Dulaman Elmen sat up with a start. His dreams had been troubled for several nights now, but this time it hadn't been a nightmare that jarred him awake. There seemed to be some sort of commotion outside his room. He jumped out of bed, ran over to the door, and peered out the keyhole. There were six guards in the hall leading to his room, and they were all fully armed and ready.
"Lock this place down! Come on people, let's move it!" bellowed the leader. Dulaman straitened up and opened his door. The second the head guard noticed Dulaman, he turned and spoke quickly:
"Sorry councilman, you've got to stay in your room. Orders."
"Why, what's going on?" Dulaman replied quizzically.
"Consul Grifton's been assassinated." The guard responded grimly.
"That's all? You woke me up for that?"
"He's not the only one, sir."
"Wait, someone else has been killed too?"
"Yes. Half the council is dead already, and we fear there may be attempts on the rest of the council as well."
"I'll go get dressed immediately then."
"Good, hurry sir." Dulaman quickly retreated back into his room. He opened his wardrobe and donned his forester's clothes; A long, forest green hooded tunic, high boots of brown leather, and a full quiver. He also strung his bow, and strapped his short sword onto his belt. The second he was done he opened his door once again.
"So, what's the plan?" He asked the chief guard as soon as he got out.
"I just told you a moment ago, councilman, you're to stay in your room." The chief guard replied.
"But that's total folly! If I stay in my room they'll know exactly where to find me."
"I'm sorry councilman, but we can't leave."
"Listen," Dulaman said to the man, leaning in and looking him square in the eye. "I'm a master of the Forestry guild. If there truly is a threat to my life, I'll be best equipped to defend myself if I'm outside." The guard stared at him, unmoved. "Fine," Dulaman continued "but I'm sure you know that anyone who is going to attempt to kill a councilman will account for six Surrian guards." The chief guard was about to speak, when one of the young guards interrupted.
"Sir, out there in the courtyard, I think I see something." he said as he pointed out the only window in the corridor.
"Get down!" Dulaman yelled, but it was to late. There was the sound of a gust of wind, and the young guard fell to the floor, dead. "How about now, Guardy man?" Dulaman asked sarcasticly "They'll be making for my window."
"All right. Let's move men!"
***
Several minutes later, as he ran through the darkened street towards the river park, Dulaman couldn't help but marvel at how nice the night was. Though it was Latewinter, there was no frost in the air. 'Something isn't right' he thought to himself as he continued. He looked around to get his bearings. There was the Red Quatl Inn, it was just three blocks now, and he'd be on his turf, in his own element. As he looked around he realized he must have lost his guards somewhere along the way. 'Oh well, easier to hide that way.'
Somewhere off on the other side of the river he heard the cracking of gunfire. 'Whatever is happening in Ser tonight, it's obviously not confined to the West Bank. Someone must be trying to eliminate the council, but why? The current council can barely agree on anything anyway.' Dulamamn could now see the trees and brush encased in cast iron fence looming on the left ahead of him. He was almost at the park. But then, something caught his eye. There was a bit of movement in a window on the right side of the street. Instinctively, Dulaman dived forward. The second he did he was thankful for it, because two arrows whizzed through where his chest had been a second ago. Quickly he glanced about the street looking for some cover, but there was none to be found. So, without thinking he stood up and sprinted blindly back the way he had come. More gunfire sounded in the distance.
'Well, this isn't the worst off I've ever been.' thought Dulaman to himself as he ran. 'I can think of a plan. I'll live. I mean, Dulaman, twenty-nine years is too short a life, right? I've done a lot, but it's still too short.' As he was passing the Red Quatl Inn for the second time, the moon came out from behind the clouds, illuminating the street in front of him. Dulaman froze in his tracks at the sight that confronted him. Three figures in black cloaks stood in the road in front of him. He turned around to run back again, but saw another figure further down the street, with an arrow trained on him. 'This is really the end now, isn't it?' He raised his hands and turned back to the three figures in front of him.
"You've given us quite a chase, councilman Elmen." the figure in the middle said sarcastically, as it began to advance toward him. "Of course, we expected it would be interesting with you."
"Would you just kill me and get it over with?!?" Dulaman shot back.
"Oh, but where would the fun be in that?" sneered the figure. Then Dulaman heard the cold metallic sound of a swords being drawn, and saw the glint of blades in the hands of his assailants. They began to advance. He looked around quickly. The bowman still had the arrow trained on him, and there were no other ways out. Now they were only thirty feet in front of him. More gunfire rumbled in the distance. This time, however, it didn't die away. The rumbling
continued, until Dulaman, and his assailants, could tell that they were no longer hearing gunfire. The rumbling was coming from beneath them.
"Wha- what is is it?" stuttered one of the silhouettes.
"Speak not!" the leader shouted back. Then, with barely any warning, a large copper sphere broke from the ground between Dulaman and the three assassins, showering bits of dirt and stone into the street. Dulaman and the assassins all froze. An arrow zipped from behind Dulaman and broke on impact with the sphere. Suddenly, the sphere, which was about 15 feet
in diameter, and had about a dozen small bulges at various places around it, sprouted what looked like a periscope from a bulge on top. Another arrow shot out, but to no avail. As the periscope looked around, Dulaman stood frozen in utter bewilderment, wondering what the thing was. Then, from four small bulges around the bottom, the sphere sprouted four long, spindly legs, each ending in a circular disc-like foot. The sphere stood up and began to move toward Dulaman. Its locomotion was almost a walk, but it was more precarious, and left you with the impression that it had been based on the walk of a drunk spider. The sphere stood at least 8 feet off the ground, and didn't stop until it was directly over Dulaman. As he stared up at its underside, it popped open, and a ladder dropped down.
"Get in, quick!" called a voice from inside. Dulaman was too awestruck to question, and did as he was told.
***
The second Dulaman climbed in, the ladder retracted and the hatch closed below him. As he climbed out of the short shaft, he found himself in a small, cramped, dimly lit room. It was circular, about eight feet across, and had a comfortable looking bench that ran all around the edge. Also, Dulaman saw that the circular shaft he had climbed from was open in the center of the room, and about four feet deep. He also noticed that he couldn't stand up straight because
the ceiling was too low, so he decided to sit down. He was glad he did, because a moment later, there was a large lurch, and he felt the sphere moving downwards, as best as he could tell. Then, without warning, the center of the ceiling of the room opened up, and down hopped a man.
He was about five-foot eight, had a jolly face, and a muscular build. He was dressed in a dark brown shirt with white leggings and a short light brown tunic. On his head thin locks of red-brown hair peeked out from under a leather cap. The man turned to Dulaman.
"Grand Master Jeshu Mechix of the Clockwork guild, at your service councilman!" he said with a wink and a bow.
"Uh, thank you." Replied Dulaman stupidly.
"Goodness, why do they always act so dumbstruck?" Jeshu muttered to himself. "This sphere is only simple clockwork. Well, maybe complicated clockwork, but it's still only clockwork. Nothing spectacular about it. Now, might I have the pleasure of your name, councilman?"
"Elman. Uh, Dulaman Elmen."
"Well, Dulaman, why so glum? You're alive, and very safe, for the moment. I'm afraid that most of the council members aren't as lucky as that right now." Jeshu sat down across from Dulaman and looked expectantly for a response, but Dulaman just stared ahead moodily, lost in thought. Finally he spoke.
"They're probably all dead, right now. They were my friends, my colleagues, and they've been murdered for no reason other then that they are the leaders. And I've escaped. Somehow, through some stroke of random luck, I'm still alive. Why me and not one of them!? Why couldn't we all go together? I wish I had died back there! It would make everything so much easier."
"Actually Dulaman, the record will show that you did die." Jeshu said gravely.
"What?" Dulaman asked, confused.
"You see, a guard was killed near your bedchamber. I've had things set up so that they use that body to make it look like you died. It's the perfect cover for you. You see, I'm getting a team together. Myself and several other higher-ups in the guilds believe that there is a great threat to Archeron, perhaps even all Trellarya, growing in the mountains."
"What do you mean?" Dulaman asked skeptically.
"Basically, I need your help, and now the way has been paved for you to be able to leave everything and help me."
"Do I have a choice?"
"Yes, of course you do! If you don't want in, then I can simply return you to Ser. Of course, if you do agree to come, you'll be instrumental in shaping the future of Archeron, much more so then you'll ever be in the government." Dulaman thought hard. 'My life has been torn away from me tonight. It'll never be the same. I can either go back to the wreckage or take a new life altogether. Which way should I go? They both have their advantages and disadvantages. I better decide, Jeshu is waiting. Oh, why not? You always wanted adventure.'
"I'll do it." Dulaman replied surely.
Showing posts with label Archeron. Show all posts
Showing posts with label Archeron. Show all posts
Wednesday
Friday
The Kingdom of Archeron
HISTORY/POLITICS
For nearly over 700 years the Kingdom of Archeron was ruled by two mighty forces. One was a coalition of 7 noble families who held land and controlled the people. The other was an alliance of wizards, who helped to perpetuate a climate of fear among the people. Then, 150 years ago a man named Vincy Mechix made a wonderful discovery in a city called Interat. In order that it would not be taken away from him by the nobles, he hid away and formed a secret organization. Almost simultaneously, in Gildren, another man named Gunner Gylin also made an incredible discovery and started a secret organization to keep it from the nobles. That was the beginning of the two most powerful guilds, the clockwork and gunpowder ones, respectably. Working in hiding, Gylin and Mechix grew their guilds, until, 100 years ago, they were powerful enough to forsake hiding and attempt to overthrow the Nobles and wizards. However, by this time they were both old men, and neither would see their work come to fruition. The war raged for twenty years. During this time both Gylin and Mechix died. Also, two other guilds were founded, the Husbandry guild and the Forestry guild. With this united force, and the support of the people, the guilds fought back against the wizards and nobles. But the war was destroying the kingdom. An uneasy cease fire was called, and talks began on how the kingdom could be saved. At this point the wizards vanished. For another twenty years the kingdom was like a tinderbox, ready to catch fire and destroy itself at any time. During this time an additional three guilds were organized. The Magic Guild, the Bounty Hunter’s Guild, and the Guild of Secrets. Eventually a compromise was reached. It was decided that a council of twenty-one would be elected to rule. Seven members would represent the people. Seven would represent the Nobles. And each guild would get one council member. However, this council would not have all the power. Out of themselves, they would elect one to rule all the land for life as Consul. The Consul could only be defied if the council was unanimously against him or her. That was sixty years ago. So far, it has been sixty years, and seventy-two consulates. Though there is no more open war, and the noble families are very weak, the power struggle continues between the different guilds through series of intrigues, assassinations, and subversions.
SOCIETY
The Guilds hold most of the power, with each one having it’s own headquarter city, with bases in every other. However, only about fifteen percent of the total population, which is roughly 1 million, are guild members, and much fewer then that are nobles. Most of the people are tradesman or farmers, however, do to the work of the guilds, the literacy rate is surprisingly high. Anyone can apply for membership to a guild, and most try. Few actually make it longer than a month though, and those that do are almost always guaranteed apprenticeships, and membership. Powerful Guild masters are highly respected, and some are also feared. About half of the population lives in or near the twelve major cities.
TERRAIN
A large mountain range runs three-fourths of the way up through the middle of the Kingdom. To the west of this are dense forests, which further south give way to a plain. Here a short river flows into a lake. To the North of the mountains two rivers flow, creating a large area of fertile land. To the east is a large plain with a small forest on it, and a river running east through it and cutting south near the border.

TECHNOLOGY
Most of the technology is about early renaissance, with some of the guilds possessing more advance abilities. The Clockwork guild can build automatons, though they can only be made to do one thing, so are not very flexible. The gunpowder guild is armed with rudimentary firearms. The common weaponry consists of swords, bows, and chain mail. The most powerful force is still muscle, though in some cases springs and gears can almost equal it.
THE GUILDS
The seven guilds each have a specialty, which they are highly skilled at. In order from least powerful to most, a short description of each, and their headquarter city. The Guild of Secrets; no one exactly knows what they do, but they don’t seem to do much, Flyat. The Magic Guild; it is believed that this guild was founded by the wizards of old when they realized it would be more beneficial to be a guild, Zur. The Husbandry Guild: This guild knows all about creatures of all sorts, and their uses to man, Warnl. The Bounty Hunter’s Guild; They are skilled in finding, capturing, and if need be, killing, anything or anyone, Bildresh. The Forestry Guild; these are the most elite woodsmen and trackers in the land. They are also very skilled in archery, Tolern. The Gunpowder Guild; This guild knows all about gunpowder and its uses, though it is rumored they also have experimented in alchemy, Gildren. The Clockwork Guild; this guild is completely devoted to clockwork machines, and they can make them to do many different tasks. This is the most powerful guild, and also the one that has done the most to rebuild the kingdom and keep peace. The guilds are generally on civil terms with each other, at best. There have been several incidences of two guilds being on the brink of war, but every time the Consul has intervened and resolved the situation.
For nearly over 700 years the Kingdom of Archeron was ruled by two mighty forces. One was a coalition of 7 noble families who held land and controlled the people. The other was an alliance of wizards, who helped to perpetuate a climate of fear among the people. Then, 150 years ago a man named Vincy Mechix made a wonderful discovery in a city called Interat. In order that it would not be taken away from him by the nobles, he hid away and formed a secret organization. Almost simultaneously, in Gildren, another man named Gunner Gylin also made an incredible discovery and started a secret organization to keep it from the nobles. That was the beginning of the two most powerful guilds, the clockwork and gunpowder ones, respectably. Working in hiding, Gylin and Mechix grew their guilds, until, 100 years ago, they were powerful enough to forsake hiding and attempt to overthrow the Nobles and wizards. However, by this time they were both old men, and neither would see their work come to fruition. The war raged for twenty years. During this time both Gylin and Mechix died. Also, two other guilds were founded, the Husbandry guild and the Forestry guild. With this united force, and the support of the people, the guilds fought back against the wizards and nobles. But the war was destroying the kingdom. An uneasy cease fire was called, and talks began on how the kingdom could be saved. At this point the wizards vanished. For another twenty years the kingdom was like a tinderbox, ready to catch fire and destroy itself at any time. During this time an additional three guilds were organized. The Magic Guild, the Bounty Hunter’s Guild, and the Guild of Secrets. Eventually a compromise was reached. It was decided that a council of twenty-one would be elected to rule. Seven members would represent the people. Seven would represent the Nobles. And each guild would get one council member. However, this council would not have all the power. Out of themselves, they would elect one to rule all the land for life as Consul. The Consul could only be defied if the council was unanimously against him or her. That was sixty years ago. So far, it has been sixty years, and seventy-two consulates. Though there is no more open war, and the noble families are very weak, the power struggle continues between the different guilds through series of intrigues, assassinations, and subversions.
SOCIETY
The Guilds hold most of the power, with each one having it’s own headquarter city, with bases in every other. However, only about fifteen percent of the total population, which is roughly 1 million, are guild members, and much fewer then that are nobles. Most of the people are tradesman or farmers, however, do to the work of the guilds, the literacy rate is surprisingly high. Anyone can apply for membership to a guild, and most try. Few actually make it longer than a month though, and those that do are almost always guaranteed apprenticeships, and membership. Powerful Guild masters are highly respected, and some are also feared. About half of the population lives in or near the twelve major cities.
TERRAIN
A large mountain range runs three-fourths of the way up through the middle of the Kingdom. To the west of this are dense forests, which further south give way to a plain. Here a short river flows into a lake. To the North of the mountains two rivers flow, creating a large area of fertile land. To the east is a large plain with a small forest on it, and a river running east through it and cutting south near the border.

TECHNOLOGY
Most of the technology is about early renaissance, with some of the guilds possessing more advance abilities. The Clockwork guild can build automatons, though they can only be made to do one thing, so are not very flexible. The gunpowder guild is armed with rudimentary firearms. The common weaponry consists of swords, bows, and chain mail. The most powerful force is still muscle, though in some cases springs and gears can almost equal it.
THE GUILDS
The seven guilds each have a specialty, which they are highly skilled at. In order from least powerful to most, a short description of each, and their headquarter city. The Guild of Secrets; no one exactly knows what they do, but they don’t seem to do much, Flyat. The Magic Guild; it is believed that this guild was founded by the wizards of old when they realized it would be more beneficial to be a guild, Zur. The Husbandry Guild: This guild knows all about creatures of all sorts, and their uses to man, Warnl. The Bounty Hunter’s Guild; They are skilled in finding, capturing, and if need be, killing, anything or anyone, Bildresh. The Forestry Guild; these are the most elite woodsmen and trackers in the land. They are also very skilled in archery, Tolern. The Gunpowder Guild; This guild knows all about gunpowder and its uses, though it is rumored they also have experimented in alchemy, Gildren. The Clockwork Guild; this guild is completely devoted to clockwork machines, and they can make them to do many different tasks. This is the most powerful guild, and also the one that has done the most to rebuild the kingdom and keep peace. The guilds are generally on civil terms with each other, at best. There have been several incidences of two guilds being on the brink of war, but every time the Consul has intervened and resolved the situation.
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