Blood of Brothers
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In the northeast corner of the vast land
known as Lindar, a nation of humans with powerful innate magical
abilities lived in peace. As the population grew, so too did
the diversity of the magics that they worked. However, one
unifying theme in the practice of their arts was the concept
of healing, healing of both the human body and the land in
which they lived. The nation thrived and prospered through
their magic.
But, as is always the case, prosperity
lead to complacency, and complacency lead to boredom, and
boredom lead to experimentation and bending of the strict
rules the elders of the land placed on the use of magic. A
small group of youthful rebels began to test the limits of
their powers. They began to believe that they could extend
their magic beyond simple healing of the body; they believed
that they might be able to defeat death by restoring the spirit
to its earthly shell.
Unfortunately their experiments failed,
but produced some unexpected side effects. The youths discovered
ways to reanimate the dead with no will of their own. These
mindless creations would obey the orders of their masters
explicitly. Fearing the wrath of their elders, yet wishing
to pursue their studies into the necromantic arts, the youths
gathered their families and crossed the Darkpeak Mountains
to the north, and wandered the northern wastes in search for
a place to live. Here in the land known as Nortarador, the
city of Palantium was founded.
These necromancers, now known as the Necrul'Talon,
instituted strict rules governing the use of necromancy, realizing
its potential as a deadly force. The practitioners of the
deemed "black arts" only wished to discover the
secret to life, not destroy it. Thus a council of powerful
wizards was formed to govern and direct the uses of the magic.
Situated as it was on the Northern Sea, the city grew from
an influx of seafarers from the west and traders from the
strange lands far to the north across the sea. Knowing the
practice of their magic may estrange them from their newfound
friends and neighbors, the Necrul'Talon built a tower nestled
next to a small valley in the Darkpeak Mountains, near the
forest of decay. Here they were allowed to perform their arts
in peace and solitude.
Meanwhile, the remaining peoples of the
nation heard dark rumors of what their cousins in the north
were doing. Fearing a resurgence in rebellious beliefs, the
elders built a temple to the idea of Solius, bringing light
and life to the world. They built the city of Solantium on
the river Nolien in Eastmoor as a place to bring together
all of their people for protection against the supposed evil
of their cousins in the north. The Soliunites became increasingly
paranoid of attacks by mindless undead. Although their fear
was completely unfounded, it nonetheless pervaded the lives
of the Soliunites. The elders dictated strict rules against
association with the self exiled Necrul'Talon, and meted out
harsh punishments against those they suspected to be practitioners
of the evil ways.
As time wore on, the Soliunite elders realized
that their imagined foe would not be marching upon them. They
relaxed some of the more fanatical rules, but still kept strict
mandates against the practice of necromancy. Life in Eastmoor
soon became easy; the residents often joked of the hardships
their wayward cousins must surely be enduring because of their
sins. An air of moral superiority reigned supreme in the Soliunite
lands. This culminated in a missionary expedition to the north
that sought to bring knowledge of the light to the immoral
people of the Necrul'Talon. These missionaries settled at
the eastern edge of the Darkpeak Mountains on the coast of
the Sea of Hope's end, dubbing the mission The Port of Peace.
It was here that a base of operations was established to send
missionaries into the lands of the Necrul'Talon. However,
the Necrul'Talon refused to succumb to the Soliunites superior
attitudes, and few would accept their teachings. Although
the mission failed, the port remains a bustling trading post
between the land of Nortarador and Eastmoor. Traders from
the far east across the sea began to bring exotic items and
foodstuffs into the land, and a mixture of cultures seemed
inevitable.
The Soliunite elders would have none of
this. They called home their Soliunite brethren from all over
the land to reside in the city of Solantium and the Temple
to Solius. Fearing the mixing of "impure blood"
would dilute their bloodlines, the Soliunites once again entered
into an age of paranoia and isolationism.
It was at this time that a powerful wizard
established himself as the supreme leader of the council of
the Necrul'Talon. His leadership brought prosperity to the
surrounding areas and an easy trust among the various cultures
now inhabiting the lands of Nortarador. His name was Palandius,
a name that garnered much respect in Nortarador and caused
fear and revulsion in Eastmoor.
But, years later, Palandius mysteriously
disappeared from public view. Some speculated that he had
contracted some horrible wasting sickness, and did not wish
to be seen in such a terrible state. Others believed he had
gone mad and locked himself up in his tower abode. Whatever
the reason, this threw the lands of Nortarador into confusion.
Clearly, strong leadership was once again needed to restore
order.
Then came the Cowled One. He appeared mysteriously
and quickly rose to power among the Necrul'Talon council.
His skills with necromancy and leadership easily earned him
the position as Council Master. His rulership of Nortarador
was strict; he was quick to punish those who spoke against
him. Although he had only recently attained his power, he
restored order to the northern lands at the price of his people,
who suffered under his iron fist.
The Soliunites fears returned; their
paranoia mounted. War appeared on the horizon. Bloodshed was
inevitable. For the first time, it would be the blood of brothers
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