The Story So Far:
Macnac, the Betrayer, was once a man, but as a reward for his evil deeds he was granted the form of a Pitfiend, a general of hell. Tired of serving he seeks to re-enter the realm of Aderon, and desires to make himself lord of all. He has spies and agents throughout the known world, working his evil at every turn. The only threat to his plans is a sentient tool known as the infernal key. A legendary artifact of unknown origins that has the power to control, or destroy the denizens of hell.
Once long ago this key was broken, its pieces scattered, but now it is almost fully restored. A group of heros known as the Axiom have foiled more than one of Macnac’s schemes. In doing so they destroyed his agents, killed his followers, and collected the pieces of the infernal key. At first they believed that Macnac sought the key as a means of re-entering the realm, but now they know he collected it to keep the key away from the hands of his enemies. Only one piece remains to be found.
The base, also known as the gate stone, is hidden away within the labyrinth of Sal’Akhem, first lord of Asar’khal. To find the base the Axiom used a scroll of teleportation to cast themselves into the Dracodomir desert, birthplace of Sadamar the Mage, and territory of the city of Asar’khal. Sadamar’s past lies in the city of Asar’khal, and a quest that must be done.
When Sadamar was a boy, the prince of Asar’khal, who is now king, cursed Sadamar, stole his sister, and killed his father. He swore vengeance, and now that he has returned home he intends to keep his promise. After arriving in Asar’Khal, Sadamar has learned that the king’s son fell while exploring the tomb of Sal’Akhem for treasure. Grieving for his lost son, the king proclaimed that he would grant one wish to the person who found the ring of Asar’khal, an heirloom of the rulers of the desert city.
So, without delay, Sadamar lead his brothers of the Axiom to the forsaken tomb of Sal’Akhem to seek out the ring, the gate stone, and without a doubt - Treasure. Within the dungeon the Axiom have defeated mummies; conquered a mighty Hydra; broke a curse placed upon the Artrogian princess, a mysterious foreign beauty named Melina; and found the ring of Asar’khal. Sadamar, at long last, will have the chance to seek an audience with the ruler of Asar’khal to have his wish granted. Though he may have little hope unless he can convince the Axiom that his desires are just, for the noble cast of Asar’khal are known to be powerful and deadly wizards, practiced in the arts of necromancy.
Though the Axiom have accomplished much, the destruction that they have wrought in the tomb of Sal’Akhem is not over, and has not gone unnoticed. After the death of the Hydra, a person appeared just outside of Wolfgang’s Celestial light, obviously undead in nature. He spoke soft words to the fallen monster, as if it was a cherished pet that was just put down, and then glared at the Axiom with eyes like burning coals. The skeletal mage fled with the hydra’s corpse before the radiance of the Lightkeeper trapped him.
Back in the lands of Andaria Macnac continues with his evil plans. The king Marcrodias Andrasus II has gone missing; the Wizard College hides away, unwilling to take any action; the holy city of Zergom aggressively seeks to convert the people, causing even more confusion , and disorder in the atheistic society; the Andarian Knights, once proud religious warriors , keep to their prison of shame, and failure; and the mightiest leaders of the Andarian army lay dead, or turned to the will of the Betrayer. Andaria is virtually without defense, and in grave danger.
Alas, in Andaria, there still lay some hope. A great and mighty hero known as Sir. Galladon quests to find the king, and to restore order in Andaria. The Axiom have worked with this awe inspiring hero on occasions when their paths cross, but even so they have somehow managed keep calm in his presence, careful not to overwhelm him with their admiration.
Oh, and also worth noting is the Tower of the Axiom, the safehaven of the traveler, the beacon of justice in a failing land, and home of what has come to be called the free people (the dwarves and halflings once oppressed and enslaved). Owned by the first noble wizard in Andaria, Hawkins Mackinze.
Much of the story still remains unfinished, the quest goes on, and only time will reveal how this it will end.