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How it Came to Pass
Though we must be thankful for the here and the
now, we must always remember what was. Some
things must never be allowed to happen again.
-- King Varulus of Throal, 1438 TR
The following is abridged from a speaking by the
ork troubadour Storymaster Jallo Redbeard to a
group of dwarven scholar students in the great
library of Throal, 1505 TH.
Regardless of what one believes of the Therans,
the story of the lands we now call Barsaive would
not be complete unless we started with them.
Without the Therans Barsaive might have ended up
as nothing more than the scores of warring tribes
and city-states that dotted the land a thousand years
ago. Though the Therans brought us oppression,
deceit, slavery, and inhumanity, they also gave us
culture, politics, commerce, and a glimpse of the
power that unity can bring.
What we know of the origins of the Therans comes
from their mouths and their writings. It is their tale,
their legend, that we recount here. How much is
truth, how much is lie, and how much falls between
may never be known while the halls of Thera still
stand. Despite that, it is a tale worth telling, the
story of the creation of an empire.
THE MARTYR SCHOLAR
The saga of Thera begins nearly one century before the founding of the dwarven
kingdom of Throal.
The elf Elianar
Messias, who will
one day be
revered or cursed
as the Father of
Thera and the
Martyr Scholar, is
an honored
follower of the
elven Spiritual
Path. In addition,
Messias is an
important advisor
to High Queen
Failla of the Elven
Court at Wyrm
Wood, the center
of elven culture.
Messias has a
falling-out with
Failla over the
desire of the elven
nation of Shosara
to loosen the
cultural shackles
that bind it to the
Court. Messias
believes the elves
of Shosara should
be allowed to
develop their
national culture as
they see fit. Failla
disagrees: the
Court is the center
of elven culture
and all elven
nations must
emulate her. Failla
will allow no
exception.
Failla declares Shosara "separated" from the elven Court, an act of such gravity it
threatens to fracture that nation. Messias adamantly opposes Failla and her Declaration of
Separation and is banished for his challenge. Queen Failla casts him from the Court for
one hundred years, and orders that he may return after that period only if he "has learned
the value of heritage and a quiet tongue." Messias never returns.
As part of his banishment, he is dispatched to a small monastery set in the foothills of
what are known today as the Delaris Mountains in southeastern Barsaive. There, along
with a cadre of scholars dedicated to Mynbruje, the Passion of Knowledge, Messias
works to recover, translate, and transcribe volumes of books and scrolls recently
recovered from a nearby mountain cavern. The scholars believe this cache of knowledge
to be thousands upon thousands of years old, dating from early in the time when the
magical aura of our world still lay dormant, before it rose to become the vibrant energy
of our own time. What little learned men had deciphered of the works prior to Messias'
arrival indicated that the documents spoke of an even older time, when the world's aura
was as strong as it is now.
Messias focuses on a group of six books barely kept intact by the magic and climate of
the cavern where they are stored. The six are a set, matched in size and style, even down
to the odd, blood-inscribed rune on each of their covers. Messias can tell just by looking
at them that they contain powerful, probably dangerous, information. He also believes
them to be a warning, though against what he does not know. He devotes his life to
untangling their secrets. In the end those secrets eagerly take the life he has offered.
Late one evening some years later, his fellows discover his body twisted and wracked
with his dying agonies. Messias has torn his eyes from his head and then thrust his
clenched fists and their bloody contents into the fire raging in the hearth of his quarters.
He has also left a brief note nearby. It says:
These are the Books of Harrow.
They are our doom and our salvation.
Learn from them, or we will all perish.
That night, something horrid stalks the corridors of the monastery and six of Messias'
brethren die terribly. The next morning, an elder elven scholar named Kearos Navarim
takes the six Books of Harrow, three of his fellow scholars, and ample provisions, and
sets out on a long journey to the land of his birth far to the south and west of Barsaive. In
that place, in the protection that he knows he can find there, he intends to continue
Messias' work and unlock the secrets of the Books of Harrow. He and the others settle on
an island in the midst of the great Selestrean Sea and found a place of learning called
Nehr'esham, or "center of the mind."
This place marks the beginning of Thera, the beginning of the learning that would reveal
the Horrors to us, and the beginning of the great war of the mind to save us all.
THE ETERNAL LIBRARY
Word of Nehr'esham and of its Great Project to translate the Books of Harrow spreads
quickly throughout the lands of the world. The island soon becomes a gathering point for
magicians, adepts, and scholars of all types and races. Nehr'esham grows rapidly from its
humble beginnings into a small city. Though Navarim nominally leads the burgeoning
city, he keeps around him a tight circle of scholarly and magical advisors who administer
the city's needs. Navarim himself concentrates on unlocking the secrets of the Books of
Harrow.
Realizing that more books like the Books of Harrow must have survived elsewhere,
Navarim sends scholars and adepts out from the island to find these books and bring
them back to Nehr'esham. To hold these tomes and scrolls the city's overseers arrange for
the construction of what will become known as the Eternal Library. Magically protected
and controlled, it will be a place where these and other ancient works can be kept and
studied in safety for both the works and the reader.
Ironically, as the first stones for the Eternal Library are laid, thousands of miles to the
northeast dwarven miners are taking up permanent residence in the giant mines and
caverns that will someday compose Thera's greatest rival: the dwarven kingdom of
Throal. The Throal Calendar, by which Barsaive will one day mark its time, counts
forward from that day.
THE FIRST HORRORS
As the Eternal Library nears completion, one hundred and fifty years after the founding
of Nehr'esham, the first signs of the Horrors begin to appear in the world. In the city of
Majallan, in the human-dominated lands of Landis, dark wraithlike spirits stalk the
streets, driving men to violence against each other. For a year in the city of Draoglin, in
the ancient dwarven kingdom of Scytha, every dwarven child shrivels and dies before
reaching its first month of life, its essence devoured by something unseen. And across the
entire land that will one day be Barsaive, hordes of twisted, insect-like creatures are
found nesting in isolated urban and rural areas. In southern Barsaive their infestation is
so great that sworn enemies find themselves working side by side to destroy the
creatures. This time, known as The Burning, is the closest Barsaive comes to unification
prior to the arrival of the Therans. Hopes of unity collapse, however, in the face of the
tragic famine that grips Barsaive in the following years.
To the aged Navarim and his followers, the dreadful tidings from Majallan, Scytha, and
the city-states of southern Barsaive portend the beginning of something terrible. What
these awful signs warn of becomes frighteningly clear shortly thereafter. Navarim's
brilliant student and assistant, the dwarf Jaron, breaks through to understanding and
completes the translation of the first of the six Books of Harrow. This book, named
simply The First Book of Harrow, speaks of terrible days ahead, of the coming of the
Horrors, their nearly unstoppable power, and the possible ruination of the world.
The Horrors, the book says, are terrible spirits dwelling in the darkest corners of the
netherworlds. When the magical aura of this world reaches a certain strength, the Horrors
will be able to build mystical bridges between this world and the twisted realm where
they dwell. And then the Horrors will come. Terrible and powerful, they are beyond
reason. They seek only to consume. Some desire anything physical:
THERA IS BORN
Word of the First Book of Harrow spreads quickly. The city around Nehr’esham begins
to swell just as quickly until it covers the entire island. It is soon renamed Thera,
meaning "foundation." In time, the island becomes a center of trade and commerce as
well as the center of learning and thought in the eastern Selestrean Sea.
The growth of Thera does not come without its price, however. Unable to support the
enormous tasks of physical labor required to keep up with the swelling population and
commerce, the Therans must import workers from other lands. Theran slavery begins
with these laborers. The great Theran merchant houses that arrange for the transport of
the workers maintain "control" over the workers they import. Financial arrangements
must be made with the merchant house for the use of the workers. Soon, "control" of
workers becomes commonplace as the powerful and influential arrange to import
workers specifically as servants and minor laborers. Within seventy years from the
arrival of the first work-ship, "control" becomes ownership and true slavery is as
common on Thera as the ocean breeze.
Within a year of the translation of the First Book, Navarim dispatches copies to all the
leaders in all the lands he has ever heard of in an effort to warn them. Few listen.
Meanwhile, work on deciphering the other Books of Harrow continues in the hopes of
finding some way to stop or defend against the Horrors. Early on, Navarim establishes
the School of Shadows as the center for this effort and charges it to find ways of
defeating the Horrors. From that School groups of adepts and magicians travel across the
known world to confront the burgeoning Horrors and learn what they can from those
confrontations.
At the same time, Thera’s leading citizens create a more formal organization to govern
the island. Navarim, named the Elder of Thera, presides over a body of advisors and
administrators known as The Twelve. This body controls and manages the various areas
of Thera and her growing influence. In one of their first acts, The Twelve establish a
military force to defend Thera against increasing bandit and pirate raids.
The research conducted at the School of
Shadows proves to have more uses than at first
expected. Theran scholars and magicians
discover insights and understandings into the
ways and makings of magic that have farreaching
ancillary results. Their research opens
up to the Therans the ability to work the
powerful elemental magic contained in the True
Forms of air, earth, fire, water, and wood. Using
that knowledge, the Therans build their stunning
cities, none of which could exist without the aid
of magic. They also create their airships, vessels
of all kinds that fly through the air. Their
research also gives them knowledge of magical
warding and protection, illusion and healing, the
transformation and manipulation of physical
objects, and insight into the deepest reaches of
the netherworlds. Thera becomes an island, a
nation, and eventually an empire built on magic.
THE THERANS AND BARSAIVE
As Thera grows, the land that will someday become Barsaive exists in ignorance.
Unnamed, the area is home to independent tribes and isolated city-states. Little trade
exists between these powers, the only real contact coming through intermittent attacks on
rich Thera by the poorer city-states. Occasional efforts by the Elven Court at Wyrm
Wood to bring the area under their control fail. Though rulers of a great empire, the elves
of Wyrm Wood do not see enough worth conquering in Barsaive to exert the necessary
political and military pressure. Their failure ultimately leaves Barsaive vulnerable to
Theran domination.
In the Throal year 212 TH, the Therans finally arrive in Barsaive. They first make
contact with the humans of Landis near the city of Vivane and what will someday
become Sky Point. From there, Theran representatives and ambassadors travel across
Barsaive making contact and trade alliances with every group they can find. This land,
they discover, abounds with the natural and magical elements and materials the Therans
covet. The Theran envoys promise a glittering future through trade to Barsaive’s citystates
and tribes; dazzled by the prospect of Theran riches, the local leaders sign
agreements without reading between the lines.
The arrival of the first Theran trading fleet in 216 TH comes as a great surprise to
Barsaive’s local powers. They had signed treaties and agreements with the Theran
envoys, but without any real understanding of the implications. The sight of dozens of
Theran airships drifting slowly through the air over their palaces, castles, and tents is a
literal and symbolic blow to them. A new power has come to Barsaive now, and it is
second to none.
BIRTH OF AN EMPIRE
The Therans enjoy their growing power. The island itself, its central citadel, the Eternal
Library, and other great works of architecture and culture are renowned across the world.
Thera’s position in the heavily traveled Selestrean Sea makes her an ideal port of trade
and commerce. For mystical thought and pure magical power, There has no equal. The
potency of her magicians and the skill of her adepts are envied the world over. She needs
little else to seal her position in the world. Nevertheless, Fate gives it to her.
Nearly four hundred years after the founding of Nehr’esham, in the Throal year 341 TH,
Kearos Navarim dies of old age. His body is sealed in amber and placed in the great
plaza of the citadel at the heart of Thera, next to the cenotaph of his friend Elianar
Messias. Word spreads quickly that Navarim died while putting the finishing touches on
the culmination of the Great Project and the researches of the School of Shadows. The
rumors are correct.
Five years after Navarim’s death, his successor as Elder of Thera, the human Meach
Vara Lingam, announces to the world that though the scholars have found nothing
beyond a keen blade and an iron will to defeat the coming Horrors, they have discovered
something to protect against them. Lingam unveils to the world Kearos Navarim’s
crowning and final work, Rites of Protection and Passage.
RITES OF PROTECTION AND PASSAGE
Despite Lingam’s brave words, the Rites of Protection and Passage does not offer any
truly effective methods of protecting against the Horrors, but it does present the
theoretical means by which that protection can be discovered. In his four-volume work,
Navarim concluded that isolation from the Horrors is the only true means of protection
against them. Because of their individual power and sheer overwhelming numbers, direct
confrontation with the Horrors would ultimately prove suicidal.
To hide from the Horrors, Navarim proposed to construct great underground fortresses.
Dubbed kaers, these dwellings would protect their occupants against the Horrors on the
theory that strong enough walls will keep out even the most physically powerful Horror.
The natural, solid, earthen walls of the kaer would also provide protection against those
Horrors that travel through astral space or by means as yet unguessed. However,
Navarim warned an earthen barrier might not be enough to withstand every Horror.
Navarim’s book also offered other means of protection. Cities could be shielded under
domes woven of True Air. Kaers could be built beneath the sea and protected by True
Water, and so on. Navarim believed that the underground kaer would offer the strongest
defense, though even it might be breached.
To shore up the kaers’ defenses, Navarim offered additional protections to defend against
the Horrors on a primal level. Navarim believed that magicians could learn to create
wards and runes that would "call" to a Horror through magic. Once the Horror examined
the rune, its mind would become caught in the magical web and mathematical maze of
the rune’s construction. Because the Horror comes from a place deep in the mystical
netherworlds, a Horror must always devote some degree of its concentration to keeping
itself in this world. A rune entrapping its mind would break the Horror’s concentration
and force the thing either to retreat or lose its grasp in this world and be flung back to the
pit from whence it came.
Unfortunately for Thera and her sister lands, only the theory for these runes and wards
exists. Navarim believed they could be devised and had charged the School of Shadows
with their creation just prior to his death. In the meantime, he recommended that kaers be
built wherever possible in preparation for the day when the infestation of Horrors would
become so overpowering that they would render the surface of the world all but
uninhabitable. This would occur, Navarim believed, in just over eight hundred years.
The School of Shadows continues to work on mastery of the runes, intending to make
them available to all once their secrets are unlocked. And unlock them they do, but
instead of sharing them, Thera closely guards the secrets of the runes. Soon she will use
them as a bargaining tool to extend the Theran sphere of influence.
The immediate reaction to Navarim’s work is mixed. Many dismiss its conclusions
outright, while others look upon it with almost religious reverence. Most, though, cannot
take seriously a threat eight hundred years in the future. They read Navarim’s words and
vow to prepare, later.
ORICHALCUM WARS
Thera, however, does not wait. The mighty, magic-rich island needs significant and
perhaps extravagant protection against the Horrors. To this end its leaders begin to
collect vast quantities of the magical metal orichalcum. The Therans begin striking
favorable trade agreements in order to obtain large quantities of the rare material. No one
can guess what manner of protection the Therans wish to build that requires so much of
that metal, but as long as they pay well for it, no one much cares.
For those who do not know, orichalcum can only occur from the natural mixing of
certain other earthen materials that combine in the presence of True Earth. Though not a
part of orichalcum, True Earth is always found in the same area as that rare ore.
Orichalcum must usually be mined, but occasionally nodes of it are found close enough
to the surface of the land to be gathered by hand.
Orichalcum trade with Thera proves profitable for the rest of the world, despite the hue
and cry of some deprived local magicians. It is so profitable that shipments become the
target of bandits and raiders. Sixty years after Thera has begun its extensive importation
of orichalcum, the trolls of the Twilight Peaks, called the crystal raiders, lead their
ramshackle airships in a stunning long-distance raid against Shosaran orichalcum stores
being prepared for shipment overland to Thera. Other raids quickly follow suit as the
crystal raiders hone their skill of raiding by air.
Rather than band together for protection against the raiders, the lords and leaders of
various lands take the raid as a signal to start their own plundering. The provinces of
Ustrect and Cara Fahd simultaneously attack Landis; Throal is nearly overrun by
marauding bands of orks known as ork scorchers, the Elven Court in Wyrm Wood fights
Scythan dwarfs and their human allies in a series of terrible battles. The wars last more
than 40 years. Nations switch sides with a shift of the wind, migratory tribes become
little more than mercenaries, and nobility plot against and betray their own kin. Only in
Shosara and Throal are the rightful rulers not at least temporarily deposed. For the first
30 years, orichalcum and elemental mining and gathering operations are declared offlimits
by unspoken agreement; each side needs the mines, and no one would profit from
their destruction.
The ork kingdom of Cara Fahd changes hands when Landis retakes the area around a
lava field ripe with True Fire. In retaliation, the retreating ork commander, Cathon
Grimeye, unleashes every bound or trapped fire elemental present in the field. No ork
survives, most of the vanguard of the Landis army is destroyed, and the mines are
severely damaged. This action sets the stage for the final, brutal years of the war.
THERAN NAVY AND EMPIRE
As long as the flow of orichalcum and other magical elements remains steady, the
Therans care little about the war. As the Orichalcum Wars rage on, more and more
Theran mining vessels sail over Barsaive. These barges rarely touch down, instead
mining and gathering True Air from the clouds around the highest mountain peaks.
Using new techniques known only to them, the Theran miners are very successful. That
success makes them targets.
The crystal raiders, having set off the Orichalcum Wars, sit back and watch them rage.
Because the furious fighting has halted nearly all mining in the area, they make only the
occasional supply raid. The Theran air barges, however, offer them a target they cannot
resist.
The raiders strike quickly and often, plundering
and looting the air barges. Thera warns that
they will not tolerate further interference with
the air mining operations. The Therans begin
protecting the air barges with warships, military
airships. At first these ships are vedettes, air
barges expanded and armored for war. The
raiders thumb their noses at the Theran war
vessels; they continue attacking the convoys,
using their faster, more maneuverable airships
to escape back to the Twilight Peaks with their
booty.
The Therans then begin protecting the mining
convoys with kilas, sleek, stone-hulled vessels
built specifically for war. Despite mounting losses, the raiders step up their attacks. The
final straw for the Therans comes after they lose a massive fleet of air barges, vedettes,
and kilas to the raiders. Sixty days later the Therans reveal their true power.
As morning comes, the clan-moots of the crystal raiders awaken to the sounds of alarm
across the Twilight Peaks. Drifting across the great plain to the southeast of the
mountains, not far from Vivane, is the largest airship anyone has ever conceived of, let
alone seen. Devoid of a true ship’s hull and sail, the vessel is a massive shard of rock
nearly a thousand feet long propelled by raw magic in defiance of the laws of nature. The
Therans call this terrible machine of war a behemoth.
The crystal raiders are astounded by the sight, but swarm to their airships and move to
attack. The Theran airship commander dispatches a messenger spirit to the raiders,
telling them to surrender or be obliterated. Proud and defiant, the raiders destroy the
spirit.
Moving to attack, the raiders encounter a thunderous rain of weapons fire from the
Theran ship. Siege engines, mounted onto the ship’s stone hull and guided by magic,
catapult giant arrows of metal and wood at the attackers. Bolts of mystic energy lash
from the airship as well, as Theran mages focus their powers against the raiders. The
raiders scatter under the onslaught, straight into the waiting guns of kilas hidden in the
clouds overhead.
The battle continues for hours until the Theran behemoth finally reaches the edge of the
Twilight Peaks. Then, it turns its terrible destructive power away from the remaining
raider airships and directs it against their homes. The siege engines pound the moothomes,
magics tear into the raider families who attempt to defend the surface buildings
and caverns, and elementals unleashed from the Theran ship ravage what little defense
remains.
Stunned at the massacre they are witnessing, the raiders surrender. They are taken
prisoner aboard the stone airship, to be brought back to Thera as slaves in chains. The
Theran forces burn their airships, though they do not bother to destroy the few remaining
survivors in the Twilight Peaks. With what will become known as the Battle of Sky
Point, the Therans prove they are a power to be reckoned with. No longer content to
simply conduct trade and commerce subject to the whims of local lords, the Therans use
Sky Point to show the world what awaits those foolish enough to interfere with Theran
desires and aims.
One hundred days later, in the nine hundredth and forty-third year of Throal, the thenhuman
Elder of Thera, Thom Edro, proclaims the Theran Empire. Thera declares the
lands of Barsaive a Theran province, promising all those who swear loyalty to her
protection from the ravages of the Orichalcum Wars, as well as first rights to new
enchantments to defend against the Horrors. To enforce their power, the new Empire
places a permanent Theran military presence at Sky Point and founds the provincial
capital of Parlainth in the northwest corner of the land. Dozens of smaller city-states and
kingdoms quickly submit to Thera. More powerful kingdoms submit more slowly, but
visits from the Theran Navy prove persuasive.
A leading citizen of Thera, the human Kern Fallo, is named the first Overlord of
Barsaive. Though Thera controls the province, Fallo sees the practical value of local
administration and calls upon the dwarfs of nearby Throal to assist him. Throal,
unwillingly allied to Thera out of need for the Theran enchantments against the Horrors,
agrees.
Through this administration, Throal mediates between the Therans and Barsaive. The
dwarfs provide a buffer between the governments of Barsaive and their Theran overlords,
defusing much of the tension between them. Also through this administration, Throal
spreads and promotes the dwarven tongue as the trading language of Barsaive. For the
first time in its history, citizens of various Barsaive regions can communicate with
relative ease.
JARON AND THE SPHINX
When Thom Edro establishes the Theran Empire, he installs himself as its First
Governor. Many know it is only a matter of time before Edro secures the backing to
proclaim himself Emperor.
Other grumblings surface as well, rumors that Edro is using unnatural magics to extend
his life and those of loyal human and ork followers. Of course dwarven adepts had long
ago developed life-extending magics for themselves. . .but this is different.
Magic had extended the life of the dwarven
scholar-magician Jaron as well, though it left
him less energetic than previously. He fears
that Edro s turning Thera into a mockery of
the teaching of Elianar Messias, called the
Martyr Scholar. Each time Jaron voices his
objections, another of his followers
vanishes. He realizes that despite his
deciphering of the First Book of Harrow, the
expanding Theran Empire no longer
considers him an asset.
The night after the disappearance of Jaron’s
closest apprentice, a great working begins in
the open park across the harbor from Thera’s
central citadel. Three Great Form earth
elementals tear rock, stone, and True Earth
up from the very foundations of the island
and begin to sculpt them under Jaron’s
watchful eye. Theran imperial guardsmen
and magicians rush to the area, but a
powerful shield surrounding the park holds
them back. They gape in wonder as a giant stone sphinx takes form. Its head is sculpted
turning downward and seemingly asleep. As the sphinx is completed just before
daybreak, Jaron turns to address the masses gathered in the park. He speaks to them of
the teachings of the Martyr Scholar and the dreams of Kearos Navarim. He also speaks
of the dangers of power and the dark path he fears Thera is beginning to walk. He has
constructed the sphinx, he tells them, to watch over Thera and her governors. It will
remain in the park as the guardian of the beliefs of the past and an eternal reminder to the
future. As Jaron falls silent, the shield protecting the park dissolves. The three earth
elementals gather Jaron within themselves and together the four merge with the sphinx.
The crowds rush forward, and the sphinx slowly opens its stone eyes, which blaze from
within with a blue-white light. The sphinx lifts its head to stare out across the main
harbor directly at the central citadel and the heart of Thera. From that moment on, it
remains in that position.
Theran magicians examine the sphinx’s construction, but its magical weavings baffle
them. None can penetrate it enough to even glimpse the sphinx’s True Pattern, much less
learn enough to gain power over it. Because they cannot predict what may happen, they
fear trying to manipulate or unmake it.
To this day, the great sphinx sits staring out over the harbor of Thera as a reminder to all
who come and to all who rule there. The leader of Thera remains the First Governor.
None has dared call himself Emperor.
THERA AND THE DRAGONS
Thera’s domination of the cultures of the Selestrean basin and neighboring areas is not
total. Kingdoms and peoples continue to search for their own solutions to the problem of
the Horrors because success means greater independence from Thera’s increasingly
oppressive rule. They sponsor eager scholars and brave adventurers to seek out dragons,
for the creatures are known to have survived the last Scourge (as the invasion of the
Horrors has come to be known) remarkably intact. However, many dragons have no
desire to share their secrets, greatly reducing the population of eager scholars. Some
dragons, through bribery or entreaty, share the method of creating the dragon lair, which
scholars believe protected them. A rare few actually contact kingdoms on their own,
offering to help for their own dragon reasons.
The leaders of Thera see the dragon actions as a challenge to their power and position.
Proposed responses spark fierce debate; Edro has no desire to antagonize the dragons at a
time when Thera should be using all its power to prepare for the coming Scourge. But the
factions that profit most from the trade in magical elements mount effective pressure.
The Theran Navy organizes strikes against three powerful and influential great dragons.
The first two succeed in killing the target dragons and destroying their lairs, though the
action costs the Therans one of their mighty stone behemoths for the first time. The third
strike, against the great dragon Icewing, fails. The Therans find only his lair, largely
empty of anything of value and power.
Theran ambassadors pass firmly worded communiqués through discreet channels; they
refuse to tolerate dragon interference in Theran domestic policy. The dragons appear to
retreat; Theran merchants and guild adepts do a booming business as new orders for
Theran protective enchantments flood in.
Then, one sunset, sailors and dock merchants spot a dragon atop the head of the sphinx.
As the Therans hesitate between staring and fleeing, the dragon flies off. The next
morning twelve citizens are found dead. Two are provisioners to the navy, one an earthelement
smith, one a clerk to the treasurer, two guild adepts, one a moneylender, and five
are principal contractors for protective enchantments. Each of the twelve had agitated for
or profited from, the action against the dragons. Over the next two weeks the dragons
strike twice more. Two dozen more leading Therans die. Theran diplomatic channels
convey a second message: Therans are to leave dragons strictly alone. No further Theran
raids will be planned or executed. The dragons apparently take the Therans’ message to
heart and cease to disclose what they know of the Horrors and the coming Scourge.

Revision as of 20:47, 7 July 2008