Prehistory (Northeros)

From BrikWars
Revision as of 18:51, 25 April 2016 by Zahru ii (talk | contribs)
Jump to navigation Jump to search

The myth of creation

The golden gods of chaos

Belakl.JPG

Ancient tomes tell a tale from the dawn of creation, far before any life, or even Medivo itself existed. This is the tale of three almighty and immensely powerful beings, whom are only referred to as the Chaos Gods. Depictions portray them as gigantic beings, fully clad in golden armor that brims with the gods’ awesp,e power. The three were Bel’akl (the aspect of ambition), Mal’ael (the aspect of reason), and Ignul (the aspect of curiosity), who travelled the Brikverse seeking new challenges wherever they went. They were said to be the ones who shaped the world of Medivo when it was nothing but a fiery cauldron of raging elements. Ironically, their work brought order to chaos, and made Medivo into the form it is known today. They did this for no particular reason or higher command: they enjoyed creation for the sake creating and saw it as a display of their formidable cosmic powers.

The Beast of a Thousand Maws and Bel'akl's Betrayal

Medivo was not completely barren when the three arrived. The planet had an eldritch, primordial entity latched on its surface; a gigantic parasite stamping out any attempt of life to set foot on the world. The Chaos Gods knew that they needed to vanquish this creature if they wished to create their perfect world, which they accomplished through a cataclysmic battle that lasted for weeks and scarred the land. The shattered body of the Beast was desintegrated, save for a small shard Bel'akl kept as a trophy, affixed to a golden pendant around his neck. As the shaping of the world went on, Bel'akl felt a dark influence gnawing at his mind. It made him wanted to become the ultimate entity of chaos and creation with this world as his ultimate prize, the testiment of his magnificence. To achieve this goal, he used trickery first. He successfully schemed against his brother Ignul by exploiting his insatiable curiosity: Bel'akl stabbed Ignul when he was caught off-guard by his treacherous brother. Bel'Akl absorbed the fading Ignul's essence, his power increasing thousandfold afterwards. Mal’ael was aware of Bel’akl’s treason, as she felt the agony of death Ignul due to the three's symbiotic relationship. She immediately questioned his brother’s actions, for which she only got a simple reply: kill or be killed. This infuriated Mal’ael, but she knew there was no other way: madness gripped her brother. She visited the shattered remains of Ignul, where the last shred of her brother's spirit gave her a silver pearl, his final creation. Both gods withdrew to arm themselves. Soon after they arrived at a contested piece of land specifically created for this battle; they called it the Isle of Conflict. Bel’akl armed himself with a polearm-like weapon, aptly christened as ‘God-Slayer’. Mal’ael forged a sword, which she named the ‘Blade of Tears’, in honor of her fallen brother. The two gods had clashed and fought for several days, their destructive blows slowly unmaking the battleground under their feet. Despite all of Mal’ael’s efforts, her power-hungry brother bolstered by Ignul's essence was stronger. Bel’akl stabbed and killed Mal’ael with a final thrust of the God-Slayer; in turn, Mal'ael stabbed Bel'akl, cutting his locket in half and channeling all her energy into Bel'akl before collapsing and falling into the ocean. As Mal’ael’s body fell and sank, her armor blackened and crumbled away. And so there stood Bel’akl, as the last chaos god of Medivo. However, he only felt emptiness in his victory, despite swelling with power. It was then when he realized that it was the trophy of the beast that did this to him: he was getting weaker and weaker by every passing moment now that Mal'ael freed it and it burrowed into Bel'akl's wounds, feeding on the three's combined essence.

Bel'akl's Progeny

Blinded by rage over being tricked and inevitable demise, Bel'akl used his rapidly vaning powers to have the last laugh on the creature before he disappeared from existence: he made the shapeless, nameless black mass whose sole purpose was to ensure that the world would never be able to thrive the prisoner of its own body. Using his power, Bel'akl anchored an incomprensibly powerful spell within the creature that created a forcefield around the planet, essentially quarantining the beast and resulting in the unique radiation field that disables and hinders advanced technology throught Medivo and its vicinity. The reborn void creature was just as much of a massive and amorphous monstrosity with a thousand maws as before; emerging from Bel'akl's shattered shell, it immediately went on a rampage, wiping out most of then primitive wild- and plantlife of Medivo until it was reduced to barren wastelands and seas. It then bore itself deep underground and used its tremendous energies to spread and fester underneath the planet. The beast's body dried up and solidified as years went by; it became one with the very land it was sworn to keep sterile, its immense psyche fragmenting into separate entities over time, fighting for control amongst themselves. In its hubris however, it failed to notice that life was not completely erased. Ignul's pearl turned out to be an artefact called the Lifeseed. Mal'ael transferred the remainder of her powers into this in her final moments. Embedded in the bottom of the sea, the Lifeseed activated as soon as the last living being on the planet, the beast, went into recluse. The artefact unleashed the power stored within, letting flora and fauna spring to life again and develop naturally as years went by.

The War of the Clans, the Oakbraid Exodus, the Great Hunt and the Eternal Vigil

TBA

History of Nehekara and mankind's fall from magic

TBA

History of the Human tribes of Northeros before the founding of the Empire

In the beginning, humanity lived in tribes, scattered, and weak. During these times, many things threatened the minifigs, natural, unnatural, and supernatural alike. Humanity almost faced extinction. Then, a hero emerged. His name was Zahru.

Zahru’s origins fade to the past. Only one thing is certain: with his emergence, humanity could survive his early years. Zahru wandered around the world, helping always who needed aid. Many tales tell about his great deeds. In one, he saved a village from a beastfolk warband by teaching them how to use bow and arrows so the villagers could cover him while fighting. In another he fought against a dozen of trolls, slaying them all by himself. During the fight he bathed in their blood and gained troll strength as well as the ability to regenerate. His left arm was warped and became troll-like as well. Apart from these stories he slowly began to elevate from a warrior hero to a divine being in public consciousness. His greatest deed was the legend of vanquishing the evil spirit known as Warhead; for this he gathered the best warriors from everywhere and forged an army. With their aid, Zahru could defeat the dark hordes and severely wounding Warhead; he sealed him in a mountain which he then hidden underground. The survivors of the battle were given demigod-like powers by Zahru, who left Medivo behind afterwards. Zahru’s existence is still a matter of debate, but many hope that when humanity will face great danger that would threaten its existence, Zahru would return from the past and kick ass.

After the tribal ages, humans reached medieval tek, and thus began the

The Age of Factions and the War of Unification

Many different houses and clans ruled in these days, loose alliances were made and broken every day. It was a time of strife and confusion. Humanity's new foe was itself. Many houses became powerful nobility later, such as the Lionmanes, the Wolfbanes, and the Crowclaws.

This age of strife ended with the coming of the Majistik. They were mighty wizards, all of them masters of different domains. They gathered some of the lesser houses, and reformed them as their own army: the Dragontalons. Asides from men, Majistiks had dragons; mighty green firedrakes. With an army of their own, the Majistik declared war on all factions: thus began the War of Unification.

While the war was raging, the Majistik did many things. They created ley lines of power, with which they could tame and channel the streams of magic; they also built countless monoliths throughout the world to serve as focus points where magic energies could be stored. Also, they left behind many laboratories; most places haven't been discovered so far.

The War of Unification ended with Dragontalon victory. However, instead of making everyone their vassals, the Majistik united the houses and established the united human kingdom, which would be known as the Empire of Northeros. After that, the Majistik mysteriously left, giving the reins of fate into Imperial hands.

The Drakhirri

The Drakhirri, a group of ruthless mercenaries who always ally themselves to the highest bidder were the descendants of the almighty Dragontalon army, which was forged by the Majistik during the War of Unification. Many of those who were united under the banner of the Drake did not find their place in the world after the war was over and the Empire was founded. They feared that they’d be separated from their comrades once enlisted as Imperial troops and reassigned into different regions of the land, and also the thought of peace and simple guard duties on backwater posts terrified many, especially those who became somewhat addicted to the constant combat and adventure. While most Dragontalon soldiers reconciled and chose to serve the Empire, a former group of elite swordsmen, led by Aurelius Drakhelm, decided to defy enlistment and went ‘rogue’, as many would consider.

   Aurelius was a nobleman when the Dragontalons were founded, one with great martial expertise. Thus he was assigned to lead those who possessed similar talent in swordfighting. They were given longblades, thin but balanced swords, which behave almost as of Elven origin. To perfectly wield the longblade, strength and discipline is required. In skilful hands, it can be a very deadly arm, capable of tearing a man in half with a mighty blow. 
   Those who remained loyal to Aurelius rallied under his banner and moved to his fortress, close to the south-western borderlands. People lived in fear under Fort Drakhelm’s shadow, as occasional raids were not uncommon in the beginnings. However, those responsible for these were swiftly punished. Aurelius led his men with an iron fist, and created a code for his warriors, which they were obliged to follow. 
   Aurelius also inherited some of the mighty majistik firedrakes from the Great War; those which were born without wings, and thus viewed as imperfect in the wizard’s regards. However, their speed and ferociousness made them still useful, and even better than conventional mounts. Those who were daring enough slowly tamed the beasts and mastered riding them; thus the first wyrmraiders were born. 
   Yet, the defiance of Aurelius was a big thorn in the young Empire’s side; Aurelius was stripped of all his titles, and his men were considered outlaws by an Act of the King. This decision was made to set an example for those who would intend to desert from the Empire in the future. 
   Aurelius knew that without his rights, he would have to find alternative ways to fund his men: that’s when he made the decision to go mercenary. He would offer his men to those in need; something which could come handy for outposts near the borders. Despite counting as illegal, many ork raids were beaten in the past because the regional guard always had a handful of drakhirri longblades on their sides, although, this does not help their reputation throughout the Empire. 
   Aurelius died without any direct successor; as such, he had given command to his right hand man, Nikolai, who was a simple farmer in the early beginnings. This tradition lives on even present day among the drakhirri hierarchy.