Dannbiguous
Chieftain
- Joined
- Jun 4, 2011
- Messages
- 5
Having lurked on the forums for a while and read a few AARs, I figured I might have a go at one of these myself. I'm running the Rise from Erebus mod for the ever so popular mod Fall from Heaven 2, and I'll be sure to heavily dramatise all the events that happen. For those of you that are familiar with the mod and its backstory, be aware I am going to be taking some liberties with the lore, because dammit there's just too much backstory for me to remember. 
For an added challenge, I am running the End of Ice modifier (or whatever it's called), so that the world begins frozen and then gradually heats up. This is my first attempt at something like this, so bare with me. I may go back to edit this post and make it a little more interesting to read.
1 - Age of Rebirth
The Patrian dead have risen again, and have enlisted the scattered tribal folk living in the forests surrounding Sirona's beacon. These units of warriors and peasants are little more than tribal soldiers, smearing their faces with ash as they fight for and serve their undying bretheren. The Patrian Dead refer to them as Centeni.
The Patrian Dead, with the aid of the Centeni, settle in a relatively sheltered clearing in which large, grey beasts roam. These elephants become the primary food source, and their ivory is greatly prized as a commodity as well as a resource of bartering. A community of druids living in the hills is absorbed into the settlement, and they bring with them gold and trinkets from the Age of Magic. The Risen Emperor retires from the public eye as soon as the settlement is completed.
An engimatic guardian rises from the ranks of the militia to guard the settlement, and appears to be physically incapable of leaving its confines. The Druids recognise some manner of enchantment at work, and as they begin to attempt to decipher the mystery, rumours are abound of the origins of the so called Korinna the Protector. Some claim she is the daughter of the Risen Emperor himself, but none dare to say it loudly.
News soon arrives of a savage tribe of Goblins dwelling in a ramshackle fort beyond the Hills to the Southeast. Rather than risk a battle at the settlement, Korinna dispatches her Centeni warriors in an attempt to keep the so called "Scorpion Clan" contained as she leads her own detatchment of militia back at the capital. A local government is beginning to form, and the Patrian Dead soon refer to themselves as The "Scions of Patria".
Velites, undead warriors with the volition and will of the other Patrians but the decayed, withered visages of their less sentient counterparts, scout the surrounding areas. The Velites begin a proud tradition in the Patrian military of purposefully adopting monstrous and intimidating visages when serving within her army, although their presence does little to improve the morale of the Centeni living in Avitas. They discover a Mana Node, a site of great magical power that even the Druids cannot fully harness.
The ice begins to melt and thaw, soon uncovering a dry, sandy wasteland. While hardly preferable to the icy wastes, there is much excitement in Avitas: The Age of Ice has truly ended! With each year that passes the immortal and unaging population of Avitas is bolstered by newly awoken Patrians from the Endless tomb. It is unknown how many still lie slumbering, however a new cult of priests has arisen that seek to devote themselves to rousing those still within from their slumber: The Church of the Gift.
The Velites encounter a nearby tribe of great Horsemen. Although little more than organised Centeni, these so called "Hippus" are already showing a greater drive than the subjugated and absorbed Centeni. Korinna informs the Velites to remain watchful, but unobtrusive.
A new manner of creature has appeared in the area, the humble camel. A group of the Awakened leave with Centeni settlers to domesticate these beasts, thus forming the Scions' second settlement. As the climate continues to warm up, it appears that Saecati will prosper for centuries to come.
The Centeni in Saecati grow restless, and soon become distrustful of the forest to the east. It is said that spirits and ghosts reside there, and these are soon known as "The Forest of the Dead", much to the amusement of the Patrian population.
An abandoned fort far to the north is soon occupied, beyond it lies a humid jungle. A detatchment of Velites is dispatched to scout beyond it.
Exploring beyond the jungle has yielded a discovery of another tribe, the so called "Elohim". Little more than a bunch of compassionate monks, these self styled protectors and guardians are led by an ancient order sworn to protect Erebus and its people. They are deemed a minor threat.

For an added challenge, I am running the End of Ice modifier (or whatever it's called), so that the world begins frozen and then gradually heats up. This is my first attempt at something like this, so bare with me. I may go back to edit this post and make it a little more interesting to read.
1 - Age of Rebirth
Mulcarn's reign of Winter has ended. The great hero Kylorin has slain the God that held Erebus in his icy grip since time immemorial. Erebus, once a proud world of advancement and enlightnement has been crushed into a series of petty tribes clinging to survival. As the remnants of Man struggle to make ends meet, a shift in the air itself can be felt as Kylorin strikes Mulcarn down and the Age of Ice finally comes to a close. This shift is felt by all, living and dead, mortal and immortal, intelligent and bestial.
The Age of Rebirth has arrived.
Sirona's beacon is one of the last remnants of a much better time, having weathered centuries upon centuries of cold and frost, its light shines as brilliantly as it did when it was first constructed. The tribe that lives in its glow are a hardy people, children of the frozen hills and tundra they hunt in to sustain themselves, and only a handful of dedicated druids still maintain the beacon, basking in its glow as they offer prayers to the old gods. And yet unbeknownst to these old mystics, far beneath the beacon lies one of the grandest and most expansive tombs ever constructed, the so called “Endless tomb”, a catacomb that houses thousands upon thousands of the fallen, once proud citizens of a once glorious, proud and decadent empire. At the very center of the tomb lies their Emperor, still wearing the shining golden armour he was interred in. The tomb has been silent and still since the Age of Magic, but as the world moves and a God is killed, something stirs. Something ancient.
Ferrik tugged at his robe as the wind howled about him. The Beacon had flickered this morning, something unprecedented in their cult's entire history; everyone knew that the Beacon was eternal and unfaltering, the sign of it wavering was either an ill omen or a wondrous one. As the wind blew and the druids both young and old crowded around the towering structure, few heard the grind of stone against stone as a massive stone door slowly swung open, and from it strode a majestic, if otherworldly figure clad in ornate golden armour. It did not take long for the druids to notice the hundred others that followed behind him.
Patria was great once. echoed the Risen Emperor. It shall be so again.
Spoiler :

The Patrian dead have risen again, and have enlisted the scattered tribal folk living in the forests surrounding Sirona's beacon. These units of warriors and peasants are little more than tribal soldiers, smearing their faces with ash as they fight for and serve their undying bretheren. The Patrian Dead refer to them as Centeni.
Spoiler :

The Patrian Dead, with the aid of the Centeni, settle in a relatively sheltered clearing in which large, grey beasts roam. These elephants become the primary food source, and their ivory is greatly prized as a commodity as well as a resource of bartering. A community of druids living in the hills is absorbed into the settlement, and they bring with them gold and trinkets from the Age of Magic. The Risen Emperor retires from the public eye as soon as the settlement is completed.
Spoiler :

An engimatic guardian rises from the ranks of the militia to guard the settlement, and appears to be physically incapable of leaving its confines. The Druids recognise some manner of enchantment at work, and as they begin to attempt to decipher the mystery, rumours are abound of the origins of the so called Korinna the Protector. Some claim she is the daughter of the Risen Emperor himself, but none dare to say it loudly.
Spoiler :

News soon arrives of a savage tribe of Goblins dwelling in a ramshackle fort beyond the Hills to the Southeast. Rather than risk a battle at the settlement, Korinna dispatches her Centeni warriors in an attempt to keep the so called "Scorpion Clan" contained as she leads her own detatchment of militia back at the capital. A local government is beginning to form, and the Patrian Dead soon refer to themselves as The "Scions of Patria".
Spoiler :

Velites, undead warriors with the volition and will of the other Patrians but the decayed, withered visages of their less sentient counterparts, scout the surrounding areas. The Velites begin a proud tradition in the Patrian military of purposefully adopting monstrous and intimidating visages when serving within her army, although their presence does little to improve the morale of the Centeni living in Avitas. They discover a Mana Node, a site of great magical power that even the Druids cannot fully harness.
Spoiler :

The ice begins to melt and thaw, soon uncovering a dry, sandy wasteland. While hardly preferable to the icy wastes, there is much excitement in Avitas: The Age of Ice has truly ended! With each year that passes the immortal and unaging population of Avitas is bolstered by newly awoken Patrians from the Endless tomb. It is unknown how many still lie slumbering, however a new cult of priests has arisen that seek to devote themselves to rousing those still within from their slumber: The Church of the Gift.
Spoiler :

The Velites encounter a nearby tribe of great Horsemen. Although little more than organised Centeni, these so called "Hippus" are already showing a greater drive than the subjugated and absorbed Centeni. Korinna informs the Velites to remain watchful, but unobtrusive.
Spoiler :

A new manner of creature has appeared in the area, the humble camel. A group of the Awakened leave with Centeni settlers to domesticate these beasts, thus forming the Scions' second settlement. As the climate continues to warm up, it appears that Saecati will prosper for centuries to come.
Spoiler :

The Centeni in Saecati grow restless, and soon become distrustful of the forest to the east. It is said that spirits and ghosts reside there, and these are soon known as "The Forest of the Dead", much to the amusement of the Patrian population.
Spoiler :

An abandoned fort far to the north is soon occupied, beyond it lies a humid jungle. A detatchment of Velites is dispatched to scout beyond it.
Spoiler :

Exploring beyond the jungle has yielded a discovery of another tribe, the so called "Elohim". Little more than a bunch of compassionate monks, these self styled protectors and guardians are led by an ancient order sworn to protect Erebus and its people. They are deemed a minor threat.
Spoiler :

Korinna practised her sword drills, her movements concise and efficient, her hand unwavering and her blade all but singing as it cut through the air. It was the same drill she performed every day, every day for every week, every week for every month, it was a drill she had performed for the fifty years she had served as the protector of Avitas. Korinna's world was a simple one, one of servitude to the Risen Emperor, the man whose life she was willing to give her own for a hundred times in defence of her country, the man whom she was sworn by the gods and by Erebus itself to protect, whose side she could not leave even if she desired to.
Korinna did not look up as the messenger entered. He was a young lad, fleet of foot and wavering of voice and she was seemed to recall that he was the son of her previous messenger. How many had that been now? She seemed to recall that three generations of messenger had served her, and while these men were little more than runners and couriers, they carried a great deal of respect within the Centeni. Korinna slowly came to a halt, thrusting her blade gracefully through the air before straightening and motioning for the lad to continue. She could not remember his name.
"My Lady, the Scorpion Clan, they..."
Korinna remained silent, she noted the blood and mud that stained the lad, the wounds that labored his breathing and the smears of ash that still adorned his face. It was impressive that he still stood, part of Korinna lamented that he could not become a true Patrian, a recipient of the Gift. Korinna nodded at him silently, motioning for him to speak up.
"My Lady, the Scorpion Clan have been amassing. They took us by surprise, broke through our lines..."
Korinna turned away from the messenger, looking out the door of her hall across the rough wooden buildings of Avitas. Fresh snow was falling, and the sun was setting behind the hills, the very hills that were no doubt now swarming with Goblin barbarians.
"The Centeni?" asked Korinna.
"Killed to the last man." replied the messenger, his voice wavering. He sounded as if he was on the verge of tears.
"Very well. Inform the men. War is coming to Avitas."