Map of the region
A I A II A III A IV A V A VI A VII A VIII A IX A X A XI B I B II B III B IV B V B VI B VII B VIII B IX B X C I C II C III C IV C V C VI C VII C VIII C IX D I D II D III D IV D V D VI E I E II E III E IV E V E VI E VII E VIII F I F II F III G I G II G III G IV G V H I H II H III H IV H V H VI H VII H VIII O I O II O III O IV O V O VI O VII

About Attox

Attox is the god-made isle that once carried the Celestial Gate, kept adrift over sea and sky by its wisp obelisks until they were destroyed in the Godwar. It was raised by the gods as the bridge between the mortal world and the Seat of the Pantheon, their proving ground and their testing place, a thing that by rights should not exist in Arkanthys at all. When the obelisks fell the isle came to rest in the ocean east of Meridia, where it lies to this day, its Gate silent and its makers gone.

To the eye Attox is a paradise, a lush green land of wild forest and untouched country, the loveliest in all the world. That beauty is a lie. Beneath it stir the Fallen, the endless horrors the gods left behind. The whole isle is sealed and forbidden, held under the closest guard of the Ordo Obscurum. The world covets the free land to conquer. It has no idea what waits beneath the green.

About Attox

Geography

The Forbidden Paradise of Arkanthys

Position & The Sea

Attox lies in the open ocean a few hundred miles east of Meridia, surrounded on all sides by deep water. It was once a floating island that drifted above the world, guided by the wisp obelisks. Since their destruction in the Godwar, it has rested in the sea, immovable.

It is unreachable to all but the Aurellian Empire, whose order alone holds the right and the means to reach it. The distance, the seas and the Empire's vigilance are the island's first and strongest defences.

The Living Isle

Attox is a land of impossible beauty. Vast forests, green valleys, great rivers and highlands stretch across the whole island. Wildlife thrives in abundance, and no mortal city or settlement mars the landscape. It appears to be a paradise, the most perfect land in Arkanthys.

Yet beneath this beauty lies a wrongness that should not exist in the mortal world. The island's very presence defies natural law, and the remnants of its divine making linger everywhere.

The Dead Heart

At the centre of the island lies the wound of the Godwar. The Celestial Gate was breached here, and the lands around it were scorched and shattered. A vast circular waste of blackened earth, ruins and countless graves spreads outward from the Gate and the Black Citadel of Obscura.

This scar does not spread. It is a permanent mark of war, a place where death itself seems to cling to the stone and soil.

The Two Halves

Attox is no longer whole in truth. The south and east are held by the Ordo Obscurum. The north is beyond their reach.

The frontier that divides them is invisible on the land itself. The island's beauty conceals all lines, borders or walls. To the eye, it is one perfect whole. Only the Empire knows where control ends.

The Sectors

The Ordo Obscurum divides the held lands into nine outer sectors and the central war-scar:

Outer Sectors (Held / Contested): A, B, C, D, E, F, G, H

The frontier holds at sectors E, F and G, where the Empire's grasp meets what it cannot fully control.

Central Sector (The Dead Heart): O — the Celestial Gate and Black Citadel of Obscura.

The Dead Heart · Celestial Gate

Sector Status
A Held
B Held
C Held
D Held
E Contested (Frontier)
F Contested (Frontier)
G Contested (Frontier)
H Held
O The Seat (Dead Heart)

The Deep / Catacombs

Beneath Attox lies a vast network of tunnels and chambers, dug and built by the Ordo Obscurum over the long centuries of its watch. These catacombs link the Black Citadel to the outer outposts and let the order move soldiers and supplies underground when the surface grows too dangerous to cross.

The deep is no refuge. The Fallen rise from below as readily as they come across the land, and the tunnels are fought over as hard as the ground above them. In the north the catacombs are lost or sealed, abandoned to the horrors that overran them. The war for Attox is fought above and below alike.

History

The Story of the God-Made Isle

Attox should not exist. The gods raised it as their proving ground and the bridge to the Seat of the Pantheon. It was broken in the war that ended their reign, then sealed by the Empire that outlived them. This is the story of the isle, from its raising to the endless war still fought upon it.

01

The God-Age

The gods raised Attox above the world, an island adrift on its wisp obelisks that let it pass unseen across sea and sky. At its heart stood the Celestial Gate, the one stable passage between the mortal world and the Seat of the Pantheon. It was the gods' proving ground, the place apart where they set and tried their designs. Here too they grew the Fallen, a living army shaped for war and kept to their command.

02

The Godwar and the Fall

The god-age ended in the Godwar, the rebellion that threw down the gods. The war came to Attox because the Celestial Gate was the only road to the Seat of the Pantheon, so the isle was the door. The forces of Gabriel Aurellian fought through the Fallen that flooded the island and breached the Gate. In those opening battles the defenders saw the Queen, the single sign the Fallen ever gave of a ruling mind, seen once and never again. In 3A Y11160 the wisp obelisks were destroyed. The isle fell from the sky to rest in the ocean east of Meridia, and its Gate fell silent with the gods it had served.

03

The Sealing

With the gods gone the Fallen were left masterless. The isle became a broken ruin where the horrors still rose from the deep. In the Fourth Age the Aurellian Empire claimed Attox and set out to seal it away. Kharos Ashmane, the Leonin Archmage of Altarra Tower, founded the Ordo Obscurum for the single duty of holding it and raised the Black Citadel of Obscura on the hill above the Gate. From that day the order kept a twofold charge, to hold the world out of Attox and to hold the Fallen in.

04

The Long War

The early years of the watch were the worst, for the order did not yet understand the island or the things it bred. In time it cleared the spawning grounds of the south and drove the swarm back until the southern lands could be held. The north was never reached. Its grounds breed the Fallen to this day, so half of Attox belongs to the swarm. The hardest fighting of the long war came at the Breach of Sector A-XI, where the Fallen broke up into the catacombs and the Obscura Princeps of the day was killed. It was there that Cassian Vorne held a passage alone and lost his left arm, then rose to command the order in the aftermath.

05

The Present

Centuries on, the Ordo Obscurum still holds Attox and still cannot end the war. The order remains strong and near self-sufficient, yet the Empire that set it here grows weaker year by year. Its grip on the isle loosens. The rest of the world has never accepted the Empire's claim to the last great prize in Arkanthys. The kingdoms circle the forbidden isle, seeing only an empty paradise free for the taking, blind to the horror beneath. Above it all hang the empty fifth class of the ledger and the question the order cannot answer, whether a Queen still waits in the north to take the swarm in hand once more.

Ordo Obscurum

The Secret Order That Guards Attox

01

The Order

The Ordo Obscurum is the elite secret order of the Aurellian Empire, raised for a single island and a single duty. It was founded by Kharos Ashmane, the Leonin Archmage of Altarra Tower, to be the one authority over the most dangerous place in the world. Only the finest of the Empire are sent to serve in it, superb soldiers and masters of abjuration alike, for on Attox war and sorcery cannot be parted. Kept apart on its island for centuries, the order has grown near self-sufficient and answers now to the Empire alone. Its charge has never changed. It holds the world out of Attox and holds the Fallen in.

02

The Obscura Princeps

Cassian Vorne commands the order as its Obscura Princeps, one-armed and unyielding. He rose to command in the disaster of the Breach of Sector A-XI, where he held a catacombs passage alone until the breach was sealed and lost his left arm in the doing. He is a soldier still, seen on the walls and in the trench-lines as often as behind them. Yet it is as a master logistician that he holds the island, keeping its supply lines whole and spending his soldiers only where the ground is worth the cost. He is loyal to the Empire and clear-eyed about a duty he knows can never end.

03

The Black Citadel of Obscura

The seat of the order is the Black Citadel of Obscura, the great fortress raised on the hill above the Celestial Gate. It is fortress, archive, prison and penal colony at once, the heart of all imperial work on the island. Spiked black walls and high towers ring it, trench-lines gird its approaches and dwarven arcanum cannons guard its skies. Beneath it a network of catacombs runs out toward the distant outposts, so the order may move soldiers and supplies underground when the surface grows too dangerous to cross. It is the one refuge on a lethal continent, grim and haunted yet unbroken, the eye that keeps the watch over the Gate.

04

The Enemy: The Fallen

The order exists to fight one enemy, the Fallen, the endless hive of god-made horrors birthed without pause from the spawning grounds deep beneath the island. They share a single mind, cunning and ever-changing. They learn from every assault the order turns back. To make sense of a foe beyond counting the Ordo Obscurum keeps a cold ledger of it, grading every catalogued horror by threat across five classes, each named twice, once by the scholars in the old imperial tongue and once by the soldiers in the trenches. Four of those classes are filled. The fifth stands empty, held in reserve for a horror worse than any yet seen and believed to wait in the lost north.

05

The War

The Ordo Obscurum does not hold all of Attox. It holds the scarred heart and the green south, while the north is lost, given over to the Fallen whose spawning grounds there were never cleared. Between the two runs a living frontier, held hardest at the sectors nearest the wilds, where the order pushes north when it can and yields ground when the island presses back. From the Black Citadel and its scattered outposts the order fights this war without end, winning a ruined outpost one season and burying its dead in the retaking the next. It cannot win the war and cannot end it. It holds the line and no more, so that what lives on Attox never reaches the world.

The Fallen

The Horrors of Attox

The Fallen are the horrors of Attox, the endless swarm the island breeds and the Ordo Obscurum fights without pause. The gods grew them as a living army in the age of their rule. When the Godwar threw the gods down, the army was left with no one to command it and no reason to stop. It endures beneath the island still, one vast hive mind that has been making new horrors from the deep for longer than the Empire has existed. The Fallen are the true reason Attox is sealed, and the thing the world must never be allowed to reach.

01

The God-Made Army

The gods grew the Fallen as living weapons, each form shaped in flesh for a purpose only its makers understood. They were an army built to be loosed at divine command. The Godwar killed the gods who made them and left the army behind, masterless and still bent on the war it was grown to fight.

02

The Hive Mind

Every Fallen is a body of one shared mind, a single intelligence spread across the whole swarm. What one of them learns, all of them know at once, so a tactic that turns them back today is understood and answered by tomorrow. The order never fights quite the same enemy twice.

03

The Endless Swarm

The Fallen are born in spawning grounds far beneath the island, vast caves and pools that have never once stopped making them. Kill a horror on the surface and the deep sends up another to take its place. There is no winning such a war while the grounds below still breed. In the north they breed unchecked.

04

The Ledger of Threats

The Ordo Obscurum grades every horror it has catalogued across five classes of threat, each named twice, once by its scholars in the old imperial tongue and once by its soldiers in the trenches. Four of the five classes are filled, from the swarming Crawl to the Queen. The fifth stands empty, kept in reserve for something worse than anything the order has ever seen. That blank entry is feared more than any horror the ledger names.

05

The Queen

Once the swarm had a mind to rule it. In the opening battles of the Godwar the defenders of Attox saw the Queen, a coordinating intelligence that moved every kind of the Fallen with a general's purpose and made the horde an army. She was seen that once and never again. The swarm today is leaderless and instinctual. Even so, the order can barely hold it, and a swarm with a Queen at its head again is a thing it is not sure it could hold at all.

06

The War Without End

In the Godwar the rebels cleared the spawning grounds of the south to reach the Celestial Gate. The south has been defensible ever since. The north was never reached. Its grounds still breed the swarm without pause, so the north belongs to the Fallen to this day. The order fights the same war every season, culling the horrors as they rise and holding the ground it has cleared. It cannot destroy the Fallen while the deep still makes them. It holds the line because that is the only thing left to it.