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Touch of Fate 124 Knightliness
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Touch of Fate 124 Knightliness

[I'm a little concerned about the 'garnering the attention of an entity beyond the bounds of reality' bit.] Mike thought to himself as he reviewed the information in his screen. Combined with a rather concerning increase to his Mental Resistance skill, it appeared that some disturbing things had been happening to him without his knowledge.

He still felt fine, but maybe he should start regularly using Healing Magic on himself, just in case.

[And what's this about a Dragonknight? They act like riding a dragon is a huge deal.]

Despite the interesting new ability he gained with the Aerosense skill, he still hadn't broken through to the next tier in his Air Magic. It seemed that more practice was necessary.

Brushing a few leaves off of himself, he was about to start concentrating again, when he heard a few voices approaching. Guessing that his actions with the windstorm had attracted unwanted attention, he swiftly moved into the tree line to avoid detection. Walking as quietly as he could manage through the underbrush, he left the area and headed towards the main campus.

[I guess I'll do something else in the meantime.]

The Magic Theory classroom was currently empty, so he took his usual seat and opened "A Brief History of Ea," and started reading where he left off, with the gradual dissolution of the Second Pyrathien Empire.

Thanks in large part to the efforts of the council, which had remained even after the Empire fell apart, the newly formed nations were able to maintain a tentative peace for centuries. Calling itself the Circle of Nations, the council provide a centralizing force that compounded existing diplomatic and economic ties. Minor skirmishes, however, were commonplace as the countries exercised their newly found freedom.

This all changed when the Inland Sea region was invaded by an external power. While there had been a few instances of interaction with peoples from other parts of the world prior to this, the Inland Sea was geographically isolated by several naturally occurring barriers. As such, little was known about the regions beyond.

So, they were unprepared when an army of giants crossed through the mountains south of the Vale of Silence and assaulted the Fledgling nation of Dovistan. Quickly overrun by their powerful and organized enemies, the Dovistanis appealed to the Circle for aid. Surprisingly, all of the nations answered the call, and mobilized their forces. What followed was a long and brutal war that eventually saw the giants repelled, at great cost.

Determining that they needed to be prepared to resist a similar attack in the future, the participating members of the Circle of Nations singed the Treaty of Medun, which promised mutual support in the event of an external invasion. Unfortunately, the wording of the treaty failed to account for internal acts of war, a fact that was rounded denounced by the author.


The centuries that followed saw regular warfare between nations, leading to much suffering. While the Circle was always quick to condemn the participants, they did little to halt the conflict, fearing that any attempt to exercise its authority would lead to its dissolution.

It was during this time that the Knightly Orders rose to prominence in several countries. Following the traditions of military units dating back to the Second Pyrathien Empire, these organizations brought about a new kind of warfare. Rulers quickly learned that it was easier and cheaper to maintain a small group of skilled warriors than it was to leverage a large army in every conflict.

As a result, the battlefields of the era evolved to place greater emphasis on small elite units that were capable of shattering lesser troops with ease. While large conscript armies never fell completely out of favor, they were seen as the tool of last resort.

The majority of the Knightly Orders went about establishing their own unique roles or styles of combat, but a few broke the mold and became something else entirely. The first of these was the Order of the Shield, which had been formed to protect the populace from monsters. Due in large part to economic forces, it eventually became the Adventurer's Guild after getting into conflict with the early Almiran royalty. It is now a multinational organization with branches in nearly every country in the Inland Sea.

A small segment of the order remained true to their original title, and now make up the current Order of the Shield, which focuses primarily on defensive engagements.

A second outlier was the Order of the Dragon. Arising from the wilds of eastern Theldholm, this group quickly came to international attention due to their unique abilities. Through a method that remains shrouded in mystery, they were able to bond with true dragons, and ride them into battle. Led by their Grandmaster Jovanis Drakheln, the order offered their services to the Circle of Nations. They were quickly put to use in bringing the age of warfare to an end.

The Dragonknights, as they came to be called, proved so dominating in combat that even a handful could turn the tide of the battle. Eventually, the mere threat of their involvement proved sufficient to prevent open hostilities. They, in effect, became a policing force that brought order and peace to the region.

[Ah, that title makes a little more sense now. Hopefully, it doesn't come with too much baggage.]

After a few centuries of relative stability, the stewardship of the Dragonknights was nearly brought to an end by a coalition of dissatisfied organizations that chaffed against the enforced peace.

Through a combination of well-timed assassination, corruption, and general chaos, this coalition succeeded in its primary task of destroying the secluded redoubt in eastern Theldholm that served as the Order's training grounds. In doing so, they annihilated an entire generation of prospective Dragonknights and their mounts.

It was a blow that the Order of the Dragon could not recover from. As their numbers began to dwindle, they proved unwilling or unable to recruit new members. In time, the survivors asked to be relieved of their duties to the Circle of Nations, so that they might regroup and rebuild.

They were denied.

Unfortunately, their request came at a difficult time for the Inland Sea region, as troubling problems were occurring one after another. First, the Dwarven kingdom of Galaglacia disappeared in an event that came to be known as the Day of Ashes.

The cloud of dust and ash that was formed by the event covered the region for months, blocking the sun, and leading to widespread illness and famine. On the central continent, the situation grew so difficult for the western portion of the Kingdom of Almir, they actually seceded and formed the independent duchy of Tennundi.

A civil war broke out as the Kingdom attempted to bring them back into the fold. By the time the Dragonknights were able to bring the conflict to an end, it had left tens of thousands dead and even more as refugees. Coupled with the suffering brought on by the creation of the Ashmourne, the populace grew increasingly restive.

Fearing a general uprising, both the King of Almir and the Duke of Tennundi used the Dragonknights as scapegoats, blaming them for the people's suffering. Even though this went against hundreds of years of selfless service, the traumatized populace was all too ready to believe the worst of the proud knights who soared over them on the backs of their powerful mounts.

While the nations of the Inland Sea were distracted by the aftereffects of the Day of Ashes, a new threat grew in the east.

A plague of the undead arose in the now extinct country of Yolindau. Led by the powerful Archlich Corridan, the horde swept through the nation, extinguishing all life, and growing larger with each victory.

The few remaining Dragonknights led a coalition of armies to the city of Batai, the last bastion of Yolindau's people. In the largest battle seen since the giant invasion centuries past, the combined forces of the entire Inland Sea region met below the walls of the city. By all accounts the fighting was brutal, raging for nearly three straight days.

In the battle's darkest moments, when all hope seemed lost, a talented mage, that would one day become the Archmage, defeated the Corridan in single combat. Knowing that killing the lich would only release his horde of undead on the world, a threat the nations of the Inland Sea were poorly equipped to deal with, the future Archmage offered him a deal. In exchange for halting the expansion of his empire and becoming a signatory of the Treaty of Medun, the lich would be allowed to rule his new kingdom.

Corridan reluctantly agreed to these terms, and pulled his armies back, giving the remaining Yolindans a month to leave his land. The Archlich named his new nation Lacot, and built the city of Mur to serve as its capital.

The author explained that, although many of his contemporaries widely condemned the choice, it has largely become the consensus among historians that the Archmage's famous deal was, in truth, a calculated move that took the future into account. While the full scope of the legendary mage's actions are not yet clear, it is believed that he made the choice that most benefited the people of the Inland Sea.

The Kingdom of Bone, as Lacot came to be called, has since honored the terms its agreement, keeping its conflict with other countries minor in scope. Nevertheless, it is widely believed that the Archlich is only biding his time. Waiting for the powerful mage that stands at the center of the Mage's Guild to die. After all, he need not fear death through aging.

Despite the ambivalent political results, the Siege of Batai marked the final action of the Dragonknights. The handful that survived unilaterally withdrew from the public eye, disappearing into the eastern wilds beyond the Brittlepeaks. The official history of the Order of the Dragon had ended that day.

[Of course the title comes with a bunch of serious baggage. Why wouldn't it?]

The rest of the tome dealt with a few minor political upheavals and, comparatively, minor wars. It was clear that the author felt that nothing of great historical significance had happened in the last two hundred years.

[I find myself with more questions than answers at this point....Kind of wish Morris was here to talk about these things. I guess I'll just have to pick up some other historical works when I can. Speaking of which, I need to find some time to stop by the Spire and swap out this book for a new one.]

The other students had begun to filter into the classroom. Mike even saw Aine and Rebecca. The redhead seemed a great deal more subdued, and even looked away fearfully when she noticed his gaze. Seeing her like this was quite depressing for him, but he wasn't sure how to fix it. Anything he could think of was more likely to backfire than help.

He was eventually distracted when the instructor came in and announced that a 'routine' mobilization exercise will be held in the middle of next week. Every student was expected to see their advisors about their responsibilities during the event.

Something about the announcement bothered Mike, but he couldn't place it. He soon forgot about his concerns when the instructor began lecturing on Earth Magic in detail. They had already gone over the fundamentals of Elemental Magic yesterday, and now they had started focusing on each element individually.

He hoped that the lesson would give him some insight to improve his command of Earth Magic. By the time the class had ended, he felt he'd gained a new perspective. When he had the time, he was definitely going to put it into practice.

Leaving the department, he hurried over to the Spire. With a little luck, he could secure a new book and make it back in time for his Summoning class.

Chapter end

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<<Prev
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Catalogue
297 Sailing Awayyyyy
296 Reliquary
295 Divine Presence
294 The Sin Within
293 Miss Miscommunication
292 Divine Communion
291 Maximum Pontification
290 Calling all the Angels
289 Crisis of Faith
288 Parting Sorrows
287 Talking Roots
286 Pursuing Passion
285 All About that Life
284 Lighting Fixtures
283 Stitched Together
282 Fertile Conversation
281 Dreadfuls
280 Giving Books in a Library
279 Nick of Time
278 Personal History
277 Seeing the Forest for the Trees
276 Cabin Fever
275 Cabin in the Woods
274 Vaulting Anyone?
273 A Heroic Inheritance
272 Treasured Descen
271 Stealing the Show
270 Particular Deliberations
269 Titular Character
268 Dragons and Things
267 Politics Again?
266 Prologue: Another Party?
265 Epilogue: A Token Measure
264 Personal Business
263 A Burning Descen
262 Comeuppance
261 Tied Together
260 Bridging the Gap
259 A Whole 'Nother Tier
258 Breaking Through
257 Might Makes Righ
256 Not Even My Final Form
255 The I in Team
254 Climactic Confrontation
253 Seeing the Signs
252 Battlefield Encounter
251 Chaos Intensifies
250 Counters
249 Enjoining Threads
248 Royal Ascension
247 The Price of Victory
246 Furies
245 Personal Space
244 Wrath of the Righteous?
243 First Contac
242 Undercurrents
241 Testing Ou
240 Eye of the Storm
239 Opening Fire
238 Prelude to Destruction
237 Defensive Measures
236 Orcish Pride
235 One Sided Reunion
234 Unstoppable Charge
233 Convergence of Mistakes
232 On the Verge of Calamity
231 A New Round of Talks
230 Sounds Like Victory
229 Deciding Factor
228 Devoured
227 Breaking and Entering
226 Holding the Line
225 A Part to Play
224 Spatial Awareness
223 A Little Bit Harder
222 No Pressure
221 Operation Extraction
220 Covert Ops
219 Highly Informative
218 Strategic Thinking
217 Airing of Grievances
216 Befriending Small Animals
215 In Need of an Acting Skill
214 Ghostly Perspective
213 Ritual Observance
212 Inner Piece
211 Feeling Spirited
210 A Whole New Level
209 Uplifting
208 Recuperation
207 Survival and Clean Up
206 Finishing Up
205 Fortunes of War
204 Onwards and Upwards
203 The Prince Arrives
202 Coming to a Head
201 Crushing Confrontation
200 Overmatched and Underprepared
199 Target Acquisition
198 Things Take a Turn
197 Darts
196 Five's Company
195 From the Least Expected Quarter
194 Long Range Concerns
193 The Battle Begins
192 Future Abduction
191 Dangerous Ideas
190 Myth in the Making
189 That Old Game
188 Street Fighter
187 A Thorough Analysis
186 The Duke
185 Diplomatic Measures
184 Unproductive Negotiations
183 Epilogue: Immanent Mortality
182 Change in Leadership
181 The Tactical Situation
180 Simulated Explosions
Chapter 179
Chapter 178
Chapter 177
176 To the Cave!
175 Military Matters
174 Notable Foresigh
173 The Art of Artifice
172 A Quick Conclusion
171 Abiding Strife
170 Subject Matter
169 The Broker Part Two
168 The Broker Part One
167 Converging Circumstance
166 A Steady Increase
165 Back to the Basics
164 Negotiations for the Future
163 Chatting in the Moonligh
162 The Old Standoff
161 Lighting Up the Ring
160 A Fighting Chance
159 Familial Denunciation
158 An Enlightening Dance
157 A Duke's Address
156 Evasive Maneuvers
155 The Noble Choice
154 Living On
153 A Familiar Sigh
152 A Silent Scream
151 An Old Enemy
150 Slaying Goblins
149 Into the Fores
148 Unexpected Promotion
147 Giantblooded
146 Homeless
145 A Change of Priorities
144 Aftershocks
143 In the Forge
142 The Final Ingredien
141 A Proven Mixture
140 Buying Game
139 Literary Concerns
138 Hunting and Experimentation
137 Airy Disturbance
136 Serious Thoughts
135 Marshaling of Force
134 Tentorium
133 Fall and Chase
132 Stolen Thunder
131 An Aerial Exhibition
130 Getting Serious
129 A Relaxing Afternoon
128 Catching the Signals
127 Dividing the Spoils
126 Archery Lesson
125 Fortuitously Alchemical
124 Knightliness
123 One With the Wind
122 Moonlit Encounter
121 Seeing Red
120 On the Horizon
119 Multi-dimensional
118 On Another Note
117 Penumbra
116 It Really Is
115 Deadly Canary
114 History Lesson
113 Subtle Growth
112 Equivalent Exchange
111 An Explosive Lesson
110 Playing with Fire
109 Summoning Problems
108 Instructive Discourse
107 Classroom Etiquette
106 It's Only a Theory
105 Yes Sir!
104 Unearthly Origins
103 The Art of Speaking
102 Feeling Classy
101 Investments
100 In the Stacks
99 For Love of Learning
98 Baggage
97 Shadows of Fore
96 New Home
95 Settling In
94 For Testing Purposes
93 Admissions
92 Machinations of a Most Peculiar Sor
91 Embarkation
90 A Little Immature
89 Can't Catch a Break
88 Decisions
87 Eventful Arrival
86 Calmly Exploring
85 Sinking Sensation
84 I'm On a Boat!
83 Clearing the Air
82 New Revelations
81 Facing the Serpen
80 Formalities
79 Epilogue: Start of Something New
78 Till the End
77 The Point of No Return
76 Clearing the Streets
75 The Other Side
74 Crushing the Cataclysm
73 Descent into Danger
72 On the Wave of Disaster
71 Perpetual Motion
70 Unexpected Suppor
69 A Resounding Maybe
68 Things are Heating Up
67 The Dichotomy of an Effervescent Momen
66 Severance
65 The Fall of Sin
64 A Right Good Stone
63 The Tables Have Turned
62 Fortify Thine Hear
61 Encountered Finally
60 To the Front Lines
59 Controlled Chaos
58 Rivalry
57 Underground Rumble
56 It's Elementary
55 What Am I Doing?
54 Another Step
53 Making Waves
52 Limitless
51 Limits
50 Laughing Matters
49 You Can Never Really Go Home
48 The Bee Whisperer
47 Ghost Stories
46 Tall Grass is Dangerous.....Apparently
45 Crawling in the Shadows
44 Teamwork Is Dreamwork
43 The Saint of West Stree
42 Business Venture
41 Back Alley Brawl
40 A Lack of Public Order
39 A Grey Day Off
38 Seeds
37 Wrap Up
36 Of Flame's Demise
35 Taking On the Boss
34 Reunited
33 Come With Me if You Want to Live
32 Remember to Smile
31 Into the Depths
30 See it Through
29 To Delve or Not to Delve
28 Adventuring 101
27 To Adventure! Again!
26 On the Road Again
25 Newfound Strength
24 By Gods' Decree
23 Heroes Rise
22 Moonlit Walk
21 Doubters Gonna Doub
20 Bardic Knowledge
19 Something Wicked This Way
18 Information Situation
17 To Adventure!
16 I'm On a Wagon!
15 Manifest Destiny
14 It's Time to Duel!
13 Fiery Star
12 Road Trip
11 Grim Tidings
10 No Training Montage?
9 Living Another Life
8 Still Counts as Winning
7 Fresh Mea
6 Ready for Inspection
5 Cardio Workou
4 Naked and Afraid
3 Bad Touch
2 Wait, Really?
1 That One Trope
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