Lore Post: The History of The Six-Fox Pact
- Location
- Straya
To be honest, I've been wanting to write more history stuff, but I tend to want to finish things by the end of an update, and writing history class is something I can't seem to make work at all. So I thought I'd do a lore post for anyone interested in that sort of thing.
The Six-Fox Pact: A Brief History
All modern political organisation can be traced back to two things. Firstly, the Secret of Unlife, whatever that may be. When the Undying became truly Undying, they became creatures of increasing power, year by year. A thousand years into their rule they congregated around the city of Vorstal, that great necropolis around which the politics of a continent turned. Those Undying still living, aside from the King of Bones, are those that were termed the 'Lesser Undying' in their day.
Even the King of Bones was merely amongst those of the first tier, rather than standing at its peak. The great Undying Skull Keeper raised six necromancers of his clan to fight the Six-Fox Pact. He personally reduced three cities to rubble, killed over five hundred mages, and was none the worse for the wear at the end of the engagement. That he was somehow killed (the existing theory among scholars being that the King of Bones masterminded this) does not reduce the awesome potential of his power. A human being bound to the shell of his body in perpetuity, losing none of his intelligence and seemingly only gaining in magical power and wit as the years passed was a fearsome enough enemy. One given millenia to forge Artifacts to defend himself and invent new spells of awesome power is an enemy of absurd potency.
Second, the Saint of the Archipelago. We still know little about her, other than that she was born, demanded the right to emancipate a great many people, and when it was denied sunk the capital city and all the lands immediately north of it, making Vorstal into a great port. She then raised the Saint's Archipelago, and took many of her followers to live there. The Empire's economy floundered, and where mages were once accepted, the reality of the Saint's rise left the Undying Empire afraid, and restrictive. It was this unrest and the mistreatment of ordinary mages (who even today remain all but forbidden in the Empire unless they are members of a Clan) that led to the rise of the Six-Fox Pact.
The apocryphal story is this: that six Spirits in the form of foxes descended to a meeting where the many mages who were oppressed in the western half of the empire gathered, and spoke words of great power and insight to them. That they realised, thanks to these foxes how to rise up against the Undying, and strike where they were weak.
The story propounded by scholars is this: that foxes are seen in all six nations of the Pact as lucky, and it was a convenient measure of propaganda to help convince the populace to rise up at a time when the memory of the Saint still held strong.
So the Pact was created. It rose up, and was repeatedly defeated with almost humiliating ease by the Undying. Until the last in the war, when the Blessing of Foxes took place - according to the Pact.
It is more generally held that the King of Bones (then the Prince of Bones) decided to unleash the millennia-long research he had accumulated on his most powerful rivals in a bid for power over the Empire. Given that the King of Bones was generally considered to be the eighth-most powerful Undying in the Empire when the Pact rose up, and was the first when the Undying were killed, this theory holds a great deal of water.
After this victory, however, the Empire's western border was devoid of Undying, a scenario that has continued to this present day. The King of Bones treats his western border as a relative 'free zone' in which mages and magic may move more freely, and where flits move across the border to Vorstal for work, and on occasion to the Pact (which rarely accepts them). It is possible leaving his border mostly unguarded and week is part of some unseen stratagem, but it also seems likely that the King of Bones considers his fellow Undying a much more pressing threat than the Pact itself.
The Pact was founded by six mages, and six nations were formed. Ironically, the nation with the greatest concentration of mages was the only one founded far from the principles of magic.
Pre-eminent in the pact is Narubar, named after the city of Narubar. Once a small port city, Suvanas Artillerylord founded it as the site of a new nation, one founded on the principle of non-magical control. The Senate of Narubar is not a republican affair, but rather the Senatorial class, those descended from Senators and with sufficient wealth to gain acceptance by others. It is by no means an egalitarian system, but the Senate may have no practising mages. As such, while great personal power lies in the hands of Narubar's mages, the political division is sufficient to ensure that the nation is to a degree ruled by non-magicals.
Narubar was the site of the final battle (and great loss) against the Undying, and it was from Narubar that the assassinations struck. Many of the mages who fought in the war chose to join Suvanas's new nation centered around this city, with enough territory to raise armies and levy taxes.
Many of the other great archmagi chose to found their own nations, largely more peaceful and less politically divided ones. Athanas is a league of towns and villages with a small class of mages co-ruling with village heads, mayors, and local lords. The League of Athanas was founded by Athanas Poisonriver, who chose to unite the weakest towns and villages in a semblance of a nation, rather than see the powerful cities rule over the weak just as the Undying had ruled over them.
Given that each Pact nation stems from the ideology of a different powerful mage, they are drastically different in political makeup and philosophy. Of late, though, Narubar has taken complete pre-eminence. Each Pact nation either pays in coin or soldiers to guard the border with the Empire, and as the Archipelagean War took up, the smaller nations tended to prefer not to pay in soldiers, and especially not in mages. As such, Narubar took a great deal of coin from the other nations and founded their own magical institutions, allowing them to educate anyone with a skerrick of magical talent to fight in their armies.
As the cost of education warmages in Narubar fell, the other nations in the Pact devoted themselves to commerce and more traditional magic, shouldering the cost of coin as Narubar shouldered the manpower cost to guard the border. This has led Narubar to have a large professional class of mages, one no other Pact nation has. This sheer military power has led to Narubar effectively leading the Pact in foreign policy, and having great influence over its domestic policy.
The next chapter of this History is devoted to a breakdown of each nation in the Pact, its philosophy, system of government, and wealth and so on.
The Six-Fox Pact: A Brief History
All modern political organisation can be traced back to two things. Firstly, the Secret of Unlife, whatever that may be. When the Undying became truly Undying, they became creatures of increasing power, year by year. A thousand years into their rule they congregated around the city of Vorstal, that great necropolis around which the politics of a continent turned. Those Undying still living, aside from the King of Bones, are those that were termed the 'Lesser Undying' in their day.
Even the King of Bones was merely amongst those of the first tier, rather than standing at its peak. The great Undying Skull Keeper raised six necromancers of his clan to fight the Six-Fox Pact. He personally reduced three cities to rubble, killed over five hundred mages, and was none the worse for the wear at the end of the engagement. That he was somehow killed (the existing theory among scholars being that the King of Bones masterminded this) does not reduce the awesome potential of his power. A human being bound to the shell of his body in perpetuity, losing none of his intelligence and seemingly only gaining in magical power and wit as the years passed was a fearsome enough enemy. One given millenia to forge Artifacts to defend himself and invent new spells of awesome power is an enemy of absurd potency.
Second, the Saint of the Archipelago. We still know little about her, other than that she was born, demanded the right to emancipate a great many people, and when it was denied sunk the capital city and all the lands immediately north of it, making Vorstal into a great port. She then raised the Saint's Archipelago, and took many of her followers to live there. The Empire's economy floundered, and where mages were once accepted, the reality of the Saint's rise left the Undying Empire afraid, and restrictive. It was this unrest and the mistreatment of ordinary mages (who even today remain all but forbidden in the Empire unless they are members of a Clan) that led to the rise of the Six-Fox Pact.
The apocryphal story is this: that six Spirits in the form of foxes descended to a meeting where the many mages who were oppressed in the western half of the empire gathered, and spoke words of great power and insight to them. That they realised, thanks to these foxes how to rise up against the Undying, and strike where they were weak.
The story propounded by scholars is this: that foxes are seen in all six nations of the Pact as lucky, and it was a convenient measure of propaganda to help convince the populace to rise up at a time when the memory of the Saint still held strong.
So the Pact was created. It rose up, and was repeatedly defeated with almost humiliating ease by the Undying. Until the last in the war, when the Blessing of Foxes took place - according to the Pact.
It is more generally held that the King of Bones (then the Prince of Bones) decided to unleash the millennia-long research he had accumulated on his most powerful rivals in a bid for power over the Empire. Given that the King of Bones was generally considered to be the eighth-most powerful Undying in the Empire when the Pact rose up, and was the first when the Undying were killed, this theory holds a great deal of water.
After this victory, however, the Empire's western border was devoid of Undying, a scenario that has continued to this present day. The King of Bones treats his western border as a relative 'free zone' in which mages and magic may move more freely, and where flits move across the border to Vorstal for work, and on occasion to the Pact (which rarely accepts them). It is possible leaving his border mostly unguarded and week is part of some unseen stratagem, but it also seems likely that the King of Bones considers his fellow Undying a much more pressing threat than the Pact itself.
The Pact was founded by six mages, and six nations were formed. Ironically, the nation with the greatest concentration of mages was the only one founded far from the principles of magic.
Pre-eminent in the pact is Narubar, named after the city of Narubar. Once a small port city, Suvanas Artillerylord founded it as the site of a new nation, one founded on the principle of non-magical control. The Senate of Narubar is not a republican affair, but rather the Senatorial class, those descended from Senators and with sufficient wealth to gain acceptance by others. It is by no means an egalitarian system, but the Senate may have no practising mages. As such, while great personal power lies in the hands of Narubar's mages, the political division is sufficient to ensure that the nation is to a degree ruled by non-magicals.
Narubar was the site of the final battle (and great loss) against the Undying, and it was from Narubar that the assassinations struck. Many of the mages who fought in the war chose to join Suvanas's new nation centered around this city, with enough territory to raise armies and levy taxes.
Many of the other great archmagi chose to found their own nations, largely more peaceful and less politically divided ones. Athanas is a league of towns and villages with a small class of mages co-ruling with village heads, mayors, and local lords. The League of Athanas was founded by Athanas Poisonriver, who chose to unite the weakest towns and villages in a semblance of a nation, rather than see the powerful cities rule over the weak just as the Undying had ruled over them.
Given that each Pact nation stems from the ideology of a different powerful mage, they are drastically different in political makeup and philosophy. Of late, though, Narubar has taken complete pre-eminence. Each Pact nation either pays in coin or soldiers to guard the border with the Empire, and as the Archipelagean War took up, the smaller nations tended to prefer not to pay in soldiers, and especially not in mages. As such, Narubar took a great deal of coin from the other nations and founded their own magical institutions, allowing them to educate anyone with a skerrick of magical talent to fight in their armies.
As the cost of education warmages in Narubar fell, the other nations in the Pact devoted themselves to commerce and more traditional magic, shouldering the cost of coin as Narubar shouldered the manpower cost to guard the border. This has led Narubar to have a large professional class of mages, one no other Pact nation has. This sheer military power has led to Narubar effectively leading the Pact in foreign policy, and having great influence over its domestic policy.
The next chapter of this History is devoted to a breakdown of each nation in the Pact, its philosophy, system of government, and wealth and so on.