Nidea Organization in The Known World | World Anvil

Nidea

The Kalkaross Peninsula was the site of the formidable and enigmatic magocratic Human nation of Nidea. Nidea's ruling class was comprised of an illustrious council of Archmages and the Crimson Mages, who wielded immense power and influence over the country's populace. The insatiable hunger for arcane knowledge and mastery was the fundamental driving force of Nidea, a thirst that was particularly fervent among the elite. However, the country's unquenchable thirst for power was fueled and accelerated by the widespread use of slavery, which had long been ingrained in the nation's troubled past.  
Nidea's inexorable pursuit of power and knowledge ultimately led to its downfall, as the ruling class became increasingly decadent and obsessed with preserving their grip on centralized power. The elite even went so far as to become fixated on the idea of immortality, leading to a preoccupation with conquering death itself. During the nation's twilight years, the arch necromancer, Vauldis, and the council, with the aid of an endless retinue of bureaucrats and local lords, ruled over the country.   Nidean society was divided strictly along ethnic lines, with the Mitoni and Keshiir peoples occupying different social strata. The Keshiir people were the descendants of the first settlers on the Kalkaross Peninsula. The unique leyline convergence of the peninsula caused the Keshiir people to develop distinct physical characteristics. They were nearly eight feet tall, had snow-white skin, thin features, and pitch-black eyes. On the other hand, the Mitoni people migrated to Nidea from the vast desert of the Gold Expanse three centuries later, bringing their own customs and heritage with them. However, Mitoni individuals were barred from becoming Crimson Mages, further highlighting the strict social hierarchy of Nidean society.

Society and Culture

Throughout Nidea's history, a strict social hierarchy governed the land, with the Archmages of the Crimson Council at the top of the pyramid. They were followed by the Crimson Mages, a magocratic noble class, then bureaucrats, priests, merchants, soldiers, and artisans and craftspeople. Common Mitoni laborers and semi-skilled workers were just one step above the great many slaves of nearly every race captured from overseas or sentenced by law.   In the aftermath of Vauldis' rise to power and his ascension to the title of High Regent around C. -3200, life in Nidea became harsh and destitute. The country's governing philosophy held that undeath was the most desirable state of being, with boundless possibilities and immeasurable power, free from the limitations of mortality. During this time prior to C. -3000, the living had little chance of achieving prominence within Nidea, as their very existence was an affront to the High Regent's beliefs.   To escape the misery of life in the cities, many Nideans turned to brutal forms of entertainment. Gladiatorial matches were common, especially in larger cities like Sekkar, the capital of Nidea. These events were perhaps the only ones that allowed commoners to indulge in their primal nature without fear of retribution from the upper class. The most ferocious and deadly combatants were celebrated by the crowds. Nidea's gladiators were considered the finest and most savage in the world.   The Keshiir people were taught from a young age to honor the traditions of their heritage, obey the laws of Nidea, and respect those who served within the Crimson Council. The upper castes of Nidean society maintained a strong connection to the art of Magic and were proud to send their children to apprentice under experienced Crimson Mages.   The people of Nidea believed that strength of will was the key to fortune, rather than compassion and care. Personal power, primal fulfillment, and the acquisition of wealth were the primary goals sought after by the Nideans.

Relations

The people of Nidea were notorious for their bias against non-human races, particularly dwarves and halflings. They were frequently subjected to racial slurs and even violent acts. The prejudice towards non-humans was deeply ingrained in Nidean society, with demonkind also being held in low regard, although they were typically avoided and shunned rather than attacked.   The root of the prejudice against non-human races was often a belief that they were inferior to humans and unworthy of respect or consideration. Crimson Mages sometimes mocked non-human races, believing them to be lacking in magical experience, despite some Crimson Mages far surpassing the magical abilities of even imps. Some Nideans saw these races as tools to be used for their own benefit or as vermin to be eradicated. The discriminatory attitudes were often passed down from generation to generation, contributing to their deep-rooted nature in Nidean culture.   Despite the harsh treatment of non-human races, there were those in Nidea who did not share these beliefs. These individuals were often rejected and criticized by their peers, and their efforts were often met with opposition and animosity from those who believed their prejudice was justified. This resulted in many Nideans, and even some Crimson Mages, aligning themselves with rebellious slaves during the Nidean Schism  .

Undead

Around C. -3300, Nidea began using undead beings as laborers and porters for moving goods between ships that were docked in its numerous waterways. This practice continued to grow and expand over the years, especially during the reign of Vauldis, following the civil war that ended in C. -3,100. During this time, the number of undead laborers and porters in Nidea grew at an alarming rate.   By C. -3,050, Nidea had the largest concentration of undead beings in the world. These undead workers were seen as a valuable resource by the Nidean ruling class, who
saw them as expendable and easily replaceable. The undead were forced to work without rest or reprieve, their bodies never tiring and their minds never wandering. They were little more than tools to be used for the benefit of the living, seen as expendable and easily replaceable.   The use of undead laborers and porters was not without controversy, however. Many commoners saw this practice as an affront to the natural order and an insult to the memory of the dead. The use of undead beings as laborers was frowned upon by the few religiously inclined individuals in Nidea. Some also believed that the practice of using undead laborers would bring about a curse upon the nation, leading to a catastrophic end.   Despite the opposition, the Nidean ruling class continued to use undead laborers and porters for centuries, viewing them as a valuable resource and a symbol of their power and wealth.

Religion

In Nidea, magic was held in the highest regard and was seen as the primary source of power and cultural enrichment. Religion, on the other hand, took a back seat in terms of importance, and was viewed as a distant second. While many believed that the Crimson Mages worshipped Infernals as gods, the truth was that they saw these entities as dangerous allies or tools to be used to accomplish their goals. They did not have time for worship, and instead focused on the power of the arcane. The Keshiir people continued to worship their old gods and saints, but with different names and depictions. However, there were some who worshipped malign entities like those in the Infernal Court and the Old Gods, and these individuals had devoted sects in Nidea, including Legion, Leviathoss, Sartan, Azorr'Baloth, C'Tethx, Asmodia, and Mephistus. Despite this, religion as an institution was on the decline.   But when Vauldis rose to power, he spearheaded a new religious movement that sought to revitalize worship in Nidea. He popularized the worship of Kusatta, the first Dark Shaman and practitioner of Dark Shamanism. Vauldis would soon spread this practice among the Crimson Mages as Necromancy, a way to harness the power of the undead for their own purposes.   Despite the renewed interest in religion under Vauldis' leadership, there were still many Nideans who remained focused on the power of magic. They saw it as the true path to strength and prosperity, and believed that religion was merely a means to an end. However, the rise of Necromancy and the use of undead laborers would have far-reaching consequences that would shape the future of Nidea.

Government

Nidea was once governed by a council of eight powerful Archmages, each one specializing in a different school of magic. These mages were responsible for selecting and appointing the nation's Crimson Mages, lords, ladies, and civil governors who presided over the various provinces of the peninsula. However, each governing official was bound to their superior, creating a pervasive atmosphere of fear and suspicion among the nation's bureaucrats.   As a result, this dynamic gave rise to rival factions and competing interests, hindering the nation from achieving a common goal. Bureaucrats were constantly struggling for power and shifting blame downwards, causing high turnover among the lesser officials. While the Crimson Mages enjoyed greater independence, their ranks were not immune to the power plays and in-fighting that plagued the ruling elite.   For centuries, Nidea was unable to unite under a single vision, until Vauldis seized power as the High Regent a few years before the Nidean Schism. With his ruthless ambition, Vauldis forced the Crimson Council into submission, transforming the once powerful group into his loyal vassals. Even the Crimson Mages and lesser magistrates fell in line, quelling the intense rivalry that had previously divided them.   Under Vauldis' leadership, Nidea finally experienced a sense of stability and growth. His vision was able to unify the nation and impose order, but his ruthless methods also left many resentful and fearful of his power. Despite this, Nidea experienced a period of stability and growth under his rule, as the nation finally had a strong leader who could guide them towards a common goal.

Ruling bodies

There were various ruling bodies and bureaucracies that held significant power and influence over the nation's affairs. Among these, the Crimson Mages stood out as a quasi-military organization that answered only to their own superiors. These powerful and independent agents were protected by the "knights" of Nidea, who were willing to lay down their lives to defend them. The Crimson Mages were under the authority and protection of the eight reigning Archmages, who specialized in different schools of magic.

The Crimson Council was a loosely-structured council comprised of the most powerful Crimson Mages. The council consisted of eight magocratic rulers, each of whom specialized in a different school of magic. This council was purged during Vauldis' rise to power, and a number of loyal leaders that were appointed as Vauldis' vassals, including his personal scribe, Hephsut. Many of these individuals replaced the original members of the Crimson Council and served as his trusted advisors.   In addition to these ruling bodies, Nidea was also home to various bureaucracies that held significant power and influence over the nation's economy and trade. The Guild of Foreign Trade was responsible for overseeing the purchase and sale of magical items, including those produced by the private arcane workshops owned by Nidea's Archmages. This guild was a driving force of Nidea's foreign economy and played a significant role in the nation's trade relations with the rest of the ancient world.   Another bureaucracy was the Guild of Portages, which was responsible for the conveyance of goods between the rivers of the Kalkaross Peninsula. Although they were known for charging exorbitant rates for their services, they were eventually replaced by undead slaves. This shift in power led to significant changes in the way goods were transported across the peninsula and had a lasting impact on the nation's economy and trade.

Economy & Slavery

A predominantly agrarian nation, Nidea boasted lush plantations on the Kalkaross Peninsula that were magically enriched with fields of wheat, oats, and barley. Its orchards produced a variety of fruits, including apples, citron, pears, and figs. The nation had a surplus of food that it could feed to its citizens and also export to other countries. The island of Ahara to Nidea's west was dependent on Nidean exports to feed its people. Apart from food, Nidea exported a range of high-quality goods to other nations, including unique furniture, sculptures, household items, and jewelry, all crafted by slave craftspeople. These fine goods were often made from precious metals such as gold, silver, or platinum, as well as jade and lapis. Additionally, magic items crafted from Orichalcum were traded as highly valuable commodities from Nidea.  
Slavery was a common practice in Nidea, having been a practice inherited and continued from the ancient Ak'teshi Empire. Strangely enough, the slaves themselves were the nation's most valuable resource and were never to be needlessly destroyed. Slave markets were regularly stocked with war prisoners, conquered Mitoni peoples, or those who were sold into slavery. It was forbidden for slaves to cut their hair, and their heavy, matted locks distinguished them from the rest of society. In contrast, the Keshiir people of Nidea maintained a tradition of shaving their heads and body hair, as a lack of hair was seen as a sign of refinement and civilization. Mitoni commoners emulated the Keshiir aristocracy by shaving their heads, although their darker complexion revealed their ethnic background.   Prominent Crimson Mages grew wealthy beyond imagination through the slave trade, using their strongholds and estates to constantly scheme and plot for mercantile and military domination of neighboring nations. The trade in slaves was only one aspect of Nidea's economy, however. The nation also earned vast wealth from its slave-harvested timber plantations. The readily-available workforce allowed Nidea to ship out great quantities of lumber, cut from pine, maple, and blackwood trees that were native to the Kalkaross Peninsula.

Military

Nidea was renowned for having one of the most formidable military forces in the world, thanks to their vast armies and impressive array of magical beasts and undead soldiers. However, the Nidean ruling class was plagued by infighting and competition, which made it difficult for them to coordinate their forces effectively.   Each Archmage was allowed to raise their own legion, with the only limit being the amount of personal capital they had available to fund their armies. Many of the powerful Crimson Mages supplemented their forces with magical beasts, which they would bring into battle alongside their legions. The Crimson Mages played an important role in maintaining order among the chaotic and diverse Nidean armies, and were always present in every military engagement.   Under the rule of Vauldis, the armies of Nidea underwent a dramatic transformation. The majority of their soldiers became ruthless undead, including skeletons, ghouls, boneclaws, and wraiths, all under the command of the Awakened necromancers. The Awakened Legions were regiments of cunning skeletal and zombified warriors who fought without fear of death or destruction. They also used monstrous creatures, such as undead Giants and Bone Maws, a type of living siege engine made from the bones of thousands of dead.

The infantry legions ranged in size from 800 to 2,000 soldiers and were comprised of a diverse range of forces, including armored knights, human slaves, goblins, gnolls, and undead warriors. The Nidean army was notorious for its use of monstrous giant-kin such as trolls, ogres, and hill giants. The humanoid soldiers of Nidea typically wore armor made from polished dark steel. They would also wear white cloth slipcovers underneath their armor to prevent over-heating and give away their location. Slaves were often given sandal-boots, spears, headscarves, loincloths, and if they were lucky, a baldric hung with waterskins.   The riders of Nidea were an even more diverse group, consisting of nearly-unarmored lancers, mounted archers, and heavy knights, all of whom rode an assortment of magical beasts. These included giant cats, manticores, leucrotta, hippogriffs, and very rarely, Dragons. All of these creatures were imbued with dark magic, making them even more formidable in battle.   The nation of Nidea also had a highly-efficient navy, which was based out of a naval base located on the island-province of Archar. The navy was more regimented than the infantry and cavalry, as it fell under the authority of Archar's ministry. The fleet was comprised of several hundred magically-aided ships, each with a magic-related name such as spells, schools of magic, or mages, such as the Alkammar, the Black Tentacle, the Enchanter, or the Lightning Bolt. The pride of the Nidean fleet was the great and terrifying vessel called the Crimson Scourge, which was led by the most powerful Crimson Mage of them all.

History

The origin of the name "Nidea" has been debated among scholars and historians. Some believe it may have been the name of the first human to set foot on the Kalkaross Peninsula, while others suggest it may have been the name of the nation's first queen. According to legend, Nidea was a fierce warrior queen who led her people in the early days of their settlement on the peninsula. Her bravery and leadership inspired her people to overcome the many challenges they faced, and her name became synonymous with courage, strength, and resilience.   Despite the legend, there are other theories about the origin of the name Nidea. Some propose it may have been derived
from an ancient word meaning "home" or "settlement," while others suggest it may have been named after a particular geographic feature of the land, such as a river or a mountain.   Legend has it that the nation of Nidea has its roots in a time before recorded history, when the Keshiir people, a tribe of oceanic nomads, stumbled upon the vast peninsula of Kalkaross. The peninsula was unique because it rested upon a convergence of subterranean ley-lines that were imbued with an incredible amount of magical energy. As the Keshiir people settled upon the peninsula, they unknowingly absorbed this energy, which altered and changed them, granting them the ability to conjure and utilize magic with ease.   With their newfound magical abilities, many of the Keshiir people became skilled shamans, and their magic allowed them to prosper and thrive in this new land. The first villages and settlements grew rapidly into bustling towns and cities, as the Keshiir people expanded their influence across the peninsula. The leyline magic infused within the soil of the peninsula made crops magically fertile, producing rapid abundance to feed the growing populace. As the Keshiir people continued to thrive and prosper, they began to form a distinct culture and society, which laid the foundations for what would eventually become the nation of Nidea.

The Crimson Mages & The Crimson Council

With the introduction of Kusatta's teachings, the perception of magic in Nidea changed dramatically. What was once a tool used by shamans and healers became a source of power for a select few. The idea that the power to all things was in blood magic spread through the most elite spellcasters in Keshiir society, leading to the rise of the Crimson Mages. These spellcasters were revered for their ability to wield magic with ease and precision, and they donned crimson robes as a symbol of their power and status.   Over time, the Crimson Mages formed a network, sharing their knowledge and teaching others the ways of magic. They became advisors to local leaders, and their counsel was sought on matters of magic and governance. As the settlements grew into towns and cities, the Crimson Mages gained more influence and respect, leading to the formation of the Crimson Council, an order of leadership that governed the proper use of magic within Nidea. Sekkar, the largest city on the easternmost tip of the Kalkaross Peninsula, became known for its towering spires of black marble and was the center of the Crimson Council's power.   Under the guidance of the Crimson Council, Nidea expanded its influence across the peninsula, building great cities and establishing a powerful military. However, this led to arrogance and isolationism among the Nidean magocracy, causing tensions with neighboring kingdoms. Despite the growing tensions, the Nidean magocracy continued to experiment with dangerous forms of magic, which led to significant advances in magical knowledge and power but also posed a risk to the people of Nidea.   As Nidea's power grew, the Crimson Mages became more entrenched in their positions of influence and authority. Some saw this as necessary for protecting Nidea, while others saw it as a dangerous concentration of power. Magic grew in sophistication, leading to the development of eight distinct schools of magic: abjuration, evocation, conjuration, divination, enchantment, illusion, invocation, and hemomancy. The Crimson Mages specialized in these areas of study and contributed to the development of Nidea's magical knowledge.   As the Crimson Mages specialized, the most knowledgeable mages rose to the top as Archmages, respected and consulted by others. However, as Nidea's magocracy grew, the ruling class became increasingly isolated, with the Crimson Mages seeing themselves as superior and indulging in excesses of luxury and debauchery. The pursuit of magical knowledge became an obsession, leading to neglect of other important aspects of governance and creating a power imbalance within society, resulting in poverty and inequality.

The Corruption of the Magocracy

Despite their mastery of magic, the ruling elite in Nidea became increasingly detached from the rest of society. The elite saw themselves as above the rules and norms that governed the common people, leading to a growing sense of entitlement and indulgence in luxury and debauchery. The focus on magical knowledge also led to a neglect of other important areas of governance, such as infrastructure development and education promotion. This obsession with magic created a significant power imbalance, with the wealthy elite holding immense power and resources while the common people had little control over their own lives, resulting in widespread poverty and inequality.   The relentless pursuit of magical power and knowledge led to a moral decay among Nidea's ruling elite, with many magistrates and mages engaging in unethical practices to maintain their dominance. As they became increasingly isolated and focused on their obsession with magic, they relied more on slave labor to sustain their lifestyles and further their research.   Slavery in Nidea. Nidea inherited the practice of slavery from the ancient Ak'teshi Empire, and it became deeply ingrained in the society over time. Slaves were often captured in wars or purchased from neighboring countries, and they worked in various industries such as agriculture, timber harvesting, and mining. The use of magic allowed a small number of elite mages to control a large number of slaves, further exacerbating the power imbalance. Some Mitoni humans earned their freedom through hard work and proving themselves to be loyal to the magocracy, or useful members of Nidean society.   Nidea became a major center for the slave trade, with markets established in many cities and towns. Despite the acceptance of slavery in Nidea, some recognized the injustice of the system, and rebellions by the Mitoni people were met with brutal repression by the ruling elite, who used magic to quell dissent. The Nidean knights were established as an order of mage-warriors and bodyguards to protect the Crimson Mages from potential assassins and rebellious slaves and maintain the power of the ruling elite.   The use of slaves in Nidea was deeply ingrained, with the Mitoni people often captured or bought from neighboring countries and forced to work in agriculture, timber harvesting, and mining. Slaves were controlled by a small number of elite mages, which further cemented the power imbalance in Nidean society.   In response to the growing discontent among the Mitoni people, the Nidean knights were established as an order of mage-warriors and bodyguards. Their primary responsibility was to protect the Crimson Mages from potential assassins and rebellious slaves. The Crimson Mages, who had become the de facto enforcers of the Council's will throughout the peninsula, relied heavily on the Nidean knights to maintain their power and suppress dissent.

Vauldis

It was during this time that Vauldis arrived in Nidea as a fugitive from the Tahosian Dynasty, where he had served as the High Shaman. His flight was prompted by accusations of treason, which had resulted in his death sentence. Vauldis was a skilled practitioner of the dark arts, including blood magic and dark shamanism, and he soon discovered that these abilities were highly valued in Nidea.  
Using his skills, Vauldis quickly established himself as a powerful Crimson Mage. He demonstrated his mastery of blood magic, and many of the elites of Nidean society were impressed by his knowledge and power. Vauldis found a ready audience for his teachings, and soon began to attract a following of like-minded individuals.   As Vauldis's influence grew, he began to make his move to secure a position on the Crimson Council, the ruling body of the Crimson Mages. He assassinated the previous Archmage of hemomancy, eliminating his competition and securing his place as a member of the Council.   With his newfound power and influence, Vauldis became a key player in Nidean politics. He used his knowledge of blood magic and dark shamanism to gain leverage over his rivals, and quickly rose to become one of the most influential figures in the Crimson Council. Despite his checkered past, Vauldis had found a new home in Nidea, and was determined to make the most of his second chance.   Vauldis' arrival in Nidea not only marked a significant turning point in his life but also in the magical trade of the region. As a highly skilled Crimson Mage with expertise in blood magic and dark shamanism, he quickly established himself as a valuable asset in the acquisition and creation of magical items. Using his knowledge and connections, Vauldis began to stimulate the trade and sale of enchanted items from Nidea, building a network of craftsmen and dealers to meet the growing demand for such items. Vauldis himself became well-known as a skilled creator of powerful magical artifacts that he sold to the highest bidder.   Vauldis' success in the magical item trade didn't go unnoticed by the Crimson Council. Recognizing the potential for profit in this burgeoning market, they saw Vauldis' role in driving its growth and granted him a seat at their table. From his position on the Council, Vauldis continued to expand his influence in the magical item trade. He secured rare and powerful ingredients for his creations and established relationships with other magical communities across Nidea and beyond. The success of Nidea's magical trade led to its becoming the nation's primary export. The Crimson Mages' reputation for exceptional skill and expertise in various schools of magic, combined with the discovery of Orichalcum, a magical metal with unique properties, paved the way for the creation of high-quality and powerful magical items. The Nidean elite quickly realized the commercial potential of magical items, resulting in their exportation to other nations. The demand for these items resulted in substantial profits for Nidea and contributed significantly to the nation's economy and power, surpassing even its timber and agriculture industries.   Magic & Slavery. Slave labor was crucial in the production of magical items in Nidea. The Crimson Mages harnessed the magical potential of slaves, using their life force to imbue magic into crafted items. This practice was widely accepted in Nidea, with many considering it a good use of the slaves. The slaves were trained from a young age in the art of crafting magical items, and the most talented and magically sensitive were selected for the projects.   Creating a magical item was a dangerous and grueling process, and slaves were forced to work in poor conditions for extended periods, pouring their magical essence into the items being crafted. Many slaves died in the process, unable to withstand the intense magical strain. Despite this, the Crimson Mages continued to use slaves, viewing them as disposable resources.

A Council Divided

During this most decadent of times, the archmages of the Crimson Council became corrupt and desperate to maintain their power. They longed for a way to conquer death and remain in their positions of authority forever. This led to the emergence of three factions among Nidea's elite, each seeking their own path to immortality.   The Preserved. The Preserved were a faction of Crimson Mages who sought immortality through merging magic and machinery. They believed that technology was more reliable and enduring than mortal flesh, and sought to create an army of undead metal-magical constructs. The Preserved were fervent in their devotion to their cause and believed that their technological superiority would allow them to rule over Nidea indefinitely. The Preserved were notorious for their extreme measures, including kidnapping and experimenting on innocent people to perfect their magitech creations. The faction was led by a charismatic and enigmatic figure known only as the Architect, who was rumored to have undergone numerous enhancements and augmentations to achieve their own form of immortality.   Despite their questionable methods, the Preserved remained a powerful force in Nidea, thanks to their technological advancements and their willingness to use their creations to gain power and dominance over others. Their obsession with magitech and their belief in their own superiority made them a formidable foe for anyone who opposed them.   The Timeless. The Timeless were a small, secretive group of mages who believed that true immortality was found outside the mortal body. Led by Arrakhan, the Crimson Archmage of Transmutation, they studied chronomancy, the magic of time manipulation, and developed techniques for controlling time on small and large scales. Despite their incredible achievements, the Timeless remained insular and had a strict code of conduct that forbade the use of their temporal magic for personal gain or harm.   However, controversies arose within the group when some members argued that embracing the darker aspects of their magic was necessary to understand the mysteries of time. These dissidents were eventually expelled, but rumors persisted that they continued their research in secret, developing even more dangerous and unethical temporal magic.   The Timeless were highly secretive and rarely shared their knowledge with outsiders, living in isolated towers or sanctuaries. They believed that their magic was too dangerous to be wielded carelessly and that it was their responsibility to use it for the greater good. As a result, members who broke their code of conduct were swiftly punished or expelled from the group, but rumors persisted that they continued their research in secret, developing ever more dangerous and unethical temporal magic.   The Awakened. The Awakened were a secret syndicate of elite politicians and thought leaders in Nidean society. They believed that achieving Lichdom was the key to eternal life, allowing individuals to transcend The Cycle of life and death. Vauldis was the leader of the Awakened and was considered its de facto leader due to his charisma, power, and influence.   Vauldis and his Awakened believed that undeath was the ultimate form of liberation from the constraints of mortality. It allowed individuals to break free from the limitations of the physical body and transcend into a state of eternal existence, which they saw as the ultimate form of ascension. The Awakened believed that those who refused to embrace this philosophy were slaves to an unjust status quo and needed to be forcibly enlightened. Their namesake came from their ritual of cutting out both of their eyes. Through a ritualistic imbibing of a potion cocktail of foul magic and mysterious, exotic ingredients, which was believed to grant them the gift of sight beyond physical reality. They were said to be able to see the raw life force of living creatures and perceive the spirit world in a way that the unenlightened could not.   Despite the taboo nature of their beliefs, the Awakened wielded considerable power and influence in Nidea. They operated in the highest echelons of Nidean society, leveraging their positions to achieve their goals and safeguard themselves from their enemies. The syndicate used an extensive network of spies, informants, and sympathizers to manipulate events and power structures to their advantage.

The Great Purge

Vauldis had long harbored a desire to overthrow the Crimson Council, whom he viewed as an obstacle to his aspirations of achieving lichdom. He cultivated a network of Awakened Crimson Mages who shared his vision of a more powerful and immortal Nidea. When the time came, Vauldis created a crisis within the Council to justify his actions.   With his loyal mages in place, he raised an undying army and swiftly seized control of the magocracy's power structures. He neutralized opposition and established himself
as the first necromancer, cementing his legacy. The purge was violent and merciless, with Vauldis and his followers eliminating any opposition among the Crimson Mages.   As a result, Vauldis emerged as the High Regent around C. -3200, and the Crimson Council was shattered. The Awakened's Crimson Mages replaced the Council members, and Vauldis had the power he needed to further his plans for the Awakened. He took swift action to consolidate his control over Nidea.   Vauldis' plan to overthrow the Crimson Council had been long in the making, with years of careful cultivation of a network of loyal Awakened Crimson Mages. He viewed the Council as a conservative relic of the past and an obstacle to his plans for lichdom, and he was convinced that a new order was necessary. With a pretext of a crisis, Vauldis raised an army and seized control of the magocracy's power structures, violently eliminating any opposition to his rule.   In the end, Vauldis' plan succeeded, and he emerged as the High Regent, establishing the Awakened's Crimson Mages as the new ruling body. He wasted no time in consolidating his power and furthering his plans for the Awakened. The purge was brutal and bloody, with Vauldis and his loyalists using ruthless tactics to achieve their goals.   The Awakened's belief that undeath was the ultimate form of existence became the dominant philosophy in Nidea, leading to the suppression of dissenting voices and the establishment of the undead elite as the ruling class. Those who did not conform to the beliefs of the Awakened were ostracized and shunned by society. They were viewed as threats to the stability of the nation and treated as such, often enduring persecution and violence at the hands of the undead elite. The Awakened viewed their actions as necessary for the greater good, as they believed that the path to true enlightenment lay in embracing undeath and shedding the limitations of mortal life.   Vauldis believed that undead laborers were a valuable resource that could increase Nidea's wealth and power, leading to a dramatic increase in their use. Despite opposition from common people and religious leaders, he ordered the construction of necropolises to preserve and awaken the dead as laborers. This move made Nidea one of the most productive nations in the world, but also caused controversy and fear.   Vauldis saw the undead as a crucial element of his vision for a prosperous and powerful Nidea. He believed that they were tools to increase the efficiency of labor and speed of trade, and continued to use them as a symbol of his power and wealth. Vauldis also sought to popularize the practice of necromancy, which had long been considered taboo and forbidden in many parts of the world. He saw it as holding great power and potential for Nidea's growth and prosperity.

The Nidean Schism

Following the ascension of the Awakened Crimson Mages to power, the enslaved people of Nidea grew increasingly discontent with the Keshiir people, who exploited them for labor and magical potential. A slave riot in an Orichalcum mine, where Mitoni slaves attacked their Keshiir overseers, marked the height of this discontent. These slaves had been brought to Nidea as part of the slave trade and were seen as a valuable source of magical potential. However, they had been forced to work under harsh conditions and endured brutal treatment from their Keshiir masters.   With the help of sympathetic mages, the Mitoni slaves began to plan a revolt. These mages provided the slaves with magical training and helped them to organize and plan their uprising. They used magical communication spells and enchanted devices to stay connected and coordinate their efforts, which proved effective in allowing the rebellion to grow and expand quickly.   As news of the rebellion spread, other enslaved people across Nidea began to hear about it and its successes. Many of them had been suffering in silence, enduring brutal treatment at the hands of their Keshiir masters and the Nidean elite. The news of the rebellion gave them hope, and they too began to rebel, seizing control of towns and cities and setting up their own rebel authorities. The rebellion gained support from an increasing number of sympathizers among the common folk of Nidea who were also affected by Keshiir rule. Some of these Nideans had grown disillusioned with the ruling elite and the Crimson Council, while some powerful spell-casters abandoned their status as Crimson Mages to join the rebels' cause.   Together, the rebels and their allies were able to establish a network of communication and support, sharing information, supplies, and even magical training. This network allowed them to coordinate their efforts and plan their attacks, and proved crucial in their ability to maintain their momentum and expand their territory.   The Crimson Council, now under the rule of Vauldis, was caught off guard by the rebellion and initially struggled to respond. The rebels were able to exploit this confusion and gain a significant foothold in several key cities and towns, including the capital city of Sekkar. They used their magical abilities to launch surprise attacks and evade detection, making it difficult for the Nidean knights and Crimson Mages to counter their movements.   The rebellion led by the Mitoni rebels continued for several years, and they proved to be a fierce adversary to the combined forces of the Nidean knights and the Crimson Council. During this time, the rebels fought tirelessly and inflicted heavy casualties on their enemies, with their magical abilities being a crucial factor in their success.   Despite the rebels' determination and tenacity, they were ultimately crushed by the overwhelming military power of the Crimson Council. The Council was able to gather substantial resources to quell the revolt, which included their superior firepower and unparalleled skill with magic.   As the Council's response to the rebellion was swift and merciless, the rebels were faced with a brutal crackdown. The Crimson Mages were relentless in their pursuit of the rebels, and their forces were able to swiftly defeat them in battle. In the end, the Mitoni rebels were defeated, and their hopes of achieving freedom were crushed.   Many rebels were killed in the conflict, while others were captured and subjected to brutal punishment. The survivors of the rebellion were forced to flee, and many of them went into hiding, fearing for their lives. The brutal suppression of the rebellion sent a clear message to the peoples of Nidea, warning them against any further attempts to resist the rule of Vauldis' Crimson Council.   Following the failed rebellion, numerous survivors of the massacre were left with no other choice but to escape the repressive rule of the Crimson Mages in Nidea. They fled across the barren and unforgiving deserts of the Gold Expanse, braving challenging weather conditions and temperatures. Years later, these survivors established the Kingdoms of Nioba.

The First Lich & the Sinking of Sekkar

Years after the Schism, Vauldis once more became obsessed with the pursuit of immortality, which he believed would allow him to solidify his legacy and continue to rule over Nidea for centuries to come. he poured over ancient and forbidden knowledge, send out agents to gather valuable and ancient clues and artifacts. Eventually Vauldis discovered an ancient and powerful spell called the Ritual of the Black Sun. it was a significant milestone in his quest for immortality. He became obsessed with unlocking the secrets of lichdom. With his vast knowledge of magic and his deep understanding of the ley-lines, Vauldis was able to piece together the fragmented knowledge of the ritual and its purpose.   However, redirecting the magic of the ley-lines was to be no easy task. It required the construction of a network of subterranean black towers across key junctions of ley-lines in order to corrupt and redirect the magic through the Black Lands. This was a dangerous and complex process that required secrecy and precision to execute successfully.   To ensure the success of the plan, Vauldis deployed his most trusted agents to oversee the construction of the black towers in secret. The agents worked tirelessly to ensure that the construction was done with the utmost care and attention to detail, knowing that any mistakes could have dire consequences.   Despite the dangers and difficulties involved in the process, Vauldis remained undeterred. He was determined to achieve his goal and become a lich, no matter the cost. His obsession with immortlity had consumed him, and he was willing to risk everything to achieve it.   To cement his lasting legacy, he gathered his most loyal followers and other zealous adherents to witness his transformation.  
The ritual began, and every black tower constructed in secret suddenly roared to life. The magic of the ley-lines surged through the black towers and up through Sekkar's tallest peak: the Black Citadel. The air crackled with energy, and the ground trembled. Suddenly, all magic in the world ceased to function, and a powerful confluence of dark energy surged into a grand altar at the peak of the Citadel where Vauldis' followers watched in awe and fear.   The effect was immediate and catastrophic. The crowd of Vauldis' followers were consumed by the magic and sacrificed in a ritualistic mass suicide, their life force feeding the dark magic that flowed into the Black Citadel. The power was almost too much for the physical world to bear, and natural disasters began to erupt around Sekkar and beyond.   The ground shook and ruptured, earthquakes causing mountains to crumble and split apart. Tsunamis struck the coastal regions of many nations around the Nidean Sea, causing massive devastation and loss of life. The skies turned black as a massive storm formed above the site of the ritual, lightning flashing and thunder rolling across the land. Even the sun itself seemed to turn black.   Amidst the chaos, Vauldis stood at the heart of the Black Citadel, bathed in the pure necrotic magic of the ritual. His body absorbed the life force of one hundred souls, and the magic of dark, extra-planar leyline energy surged through him. It was too much for any mortal body to handle, and Vauldis' life was extinguished as his body was consumed   The destruction of Nidea was swift and all-encompassing. sThe earthquakes that rocked Sekkar were felt across the entire Kalkaross Peninsula, shattering buildings and tearing apart the earth. Tidal waves of immense size crashed against the shores, washing away entire cities and leaving nothing in their wake. The very ground beneath the feet of the people seemed to open up, swallowing everything in its path.   As the Black Citadel crumbled and fell, Vauldis' followers and any surviving Nideans fled in terror. The once great nation of Nidea, with its mighty armies and powerful magic, was no more. The destruction wrought by Vauldis' quest for power was absolute, and the world was left to pick up the pieces in the aftermath.   The effects of the destruction were felt across the entire region. The seismic activity caused by the ritual triggered volcanic eruptions, further exacerbating the destruction. As the ash and debris from these eruptions filled the air, the skies darkened, plunging the region into an eerie, foreboding darkness that lasted for days.   Following the cataclysmic destruction of the Kalkaross Peninsula, the remnants of the region were eventually reconstituted as Kalki Isle, but only two Nideans managed to survive. Vauldis awakened on the ruins of the Black Citadel years after the disaster, having transcended the boundaries of life and death. He had become the first lich. Meanwhile, Hephsut, Vauldis' envious scribe, washed ashore in the desert sands of the Gold Expanse, the sole other living survivor of the disaster. No others were able to survive the devastation wrought by Vauldis and his insatiable thirst for power. The impact of his actions would be felt for generations to come.
Banner before Vauldis' ascension to High Regent (Estimated C. -3500)

Banner after Vauldis' ascension to High Regent (Estimated C. -3200)

C. -3600 (Estimated) - C. -3,000 (Estimated)

Type
Geopolitical, Magocracy
Capital
Training Level
Elite
Veterancy Level
Decorated/Honored
Government System
Magocracy
Economic System
Mixed economy


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