The Power of the Old OnesLegacy
War, mystery and horror · Story / civilization simulation
There are 5 islands home to 5 ancient tribes. One tribe discovers a large land rumoured to have an ancient power to rule the land. The other four tribes hear of this and there is a battle for power war rages for 3 years, will one eventually take the power? What is it?
- Chapter 83: Councils of River and StoneNew
- Chapter 82: Vibration in the BedrockNew
- Chapter 81: Fault Lines and Winter GrainNew
- Chapter 80: Breaches along the Bedrock and BorderNew
- Chapter 79: Standoffs on Shifting GroundNew
- Chapter 78: Pressure Along the PeripheryNew
- Chapter 77: Contention Along the Peat LineNew
- Chapter 76: Bedrock Strains and Timber TracksNew
- Chapter 75: Echoes Beneath the SiltNew
- Chapter 74: Rhythms of Iron and TimberNew
- Chapter 73: Grain Lines and Channel BatteriesNew
- Chapter 72: The Outer Defense NetworkNew
- Chapter 71: Countermeasures Across the IslesNew
- Chapter 70: Pressures Across the ProvincesNew
- Chapter 69: Tremors Across the Fractured ShelfNew
- Chapter 68: Subterranean Stress, Breakwater Frequencies, and Mountain RoutesNew
- Chapter 67: Boiling Basins, Iron Braces, and Mountain PassesNew
- Chapter 66: Token Disputes, Resonance Calibrations, and Sealed Vault AuditsNew
- Chapter 65: Stays, Bulkheads, and Agrarian EscortsNew
- Chapter 64: Stays, Tokens, and Sealed VaultsNew
- Chapter 63: Breached Vaults, Barter Gates, and Emerald DepthsNew
- Chapter 62: Boiling Waters and Broken PactsNew
- Chapter 61: Fractured Coasts, Barter Standoffs, and Harmonic BreakwatersNew
- Chapter 60: Tides of Resistance, Sonic Breakwaters, and Seismic ShocksNew
- Chapter 59: Fractured Coasts, Barter Standoffs, and Breakwater DefensesNew
- Chapter 58: Sanctuaries, Quays, and Reinforced BasinsNew
- Chapter 57: Bronzed Depths, Barter Markets, and Harbor ChimesNew
- Chapter 56: Subterranean Seals, Mountain Frost, and Western PatrolsNew
- Chapter 55: Mutinies, Trench Tremors, and Maritime PatrolsNew
- Chapter 54: Emerald Surges, Weather-Wards, and Shattered Drainage TunnelsNew
- Chapter 53: Blockades, Northern Crossings, and Subterranean MetalNew
- Chapter 52: Resonators, Maritime Directorates, and Pre-Tribal WardsNew
- Chapter 51: Copper Archives, Black-Market Grain, and Atani ResonatorsNew
- Chapter 50: Sonic Bastions, Emergency Decrees, and Abyssal SpikesNew
- Chapter 49: Sabotage, Quarantine, and Boiling TidesNew
- Chapter 48: Acoustic Tensions, Convoy Ambushes, and Western Straits DefensesNew
- Chapter 47: Supply Ambushes, Harbor Relief, and Subterranean TremorsNew
- Chapter 46: Requisitions, Subterranean Archives, and Northern MigrationNew
- Chapter 45: Escorts, Crypts, and Forced LeviesNew
- Chapter 44: Ironhollow Vault Breaches and Oakhaven Maritime DefensesNew
- Chapter 43: Breached Vaults, Sonic Vanguard, and Agrarian MutiniesNew
- Chapter 42: Bronze Forges, Fracturing Timber, and the Red Ridge BottleneckNew
- Chapter 41: Strikes, Fractured Bulkheads, and Bronze RefitsNew
- Chapter 40: Wartime Decrees, Forced Marches, and Subterranean BracesNew
- Chapter 39: Thermal Fractures and Quiet Tides Along the Outer CoastsNew
- Chapter 38: Martial Curfews, Vault Breaches, and Misfired SoundwavesNew
- Chapter 37: Subterranean Awakenings, Acoustic Recalibration, and Foothill MutiniesNew
- Chapter 36: Resonance and Rations Across the Fractured RealmNew
- Chapter 35: Subterranean Breach, Straits Skirmish, and Foothill MutinyNew
- Chapter 34: Acoustic Tensions, Vault Locks, and Western DefensesNew
- Chapter 33: Gales, Slums, and Salt-Washed PiersNew
- Chapter 32: Subterranean Awakenings, Famine, and Acoustic Failures Across the RealmNew
- Chapter 31: Vaults of the Ruined Town and the Shifting TidesNew
- Chapter 30: Tides of Iron and StoneNew
- Chapter 29: Unrest and Upheaval Across the RealmNew
- Chapter 28: Truce, Winches, and StoneNew
- Chapter 27: Tides of Iron and SoundNew
- Chapter 26: Record 26New
- Chapter 25: Record 25New
- Chapter 24: Tides of Steel and StoneNew
- Chapter 23: Industrial Overhaul, Subterranean Sealing, and Occupied RationsNew
- Chapter 22: Unification and Fortification Across the RealmsNew
- Chapter 21: Frontiers of Frost and SoundNew
- Chapter 20: Frost, Famine, and FractureNew
- Chapter 19: Sulfur and Shattered StoneNew
- Chapter 18: Tides of Iron and SoundNew
- Chapter 17: The Escalating Tides of War and RuinNew
- Chapter 16: Technological Upgrades and Humanitarian Crisis Across the ArchipelagoNew
- Chapter 15: Sulfur and Seismic EchoesNew
- Chapter 14: Tides of Iron and Abyssal DreadNew
- Chapter 13: The Granite Edifice and the Broken VowsNew
- Chapter 12: Breaches, Tablets, and StalematesNew
- Chapter 11: Tides of Desolation and DefianceNew
- Chapter 10: Tides of Upheaval and Abyssal HeatNew
- Chapter 9: Cinders and Tides of InsurrectionNew
- Chapter 8: Stagnation, Sabotage, and the TideNew
- Chapter 7: Unrest in the Eastern Valleys, Paralysis of the Western Archipelago, and Awakening of the Deep TrenchesNew
- Chapter 6: Tides of Revolt and Abyssal AwakeningNew
- Chapter 5: Unrest, Tremors, and Blood in the BorderlandsNew
- Chapter 4: Industrial Stagnation, Coastal Blockade, and Political ParalysisNew
- Chapter 3: Record 3New
- Chapter 2: Record 2New
- Chapter 1: The Awakening Tides and the Obsidian PactNew