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Abyssia: The Inner Realm

Abyssia: The Inner Realm

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WpMetadataNoticeLast published Thu, Aug 15, 2024
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Fiction
Fantasy
In the realm of Euronia, a land of ancient kingdoms and chivalrous knights, the Scourge of Iniquity-an esteemed order of knight Templars-found themselves marked as heretics. The true motive behind the king's decree was to seize their wealth, which was vast and accumulated over years of sacred duties. The Templars, betrayed and seeking refuge, turned to an ancient artifact: a ring capable of opening a portal to Abyssia, a mysterious and uncharted world. The artifact, once in their possession, was activated in secret. The knights, led by Sir Thaddeus, a stalwart and principled leader, ventured into the unknown. As they stepped through the portal, the familiar world of Euronia faded, and they emerged in the lush, enigmatic land of Abyssia. Upon their arrival, they encountered the Elven Alliance, a faction of high and dark elves who had established a tenuous peace after the Nightfall Cataclysm. In exchange for some of their valuable artifacts and assistance against the demonic onslaught plaguing Abyssia, the elves granted the Scourge of Iniquity a piece of land to call their own. The knights soon set to work, establishing a formidable fortress and beginning their grand task of creating mechanical golems inspired by angels and divine beasts. These creations were not merely tools of war but symbols of their commitment to protect and rebuild in this new world.
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Ice flooded my veins as the realization of who he was hit me. It must have been evident on my face because the man in front of me let out a dark laugh. "Oh dear, you didn't realize you were talking to a royal, did you darling?" he crooned. Not just any royal. Kesserian Cinis. The recently coronated king and ruler over the Ember Court. I forgot how to breathe, my mind whirring as it tried to figure out how I could have been so stupid as to let this happen. *************************************************** Wren Heatherfield is on the run. Having turned 18, she is now in danger of becoming selected for the Garner, a deadly game in which the six kings who rule over her continent take eighteen non-magical girls and make them fight for their lives. But as she tries to avoid the game by running away with her best friend and her sister, she consequently finds herself doomed to be a competitor in the 246th Garner. But the Garner isn't the only thing capable of killing her. In a castle surrounded by kings with dark powers and girls fighting for their lives, she may find that the politics of royalty can be just as deadly as their games. No one can be trusted in a palace full of monsters and, if Wren has any hopes of survival, she may have to become one herself.

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