Primal Blood

Order of the Shattered Throne

Conclave of the Spheres

Legion of the Fallen

Primal Blood

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Story

The Primal Blood

Primal
Test
Tiago Bonifácio

No cities, no borders, no boundaries of any kind. The kiths of the Primal Blood roam the lands of Paxos but do not call it home. They do not, in fact, call any land their home. Although the other nations of Selejia tend to assign Paxos as the dominion of the “blood clans”, they do […]

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east

Seekers

Thundersteps

When the monstrous titan charges, the earth splits open, mountains crumble, and the world trembles at the sound of his footsteps. Enabling the most aggressive playstyle, he will crush your enemies underfoot before they realize what hit them.

From the impossible lands of the Malediction, emerged the impossible creature that threatens to topple all of Seleija if left unchecked. At first, regarded as a mere myth, the increased attacks from the Primal Blood directed at travelers traversing the Golden Road made it clear that something had changed.

A monstrous titan, with size and ferocity never seen in all of Seleija, walked among the many kiths of the Primal Blood—and they walked with him, with unity not seen since the warrior-prophet freed them from Osterath. The greatest threat to civilization in all of Selejia, the only respite the kiths offer the free people is that they fight amongst themselves more often than they fight the outsiders.

United under a single leader, one powerful enough to quash any opposition, they will drown the continent in crimson. Even among the Primal Blood, there are those who would try to topple the titan, for they know his rage threatens to consume even those who follow him. Still, Thundersteps makes short work of any who stand in his path. He is considered an unpredictable, and unrelenting force of nature, rather than a person. The cyclop's proclivity to follow only his unknowable whims does him no favors in that regard, and as the Ebbing of the Malediction starts, the winds shift and Thundersteps makes his will heard.

The Ur-Takra, spiritual guides of the Primal Blood, believe Thunderteps will lead them to their ancestral homeland, through the Malediction, as was the will of the warrior-prophet that led them from Osterath long ago. It is impossible to know the truth of things, but one thing is certain: Thundersteps, the unstoppable force, is on the move and any who stand in his way will be crushed underfoot.

In'Gor

Heir to a declining dynasty among the Primal Blood, In'Gor was considered unworthy by his own father. In order to prove himself, he made a pact with profane forces, only to find himself half-possessed by ancient Spirit Walkers of the Legion.

Born as the direct heir to the In'Grok dynasty, In'Gor was expected, to become a mighty warrior, inherit their Legacy Relic, and topple Thundersteps, bringing their blood back into power. The oerikan, however, was born frail, with little brawn to achieve those lofty goals. As such, he was despised by many of his peers, especially his father.

Still, there were those who saw in him potential for greatness. Being invited into a shamanic circle, In'Gor would rise to become a power to be reckoned with, but it was not enough. Never enough… To topple Thundersteps, the undefeated Titan whose rise to power threatened to erase his dynasty, he would need more. Stealing his father's Legacy, came one with it, adding components of shamanic significance and converting it into a staff, and journeyed to the Malediction, where he made a pact with profane forces, Spirit Walkers of the Legion.

Challenging Thundersteps, In'Gor would tap too greedily into his newfound powers, losing control of his magic and being defeated. Forced to escape to the Malediction, In’gor discovered the origin of his powers: he had been possessed by the Spirit Walkers, who hoped to use his flesh as their own. With the spirits twisting his body and threatening to take over his mind, In'Gor would defy the odds and leave the Malediction alive. Now, beyond the grasp of death by his ever-healing body, the shaman keeps the spirits at bay, patiently scheming for the day of Thundersteps’s defeat.

Auric

Auric was born to a family of traveling merchants, but after a vicious attack by the Primal Blood that cost him his father and sister, he vowed to enact bloody vengeance on them. He will save them from their savage ways, be it by his hand—or his hammer.

Born a merchant from a proud family of caravan traders, Auric had his path set toward a calm future. Intending to inherit his father's business, Auric saw his plans shattered when Primal Blood raiders attacked their caravan. His father came to his family's defense wielding the mighty Voice of the Forge, revealing himself to be a direct descendant of Onyx Hammerhaft, ancestral king of the vulkir people. Auric's father would die that day but would buy enough time for a contingent of the Order to rescue his wife and son.

Auric would spend decades preparing for his vengeance. He recovered his father’s Legacy, a symbol of hope for his people, sacrificing his own arm in order to use it. It is both a tool for creation and a weapon of destruction, a dual nature reflected in Auric himself. He hopes to reestablish the ancient kingdoms of his people and the Order has given him a path to accomplish this. Conquer the Malediction and the continent in the name of the Everlasting and carve civilization from the chaos of a land untamed by mortals. Creation born of destruction.

For a time, Auric was given rulership over the city of New Osterath, the southernmost settlement of the Order, existing outside the protection of the mountains and squarely within the territory of the Primal Blood. There he worked tirelessly to fight off the warlords of the region and pacify it. To this effect he has also brought many members of the Primal Blood into the fold, winning their loyalty by his prodigious feats in battle. He has focused on recruiting those who had been taken by the Primal Blood as infants, but any who bend the knee are allowed to join him.

Now he has received a new mission: To secure and reclaim the continent the malediction must be conquered. The Order has entrusted Auric with establishing a foothold within the accursed lands, from where they can launch their expeditions. He will do their bidding, but his thirst for vengeance is not yet sated and he would rather stack enemy corpses than stone.

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