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The Age of Magicis-gate

  1.3.01: The Emergence of the Mage.

  The journey of the Capprians, who ventured into the inhospitable marshlands and bay area, led to the foundation of a grand settlement that would eventually become known as the city of Cappria. Amidst the encircling swamp and wetlands, the Capprians found an unexpected abundance of resources, allowing them to create a thriving community where food, safety, and shelter were secured. This stability offered a unique opportunity for those who took on the mantle of scholars, focusing their efforts on understanding the mysterious forces pervading their environment.

  As they delved into their studies, attempting to unravel the enigmatic power that seemed to saturate the bay, an event transpired that would redefine their purpose. The world shivered with a profound tremor, and at the heart of their burgeoning settlement, a gate of pure magic manifested—a Magicis-gate. Those who had gathered closest to this phenomenon experienced a transformation, as if the gate had opened pathways not just in space but within their very understanding. It was as though they became attuned to the gates' mysterious energies, able to perceive and manipulate the chaotic forces at play.

  Recognizing a rare and unparalleled opportunity, these individuals formed a new College, dedicated to the exploration and mastery of these magical phenomena. The wetlands and swamps around them, already unpredictable, became a nexus of magical activity, with animals unpredictably morphing into monstrous forms. In response, those committed to safeguarding Cappria's inhabitants rose to the challenge, valiantly defending their fellow Capprians from the encroaching dangers.

  In the midst of this tumultuous era, one man emerged from the College with a remarkable achievement—having successfully closed one of the most perilous Magicis-gates. Declaring himself a mage, he pioneered techniques to either tame or shut these magical rifts, essential skills that he imparted to his peers within the College. With his disciples equipped for the task, he took it upon himself to travel further, venturing beyond the settlement to locate and neutralize any other Magicis-gates he could find.

  As the mage journeyed eastward, committing himself to this noble pursuit, life continued to flourish back in Cappria. The settlement evolved into a city, marked by growth and innovation, its people adapting to the challenges and gifts of their extraordinary environment.

  Years passed, and when the mage returned, older and wiser from his travels, he carried with him the weight of experience and knowledge. Honored for his contributions and leadership, he was chosen to head his College, becoming the first senator in the newly formed Senate of Cappria. His elevation to this esteemed position symbolized the fusion of practical governance and magical stewardship, a reflection of the city's unique identity.

  With a governance structure taking shape and the city fortifying against both magical and material threats, Cappria stood poised to become a significant power in the region. The legacy of its founding—a testament to the resilience and intellect of its people—ensured that the city would be a beacon of progress and learning within the ever-changing world of DemTera.

  1.3.02: The Expedition to the North

  As the world of DemTera trembled and the rifts of Magicis-gates began to manifest, the lands of the South—encompassing both the jungle and the desert—experienced a seismic shift in their cultural and economic dynamics. The oasis, once tranquil havens amidst the harsh desert landscape, became focal points of wealth and power. Enormous palaces, symbols of opulence and grandeur, began to rise within the four most affluent oases, testaments to the riches garnered by their rulers.

  However, the emergence of the Magicis-gates dramatically altered the landscape of travel and commerce. Routes that were previously considered safe became treacherous, fraught with the unpredictable dangers of the gates and the twisted creatures they spawned. In this perilous new world, only those with the means to hire muharib—the sword-bearing mercenaries whose livelihood depended on their martial prowess—could afford to traverse the land.

  Following the initial turmoil, as the immediate threats of the gates were mitigated with the invaluable assistance of the mage, a new era of stability and ambition dawned on the rulers of the four most powerful oases. These leaders, now styling themselves as Grand Merchant Princesses, convened for their first meeting. The tales shared by the mage, recounting the stories of distant peoples and lands to the north, sparked a keen interest and a sense of adventure among them. The prospect of unexplored markets, untapped resources, and the potential for immense wealth ignited a shared vision: to explore the unknown north.

  With a unified goal in mind, the Grand Merchant Princesses decided to sponsor an expeditionary force, aiming to explore the regions beyond their desert and jungle home. For this endeavor, they selected their most dependable merchant, adept in the nuances of trade and diplomacy, to lead the mission. Accompanying this merchant were three seasoned muharib, chosen for their battle-hardened experience and unwavering reliability. Together, this team of explorers set out on the arduous journey northward, following the ancient paths their ancestors had once taken when they traveled south.

  Their expedition was not merely driven by mercantile interests but also by a deep-seated curiosity and a thirst for wonder. One of their fondest wishes was to behold, even from a distance, the fabled splendor of the Holy City of Ava'rinn. Legends of its beauty and sanctity had long been passed down through their lineage, and the prospect of witnessing its grandeur with their own eyes was a powerful draw.

  Upon finally laying eyes on the majestic walls of Ava'rinn, the explorers felt their spirits soar. The city, a beacon of divine will and human ingenuity, stood as a testament to the enduring legacy of Uro'nus's celestial children. However, their gaze did not linger solely on the city; their attention was soon captured by the imposing mountains that rose in the north, a formidable and mysterious range that promised secrets, challenges, and perhaps, untold riches. The call of the unknown, embodied by these northern mountains, beckoned the expedition forward, into territories uncharted and experiences unseen.

  1.3.03: The Saga of the Foreign Warrior

  In the icy embrace of the Frozen Peaks, the Northern Wanderers, who had settled there, formed tight-knit communities that revolved around large family units known as Clans. Within this harsh and unforgiving landscape, the strength of kinship was an invaluable asset for survival. As these communities grew, the leaders of the four largest Clans took on the title of High Jarl, earnestly seeking to unite their people against the encroaching threat of monsters birthed by the Magicis-gates. Many Jarls pledged their allegiance to the High Jarls, forming alliances to better defend against these insidious forces.

  Following the intervention of the enigmatic mage, who successfully sealed numerous Magicis-gates and imparted magic's secrets to those willing to learn, a semblance of stability returned. With the mage's departure to the South, the High Jarls capitalized on this newfound peace, proclaiming themselves Kings of their respective territories, thereby establishing four Petty Kingdoms. Such a declaration was subsequently legitimized by the Law-speaker—the authoritative voice in the Thing—who ruled it just under the law.

  In the midst of these political shifts, a transformative event unfolded. On his way to a Thing, one of the Thanes—lesser chieftains serving the Jarls—encountered a bloody scene on a remote path. There, amidst the chaos, lay a dying pack of wolves and three fallen men, seemingly safeguarded by a lone, skilled warrior. This warrior, wielding a curved copper sword that resembled a farmer's sickle more than a battle-axe, stood out amongst the northern men who favored rugged copper axes.

  Seeking glory and eager to aid, the Thane plunged into the fray, dispatching the nearest wolf and helping decisively turn the tide of the battle. The warrior, grateful for the assistance, introduced himself as a muharib, from a land nestled among shifting desert sands to the South. He revealed that his mission, undertaken with his now-fallen comrades, was to open lines of trade between the people of the northern mountains and his homeland.

  Upon arriving at the Thing, the Law-speaker granted the muharib permission to speak, allowing him to relay his mission once again. However, as the Jarls showed interest in discussions of commerce, the muharib courteously corrected them, explaining that he lacked the authority to negotiate trade matters. In his society, he held the lowest rank, without the capacity to decide such significant affairs.

  The declaration puzzled those gathered, particularly the eldest of the High Jarls, who asked what purpose the muharib had for attending the meeting if he could not broker agreements. Responding with humility and respect, the muharib proposed that he could escort a duly authorized Northman, capable of engaging in trade, to his homeland. There, direct negotiations could occur with his superiors.

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  The Thane who had aided the muharib willingly volunteered for this mission, earning unanimous consent from the assembly. New understanding and curiosity stirred amongst those present as they recognized the opportunity for connection and mutual benefit.

  With the Southern envoy eager to broaden his understanding of DemTera's diverse cultures, the newly allied pair decided to embark westward first. Their journey, though intended as a means to open trade, became a broader quest to comprehend the different peoples and lifeways of the expansive territories. This tale of cooperation across such disparate lands marked the beginning of what promised to be an enriching exchange of alliances, knowledge, and shared futures amidst the complex tapestry of DemTera.

  1.3.04: The Battle of the Valley

  In the tranquil valley where the Western Wanderers had settled, life was a pastoral tapestry woven from the rhythms of nature and community. Small villages and farming communities dotted the landscape, each thriving in harmony with its surroundings. Even the emergence of the Magicis-gates, with their tendency to spawn mischievous goblins, did little to disrupt their simple and fulfilled lives. The goblin incursions were handled with relative ease, and peace returned with the closure of the gates by the benevolent mage, allowing daily life to resume its familiar pattern.

  Yet, this serene existence was suddenly and violently disrupted by alarming whispers of peril: from the north, a large Goblin horde was descending upon the valley. Unprepared for such an onslaught, several northern villages fell quickly to the might of the goblins' coordinated attacks. The devastation left in their wake galvanized the surviving villagers, igniting a rallying cry for unity and defense.

  Villages that remained standing banded together, forming a collective force intended to confront this encroaching darkness. These disparate fighters, driven by desperation and the urgency to protect their homes and families, prepared themselves to face the seemingly insurmountable threat.

  As this newly united force pressed forward, they believed they had arrived too late upon reaching the village of Perby. Smoke rose from the homes, and a haunting stillness hung in the air. Yet, within this scene of desolation, they stumbled upon something unexpected: a group of terrified children huddled together, shielded by two steadfast strangers—a formidable northern warrior, an imposing figure with an axe worthy of fables, and a slender, agile warrior from the south, whose swift prowess promised hope amid despair.

  Most striking of all was a courageous orphaned girl named Silvia of Perby, armed only with a copper dagger. Despite her small size, she bravely stood as a defiant bulwark between the children and the goblins, her spirit fierce and unyielding in the face of overwhelming odds.

  Roused by their presence, the village force, now joined by these two formidable warriors and the indomitable Silvia, fought ferociously against the goblin horde. In the ensuing battle, bravery and resolve carried the day, as they managed to vanquish the majority of the goblins, reclaiming Perby from the shadow of destruction.

  Silvia's spirit—illustrated by her daring stand and her refusal to yield—deeply inspired her newfound allies. Recognizing her potential and spirit, the warriors invited Silvia to accompany them on their journey southward. They saw in her the tenacity of a true warrior and took it upon themselves to teach her the art of combat, transforming her into a symbol of hope and resilience.

  Thus, Silvia of Perby became the bridge between realms and cultures, her story embodying the strength found in unity, courage, and the enduring spirit of those who stand against the darkness. As she trained under the guidance of her mentors, her legacy grew to become an emblem of hope, a testament to the power of determination and the bonds forged in adversity.

  1.3.05: Tales of the Three Warriors

  In the annals of DemTera’s history, the tales of the three warriors—Usama Al-Amin, Agnar Vilhjálmsson, and Silvia of Perby—stand as a testament to bravery, unity, and the quest for knowledge. Over a decade, their travels transformed landscapes and societies alike, leaving behind a legacy etched into the fabric of the world.

  Their journey began as they departed from Silvia's former home in the West, determined to bring stability to the lands plagued by the remnants of the goblin horde. Through battles fought with courage and cunning, the trio cut a path through adversity, their bond fortifying with each shared victory and trial.

  Venturing further, they entered the swamp and wetlands of the southwest, a realm riddled with myriad mysterious creatures influenced by the presence of the Magicis-gates. Their destination was the city of Cappria, home of the enigmatic mage—a figure whose wisdom and magical prowess was renowned throughout the land. In Cappria, the mage discovered Silvia's innate magical potential, sensing a raw power within her that spoke of great promise. Taking her under his tutelage, the mage guided Silvia in the art of harnessing her magic.

  As Silvia learned the mysteries of her power, the mage recognized her unique courage and bestowed upon her the title of Paladin, a protector infused with both martial and magical abilities. With this new title came the responsibility to protect and serve, a mantle she accepted with humility and determination.

  Equipped with newfound skills and knowledge of a remarkable new metal—iron—the trio left Cappria as ambassadors of progress. Their journey led them to the shifting sands of the South, where they were greeted by the Qawm, the people of the desert and jungle oases. Usama Al-Amin, the muharib, announced the discovery of iron and demonstrated its properties and potential. Recognizing the importance of this new resource, he was granted the prestigious position of a merchant, a significant elevation within his society, reflecting both his contributions and his leadership.

  Their next journey took them to the northern lands of the Fòlk, whose communities were deeply rooted in tradition and fierce resilience. Bringing news of iron and the techniques to forge it, they brokered a deal that would transform the northern holdfasts, making their defenses stronger and their tools more efficient. The Fòlk welcomed this knowledge with eager hands, recognizing the opportunity to enhance their prowess against the harsh elements and marauding threats.

  Yet, as whispers of a resurgent goblin horde began to stir in the West, Silvia of Perby faced her defining moment. Having grown into a formidable warrior and a compassionate leader, she felt the call of duty resonate within her heart. With a tearful farewell to her two mentors—now regarded as her fathers—Silvia donned silver-plated armor that gleamed with magical sigils, mounted her equally armored steed, and set her sights westward.

  Riding with purpose and courage, Silvia sought to protect her homeland and its people from the darkness that threatened to engulf them. Her journey was not merely one of duty but of love—for the land that had shaped her and the people who had embraced her as their own.

  1.3.06: The Silver Order.

  n the tranquil western valley, where life once revolved around the simple rhythms of farming and community, a new and greater threat descended upon the Menschen—the name that came to represent the resilient inhabitants of this land. An even larger horde of goblins emerged from their hidden lairs, their numbers and ferocity surpassing any that had come before. Panic spread through the otherwise peaceful farming communities, and a desperate call to arms echoed across the valley. The Menschen gathered in a singular haven, prepared to make a last stand against the monstrous onslaught.

  As the goblin horde attacked, chaos threatened to eclipse hope. But just as defeat seemed inevitable, a defiant horn blast rolled over the hills, heralding the arrival of an unexpected savior. Silvia of Perby, clad in gleaming silver armor, materialized on the horizon like a beacon of valor. Her presence galvanized the frightened farmers; her courage and unwavering resolve inspired awe among her people. With a rallying cry, she led them forth, charging against the invaders with a determination that rekindled the spirit of resistance.

  Silvia's leadership and the victory that followed bore the seeds of a new era for the Menschen. Under her guidance, the Silver Order was established—a fellowship of young warriors who pledged to protect the land they loved in exchange for sustenance and shelter from the grateful villagers. They represented both the might and the hope of the Menschen, their silver armor a symbol of the transformative power of unity and courage.

  In the wake of this newfound security, Perby began to flourish, blossoming under Silvia's wise and compassionate stewardship. As prosperity returned to the valley, new aspirations ignited among the people, leading to the formation of two additional factions. The Star Order arose, their members venturing southwards to found the town of Sveby, with ambitions of exploring and expanding their influence further. Meanwhile, the Copper Order established its stronghold in the settlement of Umby, dedicating their efforts to fostering trade and cooperation within the valley.

  These three orders—Silver, Star, and Copper—became the bedrock of a burgeoning feudal society in the west. Under Silvia's visionary leadership, their captains assumed roles akin to a burgeoning nobility, each responsible for the well-being and defense of their territories. This emerging structure provided order and stability, allowing the Menschen to thrive and expand.

  With their captains as lords, the Menschen gained a new sense of identity and purpose. The interconnectedness of Perby, Sveby, and Umby fostered a sense of collective strength, each community contributing to the vitality of the valley. Thus, the legacy of Silvia of Perby and her Silver Order extended far beyond a single battle—it laid the foundation for a new way of life, where valor, honor, and unity would define the western lands for generations to come.

  1.3.07: The Followers of Exa’nus

  In a radiant enclave of the holy city of Ava'rinn, the Followers of Exa’nus lived in what they perceived as a realm of warmth and love, nurtured by the benevolent presence of the goddess of death. Exa’nus, in her enigmatic grace, had created a sanctuary for her adherents, offering them comfort in the shadowed embrace of the divine. Among her devotees, one man stood out—a high priest, favored by the goddess and chosen to be her voice and channel of wisdom to her flock.

  Yet, the profound bond between Exa’nus and her high priest sowed seeds of unease among her divine siblings. When Exa’nus proclaimed she was with child, concerns deepened. The three other godly siblings, who feared for their sister and the implications of her union with a mortal, sought counsel from their father, Uro’nus. Recognizing the potential for catastrophe, Uro’nus resolved to speak with Exa’nus, hoping to offer guidance and reassurance.

  Before he could do so, tragedy struck. Treachery took root among the followers of Exa’nus, culminating in the untimely and devastating death of her beloved high priest. The loss struck Exa’nus like a mortal wound, and her anguished cry of grief and rage reverberated throughout DemTera, shaking the heavens and earth alike.

  Consumed by sorrow and blinded by her despair, Exa’nus accused her divine kin of complicity and wrongdoing, her once gentle heart turned tumultuous by grief. Her sorrow cast the city into darkness, a tangible reflection of her inner torment, before she fled, leaving a void where her love and warmth had resided.

  In her absence, fear took hold among the inhabitants of Ava'rinn, the followers of the other gods turning their ire towards the disciples of Exa’nus. To prevent the city's unrest from spiraling into greater conflict, the wise Uro’nus intervened, directing compassion towards the followers of his beleaguered daughter. In a bid to restore peace, he commanded the remaining followers of Exa’nus to leave the city, promising them safe passage as they ventured beyond its walls.

  Though grieved and forced to abandon their sacred home, the followers of Exa’nus heeded Uro’nus's decree with resignation and determination. Gathering their few possessions and memories of their divine sanctuary, they embarked on a new journey, driven by a steadfast hope of reconnecting with their goddess and rekindling the love and unity they believed to be their birthright.

  As they ventured forth into the unknown, their hearts drawn by faith and devotion, the followers of Exa’nus carried with them the hope that somewhere beyond the horizon lay a future filled with understanding and acceptance—one where they might once again bask in the warmth of their goddess’s embrace and rebuild their shattered community.

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