We're glad you're having a look at Messiah, and we are excited and proud to bring you an expansive, open-world original fantasy game, lovingly nurtured over the course of two years. We hope you enjoy your stay!

Messiah takes place in a fictional world, modelled somewhat after our own, where magic is new for humes, and the people have become fearful of it, where back-stabbing and well-worded politic games win the war, where dragons roam the skies, and noble houses struggle to further their name and protect their own. And somewhere, out there, is the Messiah, prophesied to be destined to someday rid Azaleon of all humes that cannot use magic… what does that mean for Azaleon? And what will happen to it when the glass castle comes crashing down?

This guide will get you started on your journey with Messiah. Joining us is rather simple, we're sure most can figure it out pretty easily, but for those that would like a step-by-step guide, we present the Starter Guide.


In the beginning, it was only the ilim, and the land. In time, humes discovered their safe-haven, and the ilim welcomed them with open arms, readily sharing what they had. But, humes ever desire more than they have, and pushed further across the continent, building cities, and nations. The ilim were driven into a smaller and smaller territory, now called Galace, the last stronghold of the children of Azaleon.

And the ilim knew war. The hume nations slowly whittled away until there were but three: Dalmasca, Jihon, and Macenia. Dalmasca and Jihon were always at war with Macenia, seeking to reach Galace's resources and claim them for themselves, but the Macenian humes refused to bow and let them pass.

In hope that they would understand the ilim, and learn to live in harmony as they did, the gods bestowed unto humes magic, but it was not the gift they'd intended, most hume magi going crazy, over time. The people became fearful of hume magi, many casting them out when they were found, more outright executing them.

A prophecy was told, that foretold the coming of a mage called the Messiah, that would rid Azaleon of all humes incapable of using magic, and bring a new dawn to Azaleon. But some do not rely on prophecies and would- be. In Dalmasca, a storm rises, as a young boy aims to claim the imperator seat for himself, and stop the fighting. He has much opposition. Do you stand with the cobra, or will you seek to behead it?


In order to participate in Messiah, one will first need to register an account on the forum. Please register an OOC account; we have a different way of handling characters, you will not be registering them. One is welcome to use whatever name for this OOC account as they would like, so long as it is not already in use. Once registered, one may want to log out, and back in, enabling "stay logged in" on the way back in. This is due to the software automatically logging users that are auto-logged in back out after an hour, and, if one is amid doing something when this happens, they will lose what they were doing.

Once this is done, find the users icon at the top of the site on the bar (one's username should be up there, and the user icon looks like this  , first one from the left). From this page, click "Create New Character."

Character Building

Note: Characters cannot be logged into directly. They essentially function as aliases, not separate accounts.

When you click "Create New Character," the system will present a series of fields, text boxes, image uploads, and select menus. Fill out as much, or as little, of this as you'd prefer. Enter character name as First Last (if your character has a House, their House name will be their surname; slaves do not have house names, and many commoners may not, either).

When done, tick the complete checkbox, and save. You can save this as many times as you want, with complete unchecked, and it will let you continue building the character until they're done. When it's saved with the complete box checked, it marks the character as active, and you can then post with them. That's it, all done!

Note Two: When a character posts to a thread, that thread, if it has not been already, is added to that character's thread tracker automatically (no work on the player's part, it happens on its own). One can manage a character's tracker through the Thread Tracker button in their entry found via the users icon on the top bar on-site. This allows one to remove tracker entries that were added accidentally, due to misclicking and posting with the wrong character or similar, and add thread notes. These can be left blank, or used to keep notes or thread summaries about each thread a character has been in.

Getting Around

At the top of this page is a horizontal list of links (if one is on a mobile device, this is a button with bars at the top). This bar holds a collection of all the links to the varying lore pages on the wiki. There are a few auto-lists on the board itself, under Who's Who (play bys in use, the in-character thread time-line, and the open thread list). It is recommended one reads as much of what is available to them before deciding on a character background as possible-Azaleon's setting is rich, and one may find their character concept better suits a different angle than they first thought.

Secondly, please be aware some aspects, in order to keep extraneous fluff documentation down, of the setting lore are loose and dropped in small bits in sometimes seemingly random places. This is purposeful, for reason mentioned above, and secondarily, because it is meant to be interpreted by the player characters however they may do so (e.g. the gods are all loose-characters are free to believe how they want to believe).

As the PM system on Messiah is disabled except for staff communications, it is recommended to post a plot thread at some point, or join the Discord. One can also just post opens, if they like, or get to know their fellow players in the Member Discussion board. There are plenty of ways to get going on Messiah, even without the PM system.

If there are any questions at all, we encourage posting in the Guest Services board, even if one is no longer a guest, or asking in the shoutbox at the bottom of the site. The staff of Messiah rather enjoy questions, and we'd be glad to help out.

If you'd like to help keep the wiki up to date, use the button below to become a member of the wiki community. If you do not have a Wikidot account, you'll be prompted to create one.

Unfortunately, no one can read minds. Your bestest best bet is going to be posting in plotters, starting an open thread, or posting in one already up. Yes, we do answer opens; every open ever posted on Messiah has gotten replies. Alternatively, post in plotters to get ideas going, or post your own and add in anything you had in mind for your character, what kinds of plots you're looking for, it helps us figure out how to integrate you easiest, but we can't just guess with nothing to go on. Likewise, understand that each member posts at a different speed than everyone else. If one thread isn't moving fast enough for you, get into another one. We're not going to rush people, it's not nice.

Reading Guide

Of course, an expansive original world often carries with it many pages of information to read; but, in many cases, at least a third of Messiah's documentation can be ignored until a later time, or learned about during play, instead of read and absorbed right off the bat. In order to get a better feel for what a new user needs to read, based upon the character angle they wish to take, we present the reading guide. This short run-down summary of pages will go over what each page in the wiki covers, and what character angles/types would need to know and understand these pages, so that our guests and new members can get a solid idea of what they need to know to get started.

Remember, information about government, religion, currencies and trade systems, views on magic and auratech, technological advancement, and culture, are unique per region/nation/city. As such, this information is not in a single page, but rather written about in the location pages. It is recommended to skim all the location pages, at least, before deciding on a place of origin for one's character, as each area is different, and what looks to be a good idea at first glance, may actually not be the best choice.


  • This page, essentially, just goes over the general history of Azaleon, the origins of our races and their interactions with one another. Much of this is probably taught in educational institutes and by tutors, so the even slightly educated have probably heard these tales before.


Aura and Magic

  • This page covers how aura and sorcery work in our setting. One generally does not need to bother with this too much unless they intend to make a mage, or an ilim or were, as ilim are innately capable of sorcery, and weres eventually develop the capacity.

Blood Games

  • Think Roman gladiator games, and you're pretty much right. The Blood Games are a very old means of entertainment in eastern Azaleon. Most of everyone are familiar with the concept of the Blood Games, but only blood trainers, blood fighters, and those that attend the games frequently, really need to know the semantics of them.


  • Here, one can find all the world, nation, and city maps. May eventually have some House estate maps. At the moment, it only has the world map, but it's useful to know where everything is.

Social Classes

  • Several of the setting locations depend on a strict social classing hierarchy. As such, if one is in one of these locations, it's good to be familiar with how their society is structured.


Free City Index

  • Here you can find the list of all the Free Cities that are established in board canon, and links to their individual pages. While each city is different, they do have a few common trends. The Free Cities are scattered around the west side of Azaleon, and are all independent city-states, home to their own technology levels, cultures, and etc. The Free Cities are extremely accepting of mages and sorcery, and are the source of auratech, and use it the most.

Durya: The farthest to the west, Durya is a newer free city, and is heavily agriculturally and fishing-leaned. Durya is settled on an island, and is, in theory, a democracy, but is more of a technocracy. Duryan names tend toward Hindi.
Haradi: The closest to the east, Haradi is settled at the base of the Ivory Mountains, just outside Dalmasca, and is known for its heavy gemstone mining and logging industries. Haradi is a monarchy, ruled by King Sidonai of House Assad. Haradi pioneered the auratech movement, and is one of the most advanced. Haradian names tend toward Hebrew.
Highwind: Furthest north lies the city of Highwind, settled near a large forest. Highwind is relatively poor, overall, but they depend on farming and logging industries. Highwind is a republic, ruled by elected leaders. Their names tend toward Germanic and Slavic.
Saqqara: Nestled to the southwest, within a desert between two mountain ranges, Saqqara is the oldest Free City, established nearly three thousand years ago. They depend on farming, and are a mecca for education and medical science. Saqqara is also highly technologically advanced, and are a monarchy, ruled by King Sahura of House Lucain, the same man that founded the city. Their names tend toward African and Arabic; older Saqqarans may be named in ancient Egyptian.


  • Messiah's overall tone is driven almost exclusively by the action and interaction of the noble houses. Essentially, our houses replace a traditional faction system, as all groups and organisations on the board are essentially just an extension of a house. These may be highborn, lowborn, or somewhere in-between, and most can and often do serve a higher house as one of their vassals. Dalmasca, Jihon, Galace, Haradi, and Saqqara have nobility, and thus prominent noble house systems, but Macenia, Highwind, and Durya, do not. There are dozens of houses; please see the house page if you're interested in them. Some are run by NPCs, some are "placeholder" houses that can be overthrown and replaced by a player-made house, or taken over by a player and moved forward.
  • Due to the nature of Messiah, the house list and ranking will shift and change over time, as houses fall and new houses take their place. One can move their minor house into a major slot, if they play their cards right, and time their movements well. Can you lead your House to glory?


  • There are four nations in Messiah's setting, each with a different culture, technological level, different tones and sometimes, even almost entirely different fantasy sub-genre settings. Much of our IC focus is on Dalmasca, but the other nations will open up for play as we get characters in them. The nations, in comparison to the Free Cities, do not tend to tolerate mages very well, but only Jihon has outlawed sorcery outright.
  • Note: There are no physical appearance separations in Azaleon. That means anyone from anywhere can look any way their player wants. There are black people from Jihon, just the same as there are Asians from Dalmasca and white people from Saqqara. There is NO separation. You cannot LOOK Jihonese. You can't.

Dalmasca: One of the largest nations in the line-up, Dalmasca is situated to the southeast coast of Azaleon, bordered by Macenia to the north, Jihon to the southeast, and the Free Cities to the west. It is a monarchy, ruled by the Imperator, and has a notable patriarchal lean, but no aversions to homosexuality. Dalmascan slave owners tend to be extremely vicious and brutal to their slaves, maybe half the time a slave owner is not, and it is extremely rare that they're ever kind. Names in Dalmascan tend toward Latin and Greek. Warning: Dalmasca is Terrible.
Galace: The last stronghold of the ilim race, albeit not only ilim live in Galace now, this nation is the largest, and spreads across most of north Azaleon. It uses its natural resources in ways the other nations do not know how to, and are, while technologically advanced, advanced in different ways; the Galacese do not disturb nature for their convenience, instead working with it. It is a monarchy, ruled by the Galacese Emperor, and their names tend to lean Elfish styled. Galace is bordered to the southeast by Macenia, and to the southwest by the Free Cities.
Jihon: An island nation off the southeast coast of Azaleon, very close to Dalmasca, Jihon is bordered by Dalmasca, with Macenia's Aesia Isle to the north. Jihon is feudal, and tends to fight itself more than others, but it is also one of the strictest nations, and has no tolerance of mages, or homosexuality, and it is extremely rare women ever come to power. The Jihonese are the most normally technologically advanced, as all their advancement is pure machine, no magic. Jihonese ignore their slaves, rather than being brutal, and their names tend to be East Asian.
Macenia: A collection of tribal nations, rather than any single, united nation, Macenia is home to nomadic and sedentary tribes alike. Thus, there are permanent settlements here and there, and the tribes will occasionally war over territory and resources. In many cases, the victorious tribe will enslave the tribe they conquered, and either keep them, or sell them to Dalmasca themselves, but it is becoming rarer as more of Macenia begins to despise slavery, but it is not usually terrible to be a slave in Macenia, being akin to a mutual beneficial arrangement. Sexuality is very fluid in Macenia, and the women kick as much ass as the men. Macenian names tend toward Celtic, and by Celtic, we refer to most of western Europe (Gaelic, Gallic [French and Dutch], and Spanish).


  • Our site has very few individual races, with a majority of the variance in our character types being the region they come from, but there are a few. They have a notable, impactful history with one another, and one race is more of a mutation/fusion than a race in its own right. Note, dragons do exist, but they are not playable. One may come across an NPC'd dragon here and there, played by a veteran member, though.

Hume: The standard human, but no one uses that term, they're called humes. Humes came to Azaleon some few thousand years ago, and settled the continent, eventually taking over a vast majority of its land. Humes have never been capable of magic, until now, and to say the least, there's some minor panic. Humes live, on average, about 60-90 years.
Ilim: The natives of Azaleon, also known as the children of Azaleon, the ilim are small humanoid creatures that look something like small children most of their lives, bearing some kind of mammal's ears and tail (either a canine, a feline, or a rodent), and paws instead of feet. The ilim have been pushed into a small territory to the north of the continent, and, due to their physical fragility, do not do well in terrestrial battle. However, ilim are extremely skilled magi, having had sorcery long before humes even knew that it existed, and have the ability to hear the planet and nature in ways humes never will. Ilim will generally live several hundred years, and their youth takes almost as long to fade.
Were: Sort of a fusion of hume and ilim, weres shift between hume form and animal when the moon is high. If it bleeds, there can be a were of it. The weres were created by the ilim and their few hume allies, to protect Galace and the ilim peoples from hume encroachment. The weres have now mostly clustered together in the Free City of Saqqara, with over half the city's populace being were, but many weres are scattered across the continent. They are extremely durable, and many things that will kill a hume barely injure a were. A were's lifespan is variant; they live until they give up on living, and that may take only a few years, or it may take thousands.