Browse chapters
- Companion Sagas
- 1. Skyguard and Chaosguard
- 2. J6 and the Hyperium
- 3. Etherstorm and Dragonhame
- 4. Doomwood
- 5. Ravenloss
- 6. Safiria and Lightovia
- 7. The Silent Sentinels and Jus Divinum
- 8. Throne of Darkness
- 9. Dage and the Seraphic War
- 10. The Seven Deadly Dragons
- 11. Aranx, Arthelyn and Azalith
- 12. Darkon's Elegy
- 13. The Astral Empyrean
- 14. Atlas and the Legion Tournament
- 15. Kathool, Dzeza and Elodea
- 16. The Unsung Necropolis
- 17. Hollowborn
Atlas and the Legion Tournament
The atrocities of Atlas draw the Hero into a pact with Dage. A later Legion tournament tests the Horsemen's ambitions, friendships, and willingness to bend the rules.
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Dage and Atlas
When Atlas returns from the sea, King Zedek invites Lore's champions to his court. You go to Dage instead. A sacrificial appeal had bound you to answer the kingdom's victims, and you ask for a slaughter, not a war, sparing one citizen marked by a safe-passage coin. A second, private request leaves your souls joined, and the being that approaches Atlas is neither simply you nor simply Dage.
The Legion feels the union through its bond with Dage. Virgil's three-faced mirror reveals its other witnesses: Kathool promises to swallow Atlas after the judgment; Tranquility overrules the other Masks' demands that you separate; and the martyrs repeat the plea for which they had offered everything. As Maleagant prepares the invasion, Victoria's diplomat Elodie quietly evacuates Greenguard's visitors after your warning.
Yara, a Paladin investigating Atlas, refuses evacuation. She had accepted a marriage proposal from the scholar Coelho to enter the city's restricted circles and now wants to save his son as well as uncover its secrets. After subduing the Legion General Slaine, you are welcomed by Zedek. He offers a place in his family and a future devoted to destroying Evil, unaware that Dage already shares the body before him.
The city's children supply the first clear evidence: Coelho Jr. still wants games, but his friend Gertrude speaks as the longstanding head of Astronomy. In the catacombs, Coelho's records explain Atlas's youth: its elders replace their children's souls with their own, killing or silencing relatives who resist. When Coelho's old body falls, he takes his son's before you and dismisses the child as his property. Yara confines the new vessel, unable to save the boy whose body it occupies.
Misaru, the citizen bearing your coin, had been Queen of Atlas until she refused to surrender her newborn son as Zedek's next body and survived execution. An unnamed woman had taught her and the other bereaved parents beneath the city the ritual that reached you, but Misaru alone survived to witness its answer. She leads you toward the king, past Arethusa's willing service to the same system. You keep the executioner Ladon alive rather than risk letting his soul escape to another vessel.
Insisting that his crusade could not be entrusted to a successor, Zedek thinks victory assured when an armored Dage falls into the city's wards. The prisoner, however, is Maleagant in borrowed armor; Atlas's defenses had not prevented your earlier union outside its walls, and the real Dage remains with you. Zedek's trap has exposed his plans without separating the being he needs to defeat.
Yara, Misaru, and Slaine help overcome Zedek's defenses through the cost of Blood Price and Soul Cleaving. You and Dage reveal your shared draconic form, destroying Atlas's inhabitants while sparing your protected companions. As the union carries both of you toward a future in which your separate identities fail, Dage rejects it and breaks the shared course before it consumes you. Afterward, you refuse Misaru's offer to die, asking why she had prayed for vengeance instead of her children's return. She had never considered asking, and you insist that she live with the choice she had made. Before Kathool takes the city, a final spell releases the light of those who had never been allowed to live.
Conquest and the Legion Tournament
After Atlas, Dage summons you to judge the Reap of the Millennia, a Legion tournament that rewards resourcefulness, including cheating, and promises its winner a wish. Voltaire proposes a wager among the judges: Dage backs Death, Voltaire chooses Famine, and Rand chooses War for the Dark Council. You are left with Conquest, the silent Pale Rider.
General Vaughn guides you through preparations amid the rivals' sabotage; War had already stolen Conquest's bow and sent an assassin to provoke him into a stronger response. You recover the weapon and learn why Conquest communicates by tracing letters in your hand: he had taken a vow of silence when inheriting his steed and wants the tournament's wish to release him from the power behind it.
The contest moves into Vaughn's Phlegethon Arena, a prison complex above a river of boiling blood whose source remains uncertain. You secretly help Conquest through its rigged brackets, exploiting the rules rather than fighting every obstacle on its own terms. Lachesis exposes Vaughn's concealed final challenge: Conquest will have to face the Horseman of Death, Dage's favored contender.
With Lachesis helping prepare Conquest in exchange for your promise to find Pestilence, Dage releases more of Death's potential in the hope of forcing the Pale Rider to speak. Conquest still finds an opening, but Vaughn intervenes to attack both riders, leaving Conquest with a blade wound resistant to magical healing, reflecting Vaughn's own inherited immunity. Dage advances both Horsemen after the disrupted match, while Rand treats Conquest's injury by ordinary means.
With Conquest unable to fight the opening rounds, you wear his predecessor's armor and take his place, a substitution the judges recognize but allow. When War threatens the arena, Conquest finally speaks, commanding the Crimson Rider to kneel and begin surrendering his title before reversing the order. That easy domination is precisely what he hates: it makes victory meaningless as a measure of his own skill. You promise not to force him to use it again.
Famine unexpectedly defeats Death, exposing Vaughn's real choice of ally. Continuing through the remaining trials with Conquest, you find Pestilence in the prison cells, where the oldest rider had been investigating the sleeper responsible for the boiling blood. He warns that its face will one day matter to you. In exchange for a future adventure, Pestilence agrees to meet Lachesis and help with the final match.
Vaughn enters the final beside a transformed Famine, who had surrendered much of his sense of self for power. You refuse to rely on Conquest's commanding voice, and Lachesis calls on Pestilence, whose infestation immobilizes Vaughn despite his magical immunity. Conquest takes the opening, and Voltaire declares him champion. With Dage promising to remove the coercive power from his voice, though it will take time, Conquest pledges his friendship and bow to you, while Vaughn retains the disturbing trophy owed by Famine under their own bargain.