Cult Creator - The Pilgrims Journey
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The Pilgrims.

Idealists, Dreamers, Inventors. They find a home within the Pilgrims for their ideas, and their drive to create a better world through hard work and ingenuity.

The Broken, Scarred, Unwanted, and Mutated. Driven from society by the actions of others, or through birth, forced to eke out an existence barely above starving. Welcomed with open arms, hearths, and hearts. Many of them find their first true home by our side, as we fight for their rights, their dignity, and future.

We know what it means to be faced with insurmountable odds, to fight for things that we will never see come to pass, and to be declared childish dreamers, striving for the unobtainable.

And we agree, our goals are impossible. But we do not see it as a reason to give up. The path we chose may be eternal, but we do not walk it alone.

And maybe, you will walk with us?
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[Canon] - The Forest Of Rust
The Forest of Rust is a region north of the Province of Tessen, situated on the northern-most part of the Empire of Slatnan, bordering the Wastes. Common names include; The Forest, The Necropolis, and Rust-city.

This region has attracted numerous scavengers and scholars due to the number of intact artifacts that can be unearthed here, along with a large number of high-quality materials, such as steel and titanium. Unfortunately, the Forest has attracted numerous Mutants and malfunctioning machines, making any attempts at scavenging difficult at best and deathly at worst. Despite this, the allure of the Forest has driven many to try their luck, only to find that this is not a good substitute for numbers, training, weapons, and armor.

Still, over the years, and the sacrifice of many human lives, the Forest was rudimentary mapped and divided into zones to make both navigation and prospecting easier.

The first section anyone will come upon is the Outskirts. These are divided into the eastern, southern, and western parts. In those, you will most likely only find trade goods, such as toys or poorly preserved art. Because many mutants have been killed here, most of the prospective sites have been searched. Still, many places remain hidden and can be plundered by those determined to find something.

The First Ring consists of six different areas, these are;

The Wall, a defensive emplacement, holding strange devices rusted beyond identification, barracks, military depots, and a bunker that has proven remarkably resistant to those attempting to open it.

The Gallery is a name chosen not by the fact that art can be found here, but the fact that whatever lives here has chosen to display the corpses of its enemies in many grotesque and disturbing ways. Unfortunately, this area is theorized to hold many ancient repositories of knowledge and at least one building proudly displaying a pictograph of a book.

The Sewers, the preferred way to travel the city by those who wish to remain undetected. This area does not hold any riches, only the occasional danger. Still, maps of this place are both rare and extremely wanted, because knowing a safe route through the necropolis is extremely important for long-range operations.

The Tower of Pain, a name not chosen by anything obscene or horrifying happening here, but rather by the fact that the wind "screams" through the hollow facade of this 400-meter high building. While there are other towers at a comparable or higher height, this is the only one with still functioning electronics, and the top-floor seems to be completely intact.

The Smokestack is a 50-meter tall tower belching out a perpetual plume of black smoke. This area seems to be mostly underground, with many entrances being hidden by camouflage and optical illusions. Moreover, many old machines have congregated here. They seem to rust, entirely still, until someone enters a general area around them, at which point they activate and hunt the intruder until either they or their prey is dead. Only three intrusions have returned alive and told tales of massive machinery and ancient wonders of manufacture.

The Pit, a massive hole in the city, so bottomless, that the sunlight cannot reach the bottom. Whatever is down there was either never meant to see the light of the sun, or intended to be hidden from prying eyes.

The Second Ring is something only a few were able to penetrate, and as such, information is scarce of what is in it.

The Field of 64 is a flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area, or what could be beneath it?

The Crystalgarden contains large crystals, arranged in geometric formations and seem to have weathered the elements perfectly. Yet, removing these crystals is seen as a waste of time, since removed crystals seem to deteriorate in days and are incredibly brittle.

The Berth, an area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to transport them, or they were meant as pure prestige objects.

The Third Ring contains only one building.

The Spine, an impossibly tall tower. It is theorized that this tower stretches 3-5-km into the sky. How such a structure could be created is something that has scholars divided, with everyone claiming only they have the right answer. Additionally, the churches have proclaimed this to be either a cause for the Fall or a holy place, depending on who you ask.
 
[Canon] - Technology On Calynth, And In Slatnan Specifically
The state of technology on Calynth is one that seems confusing at first glance and is a point of strife amongst scholars, for many ideas and concepts have survived the collapse of civilization. Still, the foundation those ideas have been created upon has been forgotten. Such as gravity or the fact that air is a mixture of many different gases, but not how such a thing is possible. Many know the answer, but not the question to that answer. This guide is intended to illuminate the reader on what to expect in terms of technology and shine a light on what has been forgotten or rediscovered in the nation Slatnan.

Stages of technology
In general, there are four recognized stages of technology in Slatnan. These are;
Mundane; techniques that are in use by everyone and can be applied without problems on every social level.
Rare; technologies that can only be implemented by the rich or influential. They are rarely understood and can often not be replaced by components of similar quality. Electricity and Bikes are examples of this category.
Lost Tech; are technologies that only function by constant maintenance and can not be replicated. Knights and the assemblies they are created in are examples of this.
Unique; these technologies are so beyond understanding that many churches have proclaimed them to be divine artifacts. Further complicating the study of them is the fact that many can only be used once to devastating or miraculous effects, such as the vaporization of entire regiments or the healing of even the most heinous wounds.

Agriculture:
This area of life has undoubtedly been hit the hardest if the size of the ancient city is any indication. While plows and crude automatic seeders are standard throughout the world, more advanced technologies and structures such as greenhouses are rare and often only employed by nobles and the rich. Most foods are harvested by scythe and hand, rather than machines. While a bad year is not the end for the people nearby, multiple years can spell the doom for a region if others do not support it.

Transport:
The most common transportation is the old fashioned method of walking yourself. Carts and wagons are in use, but the relatively high cost of keeping animals makes them rather minor in comparison. The most advanced way of transport are bikes, two-wheeled carriages running on a black substance known as oil. They are only used by higher-ranking nobility or the military in situations where speed is of the essence.

Weapons:
Most people use or are familiar with one of four weapons; spear, ax, sling, bow. Swords and mechanical crossbows are only used by the rich, special troops, or nobility. Primitive guns are known, but an automatic crossbow is much cheaper to make, maintain, and have superior range, hit-chance, and kill-potential than firearms. On the heavier side of weapons are the knights. 4-meter high mechas that are piloted by a member of the nobility that has sworn off their name in exchange for the honor to pilot one of these. They are equipped with up-scaled electrified swords or spears, sometimes with giant crossbows that shoot bolts as long as people. While they can be created, maintenance is often such an issue that they are only used to repel dangerous or massive amounts of foes, should they not be called to battle.

Manufacture:
Most manufacture is done by hand on primitive machines that have interchangeable parts in shifts to maximize productivity and exceed the production-rates. Primitive steam-engines are currently in testing.

Communication:
Most communication over long distances is done by letters and couriers. More advanced methods are known, but the cost to maintain them is so high that they are not feasible.

Medicine:
This section is probably the one that has seen the least degradation over the years. Many people know the conventional theories such as germs and basic hygiene, and primitive microscopes have ensured that the battle against diseases is still ongoing. Even if antibiotics have been reduced to third-grade-options, due to the infrastructure to create them in any sufficient quantities not being there, and the fact that many diseases are resistant against this medicine.
 
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[Canon] - An Excerpt Of The Book: Biologicum Mutationes, By Alser Jaleke
It is an unfortunate truth that our world is cursed with the presence of the Mutants. They are a vile mockery of humanity and all that we stand for. Elongated limbs beyond reason, multiple limbs in sets or horrific places, such as eyes on arms or legs and feet on the back, poison, venom, and a multitude of other horrible and disgusting combinations too vile to describe are all too common. Unfortunately, I am a scholar and do not have the excuse of the common folk to not do so under my upbringing and level of education. As such, I have to endeavor to endure this crime against nature that the Mutants are and describe the multitude of mutations that they have shown to exhibit.

But, I fancy myself a scholar that does nothing in half-measures, and as such, I will dedicate the first half of this book to the Mutated. Now, there are undoubtedly some less educated individuals reading this that have no idea what I am talking about and ask themself: "Mutated? I thought they are Mutants?" To those I have to say: There is a difference. For you see, the Mutants that I talked about in the introduction are the end of the scale of mutations that exist in our world. The Mutated, on the other hand, are those unfortunate enough to fall in the middle between those standard deviations from the human baseline, such as dwarfism and albinism, and the other end of the vile Mutants.

These Mutated are cursed by the many mutations that change their appearance but are not in the grasp of the insanity that the Mutants are known for. Indeed, most are by all accounts only humans that have a bizarre appearance, would it not be for the fact that they share most of those markers with their lesser and much more violent brethren; the Mutants. There are many ways that a Mutated differs in appearance from the standard human form. The most common are described below and are further detailed and specified in the following pages marked at the identifier to ensure that you, dear reader, can peruse them with greater efficiency.

Skin, pg. 13-27
There are many variants in the Mutated when one looks at the way that their skin differs. From fur or scales that only grow in patches or cover their entire body, the ability to mimic their environment by changing the color of their skin, to those that have unusual skin-colors, such as a deep red and green.

Bone-protrusions, pg. 27-36
Those protrusions are most commonly positioned along the arms, legs, or chest, forming a crude type of armor, jut out of forearms forming "blades," or create "crowns" or antlers on the heads of the Mutated.

Tails, pg. 37-52
This is a hotly debated topic among those who study human biology, for there is evidence that humans once had tails, and as such, those who have them should not be classified as Mutated, merely "devolved." In the nature of scientific objectivity, I have chosen to include them in this book to explain further why tails with pink fur or blue scales are not something that our ancestors once had, dammit, and should be classified as a Mutation!

Eyes, pg. 53-55
Unusual colors such as red or purple, cross-slitted, square, or "+" pupils, or those whose rainbow-skin has melted into the leather-skin of their eyes.

Teeth and tongue, pg. 56-76
While the variations in this category are not as diverse as in others, the displayed stability and uniformity are highly impressive. The most common forms are fangs, sharp canines instead of incisors, and forked tongues as some examples.

Hands, arms, legs, and feet, pg. 77-92
Multiple phalanges are the most common, but digitigrade legs with accompaniment bone-protrusions and claws are the most well known in this category.

Hair, pg. 93-95
Unusual colors such as green and blue, or thick spines instead of hairs are included here.

Internal Bonesstructure and Organs, pg. 96-214
The real meat of the Mutated can be found here, for many live their lives, not knowing that they are Mutated at all. There are many unique and varied variations, such as multiple livers, lungs, hearths, or other organs for numerous purposes. Many a Mutated also sports unique bone structures aiding, or supporting other mutations, or reinforcing the already existing structure.

Reproduction, pg. 215-239
One of the mysteries of the Mutated is the fact that there is no unifying way to identify how they are created or born. There can be generations of normal healthy humans before a Mutated is born, or two Mutated can give birth to a healthy human. This section mostly contains speculations and can, as such, be skipped by those seeking only hard facts.
 
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[Canon] - The Evolution Of Society
Society is ever-changing, ever-evolving, and never sits still. New developments in culture, technology, law, and changes in the environment all influence how a community develops or adapts. In many cases, this is a change that occurs over decades and centuries; people are getting used to changes over generations. However, The Collapse is the most prominent case of forced change.

During The Collapse, there were many practices and cultural ideas that were wholly and suddenly detrimental or, at best, hindering, to the survival of humanity. Many ancient sources suggest that women especially were seen more along the lines of a second-class citizen, an idea that would get you a thorough beating if voiced today. Most shockingly, many of the justifications for this treatment is not based on the fundamental differences in body, but ingrained beliefs over millennia. These include; women only being able to care for children and unable to grasp the sciences. Similarly, skin-colour has played a vital role in the way a person could go about their life, accept jobs, or even participate in crucial functions of the government, an idea completely alien to many.

It is a prevailing theory that during the chaos of The Collapse, many either let go of such ideas to increase their chance of survival or that they deliberately pushed for a change among the surviving communities. The most likely way this has occurred is still practiced today, this being the idea that your ability to do something is more important than your skin color or gender. During this time, the idea of raising a person to perform a single role, such as knights or rulers, was pushed to the forefront of the ordinary person's mind. It was a simple idea, providing a strong foundation for any group of survivors and has since then ensured that many could live their lives in freedom. All for the low price of giving those that have been groomed from birth for war and leadership with money, loyalty, and troops.

However, not everyone has benefited from these changes for the simple reason that humanity has to apply blame. As such, most of the guilt fell on the Mutated and Mutants, those who are unable to counter such accusations effectively. While the Mutated number around 8% of all humans, they are viewed as lesser, both by many religions and by many people due to their close resemblance to Mutants. This has resulted in them being pushed into slums in cities and being forced to live on the edge of villages when they are not outright forced away or killed at birth. The justifications for this behavior is founded in the belief that mutations are a sign of spiritual corruption that can be spread from one "infected" person to another, even when no conclusive evidence has been found.

So, while many advancements have been made, in some aspects, society has fallen back on bad habits. A "Sidevolution" if you will.
 
[Canon] - Mutants Of The World
This is meant as a guide to the most common forms that Mutants take the world over. Do not take it as gospel for the forms you will encounter or that these are the only forms that exist. You have been warned.

Common Forms:

These are the most common forms that have been observed amongst Mutants, most having the intelligence of a particularly dim golden retriever.
The most common aspect that all Mutants share is the fact that their skin either looks melted or burned. It is unknown what has caused this, only that those that display such skin are in obvious pain at any one moment.
Further are grossly elongated limbs that have multiple joints, especially amongst the arms.
Spikes along the spine or head, either immobile or having the ability to shoot them at attackers.
Poison or venom sacks, allowing a mutant the ability to shoot globs of poison at enemies or use fangs to inject it.
Claws have also been observed among many Mutants.

Uncommon Forms:

The uncommon forms are mostly encountered as leaders of Mutated and have the intelligence of 4-year-old children.
Gas sacks that either grows on the outside, releasing a noxious and poisonous gas at will or puncture, or inside, to be released after being set aflame with special organs inside the mouth.
Multiple mouths all along the body, most either vestigial, useless, or connected to the stomach.
Tentacle like appendages, covered in spines and hooks to grasp prey.
Vestigial wings that are used for communication.

Rare Forms:

These forms are not well documented and consist of "species" among the mutated with varying levels of intelligence, mostly in the range of 8-14-Year-old humans. It is stipulated that they are not Mutants, but military projects due to several unique and consistent features among them. The two most well known are Abominations and Mimics

Abominations are masses of mouths, arms, legs, tentacles, and many other variations. Those Forms are mostly omnicidal in behavior and have the strength and healing-abilities to back up their aggressive behavior. They mostly shamble along on confusing and unpredictable paths, eating anything that they encounter, and attack anything that seems alive. The tell-tale sign of an abomination is their constant wailing and screams of pain.

Mimics are 4 meters tall, extremely thin, and have elongated arms that reach to the ground, tipped with razor-sharp claws, and have a beak filled with 6 rows of fangs instead of a mouth. Their preferred method of hunting is taking advantage of their ability to mimic both their environment and sounds. Those sounds include wounded animals, screams of pain, voices, lullaby, and, according to some linguists, announcements that "facility 6 has been breached". The most terrifying aspect of them is the fact that when they are not ambushing you, they walk extremely slowly until they are about 10 meters away, at which point they explode in speed and start wailing on their prey with claws, punches, and beak. Further compounded by this is their seeming inability to let go of prey once they have started hunting it. Following them over distances of well over 200-km.
 
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[Canon] - Story's Form The Wastes: The Wendigo
Here's another possible 'species' of Rare Form Mutated/Mutant that I decide to take a crack at.

Wendigos, also known as Skin-Walkers, are a greatly feared, and respected, variety of Rare Form Mutated, believed to be a close 'cousin' of the Mimics due to the intense and numerous similarities between them. Unlike Mimics, however, Wendigos look more like a horrific malfusion of human and deer, with an elk head in place of a human one, typically with multi-foot long antlers adorning them, and with fetlocks and hooves replacing their legs and feet respectively. A Wendigo is also fully capable of producing and comprehending speech, though typically extremely garbled by their teeth, fangs and long, forked tongue.

Their diet is, like the Mimics and Abominations, highly carnivorous and semi-cannibalistic, with Wendigos always going for sources of meat. Usually they follow the equation of 'Bigger Creature = More Nom-Nom' when choosing their prey, but will always go for humans and mutants when given the chance to do so. Their hunting methods, however, almost solely consist of running down their prey over the course of weeks or months, or even years in one case, tailing the chosen source of food for miles and miles if neccessary.

Thankfully, however, they are immensely rare to the point where only a dozen at most exist.
 
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[Canon] - The Knights, Protectors Of Innocents, And Guardians Of The Realm
Knights are mechanical marvels that far surpass any technology that exists today. They are both fearsome machines of war and impressive bastions of safety for the common man. Clad in honor and faith in the empire and the empress, they stride across the land, bringing justice to Mutants and rampant Walkers.

And today, we will take a look at one of their Chapters, their code of honor, and an example of one of their Knights.

The Knights are organized in Chapters stationed in a region that is deemed vital for either its products of food or goods or because of their strategic and tactical importance. The one we will examine in closer detail is the Chapter: "The Blue Lance," stationed in Tessen.

The Blue Lance is a Knight-Chapter led by Chapter-Master Alson Dulhne, composed of 7(seven) "Hels" led by Knight-Captains, containing 25 Knights, that are further divided into 5(five) "Tals" of 5(five) Knights. Already you can see that the Knight-Chapters have deep roots, for "Hel" and "Tal" are ancient words over 600 years old from a dead language.

"Hel," meaning Family, Brotherhood, and Oath-Bound, whereas "Tal" is translated as Strike, Punch, and Hunt.

The Chapter Eternal Dawn has 6(six) of its Hels stationed in a city of the Tessen region stationed; which are Mirn, Ularn, Tessen, Zulmni, Jokvi, and Strul, with the last Hel acting as a strategic reserve and mobile strike-force to quickly combat any threat that cannot be dealt with only one Hel present. However, those are as rare as they are terrifying.

One of the most notable examples of this is the Wendigo "Mother." This extremely rare and highly intelligent form of Mutant is rightly feared, as seven knights perished repelling her. It should be noted that Chapter-Master Alson Dulhne was only able to achieve this by literally ripping out one of "Mother's" arms after she had been disarmed, and begin beating her with it. "Mother" immediately began to retreat while in agony, using the Mutants she had accumulated to prevent any knights from killing her for good. They have issued a bounty for any information regarding her location, or corpse.

The Chapter of The Blue Lance is one that does not eschew the use of automatic crossbows and indeed pairs them with their namesake lances for mixed unit tactics, rather than uniformly enforce electrified axes, swords, or spears, though shields are enforced. This allows them to make use of shock-and-awe tactics, opening any engagement with a devastating volley, softening the opposition, before their lancers either crash frontally into the enemy lines, or flank when acting in concert with infantry and annihilate anyone still living.

Similarly, their code of honor is less restrictive than that of other Chapters, allowing members to marry and have families. They do, however, follow any other Chapter in the regards that only nobles can become a Knight-Pilot and has to swear before the Imperial Family that they will follow them before all else, lay down their family name, and forgo any form of communication with them. While this is seen as overly restrictive by many, it has allowed many a disgraced noble or third born to escape inevitable shame and irrelevance.

For The Blue Lance, the shielding of civilians is a duty they take seriously above all else, even going so far as to creatively-reinterpret orders of superiors to ensure that no civilians are caught in the crossfire of battles, even if it places them in more significant dangers. Subsequently, the accidental harming of non-combatants is heavily frowned upon, with deliberately doing so is grounds for immediate execution by impaling the offender upon their lance or one of their bolts after an internal trial.

The Knights most favored by the Chapter are the Stalker-Pattern Novice and the Stoneshield. We will have a look upon the Stoneshield that has a central role in their tactics.

The Stoneshield is a 6-meter tall Knight, equipped with a hard-point for a shield and armored by 27-centimeters of steel, strengthened by a titan-alloy over the top, in a honeycomb-pattern, weighing around 55 tons. They have a top speed of 78 kilometers without equipment and 59 with the standard load-out. They follow the ubiquitous humanoid form, though they are notably hunched and have their feet bottom out with multiple stabilators, arranged in an X. Because one arm is solely intended to have a shield equipped and has been designed accordingly, the other one has a complicated array of connectors, pistons, and other mechanical equipment to allow for customization by the Knight-Pilot. This arm is fully capable of most movements that a human is capable of performing. However, it has a notable inability to do so outside of a 180° arc focused on its socket. The cockpit is situated in the middle of the Knight and is piloted by the standard method of sitting. At the same time, the direction is dictated by using the left pedal, the speed with the right one and independently movable grips control the upper body with attached triggers for added fine manipulation for attached arms. It has, however, one glaring weakness; the Knight-Pilot is only able to exit the Knight by crawling through the back, something that takes about two to three minutes. As such, the best advice that can be given to those that pilot Stonshields is: "Always have an air-mask and a tube of sand on hand against fires."
 
[Canon] - Sandwheat, Feeder Of Nations
The humble sandwheat is an unassuming plant, often overlooked and overshadowed by other crops, such as bloodgrass and riverbark. A plant despised by the nobility and commoner alike for its taste and consistency in all forms of consumption. Yet, the humble sandwheat is not a plant that cares about such simple things like gratitude or even more importantly, the fertility of the soil it is grown in. While popular myth has it that the sandwheat can indeed grow in the sand as its name indicates, this is only partially wrong, since even the worst and most barren soil can support this plant.

Sandwheat is an (un-)popular choice amongst those who cannot afford to buy better seeds, and among those that do not possess the money to buy tastier and pricier food. For the farmer, the growth-cycle of sandwheat is a blessing and a curse in disguise, for this plant only needs three months to grow into maturity, but needs to be harvested within one and a half weeks to avoid the plant decaying. Sandwheat can be safely ignored for most of its lifecycle because of its almost legendary resistance to weather, rot, bugs, and disease. However, once it enters the last stretch of growing, it is a scramble to get enough helpers for the harvest to avoid losing a majority of the planted crops.

After it is harvested, the sandwheat is taken to a mill, grounding down the seeds and edible shell into sand-flour. Following that, multiple options for further processing are open, with the most taken one being to bake it into bread. Sand-Bread, while having an utterly unimaginative name, is the staple food for two-thirds of the population, due to its nutritional value and ease of storage. While it has the consistency of particularly clumpy flour and the taste of vinegar, it can be corrected or alleviated by using salt, sugar, and honey either while it is baking, or putting it on the bread afterward to a lesser effect.

Few enjoy the taste of any products made out of or having a component being sandwheat, with some even preferring to starve rather than eat some. Nonetheless, it will remain a staple for many people for generations to come, just as it has been for generations past. Much to the chagrin of those same generations.
 
[Canon] - The Life Of An Empress
Empress Liana of Slatnan, Dread Knight of the Thirsting Pass, Conqueror of the Hul-Tur Clans, Uniter of the Broken Concord, Feeder of Legions, and many more titles beside is the leader of the Empire of Slatnan. Like her father and his father and his mother to their humble beginning as a tiny gathering of survivors seeking shelter in the caves that are now sheltering the Capital, she leads and rules the greatest nation on this world with an iron fist and a gentle voice.

But unlike her ancestors, she was not born as the first child, but as the fourth and as such had no right to the Imperial Throne. Indeed, when she was born, there were no talks about the deeds she would accomplish, nor about what wonders she would create. The only thing that had mattered in the first years of her life was that the Gene-Seekers could prove her to both to be 100% human, untouched by the corrupting tendrils of mutation, as well as a descendant of her father, the late emperor Maximilian of Slatnan.

As such, she received no love from either parent until she was proven to be pure, in the body by the Gene-Seekers, as well as in spirit by the Priests. Her early life was one where she knew not the embrace of a loving mother or the pride of a father at her accomplishments. She never saw a smile or an approving nod until well into her seventh year, when she was declared pure and ready to carry on the duty of the family. She remembered that day well, for it was the day that her "parents" decided whom she would marry to further their interests. It was also the day that her oldest brother, Crown-Prince Maximilian II of Slatnan, died taking Caliatra Starn out of the hands of the Mutants, impaled in his ancestral Walker by an Abomination, a lucky hit bypassing the ancient armor, changing her fortune forever.

When the news hit her family, her parents grieved and wailed about the injustice of losing their first son, their beloved child. And while her "parents" and "siblings" were overcome with sadness, she planned. For she had no interest in marrying a man she had never seen, nor will she dance to the tune of someone else, even if some had to make way. She would climb the ranks by blood and blade if necessary; luckily, her eldest brother had proven to be an easy target. One does not simply use the sister of one's mechanic as a toy, especially when said mechanic can be persuaded by promises of vengeance and justice by a child.

When her family had completed the mourning, they went on to a more pressing matter, that of passing down the Walker her brother had piloted. She was seen as the natural choice, after all, was she not third in line now? And so the years until her 14th birthday were decided. She would study at the Imperial War College and learn the bloody work of command and killing. No one could have expected that she would take so well to the life of a soldier, and no one expected her to be as good at command as she was. Not even 12 years old, and she was already seen as one of the greatest commanders in the history of the Empire, as she graduated ahead of time. A reputation that grated against the sensibilities of her sister, Nuxa of Slatnan, the second in line.

But what her older sister had in military matters, she lacked in politics. As such, three years of working in the shadows, forging papers and sending missives culminated in the proclamation of a new Crusade against the Wastes, aiming to drive back the Hul-Tur and claim what was theirs. Nuxa claimed command with an almost feverish desire, daring anyone else to take what was hers by birthright form her. No-one dared, and as such, the Crusade struck out, Liana, now 15, alongside her sister, leading the Chapter of The Stoneshields. The first year of the Crusade was a marvel of maneuvers, attacks, defenses, and heroics that would go down in history. This string of successes made Nuxa overconfident, belittling the Hul-Tur's military might, their ability to defend their holy sites from the strength of the Empire, and their inferiority to the pure humans of Slatnan. But with each victory, with each village razed or conquered, she became for cruel, for Liana was always there, speaking softly in a venomous tongue, twisting her to her liking.

The second year of the Crusade saw the fighting slow down, their frantic pace into the Wastes leaving their supply-lines wide open, and as such, it was mostly spent solidifying their position and repelling any raids and probing attacks onto their holdings. A year that saw Nuxa turn sadistic, torturing innocents, killing Mutated everywhere she saw them, and earn the hatred of the local population. A year that Liana used for a masterstroke of political and military maneuvering, for she had infiltrated both the courts of the Hul-Tur and the ranks of their military. For her, it was easy to guide her sister into a position where she was vulnerable, and the enemy into one where they could exploit it. The Battle of the Thirsting Pass started not a day after she sends the messages to her agents.

Over Two-Hundred-Thousand soldiers clashed in a battle that lasted for days. Artillery pulped groups of soldiers before being destroyed by Knights in return, while those kitted out for melee reaped a horrific toll amongst the soldiery, flesh and bone proving no match for steel and technological might. And amid this slaughter was Nuxa, laughing all the while she killed and dueled with her enemies. But the venom of her sister's voice had clouded her mind and let her overestimate herself, leading her to be isolated and speared by no less than seven lances, frying both her body as well as her Walker beyond recognition. It was at this moment that the forces of Liana arrived at the back of the Hul-Tur, encircling them entirely and giving new vigor to those exhausted and shocked by battle and the death of Nuxa. Poems and songs would tell of her presence alone, breaking the will of the enemy and winning the fight that had lasted for so long. The reality was not so kind, for she won at horrific cost, as she and the Chapter of The Stoenshields strode into battle lobbing canisters of gas, firing flamethrowers the whole way as the scent of boiled blood and charred flesh mixed with the horror of hills of corpses and rivers of blood and spilled entrails. But this battle would prove to be the last, for she had seen to it that the Hul-Tur would throw everything they had in their rage and grieve at her sister. The next year of the Crusade saw only minor skirmishes as a people lay broken and dazed by the horrific loss of life that the Thirsting Pass had demanded.

It would be this war that would cement her position as the second in line to the Throne and her legacy to the world and history at large. Now 18, she focused more on domestic matters as one of the greatest foes of the Empire lay beaten and conquered. At her insistence, she was given Lordship over the newly conquered territory and left to govern as she saw fit. Most expected her to fail, most thought she would carry out a slaughter more horrific than her sister ever did, for the destruction she had wrought had left the region desolate and starving. None saw what she would do, for she saw no point in killing when there was nothing to be gained and acted as such. And so she turned to the oldest trick in the book; no one bites the hand that feeds.

A scavenger had discovered seeds in a vault years ago, seeds that grew in lousy soil, developing and growing in only three months. The only downside to this plant was that it tasted disgusting, but when faced with starvation and eating something you did not like? Most choose to live. Under her command, entire hills were turned green, dunes of sand produced food, the masses that had starved suddenly had enough food, not only to survive but to thrive. Even with her role in subjugating them, the Hul-Tur turned citizens, cheered, and applauded "their" Princess form saving them from a miserable death. As such, she became known as the "Feeder of Legions," for every man, woman and child had enough to eat, not only in the Green Dunes but almost the entire Empire. It was here that she was seen not only as a military-genius but as a real contender for the Imperial Throne, not just by herself, but by nobles and her brother, Maximilian III of Slatnan, alike.

It would be this brother that would ignite a storm of a horrific proportion of both the lives it would claim, as well as the destruction it would wreak. For her brother would break the Concord.

An ancient treaty made by the founders of the Empire, the Concord forbid the enslavement of any person and the banishment of any that would create devices that would enable someone to create an army of soldiers fanatically devoted to the one that held the remote that could ignite the bombs of slave-collars or those embedded into their heads or chests. For almost 18 years, he planned and created his army in secret, only taking the dregs of society and Mutated, for they would not be missed, waiting for the moment that his parents or his sibling would make a move that would take his throne from him. It came with the escape of a Mutated slave.

Her collar and story triggered investigations, assassinations, and calls to attack local garrisons by nobles loyal to him. The Emperor and Empress died to hidden blades in their back, put there by the very same bodyguards that they entrusted their lives to, while the poisoning of Liana failed, her having received enough warning through turncoats to flee the Capital for the Green Dunes. For seven years, forces loyal to her would fight against those enslaved and those devoted to her brother. For seven years, the Empire ripped itself asunder as Maximilian III would drown position after position in a tide of human corpses, while Liana rallied every loyal Chapter and every able-bodied adult to her army. Seven long years saw a nation devouring itself as brother and sister clashed, while the common man hid and cried for fallen siblings, sons, daughters, mothers, and fathers.

The War of the Broken Concord would not end by blade and bow, however, but by a knife, hidden in the dark. Maximilian III was killed in his bed, never seeing his killer, nor would he know a nation rejoice as two million slaves were freed from the grip of a tyrant. But Slatnan was broken and desolate, splintered, and disunited. Liana of Slatnan had the Throne, but it came at a substantial cost in life and land.

A cost she had been all too willing to pay, for she was now Empress.

Long may she reign.
 
[Canon] - A Day In The Life Of Kele Kelere
Sult Kelere walks into the room of her oldest son, only to find him still asleep, despite the sun having risen a few minutes earlier. Not being a mother to tolerate such laziness, she immediately grasps his mattress and pulls it out from under him, letting him fall to the floor with a yelp.

"Hey, what, who?" the teenager yells, confused, shaking his head in an attempt to get rid of his drowsiness. "Kele Kelere, stop wasting away the day by sleeping and start helping out in the house. You need to take out the garbage, remove the sand from the yard, feed the chickens, and help your father in the smithy. Get to it, young man!" his mother replies while slamming open the shutters baring his window, letting in the early morning light, which blinds the unfortunate Kele, and the sounds, and smells, of a waking city.

Barely able to suppress a groan, Kele stands up and begins his morning-ritual of yawning, stretching and choosing whether or not he can wear the same clothes that he wore the last week. The smell dissuaded him of such a notion, and he begins to dress, cursing his mother's tendency to wake before any sane person would. Once finished, Kele goes downstairs and grabs a bowl-full of Sandwheat porridge with a pinch of sugar and honey mixed in. It almost makes it enjoyable, though the fact that he will have to eat it without for the next week is enough to make him shudder.

Chucking the garbage into the garbage-collectors cart is done in a minute and likewise is the cleaning of the small yard behind the house and attached smithy. He can already hear his father, Kala Kelere, banging away on a shipment of spears that had been commissioned by the army last week. Come to think of it; they have been ordering an awful lot of arms and armor the previous six months. Kele spends a moment thinking about the implications of a buildup in the army before his mother whacks him upside the head for standing around being useless, instead of doing something. He does the wise thing of cleaning faster, rather than argue.

Once he finished feeding the chickens, greedy little bastards that they are and returned with the eggs they had produced, Kele dons his apron and enters the smithy in full. Immediately he is blasted with the heat of the forge, the smell of hot iron and sweat, and the sounds of the rhythmic hammering of his father. "Grab that and make it ready for me.", his father orders, barely looking up from his work, trusting his son to get it right like he always did.

Kele spends the next hour working on creating and polishing spears until he hears his father swear furiously. "What's the matter? Is the Iron bad? Not enough heat?" he asks, concerned that something had happened. "No, we are running dangerously low on coal. How did I miss that we were running so low? No matter, Kele? Tell your mother to give you money to hire some lads to haul some sacks back here. I would go to Lady; she has the most coal for her coin."

"Yes, father.", Kele responds, rushing out of the smithy to tell his mother of his father's errand and goes on his way. It is not long until he walks into the Druzki-Marketplace, with the smells and sounds of spices, haggling, and beggars filling his senses. He avoids the latter and makes a bee-line towards the stands, where day-jobbers and the indentured position around, being praised by those they owe money to or haggling with those in need of cheap labor for the rates at which they will work. Kele chooses two Mutated and a woman for their cheapness and the fact that all three look like they can handle carrying the heavy sacks of coal. Once the negotiation is over, he leads them to the other side of the market to the carts and warehouse of "Lady," a coal merchant known for the fact that she has several deals with mine-owners that allow her to sell her wares at lower prices than almost anyone else in Mirn. She was, however, busy at the moment as she animatedly talked with a man with a blue patch with a white triangle on his shoulder.

It was a bit odd to see one of those weirdo "Pilgrims" haggle with her, but Kele guessed that everybody needed something to heat their houses and furnaces. He had not seen much of them, but they were the talk of the town when nothing more exciting happened at the moment, as they not only fed the hungry but were making strides in offering to heal for free and had started a major campaign in the Mutated-District. What they were doing there other than trying to get cheap labor was anyone guess. However, Kele had better things to do than ruminate about the motives of the weird semi-legal cult, such as buying some coal, so that his family could keep the quota and keep working for the military instead of relying on jobs by the commoners.

Once the sacks were bought, and his laborers had the safely secured, he leads them back towards his home, whereupon on arrival, they dumped the bags and went back with him to transport the rest of the supplies. When this was done, he paid them for their work and went back into the smithy to help his father in his work. The hours ticked by and speartip after speartip left the hands of their makers, to be collected later in the day to be inspected and married to their prepared shafts. Once the sun was setting on the horizon, both father and son stopped working and prepared the forge for the next day, cleaning their workplaces and retreating into their house to enjoy a meal that did not consist of sandwheat.

It was delicious, not only for the fact that it tasted good but also for the hard work done throughout the day.
 
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