World A Heroes Rivalry: Lore, Religion, Houses

Currently reading:
World A Heroes Rivalry: Lore, Religion, Houses

Lore N. Fables

Demigod
Inner Sanctum Nobility
Inner Sanctum Nobility Corrupting Influence Challenge Champion Confirmed Responsible Adult 10000 Likes!
Local time
Today 5:12 PM
Messages
4,250

There's 4 houses in Athios,

1.) House of Squires
The house where Knights and warriors are made. Young men from noble families, as well as farmers sons, provided they sent along a hefty amount of coin with their children. This was a house for the Warrior class.
  • Templars: Hunters of rogue mages. Trained in countering and weakening the mana mages have access to. Be it via potion, blood, or the surrounding elements. They are tested at a young age to see if they are able to counter the magic most mages use.
  • Beserkers: These are the truest and deadliest form of the Warrior class. Most of those who train in this, are more or less Barbarians. They use pure rage in order to fight well. They also have the highest death rate, but the ones that outlive the others become stronger with each battle.
  • Tamers: These were the warriors that fought alongside beasts. Their tasks were to venture out, capture a beast, tame it, and train it. These were initially part of the Rogue class, (House of Mathus, founder of the house of rogues), and though they still have the bigger branch, several of the warriors had shown a talent for such a feat, hence the creation of the specialization.
2.) The House of Mathus:
This house was founded by Mathus Artenius, one of the assassins responsible for helping defeat the Demon Lord Asterax in 250 A. F. during the Second Cataclysm.

  • The Tempest: They used potions and poisons in order to defeat their foes. With the heavy study of elements and the combinations of certain chemicals, they were able to make deadly but useful potion that they could use at close range or distance.
  • Assassins: Pretty much how they sound. This is getting long, so I will elaborate a little later on this one.
  • Sweepers: These were the stealth group that would go in first. Highly skilled in stealth, they were the Assassins back up. The assassins job were to take out specific targets. The sweepers would move in with the assassins and serve as a distraction, as well as take out any stragglers that would be a hindrance or raise the alarm thereby making the assassin's job harder.
The House of Anthinius: The Political stronghold. This is the house of future political candidates for Athos. The political system was rather important like most realms. Without the diplomacy of the few that managed to earn a seat in this house, were usually sent right after they were born, raised by nurses, and began schooling as soon as they were able to walk, though the studies began sooner than that.


I need to update this... But still, it's a WIP.

@Andraus Tagging you again so you can bookmark this. I'll move more stuff over so it'll be easier for us, (or me rather), to keep up with it.
 
Last edited:
The Realm of Magion:

Have you ever stood at the colossal remnants of an ancient civilization? Then you may understand how he, along with many of House Valkyr, view the Immortal Empire. Something in those ruins touched deeper than simply science or magic could, and as well as researchers and explorers, they are now Mystics and Arcanists. He seeks the ancient ruins, the relics and artifacts of the Immortal Empire, and their maps and charts. He wishes to find Khar Skiron, Capitol City of the Empire.

Once, they had an empire that stretched far and wide, across continents and across oceans. Yet, in this age, it is only ruins and fragments....why? What happened to the Immortal Empire? Where did they go? and most importantly...is what happened to them going to return?

House Valkyr-
Descended from Magic Adviser to the King before his exile, Ossus Valkyr, House Valkyr prides itself on its knowledge of ancient civilizations and the many relics that it has garnered over their kingdoms short life. It maps the ancient sites of the Immortal Empires cities, searches its lost halls and ruined castles for its history and excavate the bones of the fallen to understand more about the world around them. Their research has become the primary rail which the train of Magion's Progress has sped across, improving their quality of living bit by bit at the time. They are also responsible for the training and teaching of the citizens of Magion in the magical arts, and are known to be the First Ones to instruct the Heroes should they ever come. Though Reluctant to train the Hero of Athios, they acknowledge that the Hero serves a bigger function than politics, and aim to assist however they can.

House Fiel-
Fiel is the Imperial word for Farmland, a fitting name as the nature of House Fiel is to develop the ecosystem that Magion thrives in. Lifecrafters, Shapers, Druids, and Earth Mages reside within these halls, working endlessly to make Magion livable. They work to create the grasslands and tropical beaches that many in Magion call home, tend to the farmlands so that their produce can support its people, and repair the damage to nature that Mortal Hubris causes. Unlike many among Magion, House Fiel supports open cooperation with their distant cousins in Athios, if only to spare the world yet another war that will cause unnecessary harm to the worlds ecosystems.

House Tethrys-
A House situated at the Mountains of Burning Glass, a Volcano situated in the desert, House Tethrys is descended of those that had once accidentally caused the Second Cataclysm, and who are known to dabble in the darker research that few even in Magion would associate with- Necromancy, Demon Summoning, Blood Magic, Soul-Binding, all the types of Dark Arts that made casting them out seem reasonable! The only reason they had not been exiled themselves is due to the natural resources of the Mountains, and they offer this and coin to House Kiara in exchange for protection. Powerful, but secretive, and their motives always in question, many wonder if House Tethrys truly serves Magion's Interests.

House Kiara-
House Kiara is the Founding House of Magion, born from Kiara Gallamius, Third Child of King Ald'Ruhn. Though Princess Kiara likely could've forsworn her magical arts and remain, she chose to travel with her lost people to their Exile, aiming to guide as many as she could somewhere safe. Acting as a standard to rally behind, the Knight-Enchanters of Athios's Military serving as her soldiers, she guided many to what is now known as Uldein, the Capitol of Magion. After her death, her Eldest Daughter took her mothers first name as her last name, wishing to distance herself from the Bloodline of Gallamius the Betrayer, and thus the Line of Kiara became the rulers of Magion. The seat of Magions Power, it is also the Heart of their military might, the Office of the Knight-Vigilant.
 
Religions & Deities:

The Seven Exiles

Worshipped as the great pantheon of mankind in Athios, the history of the Seven Mercy's, or as they're referred to in the ancient history, the Seven Exiles, is one shrouded in as much superstition as it is political contradiction. Their history is tied to the ancient Myth of Mankinds travel to the land known as Dystrexion.

Hailing from the lost homeland of Celara, where Humanity had waged a pointless war against itself that tore the land asunder, seven beings that were once human, whose names had been long to the centuries, travelled across the Sea of White Towers in search of a new place to call home. The journey across the sea was difficult, and hundreds died from illness and starvation, but after such a treacherous journey, Mankind finally settled upon the land that would one day be known as the Territory of the Immortal Empire- Dystrexion

- The new land was stated to be beyond the recognition of anything the Seven had seen- the settlers dismantling all, but one ship, using the material to build their homes in what would be known as Farzad. From there, they expanded eastward, into the lands that would one day be known as Magion, described as then as a lush jungle of verdant life and powerful energies. The Settlers, however, faced numerous difficulties- The land was full of creatures that were considered hostile, the unfamiliar terrain made expansion slow and taxing, and Magion itself was ruled by a group of dark-skinned beings known as 'Yuthra', though their exact species is unknown. The Yuthra were ruled and worshipped the native dragons as Gods, beings the ancient settlers had never before encountered, and when they refused to submit to worship, the result was apocalyptic.(edited)

_ The Settlers lacked the magical capabilities that would one day become prominent in the Empire, and through an act of pure and unrelenting cruelty, the native Yuthra struck Mankinds settlements, before finally wiping out Farzad in what would be known as The Night of the Screaming Moon. The only survivors of the tragedy were the Seven, spared as a 'Mercy' to the human race by the Dragons, allowing them to sail back west to spread word of what had happened. What had been expected by the dragons as a simple act of deterrence and correction, would ultimately become their downfall- The Seven returned to native Celara, now known as the Seven Mercy's, and spread word of the atrocities that had happened. Uniting what remained of the human race for the first time in written history, the Natives of Celara all sailed for Dystrexion, some say burning their maps to strengthen their resolve.(edited)

_ United against their great threat, carrying with them the knowledge of years of warfare, and the strength of the Human Race, the Seven lead a brutal war of retaliation against the Dragon Cultists and the Ruling Dragons. This became known as The Hundred Years of Blood as it is stated that the violence from both sides was so horrific, it scarred Magion forever, turning the once verdant forest into a barren desert. Finally, after a hundred years of war, the Seven held the remaining dragon kings and Yuthera at blade point. Instead of massacring them and bringing an end to their nation, much like the Dragon's had done, the Seven showed mercy- offering their lives in return for their gift of magic. Thus ended the war- The native Yuthra mixed blood with the Humans, creating the standard human you see today, and the Dragon's awarded the mercy of the Seven by gifting them their titles and sharing with them their knowledge of magic and spellcraft. Guidance, Faith, Wisdom, Justice, Forgiveness, Healing, and Life were ascended to an almost deity-like status, and vowed to continue watching over Mankind, even as their skin and bones turned to ash. Their bloodlines would continue ruling the lands of mankind as Humanity expanded, becoming what is now known in history as The Immortal Empire. Today, this ancient exodus is seen as a story of pride among the citizens of Athios, who believe that even now the Seven protect and guide them, just as they did from ancient Celara centuries ago...(edited)

The First Mercy- Guidance https://www.rpnation.com/proxy.php?image=http%3A%2F%2Fgeofotoput.ru%2Fwp-content%2Fuploads%2F2013%2F08%2F44-186.jpg&hash=7207841803fc667cae1fe6e724cef7a5



The Second Mercy- Faith https://www.rpnation.com/proxy.php?image=http%3A%2F%2Forig05.deviantart.net%2F7f74%2Ff%2F2013%2F066%2F4%2F8%2Fnorthern_cross_priestess_by_lasahido-d5x8sk1.jpg&hash=f3cf69d69c9296643e3d917ac82e8f6b



The Third Mercy- Wisdom https://www.rpnation.com/proxy.php?image=http%3A%2F%2F67.media.tumblr.com%2F69fdc6264f335f1ce0e4cafcd0566566%2Ftumblr_nb66fdxloB1thxsmlo1_1280.jpg&hash=1b76c6e99084b3db03af119078df7865



The Fourth Mercy- Justice https://www.rpnation.com/proxy.php?image=http%3A%2F%2Forig02.deviantart.net%2F0fb1%2Ff%2F2014%2F258%2Fe%2Fd%2Fcleric_by_joshcalloway-d7za0ya.jpg&hash=2804635e272039ddb84cad96bb5f6907


The Fifth Mercy- Forgiveness https://www.rpnation.com/proxy.php?image=https%3A%2F%2Fi.ytimg.com%2Fvi%2FvnCOgPFhpXc%2Fmaxresdefault.jpg&hash=1e6b0c7606d10275c5649045860f0e1c


The Sixth Mercy- Healing https://www.rpnation.com/proxy.php?image=https%3A%2F%2Fcdn0.artstation.com%2Fp%2Fassets%2Fimages%2Fimages%2F000%2F664%2F844%2Flarge%2Fekaterina-burmak-green-magic.jpg%3F1430251681&hash=051c5457d28947c05deb66440c858a17


The Seventh Mercy- Life https://www.rpnation.com/proxy.php?image=https%3A%2F%2Fs-media-cache-ak0.pinimg.com%2F736x%2F53%2F2c%2F80%2F532c8002093a0cd20769b8d9162d89df.jpg&hash=9f39cf1913f099ff2d77ab838bb5453a


"I am not sure what lies ahead, but this one thing I am sure of is You are with me wherever I go. You are the One who guide me and walk with me till the very end through Eternity. Bless your servant to prevail under all circumstances, never to stray from your precepts and will. Lead me to make choices that bring you glory and allow me to experience the life you intended for me to live." - Prayer to the First Mercy The First to appear before the mortal races, Guidance has often gone under the title 'The Shepard', as it was he who led the first tribes away from their harsh landscape, so they could begin the process of slowly growing again. Though the terrain was harsh and the journey tiring, they were lead to a lush and beautiful landscape, where they could finally begin again. The monsters were scarcely seen, the ground was ripe for farming, a river ran through it for water, and there was plenty of game to hunt. A story often told is how two frogs left their swamp after it dried, and went off in search of a new home. Guidance appeared in front of them as a Pigeon, and cryptically instructed them to take the Long path, and avoid the Short one. The Frogs, slightly confused, continued on their journey, before coming across a well on the road. The first frog wanted to jump down there, as it was nice and wet. However, the Second Frog remembered the Pigeons words, and continued on the trail. The Second frog eventually found a large swamp, twice the size of his old one. The First frog's well eventually dried up, and the frog realized he could not get out. Trapped as he was, the First frog lamented that he did not follow the Pigeons instructions, before dying of the heat.(edited)

_ "Loving Mercy, When confronted with the magnitude of the worlds suffering, give me the grace to trust in the long haul. When besieged by doubt or despair, remind me to look for the small signs of your presence, embedded in the daily details of my life. When tempted towards cynicism and negativity, grace me with a mellow heart, so that I continue to find hope in beauty, love, and laughter. I place my cares and troubles, and my direction and goal, into your gentle hands" ~Prayer to the Second Mercy (edited)

The Second to walk the path of the mortals races, Faith often goes by the name 'Lady Fidelity', for she was the one who instructed the tribes folk to believe that they held their best interests at heart. She promised them reward for their loyalty, for the journey to their new homeland was long and harsh. Her words proved true, as they eventually settled and began again. She taught them that, despite the harshness of the journey, the reward is always worth it in the end. A story well known of the second mercy, was that of a Farmer. He toiled the soil of his home everyday, but could not achieve nearly as much as his neighbor, who owned more land than him. His neighbor, a greedy soul, offered him to feed him and give him half of what he harvested, in exchanging for working his farm, and the Farmer giving him his land. On the day he was to agree, a strong gust of wind sent flowers towards his home, as if warning him against going. The Farmer, now uncertain of the deal, decided against it, and went to continue his own farm work. The next day, the farmer was surprised to find his field filled with flower and crops. The flowers that had flown over the night before scattered seeds over the soil, giving way to beautiful flowers and healthy crops. The Farmer managed to gather the flowers, and sell them to provide proper equipment and more seed. His neighbor lost his entire crop, and was forced to move on, allowing the farmer to buy the land. Though the beginning was hard, The farmer was well rewarded in the end for his faith.

_ "Almighty Mercy, The Giver of Wisdom, without whose help my resolutions are vain, without whose blessing my study is ineffectual, I beg you to enable me to attain such knowledge as may qualify me to direct the doubtful and the instruct the ignorant, to prevent wrongs, and terminate contentions; and grant me blessing, so that I may use that knowledge which I shall attain to your glory and my own salvation." -Prayer to the Third Mercy

The Third to appear before Mortal races, Wisdom has gone under the title 'The Teacher' more than once, for he was the one that taught them to farm and to hunt, how to build shelter and boats, how to craft machinery, and taught them the first words of magic that began their Empire. Though his methods were seen as strange and sometimes questionable, His knowledge gave them a well needed push to survive. None could question Wisdom, and not receive the proper answer. A tale about wisdom speaks of how A hunter was attempting to find food for his family, but could not find prey. Wisdom appeared before him as a Hermit, and told to follow the tracks to a local bear den, but instructed him to 'Only shoot when the moon was at it's peak'. Granted this new knowledge, The young hunter followed the trail. Soon, he would come across a large bear, easily able to feed his entire family, outside of a cave. The Young hunter wanted to strike the bear now, as it slept, but remembered the Hermits words, and stayed his hand. Nightfall came, and the Hunter impatiently watched as the bear arose from it's slumber, and walk away from his cave. The Hunter notched an arrow, and looked up at the moon. When it finally reached it's height, The hunter let the arrow loose. It pierced the neck of the bear, killing it instantly. The Hunter would walk over towards the bear, curious as to why he was instructed to wait, before taking a look inside the cave. Inside, the Hunter saw an entire family of bears inside, all still slumbering. Had the Hunter hit the bear earlier, the noise would've been enough to wake the bears, and would prevent him from harvesting his game, along with alerting them of his presence. The old hermit had saved this young boys life. From that day forward, the Young Hunter never questioned Wisdom again.

_ "I shall not be a victim, I shall not be a perpetrator, but above all, I shall not be a bystander. Grant me the readiness to speak out for the weak and vulnerable. Grant me the readiness to point out the corrupt and indefensible. Finally, grant me the righteous to stand for the just and Innocent." -Prayer to the Fourth Mercy

The Fourth to come to Celara, Justice has gone under many titles, but her most common is 'The Defender'. With her mighty shield, she protected the tribes of Celara under their guidance, and to those that threatened their newfound prosperity, her mace brought down a swift justice upon their heads. She instructed the young races on morality, on the terms of right and wrong. It is said she laid down the first Code of Laws, which the Empire followed to it's demise. A story told long ago, was that a tribe of heathens and degenerates were raiding and stealing from the people that the Seven chose to protect. Justice appeared before them as a frail old woman, warning them that if they continued, that they would be punished. Most of the tribal's laughed and scoffed at the woman, uncaring of her words. However, a handful heard this woman, and decided to stay back during the next raid. When the tribal's came, They were met with the frail old woman again. The woman would transform into the visage of Justice, and said she would fulfill her vow. Holding her mace towards the sky, she gestured downwards, bringing a bolt of lightning down on the invaders, killing a few. Some tried to run, and were quickly captured by ensnaring vines from the ground. Others gave up, and dropped their weapons, pleading for mercy. Those that choose to stay behind, she appeared before them, and praised them for their good nature, offering them sanctuary in the village, which they gratefully accepted. Once she had the ones from before. captured, One of the tribal's asked why she never appeared before them in her true form. She responded that were she to do that, The Tribal's would only listen because of fear. She wanted them to listen because it was Just.

"Mercy, Bless me with your wonderful power of forgiveness, give me the grace to unconditionally forgive those who have done me wrong. Give me the strength to let go of all ill-will, the strength to forgive myself of my own failings and sins, knowing that you have already forgiven me. Free me of all anger, bitterness, and hate." -Prayer to the Fifth Mercy The Fifth to arrive on Celara, Forgiveness has often been called 'Lord Mercy', leading to the misconception that he lead the Mercies that came to earth. In truth, Forgiveness was merely just another who believed the mortal races deserved a chance. Where as his younger sibling Justice taught them how to fight and stand for themselves, Forgiveness taught them the meaning of mercy, and to forgive those that had wronged them. He was described as gentle soul, always more in-tuned with nature and animals. A Story about him describes the time when his younger sibling Justice had captured the enemy tribal's. Justice wanted them to be crucified, so everyone could see the price of what would happen if you did wrong to others. Forgiveness asked her if he could see them. When he went there, the heathens expected to killed, but instead of the harsh hand they'd come to expect, Forgiveness opened their cell door, and offered them food and work. The tribal's were shocked by this, but took his offer, and began working in the town. A month passed, and one of the Tribal's finally had the courage to ask Forgiveness why he spared them. He told them that he didn't believe they were evil, just scared and hungry. He said that everyone deserved a second chance, no matter who they are. Thus is how the first tribe converted to the Seven.

_ "Mercy, look upon me with eyes of kindness. May your healing hand rest upon me, may your life giving powers flow into every part of my body, cleansing, purifying, restoring me to wholeness and strength for service to your people. I beg you to have compassion on all those who are suffering, so that they maybe delivered from their pitiful circumstances." -Prayer to the Sixth Mercy

The Sixth to arrive, Healing was often called her title, 'Healer', more than anything. She taught the mortal races the ways of the plants and nature, how the simplest things could mean the difference between life and death. She taught them how to use herbs to cure illness, how to stop bleeding, how to cleanse the body of poison, and how to mend broken bones. She also taught the first healers, many wandering herbalists to this day still send prayer to the Sixth Mercy, praying that their next charge would be healed. A story told is how two brothers went searching in the woods for food for their ill parents. They found an old herbalist, who told them about a nearby field filled with berry bushes. The Herbalist instructed the brothers to only pick the blue berries, not the red berries. The two brothers followed the directions, and were delighted to find the Herbalist told the truth: The field was filled with berry bushes, and the two brothers would proceed to take their fill of berries. The older of the two however, seeing the red berries as more plentiful and bigger, decided to try one. On the way home, the older brother fell ill, and the younger brother took him to the Herbalist, asking what was wrong. The Herbalist stated the older brother ate one of the berries, and that he needed to be cured right away. The Herbalist told the young one that she herself couldn't make it, but the young brother could. Following the Herbalists careful instructions, by taking a red an blue berry, pouring the juice into a small cup, and heating it up, the brother fed the warm tonic to his older brother, and was relieved to see it immediately take effect. While the two brothers went onto the merry way, the Herbalist took off their shawl, revealing them-self to be the Sixth Mercy, and she was pleased to see the younger brother look curiously at other flowers, stating that he would one day grow to be a fine healer.

_ "Holy Mercy, let everything I do today and every word I say, be done and said with gratitude. Life itself is a gift that we often take for granted. Help me to understand that who we are is always because of who you are in us. I ask for peace, prosperity and for the values of your teachings to be upheld. Protect our nation and bring it under your influence." Prayer to the Seventh Mercy

The last to travel to Celara, and often regarded as the youngest and most powerful of the Seven, The Mercy known as 'Life' was never given a title, for how could one describe such a wonderful and powerful thing? Known as a Gentle Trickster and Carefree being, It was he who taught the mortal races the joys of living, how to paint and create art, how sing and dance, how to create instruments and music. He is was the Father of culture, and many minstrels that choose to wander still pay homage to the young deity. His story is by far the most inspiring. It is said that, when he arrived to Celara, he saw the tribes go about their daily work. His siblings had done well to instruct them how to survive, but he didn't see.....life in the tribes. He saw them go to school or work, do their tasks, then return home, eat, and sleep, only to repeat it again the very next day. His siblings thought it was very efficient, but the young Mercy was already forming a plan in his mind. Tricking his older siblings to travel away from the village, Life walked into the center, and began playing his lute. The villagers stopped their current tasks, and walked towards the sound, having never heard something so enchanting. Once everyone was present, Life approached a burning fire, and used magic to make embers dance and flicker, twirling around the towns people to his music. As night fell, Life told them to look up, and showed them the beauty of the stars. The villagers had never known such beauty to exist in the world. The next day, when his siblings returned, They saw that the villagers attempting to make instruments of their own, working magic for entertainment, or attempting to paint, instead of working. Confronting their younger sibling, Life merely smiled at them, and said that, while his siblings taught the young mortal races how to survive their land, he taught them how to enjoy it.

Knights of the Order of the Tower The Knights of the Order of the Tower, or as they're commonly referred to as, The Tower Knight's, are a member of the prestigious House of Squires of Athios. Serving as the Primary Defenders and Guardsman of the Cities and Walls of Athios's cities, they claim heritage as one of the many imperial knight orders that protected the Divine Gate when the Heroes lead Athios Ancestors to safety. After the First Cataclysm, during the time of Expansion, these forlorn knights would be one of the many orders that would eventually form the House of Squires, vowing to protect the last descendants of the Old Empire. As the Empire spread, so too did the order, the Tower Knight's establishing offices and serving as Constables and Head Guards for the Nobility and the Trade Houses, enforcing the edicts and laws of Athios's King. However, during the Second Cataclysm, the Demons launched a horrendous attack against the Order and their headquarters, Dantelios, the City of Shields. Though the battle was won, almost the entire order was wiped out, they were forced to abandon the ancient stronghold, and during the last century, they've struggled to rebuild. These are trying times for the Order- forced to serve a corrupt power due to the binding of their ancient oath, their numbers are demon-scarred, and their powerbase of Dantelios is an honored memory. Still, resilient as ever, they stand firm in their duty, guarding the children and Divine Walls of Athios with diligence and integrity.
 
The Fall of Nethia
____

At the Height of its power, the Immortal Empire governed over a dozen Kingdoms and Regions in Dystrexion. As the War against the Hellgod and his Unholy Son dragged on, that number dwindled, and names that had once represented Humanities Progress and Achievement; Bowerstone, Lothrond, and Slyterra, became synonymous with defeat and hopelessness. It is a morbid testament to its status at the time that when every month brought news of armies destroyed and lands lost, the Fall of Nethia was a shock to the collective psyche of Humanity of a kind never before experienced and never since repeated.

To many, the Loss of such a critical land, often called the New Heartland by the Humans of the Empire, sounded the death knell for Mankind, and had certain events transpired differently, they would have certainly been correct.

It is said that many among Athios's Nobility, the King and the Merchant Princes in particular, draw lineage from the Aristocracy of Nethia, and it is not unclear why- When fleeing from the lost land of Eldafae, Nethia was the first land that the homeless Humanity set foot on. At the western end of the Northern Needles, it was a untamed and beautiful wilderness marked by snowcapped mountains, deep and fruitful valleys, and Ancient Forests. Along with these great natural resources, various species of animal and plant life, some native and others brought in from the lost land of Eldafae, flourished and spread across this new land.

The lands close proximity to resource tiles, plus its strategic and historical advantage at being at the center of the Western Edges of Civilization, made it a natural hub for trade and prosperity. It maintained not only a sizeable army, but the largest navy in all the Empire, amassing quite easily a thousand ships, ranging from short range triremes, to full-fledge galleons. Though its civilization was every bit as grand and cultured as any across the Empire, the Nethians had a reputation as being willful, Independent, and even harsh at times in their approach. Many were 'Pureblood' Families, choosing to keep their cultural heritage strong in the bloodlines, instead of mixing blood as many did.

These individuals could trace their lines from the greatest heroes of the Empire, and it gave them a strong image of Pride and personal responsibility, believing it was their duty to guide their brethren across the Empire. Almost Eight separate Emperors were born or ruled from Nethia, and the line that rule Athios claims to be this Dynasty's last true heirs, a claim made by Magion's High Queen as well.

With its location close to logging options and mining opportunities, the Nation became a focus of nascent industry, forging materials and equipment to better aide in building other nations and creating new inventions that would better the lot of all human civilization. It was here that the Imperial Highway intersected and connected to all of the other kingdoms, and thus it was referred to as the Golden Heart of Humanity. Its natural importance made it the headquarters of many military orders across the Empire, including the Imperial Knights and the Arcane Warriors, the latter of which regarded Nethia as their Homeland, due in large part to their founder, Empress Jocelynn the Fair, being from Nethia several centuries prior, long after her death.

The corruption and ineffectual rule that plagued the last days of the Empire seemed to have never took root in Nethia, and many claimed that it alone was able to hold up the weight of the Empire on its back, while other nations were threatening to break way. The population was to said to exist in balance with nature, allowing for widespread farming, forests full of game, and oceans that still teamed with fish. With the outbreak of the War against the Demons and the Loss of the Outer Kingdoms of Antium, Slyterra, and Bowerstone, the importance of Nethia grew exponentially. It was able to quickly become the biggest contributor to the war effort, producing weapons, armor, siege tools, and soldiers badly needed on the frontline.

For most of the war, Seven Knights orders and the Entire Nethian Navy kept a constant patrol around Nethia, centered around the Imperial Galleon, the Golden Spirit. A collection of Forts and Watchtowers were placed at critical supply lines and defensible positions. Despite these defenses, when the Hellgod finally arrived at Nethia, it and its sister Kingdom of Marael were conquered in just half a year. Members of the Imperial Army refused to retreat, and instead bid their lords and ladies to flee across the Highway to Athios, their heroic sacrifice being remembered by the Houses as the cost of their survival. When the Hellgod's Army finally moved on, almost nothing was alive in the Kingdom, and its beautiful landscape was battle scarred and ruined.

After the near-impossible victory against the Hellgod and his armies, and nearly two centuries after the fall of the Empire, the symbolic Importance of Nethia had not been forgotten, and agents from both Magion and Nethia had sent forth Pioneers to assess the damage and prepare it for colonization and eventual annexation. Today, despite the controversial hands that now govern it, there can be no greater symbol of Humanities resolve than the sight of New Cities being built in the shadow of mountains that were once split apart by powers that seemed to herald the end of all Mankind
 
Last edited:


The realm of Athios is that of majestic towers at the precipice of Industry and Politics. Industry in the Creation of the Perfect Soldier. A realm ready for war at the drop of a hat, or in their case, helmet, and almost always two steps ahead of the other ruling realms in the neighbouring lands.


The Great Guardian of the Gate
or rather, The First Mercy~ Guidance

This is where most would pass through into East Athios.

~~ Well be adding more to this later on as I need to work on a few names and Noble houses to place in here..~~

This is a WIP, an Edit will happen shortly... O.O Ye Hath Been Warned-eth!​
 
The Imperial Remnant- The Eternal Vanguard Fleet

76d321004924cbec388ee5be46ed09b7.jpg

~~~
When the Immortal Empire collapsed, its territories and nations fell into a dark age of sedition and savagery. The Light of civilization vanished, and the thousands of citizens that survived were forced into exile from their own homelands. Those few were forced to adapt to the chaos that was their new reality, or perish in the attempt, and for over four centuries its former citizens were forced to endure the unimaginable. All the while, new nations established themselves, weak imitations of the original power and intent of the Empire, and as corruption spreads through the hearts of Magion and Athios, the promise of justice, stability, and progress quickly became forgotten.

There are some however, who emerged from the ashes of the Cataclysm unscathed, some for whom the Immortal Empire is not a half-forgotten cautionary tale, but a fresh and vivid source of pride. Whispers have reached the most secret chambers of the Nightblades and the Watchers, of Longships and Galleons bearing the symbol of old not as a mockery, but as a unifying symbol to rally behind. Human Civilization may have fallen, but its most adamant defenders remain, and now they have returned. The ruined nations of the land will once again feel the might of the Eternal Vanguard Fleet.

At its height, The Vanguard represented the Immortal Empire's most capable military forces. Deployed to the frontier of the Empire, they were responsible for creating new colonies and outposts, before creating communication links and trade routes back to the rest of the Empire. The realities of communication over such a vast distance, and the notoriously inclimate weather of the White Spire Sea, meant that most forces were relatively ignorant of the Cataclysm that swept across the Empire, trapped on the Islands they were forced to settle in silence by massive winter-sea storms. Only two centuries later did they learn of the fall of the Immortal Empire, and their new status as its last defenders.

While the loss of their nation has been a severe psychological blow, the Vanguard are uniquely qualified to restore the Immortal Empire, having spent the next two centuries preparing for their eventual return. Preeminently a military force accustomed to acting autonomously, its leadership are more than capable of operating a military government. Maintaining this strict military hierarchy has allowed the Vanguard to preserve its effectiveness and avoid the slide into corruption or barbarism that has swept across the old territories. While individual commanders might operate the fleet in different ways, all-encompassing military control remains at the center of their new societies.

Everything from civic infrastructure to food distribution is dictated by various military authorities, a necessity when additional resources and reserves cannot be anticipated. Every Citizen has some level of integration into the Vanguard's military structure with those not serving directly in the armed forces instead operating in paramilitary militia groups or as civil servants.

Such measures would not have found success amongst the materialistic and extravagant citizenry of the Immortal Empire, but even before its fall, the Vanguard exemplified a different sort of character. Its soldiers and pioneers eschew senseless luxuries, instead embracing a culture of self-reliance, preparedness, and individual accountability. Its original members were recruited from adventurers, wanderers, thrill seekers, and outcasts. The culture that exists today is a reflection of that ideology, and it is with a measure of irony that if the Immortal Empire should be restored, it will have been done so by many who rejected it to begin with.

Every element of the Vanguard is designed to fulfill its combat requirements, based around the same strategy that the Imperial Army used to pacify the rest of Dystrexion. At the Center of this is the somewhat paradoxical relationship between the Warforged and the Vanguard Legionaries. They've inherited the Immortal Empire's reliance on the Warforged to supplement their comparatively small population and act as force-multipliers on the battlefield.

These range from the simple and effective Juggernauts, able to soak up incredible damage and serve as focal points for any assaults, or more complex Skirmishers, designed to outmaneuver and whittle down enemy opposition, or even the Envoy's, with fair visages and emotions the most humanlike, sent to ensure the loyalty and compliance of its constituents. Vanguard Leadership might aim to use the Warforged to remove the possibility of a troubled conscience on the battlefield, but they also recognize the purpose of passion and willpower.

While most of roles in the military could be automated, the presence of human soldiers inspires the greater populace and enables them to sympathize with the price of war. For these reasons, men and women constitute the bulk of Vanguard Forces, whether as Infantry, crews on ships, or logistical and procurement specialists. To further support these is the Fleet- a collection of ships, ranging from thegalleons that carry its supplies and troops, the Longships which spearhead every sea-to-ground assault, or the Gunner Ships which support ground forces with mortar and cannon fire from the frontlines. The most prized are the Man-of-War, large naval vessels able to serve as mobile bases of operation for any invading army.

Every measure will be necessary, for in the old territories of the Empire, the skeletal remains of its civilization have been picked clean and plundered by opportunists, secessionists, warlords, bandits, or worse. For the last two hundred years, sleeper agents have been placed in the kingdoms that have remained on the mainland, and their reports have finally made it back to the Vanguard.

What they saw horrified them.

Demons had seized the ancient territories in the heart of Dystrexion, while rogue bandits and warlords inhabit their greatest works and achievements, despoiling their status and name. Even the greatest nations that have emerged from the ashes of the Cataclysm are pale mockeries of the Immortal Empire, and its populaces are barely recognizable to their Imperial counterparts, despite their claims to be it heirs. On the shores of distant cities however, the sights of armies aboard fleet-ships can be seen, brandishing the flag of a nation that once united all of Dystrexion.

After four centuries, the Eternal Vanguard Fleet has returned.

19818-army-shields-fantasy_art.jpg
 
Last edited:
The Free City of Blightfall
d8jd4dy-6d2fce86-8a4d-4578-bca4-f382b9ec9c7e.jpg

Once a promising center of industry and development, the city of Blightfall is a shadow of its former glory, and where once its ancient grounds housed the College of Whispers in the old empire, Blightfall is now a blight infested den of vice inhabited by all manner of hedge-mage, bandit, criminal, and nomad. Yet despite this, it has remained a symbol of unyielding resolve and unquestionable fortitude, where as other city states and colonies of larger nations have failed.

In the time of the Empire, Blightfall housed some of the most brilliant alchemists and Earth Mages in the land, those that had spent years attempting to tame the nascent kingdom of Slyterra. While all attempts ultimately failed, Blightfall remained one of the greatest cities in the Outer Kingdoms, so much so that the Imperial Highway made a connecting point to the older heartland of Nethia, bringing it increased trade and prosperity. At its center was the College of Whispers, where many studied in secret to bring new alcehmical creations and inventions to fund the growth of the Empire.

Slyterra was one of the first kingdoms to fall in the old Empire during the first Cataclysm, when a tear into the infernal realm opened in Lothrond, turning and twisting the land into the Demon Kingdom of Umbra, and little remained to defend its cities. After the victory in Athios by the three heroes, many felt the Walls of Athios to be a gilded cage, and sought out other lands to settle. While many of those numerous territories eventually fell to disease, starvation, or the various monsters that now roam the wild, the inhabitants of Slyterra displayed and unnatural resilience to their new world, and began resettling Blightfall.

Tensions rose over who would govern Slyterra, as the Royal Family of the nation had been killed off early in the war, and during this time of crisis, an individual by the name of Riordan Gundalson, now known the as the King of the Broken Crown, came into play, claiming to be the last true heir to the Noble House of Slyterra. He attempted to re-open the College of Whispers, and bring about the return of the Empire on his own, and while he achieved minor successes, such as restoring the cities automated defenses and harnessing the power of the marsh, he eventually fell victim to a heart attack, though some whisper it was caused by the now infamous Corpse Flower.

This began a period known as The Interregnum, as Numerous Petty Lords, Religious Leaders, and Merchant Princes attempted to seat themselves on the throne- The King in Rags, The Marsh Queen, The Priest of Pestilence, and the Lord of the Marsh all attempted to succeeded where Riordan had failed, but faced numerous issues such as corruption, illness, starvation, and assassination. During this time, many of its most ancient and revered temples, fortresses, and villas were destroyed by the chaotic infighting, and even the College of Whispers was not spared, with an entire segment of the college falling into the marshlands.

However, during the Second Cataclysm, when the city-state faced its first major threat since the fall of the Empire, guidance didn't come from a King, Priest, or Master of Coin.

A cabal of likeminded merchants, mercenaries, marauders, and marsh nomads banded together to form an emergency army to deal with the new threat, and achieved stunning success. After the Second Cataclysm, feeling that an elected ruler simply had no way of controlling such a land as Slyterra, this cabal reformed itself into the 'Council of Commons', a body of the most influential citizens and powerful mercenary captains that would govern over the city. Though this has lead to numerous issues such as internal corruption, individual captains acting more as petty warlords, and continued political assassination, this form of governance has allowed Blightfall to survive where others had collapsed, or been absorbed into Athios's growing kingdom.

When word reached the Kingdom of Athios of Blightfall's shocking survival, Athios attempted to annex the territory and harness it for its own benefit. However, the armies of Athios were halted by the repeated guerilla tactics of Slyterran Bog-Marchers, and after a humiliating defeat at the Battle of the Tar'Rot Marsh, Athios was forced to recognize Blightfall's autonomy. Years later, Magion would attempt much the same, and were shocked at the level of skill and devastating ability that Blightfall's Hedge-Mages and alchemists displayed against their own trained armies. Both sides now conciliate Blightfall to support their campaign against the other, and while the city-state has greatly benefited from its neutrality, factions have begun to emerge that threaten to upend the delicate balance of power.

Grandmaster Huron Goldthorn, Headmaster of the College of Whispers, is a vocal supporter of Magion for their continued study of Magecraft, while Wesley Cordata, captain of the famous mercenary army 'Blades of Mercy', vows to help Athios reunite its scattered peoples. While it is a poorly kept secret that both are backed by higher powers, some seek the ally themselves with either for the promise of protection, stability, and the rule of law, while many value the independence they had fought so hard to achieve.

Despite this, Blightfall remains one of the mot perplexing symbols of resolve- It is a vile place of green smog, ruined buildings, disease, and violence, where only those with the most powerful magic or the strongest sword arm can truly call themselves free. Yet as other powers around them rise and fail, Blightfall continues to defy fate and remain standing. It is a nature of tested survivalists, hardened veterans, and wizened warlocks- and as the two nations believe, it may be the key to winning the war.
 
The Old Faith- Fraziel and the Dragons
derrick-song-ruin-temple-in-low.jpg

Though Athios dispenses the faith of the new, the Seven Mercy's were not the first to step into the world, nor would they be the last. The Dark Elves believe in the malignant power of Self-Made Gods, created through ritual sacrifice and empowered with the souls of all those killed, creating living deities to rule over them. The High Elves worship the sun, viewing it as the life-giving entity that gave their race power. The Wood Elves believe in the power of Nature, its harsh laws and great bounties sustaining their race, and even Ancient Humans once worshipped the Dragons.

The Cult of the Dragon Faith had largely been forgotten for centuries, but has been once again adopted by the clerics of Magion, as a means to differentiate their people from their eastern cousins. Yet the Cult of the Dragon has a basis in truth, one that few know, save for the highest echelons of the Old Faith. This faith dates back to the earliest days of mortal civilization- before the humans, and before even the mighty dragons.

The Cataclysm's were not the first attempt by the Hellgod and his twisted kindred to attempt to supplant himself as the ruler of the mortal plane, merely his most recent. His first date back eons ago, when the planet was still young, and only one moon shone in its sky. Using the combined corruption of all the young mortal races, the Hellgod emerged from his realm with four siblings- Lunastra, Goddess of Lust and Temptation, Artimenner, God of Dark Magic and Rituals, Sanguineous, God of War, Blood, and Sacrifice, and finallly, the youngest, Fraziel, the God of Order and Law, who viewed mortal life as a painfully meaningless existence.

As they began their unholy work with their eldest, Xannek the Hellgod himself, Fraziel soon grew bored and descended upon the mortals in human form. At first, it was merely to observe their last moments, yet as Fraziel watched them, he found himself...questioning many things. For years, Fraziel had accounted for all actions taken by humankind and stored them away, down to the extinction of their race, yet as he moved around them, he saw how...strange and random they could be, prone to fits of extreme hate or anger, yet amazing acts of compassion and mercy

The more he saw, the more Fraziel's years of planning went out the window, and he felt a strangeness in him- light, warmth, a kind of feeling he was devoid of in the Infernal Realm. Yet, as he watched them, his siblings continued their great and terrible work, and during one of his many adventures on the young planet, he saw his brother Sanguineous cause a war that tore apart two young races, all for the sake of a ritual of some importance- The Orc's and the Goblins. It was a war they'd never recover from, and both races devolved from great warriors and skilled craftsman to mindless brutes and vicious raiders.

To watch two great civilizations go down in flames...it broke something inside Fraziel, and with boiling blood, he decided to do something unprecedented- something impossible. He chose...to defy Fate itself.

When at last his siblings began the final ritual to merge the realm, which Fraziel himself had saw would be completed, he struck- Taking his mighty Warhammer, Fraziel shattered the moon that they were casting the ritual from. With the explosion of power, he sealed his sibling back beyond the Infernal Realm, banishing them forever. To serve as anchors to bind them away, he took the fragments of the moons and carved them into the five moons that now dot the worlds sky- Froxx, the White Moon, Heelinx, the Red Moon, Trist, the Blue Moon, Phoust, the Green Moon, and Farthis, the Purple Moon.

The mortal realm had been saved, yet Fraziel knew that so long as he remained, their world would be under constant threat, as he was the last of the Dark Gods in the Mortal Realm. Thus, as a final gift to mortalkind, he shattered himself- splitting into the Five Gods of the Old Faith, to forever watch over his children. These Five Gods took the form of the first dragons, and styled themselves after their patron moons, a final tribute to their creator- Grommel, The God of Earth, Mining, and Construction. Graxx, The God of Fire, War, and Invention. Faine, Goddess of Water, Magic, and Knowledge. Syst, Goddess of Wind, Agriculture, and Nature. Naxus, Goddess of Darkness, Earthly Pleasure, and Chaos.

These Five Kin would go on to watch over the Mortal Races for many years, even safeguarding Humanity in its earliest days, yet this would not last- During the First Cataclysm, in bloody revenge, the Hellgod and his kin sought a fierce toll upon the children of Fraziel, and of the Five that stood against him, One remains. The rest reside in their moonlit throne, barely clinging to life, all except Naxus, who remains in the shadows, plotting deadly revenge against the Hellgod.

Despite this great sacrifice, those of the Dragon Cult believe that one day, when the hour is truly dire, their Gods will return, and bring about the return of the Golden Age that once united them. Loyal, Steadfast, and Unrelenting, the Practitioners of the Old Faith will allow no-one to hinder their holy mission, as they patiently await their Lords return.
 
House of Squires- Loyalty, Duty, Honor
94d02cd6cd7878718b1edd910e05d3d7.jpg

In year 447 AAF, The Age of Athios is over.

Across the territories of mankind, a death knell has sounded, for their events foretelling their fall have begun. Demons and Orcish Hordes assail the Imperial Highway, cutting deep into their supply lines and starving the cities. A virulent plague known as the Imortaphage sweeps across the land, killing hundreds. The Deadlands of Qowan, silent for nearly half a millennia, now shakes to life as undead hordes pour from their graves, and a devastating civil war has split humanity in two- The final prelude, it is whispered, to the ultimate victory of the Hellgod, Xannek.

The fate of Athios rests with the myriad of forces under its command- A single strike by the Watchers of House Mathlus can end a rebellion before it begins. The Golden Legion of Warforge under Houe Anthinius can grind entire cities to powder. The Church of the Seven can cast the holy word of the mercies to even the darkest corner of the Kingdom. Yet for all the armies that have raised their weapons and banners in the defense of Athios, there is one above all others for whom the destiny of the Athios will be decided. Each day, in a hundred villages and towns, women and men both depart their homes, often never to return.

They are sent to the frontlines against enemies beyond number, and against unfathomable monsters, undead warriors, and the powers of the Infernal realm itself, and are expected to hold the line. All across Dystrexion, they are slaughtered in the ruins of once proud cities, in the muck of forgotten battlefields, and to the laughter of a Mad God. But for four hundred that line has been held. For four hundred years, only one army has seen the worst of the world and spoken back to it in the language of Fire and Blood- Each day, women and men of Athios depart their homes so they may fight for Athios as part of The House of Squires.

It is the largest coordinated fighting force in Dystrexion, often the first and only line of defense against the innumerable forces that threaten the continued existence of Athios. While it is famous for the vast numbers of Calvary, siegecraft, and naval assets under its command, at its core it is comprised of countless thousands of mortal soldiers, organized into over a hundred tribunes. Their recruitment is among the most pivotal duty for every Athiosan Governor, Noble Lord, or Town Elder. According to the law of Athios, every township, village, or city under its command must maintain a standing defense force to preserve Athios control and deter internal insurrection or foreign invasion.

These defense forces exist as their own individual bodies and are free to enforce their own laws and standards as they see fit, so long as they contribute a fraction of their forces to the greater House of Squires. Even still, the method by which these men are recruited varies from territory to territory, and town to town. Defense forces for many villages are little more than local hunters, rival bandit gangs, or mercenary companies, where recruitment is often under threat of summery execution. Others cities may have well-established, professional standing armies, who view recruitment into the House of Squires as a noble and heroic pursuit.

However a soldier is recruited into the House of Squires, their quality reflects on that towns leader- should a detachment be of insufficient quality, even the life of a Noble Lord would be forfeit, and thus many such military tributes are often drawn from the elite guard of each settlement and territory. Even so, the composition of each Tribune various significantly. A highly developed city may be required to deliver over a thousand soldiers, a hundred dozen Calvary, and other equipment of the trade. These would be supplemented by professional uniforms, supplies for a military campaign, and replacement weapons.

Other, smaller settlements may be asked for only a hundred men and a dozen horses, its populace knowing little else of the more methodical and precise laws of soldiery, and having little experience handling anything more complex than a grindstone or windmill. This disparity creates a unique contrast in its soldiers, and allows for specialized Tribune's to attain positions of prominence in the House of Squires.

The Tower Knights of Dantelion are often regarded as the epitome of the House of Squires- The Tribune of Dantelion are equipped with the highest standard of equipment available and the martial culture of their home territory at the edge of Umbra has made them well suited for life in military service. Dantelion itself is but a memory- destroyed during the Second Catacylsm almost sixty years prior, but that memory has served the Kingdom of Athios as much in life as in death, and whole tribunes of soldiers are trained and equipped in the manner of their Dantelion Brethren.

The Iron Warlords of Ironspire are said to be as devastating as a bursting volcano and as certain as death. Fueled by the blast furnaces of their home city, They have acquired an infamous reputation for their thundering cannon fire, usage of siege craft, and brutal berserker fury. They are said to be immune to the shock of war or the cost of human life, charging across the battlefield even as the fire of their cannons drones on around them.

The Honor Guard of Athios are often derided for their stiff and unforgiving demeanor, claimed to be more concerned with maintaining their uniforms and marching in formation than the pragmatic concerns of war. This rigid structure is an absolute necessity when the defense of Athios is in question, and their discipline and iron resolve make the Tribune stone-cold killers. They will hold their ground at any cost, laying waste with perfectly disciplined fire from their crossbows.

The Goldenshore Raiders, by contrast, are unmatched for their guerilla tactics, having perfected the art of Hit and Run Warfare, their scooners darting across the waters of the coast like predatory sharps, laying wastes to pirates and brigands both, before kicking off into the ocean spray kicked up by their ships. They'll harass any navy that'd dare to enter waters protected by the Tribune, striking with the speed and fury of a thunder clap.

Though some seek personal glory, wealth, or even rank and status in the military, there are those who find service in the House of Squires as a chance to atone for their past sins and grievances, much like those of the Blackguard of the Obsidian Coast. Their home territory is now a charred wasteland- a result of their betrayal during the Second Cataclysm for which their people must now atone, and many join the Blackguard with the belief that in death, they'll assuage any dishonor or crime they have levied upon their people, and their willingness to die exceeds any other consideration.

For every Tribune that lives in service of Athios in the House of Squires, their exists many more that remain unspoken and unsung, except by the records in the Hall of Justice, protected by the followers of the Church of The Seven. Regardless of their origin, each tribune is subject to the command of the Lord Protector of the Realm, a position that is now held by Kieron Ashblood, former Knight-Captain of the Grey Watch, now a vocal opponent of current policy against King Taxon Gallamius and Lord Advisor Tasker.

The Modern House of Squires originated as the Imperial Army of Immortal Empire- Originally formed from Emperor Earon Cale, first of the Cale Dynasty of Emperors, during the War of Reunion, meant to bind back together the scattered human race since their exile from the dying land of Eldafae, they served as the first wave of every major assault, every great battle, before finally uniting all kingdoms and domains under the rule of the Immortal Empire. During this time, the laws of warfare were inscribed within the tome that Athios still utilizes for its military doctrine- the Ars Militaris.

The reputation of the Imperial Army was forever tarnished during the First Cataclysm, when during the Fall of Antium, elements all across the land betrayed their liege-lords, swearing fealty to the Hellgod and his Unholy Son, and laid waste to the great works of the Immortal Empire. Yet, as Dystrexion burned all around them, the name that would reunify the remains of this army would emerge as the greatest hero in Athios History- Eric Gallamius. Distant Cousin of the Last Emperor, and only remaining imperial heir having survived their near extermination, Eric Gallamius unified the remains of the Imperial Army under his personal banner, as they defended Athios long enough for the Divine Gate to be complete.

It is said during these final days, the three heroes of Athios met with their forces against Demon Lord Noxian, and were nearly drievn to total defeat, until Eric arrived with his army to re-enforce the battered defenders of Athios. For his bravery, Eric was crowned King, and Athios has prospered long under the rule of the Gallamius Dynasty. To distance themselves from the name that had brought them so much shame, the Imperial Army was reformed under the House of Squires, and command eventually granted to his Squire, now Lord Protector of the Realm, Watkins Thornbrook.

Yet these glories are well and truly behind the Kingdom of Athios- As they begin to enter the latter half of the first millennia, evidence of its decline can be seen all over. When the nation of Magion, settled by former mages, witches, and warlocks exiled after the second cataclysm, Athios propaganda fed the image into the minds of its citizens that a quick, decisive victory was assured for the people of Athios, and that its sons and daughters would return before the leaves fell from the trees.

The quick victory that was envisioned never arrived- Athios was led to stalemate and slaughter as by Generals blind to the power of Mages hardened by their exile. Thousands of lives were traded away for just a few miles of ground, and in the aftermath of such bloodshed and chaos, an Armistice was declared, and when a peace treaty was finally signed, The people of Athios were shocked. Years of total superiority meant that many felt victory was certain and halting the campaign before total victory was assured was a powerful blow to national pride.

Many feel cheated and betrayed by peace treaty, and the lack of action over the current King, Taxon Gallamius, in dealing with his traitorous daughter, Siovanna Gallamius, and her new-founded nation in the former heartland of Nethia has raised the conspiracy that Taxon is involved in a plot to stab Athios in the back.

Faced with the decline of their own nation, and the confusing actions of King Gallamius and Lord Tasker, many officials in Athios, both high and low, are considering radical action. Prince Adrian, second in line for the throne after his increasingly unpopular brother, is seen by many as a vocal opponent to his father and the policies that had led to the division of Athios and its peoples, and the armed forces of the House of Squires see in the Prince a chance to return their nation to greatness. If public sentiment cannot be calmed, a coup may be inevitable. If he can rouse the people into action, then a chance to overthrow the Lord Adivsor and the Aristocracy maybe within reach.

There is little cause more great to fight for than the growth and restoration of ones nation and it is easy to deride the king and his supporters as weak and feeble. But the time when Humanity marched together under one banner in Dystrexion is long gone. It has been replaced by a new age of lost glories, plague, and the possibility of a new war, one which may have the intensity to finally tear apart the Kingdom of Athios with powers never before seen. It was not so long ago that Athios's territories were consumed by fire, and thousands of its native sons and daughters were massacred in the Sands of Magion, and the forests and fields of Athios.

Yet the fire inside all of the House of Squires, to struggle and survive, guided them since their founding in Athios still remains. Perhaps that is all that is required, and while its lands may fall to disease or internal strife, its people assailed on all sides, so long as that fire burns, Athios may not yet be lost.
 
Last edited:
The Immortal Empire- A Dream Eternal
bf8bea3a3169d053886aa6e810bc7935.jpg

All across the lands of Dystrexion, crumbling ruins tell the tale of a fallen empire that once ruled over an age of wonders. The remnants of vast cities, where thousands lived and plied their trade, are overgrown with exotic wildlife. The highest halls of learning, where the collective wisdom and knowledge of all civilization was preserved, have been ransacked and plundered. In the grand palaces of a bygone era, where the height of mankind's glory were seen, its vaults now lay open and unguarded. It is an Age of re-discovery, of immense opportunity and terrible danger, a time that would've seemed impossible to the leaders of the Immortal Empire at its height.

To truly understand the Immortal Empire and its human population, one must look further back, into the early Mythic Age- the original homeland of Humans, a vast continent known as Eldafae, was dying. Years of war and petty rivalry had scarred the land, its majestic forests burned to fuel the fires of conflict, and its great cities were being swallowed by the sea. In an Effort to preserve what little remained of their species, their tools of war and battle were disassembled and re-fitted into a vast fleet of ships, capable of carrying hundreds, and they chose to make the treacherous journey across the White Spire Sea in search of lands east, an event known as 'The Migration'.

Hundreds more would die, as the freezing cold of the White Spire Sea was brutal and unforgiving, yet three months after their near-suicidal journey across the sea, they had finally reached a new land to call home. It was named Dystrexion, and it was here that the battered race of humanity could start again. The land was home to majestic mountain ranges that spread throughout the north, along with deep, lush valleys, thick tree'd forests, rich plain fields, and blazing deserts. However, a choice had to be made, as they hung off the coasts awaiting the chance to settle this new world, but this new and vibrant land, exotic and enchanting as it may seem, was full of unknowable dangers.

There was also the fact that they could not sustain their population in a single settlement. It was decided that they would have to split up their population- supplies were allocated to those that would most need it, families split up to support the various populations, and goodbyes given. With that, one massive convoy turned into twelve, and thus the human race was scattered across the distant land it had settled, all making a solemn pledge that, some day, they would one day find each other again and reunite their scattered peoples once more.

The Twelve sites struggled in isolation. Some, in time managed to overcome their new environment, turning their wagons and ships into the centers of new kingdoms and nations. Others had to fight for decades simply to get their crops to grow, or find clean water to drink. The rest did everything they could to survive...only to learn it would not be enough.

As ages past, and new emergent nations grew from the lands they had settled, pioneers, adventurers, and explorers branched out into the vast continent, and contact was slowly re-established between the scattered kingdoms of mankind. The reunification was bittersweet, however, as the full picture of what had happened began to take form. Of the twelve original sites chosen, only five had survived. Of the fallen seven, two had succumbed to disease or wildlife, two had starved, one had fallen into the sea, one had been destroyed by hostile natives, while the fate of the last, the Deadlands of Qowan, remain a mystery to this day.

The remaining kingdoms- Lothrond, Valkyr, Bowerstone, Antium, and Nethia had to contend with their position as the last surviving nations of mankind. The discovery of the destroyed kingdom of Marael, Nethia's sister land to the south, brought forth a deadly fury from the growing nation- Nethia had grown powerful due to its position between the vast forests and ore-filled mountains, and when the perpetrators were discoverd, the vile Orc Empire of Red'Sand, this fury exploded into a divine wrath. The Orcs had ransacked Marael and captured many of its surviving inhabitants, either as slave labor or prized pets.

This act of cruelty shocked the Kingdoms, but in Nethia, it re-awoke something in them- the ancient martial spirit of Mankind was reawoken, and burned with a deadly heat.

Armed with this knowledge and filled with burning anger, Nethia struck deep into the Orc Empire of Red'Sand in a relentless pursuit of vengeance, and though vastly outnumbered, the Orcs brutality could not match the sophistication of Humanities technology and tactics, and the Orc Empire was shattered. The wealth of an entire nation allowed Nethia to grow to a position of prominence among its sister kingdoms, and its war of liberation brought it the respect, and in some cases fear, of its neighbors. Soon, Nethia came to be regarded as the heart of all human civilization.

The world existed in this strange status quo for many years- change was slow to come, and often, only to the wealthy and the elite. However, much like its early adaption to the nature of Dystrexion, Nethia was the first nation to truly embrace change. Magic had begun to emerge from their relations with the elven people of the Empire of the Sun, the Toa Mountains, and the Veridian Republic. and with that introduction to the divine craft of the world came fear. For almost half a century, the very practice of magic was banned and witches were hunted down, imprisoned, or killed.

All of that changed with the rise of a man who would one day found the Imperial Dominion. Earon Cale, of the Cale Dynasty of Kings, was an emergent supporter of the magical arts, and together with his sister, a secret witch and founder of a magical cabal known as the Aegumana, toppled the authority of the old aristocracy, and brought the legalization of magic to the greater kingdom. Yet, this was merely step one of his ultimate goal- Earon dreamed of a vast nation of industrial might, knowledge, wealth, and prosperity, the likes of which Nethia had prospered for years, and now armed with the great gift of magic, Earon sought to enact his ambitions.

The War of Reunion was meticulously planned, agents planted in various circles of authority, and local lords either removed, bought out, or converted to the Nethian King, and in four years, the five kingdoms were united under the authority of King Cale and his Four Wives. With absolute control in his grasp, Earon dissolved the dynasties of old and reorganized them into the Immortal Empire, a nation that, in his words, would last for eternity.

This time period, know as the Age of Ascendence, was marked by rapid industrialization and growth of the economy and industry of the nation- iron and copper weaponry was replaced by first steel, later mithril, and soon various other alloys and materials. The wealth of the nation expanded, as new dominions were absorbed and cities built. Great New nations were created, in honor of those that had been lost in the Migration- Slyterra, Marael, Qowan, D'Narion, and soon, Athios.

It was this development that brought them to contact with their earliest challenge and gift- The near-human Yuthra, and the Dragons.

Though some in the Empire still held worship of the dragons, the emerging Church of the Seven had grown powerful due to the tribute paid by the Imperial Populace, and by the time they had encountered the Dragons, little remained of the old faith. The Yuthra and the Dragons ruled over a large swath of land, known now as Magion, and ruled without restriction. Their barbaric populace soon began attacking border outposts and towns owned by the Empire, to sacrifice to their larger masters, and soon, the Immortal Empire was forced to act.

The Dragons, believing their victory to be assured and without question, were stunned at the sheer tenacity of Humankind- centuries of warfare among itself and others had given rise to a martial culture that few could openly match. The Dragons had, for years, conquered against other powers for whom war was in itself a foreign concept, but against a power that born in war, molded by it, they faltered. In exchange for mercy, the Dragons shared their knowledge of magic, and of great secrets they themselves knew, to the young Imperial Nation.

This was marked by rapid growth in the nation- new technologies pushed the boundaries of humanities expansion, the greatest wonders of the known world had been tamed, armies and construction was assisted by the massive Warforged. and at the peak of this great age, Xanthion Cale, 28th of the Cale Dynasty, worked to bring about his greatest gift to humanity- the palace nation of Athios, the first of many in the making.

In such a time of development, few noticed the growing cracks and decay, nor the invisible rot that festered beneath.

Early Emperor's and Empress's worked tirelessly to keep in check the powers of the nobility and their actions upon the people they were meant to serve and protect, yet by the time of Xanthion Cale, the nobilities power across the nation was almost limitless- many kings, queens, and ealdorman lived in opulence while their populations struggled to have their basic need met. Servile Riots and Protests were brutally suppressed by the Warforged, and many became embittered towards the noble lords and aristocrats that had turned the Empire into a grim mockery of its original intentions.

The First Cataclysm struck at the Empire deeply- Tearing open the land of Lothrond, forever tainting the soil there and changing the very nature of the kingdom, The Demons struck hard against the Empire, overwhelming the Kingdom of Antium and striking all across the Empire, leaving any united defense impossible. The Armies of the Empire fought valiantly, and many heroic names emerged during this time, but when Nethia fell, all hope of victory quickly vanished with it. The Last of the Cale Dynasty of Rulers, Empress Joanne Cale, reportedly was slain during the battle for Marael, before the Kingdom fell, and by the time victory was achieved in Nethia, little remained of the empire but crumbling ruins.

Today, The Immortal Empire is indeed often described as a Empire of Legend, greater than distance or time. Today, new nations build themselves in the ruined lands of the old Imperial Domain, many are twisted or corrupted evolutions of Imperial Society, to be almost unrecognizable. Others have emerged from the destruction of the Empire almost completely unchanged, while the origin of some, it is said, is best left forgotten. There is a propensity to remember it as an idealistic light in the world, which delivered countless thousands out of war and poverty.

The Kingdom of Athios, the nation that led the disunited powers of the land to victory during the last days of both Cataclysm's has brought legitimacy to these views, and Kingdom they have founded has glossed over the less favorable elements of the Empire's History. To others, the last days of the Immortal Empire was marked by apathy and indolence, ruled by those who cared more for power or luxury than serving their constituents. It is likely that the Empire never truly existed the way either side describes it, neither an idealistic utopia nor a den of systematic corruption.

As these new powers rise up and begin establishing themselves, each have their own idea and reasoning for the corruption and collapse of civilization and are determined to rebuild the land in their own image. Yet whatever rises from the ashes of the Immortal Empire will be forever bound to its memory...and its secrets.
 
Last edited:
The House of Mathus

a place holder for the thoughts to come... cos I'm at work and my computer is at home 😱😭
 
The Kingdom of Bowerstone- Strength, Endurance, and Undying Will
d3159un-78ab829e-1fb2-4fb9-a28a-1f9e5fade360.jpg

Within the lands of the former Immortal Empire, endurance is as rare as it is desirable. Over the Empire's two thousand years of existence, few things could truly have said to survive the fires of war, the schemes of political rivals, or the devastation of the natural world. Yet, near Magion and Athios, just south of Slyterra, there exists one Kingdom that has been present from the very beginning. Its lineages and their descendants have born witness to the tragedy of the Cataclysm, The madness of the Magion-Athios War, and the long years of decline and stagnation.

In the modern age, they war across the battlefields, as mercenaries and sellswords, in a land split in two, yet in their heartland lies a culture that has truly withstood the test of time. They are the descendants of the Empire's original enforcers, its closest advisors, the Emperor's bodyguard's and his first swordkin. They were the messengers of the Empire's will, the keeper of its darkest secrets, and the sworn guardians of their seat of power. They alone understand the origin of the Immortal Army of the Warforged. They alone remember Dystrexion, and distant Eldafae, before the War of Reunion and the Great Migration, and they alone know the true purpose of the Silver Tablets.

Even now, their clans stand above the Houses of Athios, as the Houses of Athios stand above common humanity. In a cruel twist, this valor is perhaps their greatest flaw, for despite all their heroism and all their sacrifice, they have failed in their ultimate duty. They are the Riders of Dawn, the Sun-Chasers, The Imperial Chargers, They are known by many names, but to the rest of Dystrexion, they are known as the Horselords of the Kingdom of Bowerstone.

The grasslands and rocky steppes of Bowerstone have shaped the culture that settled there in the aftermath of the Migration- Its first settlers from Eldafae bringing with them great war-steeds and interbreeding them with the local fauna. In time, these precursors to the Horselords, began collecting mounts from all across the land to serve various purposes, from the Riding Lizards of the Toa Mountains, the Harts of Sun Empire and Veridian Republic, and the feared Dracolisk from the primitive Yuthra. This early emphasis on Riding Mounts marked the beginning of a culture that would stand for two millennia.

The lands of Bowerstone were dry, and with few lakes and rivers to course through, their crops would often wither before they were fully grown. This prompted those near more prosperous areas to travel to the distant villages with supplies, and as such journeys took time, many relied on their great steeds for day to day passage and trade. A vibrant barter economy grew from these simple beginnings, for what the outlying towns and villages lacked in food production, they made up for in wine-making, flax for linen and velvet clothing, clay pottery, glass, and metals from the rocky steppes.

This reliance on others has led to a ruling caste based on clans and dynasties. While such monarchies were common, the Clans of Bowerstone were held to higher esteem- Clans, and their sub-clans, were expected to assist in times of hardship and often warred against each other for resources, but all came together and placed down their grudges when joining the military or other institutions of state. Larger clans often split into smaller ones, before grouping together to form new large clans, creating linked family of families. Often, during times of strife, these clans were called together to protect their territories and lands they had settled against foreign invasion.

The inherent instability of this system relied on a strong leader for balance. The Power structure of the clan was deeply hierarchical, and each Great Clan was headed by a Patriarch or Matriarch, titled 'Noyan', who oversaw the day to day actions of their territory, clans, and sub-clans, but all clans, regardless of status or birth, rank or rite, answered when the call of a Great leader, the Maharaja, came to them. Few ever sought out the title, as to avoid seeking to claim absolute dominion over the clans, only to be deemed unworthy.

Even at this time, Honor and Single-Combat were principle aspects in the culture of Bowerstone- they were a people that were fixated on constant self-improvement, as to better survive their environment, and felt that strife and war was the natural state of all living things, and thus brought out the best of their people. They are quick to adapt, and in battle are known for their agile hit and run tactics, and blinding charges. This focus on speed can be seen nowhere better than their unique armor- Lamellar armor is typically crafted from animal hide, bone, or lacquered wood, as opposed to heavier and more durable metal armors. This allows for greater speed at the cost of protection, but serves the Clans of Bowerstone well.

During the War of Reunion, the Noyan's of Bowerstone had united under Maharaja Xalec Khapeshi, and had begun a massive wave of expansion in the regions of Valkyr. When Earon Cale approached the clans, he used the rituals of the Bowerstone people against them, binding them by their honor- Calling for single combat against the Maharaja for right to rule, Earon defeated Xalec, but instead of taking dominion, asked instead for fealty. Deeming the young Emperor as a worthy leader, the Kingdom of Bowerstone integrated into the Empire by choice, serving as its first fully-trained legion.

Emperor Cale's third wife was elected as Maharaja and utilized the calvary of Bowerstone to devastating effect. Soon, the mounted calvary of Bowerstone became a staple in the Imperial Army, and often served as the personal guard to the Imperial Bloodline, a duty many took with due reverence. Despite their integration, Bowerstone has always remained apart from the Empire, its Noyan's and Clans far too proud or willful to be sufficiently controlled, and with greater concerns elsewhere, it was allowed to retain a level of individual autonomy unheard of elsewhere in the Empire.

Sadly, when the Demon Lord Noxian came to power, and turned discordant lords and warriors against the Empire, pockets of the Legion from Bowerstone were isolated, cut off, and killed before word could reach the Empire. This meant that, by the time the Empire could mount a sizeable defense, the Clans of Bowerstone were a shadow of their former strength. Withthe ultimate victory against the Demon Lord and the Loss of the Imperial Bloodline, the clans of Bowerstone took to the duty they had ultimately failed- the protection of Athios and its imperial populace. Many eschewed the colors of the Imperial Army they had for so long worn with bride, instead opting for black cloaks of shame.

In the aftermath of the Catacylsm, many refugee's from other species sought out the lands of Bowerstone, some for protection, others drawn to the ideology of the people there, and thus the population, now no longer solely human, began to recover. Over the years, the relationship between Athios and Bowerstone grew increasingly tense, as the willful population, though committed to its duty, refused to be annexed under Athios rule, instead wishing to keep their independence. When the Second Catacylsm occured, and demons attacked the colonies of Athios in Bowerstone, the Noyan's mustered a valiant defense, but were ultimately overwhelmed.

This almost destroyed Bowerstone, and greatly damaged their ties to Athios, even more so when the Mages of the Kingdom were banished. Still upholding to its duty, Bowerstone's calvary units escorted the exiled citizens towards Magion, helping to ease their burden and cementing early ties to the Mage Kingdom. When war broke out between the two nations of Magion and Athios, Bowerstone refused to intervene, and Athios severed diplomatic ties, causing the two nations to exist in a cool tension. Mercenaries from the clans supported both sides for glory and coin, but Bowerstone remained ultimately neutral in the affairs of their cousins.

In the recent decade, power has begun shifting inside the Royal Court of Bowerstone- the Noyan's of White-Stag Keep claim a hero has emerged in Bowerstone, and now the ruler of Clan Vermire, Neravin Vermire, seeks the title of Maharaja, to once again return Bowerstone to its warrior past, instead of idle defenders of the northern steppes. This has faced intense opposition from the Clans of Red'Sand, and both sides have reached out to Athios and Magion in an effort to turn the tide to their favor. Athios has thus far refused to involve itself, but word has reached taverns and grog dens that Magion is amassing a large force to take part in the conflict.

For the people of Bowerstone, Bloodlines and birthright is not what matters to them, but the code by which the nation will be tamed- Rally when called, Defend the clans, and Raise your children to be Strong. It is a belief stronger than anything taught in a temple, or spoken on by nascent priests, that through ingenuity and talent, martial prowess and immortal honor, there is no power in the world that cannot be overcome.

For every nation that has risen and fallen in the time since their migration, Bowerstone remains a great example that power has its limits. Athios, Magion, The Demons of Umbra, The Hellgod and his Son, even the Empire itself- No nation from before or after has ever made a sufficient impact here, and life has continued much the same way it has for over two thousand years. Its peoples continue to make a name for themselves as warriors and mercenaries of the highest caliber, barter in their markets, and pillage their rivals and neighbors.

Meanwhile, Everyday the clans meet and war together in the ruined strongholds of Imperial, Elven, Orc, Demon, or even the Ancient Yuthra, a reminder of all the powers that had tried to tame Bowerstone...and failed.
 
Last edited:
Aegumana Tower- Legacy of the First Empress
qoOliiI.jpg

For over seven hundred years, Mages have struggled to find a safe place to practice their craft, a place where their greatest minds would not be haunted by the fear of witch-hunters, the judgmental eyes of the censor, or the politics of rival factions. Those mages, who were devoted solely to the study and expansion of knowledge of magic, found one place they could arrive at where they'd be protected. One place in all the land that armies had not yet breached, ruin had not yet destroyed, and calamity had not yet taken down. Named for the famed Mage Cabal that dared the impossible, Aegumana Tower is the largest remaining bastion of Magecraft in the known world.

The tallest remaining building in all of Dystrexion, Aegumana was crafted by Jocelynn The Fair after the legalization of Magic and the freeing of her closest circle. Taking a tree gifted from the Wood Elves of the Veridian Republic, she planted it on the Cradle of Stars, a hill in Bowerstone (widely regarded as her favorite region) and using all magic in her repertoire, grew the tree into the towering fortress it is today. It would take many more years, and quite an investment of resources, but with access to the Imperial Treasury and her marriage to her loving husband, Jocelynn was able to forge Aegumana Tower into a place worthy of her students.

Aegumana's floors were a confounding marvel of design that even modern-day mages cannot replicate- Along with an intricate teleportation system that allowed anyone to move through the floors with ease, each floor was dedicated to the study of a particular magical field- a massive coliseum with golems to test Battle Magic, a landscape of easily sculpable material to test alteration magic, hidden alcoves, shadows, and sentries to test illusion magic, and more were available for all fields. On the top floor, inside the tree, was a field containing all manner of alchemical, medicinal, and provisional plant-life, not only as a means to support the study of alchemy but to feed the population of the tower in the event of a siege.

In addition to this, defensive fortifications were set up all around the tower- using the unique floating crystals of D'Narion, large bastion regularly circled Aegumana Tower, and were host to a variety of defenders, including the Dragon Clan Alun'Amative, who protect it to this day. Along with these conventional defenses, a variety of magical spells, enchantments, wards, and protective runes mean that infiltrating the Tower and bypassing its defenses is strategically impossible. The only way in would be exhaustive forward charging until the defenders were eventually overwhelmed. To send such a force in as a veritable meat-grinder is an act not even the military of Athios would ever consider.

To power these defenses, along with the host of golems and sentinels that protect the Tower, at its heart lies the Mana Core- an ingenious design and the only of one of its kind, developed by Jocelynn to power the place so long as magic existed in the world.

This device is believed to be the source of the Distortion around the Tower- The area around Aegumana Tower is known for its frequent magical storms and strange occurrences, which many attribute to the relative weakness of the veil surrounding the physical world from the Divine and Infernal Realm. It is also this distortion that leads to many mysteries surrounding the Tower and many claim that any that approach it simply...vanish. Others claim others arrive from the past, into worlds they do not recognize or remember. This has lead to increasing study by the agents of Magion, but none have been able to develop promising theories.

In the days when Jocelynn still ruled, the first cadre of Mages that trained there became her closest advisors and were entrusted with all of the Empress's fears and doubts. The Mages that graduated went on to become some of finest spellcasters and battlemages in the Imperial Arsenal. Though other schools were eventually set up across the Empire, none matched the reputation of Aegumana Tower, even after the Empress long joined her Husband in the afterlife. The Tower was abandoned during the First Cataclysm, as the Mages of Aegumana rushed to the defense of Nethia and the outer kingdoms.

With neither the numbers nor the ability to maintain a standing presence in Aegumana Tower, the school was quickly left to ruin. Though it remains largely intact thanks to the protective wards, it is a shadow and empty husk of its former glory.

Though its reputation at the height of the Imperial Age is best known, other, more concerning, reports show detail into the final days of Empress Jocelynn. The Empress was reportedly increasingly erratic in behavior, investing time and resources into a project that none knew, though her notes later revealed startling information- granted some limited vision of what was to come, Jocelynn sought to create a defense, an Immortal Army, to protect the Empire before she left the world. Time was against her, however, and it is said her great army was never completed, abandoned and left to ruin like much of the Empire...

Or it could be still waiting beneath the surface, prepared, armed and dangerous. All it would take to unleash its fury...is a single command.
 
The Cult of Shadow- Naxus, The Last of the Old Gods
d2mgcmy-9fa22d09-40f9-4c42-824e-6da0c7e1caf9.jpg

All of the Races in Dystrexion live with the bitter knowledge that their gods gods of old are no more- The Great Monuments of te Elven nations are ruined and dusted, its peoples scattered, with only the World Tree remaining. The Old Gods are battered and broken, their corpses locked in their throne moons that hang above, unable to pass along aide to the races they once vowed to protect. Even the Seven have long passed into memory, the Heroes of the New Faith leaving behind their deeds and legacies for all others to follow. Though each undoubtedly still have impact on modern societies, the time for when these beings could exert their influence over the lives of mortal men and women was over.

All save one- A Goddess whose nature and cunning ensured she survived the terrible nightmare of the Cataclysms, whose aspects do not require areas of grandiose worship, and whose actions represent the sole hope of many. Even now, she stands alone against the forces of the Hellgod Xannek, thwarting the efforts of his numerous agents, and harboring bitter plans for revenge against the being who robbed her of her siblings. She is the Dark Daughter of Fraziel, the Lone surviving child of the long vanished Dark God of Order, she is the patron of Merryman, jesters, fools, bards, and all manner of mischief makers, as well as the vicious guide of Assassins, Thieves, Smugglers, and Murderers.

She represents all of the earthly delights of mortality and its awe-inspiring depth of cruelty. She is the Dark Dancer, the Many-Masked Woman, The Mistress of the Silent Blade, and the Obsidian Dragon. She is the Goddess of Chaos, Earthly Pleasure, and Darkness, Naxus.

Naxus is the only survivor of the Cataclysm, that utterly destroyed the Immortal Empire, The Elven Dominions, and much else across the lands. As her siblings battled Xannek's wretched kin, she kept to the Shadows, only striking when Graxx raged against Xannek, and destroying the Foul Demon Goddess Lunastra in a single blow, before retreating back to her hidden sanctuary in the Shadowlands. Since then, she has waged her Silent War against the Demons of Umbra and Xannek, both locked in an eternal battle for the mortal realm. So long as she remains, watching from her sanctum, there is hope for the mortal races.

Naxus survived by her own cleverness, even as the mortals began to abandon her- As the Immortal Empire and Elven Domains descended deeper into barbarity and savagery, the Old Gods found themselves unable to influence them otherwise. Bloody Graxx raged, Crafter Grommel turned his back, Faine wept oceans of tears, and even Mother Syst looked on powerless to stop the decline of the mortal races. Only Naxus remained uncaring, merely laughing at the younger races foolishness.

The corruption that took hold of the realm burrowed so deep, that when a foul and profane ritual that none save Naxus remember was enacted, it tore a hole in the land of Lothrond and transformed the Kingdom utterly. It was from this tear that the Dark Gods Emerged and thus began the Cataclysm. Though it was eventually sealed, the damage was done- the Elven Races were nearly annihilated, the Immortal Empire was crushed, and many of the younger races were either driven to extinction, or now existed on its precipice, too weak to consider expansion or growth.

With this, the Younger Races retreated into Isolation, protected by their walls and wards. Yet what they did not know, is among their number, bore the seeds of Naxus's Vengeance. These individuals, the Worshippers of Naxus, would find bloody purpose in the years to come.

These Enigmatic Agents worked to ingratiate themselves into the affairs of the nations that remain, executing the will and dictation of their goddess with impunity. They require no hierarchy, no structure, all are subordinate to the whims of Naxus, and execute her will with impunity. Such is their skill and ferocity at the games of shadows that even the Dreaded Watchers of Athios are wary, as though the cult is derided as heresy and its practitioners hunted down, some among their number secretly give praise to the goddess who values their dark arts. Criminals of all brands whisper silent thanks to her for lucky, or curse her name when the odds turn against them, as is her will.

Assassins who serve the Cult are among the deadliest killers in the known world. They walk the Shadowlands with purpose, isolating targets in a veil of perpetual darkness, before disappearing and leaving behind only death and mystery. Without the need for orders, each warrior knows both his or her own and their comrades' duties, as well as who will require support and who can provide it. Indeed, despite the lack of a formal military chain of command, These Shadow Cabals are capable of acting with far greater synchronicity and discipline than most standing armies.

The Most Notable are Naxus's Shadow Dancers- lightning-fast warrior acrobats, These enigmatic beings do not differentiate between war and art, applying their lithe, inhuman grace to both without distinction. Sinister, mysterious and mercurial, they wage a never-ending guerrilla war against the servants of the Infernal Realm in the name of their Goddess. The strangest and most inscrutable of all the human race. Their mastery of the physical arts, twinned with their incredible speed, and otherworldly magical ability, makes them truly deadly fighters. Every moment is a performance, and they perform their legendary acts with puissant skill, flair and passion –- their hallmarks upon the field of battle.

To become a Shadow Dancer, however, means that you must step into Naxus's Realm, the Shadowlands- Once going in, there was no going back. Your old Identity is stripped away, and your entire being is given utterly to the Mysterious Goddess, who directs her children in acts of great violence and curious benevolence. Human, Elven, Orc, Goblin, even Dragon or Dryad, all share this fate. Indeed, a duty that the Shadow Dancer's embrace is performing the dances and plays of the mythic cycle of all races. Viewed with superstitious awe, these ritual performances remind Mortalkind of the gods they once knew and of the fall of their ancient civilizations, ensuring that their people retain some semblance of unity and the horrors of old are never repeated.

Curiously, it is said that Naxus herself even takes active part in some of this plays, appearing as a beautiful woman hidden behind a dragons mask, but as soon as any realize her true nature, she is already gone.

In recent years, since the War between Athios and Magion, and the Awakening of the Deadlands of Qowan, the Cult of Shadow's war against Xannek has been characterized by a newfound urgency. Cultists and Shadow Agents have become an ever more common sight among the nations. Appearing from the Shadowlands, they can be found performing within the realms of the younger races or battling the various factions and Kingdoms in vicious campaigns of apparently random violence. More and more of every race disappear into the shadowy clutch of Naxus and many are beginning to wonder why.

The truth is inspirational and terrifying in equal measure.

In the heart of the Scorched Oak Forest, where the ancient seers bloodline resides, there exists a library watched over only by the most trusted of the Seers and the Cult of Shadows. It contains all the knowledge about the Infernal Realm and the Demons that pour out from it, alongside any information on the Hellgod himself. But that is not all. Inside these halls there is a silver vault, and therin stands a pedestal made of fine obsidian, upon which rests a tome covered in Black Dragon Skin.

Inside were said to be the words of Naxus herself, bound by chains of darkness and shadow, which began to fade as fabled events came to pass- A Madman betrays his own and usurps the Imperial Throne, a Queen rises from her tomb over a court of death, and the Sons of Humanity spill their own blood. After the Magion-Athios War, the tome finally. fell. open. These words presented a slender hope, and began a worldwide performance that Naxus's servants seek to fulfill, to the letter.

Few in Athios would welcome the return of Naxus and her brethren, but even the Watchers have recognized that none across the lands know more about the Infernal Realm, and the Hellgod, then these enigmatic agents of the Goddess. Rumors speaks of a champion, long dead, who has seized the mantle 'Queen of Fools' and now leads their efforts to defeat the vile Hellgod. Whatever truth these words have, only Naxus knows for certain...It may be through The Cult of Shadow along alone that true victory will finally be achieved against the Hellgod.

The Answer to such questions can be likely be found in this library, whose existence is kept hidden, even among their own number. It is known to only a few and fewer still are allowed to enter. Inside may be the salvation to the Young Races that still remain in the world...and perhaps, Naxus's Curtain Call.
 
The Magion-Athios War
78646f9c74f6a72cb1fd025dcf992801.jpg

When King Ledecest Gallamius signed the Writ of Exile, it was done to prevent another apocalyptic event such as the Cataclysm- The actions of the mages in Lothrond tore a hole in the fabric of reality, and allowed the Hellgod Xannek to establish a foothold in the region. Though the dark god was eventually banished once again, the devastation remained, and many were bitterly resentful and hateful towards the mage populace. After internal pressure by the House of Anthinius, the House of Whispers was dissolved, and the Mages in Athios were forced from their homes- families were separated, loved ones robbed of each-other, and children disowned.

The Great Exile of Magekind's last victim was Ledecest's own daughter, Kiara Gallamius, Crown Princess of Athios, who was cast out into the wastes. Most assumed that the mages perished in the unforgiving deserts of Magion, eaten by predators or starved due to the lack of food and water.

After well over a century and a half of rebuilding and reconstruction, scouts and armies were sent to the distant territories of the land to prepare them for settlement, and in 412 AF, movement was detected by the House of Mathlus's scouts in the Magion Desert- strange soldiers in lost human villages which had not only survived, but flourished, the landscape being transformed around them. The sight of reverse engineered Imperial Technology and the bounty of the land prompted then King Taxus, Great-Grandson of Ledecest, to send forth envoys to meet these neighboring residents.

What they discovered was that the mages they had exiled had not only survived, but had established their own kingdom in Magion- uniting under the governance of Taxus's long deceased great aunt, Kiara, and had managed to build a nascent kingdom among the dunes. Utilizing their magical talents and the wonderous forgotten technologies of the Immortal Empire, life was slowly returning to Magion and over the century their population had grown. Where once they had only enough numbers to sustain a small settlement, they now had cities as grand as those inside the Divine Gate.

This reunion was not without its hardship- Athios had expected its long lost cousins to greet them with open arms, but the Mages had not forgotten their exile and, in their eyes, unjust punishment for the actions of the few. The people of Magion did not treat Athios as long lost brothers and sisters back into the fold, but with open contempt. To make matters worse, Magion controlled several key trade routes along the old imperial highway that prevented Athios from utilizing them for their growing colonies in Bowerstone and elsewhere. When asked for passage through their territory, Athios was coldly rebuked and warned to stay clear of their territory.

Tensions boiled as Magion continued its pace of development, utilizing the ancient knowledge it had hoarded to amass vast stores of wealth and resources, while simultaneously greatly expanding it territories to include other such races, such as the Goblins of the Forests of Amaranth or the Catfolk Copperglaive plains. For the economically desperate Athios, their options were continuously limited, and Magion refused any acts of compromise unless in the most dire of circumstances. The match that lit this powder-keg was when a trading caravan holding vital goods for several towns illegally passed through Magion's section of the Imperial Highway, and were brutally killed by bandits.

Wanting compensation, Athios demanded that Magion return the goods back to the villages themselves, instead Magion seized the goods as the price for 'unlawful invasion' of its territories. Infuriated citizens of Athios called for war against Magion, and with the future prosperity of his people chaffing under Magion's unwillingness to engage diplomatically, King Taxus declared war on his own cousin, Queen Elmenhilde and prepared his people for a long campaign. While an unfortunate circumstance, King Taxus was convinced that it was a war Athios was destined to win- exhaustive survey's done by House of Mathlus convinced the King they had the numerical and economic advantage and that soldiers could be expected to be home before the leaves fell from the trees.

This assessment would cost thousands of lives.

Athios had done well against small fiefdoms and bandit holdouts, as war as a foreign concept to them, but against Magion, they found a match- though numerically and territorially smaller than Athios, its mages held a frightening degree of power, and with Athios's templar's far too few in number, It's knight-enchanters and their technological sophistication proved to be the deciding factor. Though Athios achieved harrowing early victories, such as the Battle of the Twin Peaks or the Siege of Obsidyne, the Mages of Athios inflicted devastating damage, such as the Massacre of Meridian, when six entire Athios Tribune's were destroyed by a FIery Tornado conjured by the Knight-Enchanters.

Finally, after ten years, the logistical burden of the conflict began taking its toll on Athios, and Magion began a steady push into it's outermost territories. With the core lands of Athios threatened, The House of Squire's initiated an unpopular strategy of asset denial- burnig down farms and food stockpiles, Magion could not support heavy advances inward. Facing problems elsewhere and unable to support a prolonged advanced, after a few skirmishes on the periphery of Athios, Magion withdrew under a tenuous truce with Athios. Athios was forced to give up several key territories while Magion was forced to allow trade with their ancient enemy, though not without extensive tariffs and taxes placed.

Though arguably short, the conflict was devastating in scope- both armies of Magion and Athios were severely weakened, major sections of the land were in ruins, and the outcome of the conflict fostered a deep resentment among the populations of both kingdoms, Magion's people believing Athios would stop at nothing to ensure their complete extinction, and Athios believing Magion was a territory of Athios and must ascribe to their laws and values. There is also the rumor that the Kingdom of Athios has been deploying its infamous assassins into Magion to eliminate 'problematic' people, though only King Taxus's could answer those rumors with any certainty. Meanwhile, Magion continously gouges Athios's trade for their own gain, using it to fuel their expansion.

The War may be thirty years passed, but the horrors inflicted are remembered by the conflicts few survivors, and many can feel the trepidation in the air and the unease among the people of both nations. Dystrexion stands on a knife-edge as rising tensions between Magion and Athios threatens the treaty that many fought and died to gain, and with word that several heroes have been selected and emerged across Dystrexion, many fear the disaster that is to come, all the while opportunistic factions exploit the chaos for their own gain.

All it will take for this delicate peace to burn away is a single spark.
 
Last edited:
The Realm of Concordia- The Lit Beacon
35c993e01c39694694fccf38df7160f4.jpg

The Kingdom of Athios is a nation of colossal size, spanning hundreds of towns and cities, and hundreds of thousands of souls. To rule over such a nation directly is impossible, even for the dedicated efforts of the Royal Houses of Athios, and instead noble families are entrusted to rule over entire realms and territories in Athios's name. These range from settlements on the fringes of human territory to entire cities and small nations rivaling the power of the Inner Cities. Yet even since the final days of the First Cataclysm, perhaps no single realm has done more to contribute to the power of Athios, or win more glory in the name of Gallamius Imperial Family, than that of the Realm of Concordia.

Located in the north-eastern plains, bordering the elven lands of the Emerald Crescent, the realm of Concordia has historically consisted of over 100 territories. This number fluctuated across the years before being reduced to just under a dozen holdings in the aftermath of the Second Cataclysm. Despite this, the region has always been one of the wealthiest and most powerful in the Kingdom of Athios, and its territories maintain a level of economic and technological sophistication unheard of within Dystrexion. This is attributed to the great number of intact Imperial Structures that dot the region, and great effort is made to ensure the prosperity of its citizens, so long as military requirements are met.

Citizens of Concordia live within a highly martial society, dominated by the Knight Houses that reign there, and many view service to Athios as the highest calling. The House of Squires even consider the realm their homeland, revered even above Athios itself. This is in large part due to the presence of the Tribune known as the Grey Watch, who were the first assembled knight's to man the walls of Athios during the waning days of the first Cataclysm. It is a point of pride to have provided a recruit for the esteemed tribune, and the noble families proudly display the statues of great heroes and soldiers who were born there. While such a method of recruitment is common among Athios lands, few recruit from such a wide variety of territories and fewer still are as directly involved in the administration and governance as the Grey Watch.

Historically, the Grandmaster of the House of Squires who ruled over the territory in Athios name, and are bestowed the title 'Lord of Concordia'. Across the centuries, Legates have also been appointed over Concordia, who ruled over settlements or cities under the command of the House of Squires, and served as regional governors. The corruption and ineffectual rule of Athios that continues to plague Athios has seemingly never taken root in Concordia, and many within Athios's nobility view the realm with envious eyes. The existence of such a nation within Athios itself has often been called treasonous, but to many, Concordia is the last true remnant of the Immortal Empire, before its fall into corruption and decay as what it is today.

The House of Squires maintains absolute dominion over the region, and several tribunes maintain vast fortifications to aide in its defense against exterior threats, including 9 spires that were created during the final days of the Empire, which utilize a strange magical technology that cannot be replicated. Each is a powerful bastion in its own right with enough power to destroy a small army in a single strike.

The history of Concordia is closely tied to the Ashblood Noble House, who reclaimed the realm from the horrors of the First Cataclysm and turned it into the jewel of Athios's border territories. One of the knights in the service to Lord Gallamius, before his appointment as the first king of Athios, Lord Hyacinth Ashblood discovered Concordia, a fragment of the dying Immortal Empire, that managed to retain contact with its constituent territories and maintained several key pieces of Imperial Infrastructure. Uniting the realm under his brilliant leadership, Ashblood was awarded the hand of one of Gallamius's daughters, linking the two families in a bond that would last for centuries, and their loyalty to the Kingdom held without question, thus the realm would provide soldiers and supplies badly needed to defend Athios and its lands.

The Second Cataclysm was as devastating to Concordia as to the rest of the Kingdom, and the Demonic Hordes relentlessly attacked the realm to tie down the Ashblood Family and its tribunes and prevent them from reinforcing the battered defenders of Athios. In the Port City of Meridian Bay alone, the Goldenshore Raiders lost nearly half their tribune, and while the House of Squires would eventually emerge victorious, their tremendous losses and the Fall of Dantelion prevented them from providing substantial reinforcements to Athios. It was believed that the Ashblood Family too met a similar fate- their house nearly destroyed and what few members remained too disconnected for form any sort of cohesive leadership.

As Athios struggled to repair the damage that the Demons had wrought, and thousands more were banished from Athios on the degree of Ledecest, Concordia worked tirelessly to bind Athios back together. Concordia alone was able to provide the supply of raw recruits and resources at a quick enough rate and within a few years, half of the members of the House of Squires had come from Concordia or other nearby worlds. But the last Lord of the Ashblood Family, Verico Ashblood, knew all too well the potential for a civil war to brew, thus despite the great power of the Realm of Concordia, the choice was made to splinter the realm. Concordia was reduced to just a handful of villages and cities, and the position of Legate was abolished.

In time, the Ashblood Family too would pass into legend, with Verico supposedly poisoned by a rival house, and his remains entombed within the capitol city of Athios. Even without their leadership, Concordia endured. It's forces contributed the greatest to the Magion-Athios War, and just a few years later, many were sent with Lady Siovanna in the re-conquest of Nethia and its territories. This latter conflict would prove devastating for the Realm, as a third of the House of Squires turned their back on the Kingdom of Athos and left for the far off land to the west.

The Realm of Concordia's greatest test would come during the Siege of Concordia, when an immense demonic raid lead by Cataclysm Survivor Ruthrax the Black, a demonic dragon, attacked with an immense demonic army. Yet what Xanthippe and her allies found there would change things forever- Kieron Ashblood, former student of Lady Vigil herself, and last of the Ashblood Noble Family, and together with his Tribune, the Grey Watch, they threw back the demonic host. Following a secret meeting between Kieron, Xanthippe, and King Taxon, where words were said and alliances written in blood, Kieron was named Lord Protector of Athios, head of the House of Squires, and has since embarked on a campaign to re-organize and re-arm the Kingdom of Athios for the greatest, and perhaps final, conflict to come.

As Xanthippe travels left with her allies for some unknown purpose, and attempt to broker peace with their long held enemies in Magion, Kieron has declared the 100 territories of Concordia restored, expanding the realm to its greatest extent since the Second Cataclysm, with some of the greatest remaining warriors of Athios serving as Legates in the Realm. They are involved in an immense undertaking to restore the power of their newly expanded dominion, raise great new armies and fleets, marshal their forces to aide in Xanthippe's quest to save Athios, and bring the Light of Civilization back to a world fallen into darkness.
 
Last edited:
The Kingdom of Magion- Keepers of the Flame
d79cbf6d1e4efc67fe0c1b592e07af46.jpg

The Age after the First Cataclysm was an era of rebuilding and rediscovery- lost technologies were learned and lost dominions returned to the fold. It provided Humanity with a chance to grow its strength back and, hopefully, return the Light of the Immortal Empire to a lost world. The tragedies of the Second Cataclysm were without number, and when entire armies of demon-possessed mages turned against the Kingdom of Athios and brought ruin to the lands, It was the House of Whispers that sought to restore order. With the help of the House of Squires and agents of the soon-to-be House of Mathlus, they turned back the demonic tide. However, the damage done to the Kingdom of Athios was incalculable.

The House of Gallamius was weakened, and a great deal of xenophobia had grown amongst the citizens that remained- Twice had mages come to power in the Realm of Man, and twice had the nearly brought the species to extinction. The High lords of House Anthinius were little different, and many publically condemned the House of Whispers, even while its agents worked tirelessly to bind back together and preserve the spirit of expansionism that Athios had worked so hard to build. Tragically, it would not save the House of Whispers- The Writ of Exile was signed, and mages were to be banished from the lands of Athios, never to return.

As hundreds turned against friend and kin, The remains of the House of Whispers, not formally given the Writ of Exile, were left in tenuous position- already, many of the Lords of Athios turned their gaze towards the throne with envious eyes and made private and public overtures to sway the loyalists mages to their side- Kiara Gallamius, last reigning lord of the House of Whispers, heard rumor that her House was to be gutted- the remaining mages would be locked within their fortresses and utilized by the High Lords only in the most dire circumstances, but Kiara was no fool- she felt the potential for another civil war coming.

The House of Whispers was not only Athio's primary trainers of magic- they contained the brightest minds and best skilled magi-forgers and Magitek Engineers left in the remains of the Immortal Empire. Their knowledge, combined with the powerful and devastating technology that once ruled over Dystrexion, was immense. Kiara knew that if fighting broke out between the Houses, Athios would be destroyed in the aftermath, and any hope of restoring the Immortal Empire and its holdings would die with them. Thus, she chose to take matters into her own hands, to preserve what little remained of the Empire and save Athios from itself.

In secret, she called together the remaining leadership of House of Whispers, plus the remaining cabals of mages, warlocks, witches, and sorcerers that had not yet fled. Kiara and her house had tried without end to preserve Athios- the mages there had fought together against the worst of Demon-kind and their traitorous brethren. Lord Ossus Valkyr, last magical advisor before being dismissed and banished, approached Kiara and forwarded a plan- They were the most skilled Knight-Enchanters and Arcane Warriors left in the realm, and could easily crush the exhausted armies of the other Houses and the Noble Families.

It was believed that by doing this, they could do away with the corruption of the Noble Lords and reunite the Kingdom of Athios, before eventually rebuilding it from the ground up- Ossus told Lady Kiara that the men and women under her command, five thousand of the best trained and equipped warriors, capable of devastating power, would GLADLY follow her, and would do whatever they could within their power to use the might of the House of Whispers to save Athios. When offered the reigns of the Kingdom and potentially an Empire afterwards, Kiara took the crown...and dropped it. Kiara refused to become a tyrant to fix the situation.

To replace Tyranny with Tyranny would become a dangerous precedent, and one Kiara would never submit to, and thus a plan was decided- Before the Noble Houses and the Great Houses of Mathlus, Anthinius, Squires, and Coin could turn on one another, Kiara opted to remove the House of Whispers, as well as any surviving magic user, from the equation. Kiara intended to take the mages loyal to her beyond the reach of the petty lords and their territorial aspirations. To spare her house from the next potentially great war, to spare the men and women under her command from being used as pawns by decadent nobles, and to spare innocent people from those that would misuse the knowledge of the House of Whispers against themselves.

Thus, The House of Whispers gathered their families, loyalists, and anyone else prepared for the Exodus- the Great Exile to the western lands, for places far behind Athios's reach. In every city, the House of Whispers gathered technology, supplies, and personnel from their outposts and their Halls, and made their way west- Athios took note of this, but Kiara wrote off stating that what they were merely doing was combating a demonic incursion, which many members of the Houses of Athios chose to believe. Finally, reaching Elios Village, the force that consisted of the House of Whispers broke away- By surviving records, it was the entirety of the House of Whispers, along with 90% of the remaining mages in the entire Kingdom, easily over ten thousand people and their families, along with whatever they could carry.

The last to leave was Kiara herself, gazing upon a Kingdom she'd never see again, and planting the flag of the House of Whispers on Tirnog Hill. With that, the story of the House of Whispers faded into local memory- The Houses of Athios eventually learned what had occurred, but despite their fury, could do little about it- The aftermath of the Second Cataclysm had laid waste to much of the infrastructure of Athios, and without their mages that understood its repair and workings, the decision was made to focus on rebuilding. Thus, the Kingdom of Athios turned inward, writing off the House of Whispers as their suicidal exodus took them within the scorching deserts to the west, believed never to be seen again.

But these descendants would one day return- and with far less noble intentions then what their ancestors had.

Kiara travelled for an entire year with her household and the surviving mages that followed. Some broke off during the great exodus for other lands- some headed for Bowerstone, others risked Slyterra, and a few even attempted to head back to Athios and face whatever judgement would await them. Kiara did her best to keep the faith of her people, but the deserts were not kind- Hundreds would die from predators or the scorching heat. Their hopes diminished with each new month, But Kiara urged them to press on, remining them of their duty and that by taking their power away from the authority of Athios, they were saving it. This invigorated their convoy to press on, and soon their faith was rewarded.

The light shining and clashing waves of the western seas was a beautiful sight for the exhausted refugees. Kiara chose to plant her flag along the cost, founding a new nation in the sands of the old- taking the name from the ancient civilization of dragonkin that once ruled there, Kiara named their Kingdom Magion. Kiara sought to create a new Kingdom in Exile, but trouble was already brewing- many of the mages were former soldiers and warriors, and without any enemies nearby, the need for an army was mitigated- Kiara made the decision to split apart their armed forces and take a chunk fo them and focus on building.

Without the uniform of the Athios Military, or even the House of Whispers, many turned on one another- For the next five years, small fiefdoms cropped up by former knight captains and warlords. Kiara did her best to reunify her nascant nation, but the journey had taken its toll on the aging Lady. Kiara eventually passed away, and rule of the Kingdom was, nominally, transferred to her daughter, Lady Fable Gallamius. Fable was a young knight commander, who had served alongside the veterans of the Second Cataclysm and survived the Fall of Dantelion.

She had the loyalty of her men, but she needed more than that to preserve the nation her mother sought to build- Thus, she chose to unite them in purpose. Utilizing the technology that her House had to create necessary infrastructure, she turned her gaze to their new neighbors in the Copperglaive Plains, whose Catfolk people had come under fire by raving bandits and Orc Warband. she told the fiefdoms and domains that they were given a sacred mission to rebuild the Empire- Thus, when they called for aide, she rallied those around her in purpose. Lost territories were put back into the fold and within a year, the Copperglaive Plains, and later the Forests of Amaranth, were liberated by the Mages of Magion.

This action, while preserving Magion, would ultimately shape its ideology- They had, after all, done the moral thing of leaving a nation instead of conquering it, and removing the dangerous tools and weapons that others would so surely misuse and corrupt the purpose of. They begun to believe that the future of Dystrexion, a path of survival that none but they could see, laid with the Kingdom of Magion and its people. That only through them, through their hardwork and sacrifice of the Mage Lords who governed them, could Dystrexion be saved, The Immortal Empire restored, and the Great Golden Age of Humanity returned. Fable would then take up the name of her mother, Kiara, as her last, and found the House of Kiara as the ruling dynasty of Magion.

She would also grant positions of Authority to her most trusted lieutenants- House Valkyr, which saw over the administration of Magion, House Fiel, which would create, sustain, and build the lands needed to support the kingdom, and House Tethrys, which would research and arm Magions armies, to better protect the lands under their control, and restore the productivity and prosperity of their newfounded dominion. Over the next century, Magion went through a technological renaissance- ancient ruins in the western lands were discovered, its secrets picked apart and used to improve the Kingdom, all the while absorbing new lands and peoples into its growing nation.

But this expansion brought it into contacts with fleeing survivors from the east, from lands they once abandoned- these survivors followed the path the Exodus had taken, and brought with them tales of horrible atrocities and actions done by their cousins out east- Witch Hunts, public hangings, execution of any suspected of using magic, and horrific corruption. This, coupled with the feelings of superiority with their advancing dominion, and shock at the regression of Athios, kindled the fear Magion had of its eastern cousins into a bitter rage. Queen Elmenhilde, daughter of Lady Fable, had grown up in Magion and never saw the lands of Athios to the east, was the most vocal in her disdain for the nation.

She stated that Athios failed the test of Civilization, a test they in Magion had endured and survived, and held that a nation that would engage in such barbarism was little better than the demons they once fought, and as they all knew, demons must be slain. When Athios sent its representatives to the nation in the west, they were treated with hostility, and in the years that followed both engaged in a cold war that fed into the idea that Magion must conquer Athios to save it from itself. When war finally erupted, many assumed Magion would do little against a power that had ruled for so long. But its armies had advanced since the Second Cataclysm, and their power was devastating.

Untold number of humans died during the Magion-Athios War, and to further add upon the humiliation, Athios lost considerable territory. Only through the actions of Lady Vigil was the war ended, but both nations were scarred. Now, both sit in active brinkmanship, steadily rebuilding their forces and preparing for class in a great conflict that would decide the fate of Dystrexion. The cities of Magion deride those of Athios and pompous and privileged, its kingdom run by a dying old man frantically grasping for power. With their victory in the Lizardman Confederacy under the leadership of the Hero Arcturus Visconti, many believe it is now time to finally show Athios who the true masters of Dystexion are.

Yet the Dream Kiara had of preserving their nations still exist in those who remember her vision- an Ideological fracture has appeared in the once unified nation, with Wardens, defenders of the Ideals of the Empire, wishing for reunification and seeking to allow the Empire to be reborn naturally, while the Crusaders, righteous and zealous warriors of Magion and power magic users, see it as their duty to unite the far lands and finally restore the Empire. This has lead to internal conflicts by the great houses of Magion, and various noble families turning on one another seeking to sway the opinion of current Crown Princess Elistra Kiara and her dutiful aide, the Hero of Magion.

Magion has never been a land of enduring peace- while the threat of the Demons remain broken, and the Hellgod trapped in his realm, their influence remain. With such fractures appearing in Magion, Nobles in Athios finally see Magion as weakened and ready to be retaken, all the while troubling reports of strange magic and activity and recorded in the Northern lands of Slyterra, Lothrond, and Antium.

Magion faces an uncertain future as its people enter the latter half of the 4th Age.
 
Azure's Reach- The Serene City
E0cLWEzVEAADowe.jpg


Magion has been described as a chaotic sprawl of lesser fiefdoms by Athios, a glittering gem in the desert by Aegumana, and a pale imitation by Nethia. Yet, despite its diverse reputation, Magion has carved out a life where lesser nations have withered and died, and its cities represent this desire to survive and prosper beyond any shadow of doubt. Perhaps no greater sign of Magion's growth and prosperity as a kingdom can be seen in the Kingdom's Economic heart of Azure's Reach, the Serene City of Waves.

Azure's Reach prosperity didn't grow overnight- originally part of a colonization program undertaken by Elmenhilde, former Queen of Magion, and several other notable families. However, due to varying circumstances, including the Magion-Athios War, the town failed to produce the revenue needed to support further expansion, and the program was largely abandoned. Azure's reach existed as a few meager fishing huts capable of supporting the local population and left the lords hoping to break even on their investment. This was liable to stay this way until the arrival of one Auryn Fantasia Thornbrook, her family, and several other refugees from Athios and into the dying settlement.

Using their remaining funds from their adventurous trek across the wastes, Auryn bought-out the Lords of Azure's Reach, giving her complete control over the land and its surrounding territories. Most were grateful to have their hands washed of such a mess of a colony, but Auryn was a woman of vision- raised to govern her hometown of Elios Village, she put her knowledge and skills towards revitalizing the local industry of Azure's Reach with a trade program, linking the fishing settlements few remaining ships to Bowerstone via the River of Crowns. This provided with the necessary funding and resources to begin Auryn's long process of restoring the economy of Azure's Reach to match, and then surpass, that of Magion's.

Buying the loyalty of local privateers who had been washed out by the wars end, and buying several retired war vessels and converting them into merchant ships, the River of Crowns soon became a source of constant income for the town, meanwhile various construction projects allowed the city to begin taking shape, ramshackle huts being replaced by Sandstone, Bleached Wood, and glass. The irrigation from the river also provided ample nutrients for farming, diversifying the diet of the local population, and with ready access to the Whitespire sea, Azure's Reach supports the only known trade routes to the outer kingdoms to the core territories of Magion and Athios.

The economic boon of Athios did not go unnoticed- Crown Princess Elistria, daughter of Elmenhilde, rewarded the landowner Auryn with the title of 'Duchess', the first Athios-born noble to hold a Noble's title in the court of Magion, and her success has drawn the ire of many of the oldest families in Magion, seeing her as an 'outsider', but most feel cheated from the grand prosperity of what they had believed was a dead colony. Azure's Reach continued to grow, and Auryn had her eyes on even more ambitious projects, such as the Tower of White Fire, a defensive implement meant to protect 'The Reach' as the local sailors have begun to colloquially call it, which can rain fire and lightning from its high placement down upon any invading ships.

The other known projects were the Xanthion Academy, named for one of the Thornbrook families ancestors, which provides a free education for all citizens of Azure's Reach, and the Twin Cathedral's program. Built atop two Ocean Dunes at equal heights, both stand as religious monuments to the Old Gods and the New Gods, making it popular for its religious tolerance. Finally there is the Bank of the Reef, meant to collect taxes from the trade ships and manage the local economies of Azure's Reach. It is said to be operated by surviving members of the House of Coin, exiles likewise from Athios that turn their banking and economic power to the benefit of The Reach. This combined with its strategic location has made it the envy of Magion, and an enduring symbol of its prosperity and growth.

It's culture has likewise been shaped by its growing mix of fishermen and traders that inhabit the seaport- Seafood has become a local delicacy and a staple of its cuisine, and many serve in the local fishing fleets or merchant navies, giving its people a course and often times harsh, but community-minded demeanor. Most shopkeepers will often be seeing helping out in the shipyards as often as running their stalls, and outside merchants aiming to give its traders a raw deal have found themselves intimidated and unanimously verbally crushed by the working classes. Many identify themselves by the ship they serve or have served on, rather than any Lord or Land, and several former and current captains proudly display the flags of the ships they have sailed. In place of gems and precious metals, polished coral and gleaming pearls are often as a sign of wealth or marriage.

Auryn is not without her enemies however- Her rise has embittered many traditional and xenophobic elements in Magion, and many nobles of the mages kingdom aim to seize the city from the ruling hand of the Thornbrook Family, seeing their influence as tampering by the Kingdom of Athios, while others have begun to flock to the Thornbrook banner in droves, giving the Seaport's Noble family its choosing of retainers and loyal servants. Auryn is not alone- the people of The Reach have not forgotten what the Thornbrook family has done for them, and should any dare to threaten their rule over the Seaport of Azure's Reach, they'd face the might of a fleet of ships aiming to defend them. Azure's Reach was founded by those fleeing the doomed kingdom of Athios only to be abandoned by the Kingdom of Magion, and they'd sooner sink beneath the waves then be bound to the will of a foreign tyrant.
 
The Dwarven Colonies- The Last of the Lost Kingdoms
defsbnw-1305c804-3f91-4ef3-8263-fcf2bc78d93a.jpg

The arrival of the Dwarven Caravans are something of a novelty- large land ships called Ironclads drag across the land, drawn by Mammoths, and carry around the housing, forges, and shops of the Dwarves. They ply their trade in the grounds of Athios's cities, a welcome site in the economic heartland. It is here that masterful enchanted weapons are purchased by the knights templar, new spices and foreign animals are brought to the farms, and tools and weapons and sold for Athios Coin. In exchange, food, medicine, and luxury goods are purchased for the caravans, called 'Colonies' by the dwarven folks, and after half a month, they leave with many Athios anxiously awaiting their return.

While to many, this has become a relatively common sight, these Colonies represent the last vestiges of the Dwarven Race, once the pride of industry, technology, and innovation in Dystrexion. Now, they are a broken people, exiled from their homeland and forced to live as outcasts and nomads upon the surface world.

The dwarves that exist today have never seen the great halls that lie below- none but their most venerable can recall seeing the great statues of the Frozen Needles, the Lavaglass Fortress beneath the Toa Mountains, or the rich Crystal Caverns of Nethia. Every year their number dwindles, and many move together in caravans simply hoping to stave off death for one more decade, before going down in a blaze of glory in a desperate or vain hope that through conflict and bloodshed, their race would prove resurgent.

Once, the Dwarven Empire could easily be counted among the big three civilizations- As the Humans spread along the coastlines and plainlands of Dystrexion, the High Elves in their Golden Plateau, The Wood Elves roaming the Emerald Forests, and the Dark Elves embedded in their ebony mountains, the dwarves forged a massive empire of connected kingdoms underground. At its heart was the Kingdom of Atarince, beneath the Human Kingdom of Lothrond, said to be the cradle of the Dwarven race. The arrival of the humans initially brought competitive friction between the two, but eventually, a mutual respect was born as both enjoyed the art of creation, as many of Lothrond's settlers were artisans or blacksmiths from the lost land of Eldafae.

The Surface Kingdom also provided the dwarves with valuable materials they couldn't receive underground- grain, milk, or herbs from the surface were traded for stronger tools, refined metals, weapons and armor, and eventually military assistance. The eventual rise of the Immortal Empire brought the dwarves a golden age- the Emperor had taken notice of the mutual trust and friendship the dwarves had shown, and in return, Lothrond was the first to carry lines of the Imperial Highway across Dystrexion. With surface supplies coming in from all across the land, the dwarves enjoyed an age of unequaled prosperity. Their skills were also in high demand, and many craftsman and architects were hired with imperial coin to build the infrastructure that still lands to this day.

There are even rumors that Empress Jocelynn hired dwarves to create special automaton that can move independently, and fight without the need of sleep or rations like common soldiers. This would eventually give rise to the Golden Legion of Athios, warforged automaton that protect the largest remaining heartland of the old empire, and the strongest weapon left in Athios's control. Mild tension existed with the dwarves over their religious beliefs- The dwarves did not venerate gods as mortals did, instead worshipping the great leaders, most skilled warriors, or craftiest inventors as guardian spirits, who protected the dwarven clans and offered guidance to their descendants.

With the wealth of the empire, and their own status as one of its most trusted allies, None could've predicted the Cataclysm that would follow.

When Noxian opened a tear in Lothrond, and the Kingdom fell to his demonic warhost, the Hellgod's son did not ignore the dwarves below. Intending to force tehm out of the war, Noxian lead a devastating opening strike on Atarince. With the core of their empire gone, the dwarves became divided and confused. Many chose to isolate themselves to prevent further attacks, while some tried to organize with the other dwarven kingdoms to lead a united defense against the Demonic Warhost. One by one, the greatest cities of the dwarves fell, and their inhabitants either captured into slavery or killed. The few that survived were the traders and merchants who were unaware of the attacks on their cities. Rallying what few still remained that had yet to be found, the dwarves fled their halls, in an attempt to warn the empire and elves of what was coming.

Time was against them- the demons had already seized the Kingdom of Lothrond, and the Elven Capitol of the Crystal Spire was already under siege. The Dwarven Caravans attempted to come to the aide of their surface dwelling rivals, their remaining military launching a vicious counterattack against the demons, yet it was not enough to prevent the destruction of the Crystal Spire. Time and time again, the dwarves were met with defeat and retreat, and even their allies in the Toa Mountains couldn't hold out against the demonic host, their home soon reduced to boiling magma and cinders.

When at last victory was achieved, the dwarves attempted to rebuild, now joined by their friends in the Dark Elves, and began building their numbers in the city of Dantelion. Yet in the Second Cataclysm, this too was lost, costing the dwarves many lives and destroying what little remained of their culture. Unable to sustain more losses, the dwarves broke off into caravans, called 'Colonies', dragging what scraps they had across the land. Plying their skills as blacksmiths and workers, they are a dying race, living in a dying land, yet still cling onto their pride and sense of duty. To glory or to death, they have joined the dark elves fight against the demonic menace to retake the lost kingdom of Antarince.

It is whispered that a champion, chosen by the spirits of their ancestors, has been chosen to lead the dwarves into one final battle against demonic menace. No matter the outcome, should the dwarven race fade into memory or be reborn with a deadly heat, their kind shall leave an undeniable mark upon the history of Dystrexion.
 
Last edited:
Magitek Technology- Relics of the Lost Empire


102492-artwork-fantasy_art-ruin-spaceship-nature.jpg

The Immortal Empire is accredited for having created wonders and redefined the human civilization. Even centuries after its falls, its greatest monuments from the Seer Towers of the Northern Needles, to the Imperial Highway across all of Dystrexion, showcased a level of technological and innovative design unseen before and since its fall. Even today, in the vaunted halls of the House Anthinius and House Valkyr, they only attribute to a fraction of the brilliance of the Empire, and today fight over the relics in the ruined heartland, search the old vaults for any scrap of information, or raid the lost libraries of the Aegumana to even begin to piece together the lost golden age of mankind.

Seldom mentioned is the terrible price the Empire paid for the knowledge it had gained- Its gilded castles and grand estates were won at the cost of terrible weapons that fired lightning or ice from the barrel of a cannon, or blades that seemed to channel the immaterial realm itself into solid form, cutting through armor as one would slice into fruit. While the Imperial Highway connects the various lands and settlements that remain in the shattered world of Dystrexion to bring trade and prosperity, it was once patrolled by large metallic structures whose weapons fired with enough force to level palaces, and whose immortal soldiers fought with neither pity nor mercy, unbeholden to the human fallacies of hunger, stress, or fatigue.

This was all made possible by Magitek- The Lost Technology of the Empire.

The creation of Magitek began almost around the same time as the Empire itself- a strong proponent of magic as a means to advance the human race, future Emperor Earon Cale commissioned his wife, Lady Jocelynn Cale, First Empress of the Empire and Archmage of the Imperial Court, to build an Empire worthy of his grand ideals. With the funds of the wealthiest nations, along with support from the greatest mages in Nethia, some drawn from her own cabal the Aegumana, Jocelynn began seeking the knowledge that would build an Immortal Empire.

The first made discoveries were easily her most recognizable- the creation of Manacrete. Utilizing Limestone, magic crystal sand, and a secret process involving fire, a durable and cheap material for construction was developed. This material was resistant to the erosion of weather and time, and could easily be replicated in large quantities, providing the Empire with enough building material to redevelop their heartlands into grand cityscapes, each backwater town and frontier village being transformed into a center of commerce and prosperity in the new empire. Even today, the Manacrete that lines the Imperial Highway maintains its unique form, and the grand walls of Athios still stand to protect its cities and citizens from invaders. Its creation is now lost to the ages, but still these grand constructs remain, a reminder of their durability in outlasting the empire that made them.

New technologies were developed to create a greater standard of living in the Imperial Realm- artificial lighting, water heating systems, devices that could cook food without the need for gathering fire or coal, and even autonomous constructs that served as both servants and companions. While some retained a basic form, meant only for following basic orders or menial labor, others were more elaborate and refined, some acting as companions, guilt-free mistresses and paramour's, or equal partners. A few have survived today and now serve in the Temple of Naxus, some still harboring stories for those willing to listen to the word of courtesans. Yet all these devices required a power source, a tough nut to crack even from the greatest Mage of her age.

Yet crack it did- At the heart of Aegumana Tower, a Mana Crystal Generator, was the merely prototype in a long line of crystal power sources devised by Jocelynn. The Luminos Stone's, as they were later called, were able to power all devices in a city containing thousands, and the power could be replenished with the help of a mage or witch with sufficient mana to spare. Compensation was offered for independent mages to donate their power reserves, granting those that had been impoverished due to the witch hunts a chance to earn a sustainable living. This immortalized her image in the face of the Imperial Populace, and many of the greatest craftsman and inventors often cited her as the 'Mother of Innovation', the forerunner for the Imperial Culture that would follow.

Yet, while her inventions were prided as the great wave of peace and prosperity spread across their home, this same innovation was turned to the military- The War of Reunion would not be won by conventional means, as many of the other kingdoms possessed sufficient advantages over them. If peaceful assimilation was impossible, military conquest was inevitable.

Those same innovative minds turned their attention to an arms race and crafted devices of such terrible potency and effectiveness that many still fear should their use ever turn against mankind- the Warforged were one such creation. An Army of Immortal Warriors meant to protect the most sensitive and important sites to the Empire, often the grand academies and research centers, but also the royal palaces. MaguSphere Cannons capable of firing bursts of lightning that could incinerate whole armies, or blasts of cold to slow them in their treks. Even the Armaments of the Imperial Army were upgraded to a terrifying degree, Spirit Weapons able to pierce even the thickest hides with horrifying lethality.

Should some rumors be believed, there are even whispers that the old Empire was attempting to create ships that soared through the sky like a bird, negating the risks of travelling around the sea, and opening lands beyond to Imperial Eyes.

Many have ascribed the time of the Immortal Empire as a Golden Age, and for good reason, as it brought about a time of prosperity that many still have fever dreams about, and in the dying land of Dystrexion, both Magion and Athios seek to recapture a glimmer of that lost age. Yet, for all the benefits that such innovation brought, this golden age saw an advancement in the art of killing far beyond anything dreamed possible. For all the knowledge that lays buried beneath the ruins and sand of the lost Empire, some secrets...are best left buried.
 
Back
Top Bottom