“Without work, companionship is hypocrisy
Without companionship, work is bitter
Together, they create the green bonds of trust between me and my brothers
The trust between my king and his dragon was essential to the defeat of the End of the World
I have no right to disbelieve”

– Astov Oath

The Astov Legion is one of the five Otesis Legions founded to be the most legendary and recognizable Force of Drakynium.

Founded by the merfolk Dayon, the Astov are the green legion, composed of Life Mysti users. With work and companionship as their secondary virtues, which together form their primary virtue, trust, the Green Legion believes that the sum of the parts is greater than the whole. They believe that their numbers and the trust they have in each other outweighs absolutely anything.

The squires here are squires of the legion, and not of a single Astov, as is common in other legions. Living with the entire legion, the squires end up living with all the other squires and thus creating a bond of companionship as strong as their muscles, even before they become knights. The fact that you only need to live with them and do everything with them to become an Astov knight makes this legion the most numerous of all.

The Astovs are the humble, hard workers. They don’t mind lowering themselves to jobs like building fortifications with common masons and common citizens; they do it willingly. For many of their legions come from there, from common people with common jobs, who seek to contribute to strengthening the kingdom in any way they can. And even that work has to be valued and respected.

Despite this strong sense of camaraderie, they do not tolerate malice or exploitation. Joining their legion because it is the “easiest” to be accepted just to have the title of Otesis knight and stay there is an insult to them. It is an insult to the legion, to what they value and an insult to every living Astov. Joining the legion is indeed easy, but staying there is not. Becoming an Astov is knowing that you will have any burden you have to bear shared with your brothers, but their burden must also be shared with you. And when the time comes to bear the burden of others, that is when the false ones reveal themselves and are cast out.

The Astovs are the pure work force and physical resistance that the kingdom needs. They trust each other so much that they are the front line in battles, one protecting the one next to him. The legion works, trains and grows stronger as one. If one Astov becomes stronger, the entire Astov legion becomes stronger. They support, help and advise each other with problems that any of them has, and they will do everything they can to improve the situation of their friend. The companionship of the Astovs is so great that they end up treating all the other legions as well as they treat themselves, even if some knights of the others reject them or even hate them for insisting on wanting to be their friend.

The entire legion, every knight is a fiber forming a large, hard-working and committed green muscle. The fact that Trust is their main dogma is not for nothing, if they cannot believe in themselves, how could the others and their king? No matter the service, no matter the mission, no matter if it is glorious or humble, Astov accepts and does everything as they treat each other, as equals.

Segments

1st Segment – Immortal Vanguard

Segrarch: Teranos, The Unstoppable
Culture: Resistance, Frontline, Steady Advancement
Main Power: Regeneration


The Immortal Vanguard, also known as the Eternal Front Lines due to their ability to withstand extreme damage, are the shield that protects all other troops in battles they are in.

The majority of the segment is made up of races of large physical size, both in height and width, and with Life Regeneration, they are simply immense and indestructible walls that enemies cannot overcome or even crack.

Swords, arrows, spears, fire and poisons, there is nothing that has not been used against the Immortal Vanguard, and they simply continue standing, advancing, slowly. They walk unharmed through flames that would kill an entire squad.

Where the Immortal Vanguard is, the allies are at ease. The Astov legion is known for being the closest to the common soldiers of the Otesian Army, but the Immortal Vanguard is even more so. They are the knights most concerned about the lives of their comrades, allies, and civilians, doing their utmost and pushing their bodies to the limit to protect them. They believe that, at the end of the day, defending Drakynium is defending their people. Despite the pain and damage, knowing that the soldiers’ sons and daughters will see their parents once again motivates them to continue being the wall that protects these people.

2nd Segment – Wild Bunch

Segrarch: Vorklar, The Great Bear (ursidae)
Culture: Savagery, Brutality, Violence, Brotherhood
Main Power: Metamorphosis
Warcry: “Party like a man. Fight like a beast.”


“Lost an arm? Fight with the other. Lost the other? Fight with your teeth. If you can’t fight anymore, and you still have life in you, roar. Roar. Scream as if the whole world could hear. Call on your brothers, and they will come to you. And if they can’t save you, they will avenge you.”

Driven by instinct and primitiveness, the Wild Bunch of Vorklar are knights only on paper because they are part of the Otesis Legions, but in practice they act more like barbarians. They use little armor, removing it from the parts of their body that are necessary for high mobility, most go into battle without any protection from the waist up, or completely without armor, only wearing green clothes to remind them of their legion. Some do not even use weapons, and those who do drop them in the middle of combat when their Metamorphosis power changes their bodies to the point that they themselves become weapons. With fangs, claws and animal brutality, the Wild Bunch tear apart their enemies in their hybrid or complete animal forms, leaving a sea of ​​torn, broken and mutilated bodies. And just like the animals from which they draw their strength, they do not stop fighting until they die. You can hurt an animal all you want, it will fight to survive until the end. The problem is when their animal side occupies their mind more than their normal side, it ends up being dangerous for even their close allies to be seen as prey.
Despite their violence and ignorance, the Wild Bunch is loyal at heart. Not only to their king Otes, who they respect because of his strength and power, but they are also loyal to each other. Being part of the “bunch” is like being an eternal brother. Vorklar and his segment spend most of their time in forests and woods, avoiding cities. There, the knights live and survive with what is in nature. They train with beasts even bigger than them, and if they sympathize, they can acquire the form of that creature.
Just like the animals, Vorklar has a series of rituals and routines within his segment. The most common training is for two knights to fight without weapons and without armor until the other faints, which would be equivalent to death in combat. The use of weapons and powers is allowed, and it is not uncommon for limbs to be lost and almost fatal injuries to occur during these “training sessions”. Despite all the violence, they treat each other like respectful brothers, enjoying drinking and fighting together. After each fight, when the defeated one wakes up, he is obliged to go to the one who defeated him to receive a monstrous slap. Then the winner says: “May I be the last one you lose to, brother”. Through brutality, savagery and violence, they create and strengthen their bonds of brotherhood. In the animal world, there are no second chances when you lose, and the Wild Bunch is trained not to need one.

3rd Segment – Garden Lords

Segrarch: Grovitar
Culture: Plants, Restoration, Territory Defense
Main Power: Natural Command


The Garden Lords of Grovitar are lovers of something that their world no longer has: natural beauty. The destruction caused by the dragon Gralgor before Otes killed him was practically worldwide, but mainly in their territory, which today belongs to the kingdom of Otesis. And it is from this place that the restoration will begin. The world will be healed from the destruction, and its beauty will be restored.
The 3rd Astov segment specializes in the cultivation and use of Plants and the power of the Life, Natural Command for the most varied needs, summoning and controlling plants in the middle of the battlefield. Plants that explode hallucinogenic gases that throw enemies against themselves, that fire poisonous darts that just one would be enough to bring down a mammoth, plants in the shape of soldiers that will attack and defend throughout the combat, carnivorous plants that will swallow enemies alive, and roots that will drag them to the depths of the world. In Otesis, at the Astov barracks, the Garden Lords have a laboratory with numerous species of plants, where they learn about their properties, capabilities and effects, and teach them to their recruits. They are always studying and practicing new ways to use the particularities of each plant in any necessary scenario. As they win, they restore life to the lands they have conquered, and once they have restored them, it will be even more difficult for the enemy to take them back. If a Garden Lord fights in a previously cultivated area, in one of their gardens, the battlefield itself turns against their enemy. The plants that now reside there will fight with greater strength and power to protect their home. The Garden Lords lose a lot of strength in enemy territory, because their plants do not have the same strength as when they are in soil made for them. This makes them not ideal soldiers to conquer new territories, that is, for attack; however, it also makes them the best knights to defend territories that have already been conquered and restored. Wherever the Garden Lords settle, the place is now theirs. The nature of the places they restore will fight alongside the knights to defend their territory. This makes this segment perfect for stationary knights positioned to defend lands and very important points, as the environment in which they are located will react to the enemies if they attack. All of the Garden Lords’ territory is their garden, which will fight alongside their Lord against anyone who dares to advance against them.
The plants grow slowly to occupy new places, but are difficult to remove from those they already have.

4th Segment – Feral Spirits

Segrarch: Brados
Culture: Animals, Versatility, Huge Numbers
Main Power: Enchant Animal


Many of Otesis’ enemies have beasts in their armies, so it is not uncommon for the kingdom of Otesis itself to have its own bestial allies. The Feral Spirits specialize in interacting and befriending animals of all kinds.

Many animals have had their habitats and homes devastated by Gralgor, and his successors, the enemies of Otesis, were no different. Unable to fight back alone, the animals accepted Otesis’s affection and kindness through friendship with the Feral Spirits of the Astov legion.

The knights of the 4th green segment arrive at the battles with an explosion of animals. From swarms of the smallest insects to stampedes of the largest brutes, all fill the combat with savagery, destruction and animal infestation.

Some animals abandon Otesis’s care when they find new places to live, but thanks to the Enchant Animal of Life, the knights are able to summon the enchanted animals, spiritual copies of these animals, at any time, still maintaining the strength borrowed from the beasts.

From the many small ones to the few large ones, the animals will take revenge and fight for Drakynium

5th Segment – Iron Tremors

Segrarch: Klotrek, The Mountain (Dwarf)
Culture: Strength, Terrain Destabilization, Structure Destruction, Rapid and Impactful Reinforcement.
Main Power: Absurd Growth
Wacrcry: “What we don’t crush, we tear down. What we don’t tear down, we break.”


Among the Astov segments, the Iron Tremors are the simplest. Using Life Absurd Growth, they grow and transform into enormous warriors that alone count as small armies. Extremely resilient and absurdly strong, these knights turn the battlefield upside down when they fight, destroying enemy formations and killing dozens with a single blow. In addition to being living siege weapons, they can rip the gates of enemy fortresses with their bare fingers and tear down walls with their bare fists. Due to the difficulty of acquiring a significant increase in size to really make a difference, this segment lacks a lot in the number of knights, but each one of them counts as hundreds of enemies, making them exceptional reinforcements. With just a few dozen Iron Tremors, you can achieve the strength of thousands of soldiers.

Astov Knights

1st Segment – Immortal Vanguard


Teranos, The Unstoppable

Rank: Segrarch

Race: Human

Teranos is the eldest of 11 brothers and sisters. As a young man, he traveled to Cobuta, the Cobalt Ruin, to train with the legendary and immortal Eratza. He was surprised when he got there to find that the warrior already had a student, an elf named Renalos. Still, she did not restrict herself to having just one student at a time. Over the years, Teranos and Renalos built a strong friendship and even a fierce rivalry. At the end of the training, it was customary for Eratza to make a weapon for each student made from the cobalt bones of the titan Kovita, each weapon being made in the model that the student was best specialized in. Being the more offensive and impulsive of the two, Renalos received the sword Kov Trag. Teranos was more defensive and reserved, and the shield Kov Etel was made for him. Due to Teranos’ immense size, the Kov Etel was a very heavy shield that reached almost 2 meters in height, in addition to being very wide. At the end of their training, both Renalos and Teranos parted ways, both returning to their homes. Rumors grew about Voligar’s campaign of conquest, and Teranos’ village discovered their truth when the forces of leader Jortar arrived. Bringing powerful fire magic, the invaders burned down the houses of almost the entire village in seconds while battling the residents. Teranos took charge of escorting his 10 younger brothers and sisters out of the village that was decimated by fire. In the midst of their escape, Teranos heard a familiar voice. He looked and it was Renalos. Teranos’ naive happiness at finding his friend was quickly killed when he saw the bodies of many of his acquaintances, many friends, dead around him, and Renalos’ sword, Kov Trag, completely bloodied. That sight of misery and death coupled with being a friend who raised him caused a rage that none of his brothers had seen before to arise in Teranos. Enraged, he threw his huge shield at Renalos, who was dragged away by him. Teranos ran unarmed towards the enemies. The fire mages conjured as many flames as they could, but Teranos’ regeneration allowed him to reach them practically unharmed, and with his immense physical strength, he began a massacre against the mages until only he and Renalos were left in the courtyard. His old friend explained how he was amazed by the Voligar worldview. His desire to transform the primitive region where they had lived their entire lives into a true powerhouse, powerful, intimidating, strong. He believes that the strong are the only ones who have rights. The strong command, the weak obey. Renalos and other servants of Voligar came from a series of destroyed villages. The weak who surrendered would serve, those who resisted would die and be used as an example for the others. But Renalos knew that Teranos was not weak, on the contrary, he wanted his friend by his side, together, as before, both helping Voligar to create a sovereign and strong nation. However, Teranos was too good to agree with that, and too angry to agree with him.
Renalos believes that everyone can and should give up everything that makes them weak. Just like Teranos had just done. When Teranos was engulfed by the flames of the several mages present, he was running towards them without his enormous shield. Although his body was immense, as he approached his enemies Teranos’ protection decreased. Although his body regenerated from the damage caused by the fire, his 10 younger brothers did not have this ability. The oldest looked back, from where the younger ones were, from where he came violently thirsty for violence. All he saw were the charred bodies, the now unrecognizable faces showing expressions of nothing less than torment until their last moments. The position of the bodies reflected an attempt to reach Teranos, even though his anger did not allow him to hear the screams of his brothers begging him to return.
Grief took over Teranos, not even wanting to fight; all he wanted at that moment was to get to the bodies, even if it was too late.
Luckily, the village was reinforced by the forces of Vorklar, the Great Bear, who was already one of the leaders of Dayon’s pack at the time. With this help, Renalos and his allies retreated. Despite being saved, there was no reason to celebrate, especially Teranos, who was the one who lost the most. And worse, for him, it was his own fault.
Luckily, Vorklar was the one who was there to help Teranos. Just like him, the ursidae lost his brothers and mother.
“Voligar’s forces also took my family,” Vorklar said.
“But not because you abandoned them.” Teranos replied with a mixture of anger, remorse, and guilt.

Despite everything, Teranos found in his conversation with Vorklar and within himself the strength to continue. To continue fighting. He promised to never be possessed by hatred again, to never abandon those he could and should protect. On the inside of the shield, Teranos carved the faces of his 10 brothers, so that whenever he lifted it and held it against his enemies, he would see the faces of those who died because of their moment of weakness, and so that he would remember that just as the shield in front of him protected him, he would protect those behind him.

2nd Segment – Wild Bunch


Vorklar of Wojek, The Great Bear

Rank: Segrarch

Race: Ursidae

Raised since he was a baby by the bear Klarva, Vorklar lived his first years in a family of wild bears; due to the similarity of his breed to these animals, it was difficult to differentiate him from the others. His mother held the title of Qisma, given to the largest living bear in the wild region of Wojek. Standing up, she reached almost 10 meters. It was then that the giant of the Jotun tribe, Holivog, a close friend and soldier of Voligar, decided to take his hunting party to Wojek, to kill the current Qisma. Holigov faced not only Klarva, but also her sons and daughters, Vorklar’s older siblings. After some losses, he managed to eliminate the entire family, or almost all of them. Through the blizzard he saw the monster rise. Awakening his mysti of life, Vorklar, previously the smallest of the bear family, grew into a form that frightened even the giants who had just killed his relatives. His mother was nearly 10 meters tall when standing, Vorklar was nearly 15, the average height of a giant. In a feral and uncontrolled rage, he immediately killed some of the hunters and struck a blow that knocked down their leader, Holivog, and left a scar across his face in the shape of bear claws. The giant ordered his subordinates to advance against Vorklar so that he could flee into the blizzard along with Klarva’s body as a prize of the hunt. Vorklar wandered in his gigantic and feral form for a while, searching for the one who killed his family, but what he found was Dayon’s war band. Unable to tell the difference between innocents and killers, he attacked them. Despite the entire band’s desire to defend themselves against the beast and kill it, Dayon ordered them to lower their weapons; he and Strapor, his hammer, would deal with that beast. In a monstrous and tiring fight, Dayon won, leaving the enormous bear practically stunned. Without focus, he shrank in size, dissolving his monstrous form, which he could no longer maintain due to his strength drained by the fight. Dayon could have killed him right there, but that was never his intention. The leader of the pack realized that it was not a normal bear, but an ursidae, even if it was absurdly wild, its race and nature being confirmed by the others of its race in Dayon’s pack. They took the ursidae with them, and when he woke up, he acted aggressively towards all those strangers, but all he got in return was food. Many of the pack, including the ursidaes, were shocked to see such ferocity. Once he was cared for and fed, the pack let him return to the wild, if he wished. He even left, but temporarily, always staying close to the pack, following them even if it was from a good distance. Perhaps he was not the type to bear loneliness, and the only reason he had endured it before was his uncontrolled anger that was partially eased by his defeat against Dayon. It was a unanimous decision, everyone wanted him to join the pack, either as a bear or an ursidae. With patience, kindness that Vorklar had only received from his original family, and plenty of food, he finally joined Dayon’s pack. It didn’t take long for him to finally learn to speak, understand what everyone there was saying, and even how to behave, even if in a rudimentary and crude way. He had never been given a name, as animals do not have this custom. They said that the enemy had named him Klarvaror, “Heir of Klarva”, considering him a national enemy of Voligar’s reign and a game whose kill was worth a lot. The ursidae then said that he refused to be named by his enemies, choosing Vorklar as the name by which he would be called from then on. Even though he always fought with Dayon and his pack, one of his greatest desires was to kill the giant Holivog, the one who killed his mother, his brothers and sisters, and the one whom Vorklar heavily injured. As if he didn’t already have enough reason, the giant began to use his mother Klarva’s skin as clothing and a hood, especially in combat. Vorklar can’t wait to rip off what’s left of Holigov’s face since their first encounter.
Brutal to the extreme, Vorklar believes that the strength of the wild animal represents the purity of combat. Armor and weapons, as well as any other manufactured thing, can be discarded. His body is natural, he is his armor and his weapon, nothing more.
He is quite ignorant about the use of weapons and despises the use of non-corporal or physical powers in combat. Despite everything, he respects strength above all else, promoting friendly combats between his knights in the middle of the forest where some emerge disfigured to, as he says, “release their animal side”.
He is a segrarch very close to his segment, always drinking, partying, laughing and treating them like true brothers in war, like a true pack of united animals.

3rd Segment – Garden Lords


Grovitar, Son of Verdenia

Rank: Segrarch

Race: Elf

In the far north of the northernmost region of the world, there is a heavily shadowed forest. This is Verdenia, the clouds above it are dense, wide and sad, allowing almost no sunlight to reach the eyes of those below. The forest was the center of a morbid region. Few dared to venture among its trees, walk on its ground, much less enter its deep arboreal darkness. For this reason, few managed to find the garden.

In the heart of the supposedly dead forest of Verdenia, there is a garden. Full of life, light, colors and peace. There lived the Verdens, those whose ancestors found the garden, and settled there. In the center of the garden there is a huge tree shaped like a woman; her arms, branches; and her hair are the crowns of leaves. Leaves that shone like an intimate and gentle sun inside the garden, which illuminated and brought life to everything there.

The plants produced fruits at an accelerated pace, the flowers continued to grow no matter how many times they were plucked. The water flowed, clean and pure, in abundance. It was a true paradise of colors and peace. Due to their isolation in the forest garden, the Verdens had little idea of ​​what was happening in the rest of the world, almost completely satisfied with their beautiful garden providing them with everything they needed to live well. However, they did not need to go to war, because it came to them. As soon as they discovered the existence of the Verden garden, Voligar ordered its conquest. The Verdens’ fight against the invaders was arduous, but made easier, because the flora itself, the forest itself, fought with them. The trees attacked, dragged, mutilated and destroyed anyone who stepped on their soil with bad intentions. With strong will and with Verdenia’s support, they resisted. Among the Verdens was Grovitar, a child born to elderly parents, a true miracle. Before he had even spoken his first word, death took his parents, even before the little one could become attached to them. Grovitar, as he grew older, demonstrated a gift: communicating with plants. He claimed to be able to hear them, understand them, and call to them. Any vegetation reacted very positively to Grovitar’s presence. It simply seemed to love him by nature, and this love was returned. He was often found sitting near the tree shaped like a woman, talking to her happily. He called her mother.
The forest resisted any attack or power that Voligar sent against it. Strength, fire, and violence. The forest was capable of overcoming everything. Then came Sebra, leader of the Naztar, and Voligar’s greatest shadowmancer. He was told how the tree in the garden center worked. It consumed the darkness of the environment to generate life. And the darkness that Sebra cast on Verdenia was tremendous. It was more harmful than fire itself, for it could not be extinguished or smothered. The shadows spread like an infestation, a mist that weakened everything until it waned. The tree was like a dam, but Sebrar’s darkness was like the sea.
With the forest weakened, it was only a matter of time before the enemies reached the garden. It was then that the tree awoke. The one that had brought comfort, light and life to the entire garden for generations, stood up. Tall and strong, she was finally able to speak to Grovitar with her own mouth. Alone, she fought the enemies so that the people could flee, and Grovitar saw it. The light of the tree that replaced the sun, the light of the one he called mother, fading as she fell, until she finally fell to the dark and cold ground of the garden. Sebra, in particular, had a great interest in that tree, he ripped out the still beating heart of that being, and was happy to see it still working, he had plans for that.
The Verdens began to survive on Joturn as nomads, while they were still persecuted. It wasn’t long before they joined Dayon in the fight for the region. As an adult, Grovitar had more than enough experience to be among the leaders, and with his tremendous power over plants, he would fight to transform Joturn into a land that would be a home for the people who lived there.

4th Segment – Feral Spirits


Brados, Friend of Spirits

Rank: Segrarc

Race: Orc

The Uiven tribe was famous. Known for being a nomadic tribe of animal caretakers, always accompanied by hundreds of types of beasts. They travel long distances helping animals, always seeking to preserve the balance of animal life. The Uiven believe that the relationship between prey and predator is natural and should be maintained in constant stability. They repudiate unnecessary killing, excessive consumption and any form of slaughter for sport.
There is a rite of passage that everyone in the tribe must go through. Every 5 years the tribe meets at a portal formed simply by three stones forming a door. When the connection is made on both sides, a portal to the Spiritual Plane is opened. At this meeting, the young people of the tribe pass to the other side, while those who were in the past return to the Material Plane. The youngest then spend years in the Spiritual Plane living with the spirits to learn the importance of balance and stability in nature and especially in the lives of animals.
Brados was one of the children who was part of this tribe and participated in this rite. Before him, his older sister, Moxigana, had already entered the last meeting, now it would be his turn. In the Spiritual Plane, Brados made an inseparable friendship with the spiritual wolf Garfis and learned that the beauty of nature in perfect balance needs to be protected.
When he reached almost adulthood, after 10 years, it was time for Brados to return to his home and family. Garfis decided to go with the orc. It was rare for a spirit to leave his plane like that, but their friendship became too great for them to live apart.
When he crossed the portal after several others who had entered with him in the past, he saw a true hell. The secret place where the portal and where the tribe gathered was in chaos. Fire everywhere, decimated bodies and smoke capable of suffocating a city. The portal he had just left was destroyed soon after, by a paw of the beast. The tribe had been attacked by the dragon Gralgor himself. The portal had been crushed by just one of his fingers. The smoke obscured and hid all the details of the monster’s body, but not its legendary and colossal size. But Brados saw one thing. Gralgor’s eye. The beast’s orange eye, deeper than the stars in the sky behind him, looked straight at Brados. At that moment, he felt what many in the world had already felt. The feeling of giving up. Seeing something so capable of taking your life, destroying everything you love so easily and so full of evil, was desperate. The entire tribe and their animals fought the beast, but they didn’t even come close to scratching him. Luckily, Garfis put Brados on his back and they both fled amidst the chaos. They both then began to survive alone in the forests of the now Joturn region, ruled by Voligar. Even with the company of Garfis and later with Dayon’s band, Brados never forgot that monster. The monster that destroyed his tribe, that took his family from him. And the orc always dreamed of the day that that beast would one day be slain. The day Otes killed him, Brados was one of those who never doubted that he would be the man who would save the world from the evil that had been installed in it. Among all those who became Otesis knights, Brados is among the most loyal of all. Otes fought and avenged everything that Brados lost. He would not forgive himself if he did not fight for Otes until he died, and Garfis would never let him fight alone.

5th Segment – Iron Tremors


Klotrek, The Mountain

Rank: Segrarch

Race: Dwarf

Few were capable of great productions in the primitive and icy region of Joturn. Among them were the members of the Snar tribe with their incredible forging skills. Under Voligar’s command, the Jortar tribe of giants attacked the Snar, being one of the first tribes to feel the new and potent offensive culture of the giants. Voligar wanted the great forging skills of the Snar to forge decent weapons for his giant warriors, because until he recently assumed command, his tribe was formed and led by ignorance and complacency, in a way that the Jortar giants used trees, large stones and even pillars found randomly as weapons. Even with the strength of giants, they would not go far with this type of weaponry; Voligar’s objective required more powerful, respectable and efficient weapons. In a strong and brutal attack, the Jortar subjugated and enslaved the Snar. Now defeated, the Snar had their proud forges remodeled and calibrated, now called the Forge of the Giants, to produce weapons that could only be wielded by the Jortar. Throughout the service, few Jortar watched over the Snar slaves, as few giants were able to intimidate the weak and unarmed members of the tribe. And this was a crucial mistake. In secret, one of the Snar, the dwarf Klotrek, began to train with a skill from his mysti of Life, as well as advising his companions to do the same.

On one of the days when weapons were to be delivered, the Jortar sent the usual caravan to collect them. However, when they entered the forge, they saw the weapons being wielded not by the Jortar, but by the Snar who now had gigantic bodies, some even surpassing the height of the Jortar. Using the very weapons they had forged, the Snar giants fought and defeated the few giants that many said were enough to watch and contain them.

Voligar’s response to this revolt was immediate and strong. A considerable and sufficient force was sent to decimate the Snar, and those who survived would return to the forge, now under even greater oppression and surveillance. However, something happened that was beyond the giant ruler’s calculations. Dayon’s warband came to the aid of the Snar, and together they were able to defeat Voligar’s forces.
Klotrek decided, along with his tribe, to join Dayon’s fight. With pain and sadness, before leaving and as a way to strengthen their convictions, they completely destroyed the Forge of the Giants, the one that had once been the glorious forge of the Snar. The kingdom of Voligar at that time was already very developed, and with it his subordinates learned great forging techniques. Faced with this, the Snar preferred to destroy their own workshop rather than see it used by the enemy. In a farewell fire, the Snar and Klotrek joined the fight together with Dayon.

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