THERA IS BORNWord of the First Book of Harrow spreads quickly. The city around Nehresham 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, Theras 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 far-reaching 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 BARSAIVEAs 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 Barsaives city-states 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 Barsaives 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 EMPIREThe 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. Theras 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 Nehresham, 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 Navarims 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 Navarims crowning and final work, Rites of Protection and Passage.
RITES OF PROTECTION AND PASSAGEDespite Lingams 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. Navarims 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 runes 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 Horrors 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 Navarims 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 Navarims words and vow to prepare, later.
ORICHALCUM WARSThera, 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 off-limits 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 EMPIREAs 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 ships 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 ships 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 moot-homes, 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 then-human 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 SPHINXWhen 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 Jarons closest apprentice, a great working begins in the open park across the harbor from Theras 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 Jarons 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 sphinxs construction, but its magical weavings baffle them. None can penetrate it enough to even glimpse the sphinxs 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 DRAGONSTheras 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 Theras 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 communiqu�s 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 earth-element 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.
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