• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Rumored Within - The Fallen Crusade: Fallen From Grace

Level 2
Joined
Aug 21, 2025
Messages
10
My first time making a Story concept.
Inspired From: Legends of Arkain

"Once upon a time... A time where peace is subtle and war is brewing from within and between realms, where it hangs like a thread ready to snap a slight change will be the catalyst and for every seconds, for every steps you made...the demons from within us is ready to break free. Because one can certain "The cycle can be broken, The rules cannot be followed, Promises leads to your betrayal...but"

"The cycle of war will never end."



Rumored Within -

The Fallen Crusade:

Fallen From Grace

"We make our choices..."

Meet the Four Great and Powerful Kingdoms
Kingdom of Chromos - The Kingdom of Chronos is very advanced nation known for having domed cities and towns and they're known for advanced in using magic both light and dark magic, but since light and dark magic users is always against each other. The Kingdom of Chronos called for their five greatest archmages led by Grand Archmage Rahkin Unidos he formed the Council of Arcane to control the magic powers and to not make any disaster from within kingdom itself.
Kingdom of Ironheart - The Kingdom of Ironheart is known for having a large agricultural sectors and training their regular units in harsh and brutal training. these units has been trained to handle variety of weapons and mastered of using them, they also wore heavy armor during the times of defending their kingdom and deployed as line breakers. The humans inside kingdom are travelers and forgers but loyal to their homeland when the times of war they're able to make large amount of steel armor and weapons in short notice.
United Dwarven Frontier - The United Dwarven Frontier or UDF is made of up of 3 Dwarven Nations and made a Council of Hammer to maintain order between kingdoms. The Council of Hammer has each 5 members of those 3 kingdoms and they decide by having the most votes. The Dwarves is expert and professional on their crafts making weapon and armor is like a hobby to them, but never underestimate their short size they pack powerful punches
Nation of the Burning Dawn - The Nation of the Burning Dawn is nation of the Light Elves known for having the majestic giant phoenixes and mastered the arts of Fire. The Nation of the Burning Dawn are expert is the skies and when the sun rises their power awakens to the fullest but they are weak in melee. The light elves are one of kind they're known for being humble and graceful but also kind to anyone, but if you ever anger them the might of their magic will control the skies and burn everything for a revenge.

The Story so far...
Once upon a time...where peace is hanging like a thread the war is brewing and demons from within us are now in motion. On one very day two knights with unknown order and crest were riding over a mountain road they and view over the land to witness the great war between all the kingdoms the trees was burning and river runs with blood, the sky darkens and rain swept over the land. A cloaked man stand near the edge of cliff and pointed at him "This land is lost to the tides of war, listen to me boy...sail to the Morden hold...seek out the great sage" until a hand suddenly grabbed under cloaked man's feet and drag him over the cliff and the cloaked man held onto his arms and said "save...them, save yourself" as the cloaked man let go he was drag to over the cliff and he stood looking over the ruined and destroyed land until a knife stab him at his neck he looked over his shoulder and then... he woke up from the vision...from a dream he look around the room and look outside of the window and the sun was about to rise.

"We choose our fate."

:grin:"WIP Campaign since I'm 14 years old it might take longer and have bad grammars.":grin:
 
Last edited:

Kingdom Introductions and Doctrines


Note: If your interested to a lore, this will introduce each kingdoms stories and their designated doctrines. Each kingdom have doctrines that has the key to turn the tides of the battle to your favor, but be careful when you choose a doctrine the enemy will also plan more risky attacks.

The Kingdom of Chromos:

Amidst the tapestry of nations, none gleam with such brilliance or inspire such unease as the Kingdom of Chromos, a realm shaped not by steel or stone, but by the inexhaustible currents of magic. Known to many as the Realm of the Arcane Dawn, Chromos has ascended far beyond its neighbors in mastery of the mystical arts, embracing both radiant light and consuming shadow as two halves of a single whole. Its cities, protected beneath vast enchanted domes, stand as marvels of sorcery and artistry. Crafted of crystalline glass and enchanted marble, they shimmer like stars fallen to earth, their domes serving as both wards and sanctuaries. Within them, life is guided by unseen spells: lanterns burn without flame, fountains flow without end, and libraries whisper knowledge to those who seek it. These wonders are not miracles but daily realities, for in Chromos, magic is the very breath of life. Yet such magnificence came at a terrible cost. In ages past, when magic surged unchecked, sorcerers wielded their powers with little restraint. Rivalries between mages razed towns, reckless experiments warped landscapes, and entire legions were erased in storms of fire and shadow. The kingdom teetered on the brink of ruin, a beacon nearly consumed by its own brilliance.

From this crucible of chaos was born the Council of Arcane, a conclave of five Archmages chosen to safeguard the realm from its own excess. The Council was not made to encourage unchecked progress, but to restrain it to weigh each spell, each ritual, each experiment, against the survival of the kingdom itself. No spell of catastrophic scale may be cast without their sanction, no mage may rise in power without their oversight. In Chromos, all who wield the arcane are bound to the Council’s law, for the line between wonder and destruction is perilously thin. At the pinnacle of this order stands Grand Archmage Rahkin Unidos, a figure cloaked in both reverence and dread. A master of both light and shadow, Rahkin embodies the delicate balance upon which the kingdom rests. His wisdom is said to stretch across centuries, his life preserved by secrets of magic too profound for mortal comprehension. To his followers, he is the savior who preserved Chromos from annihilation; to his critics, he is a tyrant cloaked in robes of wisdom, ruling with unseen chains of spellbinding law.

Thus does Chromos endure prosperous, disciplined, yet forever walking the knife’s edge between brilliance and disaster. Its armies march in enchanted armor, wielding weapons ablaze with runes. Its healers draw from both light and shadow to mend wounds others deem fatal. Its spies vanish behind illusions that not even the keenest eyes can pierce. To ally with Chromos is to gain the friendship of a power as enduring as the stars; to oppose it is to stand against the very essence of magic itself.
And yet, beneath its glittering domes, the people live in quiet awareness: should the Council falter, should the balance be lost, the brilliance of Chromos could blaze so fiercely that it consumes not only itself, but the world entire.

"Order and Discipline is power? No, the true power lies within ourselves"

-Gravis the Lightborn


The Kingdom of Chromos Doctrines:
Way of the Celestial Awakening - When chose the Celestial Awakening doctrine will increase the mana to 125 capacity and increase the mana regeneration by 0.15, the doctrine also increase damage dealt by the Mage Academy wizards to 20% damage to every building and it will deal 10% damage deal both living and undead. Not to mention when night comes the damages will increase by 5%. This doctrine will make some units to have unique abilities and will also deal heavy damage to any sky units.

"Our Celestial Mother watch over us!"


Way of the Falling Shadows - When chose the Falling Shadows Doctrine will add 2 passive ability called the "Fallen Night" and "Shadow Deception", which make Arcane Wardens to be more agile, cunning and able to stun the enemy to deliver barrage of attack in short notice. The "Fallen Night" passive is to stun enemy by 13 seconds and has 15% to occur and used with a hidden combo the enemies wont stand a chance. The "Shadow Deception" has a higher change to dodge enemy attacks by 20%. This doctrine will make every units on the Barracks to have each has 1 more unique ability.

"Shadows surround us, We embrace it!"


Way of the Sacred Order - When chose the Sacred Order Doctrine this will increase every units health by 150 and health regeneration by 0.15 not only that, this doctrine will make every units to be immune to magic. But the downside is will make every wizard to be replaced by light magic users which is more weak but powerful in range, not only that they will heal units back to full health called "Lights call" but cost more mana and double the cooldown charge than the regular healing magic.

"For every pray and For every call, The Light is with us"

 
Last edited:

The Ironheart Kingdom:

The Ironheart Kingdom is a realm carved from soil, sweat, and steel, a nation where discipline is both shield and sword. Its farmlands stretch wide across fertile plains, producing harvests vast enough to feed armies and cities alike. Yet it is not the fields alone that define Ironheart, but the endless forges and smelters whose fires burn brighter than the sun, casting the rhythm of hammer and anvil into the very heartbeat of the realm.
Ironheart’s soldiers are renowned across the world for their unyielding training and brutal discipline. From youth, recruits are tested in endurance, hardship, and the mastery of every weapon be it sword, spear, bow, or axe. No soldier is common in Ironheart; each is drilled to stand as an elite, hardened and sharpened until they march as one unbreakable host. Their armor reflects this same discipline. In most wars, Ironheart’s armies march in reinforced steel armor, heavy but practical, fit for prolonged campaigns. Yet the kingdom reserves a greater secret: the donning of Heavy Steel Armor, forged in secret furnaces from iron drawn from hidden veins deep within the earth. This armor, nearly impenetrable and worn only by Ironheart’s finest, is not unleashed lightly. It is reserved for only the gravest of threats, when an enemy forges weapons of terrifying might, or when beings of unnatural power step onto the battlefield.

In such times, the king may invoke the ancient decree known as the Forge and Steel Command. When this command is given, the Ironheart armies become something far greater than disciplined soldiers they become a wall of living iron, unyielding and unstoppable. To face them then is to face the wrath of the mountain itself, clad in steel and marching to war. Whispers linger about the kingdom’s endless supply of iron, fueling both smelters and armies. Many believe that Ironheart has unearthed secret veins of ore that run deeper than any miner dares delve, perhaps stretching into the very roots of the world. The truth is guarded jealously, for it is this endless iron that ensures their strength and their mysteries. Culturally, the people of Ironheart value toil above titles, creation above idle words. A farmer who harvests faithfully, a smith who tempers steel true, a soldier who endures the forge of war all are honored equally. To them, iron is not merely a resource, but a symbol: of resilience, of honesty, of a heart that cannot be broken.

The sorcerers of Chromos may scoff at such beliefs, calling them crude and limited, but Ironheart does not bend to whispers of magic. For them, it is not sorcery that endures, but steel, and not illusions that protect, but discipline. Thus, Ironheart stands eternal its fields fruitful, its soldiers unyielding, and its forges forever alive with fire.

"Our Will and Discipline may make us strong...But we will never lose Hope!"

-Kravix the Ironkeeper


The Ironheart Kingdom Doctrines:
Steel Wall Command - If chose the
Steel Wall Command Doctrine or known as "Forge and Steel Command" this Doctrine replace all regular infantry that wore armor with a bulkier and heavy armor, the Heavy Steel Armor is able to add 25% defense to infantry units it also enhances their combat capability by 15%, this new heavy infantries will be more costly to make but able to take down any toughest opponent they come across. This Command Doctrine will reduce the variety of units and will add 3 special units inside the "Command Sanctum".

"The Lives of our people is in our hands!"

Dark Watcher Command - If chose the Dark Watcher Command Doctrine this will replace all regular infantries to the elite Dark Watcher Infantries, this new units will able to be trained faster and more agile in battle. All Dark Watcher units has 2 passive ability and this passive abilities are "Evasion" and "Critical Strike". But if you choose this command doctrine you will loose the support of healers, Apprentices and the rest of Magic Guild Association.

"Our Eyes are everywhere, So does the Will of our King..."


Ironhand Command - If chose the Ironhand Command Doctrine will replace all regular infantries to the aggressive units of the Ironhand Command, the units inside the Ironhand has many variety of units at your disposal and faster to train. All Ironhand units has much faster attack speed than the all the doctrines, but this Command Doctrine has the cost to make every Ironhand units to have less hp and in return they would require less food cost and will double the price of the regular units.

"We must strike fast, To allow the rest to advance!"

 
Last edited:

The United Dwarven Frontier:

Deep within the roots of the mountains, where veins of ore glisten like rivers of stars, lies the United Dwarven Frontier a realm unlike any other, for it is not one kingdom, but three, bound together in fragile unity. Once rival nations who warred over mines, forges, and honor, these dwarven realms now stand side by side, their destinies tied together beneath the banner of stone and steel. The heart of their union is the Council of Hammer, a mighty assembly formed to preserve peace and balance among the three kingdoms. Each nation sends five representatives masters of their craft, veterans of war, or lords of their clans and decisions are made not by crown or throne, but by the weight of votes cast in the council’s great hall. Though arguments are fierce and dwarves are stubborn by nature, the Council of Hammer has endured as both judge and lawgiver, ensuring that disputes end with words, not blood.

The dwarves of the Frontier are famed across the world for their craftsmanship, a skill so deeply ingrained in their culture that forging is as natural to them as breathing. To a dwarf, shaping steel or stone is not merely labor, but life’s joy, an act of reverence to their ancestors and the earth itself. Every hammer strike carries pride, every chisel blow bears memory. Weapons of their make are treasured, armor of their forging passed down as heirlooms for generations. For them, to create is not duty, but hobby yet their “hobby” surpasses the greatest efforts of any other realm. Each of the three dwarven nations within the Frontier has its own flavor one steeped in the traditions of stonecraft, another in the mastery of war-forging, and the third in the alchemy of runes and metals. Their differences once drove them to bitter conflict, but now, united, these skills weave together into a single tapestry of unmatched artistry. In peace, they create wonders: blades so keen they sing when drawn, armor that can turn aside dragonfire, and halls of stone that gleam like carved mountains. In war, they unleash destruction: siege engines of terrible power, hammers that can shatter fortresses, and warriors clad in mail so strong it is said to rival the scales of wyrms. Though bound in unity, the Frontier is not without its tensions. Old rivalries linger beneath the surface, and the Council of Hammer often teeters between fragile compromise and heated discord. Yet even in division, the dwarves endure, for their pride in craft and kinship to stone runs deeper than any grudge.

To the mages of Chromos, the Frontier seems bound to earth and iron, a people who reject the lure of sorcery in favor of steel. But the dwarves laugh at such notions. “Magic fades,” they say, “but steel endures.” And in their halls, where hammers strike and furnaces roar, the echo of their craft resounds—a song of stone, fire, and unity that no age shall silence.

"Ya think ye're magic is powerful!? Grow a spine ya pricks!!"

-Brodin the Skullbreaker


The United Dwarven Frontier Doctrines:

Judgement of the Forge Doctrine - If you choose this Doctrine this will replace half of the dwarven frontier units with dwarven peacekeepers, the dwarven peacekeeper wore distinct white armor for their warriors. They have a special unit called "Arbiter" passive ability called "Final Judgement" this is capable to deal heavy damage to any units stunning them for 15 seconds and will demoralize nearby enemy units lowering their armor.

"Your faith is already been sealed."


Guardian of the Hammer Doctrine - If you choose this Doctrine this will add six new units from the Council of Hammer, this six units have devastating destruction if you use it right. And will an upgrade called "Blood of Iron" this will increase all dwarven units health by 25% and also increases their armor by 3, also if you choose this doctrine the six units is expensive to make and need more food to supply. (If I were you they should be bought as support units...they have amazing passive abilities, also between you and me this is a secret.)

"We pledge our blood to the Council..."


Keepers of the Runes Doctrine - If you choose this doctrine this will add 3 Rune keeper dwarves to the Hall of Arts. This dwarves possess to enhance every units Attack speed or add more defense to the units. Furthermore an additional upgrade will handed to you named "Whispers of the Runes" this will add 1 ability to 6 Dwarven Frontier Units and each ability is also unique for each unit the has the upgrade.

"The runes whispers peace, Then so shall it be."

 

Nation of the Burning Dawn:

Beyond the reach of common maps and mortal ambition lies the Nation of the Burning Dawn, a hidden kingdom of the Light Elves, concealed where no traveler would dare linger, within a vast and merciless desert valley, scorched by endless sun and winds of ash. To the unknowing eye, this valley is nothing more than a grave of sand and stone, a place where life has long since surrendered. Yet at its heart stands a wonder beyond belief. Rising from the desert floor is the Fire Rune Gate a colossal construct of ancient origin, vast enough to span the width of the valley itself. Its surface is etched with titanic runes that glow like molten gold, each symbol alive with primordial flame. When dormant, the gate appears as a wall of scorched stone and ember-veins. But when awakened by elven rites at dawn, it ignites into a blazing archway of living fire, opening the path to a realm unseen by the outside world.

Beyond the gate lies the true realm of the Burning Dawn.
In stark contrast to the barren desert, the inner realm is a land of breathtaking life and radiance a lush forest bathed in eternal sunrise, where sunlight filters through canopies of ember-leaved trees and the air shimmers with warmth rather than heat. Rivers glow faintly like liquid gold, and the ground blooms with wildflowers whose petals burn softly with fire, never consuming themselves, never fading. When the wind passes through them, sparks drift like fireflies, illuminating the forest in gentle waves of flame. Here dwell the Light Elves, a people of humility, grace, and kindness. They live in harmony with their land, building elegant sanctuaries of crystal, living wood, and flame-shaped stone that seem grown rather than constructed. To strangers who arrive in peace, they offer warmth, guidance, and healing, believing that fire, like ligh,it exists to protect and nurture. Above the forests soar the kingdom’s most sacred beings: phoenixes, both bonded and wild. The skies of the Burning Dawn are alive with their cries, their wings painting arcs of fire across the heavens. Wild phoenixes nest among volcanic peaks and flame-touched groves, revered as spirits of rebirth and guardians of the realm. Those elves chosen to ride phoenixes are not rulers, but protectors symbols of unity between sky, fire, and people. The elves mastery of fire magic is unmatched. At sunrise, when the first light spills across the realm, their power awakens fully, their spells burning brighter, purer, and more absolute. In battle, they rule the skies, raining controlled infernos from above, shaping flame with precision and purpose. Yet they are not warriors of close combat; in melee they are fragile, relying instead on distance, speed, and overwhelming elemental force.

Despite their gentle nature, the Light Elves carry a truth carved deep into their history: fire remembers. Should their kingdom be threatened or their mercy betrayed, the Burning Dawn responds not with hesitation, but with righteous wrath. The skies darken with ash, the air ignites with searing winds, and phoenixes descend like falling suns. Entire armies have been erased beneath their vengeance, reduced to nothing but scorched earth and silence. Small in territory, hidden from the world, the Nation of the Burning Dawn does not seek conquest or dominion. They desire only balance, rebirth, and peace beneath the eternal sunrise. But let none mistake their secrecy for weakness.

For the dawn is gentle only to those who respect it
and merciless to those who dare stand against its flame.

"May the Sun and Earth, Banish you to the depths of whence you came!!"

-Promethicus the Sun Guardian


The Nation of the Burning Dawn Doctrines:

The Heed of the Guardian - If this doctrine is ever chosen the "Heed of the Guardian" will double the defense stats of every tower and also give 13% the mana to every elves. But the doctrine will add 2 new units inside the "Altar of the Guardian" called "Inferno Keeper" and "Champion" that comes with unique Abilities.
"The Guardian protected us, And now It's our time to protect him."

The Call of the Sun
- If this doctrine is chosen the "Call of the sun" this will improved mages and Blazing Archers damage by 12% and will add new passive ability called "Sun's Comfort" This will add health regeneration and the doctrine also add phoenixes extra abilities that damages building and crowd control.
"The Sun's may embrace us, And feel it's warmth..."

The Flaming Fury
- If this doctrine got chosen the "Flaming Fury" will add 32% siege damage to phoenixes and War machine and not only that. This also replace barracks regular units with it's new counterparts the deals cleave attack and have more health, But will more expensive and made the .
"Fight with fury, Fight with Honor and Valor!!'
 
Last edited:

The Story so Far...

Chapter 1:The Beginning​

The sun rose within the Horizon and a glimmer of light pass through the porthole of the Cabin, A man named "Lyrus" woke-up from his sleep, a sleep that foretold the vision, the prophecy, the catalyst. he sat up from his bed and shook his head for what he seen...he was shocked, shaken and filled with dread of what is about come, A war deemed Inevitable. And he got off his bed and went to the deck of the ship to take a breath of fresh to clear his mind from the vision he saw, and he muttered to his breath "Light...May you protect us to this inevitable war" He looked at the deck then to the fleet that consists of 12 Galleys sailing through the sea. Footsteps can be heard approaching him and he looked over and It was the Veteran Navy Captain of the 3rd Expeditionary Fleet named "Jacob" his presence alone gives courage and at ease, like a man you've known for years Jacob gave a smile to Lyrus and he opened his mouth to speak "Good Morning, Paladin Lyrus I hoped you had a great dream?, the sea last night was calm and uneventful." Lyrus replies "I slept...well but how long when we reach Dragon Hand Island? I need to make sure my Crusaders of the Radiant Oath be ready and cautious." Jacob replies "I see. Well I looked at the map moment ago it's about...3 days and a half or more if the wind decided to play or storm pass by." Lyrus nods "That would be all Captain..." Captain Jacob nods and take his leave. As the sun was over the fleet, so did the time ticks for every hours has passed...

(3 days and a Half till they reach Shore)

To be Continued: 1/29/26 at 8:00 PM (GMT+8) (Busy from school)
 
Last edited:
Back
Top