cimmerians ENTRY #5

Shadow Walkers: The Cimmerian Sanctuaries

EO Edgar Ozar
December 3, 2025 26 min read

Shadow Walkers: The Cimmerian Sanctuaries


Introduction

Let me tell you a secret.

No, really—a secret. The kind the Cimmerians have been keeping for millennia. The kind that could reshape how you see reality itself.

Ready?

Shadows aren’t the absence of light. They’re a presence. A realm. A living thing.

The Cimmerians understood this before the other races developed written language. While Scalians forged empires of fire and Aurans built floating cities, the Cimmerians walked through shadows like doorways, communed with the dead like old friends, and preserved knowledge that would drive lesser minds to madness.

They’re keepers of secrets. Guides through darkness. Preservers of truths too dangerous to speak aloud. And they’re terrifying when they want to be.

Other races see them as manipulative. Secretive. Untrustworthy. And they’re right—the Cimmerians do manipulate. They do keep secrets. But here’s what those other races miss:

The Cimmerians kept those secrets for them, not from them. Every truth has its time. Reveal knowledge too early, and you destroy the people you’re trying to save. The Cimmerians learned this lesson ten thousand years ago, written in the bones of civilizations that learned too much too fast.

When Umbra stretched and broke—when the Black Moon shattered and shadows merged with reality—the Cimmerians didn’t panic. They’d been preparing for that exact moment for generations.

And when the Breaking came, when Nyx Shadowveil made the final sacrifice to become the Foundation of Shadow, the Cimmerians proved what they’d always known:

Sometimes, the darkest secrets are the ones that save you.


Physical Characteristics

Skin Like Polished Night

Cimmerian skin comes in deep shades of black or dark grey, often with a subtle sheen like polished obsidian. It’s not just dark pigmentation—there’s a quality to it that seems to absorb light rather than reflect it. Stand next to a Cimmerian in bright sunlight, and they still look like they’re standing in shade.

Some Cimmerians develop patterns resembling constellations, shadowplay formations, or ancient runes. These aren’t tattoos—they’re natural markings that tell stories of deep connection to darkness and secrets. In powerful Cimmerians, these markings glow faintly when they channel shadow magic or commune with spirits.

Skin variations include:

  • Polished Obsidian: Most common, deep black with subtle sheen
  • Dark Grey: Lighter, like shadow stone or storm clouds
  • Constellation Markings: Patterns that glow like stars, rare and powerful
  • Shadow-Touched: Skin that appears to shift and flow like shadows, extremely rare
  • Rune Markings: Ancient symbols that glow with inner light when magic flows

Hair of Shadow and Bone

Cimmerian hair is black or dark grey, typically styled in intricate braids or dreadlocks. They adorn it with dark feathers (especially raven feathers, sacred to Thyra), bone beads, silver ornaments, or small bones from honored ancestors.

Some Cimmerians have hair that flows like shadows—moving even when there’s no wind, appearing almost liquid. The hair is naturally thick and resilient, and there’s something hypnotic about watching it move.

Eyes That See Through Darkness

Cimmerian eyes are piercing and intense, ranging from silver to deep black. They have a hypnotic quality, seeming to see through deception and darkness to truth beneath. Their eyes can see clearly in near-total darkness and detect the subtlest movements in shadows.

In moments of deep connection with darkness or spirits, their eyes glow like silver stars or shimmer like obsidian reflecting starlight. When a Cimmerian looks at you with glowing eyes, they’re not seeing you—they’re seeing your secrets.

Eye colors include:

  • Silver: Most common, like moonlight on obsidian
  • Deep Black: Darker, like the void itself—you can’t tell where pupil ends and iris begins
  • Obsidian: Black with silver flecks, rare and powerful
  • Shadow-Touched: Eyes that glow with inner darkness, extremely rare
  • Spirit-Touched: Eyes that shimmer with spirit energy, seeing both living and dead

Build and Presence

Cimmerians are strong and resilient, averaging 5’8” to 6’4” in height. They have a stoic, imposing presence that commands respect. Not through intimidation—through weight. When a Cimmerian enters a room, shadows deepen. Sounds quiet. People notice.

Despite their powerful build, they move with silent precision. Their steps make no sound. Their breath doesn’t rustle cloth. They can stand perfectly still for hours, becoming indistinguishable from shadows. It’s unsettling.

Physical adaptations:

  • Resilient Frame: Strong and durable, able to withstand hardship
  • Silent Movement: Natural ability to move without sound
  • Shadow Adaptation: Eyes and skin evolved for darkness
  • Spiritual Sensitivity: Highly attuned to spirits and shadows
  • Stoic Presence: An aura that commands respect and caution

The Weight of Years

Cimmerians typically live 400-500 years, with Whisperers and Shadow Warriors reaching 700 years. As they age, their connection to darkness and spirits deepens. They become more shadow-like in appearance—skin darkening further, movements becoming more fluid, voices taking on an echoing quality.

The oldest Cimmerians, known as “Ancient Shadows,” may merge with darkness entirely. Their physical forms become indistinct, existing partially in shadow realm and partially in reality. They don’t die—they transform, becoming part of the eternal darkness they served.


The Shadow Domain: Darkness Made Physical

Where Shadows Live

The Cimmerians inhabit environments shrouded in darkness and mystery. Dark forests where sunlight never penetrates the canopy. Underground caverns miles beneath the surface. Shadowy valleys where mist never lifts. They thrive where the veil between physical and spiritual realms is thin.

After Book 1, when Umbra stretched and broke, something remarkable happened. Shadows merged with reality. What was once merely absence of light became tangible. You could touch shadows. Walk through them like doorways. Some shadows had weight. Some had teeth.

The Cimmerian domain expanded overnight, incorporating shadow realms into its structure. Post-trilogy, they maintain their shadowy homes while embracing free will and sharing knowledge—but the shadows remain. Some doors stay open.

Geographic Features

The Shadowwood A vast forest with canopies so dense that sunlight never reaches the forest floor. Trees grow differently here—twisted, gnarled, reaching toward darkness instead of light. Ravens nest in every tree. The sound of whispers fills the air, though no one speaks.

The Bone Caverns Underground caverns filled with bones. Not from violence—from reverence. When Cimmerians die, their bones are brought here. Millions of bones arranged in intricate patterns, each placement meaningful. The patterns tell stories. Hold power. Preserve knowledge.

Walking through the Bone Caverns, you hear whispers in languages you don’t speak. See movements in your peripheral vision. Feel the weight of countless dead watching. It’s not haunted—it’s inhabited.

The Spirit Caves Caverns where spirits manifest most strongly. The veil is thinnest here. The dead walk openly, conversing with the living. Not ghosts—spirits, fully conscious and aware, choosing to remain rather than moving on.

The Veil Thin Points Places where physical and spiritual realms meet. You can see both worlds simultaneously—the solid earth beneath your feet and the shadow realm overlaying it like a translucent film. Step wrong, and you might find yourself in the other realm entirely.

The Obsidian Tunnels Vast networks of tunnels carved from living obsidian. The walls reflect shadows instead of light. Walk through these tunnels, and you might see reflections of yourself that move independently. Older versions. Younger versions. Versions from futures that never were.

Climate of Darkness

The shadow domain has its own climate. Cool and still, with darkness creating natural insulation. The air has weight—you can feel it pressing against your skin. Temperature varies based on spiritual fluctuations, not sunlight.

Shadows shift based on spiritual tides. Sometimes they’re thin and translucent. Other times they’re thick enough to walk on. The Cimmerians read these patterns like other races read weather.

Natural Hazards

  • Shadow Storms: Storms of pure shadow energy that can strip flesh from bone
  • Spirit Rifts: Tears between realms that pull unwary travelers into the shadow realm
  • Darkness Traps: Areas where shadows become solid, entombing victims in eternal night
  • Spectral Anomalies: Distortions caused by powerful spirits, warping reality itself
  • Shadow Shards: Sharp crystalline formations of solidified shadow—razor-edged and lethal

The shadow domain is beautiful. Mysterious. Deadly. It welcomes Cimmerians and devours intruders.


Tenebris: The City Carved from Shadows

A Marvel of Dark Architecture

Tenebris is built within a network of caves and tunnels that pulse with shadow energy. The city exists simultaneously in physical reality and shadow realm—buildings phase between both, solid and ephemeral at once.

After Umbra broke, shadows merged with reality, expanding Tenebris overnight. What was once limited to physical caves spread into shadow dimensions. The city became larger inside than outside. Rooms that shouldn’t exist. Hallways that loop impossibly. It’s not architecture—it’s geometry that cheats.

Post-trilogy, Tenebris reflects the Cimmerians’ embrace of free will and knowledge sharing. The Ancient Vaults, once sealed, are now open. Well, open to those who can navigate the shadow passages without getting lost for eternity.

Key Districts

The Shadow Fortress A fortress carved from a single massive stalactite hanging from the cavern ceiling. The center of government and military strategy. Home to the Shadow Council. It blends perfectly with shadows—you can look directly at it and not see it if it doesn’t want to be seen.

The fortress has a quality that makes it difficult to remember. You can tour it, spend hours inside, and afterward struggle to recall specific details. The Cimmerians built it that way deliberately. Some fortresses have walls. This one has forgetting.

The Ancient Vaults Vast networks of vaults preserving knowledge and secrets. Scrolls, artifacts, and ancient records maintained for millennia. Knowledge preserved through civilization collapses, natural disasters, and the apocalypse itself.

Post-trilogy, these vaults opened. The Cimmerians learned that preserving knowledge means nothing if you never share it. Now, qualified seekers can access the vaults—if they survive the shadow guardians, solve the bone puzzles, and prove they’ll use knowledge wisely.

Most don’t qualify.

The Whisperers’ Sanctum A district where Whisperers commune with spirits. Filled with spirit altars and shadow circles. The air here is thick with presence—you can feel countless spirits watching, listening, judging.

Conversations here are never private. The dead are listening. And sometimes, they respond.

The Bone Carvers’ District Workshops where Bone Carvers craft weapons and armor from bones. The sound of carving echoes through the caverns—a rhythm that never stops. The bones they work with glow faintly, responding to skilled hands.

Bone Carvers can tell a person’s life story from their bones. Age. Diet. Injuries. Secrets written in calcium and marrow. They don’t just craft from bones—they read them.

The Raven Roost A tower where ravens gather by the thousands. Sacred to Thyra, these ravens serve as messengers and guides. They’re intelligent—frighteningly so. They speak in Cimmerian tongue. Remember faces. Hold grudges.

Anger a raven here, and every raven in Eclipsia will know. Good luck with that.

The Spirit Gates Gateways to the spiritual realm. Massive structures of carved bone and solidified shadow, guarded by powerful magic. Whisperers and Necromancers use these gates, but entry requires training. Cross unprepared, and you might not come back. Or you might come back wrong.

Infrastructure

Transportation:

  • Shadow Passages: Hidden passages through shadows allowing instant travel
  • Tunnel Networks: Vast networks connecting all structures
  • Spirit Gates: For rapid travel between locations or realms
  • Shadow Bridges: Bridges existing only in shadow realm, invisible from reality
  • Raven Messengers: For communication across vast distances

Defense:

  • Shadow Barriers: Barriers that absorb attacks and reflect them as darkness
  • Bone Walls: Walls made from ancient bones, harder than stone
  • Spirit Guardians: Guardians existing in shadows, attacking intruders
  • Darkness Traps: Traps that pull enemies into shadow realm
  • Natural Camouflage: The city blends perfectly—you can’t attack what you can’t see

Culture: The Weight of Secrets

Core Values

Preservation of Knowledge The primary value. Keeping secrets and preserving knowledge until the right time. But post-trilogy, this evolved. The Cimmerians learned that preserving knowledge means nothing if you never share it. Now they balance preservation with revelation—keeping secrets that need keeping, sharing truths that need sharing.

Harmony with Darkness Maintaining harmony with shadows and spirits. Darkness is sacred. Its patterns guide decisions. All actions consider impact on shadow balance.

Observation and Patience Like shadows, Cimmerians value patience and careful watching. Not everything needs immediate action. Sometimes the right move is to wait and see what others do. Watch long enough, and secrets reveal themselves.

Loyalty and Resilience Loyalty to secrets, to Thyra, to each other. Resilience in adversity—like shadows enduring eternal darkness. Shadows don’t break. They adapt. Stretch. Persist.

Truth and Guidance Post-trilogy, understanding that truth must be shared for free will to exist. Guiding others through knowledge, not just hoarding it. The shift from “keeping secrets” to “knowing which secrets to share when.”

Social Structure

The Cimmerians are governed by the Shadow Council—elders and powerful Shadow Warriors who make decisions collectively. Guided by knowledge of darkness and connection to spirit world, they decide through discussion and consensus.

Unlike other races, Cimmerian leadership is fluid. Council membership changes based on who holds the most knowledge, shows the greatest wisdom, maintains the deepest connection to shadows. It’s meritocracy built on secrets.

Hierarchy based on shadow mastery:

  • High Shadow Keeper (spiritual leader)
  • Shadow Council (political leaders)
  • Class Specialists (Nightstalkers, Bone Carvers, Whisperers, Necromancers)
  • Skilled Workers (crafters, scouts, keepers)
  • Apprentices and Young

But even apprentices who discover important secrets gain respect. Knowledge is power. Wisdom is authority. Age helps, but it’s not everything.

Traditions

Naming Cimmerian names often include shadow or darkness words: Veylthorn, Shade, Shadow, Bone, Raven. Names reflect connection to darkness and secrets. Titles are earned: “Nightstalker,” “Bone Carver,” “Whisperer.”

Coming of Age Young Cimmerians must complete a trial: move through shadows undetected, commune with a spirit, or demonstrate shadow magic. The trial connects them deeply with darkness. Those who fail don’t die—they just try again. And again. Until shadows accept them or they accept they’ll never be shadow-touched.

Marriage Cimmerians form partnerships based on harmony and shared secrets. Ceremonies involve moving through shadows together, symbolizing shared journey through darkness. A shadow crystal is created together—a physical manifestation of their bond, glowing with combined essence.

Death The deceased are returned to shadows, their body becoming part of darkness and spirits. Their essence flows with shadow currents. Their wisdom is preserved in shadow essence and their bones. A bone is carved in their memory, inscribed with their greatest secrets, and placed in the Bone Caverns.

Death isn’t an ending. It’s transformation. The dead become shadows. Shadows become guides. Nothing is truly lost.


Religion: Thyra, the Shadow Keeper

The Silent Watcher

Thyra appears as a figure cloaked in darkness with shifting, elusive form. His skin is polished obsidian. His eyes are like inky blackness flecked with silver stars. He’s adorned with raven feathers, bone amulets, and silver ornaments.

He carries a staff of obsidian crowned with a raven skull. His presence causes shadows to deepen and ravens to gather. When Thyra manifests, temperature drops. Sounds muffle. And everyone present feels watched.

Religious Practices

Daily Worship:

  • Morning: Greet shadows, thank Thyra for protection
  • Daytime: Shadow communion, feeling his presence
  • Evening: Watch and observe, commune with darkness
  • Night: Spirit meditation

Weekly Ceremonies:

  • Shadow gatherings to share knowledge
  • Raven calls to honor Thyra
  • Spirit communion with the dead
  • Songs of shadows harmonizing with darkness

Annual Festivals:

  • The Great Shadow: Celebrating the deepest darkness of the year
  • The Raven’s Return: Honoring ravens and Thyra
  • The Spirit Convergence: When spirits gather in great numbers
  • The Truth Revealed (post-trilogy): Festival when major secrets are shared publicly

Post-Trilogy Evolution

Thyra’s teachings evolved after the Breaking. While he remains the conceptual Keeper of Secrets, his doctrine shifted. Secrets aren’t meant to be hoarded—they’re meant to be timed. Share too early, you destroy. Share too late, you condemn. Wisdom is knowing when.

Nyx Shadowveil embodied this evolution. As the Foundation of Shadow, she became the ultimate keeper—not hiding truths, but holding them until each person is ready to receive them.

Now, when Cimmerians pray to shadows, they’re praying to structure itself. To the framework that holds reality together. To the darkness that gives light meaning.


Magic and Classes

Nightstalker

Role: Masters of stealth and shadow manipulation

Core Philosophy: Shadows aren’t tools—they’re extensions of self. A true Nightstalker doesn’t hide in shadows; they become shadow.

Key Abilities:

  • Shadowmeld: Becomes invisible in shadows, allowing surprise attacks and extended stealth
  • Envenom Strike: Coats weapons with deadly poison, dealing damage over time
  • Shadow Step: Teleports through shadows for quick repositioning
  • Silent Kill: Executes silent, deadly attacks from shadows
  • Shadow Mastery (Ultimate): Becomes one with shadows, gaining massive stealth and power

Nightstalkers serve as scouts, spies, and assassins. They move through enemy territory unseen, gather intelligence, and eliminate threats before anyone knows they’re there. In darkness, they’re gods. In light, they’re vulnerable.

Bone Carver

Role: Specialists in crafting from bones

Core Philosophy: Bones remember. Every bone holds the story of the life it supported. Bone Carvers don’t just craft—they listen to what bones want to become.

Key Abilities:

  • Bone Armor: Creates armor from bones of fallen creatures, providing defense
  • Spirit Lance: Summons a lance of bone and spirit energy, piercing enemies
  • Bone Weapon: Creates weapons imbued with dark energy
  • Bone Shield: Creates shields that block attacks
  • Bone Golem (Ultimate): Creates a powerful golem to fight alongside the caster

Bone Carvers are essential for military and defense. They produce weapons and armor that grow stronger with use. The longer a Bone Carver’s weapon exists, the more powerful it becomes—absorbing the battles it participates in, learning from each strike.

Shadow Warrior

Role: Warriors who harness shadow power

Core Philosophy: Shadows aren’t just for hiding—they’re weapons. Armor. Extensions of will made manifest.

Key Abilities:

  • Shadow Clone: Creates shadowy clones that attack and distract independently
  • Consume Shadows: Absorbs shadows to heal and increase power
  • Shadow Strike: Channels shadow into powerful strikes
  • Shadow Shield: Creates barriers protecting allies
  • Shadow Storm (Ultimate): Creates massive storms of shadow affecting all enemies

Shadow Warriors are frontline fighters combining martial prowess with shadow magic. They’re terrifying in battle—fighting alongside their own shadows, healing from darkness, striking with shadow-infused attacks that bypass physical armor to damage the spirit directly.

Necromancer

Role: Masters of death and undead

Core Philosophy: Death isn’t the end—it’s a transition. Necromancers don’t raise the dead against their will; they make agreements with spirits. The dead who return choose to return.

Key Abilities:

  • Raise Skeleton: Raises skeletons from the ground to fight
  • Summon Wraith: Summons powerful wraiths that can possess enemies
  • Death Touch: Drains life force, healing the caster
  • Bone Prison: Encases enemies in bones, immobilizing them
  • Army of the Dead (Ultimate): Raises massive armies of undead

Necromancers are controversial even among Cimmerians. Their work is heavily regulated. The power to command the dead is too easily abused. But when properly used, Necromancers are invaluable—communing with ancient dead for wisdom, raising temporary defenders in times of need, negotiating with spirits for aid.

Whisperer

Role: Masters of spirit communication

Core Philosophy: The dead aren’t gone—they’re here. All around us. Whisperers don’t summon spirits; they translate. They’re interpreters between living and dead.

Key Abilities:

  • Speak with Spirits: Communicates with the dead, gaining information
  • Dark Knowledge: Draws upon shadow knowledge, increasing dark magic power
  • Spirit Guide: Calls spirits to guide and protect
  • Shadow Vision: Sees through shadows and darkness, revealing hidden things
  • Spirit Storm (Ultimate): Calls multiple spirits to aid in battle

Whisperers serve as spiritual leaders and interpreters. They commune with ancestral spirits for guidance, speak with recent dead for information, and negotiate with powerful spirits for aid. In Cimmerian society, Whisperers are respected above all others—they speak for those who no longer have voices.


Flora: Plants of Shadow

Shadowbloom

Flowers blooming only in darkness, petals emitting faint ghostly glow. Beautiful and used in ceremonies and potions. Rare and highly valued. When Shadowblooms bloom in clusters, they create constellations of light in darkness—nature’s answer to stars.

Nightshade

Poisonous plants with dark leaves and berries. Used for medicine and ritualistic purposes. Toxic to most creatures, but Cimmerians developed immunity. Also used for defense and in potions. Properly prepared, Nightshade can cure diseases. Improperly prepared, it kills in minutes.

Ghost Orchid

Rare, delicate flowers thriving in deepest shadows, white petals resembling spectral figures. Extremely rare and used in spirit communication. Highly valued—a single Ghost Orchid can buy a house. A grove of them can buy a city.

Deathcap Mushrooms

Highly poisonous mushrooms growing in clusters, caps emitting eerie glow. Toxic but can be processed for medicine. Used for defense and in rituals. The glow intensifies when spirits are near—Cimmerians plant them around sacred sites as natural spirit detectors.

Soulwood Trees

Ancient trees with dark bark and gnarled branches, said to be inhabited by spirits of the dead. Sacred and used for spirit communication. Their wood is highly valued—carved Soulwood items maintain connection to spirit realm. Warriors carry Soulwood talismans to ensure their spirits can return home if they fall.


Fauna: Creatures of Darkness

Shadow Wolves

Packs of wolves with dark fur and glowing eyes, known for stealth and ferocity. Intelligent and trainable. Some Cimmerians form lifelong bonds with them. A Cimmerian with a Shadow Wolf companion is nearly unstoppable—the wolf senses what the Cimmerian can’t see, attacks from angles enemies don’t expect.

Cave Spiders

Giant spiders dwelling in cavern depths, webs strong enough to ensnare large creatures. Intelligent and can be trained. Some Cimmerians work with them—trade food for webs, negotiate for passage through spider territory. Spider webs are valuable—stronger than steel cable, light as silk.

Wraiths

Spectral beings haunting shadows, their touch draining life force. Dangerous but can be controlled by Necromancers. Some serve as guardians. A wraith bound to guard something will guard it for eternity. They don’t sleep. Don’t eat. Don’t forget. Ever.

Shadow Bats

Large colonies inhabiting caves and tunnels, echolocation providing sight in darkness. Intelligent and trainable. Some Cimmerians form bonds with them. Shadow Bats can navigate through absolute darkness, detecting enemies by heartbeat alone.

Raven Swarms

Large swarms of ravens serving as messengers and guides. Sacred to Thyra and highly intelligent. Cimmerians communicate with them regularly. Ravens remember. Insult one, and they’ll tell every other raven in Eclipsia. They hold grudges for generations.

Spectral Serpents

Serpents with translucent bodies that phase through shadows, venom deadly and debilitating. Intelligent and can be trained. Some Shadow Warriors form bonds with them. Spectral Serpent venom doesn’t just kill the body—it attacks the spirit. Victims who die from it can’t return as spirits. They’re just gone.

Bone Golems

Animated constructs made from bones, brought to life by Bone Carvers and Necromancers. Serve as guardians and laborers. More powerful golems made from ancient bones—some containing bones from creatures extinct for millennia. These ancient golems know things. They remember.


Economy: Shadows and Secrets

Currency

Primary Currency:

  • Shadow Crystals: Crystals storing shadow energy, highly valued
  • Bone Coins: Coins made from bones, used for trade
  • Obsidian Shards: Pieces of obsidian, valuable

Cimmerians prefer barter, especially when trading involves knowledge. What’s the value of a secret? Depends on who wants it and when they need it.

Major Industries

Bone Crafting Bone Carvers create weapons and armor producing powerful items sought by all races. Bone weapons don’t dull. Bone armor repairs itself. The craftsmanship is unmatched.

Shadow Services Nightstalkers and Shadow Warriors provide services related to shadows: stealth, protection, shadow magic. Want someone protected? Hire a Shadow Warrior. Want someone eliminated quietly? Hire a Nightstalker. Want to never speak of it again? Hire a Cimmerian.

Knowledge Services Cimmerians are skilled keepers of knowledge, providing guidance based on preserved secrets. Post-trilogy, knowledge services became their primary export. Other races pay fortunes for access to Ancient Vaults—for the secrets that could save their civilizations or destroy their enemies.

Spirit Services Whisperers provide services related to spirits: communication, guidance, spirit magic. Want to speak with your dead grandfather? Need guidance from ancient spirits? A Whisperer can arrange it. For a price.

Trade Relations

  • With Scalians: Trade shadow products for metal (wary relationship, but functional)
  • With Chlorans: Trade for healing herbs (mutual respect, shared values)
  • With Hydrans: Trade shadow products for pearls (wary respect)
  • With Aurans: Trade knowledge for celestial observations (mutual wariness but productive)
  • With Mauves: Rare trade for information (mutual wariness bordering on paranoia)

Relations with Other Races

Universal Perception

Every race sees Cimmerians the same way: mysterious, secretive, manipulative, difficult to trust. And they’re not wrong. The Cimmerians are all those things.

But here’s what they miss: The Cimmerians kept secrets for them, not from them. Every truth has its time. The Cimmerians learned millennia ago that premature knowledge destroys civilizations.

Post-Trilogy Shift

After the Breaking, Cimmerian relations with all races improved. They learned that some secrets must be shared for free will to exist. You can’t make informed choices if all information is hidden.

Now, Cimmerians serve as guides—revealing knowledge when asked, offering wisdom when sought, sharing truths when the time is right. They still keep secrets. But now they explain why.


Character Spotlight: Nyx Shadowveil

The Completion

Originally a Nightstalker named Nyx Grimhelm, she evolved from secretive observer to revealer of ultimate truths. She guided other races through the breaking of the world, preserving knowledge of the Ritual of Severance until the moment it was needed.

Physical Description: 5’9”, polished obsidian skin with constellation markings that glowed silver when she channeled shadow magic. Black hair in intricate braids adorned with raven feathers and bone beads. Eyes silver that glowed in darkness. Wore armor of shadow-infused bone that seemed to shift and flow.

Personality: Stoic, observant, patient. Spoke rarely but when she did, everyone listened. Valued truth above all else. Guilt-ridden about secrets kept too long. Determined to ensure the cycle would break.

Philosophy: “Secrets aren’t chains—they’re keys. But keys are worthless if you never use them to open doors. The art is knowing which doors to open, and when.”

Character Arc: Nyx evolved from keeping secrets to knowing when to reveal them. From observer to guide. From shadow in the corner to foundation holding reality together.

She was the last of The Six to transform (Day 90). She waited until the others had safely completed their transformations and the moon had begun to reform. Then she stepped into the mechanism, becoming the Foundation of Shadow—the underlying structure giving the world depth and coherence.

Quote: “We kept these secrets not from you, but for you. Every truth has its time. Reveal knowledge too early, and you destroy what you’re trying to save. This is that time. This is the truth you need. Use it wisely.”


The Trilogy: Cimmerian Journey

Book 1: The Gathering Eclipse

When the prophecy unfolded, Cimmerians chose to be Neutral Observers. They watched other factions, gathered intelligence, preserved secrets. They knew their role was to survive the initial chaos to guide what came after.

They witnessed Umbra stretch and break, shadows merging with reality. The veil between physical and shadow realms tore. Tenebris expanded but became unstable. Nyx and the Nightstalkers preserved vital knowledge in Ancient Vaults, preparing for a future where the cycle could be broken.

Book 2: The Sundering

Cimmerians survived on an Umbra-essence fragment—a realm of deep shadow and shifting realities. Darkness wasn’t just absence of light; it was tangible substance that could be shaped.

Nyx led them not as ruler but as guide, revealing truths strategically to help survivors of all races. They learned that secrecy alone wouldn’t save them—connection was necessary. They began sharing preserved knowledge, earning trust through truth.

Book 3: The Breaking of Fate

At the Ancient Fragment, Nyx revealed the full truth of the Ritual of Severance. She explained that to break the cycle, leaders must become the foundation itself. Cimmerians supported Severance—breaking the cycle of fate forever.

On Day 90, Nyx Shadowveil made the final transformation. She was the LAST of The Six. She waited until others had safely transformed and the moon began reforming. Then she stepped into the mechanism, becoming the Foundation of Shadow—the structure giving the world depth and coherence.

Her sacrifice completed The Six, stabilizing the new world and ensuring darkness would be a place of rest and protection, not fear.

Year 1,047: Unified Humanity

By generation 3 after the Breaking, pure Cimmerians no longer existed. All descendants were mixed—part of all six races. The Cimmerians became part of unified humanity through natural intermarriage and choice.

Shadow connection persisted in all descendants. Knowledge preservation became shared heritage. Connection to shadow became part of unified humanity—honoring privacy, rest, and inner truth.

All humans carry Cimmerian traits: shadow affinity, ability to see truth in darkness. Mixed with traits from all other races.

The Cimmerians thrive as part of unified humanity. They contribute wisdom and structural understanding. They choose truth over manipulation, guidance over secrecy.

Their future is unwritten. They contribute shadow wisdom to unified humanity, choosing how to use their heritage, free from the cycle, free to be part of something greater.


Conclusion: The Gift of Darkness

Here’s what you need to understand about the Cimmerians:

Darkness isn’t the absence of light. It’s a presence. A realm. A living thing.

The Cimmerians understood this when other races were still afraid of the dark. They walked through shadows. Spoke with the dead. Preserved knowledge through civilizations rising and falling like tides.

And yes, they kept secrets. Manipulated. Observed from darkness. But they did it for the other races, not against them. Every secret kept was a civilization saved. Every truth hidden was a people protected from knowledge they weren’t ready for.

When the Breaking came, the Cimmerians proved their worth. They revealed the knowledge needed to break the cycle. They guided the other races through darkness—literal and metaphorical. And Nyx Shadowveil made the ultimate sacrifice, becoming the Foundation of Shadow—the structure holding reality together.

Now, every shadow you see has depth because she gave hers. Every moment of rest in darkness is her gift. Every secret kept until the right time honors her wisdom.

The Cimmerians taught the world a lesson: Darkness isn’t evil. Secrets aren’t lies. And sometimes, the deepest shadows hold the brightest truths.

You just have to be patient enough to wait for them.

— The Watcher


Next Week: Dream Walkers: The Mauve Constellations

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