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The Polyarchy of Kham were more likely to transform a subject into a misshapen monster than

In the beginning, long before the conquest of Heaven and the Last to confer any useful trait. The transhumanists were forced to abandon
War and the Shattering that undid the old nations, there was the their dreams of exploring new modes of humanity and the modified
Polyarchy of Kham. From the northeastern tip of Ancalia, down the lines lost many of their more drastically-altered members due to the
eastern coast of Arcem and all through the hot south, the Polyarchy hostile new environment and the lack of functioning medical support.
ruled half of Arcem under its riot of nobles, hierarchs, and elders. The theurgic infrastructure that allowed so many ideotribes to spend
Once a squabbling patchwork of disparate post-scarcity ideotribes, their time intent on matters of culture and personal improvement col-
the constant pressure from the Din nations of the northwest and the lapsed along with the decay of the celestial engines. Blessed fields that
seaward threat of the All-Under-Heaven Empire had forged Kham once generated crops without human effort became barren, protein
into an uneasy federation. Few of the ideotribes loved each other, but tanks that fabricated tons of artificial meat ceased to function, and
they preferred their Akeh kindred to their ideological rivals from the the skimways and airships that had survived the Last War succumbed
north and their encroaching foes from the sea. at last to a lack of automated maintenance. The Ancalians found
Most of the ideotribes of Kham subscribed to one or more varieties themselves reliant on a world that no longer existed.
of Individual Aretist thought, believing that the highest and best
function of a society was to enable the moral and personal excellence The Birth of Ancalia
of its members. Of course, each ideotribe had its own conception of The first few decades after the Shattering were horrific years of fam-
that excellence. In the southwest, the colonial ancestors of the Vissians ine, chaos, and slaughter. Surviving installations were stripped of
cherished aesthetic and artistic prowess, exploring new modes of beau- their magical and technological resources, with the latter regularly
ty, while the proto-Patrians of the south were adherents of Collective wearing out or becoming useless due to the damage done to natural
Aretist thought, imagining perfection in the virtue and discipline law. Theurgy that had been reliable for centuries ceased to function
embodied by a whole community. In the middle regions of Kham, the or killed its wielders, and whole bodies of magical knowledge became
tribes that later became the Oasis States were Transhuman Aretists useless or outright lethal. The ideotribes melted away as their found-
who sought to excel the condition of humanity itself, experimenting ing rationales became impossible. Who had leisure to question the
with theogenetic engineering and new modes of family structure. meaning of human existence when there was nothing to eat?
But in the northeast, the ideotribes that would become Ancalia had a The only groups to retain their own identity were the transhuman
more nuanced view of excellence. More moderate Transhuman Aretist lineages. Marked by their unique gifts and bound by their shared
ideotribes from the southwest blended with a temperate Collective change, each lineage held together in a way that bonds formed of
Aretist philosophy, one that imagined a future of steadily-increasing ragged ideology could not equal. Their ties were of blood and likeness,
communal excellence. New strains of theurgic transhuman modifi- and they formed the nuclei around which Ancalian society slowly
cation and improvement would be implanted in certain sacrificial began to recrystallize. Many lineages died out in the chaos, but five
lineages, and while many of these modifications would prove sub-op- of them were large enough and fertile enough to survive and spread.
timal or have regrettably unexpected side-effects, the successes could Not all the altered lineages died out due to simple violence or pri-
be folded back into the ideotribe's soul-gene. In the meanwhile, these vation. Some were too drastically changed to coexist with the deg-
nobly self-sacrificing lineages would be honored by their tribes for radation of the magical laws that once allowed them to exist. Most
the price they paid for the advancement of all. of these unfortunates died off soon after the Shattering, but others
Like so many other nations, the Polyarchy of Kham participated in were forced into the wilderness, there to cluster around places of
the siege of Heaven and the eventual discovery of the empty Throne. power that could sustain them. Others engaged in dangerous magical
The years that followed were bitterly predictable. The Polyarchy and experimentation, learning ways of extracting necessary sustenance
all its rivals laid about in a furious drive to spread their ideals and from their fellow humans. Many of these lineages degenerated over
way of life before it was blotted out by their neighbors. The Khamites the years, becoming dreaded monsters and cruel, pitiless predators
developed a number of Made Gods to defend and prosecute the ideals of the deep Ancalian wilderness. The common folk call them "faeries",
of their people. Their foes included their Din rivals to the northwest or "the Cousins", and pray earnestly to the One to keep them far away.
and the hostile overseas Ren loyal to the All-Under-Heaven Empire The dark years passed slowly. The loss of life was tremendous as
and the Made God they called "the True King". As the Last War the Ancalians were forced to rediscover the primitive arts of farming
progressed, Din war machines scourged the Polyarchy's northern and artisanship that had so long ago been abandoned for magical and
lands and the Empire's neo-Taoist war hermits and Li-magic armies theotechnological manufactures. The special gifts of the transhuman
extinguished or assimilated many southern ideotribes entirely. lineages helped sustain those who followed them, and their former
strongholds became the seeds of the later Ancalian cities. Within a
The End of the Former Days century after the Shattering, a life was possible in Ancalia for those
The chaos of the Shattering that broke Arcem free from the rest of who were loyal to the Five Families and their noble scions.
the world did not spare the Ancalians. The transhumanists to the
southwest were forced to fall back to their pyramid-city strongholds The Time of Five Lords
and became the ancestors of today's Oasis States, while the Din nation Each of the Five Families had their strongholds where their influence
of Lom to the west was filled by desperate escapees from the dying was strongest and their followers most numerous. The acutely per-
machine-gods of the Bleak Reach. Ancalia was cut off from the rest ceptive Kalay held the city of Anderaccha, the physically powerful
of the Polyarchy and forced to fend for itself. Tilahun were masters of northern Janjero, the island city of Bakare
The damage to the celestial engines made further theogenetic re- was ruled by the sea-lords of Henok, the delta city of Saro was home
search virtually impossible. New modifications and augmentations to the Senai, and raider-lashed Adal was guarded by the grim Alazar.

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These five cities formed the heart of five domains that together con- Ancalian art and literature still bore the traces of their ancient Are-
trolled most of the Ancalian peninsula. They traded, intermarried, and tist forebears, but had largely calcified into traditional styles, though
fought each other, often at the same time, and dealt with the scattering they were beautifully executed. Classical poems, magnificent religious
of smaller statelets and minor domains that sheltered in the peninsu- statuary, and proud architecture marked the great achievements of
la's interior. Many ancient ruins date from this "Time of Five Lords", Ancalian artisans. Their cathedrals to the One were especially dis-
when some of the pre-Shattering theurgy and technology still worked, tinguished by their soaring, high-flown stone and the beauty of their
and still-standing buildings from those ages were transformed into many-colored glassworks and luminous mosaics of precious stones.
border forts and clan strongholds. Most of these ancient dwellings
were abandoned as Ancalia became more peaceful, but others were The Coming of the Night Roads
forced to be more rapidly vacated when some ancient sorcery went In recent years Ancalia was yet a strong and prosperous country.
sour or some piece of lost theotechnology failed disastrously. Countless small villages and fishing hamlets produced more than
The Time of Five Lords came to an end with the rise of the mighty enough for the common folk to eat, and if there were occasional cor-
Ezana Kalay, the Great Unifier, who forged the five domains into a rupt nobles or dangerous monsters in the wilds, the knightly orders
single united government in 355 AS through a mixture of diplomatic would see that matters were corrected. The High Negus Arad was
marriages, economic pressure, and the ruthless exercise of force. In the not so gifted a king as his father, perhaps, and men murmured that
shining cathedral of the One in Anderaccha, he was crowned Ezana I, he had dark moods, but his rule was no worse than many before him.
High Negus of Ancalia. For the first time since the Shattering, Ancalia The mines gave forth silver, the priests offered up prayers, and life
was united under a single crown. went on as it had for centuries.
This ended five years ago. Without warning, nine massive Night
The Early Kingdom Roads erupted in locations throughout Ancalia. Yawning gates of
Ezana's wisdom was as great as his might. He wove the Five Families devouring darkness belched forth a sky-blackening miasma and an
into his new administration, rewarding them with official control over endless swarm of savage Uncreated abominations. While the darkness
their former domains and allowing them to appoint lesser officials in Ancalia's sky cleared after nine terrible days, the tide of Uncreated
throughout Ancalia, not only in their own traditional lands. Leaving had already overwhelmed most of Ancalia's cities and towns. Worse
that much power in the hands of former enemies could have been still, the darkness brought with it the Hollowing Plague.
lethal to a lesser king, but the insight of the Kalay lineage was strong Victims of the plague grew light-headed and feverish, their spittle
with Ezana, and he was able to pick out loyal men with supernatural turning black and their chests sunken. A gnawing pain inside their
ease. By the time Ezana I died, his empire was founded on a faithful bellies grew worse and worse until the delirious sufferer could only
nobility and a populace grateful for an end to the wars of the Time dull it by choking down gobbets of still-warm flesh. The pain was so
of Five Lords. great that it robbed its sufferers of their reason, and many committed
Most of the great knightly orders of Ancalia trace their existence horrible acts against their own families simply to still the mad hunger.
back to the early years of the kingdom. The Five Families had more Those who sought death as a relief from the pain were cheated by
restless sons than they had land to give them, and to defuse the threat the grave. When their heart ceased to beat and the blood no longer
the High Negus began to enlist them into elite bands of noble war- flowed in their veins, the sufferers rose up once more as lesser undead
riors charged with the defense of the frontier and the careful moni- that came to be called "husks". They mimed the worst habits of their
toring of his officials for crime and corruption. These knights owed former lives in hideous, blasphemous ways, as if all goodness had fled
their standing and property to the High Negus' pleasure, and became them with their lives. A few displayed an almost human intellect in
a reliable tool of internal observation and law enforcement among their hunting, but most were no more than mindless undead beasts,
nobles who might be too strong for less well-armed judges to reach. craving the hot meat of living humans. Animals and the Cousins did
The cruel raiders of the Ulstang Skerries made regular incursions nothing to satisfy this hunger, and so these undead were driven to
along the coast, and Lomite antipriests led their own share of raids seek and devour their still-living countrymen.
from the west. The Ancalian army met most of these thrusts, but There was no cure for the Hollowing Plague that mortal art could
the knights were the spine of these forces, the brave souls with the devise. It swept over the nation, decimating the survivors. It even
training and determination to face elite Lomite Reason-zealots or managed to infect the corpses of the freshly dead, with perhaps one
the deathly ice priestesses of the northern isles. Terrible monsters in ten lurching up from the charnel fields to hunt fresh prey. The
and grim faerie lords with their hungry courts still lurked in the high worst outbreaks of the Hollowing Plague seem to be over, but anyone
mountains and against them, too, the knights rode with blessed steel who lingers within Ancalia runs the risk of infection. Close contact
in hand. Countless tales of brave knights and their valiant deeds are with a husk appears to increase the chance, but no clear vector has
still cherished around Ancalian fires. Recent disasters make their been determined, nor any sure way of keeping back the sickness. A
memory all the dearer to those who still remain. thousand folk preventatives are mustered, but none seem sure.
For centuries, a succession of High Negusa ruled over the noble Within six months, Ancalia was broken. The knightly orders were
kantibas of the cities and the jantirars of the countryside. There was shattered, its bravest members dead in defense of their people. The
skirmishing between these nobles from time to time, and a civil war cities were horrific slaughterhouses filled with stumbling corpses.
erupted in 680 on the death of the vile High Negus Teodoros III Holy cathedrals to the One had become lairs for Uncreated abomi-
who sought to deal with Uncreated powers, but Ancalia persisted in nations, and even the back-country villages were not safe from packs
its ways. The common folk labored in villages and towns, the nobles of ravenous husks or prowling Uncreated. Ancalia became a nation
managed the business of rule, and the priests of the One promised a of desperate survivors and those who had come to prey upon their
peaceful grave and eventual salvation for those who lived a virtuous life. wretched misfortune.

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A Cursed Land peninsula. Most are terrified of their neighbors, having had hard
Ancalia's neighbors had never loved it. The raiders of the Ulstang experience of bandits and desperate refugees. The usually survive
Skerries had scourged its coast for a thousand years, while Lom in by hunting, though some still feed on salvaged granaries and other
the west had always hated its devotion to the Creator and the Unitary parched grains that can last a decade or more before becoming in-
Church. Its old kinsmen in the Oasis States had maintained trading edible. With the dramatically lowered population of the peninsula,
relations, but the Ancalian distaste for their eugenic traditions left these makeshifts are enough to keep them alive, if not well-nourished.
matters chilly between the High Negus and the God-Pharaoh. Most Communication among these remnants is extremely limited. The
of Ancalia's trade had come on Kasirutan ships from the south, as coastal settlements can get small boats between them when some
precious few merchantmen would dare the northern coast of Arcem sea-abomination isn't active and the Ulstang raiders aren't prowl-
and the Ulstang reavers. ing, but the inland communities rely on scouts, runners, and fearless
Ancalia's few friends fled her with the coming of the Night Road. mountain rangers to slip past the monsters and the husks. Messages
Almost as one, the nations of Arcem were convinced that Ancalia's can sometimes get through, but inland trade is desperately hard.
torment was somehow its own fault. The High Negus Arad must As a consequence the inland communities have been driven to scav-
have been another Teodoros III, guilty of unspeakable sorceries and enging the ruined cities and towns they once lived in, slipping in to
in service to unknowable powers. If he weren't to blame, it surely steal metal goods, tools, weapons, and all the small and vital things
was the work of Ancalia's nobles, some secret cabal of sorcerers who that their survivor outposts can no longer practically fashion. The
pacted with dark forces. Or perhaps the entire country was a hotbed scavenger bands are always small in number, as large groups draw the
of evil and their terrible fate was only a just consequence. husks and the monsters, but many of them never return with their
In truth, no one wanted to admit that it could possibly have been a precious cargo. Most communities will send them out only in dire
random misfortune. The idea that their own lands could be blasted need, for as badly as they might need the goods, they can't afford to
so easily, for so little reason, was unendurable to the rest of the world. lose the able-bodied population.
Because of this Ancalian refugees are not welcome elsewhere in Arcem. Roaming traders still sometimes travel from outpost to outpost,
If they aren't accused of being secret cultists plotting to open more they and a handful of trusted guards and porters bringing precious
Night Roads in their host country, they're feared as vectors for the necessities and vital news from other communities. These men and
Hollowing Plague. There are many stories of the sickness springing women are hard as nails, many of them former knights who find
up where Ancalians have passed, but very little in the way of hard this the best service they can offer their surviving brethren. Even the
proof. How much of the talk is genuine warning and how much is more brutal outposts will often deal fairly with them, if only because
peasant rumor-mongering is yet unknown. theft would cost them more blood than their bags of nails and sacks
Individual Ancalians have been able to escape their nation, often of salt are worth.
by moving far enough that no one around them even knows what an Many of the surviving enclaves are under the hard-handed rule of
Ancalian looks like, let alone how to tell one from an Oasian border former nobles of the Five Families, or peasant warlords who have
raider or a Tongueman from Lom. Only those who can find their way proven their capabilities. They are desperate places in the best of
aboard a ship have much chance of making it off the cursed peninsula, times, with hunger always near and the constant fear of the Uncreated
however; crossing the ruthlessly-policed Lomite border is beyond and the husks hovering over the inhabitants. Some of their lords are
ordinary refugees, and getting across the Oasian desert in the south is cruel by hard necessity. Others do it for the pleasure. The best are no
all but impossible for anyone not gifted with a sand prince's cunning. harsher than they must be to keep their people alive, waiting for the
The only ships that come to Ancalia now are those of looters and plague to pass or the Night Roads to close or some foreign hero to
a handful of merchants who know no fear. There are always adven- come and save them from their calamities.
turing bands ready to assail Ancalia's cities and coasts in search of
abandoned treasure, or mercenary groups eager to loot what smaller A Time for Heroes
bands can't plunder. While perhaps even more rapacious, less overtly As hard and terrible as the times may be, not everything is lost. The
plundering merchants remain who are willing to bring a shipload of heroic Patriarch Ezek holds fast in his mountain sanctuary, praying
vital supplies to trade with survivors who've done the hard work of with the surviving Uniter bishops for the salvation of his people and
looting for them. These expeditions are conducted quietly, lest the mercy for their souls. Thanks to a tremendous trove of Uniter relics
authorities back home burn these adventurers inside their own ships and sacred objects, the patriarch's sanctuary has become a refuge for
for fear of the Hollowing Plague. the souls of those slain in Ancalia. From the northern cape down to
the Gojeb river to the south, all who die are preserved from Hell's
All That Remains flames and allowed peaceful sleep in the earth. The husks their bodies
Ancalia is now a land of death and sorrow. Enclaves of surviving leave behind are only lesser undead and soulless shells, while the slain
humanity can be found along the coast, where defensible terrain and have peace at last from their agonies.
fishing can combine to make a meager existence, and deeper inland Yet this salvation comes at a price. The strain of the holy rituals
there are mountain valleys that can be farmed while watchful eyes and prayers is slowly killing off the surviving bishops, leaving all the
keep off husk packs. The old cities and towns are all abandoned, save greater burden on Patriarch Ezek's shoulders. The time-consuming
for a small handful of hill-towns on plateaus that are defensible and rituals and need for specially-consecrated ground also mean that the
have room enough to farm a little. No one is certain, but it would be patriarch cannot leave the sanctuary or lend his holy theurgic powers
a miracle if even one in ten Ancalians still live from the time before. to the defense of Ancalia. For him to leave off his prayers would mean
Aside from these outposts, there are an unknown number of small the damnation of countless wretched souls who die without benefit
hamlets, hidden refuges, and survivor cells scattered throughout the of proper funerary rites. Ezek feels that however terrible the situation

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may be for the living, it is his holy duty to preserve their souls from
the everlasting agonies of damnation. He and his loyal bishops can
maintain this guard for years more if no disaster strikes, but eventually,
the strain will overcome him.
Meanwhile, the surviving knights of the realm do what they can to
protect their people. These heroic men and women are often found
as leaders of the more upright communities or wandering paladins
who lead frightened cells of survivors to safety. They are few, and
grow fewer every season, but their example gives hope to the common
folk. Their heroism and self-sacrifice speak of ideals that cannot be
broken by disaster. It is not unheard-of for common folk to claim
membership in one of the orders, proving it by their deeds, if not
their noble pedigree.
And now, so recently, come the Godbound. A very few have man-
ifested among the people of Ancalia, while a handful of others have
entered from other lands. Of these, some die early, when they dare too
great a danger, or try to face down an Uncreated monstrosity that's
more than they have strength to defeat. Yet a few have escaped such a
fate, and have become wild cards in this blighted peninsula. Their gifts
can sustain whole communities, or cure the horrors of the Hollowing
Plague, or even seal the terrible Night Roads that belch forth their
horrors over the land. They have the power to aid so many… and so
many have cause to seek their favor. Some will use their powers wisely
and nobly, fighting to free Ancalia of the horror that has befallen
it. Others with find more self-satisfying use for their precious gifts.

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