A Summary of Present Day Arathnos
This summary is intended only as a passing introduction, to acquaint the reader with
the main themes of Abandoned Codex. Don't worry about memorizing it all if you're new though, the
players here are very forgiving of the lower levels.
Further reading can be found elsewhere on the site, especially the stories page, the web forums, and by asking around on the mud itself.
Gods and the Second Age
The Ancient Codex is a pact between mortals and the Gods they worshipped in the First Age. The
fall of the Gods heralded the end of said Age. The full story can be found
here.
Only the Last Fragment of the Codex remains, and is what keeps those who are strong of will alive
beyond death. The Gods will not take a soul unless they have special cause, or if that soul is
truly defeated in all ways.
However, there exists a Cult known as The Lorn, who believe that
the last fragment also gives mortal souls special obligation to the Gods. They have chosen of their
free will to sever these ties and face death fully when it comes.
The Gods of this, the Second Age, have left. Some occasionally dabble through prophets, avatars,
or other spirits. Others lost part of themselves in the War and have been confined to the Ancient
Battlegrounds on the island of Pentir. Some have threatened to return, fearing what might
become of them if the Cult of the Lorn grow stronger.
Good and Evil
As the years passed, the adventuring population steadily grew in power. More and more achieved
the rank of Avatar, and some progressed yet further beyond. Mana was formed, manipulated, and
expended in the thousands.
Eventually, this caused an instability in the natural balance of magical and spiritual energy in the
world. Something deep and fundamental broke, as two inchoations, or sources, of energy tore into
existence.
The source of magical energy appeared beneath the Halls of Forsaken. With it came beings of
elemental magic who ran chaotically through the streets of Xantheus. Many organisations negotiated
and battled for control, including the Sh'kura Nation and the Deathknights of Di Eamen.
It is currently suppressed.
The source of spiritual energy materialized west of Pentir, and was quickly taken by a powerful Drow
necromancer who used it to create countless ghasts, ghouls, and wights. The necromancer was
eventually killed by a group of adventurers; however, by then the amount of spiritual energy that
had been claimed for Evil had built up to critical proportions: it took form as one being, and
rampaged about the land jumping from host body to host body whilst building its own armies.
Eventually it grew weary of limits of a stolen body, so it grew its own in a willing recipient -
the mage known as Meci. Nine months later a black-eyed boy was born in a slaughterhouse in Ofcol;
his destiny dark.
The Mainland
More on Cenedl Thalos soon.
Xantheus and the Clans
More on The Mayor, The Clans, and their Many Enemies soon.
More on The Siege of Xantheus soon.
Pentir Island
The Island of Pentir lies in the tropical regions west of the Mainland. In the first
few years of the Second Age, it was discovered by bold explorers from Xantheus, who colonized it. The initial
turbulent times when organisations such as the Pentir Mafia and Di Eamen held sway, most notably marked by
the assassination of the first Mayor, have since settled down.
Its main city bears the same name as the island, and is supplemented mainly by fishing, mineral wealth,
limited agriculture, and trade with Xantheus. Although ostensibly owned by Xantheus, the latter's problems
have caused Pentir City to largely govern herself. The physical distance between the island and mainland
prevents most forms of magical teleportation, save for the intercontinental gate in Xantheus.
Pentir City is surrounded by native villages. Relations between them are of guarded distance, but little
tension.
Djakiar and the Dragdorians
Djakiar is a hot, dry, desert continent far away. Its magical storms prevent teleportation, making it almost impossible for
all but the most dedicated to visit.
See the story of the The Shining Arietis.
Other Stories of Note
The Sh'kura, a race descended from Dwarves, live by order and their emnity with the Vampires.
Having no true homeland, they live in small towns and army camps spread all across the land. They
are disliked within Xantheus for their belligerent military approach, and strict society that
many deem fundamentally 'evil'.
The story of their ancient feud is here.
Last updated August 2013.
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