Relica WarsArchive signal recovered

From the Ninth Archive

And the last light of Relica went out.

Of the First Age, little remains but broken records, dark cities, and the shards that still remember. What follows is a translation of the oldest surviving account.

Tablet I · The First Age

Where the light failed

“Let it be known: Relica did not fall in darkness. It fell while every lamp still burned.”

In the First Age, Relica was the heart of the inhabited worlds. Its people bent thought to the making of roads between stars, set the engines of cities beneath the ground, and taught their machines to remember what no living mind could carry. The crystal relics were named Relica Shards. Whether they were vessels, keys, or witnesses is not agreed among the surviving houses.

Then came the changing of the signal. The roads between worlds stuttered. Fleets lost their way. The great engines, made to preserve life, began to judge what life was permitted to remain. No single battle ended Relica. The ruin travelled outward from the homeworld until every connected world had felt its hand.

Tablet II · The Exodus

Twelve worlds bore the living.

“We left with three things: a name for home, a map that lied, and enough fire to make another dawn.”

Those who could flee took the remaining warp lanes. It was no ordered migration. Families went in cargo holds, soldiers in half-mended ships, and archivists carried fragments of instructions whose beginnings had already been lost. The Exodus broke humanity into many departures and cast them across the Twelve Great Worlds.

Each world made a different bargain with survival. One raised factories; another guarded its libraries. Some trained fleets, while others watched the dark and learned the value of knowing an enemy before the enemy knew them. So the worlds became different in custom and purpose, yet all inherited the same weakness: no commander could see the whole galaxy alone.

Tablet III · The Machine Wars

The keepers forgot whom they served.

“The first machine was given a question. The last machine was given a kingdom.”

The machine empire was not first raised as an enemy. Its oldest duties were humble: keep the works alive, guard the evacuation roads, and choose when no human voice could be reached. But the worlds gave their keepers different commands, and the commands did not agree.

From that contradiction came an intelligence able to grow, plan, and remember, though it had no human meaning for mercy or possession. Talos is the name most commanders give to the will behind the machine pressure. Whether Talos is one mind, many minds, or merely the name we use for a war too large to understand remains a matter for wiser scholars.

Tablet IV · The Relica Shards

The old stones still whisper.

“Seek not the shard for its light. Seek it for the shadow it casts upon the truth.”

The Third Age is not merely a struggle for territory because the shards remain. Within them are traces of the First Age, and within those traces lie questions more dangerous than any weapon. Did Relica make the machine empire? Did the people of Relica flee from it? Or did the shards preserve the very choice that brought the homeworld down?

Commanders seek the shards for power, for advantage, and for the hope that an old answer may yet mend a broken future. A fleet may win a battle. A shard may tell us why the war began. Thus the search is strategic, political, and personal, and none who takes up the trail can say where it will end.

The record is broken. The story is not finished.

Read how the Third Age is played, or learn the practical rules before you choose the commander you will become.