Lyraxia, 20th of celestia, 542 ER(Continuation)
The Tome of Tazz Continues.
(Janeth, upon reaching the page where the dwarves uncovered a calamity within the mountain, turned to the next page.)
In days of yore, before the Great Oracle of Ages (GOA) came to pass, there existed a mystical realm unknown to mortal men, who dwelled in their own land of Spero (a name bestowed upon us by a wise sage, to whom we extend our gratitude). This forgotten continent was called Tazz, a land inhabited by wondrous creatures: Elves, Dwarves, Demons, Lizardmen, Beastmen, and Orcs.
Tazz was divided into five mighty kingdoms: Elvoga, Dwavorga, Demonga, Lizardoga, and Orca. The Beastmen, a nomadic folk, roamed without a unified kingdom, yet were bound by the will of the enigmatic Angelina, a sorceress with the visage of a fox and the alluring form of a temptress, whose cunning and guile could enthrall any who dared cross her path.
In the realm of Tazz, a landmass ruled by mighty dragons, these scaled governors held dominion over the continent. Fear not, for the reason behind their omission from earlier tales shall be revealed in due time. Tazz, a haven of peace, had long enjoyed a harmonious existence, its inhabitants living in serenity.
Beyond Tazz and Spero lay a mystical forest, akin to the fabled isle of GOAZ, where four human creatures, Scylla, Gemini, Dylla, and Danie, dwelled in secret. Unbeknownst to the denizens of Tazz and Spero, these beings were vampires, inhabiting a waterlogged forest, navigable only by boat or ship.
This enchanted land, unlike GOA, boasted a solitary cave at its southern border, yet was bisected by a desert isle, separating Tazz and Spero, a stark contrast to the verdant realm of Tazz.
In the realm of Spero, a land beset by human greed, a calamity befell the once-thriving continent.
Meanwhile, in a secluded cave, Barde and his companions stumbled upon a treasure trove of diamonds, hidden away for centuries. This discovery sparked a frenzy among humans, who coveted the forest's secrets and magical resources, rivaling those of the mystical realm of Tazz.
Humans relentlessly pursued a way to breach the barrier shielding Tazz, driven by an insatiable quest for arcane power.
Barde's expedition chanced upon rare, edible flora, unseen in Spero, and the promise of magic, drawing future explorers to risk all for these wonders.
Alas, Barde and most of his companions perished on the cusp of completing their quest, as they prepared to return to Spero, bearing samples of diamonds and other treasures for the Exporte organization, their patron.
Fate decreed that they could not avail themselves of aerial conveyances, necessitating a humble merchant vessel, escorted by a few members of the codex and a pair of cannons, deemed sufficient by Barde, his team, and the Exporte organization, unaware of the perils that lay ahead.
After gathering the necessary samples in the mystical forest, Barde and his companions prepared for departure, boarding their vessel to set sail for their destination.
Fortune smiled upon them, as they all embarked on the return journey, yet fate had other plans, and not all would survive.
Typically, travelers opted for the southern route when entering or exiting the forest, as the northern, eastern, and western paths were treacherous, fraught with pirates and tempests.
The seas connecting to these routes converged with the vast ocean, a perilous journey to undertake before reaching Spero or Tazz.
The desert isle I mentioned earlier was a lawless haven, home to a motley crew of pirates, cutthroats, and nefarious characters, ruled by three tyrants: Mannans, the Pirate Lord; Zadi, the Brodilord; and Enima, the mastermind behind their financial exploits.
This island was a sanctuary for criminals, assassins, and mercenaries, making it a place to avoid.
Unbeknownst to Barde and his team, they would soon face a terrifying encounter with three ferocious vampires, a fate they could never have anticipated.
Continues... Stay tuned.