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The Burenar Desert - Part 2 - The Sun's Rejected

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The Burenar Desert - Part 2 - The Sun's Rejected Empty The Burenar Desert - Part 2 - The Sun's Rejected

Post  Allanon Creel Fri Dec 21, 2012 8:06 am

A Novel by Lord Freyllandrek Guordeth III,

The Burenar Desert - Part 2 - The Sun's Rejected ALYWP


Mortulia, an escaped convict's home away from home, the bully's playground. Upon entering the different appropriately named gates of each town and the the capital's own, there exist few laws, and none held as highly as one in specific: The toughest survive, the weak are sundered, swept aside and away. Elaboration upon the gate comment would refer to the revolutionary Mortulian power distribution system implied by Sul-Torak- As the Mortulian population became was increasing so fast, there was little room for giving each minor lord or major lord appropriate parcels of land, thus their solution was so; The most powerful of families in terms of wealth, magic and troops were pronounced rulers of the cities, and depending on the distance from the capital, massive fields of protective magic of varying types are held on constant guard at any given time, explaining the different coloured mists swirling around the sky and roads leading to different cities. However, what studies have been unable to find out, was how it does not affect Mortulian aristocracy or it's soldiers... After the families were given the cities, policies were changed, so a contest option was available- should a family of enough wealth, and a member of superior magical capability to that of the ruling party challenge the party in trials designed to test magical strength and come victorious, said superior family would then slaughter the old, or subjugate them and take their wealth, men and kill the children and breeders. The families each hold a council within themselves to 'govern the cities', wherein the most magically talented are taken to reproduction chambers, to pass on the genetics, to ensure their claim to power through strength of magic- this transfer position is known as the Breeder- powerful mages born and kept to ensure legitimacy. The furthest reaches of defensive the magical nets, as well as the titles of the gates to such cities are Confusion, thus the many gates are known as the Gates of Confusion- the name could also be deduced by the colour of it's mist, which gives the areas surrounding the outer cities a neon orange tint. Though the thought of throwing a blanket spell over miles seems a phenomenal feat to upkeep such a spell going at all times seems beyond capability- when over two thousand mages at any given time are working cohesively to keep it, and any fallen mage is replaced with another, it is easy to see how it is managed, in the catacombs of the cities. The second level of nettings, identified by their gates would be the Gates of Fury- upon entering or even going near, hostility is to be expected from comrades, as well as towards them, and its visible feature is giving the land a red hue to the mundane eye, while to mages it seems the sky is glittering bright with stars even during the day hours. The third tier of the set up, identified by the numerous gates as The Gates of Mortality essentially exude the feeling of weakness towards those outside the walls, such as the feeling of famine, sickness and leadened limbs, causing the surroundings and horizons to seem dark green .Finally, there are the Gates of Dread, which issue a black smog, emanating from the capital; Castle Maldor for miles in each direction, causing many but the few selected unaffected to flee in terror, or to the indifference of the patrols- curl up in fear, to die curled along the path. Through painful personal experience, my magi companions from several colleges around Darasum and I were able to deduce the defenses may be penetrated through sheer mental fortitude. - A note on this is that it was much simpler to bypass after the victory 100 years ago, (with the death of the creator, one Sul-Torak) and is building once more... Consistent studies and monitoring will be necessary on that topic...-

On the topic of the city life itself, as there are no effects of the mists on the inhabitants on the inside, one city differs from the other very little, with the exception of the capital, in which there has never been any recorded crime, though it seems the information may simply be tampered with. Mortulia is...good for some things, to some people's eyes; No nation has as many contracting employments, or even publicly advertises it. In Mortulia buildings housing the likes of mercenaries, assassins, whores, thieves among the most offered contracts, are called Contract Homes, build just as a bazaar would be, simply lacking in produce. The second local form of time-passing that doesn't involve throwing a self upon the Glorious Walls for the Mortulian citizens is drinking. Murder is not a crime to the Mortulian people; stabbings occur litterally every second, as in packed streets should someone feel the need to relieve stress, or has lost sanity, they could simply lash out, killing or wounding many. It is such a common event, given the population, and given the population, the guards do nothing, and are only kept in post as defense should invasion or attack occur. A notable fact though, Mortulia is the only nation to accept, house and even aid Necromancers, as well as training them, at the infamous mockery of Magi Colleges and Universities around the globe; the Spire of the Dead. --Note, it is common speculation the Spire are able to watch over their students after teachings are finished, as are our noble Magi Councils, in case they turn to Necromancy, except for the Necromancers... for purposes of their own knowledge..-- One is fortunate to find a bar that has space at a table or even a sole chair.

However, there are those who receive all the space they need at any given time- The Atramentous Skiv's. Noticeable only in their ceremonial blood-red cloaks with gold hoods and two-sided mid-grip daggers, the Chancellor's élite, remain in places of power across the land; Generals, Dukes, Bishops, Priests, Merchants, as well as low classes; Guards, Tavern-keepers and whores- despite the purges spearheaded by the Plarian people across the globe, they remain active even after their Chancellor was slain by Allanon the Great. On that note, after the death of their Chancellor, the people of Mortulia mourned, as mass suicides occured, yet the visible changes of their humanity being regained was fairly quick. And yet...they begin to look happier as a whole, violence is escalating to its old norm, and their complexions look less human once more... one must begin to wonder, is there... a return to occur..?

[img]The Burenar Desert - Part 2 - The Sun's Rejected Castle11[/img]
Allanon Creel
Allanon Creel

Posts : 38
Join date : 2012-12-18
Age : 28
Location : Ponferrada, Northern Burenar Desert

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