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  4. Archon and the Empire - The Long Armistice
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  6. Any discussion of the prevailing tensions between these two great kingdoms is necessarily rooted in their founding...
  7.  
  8. You skim past a bit of introductory bits.
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  10. The foundation of the two major kingdoms of the first centuries after the Elementomachy was set by the deciding battles between the Hyperion's Host, Aeolus's Order, and the remnants of the Black Hand and the Spirit Union. In short order, the Black Hand and Aeolus's remaining knights destroyed one another; the one using the atmosphere itself as a last-ditch defense but ultimately causing the instability which still plagues airships to this day. The Sky-Severing itself ultimately dampened the long-distance influence of the Empire, perhaps, in the long run, allowing Archon to persist longer than it would have otherwise...
  11.  
  12. ...you skim a bit more.
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  14. Today, Archon is a refuge for many mages, and they make no lawful discrimination between each element. This liberal policy has since been adopted by Kan-Abar, though more conservative factions such as the elves and imperial-aligned countries Arland and Uland remain staunchly opposed to blatant acts of undead animation and demon summoning. Archon relies on its magical might to maintain its long-decayed borders, and the threat of a magic-heavy war ensures that the Empire respects the armistice. Archon itself has grown more isolated over time, and concerns itself little with external politics aside from a token force donated to the frontier. The country and people focus more on self-improvement and fortification against what is seen as an inevitable attack by the Empire. Whether these concerns are justified remains to be seen.
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  16. Archon itself is ruled by a military council of their most powerful battlemages, currently headed by Archmage Yi Fang. Archmage Fang's rule ultimately flies in the face of his neighbors, as he himself is a lich and has been in power for several hundred years. His power and influence rival that of individual angels, and so it can be observed that the Ring City often takes steps tread lightly around events in which he is involved, though they openly deny any cooperation or even regular contact. The only consistent communication between Archon and its neighbors are the occasional but inevitably ineffectual diplomatic meetings concerning the ongoing armistice.
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  21. Keystone of Atlantis
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  23. The Keystone refers to the magical artifact discovered approximately 200 years ago by Tilian Deva, the founder of Atlantis. The Atlantians by tradition lived nomadic lives in their swampy homeland, and many still do - but the stone provided a means to purify and produce vast quantities of fresh water. Ironically, though the swamp holds large amounts of water, but most of it was stagnant and undrinkable. The Keystone has allowed for the rapid development and success of the city of Atlantis, giving rise to a kingdom heavily reliant on water magic, a 'lesser' element, just next-door to the Empire of the Light, much to the chagrin of the Ring City. However, Atlantis has been consistently and insistingly benevolent, pioneering an innovative exchange program between its nobles and those of the empire to reduce these tensions, as well as donating many mages to the Frontier in the ongoing war between the southern nations and Vampiria. These efforts have been effective in winning the tolerance of the Angelic Council and the friendship of the empire.
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  25. The origins of the Keystone itself are still unknown, and, while open and inviting on other matters, Atlantis keeps their artifact under a very close guard, permitting mages from neither Archon nor the empire to investigate its nature. However, it is - as noted by many top minds in the field - among the most powerful magical artifacts in the world, perhaps as powerful as several dynamos combined. Its powers are not limited to purification by any means, and though the vision of the first King Deva turned it into a constructive force, rather than a destructive one, the threat of its unleashed might surely keeps the Angels wary.
  26.  
  27. The introduction ends with a listing of several chapters. It seems the book is also a brief history of Atlantis...
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  32. The Sky-Sever
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  34. Aeolus's Order, pressed back to their stronghold above where now lies the Great Forest by the Black Hand, used this massive spell as a last-resort maneuver against the invading forces of the Black Hand. It was wildly successful - but the backlash almost completely annihilated the order itself.
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  36. The Sky-Sever can be compared to a magical dynamo, which is a sort of magical singularity: a self-sustaining, self-contained feedback loop of magical energy and physical instability. The Sky-Sever itself was a spell so strong that it literally turned the air above Venia into a permanent dynamo. Anything that attempts to fly - disconnected from the ground - for more than a minute or so is quickly attacked by winds capable of ripping apart solid steel. As such, much of an airship's power goes toward magical shielding, and the hull of airships has to be reinforced by adamantium to withstand the pressure. The name came from researcher groups out of Archon, aptly titled for its severing the denizens of Venia from access to the sky.
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  38. Following is a brief description of various experiments involving the spell, as well as the latest theories as to the sigil mechanics involved in its casting. It is commonly held that the spell was probably impossible without direct sacrifice of wind-mage souls, a variation of blood magic that is, today, forbidden...
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  42.  
  43. The Zombie that could Talk
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  45. Once there was a zombie that could talk.
  46.  
  47. Though it still had trouble walking.
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  49. The zombie's name was Bob.
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  51. Bob remembered his former life as a normal human...
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  53. ...and he decided that he no longer wanted to be a zombie. But,
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  55. Zombies can't die. So Bob decided to hack off his head and be done with it!
  56.  
  57. But Bob knew of a poisoned well that was hurting his town.
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  59. So before he died, he drank up all the poisoned water. And it didn't hurt him, because he was a zombie.
  60.  
  61. And he knew about a nasty wolf that was hurting the town's cattle.
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  63. So before he died, he went and killed the wolf, and left its pelt for his old family;
  64.  
  65. The wolf was afraid of a zombie, so he wasn't even hurt.
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  67. And Bob knew about some construction work that needed doing for a new family.
  68.  
  69. So, over several nights, he built five new houses - because zombies are very strong, and don't get tired.
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  71. And by the time he was done, the townsfolk cried out to Bob,
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  73. "Bob, don't go! You're a good zombie!"
  74.  
  75. And Bob merely replied, "A good zombie is still a zombie. It's not right to live forever like this, moldy and smelly, so I have to go, though I love you, my town."
  76.  
  77. And so Bob took a sword from the town garrison, and walked to the graveyard, and hacked off his own head.
  78.  
  79. And his friends and family and neighbors mourned for him.
  80.  
  81. But they were always reminded of the zombie that could talk,
  82.  
  83. Because where Bob died, beautiful flowers grew every year.
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