diplomatic envoys were sent to negotiate alliances and treaties, establishing frameworks for peaceful coexistence and trade.
Society Structure and Expansion
Under the leadership of the Sultan, the Oghuzzan Empire adopted a hierarchical structure. The Sultan governed with the assistance of regional governors and tribal representatives. A council of elders, comprised of respected figures from various tribes, advised the Sultan on matters of law, trade, and diplomacy.
The Oghuzzan Empire expanded its control over vast areas in Staria, Keshon, and Shoak. Ensuring stable trade routes, the empire’s influence also grew to extend back into the old lands of Bebram, Uhmzel, and Ascal, fostering unity and cooperation among diverse Oghuz tribe clans.
The empire grew and maintained ties with its remote colony in Andalus at Findon, encouraging exchanges and learning. Trade flourished, and knowledge from different corners of the empire enriched the lives of its citizens.
Dissolution of the Empire
Over the centuries, the Oghuzzan Empire faced internal challenges and external pressures. Corruption among regional governors, disputes over succession, and external invasions from neighbouring races strained the empire’s cohesion.
Sultan Ilyas Al-Nushiz
Sultan Ilyas Al-Nushiz was a wise and just ruler, known for his diplomacy and unifying leadership. Under his reign, the Oghuzzan Empire experienced a period of prosperity and cultural flourishing. However, just as he launched a fight against corruption within the empire, Sultan Ilyas was struck by a mysterious illness that baffled the empire’s healers. Despite their efforts, his health deteriorated rapidly, leading to his untimely demise. Sultan Ilyas Al-Nushiz’s death was shrouded in mystery. Some whispered of foul play, suggesting that evil forces might have been at work, seeking to destabilise the empire, or that it was corrupt administrators preserving their lucrative lifestyles. Others believed it was a natural illness, but the suddenness of his decline raised suspicions.
The Power Struggle
With the Sultan’s passing, the empire plunged into uncertainty. The absence of a clear heir sparked a fierce power struggle among influential tribal leaders, governors, and council members. Each faction advocated for their chosen successor, leading to political manoeuvring, clandestine alliances, and even covert conflicts within the empire’s corridors of power.
Council of Elders vs. Ambitious Governors: The Council of Elders, composed of respected figures representing various tribes, aimed to preserve the empire’s unity. They supported Sultan Ilyas’s younger brother, Amir Al-Nushiz, as the rightful heir due to his bloodline and his reputation for fairness. However, ambitious governors from influential provinces challenged this decision, vying for their own candidates in hopes of expanding their regional influence.
Religious Leaders’ Influence: Amidst the power struggle, religious leaders of all eight colour realms, particularly influential scholars and mystics, played a crucial role. They endorsed candidates they believed would uphold religious traditions, leading to shifts in public opinion and swaying loyalties among the populace.
Rumours and Intrigues: Rumours of prophetic visions and omens further complicated the situation. Some claimed to have seen signs indicating the legitimacy of certain claimants, leading to fervent followers supporting their chosen candidate based on these supposed divine messages.
A few also mentioned that the Vampire Zaraq, ‘the Shadowblade’ Zemez, could be involved in the death of Sultan Ilyas Al-Nushiz, given his previous attempts to gain power in Alaric ‘the Astral Sovereign’ Barsiz’s kingdom of Astraloria. The shadowy nature of vampires, their penchant for manipulation, and their lust for power make them ideal candidates for covert actions and political intrigue. Most do discard Zaraq’s direct involvement in the death, but do not discard that Zaraq ‘the Shadowblade’ Zemez could have exploited the power vacuum left by Sultan Ilyas Al-Nushiz’s death. His motivation might have been to weaken the Oghuzzan Empire, making it easier for him to infiltrate and manipulate various regions for his own nefarious purposes.
The end result
The sudden and mysterious death of Sultan Ilyas Al-Nushiz left a lasting impact on the empire, shaping its future political landscape and ushering in an era of cautious diplomacy and internal vigilance. After months of political intrigue and covert struggles, Amir Al-Nushiz emerged as the chosen successor. Endorsed by the majority of the Council of Elders and reluctantly supported by the religious leaders. However, scars from the power struggle ran deep, creating divisions and tensions within the empire that would persist for generations. The lands once governed by the Oghuzzan Empire began to fall into disarray. The new Sultan, Amir Al-Nushi, called for a great crusade to restore order. But just as he stepped out on the palace balcony to address the assembled army generals, the balcony broke, and he fell amongst the debris and died in the fall. With no central authority, individual tribes, regions, and kingdoms asserted their independence. While some areas managed to maintain stability, others experienced conflicts and power struggles. The empire’s legacy endured through cultural exchanges and shared traditions, yet the once-unified realm was now a collection of fragmented states, each vying for supremacy in the aftermath of the empire’s fall.
The Crossing and Wanderer Tribes
The Crossing – a movement of several humanoid Tribes that came and rather violently formed settlements that kept developing – presented a huge challenge to the Oghuz throughout this age. As civilizations collided, conflicts developed. The Oghuz, who valued their now-ancient customs, opposed the wanderers’ impact, but skirmishes were fought to cohabit over time.
Prosperity and Conflict Era
Nonetheless, the Third Age was characterised by affluence and cultural interchange, and the battles had little effect on the process. The Oghuz civilisation, now strong, engaged in commerce and diplomacy with neighbouring races. The mighty Ortagui, Findograa, Clovincaz, Drakk Alfar, Moss’Ari, Ljost Alfar, Common, Wanderers, and the new Race mix called Realmar, who desired supremacy over particular areas, as well as the enigmatic Fautyr, whose magic and connection with the wild intrigued the Oghuz, posed a danger.
Societies of Oghuz
The appearance of the Vular, Rimzir, and Jomzaar had a significant influence on Oghuz civilizations. Initially, there was curiosity and cultural interaction as the Oghuz were captivated by these visitors’ different habits, languages, and magical traditions. Trade developed, and the Oghuz gained new skills from these human cultures in a variety of domains, including alchemy and handicrafts.
However, as the new human species’ populations grew, conflicts over resources and territory occurred. Oghuz tribes clashed with the Vular, Rimzir, and Jomzaar, resulting in periodic warfare. The inflow of diverse religious systems also caused ideological disputes, putting the Oghuz’s traditional way of life and magical practises under threat.
, an Oghuz sage who mastered the Astral arts and was born in 280, was important in restoring Astravel gates following the Deep Blue Tsunami. His contributions to the society of Oghuz. He was instrumental in resolving tensions between the Oghuz and the emerging human species. His extensive knowledge of Astral magic enabled him to open diplomatic channels, lowering tensions and encouraging cultural exchanges. Ryhanis’ knowledge and patience were critical in sustaining harmony among Oghuz regions’ expanding variety.
, born around 1500, was an Astral Explorer whose excursions extended beyond known Astravel or overland routes. He journeyed into Vular, Rimzir, and Jomzaar territory, forming partnerships with these human species. His findings enabled the Oghuz to share commodities and information with the newcomers, paving the path for trade networks. Kazan’s adventurous attitude and receptivity to other cultures established him as a link between the Oghuz and the newly coming human tribes.
Year 7283, rumours began to circulate about what was going on in the deep south at Ljostari. Whispers spoke of a massive conflict that was reaching devastating dimensions. Mt. Vula finally erupted, rocking the earth’s foundations and sinking Ljostari, a once-mighty civilisation, beneath the waters. The Deep Blue Tsunami, a giant tidal wave that rushed over the world’s borders, left havoc in its wake, emerged as a result of this horrific catastrophe.
The reverberations of The Deep Blue Tsunami were felt by the Oghuz, as well as other races. The eruption of Mt. Vula, the sinking of Ljostari, and the Deep Blue Tsunami all had a significant impact on Astral currents and Mana linkages, upsetting the patterns that the Oghuz had worked so hard to master. Astravel was plunged into disarray when the transport gates were destroyed. The Oghuz tribes encountered difficulties in reestablishing their Astral links, resulting in a time of uncertainty.
As the World reshaped, mountains between Staria and its neighbours, Shoak and Thayri, rose to incredible heights. Making future trade and travel impossible, they had the advantage of stopping Deep Blue Tsunami waves from pouring up via fjords and rivers, wreaking havoc and causing Arisen. Not to say that there are no Oghuz Arisen, and there are accounts of Borji and Tatongol Arisen realms, as well as Liches through Weavings and Arcane Arts.
All preparations for vengeance were suspended, since not only millennia-old adversaries, but also Vampires and these new Arisen abominations of long-dead corpses and remains, were targets. Being suddenly imbued with their old Spirits and able to think and act. It was a particular headace, for some of these were their own ancestors, coming for theirs.
In the midst of these difficulties,, played an important role. Aslan looked into old manuscripts in search of information about the apocalypse and to help the Oghuz adjust to the new magical setting. Aslan set out on missions to uncover new Mana connections, exploring the Astral dimension to restore ties with other places and ensure the Oghuz people’s existence and resilience. And, when necessary, he utilised brutal force to make ends meet.
This turbulent age put the Oghuz’s determination to the test, pushing them to adjust to a world transformed by terrible occurrences. Characters like Aslan’s tenacity and drive became beacons of hope, helping the Oghuz through this difficult period. And it certainly became difficult. Not only did two Arisen worlds emerge, but Liches came to prominence, openly fighting Vampires and seeking to enslave humanity.
Veyrun’s Shadowed Necropolis
was a prosperous Oghuz city in eastern Bebram, on the banks of the now-lost western section of , noted for sophisticated studies and exquisite workmanship. When the Deep Blue Tsunami surged up through the fjord and across the land, its polluted waters filled the city’s graveyards and crypts, giving rise to a realm of horrors.
The Shadowed Necropolis of Veyrun is a foreboding region where the departed Oghuz, transformed into angry Arisen, wandered the streets, lanes, and dwellings. Because the Deep Blue’s taint had perverted their once noble souls, turning them into wicked spirits, they slaughtered every living life. The Arisen are commanded by, an old and strong who was a renowned magician during Second Age. The Arisen now strive to expand their domination under his direction, spreading dread and gloom over the land.
The Arisen of Veyrun retain memories of their previous life, making them extremely crafty and strategic. They are deadly enemies, wielding Magic-infused weapons and wearing enchanted armour. The land is always enveloped in a ghostly mist, and at night, unearthly blue flames light the town.
Zizyr’s Cursed Mausoleum
was an ancient Oghuz burial place that was venerated for its ties to ancestor spirits and respected kings. When the Deep Blue Tsunami swamped the earth, the underground chambers of the mausoleum were flooded, corrupting the spirits imprisoned inside. These souls became Arisen, giving rise to a realm of restless undead.
The Cursed Mausoleum of Zizyr is a subterranean region with labyrinthine tunnels and rooms that stretch beneath the ground. The Arisen ghosts, fueled by rage and treachery, stalk the tomb, seeking vengeance on the living. This kingdom is ruled by, an old selfmade Oghuz monarch who was entombed early in the Second Age with immense wealth that now feed his phantom abilities.
The Arisen of Zizyr are ethereal beings that can flow through walls and solid objects. They have the ability to control the shadows, allowing them to launch surprise strikes and ambushes. The Cursed Mausoleum is always gloomy, with restless ghosts blazing with an eerie blue light and casting disturbing shadows on the walls.
Skjald El MAry
The Arisen Lich Lords
The, Zaharaan and Qarait, delved deep into forbidden knowledge in the Fourth Age, year 76, trying to transcend their mortal constraints and become Arisen Lich Lords. Their ceremony, performed under the eerie light of the Deep Blue Tsunami’s polluted seas, was a sophisticated affair, fuelled by the energies of the Astral and the Void left behind by the cataclysmic catastrophe.
The Ritual of Dark Ascension
The ceremony began with the twins channelling the remaining energy of the Deep Blue Tsunami’s polluted waters into a properly prepared cup. The waters, filled with the sense of death and decay, acted as a catalyst for change.
The twins gathered rare and nasty ingredients such as powdered bones of ancient Oghuz rulers, ashes of cursed tomes, and the heartwood of a Void-infested tree. These ingredients were precisely pulverised into powders, resulting in a strong blend of darkness and enchantment.
The ceremony required great spiritual sacrifices. Captive spirits were shackled and offered to the ritual after being taken from the afterlife. Their energy, when combined with the polluted waters and nasty chemicals, generated an ethereal concoction that would power the twins’ metamorphosis.
Both strong Mana Manipulators, Zaharaan and Qarait, channelled their natural powers, manipulating the magical forces around them. They drew on the contaminated fluids, powders, and sacrificed souls to weave a complicated web of spells and incantations that tied their souls to the Astral and the void, assuring their immortality.
As the ritual neared its climax, the twins forged a terrible pact with ancient, demonic beings that erupted from the abyss. Not only are they surrendering their mortality and humanity for power, knowledge, and perpetual existence with the Astral taint. However, the entities bestowed upon them the secrets of the Void, converting them into very powerful Lich Lords.
The Eternal Void Realm
Zaharaan and Qarait emerged from the rite as Arisen Lich Lords, their corporeal bodies permanently transformed. They created the Eternal Void, a chaotic and terrifying place where world, void, and astral intertwined, enveloping the country in a constant glow.
The Eternal Void was continually shrouded in a mysterious Shadow Veil, shielding it from the prying eyes of the living. The curtain rendered the realm practically invisible, seeming as nothing more than a murmur in the World.
A Necromantic Nexus, a focal point of dark forces, nestled at the centre of the realm. It radiated a malicious radiance, attracting lost souls and imbuing the Arisen Lich Lords with their spiritual essence.
The twins constructed a citadel, a towering Obsidian building decorated with strange blue flames. They conducted necromantic experiments within its walls, hoping to extend their power and influence beyond the Eternal Night.
The twins, now Arisen Lich Lords, held an iron hold over the Eternal Void, their control of the Astral and Void making them powerful rulers. They continue their studies in this region of continuous light, delving deeper into the mysteries of the Arisen and increasing their control over lost souls and the powers of undeath.
Words began to circulate in the year 79 concerning ceremonies employing the polluted waters of the Deep Blue Tsunami. If discovered, it could be employed in ceremonies in which strong Mana Manipulators transformed themselves into Lich Lords. Alternatively, if poured on dead corpses and remnants, it would raise them as Arisen.
, a great Mana Manipulator, tamed the contaminated waters in an isolated Void Sanctum in the year 85, where he submerged himself in strong Arcane Rituals. He tore the line between life and death, changing himself into an Arisen Lich Lord, using abyssal powers.
Ezrith’s void magic skill allowed him to control shadows and alter reality. He built an obsidian stronghold at Mt. Naarzuth in the eastern pers of the , attracting lost souls and incorporating them into his army of Arisen minions.
In the year 200,, a proficient Mana Manipulator with a strong connection to the Astral realm, performed a ritual with contaminated waters found in a heavenly forest. She transcended mortality using Arcane Rituals and Astral incantations, becoming an Arisen Lich Lord. However, she accomplished something different: she became ethereal after excluding the proposed Void Weavings.
Lyria’s ethereal nature allowed her to phase through materials and harness Astral energy. She fashioned an otherworldly haven in which time ran differently, making it an impregnable barrier against outsiders.
Lyria the Ethereal’s sanctuary was an ethereal marvel that seemed to live between realms, hiding deep within the heart of a mythical forest northeast ofin Staria. The sanctuary, engulfed in endless twilight, was an extraordinary combination of natural beauty and arcane magic, symbolising Lyria’s unique link to the Astral dimension. The following is a thorough description of her unearthly residence:
Visitors entering Lyria’s refuge were greeted with a stunning enchanted grove. Luminescent vegetation of various forms and colours create fascinating shadows across the ground, illuminating the surrounds with a subtle, ethereal glow. The air was filled with the pleasant perfume of unearthly blooms and the melodic voices of invisible birds.
An Astral Observatory, an attractive edifice constructed of entwined vines and crystalline crystals, stands at the heart of the sanctuary. The domed ceiling of the observatory was covered with shimmering constellations that mimicked the Astral Mana Sea, allowing Lyria to view the Astral plane’s motions and get insights from the leaks. There were celestial charts and old books within that revealed the mysteries of the Astral world and Astravel.
The Ethereal Nexus, a circular platform composed of translucent crystal that hovers over a pool of liquid moonlight, is linked to the observatory. Lyria performed her most powerful rituals and spoke with ethereal spirits here. The Nexus hummed with supernatural forces, increasing Lyria’s talents and allowing her to see into other realms.
The Veil of Shadows, a tranquil pond surrounded by weeping willows and iridescent mushrooms, located in a quiet area of the sanctuary. The pond’s surface functioned as a portal to the Void, allowing Lyria to draw strength from the shadows and communicate with shadowy entities. The location is always shrouded in dusk, providing an atmosphere of mystery and calm contemplation.
Astral Hollows, natural alcoves created within ancient trees, were scattered around the sanctuary. Each hollow acted as a contemplative zone, with Astral symbols and illuminating runes adorning it. Lyria could attune herself to Astral energies here, strengthening her connection to the realm of spirits and her magical abilities.
The trees above the sanctuary created a moonlight canopy, their leaves mottled with silver and gold. Ethereal moonbeams flowed through the leaves at night, creating a mesmerising pattern of light and shadow on the ground below. The canopy functioned as a natural shield, hiding the sanctuary from prying eyes and creating a peaceful, moonlight atmosphere.
The sanctuary of Lyria the Ethereal demonstrated her command over the Astral realm and her strong affinity with the magical energies of the world, void, and astral. It was a region of quiet tranquillity as well as strong magic, where the borders between the ordinary world and the Astral realm blurred, offering an alluring haven for the sorceress to investigate the mysteries of life.
Vorak the Abyssal
, a previously aristocratic Mana Manipulator, submerged himself in ancient Void rituals in the year 400, merging polluted waters with banned Arcane spells. The eating of countless lost souls signified his metamorphosis into an Arisen Lich Lord, greatly enhancing him.
Vorak’s mastery of the Abyss enabled him to influence reality at its most basic level. He carved himself a kingdom within the, where he rose to godhood, controlling armies of Arisen with unrivalled might.
Sylara the Bloodmistress’s Demise
Lyria the Ethereal, now extremely strong, sought out Sylara the Bloodmistress in the year 500. Their conflict was cataclysmic, reverberating across the worlds. Lyria defeated Sylara in a tough fight, tying her in Astral chains and casting her into an Astral prison. Vampires cannot live in the Astral, thus she disintegrated there. Sylara’s death shocked the supernatural community, signalling the end of a once-mighty vampire ruler.
After slaying Sylara, Lyria absorbed her essence, attaining unfathomable power. She became more cruel as her newfound might consumed her, wanting domination over both the living and the undead. And started looking for more Vampires.
Vorak the Abyssal resolved to challenge Zaraq the Shadowblade in the year 700, inspired by Lyria’s victory and wanting ultimate power. Their encounter was of epic proportions, reverberating like a clash of void and astral.
During their combat, Zaraq was able to exploit a weakness in Vorak’s defences, knocking him out with a burst of abyssal energy. Zaraq rushed close and ripped Vorak’s head clean off, so his essence streamed out and merged with Zaraq’s energies, rejuvenating the Vampire and considerably boosting his powers.
Zaraq underwent a change as a result of being infused with Vorak’s essence. His abilities grew to extraordinary proportions, making him a very dangerous force in the supernatural realm. The encounter sparked a new period of ambition among Vampires, with each attempting to absorb the spirit of Liches in order to become even more powerful, ushering in an age of great warfare and instability.
A note on Obsidian
As strong undead sorcerers seeking immortality and control over death, lichs have unique motives for using obsidian for their citadels and fortresses:
In numerous civilizations, obsidian are connected with magical qualities. It possess protective properties, guarding against bad energy and mental assaults. Obsidian boost Liches’ magical skills and create a place conducive to their power, as they deal heavily with Arcane magic and necromancy.
Obsidian is a grounding stone that aids in the balance of spiritual and physical forces. For Liches, who are frequently connected to both the Astral plane and the physical world, building their citadels out of obsidian strengthen their connection to both. Their Astral projections, scrying, and other magical practises are aided by the obsidian.
Obsidian is a natural glass created by volcanic action. It’s extremely tough and long-lasting, making it resistant to wear, erosion, and weathering. Because lichs are immortal entities, they want their citadels to stand the test of time. Obsidian constructions are impervious to the weather and attacks, ensuring the Lich’s lair remained safe and secure.
The black, sleek aspect of obsidian is frequently connected with secrecy, power, old wisdom, and The Void. Liches, being beings of vast magical knowledge and Arcane arts, select obsidian to represent their control over death, cryptic nature, and link to old arcane learning.
Obsidian’s inherent sheen, along with its smooth surface, lends it an unearthly, ethereal aspect. Liches, being undead entities who live between life and death, are captivated to obsidian’s mysterious charm. Obsidian’s reflecting and cryptic properties accentuate the spooky ambience of their lairs, contributing to the frightening aura.
Hordes began to appear alongside the nobles. Many of these had self-made nobles and heroes from various races, and they developed in prominence and battled viciously amongst themselves until around 1150.was born in 458. Makuza evolved into a bold adventurer who wandered into undiscovered wilderness. His acute eye for uncovering old Mana connections lead him to several ancient sites and treasures. His voyages set the stage for Oghuz to reach alchemical and cultural apex among other ethnicities. Heights that resulted in increased commerce and knowledge exchanges with a variety of races. And, with Vampires, Liches, and Arisen hiding or sequestered among the Races, life continued on as it had for the last few millennia. Settlements thrived, commerce flourished, and around the year 650, a plethora of
As a result, the Oghuz were unaware when, in 1167, a tiny group of Kings, Lords, and Heroes began to contemplate unifying everyone under a single banner. With the passage of time, more and more banners joined the 1st Alliance. The individuals behind The Realm and a single High King revealed The Realm in 1250, after nearly a century and one huge fast conflict with The Torch.
Skjald El Mary
The Realm and The High King
During the years 1250-1277, he ruled as the ‘High King’ of all Countries and ‘The Realm’ of all Isles. In regard to these new developments, many Oghuz hordes, aristocratic families, heroes, and figures played various roles. Others preferred to stay neutral or pursue their own interests, while some openly backed the High King and The Realm.
The Emberblades Clan, a well-known Oghuz warrior clan, swore loyalty to the High King and The Realm., their leader, saw the possibility for unification under a single ruler. They constituted the backbone of the High King’s armed forces, preserving security and order in the newly unified realms, because to their great cavalry and fighting skills.
Lady, a formidable Mana Manipulator and diplomat, shared the High King’s ideal of unification. Her unrivalled magical abilities and political savvy made her an invaluable counsel. She was instrumental in forming relationships between the Oghuz tribes and The Realm, guaranteeing peaceful territory merger and boosting magical collaboration.
Neutrals and Opportunists
The Silent Shadows Guild, a clandestine organization of Oghuz assassins and spies, opted for neutrality. They remained in the shadows, led by their mysterious commander, Bezi ‘Greyknife’ Heraitez , giving their services to both the High King and rival groups. Their neutrality enabled them to survive in an ever-changing political scene, accepting contracts from both sides while remaining independent.
Prince Kavian ‘Redthorn’ Klobukyz, a flamboyant Klobukyz nobleman, elected to remain impartial. While he did not overtly resist the High King, he pursued his own aspirations, attempting to increase his authority and influence. He engaged in intricate political manoeuvring, establishing alliances with diverse factions and patiently waited for the ideal moment to pursue his own goal.
The High King’s power was challenged by the Bloodmoon Horde, a fiercely autonomous nomadic Oghuz tribe., their chieftain, believed in ancient Oghuz methods and opposed the concept of centralised control. The Bloodmoon Horde conducted occasional attacks against The Realm’s outposts, refusing to submit to the High King’s authority.
Lady, a shrewd and ambitious sorcerer, openly fought against the High King. She considered herself as the true monarch and wanted to take the power of the High King. She planned rebellions, spreading strife among the Oghuz tribes, in the hopes of weakening the High King’s grasp on the realm and creating possibilities for her ascension to power.
The Great Invasion
During the tumultuous years of The Great Invasion (1277-1282), in which the incumbent High King was assassinated and thus The Realm was destroyed, Oghuz tribes faced a terrible threat from invaders while simultaneously grappling with their own internal dynamics and allegiances. During this time, many hordes, noble families, heroes, and individuals played important roles in defining the fate of the kingdom.
The Steelclaw Clan, famed for their superb cavalry tactics and ferocious devotion, firmly backed the High King’s authority and served as a deterrent to the invaders. They battled fiercely to protect the Oghuz territory against the invasion, led by their ruler,. Garuk’s charismatic leadership galvanised his soldiers, who became a symbol of resistance, encouraging other tribes to battle the invaders.
Lady, a brilliant sorceress and strategist, backed the Oghuz resistance wholeheartedly. Half her family had long been supporters of the High King, and even after his death, Seraphina maintained the struggle, bolstering Oghuz defences with her magical skill. She rose to prominence as a light of hope, commanding Oghuz soldiers with both wisdom and magical might, garnering the respect and adoration of many Oghuz leaders.
The Bloodmoon Horde, commanded by the fearsome leader Sarnak ‘Bloodmoon’ Shatuz, fought against the High King and The Realm at first. However, despite their early reluctance, the terrible threat posed by the Invaders drove Sarnak to change his stance and take action to save his people and nation during the Great Invasion. Here’s how the Bloodmoon Horde, led by Sarnak , stood up to the Invaders during the Great Invasion – and won the High King’s forgiveness.
Recognising the gravity of the Invader danger, Sarnak quickly mobilised the Bloodmoon Horde. He roused his men, inspiring them for the struggle ahead with his charismatic leadership. Bloodmoon warriors were organised into specialised units, each having a distinct duty in combating Invader tactics.
The Bloodmoon Horde, adept in guerilla warfare, used hit-and-run tactics against the Invaders. They struck quickly and escaped into their homeland’s vast forests and steep terrain, making it difficult for the Invaders to follow them successfully. Sarnak’s troops took advantage of their knowledge of the local topography, executing surprise attacks and retreating before the Invaders could reply.
Ambushes are set up by Bloodmoon spies and warriors along vital Invader supply lines. They damaged equipment, disrupted supply systems, and targeted high-ranking Invader commanders. These guerilla tactics not only slowed the Invaders’ march, but also created uncertainty and panic among their ranks, eroding morale and commitment.
Sarnak set aside his disputes with other Oghuz clans, Races, and even the High Kings troops of The Realm, seeing the significance of cooperation in the face of the Invader menace. He worked with others, provided intelligence, and organised combined strikes on Invader forces. This union strengthened the Oghuz resistance, establishing a powerful front against the Invaders.
Sarnak deliberately fled when confronted by overwhelming Invader troops, realising the significance of maintaining his men. He prioritised the protection of his people and troops, selecting strategic conflicts with better odds. The Bloodmoon Horde was able to regroup, reorganise, and unleash counterattacks at strategic times because to their deliberate withdrawals.
The Bloodmoon Horde fought valiantly to protect their holy places and territory from Invader assault. Sarnak’s troops battled heroically to safeguard these spiritually significant locations for the Oghuz people. Defending these holy sites not only galvanised the Bloodmoon warriors, but also acted as a rallying point for other Oghuz tribes to join the struggle.
In essence, under Sarnak’s strategic direction, the Bloodmoon Horde changed from opponents of the High King to steadfast defenders against the Invaders. During the Great Invasion, their guerilla tactics, collaboration with other tribes, and strong defence of their territory played a key part in halting the Invaders’ progress and maintaining the Oghuz way of life.
During The Great Invasion, the Whispering Shadows Guild, a clandestine organization of spies and informants, stayed neutral. They worked in the shadows, acquiring information on both the invaders and the Oghuz groups. Because of their neutrality, they were able to preserve delicate relationships while supplying crucial intelligence to various Oghuz commanders without publicly committing to either side. As a result, they were vital assets during the turbulent times, bridging divides and facilitating dialogue among various Oghuz tribes.
Even during the Invasion, the Crimson Crescent Clan, commanded by the ambitious chieftain Zaraana ‘Bloodguard’ Viguz, rejected the High King’s dominion. Zaraana saw the upheaval as an opportunity and set out to carve out her own empire inside it. She struck arrangements with the invaders, handing them information about Oghuz territories and weaknesses in exchange for the safety of her clan. This betrayal sowed discord among the Oghuz, as some perceived her acts as treacherous, while others were lured by her promises of power and security.
The Steelclaw Clan’s longtime adversaries, the Fang Clan, regarded the invasion as a chance to settle old scores. They resisted the Steelclaw Clan’s leadership and openly worked with the invaders, believing that a new order under the invaders would better suit their interests. They were led by their chieftain, Kaldra ‘Fangbearer’ Torkiz. Their treachery further divided the Oghuz tribes, making it much more difficult to stand unified against the invaders.
Battle of Weeping Plains
At the time of the Battle of Weeping Plains, Oghuz was doing everything they could to repel the north-eastern invaders. The few that took part were killed in the fighting when they hurled themselves against the opposing commanders.
The Cleansing Crusade
During the Cleansing Crusade (1282-1283), under the banner of The Realm and led by a previous High King, Oghuz clans and tribes faced the approaching menace of Invaders in a key period in their history. In a concerted effort to destroy The Realm’s invaders and traitors. Various hordes, noble families, heroes, and leaders from the kingdoms played various roles in this vital campaign, successfully repelling the Invader attack, securing their homeland, and ushering in a new period of relative peace and security.
During the turmoil of the Great Invasion, Lady Vespera Nightshade Tielez, a shrewd and ambitious noble, wanted to build her own domain. She conspired against the High King and sought to carve out her reign inside Oghuz borders, using her family’s influence and black magic. Her wicked tactics, however, were finally exposed by High King supporters.
Lady Vespera Nightshade and her troops were met with a rapid and decisive response by Oghuz armies during the Cleansing Crusade. In the face of overwhelming assault, she sought to protect her fortress with prohibited magic. The united force of the Cleansing Crusade, motivated by a desire to eradicate dangers to The Realm, overwhelmed her defences.
The dominance of the Nightshade family was destroyed, and Lady Vespera died, scattering her followers. Some were imprisoned, some fled into hiding, and a few managed to flee, becoming outlaws on the run. The Nightshade moniker was tainted by their betrayal and will be remembered in infamy.
The Crimson Crescent Tribe, known for their ferocious warriors and elemental abilities, first opposed the Invasion vehemently. However, because of their strategic location, they were particularly attacked by the invaders during the Great Invasion. Despite their valiant struggle, they were forced to flee due to massive fatalities.
Survivors of the Crimson Crescent Tribe joined the Oghuz armies during the Cleansing Crusade, seeking forgiveness for their past defeat. Their tenacity and warfare abilities were important, garnering them the respect of the other Oghuz tribes. Following the triumph in the Cleansing Crusade, the High King pardoned them and welcomed them back into the fold of the unified Oghuz civilization.
Once noble and honourable, the Fang Clan fell victim to corruption during the Great Invasion. Manipulated by foreign powers and deceived by their leaders, they conducted battles against other Oghuz clans and tribes, betraying the culture’s cohesiveness.
During the Cleansing Crusade, some Fang Clan members saw the mistake of their ways and revolted against their corrupted masters. They joined forces with the Cleansing Crusade, assisting in the destruction of their own tribe’s wicked members. The Fang Clan was embroiled in a severe internal war, but the Cleansing Crusade assisted in restoring their honour.
Finally, forgiveness was provided to those who recognised their errors and tried to correct them. The Fang Clan was permitted to continue its existence under new, virtuous leadership after being purged of its corruption, becoming a symbol of redemption throughout Oghuz culture.
The Silvermoon Confederacy, an alliance of aristocratic families and adept magicians, backed the previous High King in his battle against the Invaders. They used powerful magical wards and combat techniques, led by Archmage Elowen ‘Silvermoon’ Fanglyz, to resist Invader armies with deadly spells and precision military manoeuvres. Their magical power was crucial in breaching enemy sieges and altering battle fortunes.
Lady, a seasoned Oghuz general, united the warriors of several tribes behind the banner of the High King. Her charismatic leadership and military prowess encouraged the troops, and she became a symbol of unification. Lady Thalira’s combat strategy resulted to significant wins over the Invaders, and her reputation as a courageous warrior boosted the morale of the Oghuz and their allies.
, a skilled Voidweaver, was an important part of the Cleansing Crusade. She used the Voidveaving’s strength to battle the renegade Drakk Alfar’ Magic, giving her legendary status among the Oghuz.
The Twilight Wanderers Guild, a gang of mercenaries and wanderers, initially stayed neutral, serving whoever gave the greatest fee. Realising the seriousness of the situation, they opted to help the Oghuz soldiers and their allies as the Invader attack escalated. Their neutrality gave way to a sense of duty, and their knowledge of guerilla warfare and espionage helped them gather intelligence and conduct surprise attacks against Invader strongholds. Some of these traitors were brought to justice by Oghuz, the High Kings Alliance, or the Other Races.
Once considered opponents of the old High King, the Shadowhand Clan saw the threat posed by Invaders and traitors among their ranks. Chieftain Malik ‘Shadowhand’ Yabakuz, recognised for his tactical acumen, opted to join forces with the High King, bringing his clan’s proficiency in stealth and ambush tactics with him. Their quick strikes destabilised the Invader supply lines, substantially reducing their troops and setting the door for greater Oghuz offensives. Everyone was given complete pardons for any previous disputes.
The High King was challenged by the Blackfang Mercenary Company, a band of renegade warriors and assassins who saw him as a symbol of old customs and restraints. Led bythey regarded the Invaders as a chance for chaos and profit, accepting hefty contracts to undermine Oghuz defences from Invader generals. However, when the tide of the conflict shifted, several Blackfang Company members defected, seeing the value of unity in the face of the Invader danger. However, only a handful of these survived, and the most were sentenced by Oghuz or the High King. Their leader, Bruz ‘Jumpstone’ Merkiz, one of those who accepted his fate and even apologized prior his beheading.
During this pivotal Cleansing Crusade, the Oghuz people and their allies create alliances, overcome internal divides, and resist the Invaders. These various groups’ strategic ingenuity and persistent commitment were critical in securing their territory and ushering in a new period of relative peace and security for the Oghuz tribes and their allies.
In the wake of the Scorched Dawn, The Celestial Army is preparing a revival to regain all of the Great Thurran’s domains (Staria, Keshon, Shoak, Andalus, and their ancient origins of Bebram, Uhmzel, and Ascal), restoring the name of the once-great Oghuzzan Empire.
They came into Staria, leaving their history behind, and separated into two primary groups. Those who remained in the secluded Tatongol enclave and those who rapidly acclimated to their new surroundings. Tatongols and Oghuz grew further separated, especially when Oghuz began to rely on agriculture and establish permanent communities, villages, and cities. Oghuz also lost their Windhorse breeding stock in a major calamity, but they have subsequently created another excellent stock.
Supression from Hordes, Wanderers, The Realm, and, finally, The Great Invasion did not make life easier for the Oghuz. Nonetheless, their culture continues to survive, and they remain a proud people governed by a Sultan chosen from among 42 Tribes. When another tribe is elected, they become Oghuz law enforcers, and his tribe becomes the Sultan’s guard. Both tribes are exempt from paying taxes, and their enfied knights are not compelled to supply men for drafting calls.
They live in solitary households from one of the 42 tribes, mostly as nomads managing large herds of horses, cattle, and sheep. Some live permanently in communities with huge crop areas, while others have chosen to live in towns and cities as artisans, dealers, and administrators.
Because families tend to strengthen through marriages with neighbouring families or, in rare cases, with members of other tribes, there is a significant divide between nomadic and urban Oghuz. However, when faced with external foes, they rapidly join together and become uniformed, as seen by their unusual high black caps. They are presently attempting to recreate their previous grandeur amid the power vacuum, led by Köktüq Bughan of the Bulaz. Who has begun to reconquer old parts of Turan, the name of the lands of the erstwhile Oghuzzan Empire, with his Celestial Army.
When the 1st Alliance defeated The Torch, Oghuz prepared to meet any attacks from the south. And their structure was as follows:
Izkzim Mims yl Korzz, the Sultan
Köktüq Bughan, the current Grand Vizir
Command, Royal Guard, Infantry, Cavalry, Auxiliary, Support, and Artillery comprise the Celestial Army.
All Oghuz Clans and consequently families are normally headed in one of these ways by the 42 Tribes.
- Chieftainship: This kind of leadership is widespread among Oghuz tribes. A chieftain, who is frequently a warrior or revered elder, leads the tribe with the help of an important council. Chieftains are adept in both combat and diplomacy, and they lead their tribes through both strife and peace.
- Khanate: The title of Khan refers to a military leader and monarch who is frequently hereditary and has power over the tribes and clans. Khanates are well-known for their strategic abilities and capacity to unify many tribes under a single banner.
- Shamanic Leadership: Spiritual leaders such as shamans or priestesses lead some tribes. These have a strong connection to the spiritual realm, interpreting signals, executing rituals, and ensuring that the tribe stays in harmony with nature and the supernatural forces that they think rule their existence. It is largely utilised by adherents of the traditional Tatongol methods.
- Elder Council: A group of knowledgeable and experienced people chosen for their wisdom and judgement. This style of leadership prioritises knowledge and group decision-making. Elders, who are typically regarded for their age and expertise, give tribal advise based on traditions and historical wisdom.
- Merchant Guild Leadership: Merchant guilds play an important role in urban or trading-focused Oghuz tribes. The tribe’s economic endeavours are directed by merchants who are competent in trading, negotiation, and resource management. Their impact frequently goes beyond business, since profitable trading may provide the tribe riches, stability, and cultural interchange.
Alaz Tribe: Approximately 200 clans – Medium Power
Chieftain Olpash Alaz – Master Blacksmith
The Alaz Tribe, founded by the legendary Alchemist Khalsh Alaz, are master craftsmen, renowned for their enchanted weapons. They survived the First Cataclysm and the Deep Blue Tsunami, forging alliances to defend against invasions.
Barsiz Tribe: Approximately 180 clans – Medium Power
Chief Zephyr Barsiz – Air Mage and Astral Navigator
Masters of air magic, the Barsiz Tribe sailed Astral winds, exploring hidden realms. They lost many during the First Cataclysm but became expert Astral navigators, exploring beyond imagination.
Basmyz Tribe: Approximately 220 clans – Medium Power
Chief Kasma Basmyz – Herbalist and Potion Maker
Led by Chief Basma, the Basmyz Tribe mastered herbalism and alchemy. After the Deep Blue Tsunami, they revived, becoming respected healers, crafting potent remedies and magical elixirs.
Berendez Tribe: Approximately 260 clans – Medium to High Power
Chieftain Raziya Berendez – Scholar and Historian
The Berendez Tribe, scholars and historians, preserve ancient knowledge. They safeguarded ancient texts during the First Cataclysm, becoming keepers of wisdom, guiding their people through the ages.
Bulaz Tribe: Approximately 230 clans – Medium Power
Chief Mulut Bulaz – Weather Shaman and Storm Caller
Weather shamans and storm callers, the Bulaz Tribe commune with the elements. They calmed storms after the First Cataclysm, earning respect as weather guardians, ensuring favorable harvests.
Chigiz Tribe: Approximately 250 clans – Medium to High Power
Chieftain Ilhan Chigiz- Beast Master and Falconer
Led by Chieftain Ilhan, the Chigiz are beast masters and falconers. They saved endangered animals during the Deep Blue Tsunami, becoming protectors of wildlife, living in harmony with nature.
Chorniz Tribe: Approximately 210 clans – Medium Power
Chief Nazli Chorniz- Seer and Diviner
The seers and diviners of the Chorniz Tribe, led by Chief Nazli, interpret omens and visions. They guided their people through turbulent times, foreseeing threats and opportunities.
Duoluz Tribe: Approximately 240 clans – Medium Power
Chieftain Yuran Duoluz – Earth Elemental Shaman
Earth elemental shamans and geomancers, the Duoluz Tribe mastered the land. They shaped their environment after the First Cataclysm, creating prosperous settlements, revered as earth whisperers.
Esegez Tribe: Approximately 270 clans – Medium to High Power
Chief Besin Esegez – Enchantress and Magical Artisan
Led by Chief Esin, enchantresses and magical artisans, the Esegez Tribe create wonders. They crafted enchanted items, protecting their people during invasions, earning respect as mystical craftsmen.
Fanglyz Tribe: Approximately 330 clans – High Power
Chieftain Jaruk Fanglyz – Fire Mage
Masters of fire magic, the Fanglyz Tribe harness the power of flames. They defended their lands during the Deep Blue Tsunami, becoming fire guardians, known for their fiery determination.
Garluz Tribe: Approximately 260 clans – Medium to High Power
Chief Tulzar Garluz – Botanist
Botanists and plant whisperers, the Garluz Tribe cultivates enchanted flora. They restored forests after the First Cataclysm, becoming guardians of magical plants, essential for mystical rituals.
Heraitez Tribe: Approximately 280 clans – Medium to High Power
Chieftain Nakan Heraitez – Warrior Poet and Battle Historian
Warrior poets and battle historians, the Heraitez Tribe preserves epic tales. They defended their people during invasions, their courage immortalized in songs, inspiring future generations.
Ihazaz Tribe: Approximately 215 clans – Medium Power
Chief Alayda Ihazaz – Water Mage
Water mages and aquamancers, the Ihazaz Tribe manipulates water elements. They purged tainted waters after the Deep Blue Tsunami, ensuring clean supply, revered as water protectors.
Jipchaz Tribe: Approximately 310 clans – High Power
Chieftain Lavid Jipchaz – Miner and Alchemist
Miners, Melters, Blacksmiths, Alshemists, Enhancers, Engravers, the Jipchaz Tribe bring forth resources, refine Raw Materials, and produce the finest of ingots, bars, and rods.
Kirghiz Tribe: Approximately 235 clans – Medium Power
Chief Vraya Kirghiz – Stonecarver and Sculptor
Stonecarvers and sculptors, the Kirghiz Tribe crafts marvels from rocks. They built fortresses after the Deep Blue Tsunami, their artistry admired, preserving ancient techniques.
Klobukyz Tribe: Approximately 185 clans – Low to Medium Power
Chieftain Qerem Klobukyz – Rogue and Shadow Dancer
Rogues and shadow dancers, the Klobukyz Tribe excels in stealth and subterfuge. They defended their lands with cunning tactics, experts in espionage, and infiltration.
Korząz Tribe: Approximately 205 clans – Medium to High Power
Chief Staya Korzaz – Spirit and Ancestor Communicator
Spirit mediums and ancestor communicators, the Korząz Tribe contacts the departed. They seek guidance from ancestors, ensuring their wisdom guides the tribe through challenges.
Kurykaz Tribe: Approximately 365 clans – High Power
Chieftain Cismet Kurykaz – Blacksmith
Melters, Weavers, Blacksmiths and Carpenters, the Kurykaz Tribe create elaborate products and pristine Raw Materials.
Kutriguz Tribe: Approximately 355 clans – High Power
Chief Fadir Kutriguz – Alchemist and Potion Maker
Alchemists and potion masters, the Kutriguz Tribe brews potent elixirs. They healed their wounded after the First Cataclysm, their potions revered for restoring health and vitality.
Merkiz Tribe: Approximately 225 clans – Medium Power
Chieftain Gelis Merkiz – Musician and Bard
Musicians and bards, the Merkiz Tribe spreads tales through melodies. They uplifted spirits during hardships, their music becoming a beacon of hope, uniting the tribe in harmony.
A clan consist of several extended families, often spanning multiple generations living together or in close proximity. Each extended family might include parents, children, grandparents, and sometimes even more distant relatives. The size of these families range from a handful of individuals to dozens or even more, depending on the wealth and influence of the clan.
As a rough estimate, a medium-sized clan consist of around 20 to 50 extended families. However, larger and more powerful clans might encompass over 100 families, while smaller or less influential clans could have fewer than 20. These numbers can fluctuate over time due to factors such as migrations, alliances, conflicts, and natural disasters.
It’s important to note that the specific number of families within a clan is highly flexible. Additionally, the Oghuz tribes have diverse clan structures, with some emphasizing larger extended families and others favoring smaller, tightly knit groups.
The most famous of all Oghuz are without doubt their current, Köktüq Bughan. Who at times lead their armies when they set out, thus taking command from the Generals. A habit even more rarely performed by their current Sultan, Izkązim Mimsę yųl Korząz.
They bury their dead out in the open and erect carved wooden statues somewhat resembling the deceased and surround it with monolithic stone figures. So their often rich graves are easily found, but don’t go robbing…
Last Updated on 2023-12-04 by IoM-Christian