When the Union forces first stepped through the Last Gate, they expected chaos and hostility, as had been the case with every Gate before it. They were prepared for monsters, traps, and danger at every corner. What they found instead was a breathtaking landscape that stretched out endlessly—a vast expanse of rolling hills, dense forests, and distant mountains that seemed to scrape the sky. The air was crisp and fresh, filled with the scent of pine and wildflowers. It was unlike anything they had seen before—a pristine world untouched by industrialization or war.
The initial shock of this serene beauty quickly gave way to strategic thinking. Teams of scouts, scientists, and soldiers fanned out in all directions, establishing forward bases and mapping the terrain. This new world, which they tentatively named Terra Novum, was ripe with resources—freshwater lakes, fertile lands, and, most importantly, Crystals. The Union's first priority was to assess the extent of these resources, but they soon realized that this world held far more than they had anticipated.
Reports came flooding in of strange creatures and signs of civilization—villages with smoke curling from chimneys, towering stone castles, and markets bustling with people. The scouts reported seeing beings that defied the laws of nature: winged creatures, giant beasts, and even people wielding what could only be described as magic. The Union quickly grasped the gravity of their discovery. They were not alone. This was not a barren land of monsters; it was a fully inhabited world with its own history, culture, and power dynamics.
Commanders of the Union forces held urgent meetings to discuss their next steps. Opinions were divided. Some advocated for immediate, aggressive action—conquering this new world swiftly and securing its resources. Others called for caution, fearing that a direct conflict with an unknown world could lead to disaster. The military leaders were used to dealing with monsters, but a world of organized, thinking beings, capable of wielding strange and powerful magic, required a different approach.
Eventually, the decision was made to adopt a strategy of "assess and influence." They would make contact with these inhabitants, learn their languages, study their cultures, and determine who could be allies and who might pose a threat. Diplomatic envoys, protected by elite soldiers, were sent to the nearest settlements. The hope was to establish peaceful relations—or, at the very least, avoid open conflict until the Union could learn more about this strange new world.
The first contact teams were met with wary curiosity. The inhabitants—humans, elves, and other fantastical races—had never seen beings dressed in metal and wielding strange, fire-spitting weapons. To the people of Terra Novum, the Union soldiers seemed like emissaries from another realm, clad in fearsome armor and riding roaring, horseless carriages. Some villages welcomed them cautiously, offering food and water in exchange for information about these "strangers from the Gate." Others were less welcoming, closing their gates or arming themselves in preparation for a potential attack.
The Union quickly learned that Terra Novum was divided into many kingdoms and territories, each with its own unique culture, governance, and magical practices. Some were ruled by powerful monarchs with mighty armies, while others were guided by councils of wise mages or warrior clans. It was a world shaped by ancient alliances and rivalries, and the Union realized they would have to tread carefully if they hoped to establish a foothold.
As the Union forces dug in deeper, their understanding of this new world grew. They realized that Terra Novum was not just a fantasy realm—it was a world built on the principles of magic, a force that was as natural here as electricity was on Earth. And with this realization came the dawning awareness of how much there was to gain... and to lose.