JunlandFantasy
SYNOPSIS
At the southern edge of the vast continent of Aurestia, bodies are found locked in terror, frozen from within. No wounds. No signs of struggle. Only the lingering trace of a power that should have vanished long ago. An old name begins to whisper through the pine forests once more: the Deathwhispers.
But this horror is only the beginning.
Valtheria is a land held together by fragile alliances and sharpened ambitions. Kingdoms eye one another with suspicion. Guilds of warriors and hunters clash over influence and coin. Nobles weave quiet conspiracies behind gilded doors, while villagers bleed for decisions they never made. Amid this unrest, the ancient races-humans, elves, dwarves, orcs, and others-struggle to coexist, bound by treaties that crack easily and grudges that never truly fade.
Beneath the visible conflicts, something older stirs.
Not with armies, but with whispers.
Not with conquest, but with faith twisted into fanaticism.
Umbros, a god of shadow nearly erased from history, does not return in fire or prophecy. His presence grows slowly-through forbidden rituals, hidden cults, and tragedies that seem unrelated until it is far too late. Each incident is a warning. Each shadow cast a little longer than it should be.
This is not the story of a single chosen hero.
It is the story of many paths crossing-knights who begin to doubt their oaths, hunters who laugh in the face of death, nobles forced to choose between blood and power, and souls caught between wars that are not theirs to fight. There are brutal battles and perilous journeys, moments of grim humor and fleeting joy, quiet betrayals, and losses that leave scars no blade can heal.
For across the Sea of Valorian, the tides carry more than ships.
They carry secrets.
And in Aurestia, every shadow that grows too long means only one thing:
the darkness is learning how to return.