This story reveals the ending of the continuation.
The Throne established balance among the first twelve races, but its awakening disrupted the old distribution of power between all the worlds. The hero brought real peace to his homeland—and unexpectedly became the cause of a crisis beyond its borders.
Why new wars began after the Throne was assembled
Once, all twenty-four peoples were connected by a shared power. After an ancient schism, the twelve lands of Charismo were cut off, and the other worlds grew accustomed to living without them.
Their rulers learned to channel the power of their artifacts into their own domains. In some places it sustained cities; in others, a dynasty’s rule or a vast army.
After the victory over the Archon, the Throne restored the connection between the first twelve lands. At the same time, however, it began to reclaim their share of the common power.
On other continents, the artifacts began to work differently: ancient defenses weakened, currents of magic shifted, and forgotten passages awakened.
Neither the hero nor the new peoples wanted war at first. They were facing the consequences of the Throne’s restoration.
Why we go on the offensive
The other rulers demand that the Throne be dismantled. Some send armies to seize it and restore the old order.
The hero cannot dismantle the Throne: doing so would cost the first twelve lands the balance they have achieved.
There is another way—to bring the power of all twenty-four artifacts into harmony. Then no world will prosper at another’s expense.
The hero sends envoys with this proposal. But the rulers refuse to surrender their artifacts: these are the source of their authority and their last guarantee of safety. Some distrust a foreign commander; others conceal what is happening from their own people.
After the first attacks, the council of the twelve races authorizes a campaign.
“We will not destroy the Throne that brought peace to our lands. But other peoples must not pay for our salvation. We will open the paths, stop the armies, and restore the connection between all worlds.”
That is why we advance: we take the fortresses blocking the way, defeat the armies threatening Charismo, and overcome the rulers preventing the shared system from being restored.
Why victory brings an artifact and the right to recruit
After battle, we take the artifact from the defeated ruler and then make an agreement with his land.
The hero links the artifact to the Throne. The inhabitants see the result: their cities’ protection returns, dangerous changes cease, and power is distributed steadily.
In exchange for restoring and continuing to protect their world, the new alliance recognizes two conditions:
- The artifact remains with the Throne to sustain the shared balance.
- Voluntary recruitment of creatures from that people becomes available for the usual fee.
Humans receive the artifact and the right to recruit as their reward. Meanwhile, the artifact continues to serve its homeland through the Throne.
The conclusion
In the Cradle of Eternity, Ul’Nar reveals the whole truth: the Throne was always meant to hold twenty-four artifacts. The first twelve restored only half of the ancient connection.
He does not recognize humanity’s right to control the entire system and sets one final trial. After the hero’s victory, he hands over the last artifact.
When all the artifacts take their places, power stops flowing between worlds at their neighbors’ expense. Each world gains a stable connection to the Throne. The cause of the crisis disappears.
And the hero understands: all these peoples truly could have lived without war. What they needed was a restored connection and the trust they had failed to achieve through negotiation.
“I assembled the Throne to end the war of the twelve races. But the world did not end at our shores. Now the balance belongs to everyone.”
New Peoples and Their Sovereigns
24 Races Gallery →