Azriel

Azriel, The Fallen Priest
Azriel Abdelaziz, known as the Necromantic Fallen Luxite Priest, stands as a testament to the grave consequences that can occur when curiosity oversteps its bounds. Unleashed from an ancient tomb beneath the town of Sha'azadiya, Azriel and his enslaved Shahs of old have re-emerged, threatening the peaceful balance of the Lusarii Imperium and the lands beyond. This dark figure, once sealed in the annals of history, now poses a challenge to all who would defend the harmony of creation.

Luxism Priesthood
Azriel, initially a servant of Lux, the beacon of light and the divine architect of creation, held a prominent position in the Luxism Priesthood. Guided by the principles of light and divine wisdom, the Luxites are revered in the Mesa Deserts of Ummarnu and beyond. However, Azriel, seduced out of anguish by the forbidden shadows of necromancy, fell from grace and turned against his divine vows.

The Grand Loss
The Deserts of Ummarnu, far before Solisios used to be ruled by 13 Shah's in 13 Tribes who's desendents still inhabit the region. All were linked by the religion of Luxism. Azriel along with being a HIgh Priest of Lux ws also one of these Shah's of eld. Until a arcane plauge swept through the Lands killing a majority of the populace of Ummarnu including the his close friends, the other 12 Shahs. During this period he begged and pleaded with the Gods Lux and Tenebris but it is assumed that they and the other Lords were too locked in the Eternal Conflict brought about by the Plauge to answer.

Azriel's Fall to Necromancy came from his unchecked curiosity and thirst for forbidden knowledge. So he forsook his vows and revived his friends in a crude mockery of life using magics of void and soul in a transgression against even the God of Darkness Tenebris and his Lord of Death Pburadi themselves.

This betrayal marked a significant loss to the Luxism Priesthood. Azriel, using his newfound necromantic powers, summoned the Shahs of old from their eternal rest, intending to use them as pawns in his scheme to forcefully convert not only all of Ummarnu but the entire Western World to Luxism. This catastrophic event, later known as The Great Loss, plunged Ummarnu into a state of crisis.



The Sealing of the Tomb
In an effort to curb Azriel's growing power, the Luxites, with the aid of their God of shadow and silence, Tenebris, sealed Azriel and his undead Shahs within a tomb. Their sacrifice ensured that Azriel's reign of terror ended, restoring peace and balance to the Imperium. Yet, this peace was to be temporary. Centuries later, an excavation beneath the town of Sha'azadiya inadvertently broke the seal, freeing Azriel and the Shahs. This grave error, born out of a quest for knowledge and understanding, disrupted the Eternal Conflict between Lux and Tenebris, causing them to turn their divine gaze upon the mortal realm once more.



The Prisimatic Prophecy
This awakening triggered the Prismatic Prophecy, an ancient foretelling that predicts a time of great trial, where heroes of different hues would rise to confront the shadows cast by Azriel and the Shahs. This prophecy speaks of twelve heroes of Prism - each representing a color and a unique power - who will stand united to restore peace and balance to the Lusarii Imperium and the world.

As of now, the Lusarii Imperium and the lands beyond have been called upon to rally against this resurgent threat. United under the watchful gaze of Lux and Tenebris, they strive to right their wrongs and reseal Azriel and his Shahs back into oblivion. The trials that lay ahead are fraught with danger, but in unity and resilience, they hope to prevail. The Prismatic Prophecy stands as their guiding beacon, an enduring testament to the hope and the power of unity in the face of darkness.

The Prisimatic Prophecy
 When twilight fades and dawn's light dies, 

'' From the ash of old, the Shahs shall rise. ''

 By necromantic magic revived, 

'' Twelve before Solisios, by death untried. ''

 Azriel, the Fallen Priest, returns from shadow, 

'' To guide the Shahs, his hand in command. ''

 Bathed in the blood of ancient sorrow, 

'' He aims to rule the Lusarii land. ''

 Yet hope persists in colors bright, 

 In Heroes of Prism, a radiant light: 

 The Devil of Red with flame in hand, 

'' And Warlock of Orange, whose magic is grand. ''

 The Bard of Yellow, with songs of power, 

'' Angel of Blue, in the desperate hour. ''

 Daemon of Green, with darkness' might, 

'' And Indigo Hero, champion of right. ''

 The Mystic of Violet, with the arcana of old, 

'' And Thief of Tan, daring and bold. ''

 The Pirate of Gold, of sea and sand, 

'' And Wizard of White, with staff in hand. ''

 At last, the Beast in Black appears, 

'' Stoking in all the ancient fears. ''

 Yet among these champions bright, 

'' Only together can they set things right. ''

 Each to their destiny must hold fast, 

'' To conquer the shadows the Shahs have cast. ''

 United they stand, divided they fall, 

'' Under Prism's light, they'll answer the call. ''

 Thus foretold is the time of trial, 

'' When heroes brave must walk the mile. ''

 To face the Shahs, and fallen Priest, 

'' And bring to the land, a lasting peace. ''