Welcome to Moore Diversions
The Aura Unveiled!
Floating in the celestial void lies a ribbon of land and sea that glimmers not only with the reflected light of the star and moon it encircles, but with the radiance of Magic itself. An Aura locks it in an era of sorcery, steel, and creatures long gone to myth on our world.
Here, the gods themselves kindle mortal terrors and inspirations. Races of elves, dwarves, and humans, populate this world, balanced precariously against other, darker, races and their gods. Among each race are those blessed with the ability to sense, and sometimes control, the Aura - the font of all Magic. In this world of High Fantasy, magic breathes and moves through every creature, every stone, with a vitality unknown to our technological world. Clergy call upon their deities to grant favors and guide their paths. Noble warriors do battle with maleficent beings. Thieves and assassins practice their trades in the shadows around them. Smiths, scholars, & alchemists make their livings sometimes as simple merchants and guildsmen while others are driven by wanderlust to be adventurers themselves. This is a world where the legends you will build come to life. This is the world of AURA Dark Age Fantasy!
Set on the original world of Iridor, The Aura Unveiled Dark Age Fantasy is our flagship genre.
Click here to learn more about the world of Iridor and the continent of Narria
Current events on the continent of Narria
A listing of Who's Who on the Narrian Continent
Click these links to learn more about being:
Click these links to learn more about what these are:
Alchemy is what passes for science on the world of Iridor. They are the mundane healers and maintainers of the populations' general health. Though some are dedicated to darker purposes, such as poisons, most perform basic surgery and concoct potions to restore a person to good health, or at least allow them to function long enough to get away! There are even those alchemists rumored to be searching for ways to transmute metals into far more precious substances. In the strange times that have befallen the continent of Narria, being an Alchemist is a lucrative career.
Want to learn more about Alchemy? E-mail Kelley Birkner
Called upon night and day to repair metal weapons and armor, a Narrian blacksmith, in these strange times, can make near as many greens as an Alchemist. Smithing is divided into two separate vocations on the Narrian continent, the fieldsmith and the forgesmith.
A typical adventurer is a fieldsmith. Someone skilled in making field repairs to arms and armor so that the bearer can live to fight another day. Anyone can learn to be either smith.
A forgesmith, differs from a fieldsmith in two ways. A forgesmith must have a forge, and therefore tends to be stationary, and a forgesmith can repair and CREATE weapons and armor from scratch.
Want to learn more about Smithing? E-Mail Chad Moore
Want to learn more about in-game weapons construction? Andy Lynn

Sword & Dagger
Clergy play an important role in the day-to-day life of the Narrian people. Six ancient and eight young gods line the Narrian pantheon. Most Narrians are devoutly religious and take the worship of their gods seriously. Though the official religion of the Empire is that of the Air God, the younger gods' popularity has surpassed the four elemental gods and the celestial gods. Do not think that the worship of these older gods has passed entirely; the elves of Wesmoor still remember their ties to the old ways as do the dwarves in their mountain halls.
In the human settlements, it is uncommon to find large congregations devoted to the old ways, but at Imperial functions, such as coronations or trials, a priest of the Air will always preside.
The people look to their clergy for guidance, blessings, and miracles. Any cleric in sufficient favor with their diety can perform such acts as healing an injured limb or purging a disease. It is said in ancient lore, that the most powerful of clergy can even raise the dead to walk amongst the living once more! God information is available on request. E-Mail Chad Moore
As with any society, there exists an element that does not follow the social and political laws of civilization. These men and women are the thieves and assassins that inhabit the world. Granted, while anyone can steal something or anyone could kill someone, only those who are guilded are considered true professionals.
A guilded assassin enjoys a few benefits that a regular murderer would not. He(or she) enjoys guild protection, a place to hide, and a steady flow of greens. A simple murderer finds themselves in serious trouble if caught, where a guilded assassin may be a simple pay-off from freedom.
Like the assassin, a guilded thief enjoys the protection of his guild and a steady stream of contracts. Both professions take great pride in what they do and become "disturbed" when unguilded scabs begin to work in their territory. Though similar, the two professions prefer to remain apart and not intermingle their business. It is an insult to involve one guild in another's business. A person can belong to both professions, but they'd best be careful to never let interests conflict.
It is said that there are many guilds of both professions that wander Narria. It is even rumored that one of the assassins guilds is commonly employed by the Royalty of the Empire.
Want to learn more about thieves and assassins? Ask Tim Doyle
So you think you have what it takes to be a scholar, eh? The Imperial Narrian Scholars' Guild may be the place for you. If you enjoy musty tomes of forbidden and ancient knowledge, or if you want to crawl to the farthest reaches of the continent in search of a crystal statue, then read on!
The Imperial Scholars' guild is an organization made up of a large number of the nation's smartest individuals. It is made up of several brances including the researchers, the scribes, the teachers, librarians, and arbitrators.
The researchers are those men and women who brave the darkest forests and most dangerous wind-swept mountains to find the lost statue or tome. The scribes are those who dedicate their life to writing down everything a researcher finds, or to copying tomes that are decayed with age. Teachers see to the education of the populace. Librarians keep the stored knowledge that the rest of the guild gathers. Arbitrators are called upon to act as civilian judges. Though they have no true legal backing, most litigants adhere to their decisions as they are considered the wisest of the wise.
Want to learn more about the scholars? Ask Diane Moore

A scholar's book
Demonic perverters of reality to some and the source of all true knowledge to others spellcasters are among the most varied people in Narria. To be a spellcaster, one must be aware of the magical Aura, the magical field that surrounds Iridor. This is a trait that is decided by the Aura, or perhaps the gods at someone's birth and can almost never be gained in later life.
Much like other professionals, spellcasters tend to congregate into orders. There are many orders that walk Narria, but only the Coven of Light, an order dedicated to chasing down and destroying evil, and the Brotherhood of the Broken Wall, an order that is dedicated in service to the Emperor, are widely accepted by the populace. Other orders are looked upon with suspiscion because the general Narrian population feels that when mages get together in groups, bad things happen. The most accepted of all mages by the Narrian population are those mages who have foresworn orders altogether. These unaffiliated mages are looked upon as helpers to the people at large and wise scholars in their own right.
Want to know more about Spell Casting? Ask Chad Moore

Tanners are tasked with the repair of leather and cloth goods such as gloves and soft armor. A tanner is an important part of any town, however, and may be called upon to repair items such as sails, pouches, and waterskins. Tanner now falls under "Smithing."
Want to know more about leatherworking? Ask Chad Moore
Not everyone can be a spellcaster. It is a rarity indeed that someone on the continent of Narria is blessed by the Magical Aura itself. This blessing is in the form of Magical Awareness. This means that you are aware of the Magical Aura and the workings of magical energy. It also means that the Magical Aura is aware of you. It has long been theorized by Narrian mages that the Aura is a living, thinking creature that picks and chooses who will be blessed. Coincidentally, it would seem the the race of elves are particularly loved by the Aura, for they, as a race, are said to all be magically aware.
Want to learn more about Magical Awareness? Ask Chad Moore
Nobility is very important to the Narrian way of life. Anyone who is declared noble for whatever the reasons is given a great (sometimes suffocating) amount of respect. Though there are several ways to be considered nobility, the one that gains to most respect is to have noble blood. To be born into a noble (or perhaps royal) family is one of the highest honors in the Empire. It also carries with it the curse of heavy responsibility. Men & Women from all around may hang on your every word, obey your every command, and die for your honor. Chilling thought, isn't it?
Want to know more about Noble Birth? Ask Chad Moore
Little is known about what causes this strange phenomenon. What is known that the unfortunate "Victim" is cursed with visions of the future. Sometimes, these visions are simple and straightforward. More often they are horror filled flashes which cause great distress and sometimes pain. One other thing is known about the "Victims," they cannot cast magic.
Interested in the Wracked Dream? Commune with Chad Moore
A warriors' guild is a good way for the travelling mercenary to get regular jobs, support, and training. The warriors' guild skill can be any organization of warriors that come together such as the Imperial Army, a Town Guard, or simpy a Mercenary Band. One of the most famous warriors' guild is the Imperial Knights. A character starting out in such a guild can choose what guild they belong to. For instance, a young adventurer may pick to be an Imperial Knight and they start as a squire. When Warriors' Guild is combined with either Noble Birth or Recognized Name, the adventurer has rank in that organization (such as Captain).
Intersting in joining a guild? Ask Chad Moore
This page was last edit on April 14, 2007 02:50 PM by Chad Moore