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  1. Lymbus
  2. Lore

The Ashen War

### The Ashen War

The **Ashen War** is the defining cataclysm of modern Lymbus, a grinding, century-long conflict between the industrialized tyranny of the **Kingdom of Rebmos** and the anarchic defiance of the **Red Suns**. What began as a resource grab in 750 AR (After Reckoning) has devolved into a meat grinder of attrition, poisoning the **Ashen Ocean** and scarring the continents with trenches, craters, and undead hordes. It is a war of steam and sand, where progress clashes with primal fury, and the common folk—humanity's only mundane race—pay the butcher's bill.

#### Origins and Outbreak (Pre-750 AR)

The seeds were sown in the **Age of Dust's** tail end. Rebmos, under the burgeoning **Iron Aristocracy**, had industrialized the northwestern heartlands into a machine of endless production. Ether-crystals—volatile gems powering alchemical engines and automatons—were the lifeblood, but the richest veins lay in the southeastern **Redlands**, a desolate expanse of crimson dunes and skeletal canyons claimed by nomadic clans. These "dust-riders" rejected Rebmosian taxes and tithes, living by raid and ritual in ramshackle strongholds like **Opulent Spire**.

In 710 AR, the **Red Suns Schism** ignited when Rebmosian enforcers torched a Redlands oasis to seize a crystal cache. A warlord named **Kael Redfang** raised a **blood-red banner** pierced by a rattlesnake, uniting fractious packs under the cry: *"No chains, only dust!"* For four decades, skirmishes flickered—caravan ambushes, ether-mine sabotage—until King **Douglas II** declared the **Edict of Civilization** in 749 AR. Rebmosian dreadnoughts, ironclad behemoths bristling with repeating rifles and ether-grenades, steamed across the then-pristine ocean to "pacify" the "savages."

The war erupted on **750 AR's Crimson Dawn**, when Red Suns raiders boarded the lead ship, *Iron Sovereign*, and detonated its magazine. The ocean boiled black from the wreckage, birthing the first toxic mists.

#### The War's Phases

The Ashen War unfolds in brutal epochs, each marked by technological leaps in Rebmos and desperate innovations in the Redlands.

1. **The Iron Tide (750–800 AR)**

Rebmos' **Iron Legion**—swollen with low-class conscripts sneered as "gear-fodder"—poured across the **Shatterchain Archipelago**, a volcanic chain of pirate-infested isles that became the war's bloody gateway. Anointed Templars, elite paladins in white-and-gold exo-plate, led charges with blessed ether-rifles, chanting psalms as they mowed down red-dustered gunslingers. Red Suns countered with guerrilla swarms: steam-horses thundering from hidden canyons, dynamite-laced tumbleweeds rolling into encampments.

Key Battle: **Siege of Crimson Gulch (762 AR)**—Rebmos steam-tanks breached Opulent Spire's mesa walls, but werewolf packs (dismissed as "rabid beasts") mauled the vanguard, buying time for a counter-raid that sank half the fleet. Casualties: 40,000 Red Suns, 25,000 Rebmosians. The ocean's fog thickened, stranding ships in corrosive whirlpools.

2. **The Ether Stalemate (800–850 AR)**

As Kaldius' academies birthed horrors—automated gatling turrets, monomolecular sabers—the war bogged in trenches gouged across the archipelago. Rebmos blockaded the Redlands, starving nomads with "efficiency patrols." Red Suns, lacking full access to guns or grenades, turned to traps: silver-scimitar ambushes, ghost-whistle sandstorms (unwittingly summoning spectral winds). Vampires in Rebmos courts siphoned funds for "philanthropic" arms deals, while Covenant witches seeded desertions with nightmare-curses.

Key Battle: **Battle of the Shatterchains (832 AR)**—A Red Suns armada of jury-rigged raiders, launched from Spire's hidden docks, shattered a Rebmos convoy. Ether-grenades lit the fog like false dawns; 15,000 drowned in toxic swells. The ocean's poisoning accelerated, birthing **Ashen Maws**—whirlpools that swallow dreadnoughts whole.

3. **The Plague Years (850–900 AR)**

The **Undying Plague** erupted in 820 AR amid trench rot, but exploded in the stalemate's filth. Zombies—mindless shamblers from infected corpses—overran forward lines, ignored by angels and demons (whose tallies skipped the undying). Rebmos deployed Iron Wraiths, ghost-bound automatons patrolling fog-choked beaches; Red Suns shamans burned infected with cactus-fire, blaming "Rebmosian curses." The war slowed to sniper-duels across no-man's-land, with ghouls feasting on the unburied.

Key Battle: **Fogfall of Dustvein (874 AR)**—Rebmos marines, gas-masked and grenade-laden, assaulted a Redlands outpost. Zombie hordes erupted mid-charge, turning victors into vectors. 60,000 fell; the archipelago's isles became plague-pits.

4. **The Crimson Grind (900 AR–Present)**

Under **King Douglas III**, Rebmos innovates relentlessly: clockwork surgeons mend the wounded, Aetheric Communicators coordinate fleets (haunted by ghost-whispers). Red Suns warlords, leaderless but unbowed, broadcast defiance from Spire's arrays, conscripting nomads as "sun-fodder." The Anointed send Templar crusades, preaching salvation amid shellfire. Sommerisle Wardens hunt the undead fringes unseen, while Covenant proxies topple generals with hexed scandals. The war is now endless siege: island-hopping assaults, ether-crystal famines, and zombie sieges on supply lines.

#### Key Battles and Turning Points

- **Crimson Dawn (750 AR)**: Outbreak; Red Suns sink *Iron Sovereign*, poisoning the ocean's genesis.

- **Siege of Crimson Gulch (762 AR)**: First major Redlands victory; delays Rebmos invasion by a decade.

- **Battle of the Shatterchains (832 AR)**: Red Suns naval triumph; archipelago becomes contested hell.

- **Fogfall of Dustvein (874 AR)**: Plague's apex; forces trench warfare.

- **Spire Ascendant (912 AR)**: Ongoing—Red Suns repel a Templar-led assault on Opulent Spire, but at 80,000 dead.

#### Strategies and Tactics

- **Rebmos**: **Technological dominance**. Iron Legion infantry (bayonets and blunt clubs for close quarters) supported by steam-tanks and Anointed elites. Blockades starve foes; ether-grenades create kill-zones. Low-class recruits are expendable, retrained mid-war or fed to Wraiths.

- **Red Suns**: **Guerrilla chaos**. Scrappy arsenals—salvaged black-powder pistols, tomahawk swarms, dynamite traps. Shamans summon storms (ghost-aided); raiders strike supply lines, vanishing into dunes. No central command; warlords vote in blood-assemblies.

- **Supernatural Shadows**: Vampires fund both sides for blood-flow; werewolves maul patrols; ghouls undermine trenches. Legion Wardens cull outbreaks; Covenant witches manipulate truces into betrayals. Angels and demons tally from afar, ferrying only the truly dead.

#### Impact and Toll

The war has claimed **over 2 million lives**, turning the Ashen Ocean into a **storm-lashed graveyard** of rusting hulks and glowing craters. Ether-crystal mines are depleted, factories idle from strikes, and the Undying Plague claims 10,000 yearly. Society fractures: Rebmos' classes widen, Redlands nomads starve, Anointed zealots multiply. Economically, it's bankruptcy—Rebmos prints scrip, Red Suns barter bullets. Culturally, it's myth: ballads of "red ghosts" and "iron saints."

No end looms. Douglas III vows "eternal order"; Red Suns prophets preach "world-conquering fire." The war endures, a forge of misery where humanity—Lymbus' sole mundane race—grinds itself to dust, blind to the shadows pulling the strings.