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The Theran Mystique - Volume 1, Issue 3
On Recent Events:

Recent times have been among the most interesting for Thera's inhabitants. A challenge from the Abyss by its Emperor to Thera has been made, and met, and an invasion force of Demons from that foul place had already taken root in these lands.

It has been known for some time to the Legion and the Mystics that the Gem of Souls, a relic from the Taekir invasion of Darkhan, might be of some use to them in combating the Demons. Even though legend has it that it was destroyed following that great conflict, there was word that it, or something similar to it, could be resurrected by fusing the Gems from the Illusionary Isles. Thus, the Legion and the Mystics fought for supremacy and control of the Gems. Soon, the Legion controlled four of the five Gems, all save the Gem of Envy. At this, Resatimm, divine and unholy leader of the Legion, made a bid to all Therans for the Gem. At last, the Legion was in control of the entire set, and Resatimm, using his power, fused them into the Gem of Souls.

But lo, no sooner had the Gem been made than Zaikkra, Lord of the Fell, and onetime Lieutenant of the Emperor of the Abyss escaped from the Gem. Zaikkra, who was quite fond of one Iggilwiv, was enraged when the Emperor impregnated her, and so in revenge, Zaikkra turned himself into a Lich and banished Iggilwiv to the depths of Winter. The Emperor, in turn, imprisoned Zaikkra in the Gem. The Fell, a race of the Abyss, held unwavering loyalty to Zaikkra, and in a bid to overthrow his nemesis, he let them loose upon Thera to take the land for his own and foil the Emperor's plot. The demons who had for some time walked Thera have not been seen since, surely the work of Zaikkra.

Shortly after, the Fell, a humanoid species of great strength and agility, began to enter the realms. In a bid to enhance their own power, the guild- masters of the berserker, dark-knight and warrior guilds allowed these creatures to join and learn the arts of their guilds. The Fell, obviously, can only travel with others of their kind, but also the Mystics, who seem to play some part in this intricate plot. Swiftly, the other cabals and the Immortals issued a rallying cry to all Therans to slay the Fell. Lord Jeradan of the Justice removed any and all protection from the Law for these strange creatures.

And so affairs stand, as Therans move to the brink of a great war between two great realms. Still, no Fell has yet to achieve the pinnacle of its guild, and accordingly, the true battles of the war have yet to begin. The Immortals of Thera warn that the importance of the events of the coming days cannot be underestimated or understated, and it has come to the attention of this Herald that Lord Davairus has stated that "the stakes are high." What foreknowledge the Heavens have of the times ahead cannot be divined, and so it remains to be seen what shall happen in the troubled times that are sure to follow.

On Gnomes:

Gnomes are quite unusual creatures, even among the fantastic beings of Thera. Their most striking characteristic, is of course, their size. Although the dimensions vary from region to region, gnomes typically stand some six to eight hands a the shoulder. Although their small size often makes them easy targets for larger races, the power contained within these tiny creatures is vast, for they are a race of knowledge and wisdom. Gnomes love to tinker with machines and such and also are known for their magical abilities.

Gnomes, however, would best be advised to stay out of direct combat with the largest beings, such as giants, who are often found playing sport with the hapless little people. Reports have reached the writer that a form of ball game played with the heads of gnomes has become popular in several giant communities around Thera. Gnomes seem to be preferable to other small creatures such as halflings, or even humans because of the reportedly bouncy nature of their heads.

Gnomes are an ancient race, akin to humans, and certainly have a proud and noble history of their own, even in the great guilds formed in Seringale and her neighboring cities. The writer would mention his own comrade Shruian, an illusionist by craft, and a Herald by profession who is certainly a gnomish sort. When gnomes of note are mentioned, one would be remiss to forget Garbon, a Warlord of some time ago, who achieved much success and heartened those of his kind who had long felt themselves not up to the task. However, Thera is also the land of the Khyer-Dirohm and the mace of unholy spirits, and such great weapons may well be named "Gnome-smasher" for their skill in harming those of the gnomish persuasion.

Thus, I must conclude that it is an altogether good thing to see some more of the gnome-kind joining the mighty guilds of the land, and striding forth to find their fortunes. I look forward to the day when even more of these delightful creatures will wander the realms. With that, the writer must end, for he must go to train further his skill with maces.

On Fell:

Please keep in mind that the following was gathered from a conversation with fell, and that, for whatever reason, any of this might be misinformation or plain lies. However, as I can see no reason for them to gain from the following if it is false, I shall share it. During a conversation with the Fell, it was revealed that Fell, as we see them, are nothing more than a shell of a person on our own plane of existence. Yes, they are being controlled by someone that we might term as being a "person", but their presence here in Thera is much like a necromancer's zombie: it is essentially incapable of independent thought of its own. Personally, this helps resolve a great deal for me, as even if these Fell were a grave threat to Thera, I thought that they might help us learn something valuable. The Fell themselves know nothing: in addition the minds behind them are thieves of the worst kind-they risk nothing to take that which is not theirs while we risk everything for that which we already have. Death to all Fell.

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