The World Of Tysis
Kilbar’s history stretches back before the Sundering, when the Demon Queen retaliated for her imprisonment. More than one version of the history is out there, and none know which one is correct. The most prevalent, however, noted below.
Kilbar, as a nation, starts to exist about 122 AR , but its roots dig much deeper, to about 755 AC . At that time, an obelisk was constructed: a grave and monument to one of Moduru’s Companions. A small knighthood was created to guard the monument, overlooking the Great Bay, from defilement and pillage from the humanoids that inhabited the area. In their own native language, they were the Kilrotes a Bardras; The Knights of the Grave.
Slowly, over decades, the knights made their vigil their home. First a temple was built to Marija, Lord of Beasts and Wilderness, hoping to stop the large scale predations of the beasts nearby. Then an Inn, to house the visitors to the temple. The inn, called the Wayward Fool, was the oldest building in Kilbar before it was razed in 636 AR.
Over the years, a village, then a town, and eventually, a city grew up around what was once a knightly vigil. The knights stayed out of the politics of the city, know knows as Kilbar, taking their name from condensing the knights name, and Kilbar became a center of learning and scholarship. They formed alliances with other growing towns, vowing to protect them, too, from the wilds and the bandits. A small country was formed, ruled by a weak monarchy that was heavily influenced by their scholarly counselors and their ally city-states.
However, weak monarchy lasts only as long as someone tries not to grab power. In 86 AR, the Royal Counselor on Arcane and Esoteric Lore, Grand Vizier Adich De’sarien, had the King, Sephtu Akinna, murdered and took over as regent for his young children. Both children died mysterious deaths before coming to age. Adich then went about making reforms to the way the government works, taking powers never granted to him, and appointing fellow arcane scholars and casters to governing and counseling positions. He then initiated a set of conquests that took over most of the nearby cities and burgeoning countries. By 112 AR, he was governing a country of 18 cities covering the vast territories of western Tysis What he set in effect over his long life lasted for more than 600 years.
Kilbar’s ruling mages continued to solidify power, and over a short time turned the government into a Arcanostocrasy. With those who had arcane powers taking all the positions of wealth and control, the city, and country, became vulnerable. in 625 AR, that vulnerability became reality, when Moduru’s Apprentice, Kuthru, sent forth a magical disease, a plague that targeted arcane abilities. while specifically aimed at collapsing the Kilbaran system, to make it easier to conquer, the disease spread over the course of a number of years. while it still pops up from time to time, it seems to have burnt itself out. The Mage Madness seems to be over.
However, During the Mage’s Madness itself, Kilbar lost control. Every being with arcane power slowly went insane. The more they used their powers, the further it affected them. Many innocents were killed; towns were leveled, villages disappeared, city blocks went up in flames. For almost three months Arcane Casters roamed the countryside, streets and villages. Then, one of the Generals of the army took managed to wrest control of his force from the Mage that was leading them, and turned them upon their former masters. A witch hunt of proportions not seen on this island had begun. The General was unflinching in his duty, demanding in his loyalty, and ruthless in perusing his goal. Every arcane user in the country was hunted down. most were brutally slaughtered, some, were captured and used to train a new breed of solider: Mage Hunters. All the while, the General consolidated his political hold. he cleared out towns and villages first, saving them from insane mayors, corrupted tax collectors, and demented advisors. Slowly, he moved into each city, coming in under the cover of night with help of the terrified citizens. Each time he killed an arcanist, his army grew. Every time he released the maniac yoke on a town, his power increased. Soon, all that was left was the City of Kilbar itself. it took 5 months, but eventually, the capital was cleaned, and the General became the sole leader of Kilbar. He was brutal, he was oppressive, but he was their savior, and he governed them.
He also had other challenges than Crazed mages on his hands. As soon as the Arcanists started to go mad, Vagabond and Darken Nightfire were set loose, and continued to rove across the country, marauding and destoroying what they could. The General sent armies to confront them, but they were always to large. Eventually, a delegation was sent to the armies of Tetravin: Kilbar would join them. The treaty was accepted, and Kilbar marched to war against Tyndaria.
Kilbar participated in a number of battles, supplementing the more exotic troops of Tetravins allies with common foot soldiers and cavalry. However, the Kilbar Miltary staple: Warmages, were no where to be seen, all dead or fleeing from the Madness.
The largest battle that Kilbaran troops participated in was the assault on Tyrandall. Over two thousand foot and five hundred cavalry participated in the assault, though it was eventually thwarted. With Kuthru, Guthag and Darken all slain, Jet left the field of battle for more less difficult treasures, his debt to Tetravin repaid.
After the defeat of Moduru, there was a brief conflict between Kilbar and Tyndaria, with King Tor sending men to both retake the land that Kilbar claimed in conquest, and to expand the western and southern borders of the country. Tired of fighting, The General signed a peace accord, limiting his expanses east and south to the “Pasonia River and the Hov’rem Wood.”
Immidiatly after the Peace accord was signed, The General set out to Remake his army into a leaner, fiercer force. Hiring Orc Barbarians from both the Newly formed Orcish Confederacy, and the Fiercer, wilder orcs not yet initiated, his army grew threefold in the same number of years. With his southern and eastern boarders limited, he expanded northward. Jeslith didn’t stand a chance. their wall of wood and thorn held nothing on the ferocity, power and training of the Kilbaran army. setting the wall afire, and crushing the few defenders underfoot, the country was erased in a matter of months. still further north, relying on the crushing battles fought against Guthag,The General Turned his attentions to the beleaguered elves. Though he never set foot inside, his enormous armies and powerful influence turned them into a vassal state. The Kilbaran Empire was born.
Now almost half the continent was under his sway. Kilbar looked east once again, and started raids on eastern towns, slowly taking them into his fold. for 3 years this continued, though it was interupted by Moduru’s second war.
Sent through gates and portals all across the continent, even the world, Moduru sent conglomerate armies. Halflings, elves, orcs and giants fought side by side. Moduru’s armies laid waste, and Kilbar was struck hard. A large army appeared in the eastern plains, and carved a devestating Swath through the Kilbaran countryside. Lead by the Air Giant Helrong, the army marched on Kilbar in early 634. The General met them 4 miles outside the city walls, in the Battle of Rolling Plains. Skirmishing through most of the morning, when battle was finally joined, the outnumbered General stood no chance. Even against four to one odds, however, reports from witnesses mention his genius and battlefield prowess did great damage to Helrongs army. Enough Damage, they say, that Tetravin was able to hold Kilbar against siege for almost two years.
In the end, however, Kilbars shining walls were breached, and the city came tumbling down, Helrong orderd the city Razed and every wall standing after it was done burning was to be torn down. The destruction took months, but all that is left now of one of the oldest cities on tysis is a mile wide pile of ruble and bones.
With the Government, capital, and army eradicated, Kilbar collapsed. When the war finally ended, and the armies vanished or became so depleted that they barely counted as armies, chaos took over. Every city cited its right to become the new capital. A dozen new Kings, Archmages, Generals appeared. Fighting was now constant, and banditry became the only life for some. warlords, with small armies and large pockets either roam the countryside, or rules small city-states from the few that remain, even the Lord Of Eyes, the most powerful warlord, only controls a pair of cities, and a moderate sized armies.
They days of Empire and Earthshaking troop formations are gone from Kilbar, and, indeed from tysis itself. these are the days of survival, of warlords, and of bandits.