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The Dekaron Lore – Part 1

#1
The Dekaron Lore – Part 1

The Exile's Shadow

Once, your name stirred awe in the cities of Dekaronia – a sprawling citadel of might, magic, and unbroken war. Whether you were a rising hero, a cunning strategist, or merely a soldier of unmatched will – you had become something more.

Too much more.

But in Dekaronia, power does not go unnoticed.
On the dawn of the Blood Eclipse, a sealed archive was breached – ancient knowledge unearthed, linking a great evil to the noble houses themselves. And someone… someone leaked it.
Before the scandal could be cleansed, a scapegoat was named.

You.

Tried in secret. Judged in silence. Exiled in shame. The public was told you had died in Draconia. Your name, struck from the annals. Your legacy, erased. But death did not take you – only betrayal.



The Awakening in Draconia

You awaken in a twisted reflection of the Draco Desert – a prison of memory and torment. Draconia, a shadow realm carved to simulate your death. Its creatures are unrelenting, spectral echoes of the lies told about you. And when they strike you down…

…you awaken again – this time in Egut Desert, gasping, scorched, and alone. But someone was waiting. A hooded figure, older than the dunes themselves, greets you not with kindness, but with knowing.

"They think you're dead. Let them. There is work to be done."



The Machine of Judgment


Following the figure’s clues, you are led to a buried relic - a massive, rusted machine hidden beneath sand and sandstone. Not of human design. Not of this time. It opens not with magic, but with blood. Through trembling gears and molten halls, you descend, deeper than the cities know exist. The machine is a gate, and beyond it lies something forgotten by all - Parca Temple.

But this is no pilgrimage. You have business here.



Whispers of the Past
 

Parca Temple was once a shrine of balance - where warriors came to reflect, where kings came to confess. Now, it is abandoned, haunted by guardians who remember too much.

As you fight your way through the Upper Temple, truths return to you:
• The noble houses feared a power rising beneath their feet.
• A hidden prophecy, etched in the Parca vaults, spoke of an Exile who would return with fire.
• And your mentor… may have been the one who set this all in motion.

Level by level, you reclaim your strength - and pieces of your memory. You’re not here for vengeance. You’re here for truth.



The Call of the Windsworn - Mount Quest

Upon reaching level 30, you uncover an ancient summoning ritual within the forgotten scripts of the temple - an invocation of the Windsworn, desert-bound creatures who only bond with those walking the path of redemption. To ride one is to mark yourself as still worthy - and for the first time since your fall, you feel the pull of hope.

The open desert awaits… and time is running short.



The Tale of the Dead

With the Windsworn underfoot and new revelations pressing on your mind, your journey takes you through the icy wastes of Heiharp. Here, ancient magic stirs once again, and whispers of others who were cast out begin to surface.

Was your banishment unique? Or is there a pattern - a purge? The frost reveals what fire cannot: not all truths are forged in blood.

Some are entombed in silence.



Crespo: The Severed City

Ruined and cursed, Crespo was once a jewel of Dekaron – now a forbidden place, erased from maps. But here, in the shadow of its crumbling spires, you meet others who remember you. Old allies. Older enemies. And one final piece of the puzzle.

A map.

A sealed door.

A sigil long forgotten… with your name etched in the center.



Redemption - Return to Dekaronia

Your journey has shaped you. The exile is no more. You return to Dekaronia not as the outcast they discarded, but as something forged beyond their reach - a warrior tempered by fire, shadow, and the trials of distant lands.

Level 75.

The threshold few survive. You’ve crossed frozen ruins, bled in cursed sands, and silenced horrors whispered only in ancient tombs. Now, the gates of Dekaronia rise before you once more.

Not to welcome you.

To challenge you.



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