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The Theran Mystique - Volume 1, Issue 3
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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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