Decimus Grexolis
King Decimus 'the Unwavering' rules over a race of beings called the Atoning Toadmen. Yet his species is not one that naturally arose, but one that was deliberately created by Nimue, a fickle and treacherous Wizard Queen and a mistress of the watery element who once built great empires on Athla during the Second Age of Wonders but was ultimately banished from that world.
At first the Atoning Toadmen thrived under the leadership of their creator, but in the end, Nimue, driven by madness attempted to destroy them all. Refusing to accept the reality of their rejection by their Goddess, they dedicated their lives to regaining her favour by atoning for whatever crimes they felt they must have committed to have earned her wrath. In this manner they became known as the Atoning Toadmen, and as their pleas to Nimue were ignored, they finally elevated Decimus, who was once her favourite to be their King.
Yet in the end, Decimus took the advice of a goblin from a previous race created by Nimue that had also fell afoul of Nimue's watery wrath. Together with an equally forsaken race of ratfolk and dwarves from another world, they rose up and together banished Nimue from Tudolon. Yet even victory did not remove from the Atoning Toadmen their sense of indebtedness to the creator.........
Prologue
1. Life After Nimue
2. The Mortal King
3. Reunion in Magehaven
4. The World Gate
5. Bound to the Shad'rai
Main AAR
King Decimus 'the Unwavering' rules over a race of beings called the Atoning Toadmen. Yet his species is not one that naturally arose, but one that was deliberately created by Nimue, a fickle and treacherous Wizard Queen and a mistress of the watery element who once built great empires on Athla during the Second Age of Wonders but was ultimately banished from that world.
At first the Atoning Toadmen thrived under the leadership of their creator, but in the end, Nimue, driven by madness attempted to destroy them all. Refusing to accept the reality of their rejection by their Goddess, they dedicated their lives to regaining her favour by atoning for whatever crimes they felt they must have committed to have earned her wrath. In this manner they became known as the Atoning Toadmen, and as their pleas to Nimue were ignored, they finally elevated Decimus, who was once her favourite to be their King.
Yet in the end, Decimus took the advice of a goblin from a previous race created by Nimue that had also fell afoul of Nimue's watery wrath. Together with an equally forsaken race of ratfolk and dwarves from another world, they rose up and together banished Nimue from Tudolon. Yet even victory did not remove from the Atoning Toadmen their sense of indebtedness to the creator.........
Prologue
1. Life After Nimue
2. The Mortal King
3. Reunion in Magehaven
4. The World Gate
5. Bound to the Shad'rai
Main AAR
Historical Background
The story truly begins on Athla in the Yr 970 LIR with the downfall of King Inioch and the seizure of the Valley of Wonders by the invading humans. A faction of Athlan dwarves known as the Sentinels served Inioch by defending the entrances into the Valley, but since the humans were allowed by Inioch to enter and settle in the valley under pretence of peace, they remained at their stations even after Inioch was slain. They barred all humans from leaving the valley through the mountain passes to invade or settle the neighbouring lands. Yet after fighting the humans for ten years with little support, the last Sentinels finally abandoned their fortresses in the mountains surrounding the Valley around the Yr 980 LIR.
Most Sentinels fled to the west of Athla, where humans were (and still are) comparatively rare and founded an underground nation of Athlan dwarves known as Deepmir.
which was later destroyed by an earthquake invoked by the Meandor's wife Melanis in 1216 LIR.
This group became known as the Fortress Dwarves to those few outsiders who knew of their existence, in recognition of how they were descended from the fierce Sentinels, but they would go on to become over the centuries some of the most pacifistic creatures on Athla. As their numbers grew and scarcity began to afflict their underground utopia, they were forced to rely more and more upon magic to sustain themselves in their dark, rocky home. Magic required special materials, materials not found in the caverns in which they lived and so it became necessary for a few to venture to the surface in order to purchase or gather said materials.
Centuries of reliving memories of terrible trauma had led the Fortress Dwarves to the conclusion that there was nothing on the surface of Athla but a hellscape of eternal war and so those who went to the surface were given the contemptuous moniker of 'Bloodslave' by their society, even as that society became ever more dependent upon their materials. As the numbers of Fortress Dwarves continued to grow and survival demanded that their excursions onto the surface grow also, a class of leaders who commanded the bloodslaves appeared; these leaders, aware of the contempt that they and their people were held in, deliberately inverted the insulting name they had been given into the moniker Bloodmaster.
Bloodmasters were typically, in addition to being wealthy merchants, also students of magic and some of them of them became powerful wizards. To add to the dread in which the respectable majority who remained underground held them, the Bloodmasters took to decorating themselves with the pelts of powerful beasts from the surface, typically bears. Things were however about to change as the reopening of Athla's shadow gates by Werlac of the Shadowborn brought about a terrible cataclysm which caused the collapse of the caverns in which the Fortress Dwarves had lived for centuries.
To the chagrin of many, it was the Bloodmasters that saved the Fortress Dwarves from extinction, leading them through their secret routes to the surface and then they were able to use their extensive cartographical knowledge to settle their people into new homes on the surface. In the upheaval, a particular Bloodmaster called Armok rose to power as Deep Baron over the demoralised Fortress Dwarves now forced to live on the surface of the Valley of Wonders and went on to claim a portion of the Valley for his people, using his powerful magic and leadership ability to successfully defend it against the ambitions of the ancient wizard king Yaka. Following this great victory, Armok ascended to become a Godir of Magehaven and was offered a place in the Pantheon by his ally Princess Sundren, a granddaughter of Inioch who was intrigued by the Sentinel ancestry of his people.

Armok Bloodmaster in Magehaven

The Enchanted Archipelago
It was not purely an historical interest in the bloodline of his people that led Sundren to give Armok a place among the Pantheon; it was because she had a problem. She was the leader of the Covenant and the Covenant had commited themselves to a noble cause, that of releasing the Maer Elya from her captivity on the Enchanted Archipelago of the oceanic world of Tidolon. Nimue had captured Elya, an astral being with an affinity for water and forced her to help create four 'superior' races to serve her as their Goddess, among them the Atoning Toadmen.
Over the waves of Tidolon Nimue's power was unstoppable but Sundren saw a weakness in her dominion. She held little power over the caverns below the surface of Tidolon, few and small as they were and Sundren saw that she could sneak an army of beings capable of thriving in such an environment into such a cavern and they would be able to avoid detection long enough to build up their forces. Then they would be able to release Elya from her prison and ideally bring about Nimue's expulsion from Tidolon itself.
Sundren had hoped to use the Wizard King Fangir, but Fangir had found himself 'important things to do' and was presently absent from Magehaven. The newly recruited Godir and member of the Covenant, Deep Baron Armok by contrast proved eager to serve. His people, the Fortress Dwarves resented having to live on the surface of Athla in a contested strip of land in the Valley of Wonders and Sundren knew they would be as eager to claim the caverns below Tidolon for themselves.
Upon their arrival in the Enchanted Archipelago, Armok quickly found that of the four races Elya been forced to help create, only one of them, a race of toadmen called the 'Chosen Children' were presently in the good graces of their mistress. Nimue had unleashed the seas of Tidolon upon the three other races, the 'Atoning Toadmen', the 'Drowned Recreants' and the 'Fertile Goblins'. The irony here is that it was Elya's skill that had allowed Nimue to make these four races so 'superior' that some of their members were resourceful enough to survive the very watery wrath directed at them by their 'goddess'.
Only once did Armok's forces actually clash with those of Nimue, which was to release Elya from her prison. Otherwise they mantained a 'peace' of sorts, which allowed them to turn against Nimue the remnants of the three races that she had earlier failed to completely destroy, though the Fertile Goblins pledged their allegiance directly to Armok and evaded fighting her directly. As the Atoning Toadmen, led by Decimus the Unwavering and the ratlike Drowned Recreants fought against Nimue and her Chosen Children, Armok's followers worked to uncover the secrets of Materium, until they had bound the rock of Tidolon to their will just as Nimue had bound the oceans to herself. Faced with such overwhelming power, Nimue was forced to abandon the Enchanted Archipelago and retreat from Tidolon, abandoning her Chosen Children to their fate.

Nimue defeated by Deep Baron Armok Bloodmaster.
History of the Atoning Toadmen


Elya (left) and Nimue (right)
The Wizard Queen Nimue had long sought the power to create a race of servants, one devoid of the 'negative properties' that had 'led to her' 'having to harm' the many races that she had adopted over the centuries. After her seventh race of servents, a race of humans 'failed her' like all the others had before and she was forced into the Astral Void like the other Wizard Kings of Athla, she had in the process of struggling with the perils of that realm gained the ability to imprison Maers, astral spirits with an affinity for the water. Upon her return to the material realm, she arrived in Tidolon and learned that a Maer called Elya dwelled in the Enchanted Archipelago.
Nimue imprisoned her and forced her into service.
With the power she had stolen from Elya, Nimue was finally able to realise her dream of creating new races of beings according to her specifications rather than having to adopt existing beings like she had before. Thus she created her eighth race of servants, a race of ratfolk now known as the Drowned Recreants.

First Protector Otto of the Drowned Recreants.
In time the Drowned Recreants had displeased Nimue and so she created a second race of creatures, according to specifications that would correct for the alleged flaws of the Drowned Recreants. Called the Fertile Goblins, Elya was ordered to give these beings a powerful moral compass that would render their character entirely unlike their amoral predecessors, along with a pioneer spirit that would cause them to spread across the lands rather than congregate in squalid burrows.

The Fertile Goblins' leader, Astralader Solace
In time, the Fertile Goblins also displeased Nimue. Yet since Elya remained Nimue's prisoner, she was still able to create her 10th race, the Atoning Toadmen, the race with whose history we mainly concern ourselves here. They were created to lack the deficiencies that the Fertile Goblins had allegedly displayed, while they would have still a strong moral compass like their predecessors did, it would be far less compassionate but far more concerned with mantaining social order and the repayment of debts. That was supposed to ensure that as long as the Atoning Toadmen's debt to Nimue, their creator was stressed continually, their loyalty would be assured.
In the end however, the Atoning Toadmen still managed to displease Nimue like the others had, which led to her creating another race of toadmen to serve her, the Chosen Children. However, such was the strength of their indoctrination combined with their nature, that the surviving Atoning Toadmen did not accept the drowning of their kin as an atrocity but as a justified punishment for some wrong they were not aware that they had committed. For this reason, as Nimue committed herself to hunting down the last Drowned Recreants in their underground hideouts, the Atoning Toadmen did not aid them but dedicated themselves to atoning for the guilt they felt and that is how they gained their name.
They elevated Decimus, who had once been the most favoured of the servants of Nimue and had once known her personally to be their King, hoping that Nimue's old friendship would stave off her wrath. Meanwhile, the last of the Fertile Goblins settled in a place called Flotsam and the insecure Decimus became reliant upon the advice of their leader, the sage Astralader Solace. The arrival of Armok and his Fortress Dwarves on the Enchanted Archipelago dispelled the fear that the Fertile Goblins held for Nimue and as Flotsam fell under his control, Decimus received advice from Astralader that he should ally with Armok.

Astrolader Solace negotiating with Armok on behalf of Flotsam.

The city of Flotsam.
Yet once Decimus had allied with the Fortress Dwarves, Nimue suddenly turned against the Atoning Toadmen. Now forced into war against their own goddess, the Atoning Toadmen found themselves on the winning side and Deep Baron Armok bestowed Godirhood upon his three allies, King Decimus, First Protector Otto and Sage Astralader, just as he had agreed already in seperate agreements with each of them.
After these terrible events, the historical question that troubles scholars is how did Decimus the Unwavering and his Atoning Toadmen, go from helping defeat Nimue in the Enchanted Archipelago to being her loyal ally in the Shad'rai's invasion of the forbidden world of Grexolis?

King Decimus back on the Enchanted Archipelago.
Certain game concepts were 'converted' into the story using the following ratios.
1 City Pop = 10,000 people.
1 Turn = 2 months.
6 Turns = 1 year.
120 Turns = 20 years
Starting Year = 5477 GC
1 in-game gold unit = 10 gold coins
Last edited:
- 2