Deyja: Difference between revisions
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== Necromancy origin == | == Necromancy origin == | ||
The following is a short story that was written by a New World Computing employee and published on the now-defunct fansite "The Nether Gods". | The following is a short story that was written by a New World Computing employee and published on the now-defunct fansite "The Nether Gods". | ||
<div style="font-style: italic;">"The origins of [[Necromancy]] can be traced back to the time of [[the Silence]], though not as directly as you might imagine. The art of Necromancy is a spin-off, really, of Alchemy, which in itself is a spin-off of Wizardry, which is a spin-off of, of all things, Religion. | <div style="font-style: italic;">"The origins of [[Necromancy]] can be traced back to the time of [[the Silence]], though not as directly as you might imagine. The art of [[Necromancy]] is a spin-off, really, of Alchemy, which in itself is a spin-off of Wizardry, which is a spin-off of, of all things, Religion. | ||
Now let [[Marcus Finch|me]] explain. Not to sound cliché, but "in the beginning," there was Religion. The basic principle behind [[Erathia]]n Religion is that if you properly follow all the rituals, that which you ask for shall be granted. This belief holds true even today. But centuries ago, those who dabbled in the mystical arts changed the basic precepts of Religion. Living high in the southern mountains, they became the first [[Wizard]]s, using rituals of magic not to ask for reward, but to create it themselves. | Now let [[Marcus Finch|me]] explain. Not to sound cliché, but "in the beginning," there was Religion. The basic principle behind [[Erathia]]n Religion is that if you properly follow all the rituals, that which you ask for shall be granted. This belief holds true even today. But centuries ago, those who dabbled in the mystical arts changed the basic precepts of Religion. Living high in the southern mountains, they became the first [[Wizard]]s, using rituals of magic not to ask for reward, but to create it themselves. | ||
Sure enough, there were some | Sure enough, there were some [[Wizard]]s who were not content to be Conjurers. Rather than create something from nothing, they changed the practiced rituals in an effort to change their environment - they attempted to animate the inanimate. Now comprised more of science than of magic, the art of Alchemy was born. | ||
Still, there were a few who took this "new religion" one step further. Rather than give life to inanimate objects, the goal of this new group was to re-animate previously living creatures. By blending the magic of conjuring with the science of alchemy, the [[Necromancer]]s sought the complete and total resurrection of the dead. However, it quickly became apparent that in order to restore life in this fashion that life must be taken from somewhere else. | Still, there were a few who took this "new religion" one step further. Rather than give life to inanimate objects, the goal of this new group was to re-animate previously living creatures. By blending the magic of conjuring with the science of alchemy, the [[Necromancer]]s sought the complete and total resurrection of the dead. However, it quickly became apparent that in order to restore life in this fashion that life must be taken from somewhere else. | ||
Such a practice was so blasphemous (even to the | Such a practice was so blasphemous (even to the [[Wizard]]s and [[Alchemist]]s) that the [[Necromancer]]s' cult was exiled from the nation of [[Bracada]] (the southern mountains I mentioned earlier). Wandering the continent, the cult eventually settled in the [[AvLee]] - a region teeming with life. As time passed, the [[Necromancer]]s, trying to reach their goal of a perfect resurrection, slowly drained all the life around them. | ||
The closest the | The closest the [[Necromancer]]s have come to a resurrection is the creation of the [[Lich]]. The [[Lich]] itself is not evil - it is merely the attempt of a [[mage]] to keep himself alive after his death by '''trading''' his life for his own resurrection. Far more sentient than the animated [[Zombie]]s or [[Skeleton]]s, the [[Lich]] retains the abilities of its previous form, but must continue to feed on life to survive. | ||
Today the nation of Deyja, barren home of the | Today the nation of Deyja, barren home of the [[Necromancer]]s for nearly a millennium, continues to grow like a cancerous scar in the heart of the [[AvLee]]. The [[elves]] have been unable to stop this slow spread of lifelessness, nor has any other nation even tried. No war has ever been declared on Deyja - even if the [[Necromancer]]s were completely destroyed, the land is uninhabitable. | ||
But the | But the [[Necromancer]]s have two true enemies: the [[Wizard]]s and [[Alchemist]]s who spawned them, and the [[Elves]] who must now live with them. In my humble opinion, it is but a matter of time until someone does declare war upon Deyja." | ||
-[[Finch]]"</div> | -[[Finch]]"</div> |
Revision as of 19:13, 28 June 2024
Deyja |
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Regions: |
Deyja Badlands |
Deyja Moors |
Towns: |
The Pit |
Other: |
(minor places) |
Deyja is an undead nation on the continent of Antagarich. It is a barren wasteland bordering AvLee and Erathia. Deyja is mainly populated by Necromancers and their undead minions.
Represented By
Capital
History
Created by the Necromancers after they were expelled from Bracada.
Almost a thousand years later, King Finneas Vilmar devised a plan to attack the human kingdom of Erathia. He allied himself with an Erathian general, Lord Haart, and poisoned King Nicolas Gryphonheart in 1164 AS. During the following Restoration Wars, did Deyjan Necromancers take opportunity of the chaos that fell upon Erathian lands after the king's death. They resurrected the recently deceased king and made him a commander of undead legions in a fight against his former nation. But he, in an unexpected twist of fate, overthrew King Vilmar and became the new Lich-King.
After many events with the final death of Nicolas Gryphonheart and the end of the Restoration Wars, the throne of Deyja was taken by Archibald Ironfist, the former king of Enroth who sought to rebuild his power base and once more challenge his brother Roland and sister-in-law Catherine, queen of Erathia. Archibald did first come to Deyja to help it in the war against Erathia, but the war was over before he could contribute anything to it.
Archibald was disgusted by the incompetence of his fellow-Necromancers, and was determined to give them proper training. Yet, Archibald received unexpected help from Kastore, an Elven sorcerer, who was a part of the Ultimate Adventurers from Terra. Kastore later staged a coup and ousted Archibald from Deyja's throne and redirected the Necromancers studies from necromancy to the Heavenly Forge. Those plans were eventually abandoned due to a failed attempt to reactivate the forgotten technology.
Necromancy origin
The following is a short story that was written by a New World Computing employee and published on the now-defunct fansite "The Nether Gods".
Now let me explain. Not to sound cliché, but "in the beginning," there was Religion. The basic principle behind Erathian Religion is that if you properly follow all the rituals, that which you ask for shall be granted. This belief holds true even today. But centuries ago, those who dabbled in the mystical arts changed the basic precepts of Religion. Living high in the southern mountains, they became the first Wizards, using rituals of magic not to ask for reward, but to create it themselves.
Sure enough, there were some Wizards who were not content to be Conjurers. Rather than create something from nothing, they changed the practiced rituals in an effort to change their environment - they attempted to animate the inanimate. Now comprised more of science than of magic, the art of Alchemy was born.
Still, there were a few who took this "new religion" one step further. Rather than give life to inanimate objects, the goal of this new group was to re-animate previously living creatures. By blending the magic of conjuring with the science of alchemy, the Necromancers sought the complete and total resurrection of the dead. However, it quickly became apparent that in order to restore life in this fashion that life must be taken from somewhere else.
Such a practice was so blasphemous (even to the Wizards and Alchemists) that the Necromancers' cult was exiled from the nation of Bracada (the southern mountains I mentioned earlier). Wandering the continent, the cult eventually settled in the AvLee - a region teeming with life. As time passed, the Necromancers, trying to reach their goal of a perfect resurrection, slowly drained all the life around them.
The closest the Necromancers have come to a resurrection is the creation of the Lich. The Lich itself is not evil - it is merely the attempt of a mage to keep himself alive after his death by trading his life for his own resurrection. Far more sentient than the animated Zombies or Skeletons, the Lich retains the abilities of its previous form, but must continue to feed on life to survive.
Today the nation of Deyja, barren home of the Necromancers for nearly a millennium, continues to grow like a cancerous scar in the heart of the AvLee. The elves have been unable to stop this slow spread of lifelessness, nor has any other nation even tried. No war has ever been declared on Deyja - even if the Necromancers were completely destroyed, the land is uninhabitable.
But the Necromancers have two true enemies: the Wizards and Alchemists who spawned them, and the Elves who must now live with them. In my humble opinion, it is but a matter of time until someone does declare war upon Deyja."
-Finch"