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    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
        • Chapter 58: The Ruins of Elsinor
        • Chapter 59: Artifacts
        • Chapter 60: Rebellion
        • Chapter 61: Revenge
        • Chapter 62: Ten Thousand Years
        • Chapter 63: Beginning Again
      • Volume 5: The Fist of Sintison >
        • Chapter 64: Refugees
        • Chapter 65: Prisoners
        • Chapter 66: The Wind
        • Chapter 67: Seekers of Knowledge
        • Chapter 68: Causality
        • Chapter 69: Bloodbath
        • Chapter 70: Temptations
        • Chapter 71: Departure
        • Appendix F: Masters and Servants >
          • Chapter 72: Justice
          • Chapter 73: Vengeance
          • Chapter 74: Children of the Flame
          • Chapter 75: Pact of the Servants
      • Volume 6: The Shores of Tifingor >
        • Chapter 76: New Plans - Old Friends
        • Chapter 77: Vortex
        • Chapter 78: Failures
        • Chapter 79: Healing
        • Chapter 80: Equations
        • Chapter 81: Exposure
        • Chapter 82: Desperation
        • Appendix G: A New World >
          • Chapter 83: Tyrants of Istinis
          • Chapter 84: Mirrors
          • Chapter 85: A Tale of Two Angels
          • Chapter 86: The Measure of a Man
    • The Curse of Knowledge >
      • Chapter 0: Synopsis
      • Chapter 1: Rivers of Blood
      • Chapter 2: The Files of Deschur Sil- Private Eye
      • Chapter 3: Law of the Desert
      • Chapter 4: Cause and Effect
      • Chapter 5: Among the Stars
      • Chapter 6: Deep Void
      • Chapter 7: An Eye for an Eye
      • Chapter 8: Turning of the Tables
      • Chapter 9: Lilith of the Desert
      • Chapter 10: The Enemy of my Enemy
      • Chapter 11: The Battle for Falreach Castle
      • Chapter 12: Absolution
    • My Brain
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
    • Apocolyps Squad III
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • The Continent of Fairn
        • The Continent of Corinth
        • The Continent of Thadusar
        • The Land of the Ten Kings
        • Individual Countries as of Chapter 1 >
          • Delsinar
          • Dirnor
          • Distisil
          • Donisil
          • Elsinor
          • Istinis
          • Notirot
          • Sintison
          • Sournous
          • Taninor
          • Tifingor
          • Tornor
      • Races >
        • Angels
        • Aniskin
        • Aqahartis
        • Avians
        • Blood Elves
        • Crysilin
        • Dark Elves
        • Dragons
        • Dwarves
        • Fairies
        • Fauns
        • Firingar
        • Flame Elves
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • High Elves
        • Humans
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Orcs
        • Rootwalkers
        • Sand Elves
        • Star Elves
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Blood Hawks
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Nighthawks
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • The City of Astheris
        • The City of Vorthis
        • Altheria
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Dathrendor
        • Elementals
        • Fifthala
        • Gethsemia
        • Herisil
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Ral
        • Sarcil
        • Sorosin
        • Thisrandor
        • Thornsaldsarn
        • Tirronfin
        • Zureth
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
        • The Sorcerous Artifacts
        • Gambit (card game)
      • Eras of History
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
  • News
  • About
    • Dakota Caldwell
    • Upcoming Projects
    • FAQ's
  • Online Content
    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
        • Chapter 58: The Ruins of Elsinor
        • Chapter 59: Artifacts
        • Chapter 60: Rebellion
        • Chapter 61: Revenge
        • Chapter 62: Ten Thousand Years
        • Chapter 63: Beginning Again
      • Volume 5: The Fist of Sintison >
        • Chapter 64: Refugees
        • Chapter 65: Prisoners
        • Chapter 66: The Wind
        • Chapter 67: Seekers of Knowledge
        • Chapter 68: Causality
        • Chapter 69: Bloodbath
        • Chapter 70: Temptations
        • Chapter 71: Departure
        • Appendix F: Masters and Servants >
          • Chapter 72: Justice
          • Chapter 73: Vengeance
          • Chapter 74: Children of the Flame
          • Chapter 75: Pact of the Servants
      • Volume 6: The Shores of Tifingor >
        • Chapter 76: New Plans - Old Friends
        • Chapter 77: Vortex
        • Chapter 78: Failures
        • Chapter 79: Healing
        • Chapter 80: Equations
        • Chapter 81: Exposure
        • Chapter 82: Desperation
        • Appendix G: A New World >
          • Chapter 83: Tyrants of Istinis
          • Chapter 84: Mirrors
          • Chapter 85: A Tale of Two Angels
          • Chapter 86: The Measure of a Man
    • The Curse of Knowledge >
      • Chapter 0: Synopsis
      • Chapter 1: Rivers of Blood
      • Chapter 2: The Files of Deschur Sil- Private Eye
      • Chapter 3: Law of the Desert
      • Chapter 4: Cause and Effect
      • Chapter 5: Among the Stars
      • Chapter 6: Deep Void
      • Chapter 7: An Eye for an Eye
      • Chapter 8: Turning of the Tables
      • Chapter 9: Lilith of the Desert
      • Chapter 10: The Enemy of my Enemy
      • Chapter 11: The Battle for Falreach Castle
      • Chapter 12: Absolution
    • My Brain
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
    • Apocolyps Squad III
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • The Continent of Fairn
        • The Continent of Corinth
        • The Continent of Thadusar
        • The Land of the Ten Kings
        • Individual Countries as of Chapter 1 >
          • Delsinar
          • Dirnor
          • Distisil
          • Donisil
          • Elsinor
          • Istinis
          • Notirot
          • Sintison
          • Sournous
          • Taninor
          • Tifingor
          • Tornor
      • Races >
        • Angels
        • Aniskin
        • Aqahartis
        • Avians
        • Blood Elves
        • Crysilin
        • Dark Elves
        • Dragons
        • Dwarves
        • Fairies
        • Fauns
        • Firingar
        • Flame Elves
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • High Elves
        • Humans
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Orcs
        • Rootwalkers
        • Sand Elves
        • Star Elves
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Blood Hawks
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Nighthawks
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • The City of Astheris
        • The City of Vorthis
        • Altheria
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Dathrendor
        • Elementals
        • Fifthala
        • Gethsemia
        • Herisil
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Ral
        • Sarcil
        • Sorosin
        • Thisrandor
        • Thornsaldsarn
        • Tirronfin
        • Zureth
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
        • The Sorcerous Artifacts
        • Gambit (card game)
      • Eras of History
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
Picture
Type of government: Magiocracy
- Every ten years, candidates who wish to lead may enter a tournament held at the Wizarding Academy. The winner of said competition becomes the king, with the second, third, and fourth-place individuals serving in lesser roles as backups in case of death.

Title of leader: King


A land of magic and mystery, Distisil is one of the most recent countries to form across Calsin's expanse of wilderness. Populated primarily by humans, Distisil stands as a nation defiant, a population of people who refuse to bend to the will of the environment. The wizarding academy serves as the focal point of the country, a nexus for magical adepts who seek to manipulate reality itself at their fingertips. The rest of civilization rises from the ground, standing tall against the storms that blow through the land and claiming their superiority over all they see.

For millennia, as the most ancient races of Calsin staked their claims, the land of Distisil was mostly ignored. Elves preferred the cooler northern air, dwarves preferred the safety of the mountains, and orcs preferred any land that would allow them to strike out against other nations. The sweeping southern plains were none of these things. They lacked the wood and stone required to build homes and battlements. They lacked most natural resources with which to trade. With the dangers of the desert and the jungle nearby, few bothered to stay in the relatively desolate and dangerous land.

Following the human expansion across the desert and subsequent vampiric wars, humanity by and large found itself either enslaved in dwarven mines or oppressed under the elven thumb. Those humans who didn't mind fighting and following orders were integrated into the elven army and subsequently placed in modern-day Istinis, but a significant number of humans refused to follow such rules. While these humans founds their way across the continent, a large percentage settled in Distisil.

Free from the influence of larger governments and left with only their connection to Calsin's magical field, these humans began developing traditions and rituals to help survive in the land. Magic was used and cultured to draw crops from the soil, to call and trap wild animals. Demigods appeared, bestowing their blessings in exchange for worship. Soon, a culture of witchcraft was formed. As the years went on, the culture grew and changed, developing as traditions were handed down, refined, and practiced. Tribes spread across the land, forming both wandering groups of gypsies and more local settlements of witches. They had no interest in the outside world, and so, quite thankfully, the outside world paid little attention to them.

This pattern was broken in the aftermath of the Dwarven Civil War. As humanity gained their independence and built up the nation of Donisil, the human leader Aseron decided to expand their territory. His plan, initially, was to gather land that had never seen proper civilization and condense it into a mighty human nation, potentially rising to stand against the larger and far more ancient nations. It was a noble goal, perhaps, but the early search parties soon confirmed that the land to the south was, indeed, far less hospitable for life. The jungles were impenetrable to all but the most determined, while the desert was as deadly as the vampires that still called it home. The only land truly available were the loosely-settled plains... And those were ripe for the taking.

In an effort to distance himself from a brand of cruelty, Aseron commissioned one of his generals, Bartholomew, to conquer the land for proper civilization. Bartholomew agreed, and marched into Distisil with an army. Though he was initially welcomed, the fight to establish civilization was one of blood and tears on all sides. Eventually, the planned total conquest was halted, and a tentative peace was allowed to reign.

That peace is loose to this day. Many tribes of witches simply refused to integrate, and still live out on the plains in ever-shifting alliances. Soldiers, trained and prepared, will often kill any witch they see coming near civilization, while anyone bearing the marks of Distisil will often find themselves offered in ritual sacrifice should they stray too far from the roads. The mages at the Wizarding Academy do their best to keep the peace, often interfering in larger disputes and encouraging witches to enroll in or even teach at the academy.


Sonis
By far the largest city in Distisil, Sonis was the first major settlement placed by Bartholomew and his army. Prior to their arrival, the location had been home to one of the largest gatherings of witch tribes in the area. More than one hundred families had all lived together, farming and fending off attacks from the more aggressive wilderness tribes. When Bartholomew arrived, the witches recognized the benefit of a much larger army, and signed a treaty that would allow them to continue to practice their magical arts. Bartholomew ordered large shipments of building materials to be shipped in from Distisil, and soon built up walls and formed a massive castle on the plains. This process took the better part of fifty years, of course, but the foundations were laid very shortly after the initial meeting.

By the time the castle was completed, only three other settlements had been established (Indi, Drig, and Isnouto). That said, relations between the soldiers and the witches were beginning to sour. As the final block was laid in place, Bartholomew's successor, King Lionel, ordered that all witchcraft be banned from Sonis and the free settlements of Distisil. This ignited riots across the city which destroyed much of the infrastructure, but successfully villianized the witches in the eyes of many more "civilized" humans. This event, known now as the Sonis Massacre, was what turned the tide of war against the witches and led to the established order in Distisil.


Isnouto

The second major city formed in the fledgling country, Isnouto was established almost immediately after the Sonis Treaty was signed. Bartholomew knew that the country held few natural resources, and that they would need help. After a few letters back and forth with Aseron, a city was commissioned and a border formally established. Merchants from across the world flocked to the city, hoping to make it big in the two new nations. This actually led to the opposite, rampant poverty, for quite some time before a more solid structure emerged.

The city quickly became a focal point for shipping the materials necessary to build Sonis, and additionally served as a hub for witches eager to see the spoils of a world that had never even known existed. This experience began to sour almost immediately, though, for multiple reasons. First and foremost, the witches didn't understand the concept of boundaries, and many arrests were made as they unlawfully crossed the border into Distisil. In addition, seeking to take advantage of the naive tribals, dozens of con men soon began selling the witches false goods, advertising miracle cures from the elves or magical stones from the dwarves, when in fact they were simply selling hallucinogens or coal. In more extreme examples, extreme "sportsmen" came down to actively hunt the witches, claiming that they made for fantastic sport. All in all, while a shining success for the nation, it served as a focal point for much initial discontent among the witches in regards to the phenomenon of "civilization."


Indi
The third of the established cities of Distisil, Indi was first proposed around a decade after the Sonis Treaty was signed. A number of non-witch humans were gradually moving out of the cities, building homes on the seashore without adhering to the tribal boundaries set up by the witches. After a few unfortunate deaths, Bartholomew proposed a solution: A set area where non-witch humans could live.

Negotiations for this city took the better part of five years, as debates ran back and forth over which tribes should be uprooted for the new colonizers. Fears were expressed that if this continued, civilized humans would soon outnumber the witches. It was a valid concern, certainly. The witch population of Distisil had remained more or less constant for the previous thousand years, but the civilized humans were expanding rapidly. It was this fact, perhaps, that caused the witches to agree to the settlement. After all, if the civilized ones continued to grow and found the witches contentious, it was going to go very poorly for their descendants. Reluctantly, several tribes relocated to the south, allowing the fishermen to settle. Nevertheless, despite several treaties and a consensual nature all around, fears were beginning to circulate through the witches that their way of life was soon coming to an end.


Drig
The fourth and final city established before the Sonis Massacre, Drig was never formally commissioned, but grew naturally as settlers, workers, soldiers, and other travelers simply needed a place to rest on the long road between Sonis and Isnouto. In the early days, people would simply pitch their tents along the open road, but as people began to go missing overnight, suspicions began to grow. The roving bands of witches and gypsies simply weren't trusted outside of the protective city walls. On the side of the witches, fears grew that soldiers and adventurers, free from direct observation, were striking down and killing their friends and companions simply for the sport of it. As the number of disappearances rose into the hundreds over the decades, people began to travel the road in clusters, only pitching their tents in large groups with night watchmen.

This practice continued to evolve, and after a decade or so after this became a common practice, a particularly flat location near a set of fresh springs became a popular stopping point. On any given night, a hundred or more tents could be seen pitched there, the light of their campfires visible for miles. The witches tolerated it, as it wasn't a permanent settlement and wasn't officially recognized. At least... Until the first shops started going up.

The first shops were traveling carts. Wagons filled with goods brought down from Donisil, fish from Indi, jewels from Taninor. Eventually, as all things do, growth continued to escalate. A vendor built a permanent hut to sell from, which was quickly followed by more. As witches began to threaten violence, soldiers were sent to guard the weary travelers. When the walls finally went up, there was little the witches could do but gnash their teeth and try to think of ways that the whole event could have been prevented. As the Sonis castle neared its completion, one things was certain. "Civilization" had arrived in Distisil... And it wasn't going away anytime soon.


Vamourdi
As the fires settled from the Sonis Massacre, King Lionel knew that he needed to focus the nation's rage rather than allowing it to spiral out of control. After calling for support from Donisil and receiving a small contingent of soldiers, he selected a location that earlier scouts had pegged as ripe for settlement, a location of rolling hills, promising streams, and rich fishing. The only obstacle were the witch tribes that called the land home, a group of families who had refused to sign the Sonis Treaty years earlier and resolutely denied access to their lands to anyone associated with the rising castle.

Resolutely, the soldiers marched into the land, slaughtering hundreds of witches in a nighttime ambush. They set up their own camp and stood guard as materials were transported in from Donisil. Several dozen tribes of witches united under a common flag and attacked the settlement early-on, sparking a conflict that raged for nearly five years as Vamourdi was constructed. Known as the First Common War, it came to an end when the leader of the coalition was captured and executed. The witch families scattered for fear of their lives, and civilians began to move into the new fishing village.


Icka
The final settlement of King Lionel, Icka was a bit of an oddity. Following the conclusion of the Common War, King Lionel drafted a document known as the Witch's Treaty, though there was little in it involving a true treaty. It stated that witches would be allowed to roam the wilds free of interference, but that they would not be tolerated in any cities or settlements, past or future, of Distisil. In return, the witches would not be hunted or killed without provocation. The treaty very clearly favored the growing kingdom, but as the witches had little say in its drafting, there wasn't much they could do.

Once this document had been prepared, King Lionel prepared to make good on his promise and establish Distisil as a formidable nation. He appointed General Richardson, his second-in-command, to explore the land to the south and evaluate its potential for habitation. General Richardson set off at once with a thousand soldiers, prepared to do his duty. They set up camp at the location now known as Icka, and began sending scouts deeper into the desert and the jungle.

Two years after this event, General Richardson sent a formal letter back to King Lionel that Icka would now mark the border of a new and independent country. Traders were welcome and invited to visit, but the legion of soldiers would now stand as the formal guardians of Notirot, not Distisil. King Lionel was enraged, but as the Second Common War was brewing on the horizon as another coalition of witches formed, there was little he could do about it.


Dioussin
The Second Common War was, in its essence, a larger-scale version of the First Common War. Fifty tribes of witches signed a pact to rid the land of the "Distisilians," as they had become known. The witches mounted a sneak attack at night on Sonis, breaking through the walls and killing several thousand people before fleeing. During this attack, several assassins snuck into the castle and killed King Lionel, pinning him to his bed and using his soul to fuel a magical explosion that destroyed a large quarter of the castle. The witches then fled, staking out ambush points in the wilderness. As word of the attack and a crippled Sonis worked its way through the country, dozens of other witch families joined in the fight, prepared to make their stand.

Quite unfortunately for the witches, the next king of Distisil, a man named Meril the Great, was a man of some intellect. He called out, not to Donisil, but to Istinis. The ordered and structured country provided not only several legions of soldiers but several members of the newly-formed Dragon Hunters. The Hunters were sent out into the wilderness to wage a guerrilla war on the witches, striking from the darkness and leaving camps in shambles. As the witches attempted to figure out what was happening, the legions of Istinis troops cut a path through the wilderness to a high hill on the plains, where lookouts could see for miles upon end. Trenches were dug, traps were set. As the witches attempted to attack and destroy the fortress, the trained soldiers used both physical weaponry and magic to repel the attack. The witches were routed, with several hundred families wiped from existence. Once more, the witch families scattered, ending the Second Common War only a little over a year after it began. The well-defended fortress quickly became a hub, establishing yet another center of civilization in the country.


Infin
Infin was founded almost immediately after the end of the Second Common War, and perhaps serves as the reason why the conflicts died down to a dull roar. As the surviving tribes of witches realized their true plight, it became clear that no matter how hard they fought, they were doomed to lose in the battle against development and structure. Rather than be crushed underfoot, around twenty tribes came together and offered their seafront land to Distisil. In exchange for the land, they would be allowed to continue to practice magic in some fashion, though the terms were left ambiguous.

King Meril the Great initially refused the request, planning on using his new troops to simply march in and take the land. However, pressure from Istinis and the Dragon Hunters convinced him to accept, and a new treaty was drafted. In it, rather than simply allow witchcraft to be practiced throughout the land, a large plot of ground was set aside specifically for its use. Of course, witches would be allowed to use their arts in any of their home tribes, but this was to serve as neutral ground, close to Sonis, a midway point between the two groups. The witches happily accepted, and settlers flocked to the new city of Infin.


The Wizarding Academy
Born from the treaty that formed Infin, several dozen witch families moved to the land designated by King Meril the Great. Rather than simply using the land to cause explosions and conjure spirits, the witch tribes issued an invitation to all humans throughout the world. In exchange for coming to learn about the witches's way of life, the witch tribes sought to learn from the magical traditions of others. Humans from across the continent flocked to the new location, prompting it to be expanded several times.

It took nearly a century before it became a true academy, accepting students and teaching set classes. It was around this time that the influences of the witches began to wane, not because they were thrown out, but because the witches who stayed began to integrate into the system. Dozens of magical traditions from across Calsin all merged into one fluid study, from which the order of wizards was born. An entirely new culture developed, making both the soldiers of Distisil and the roaming witches more than a bit nervous. This subsequently prompted the raising of large defenses around the academy, making it clear that they were subject to no one. This move caused a temporary conflict that was resolved before any battles had taken place, though the threat of war was certainly high. Following its resolution, the Wizarding Academy became a true staple of anyone in Calsin seeking to culture or simply learn about humanity's magical roots.


All in all, tensions between the witches and Distisil have remained more or less stagnant since the conclusion of the Second Common War. Conflicts and small-scale wars have arisen here and there, but for the most part, both sides simply hate the other and look the other way when small mishaps occur. In this, Distisil continues to be a land of much magic and mystery... And not somewhere you travel if you wish to wander off the beaten path.
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