Played since 2014. Thirty years of world history. Every campaign left scars that the next campaign inherited.
I have spent forty years observing the world from the Library of the Ages. For the last three decades of that vigil, something has been building. Events that seemed unconnected at the time now reveal themselves as links in a chain that stretches from 811 AW to the present day, each crisis begetting the next through mechanisms that no mortal actor intended and no mortal actor could have foreseen.
What follows is a record of those events. Not the political histories that the Senate archives preserve, nor the military accounts that the Federation's generals file in triplicate. This is the record of what happened when ordinary people were placed at the center of extraordinary disruptions and asked to hold the world together with their hands and their courage and whatever magic they could muster.
I note a pattern. Each crisis sent ripples through the planes, and each ripple woke something that had been sleeping, and each awakening precipitated the next crisis. The ley-lines that now spread across Mazariim are both consequence and cause, threads of power that connect these events the way roots connect trees in a forest. Pull one and the others shudder. The heroes who walked into these storms did not know they were weaving a design whose shape would not be visible for decades. They knew only that something was wrong and that someone had to act.
I record their deeds not because they succeeded in every case. Some did not. I record them because they stood, and because the standing mattered, and because the world that exists today was shaped by their choices in ways that most of its inhabitants will never understand.
I see you.
At the turn of the eighth century since the War, the covenant that had bound the nations was sundered by the slow patience of old grievances. Saerrus strained against the Federation of Man, and the strain bore the character of ancient bitterness long harbored and never forsaken. Dwarves from the mountains, those steadfast and unyielding kindred of stone, had taken to skirmishing with human settlements along the timeworn borders. The elves of Vand'ardhon stood upon the threshold of a grievous decree, debating whether to bar all non-elven peoples save the hin from their hallowed lands. And the Sabonaar, ever restless, had launched expeditions to the far-off reaches of the Azala while war kindled between Cecasta and Sabonna in their own harbors. The world was drifting back toward the isolation and suspicion that had defined it ere the great shared catastrophe had forced cooperation upon the races, and none among the stewards of nations possessed the will or the foresight to arrest the dissolution.
And then the orcs came from somewhere that should not have existed. And the reckoning that followed would forge the world anew.
In the Steppes of Broken Stone, a machine wrought by the fugitive wizard Zanthar in 310 BW had lain buried beneath rubble for a thousand years, immutable and unheeded beneath the ruin of its creator's tower. When orcs infesting a small keep built from that rubble disturbed the device, it sent a vibration across the firmament between realities, a susurrus heard by two parties and two alone. The first was a host of orcs from an alternate world called Ta'Puh, a reality in which the orcs had prevailed in the War to End All Wars and had subsequently wrested dominion over eleven other planes of existence across four centuries of methodical interdimensional conquest. The second was Aleron Windstrider, a priest of Thalaman who bore a divine gift he had never fully comprehended, the ordained ability to wield any spell of interdimensional passage, bestowed upon him by an entity who had not yet proclaimed its purpose.
Heroes answered. They tracked raiders to the keep and beheld the machine and the body of an alien orc scout, slain by the keep's own inhabitants who could not recognize one of their own kindred from another world. They fought through a Zebulban cult that had taken root amid the nearby ruins like something fungoid growing in shadow. They sought counsel from dwarven sages at Arkhan's Hold, where they arbitrated a clan dispute with sufficient wisdom to earn the trust of those resolute people and their expertise on the nature of planar boundaries. In Instar they commissioned the tuning forks that would grant them passage to peer across the membrane between worlds. And what they beheld in Ta'Puh was fell beyond reckoning. An empire of orcs more advanced than any civilization upon Mazariim, armed with magical devices of such prodigious sophistication that the most accomplished mages of our world had never conceived of their possibility.
The Orceri launched a preliminary assault. Cities burned. The nations that had been sundering themselves through petty ambition were forced to stand as one or perish separately, and in that dire hour the old alliance of the War found its echo in a new and desperate unity. Heroes fought their way to the ruins of Gaal'Tarak, a dwarven stronghold that had suffered an inexplicable catastrophe some fifty years prior, where the Orceri were constructing a permanent portal into our world. There, in that embattled citadel beneath mountains that had stood since before the races had names, Aleron Windstrider fulfilled the purpose Thalaman had ordained for him. He gave his life and his gift to seal the portal, barring the Orceri's passage into Mazariim for one hundred and one years.
And the wave of power that the sealing wrought did not merely travel outward through the planes. It traveled backward through time, and the dwarven citadel of Gaal'Tarak, which had borne the scars of its unexplained ruin for half a century, received its explanation at last. The heroes had not merely chosen the ruins as their battlefield. They had created them. The catastrophe that had always been had always been their doing, a closed loop of consequence whose implications for the nature of causality I find both elegant and deeply unsettling. Time, it would seem, is not the river the philosophers describe. It is a thing with patience of its own, and it bides.
The Orceri Incursion forged unity from fracture. Racial rifts mended beneath shared blood and shared grief. But tens of thousands of advanced orcs remained upon Mazariim with their devices of incalculable power, and the sealing of the portal sent ripples through the planes that none felt at the time and none would comprehend for years. Something vast and immemorial shifted in its slumber. The first thread had been pulled, and the pattern that would consume three decades had begun its unceasing weave.
Four years after the sealing, the same heroes who had held the world against the Orceri sailed across the ocean and found a realm that time itself had forsaken.
The islands of Akovar had been lost to the wider world for nearly nine thousand years, isolated by impossible headwinds and the lingering scars of the magical cataclysm that had sundered a civilization at its uttermost height. Twelve millennia ago, the entity Asti, born of pure positive energy around a white hole in the deep firmament, had sent her avatar to those islands and kindled something numinous in the primitive humans who dwelt there. Centuries of her aegis wrought miracles. Plagues ceased within miles of her presence. Lifespans lengthened past a hundred years. The supplicants who prayed at her temple discovered they could heal with their hands, and these healers went forth to the villages, and the nation of Akovar was begotten from worship and wonder and the slow, consecrated labor of centuries. Over two thousand years the Akovarians grew in number and in wisdom, their bodies and minds tempered by Asti's influence until they surpassed every other people on the globe. Dragons took notice. They taught the Akovarians arcane magic, and the tinkering apes, as the dragons called them, unraveled the secrets of mana through intellect and sheer tenacity. Around 8200 BW the Akovarians completed great stone pyramids and energized the first ley-lines, rivers of magical power that spread Asti's benediction to the farthest reaches of the isles.
And then the dragons came for the power. Flights from across Mazariim descended upon Akovar, and the Dragon War raged until, in 6830 BW, the priests and arcanists of Asti made their last stand at the Great Temple. They wrested the entity's essence into the Mask of the Pharaoh and wove a desperate ritual that flung the bulk of the population across the ocean to an undetermined shore while the ley-lines surged and the world cracked open. The explosion slew most of the wyrms at the capital. Smaller detonations unmade the cities. The survivors were changed, their blood mingling with the remnant energies of dragons and beasts, and from that mingling arose dragonborn and aasimar and tieflings and all the strange races that would inherit the shattered isles. The transported Akovarians settled in the Ancient South and became the Varkonans, keeping the Mask hallowed and hidden, bearing foretold wounds they could not name. And Akovar was forgotten by the wider world for seven thousand years.
Sabonaar expansionists found a route through the storms, and the heroes followed. They explored ruins that predated every nation upon Nigal, navigated the politics of dragon clans who wielded dominion over the islands as sovereign birthright, and journeyed south to the Varkonan lands. There they found the Mask of the Pharaohs in the Nepherites Pyramid, and bore it back across the ocean to the ruined capital of Amaunet, where red wyrms of ancient and fell lineage held the Great Temple as their lair.
In that temple, amid the shattered stones of a civilization nine millennia forsaken, the heroes released Asti's essence and reignited the ley-lines that had once connected the Akovarian cities. The primeval rivers of magical energy pulsed back to life, spreading across the islands and beyond, visible to every creature with sensitivity to mana anywhere upon the globe. And the consequences were as swift as they were immeasurable. Dragons stirred from slumber. Liches who had tarried in torpid darkness for centuries opened their eyes and beheld a world transformed. Across the planes, entities that had been somnolent since before the War felt the pulse and turned their attention toward Mazariim. The ley-lines were a beacon, and the beacon called to things that had been content to sleep until something bright enough woke them.
The second thread had been pulled. And the weaving quickened, though none yet had eyes to perceive its shape.
The shadow dragon Noctuminalis had lain in repose for centuries when the planar disturbances reached his tenebrous lair. He woke with his mind undiminished and his patience inviolate, and he did not reveal himself. He would not, not for decades, not until his designs had been wrought to completion. Instead he reached through dreams into the minds of mortal servants and wrested command of the Umbral Hand, a Zebulban cult that had operated in the penumbral spaces of civilized society for generations. Through this cult he forged magical weapons tied to the four classical elements and bestowed them upon the leaders of elemental cults that had lain dormant since before the War, and those cults roared back to life, filled with fervor for their old gods, and the Inner Kingdoms shuddered.
Earthquakes clove roads and toppled ramparts. Tidal waves assailed coastal cities. Wildfires consumed forests that had endured since the age of the Bryndawi kings. Storms marshalled where no storms had cause to gather. The people called it the Elemental Crisis, and new heroes rose to answer it, for the old heroes had sailed beyond the reach of tidings and the world could not wait for their return.
These heroes tracked the disasters to their sources and cleared cult strongholds called the Haunted Keeps, fortified bastions that had been reoccupied and corrupted by elemental sorcery. They followed teleportation circles to Tyar-Zaruk, the underground citadel where the cults had gathered in their strength, and fought through its perilous depths to reach the elemental gateways that threatened to become permanent breaches between planes. They sealed the portals. They broke the cults. They prevailed where the nations alone could not.
And they never learned who was behind it. Noctuminalis watched their victory from the umbral distances of his patience and considered it a successful reconnaissance. He had tested the strength and unity of the nations and found both wanting. He had identified the heroes most likely to oppose him in the fullness of time. He had wrested every scrap of knowledge he required, and he had revealed nothing, not his name, not his nature, not the scope of an ambition that measured its progress in centuries the way mortals measure theirs in seasons. The earthquakes his cults had caused unearthed artifacts that had been buried for millennia, among them a Taovanian relic called the Devil Cube. The shadow dragon noted this and bided.
The elemental cults shrank back into their accursed worship and their sibilant prayers. The portals were shut. The crisis passed into the chronicles. And for the next decade, the tensions between rival nations began their inexorable rise once more, as though the unity forged by shared peril was already fraying at its seams. Saerrus showed its wayward streak again. Pragos exerted pressure through secretive machinations in the Praetorian Senate. Small wars kindled among the Merchant Nations, none sufficient to redraw borders but all sufficient to remind the world that peace is not a condition but a labor, and the laborers were growing weary.
The Far Realm is not a place in any sense that mortal geometry can accommodate. It is the space between spaces, the thought behind thoughts, the abyssal lacuna where the rules that govern reality become suggestions and then become jests and then cease to exist entirely. Things dwell there that should not be called alive, and one of them had heard the ripples.
Ry'le was not a powerful entity by the reckoning of such beings. But it was awake, and it was hungry, and it had found a door. Through dream-messages and beguiling spells, the aberrant consciousness recruited the warlock Berton Adluf and through him wrought seven shapeshifting horrors called the Masters. These creatures infiltrated Beneshire, replacing key individuals in the rival noble houses of Halycon and Renoalt with simulacra so perfect that even the closest kindred could not discern the transgression. The replaced were not slain but absorbed, their personalities subsumed into the Ry'lehe hivemind like voices drowning in a cacophonous choir. The design was grievous in its simplicity. Incite civil war between the two houses, sunder Beneshire from within, and through the chaos widen the rift between the material plane and the Far Realm until it could never be sealed.
New heroes discovered the infiltration when the Astral Circle attempted to restart a small ley-line in the mountains above Beneshire. The magical energies exposed the psychic connections between the thralls and their masters, and the heroes beheld the truth for the first time, a truth more alien and unwholesome than any orc invasion or elemental cult. Their friends and neighbors had been unmade and replaced by things wearing familiar faces, things that smiled with borrowed mouths and spoke with stolen voices and felt nothing at all.
What followed was a campaign of investigation, vigilance, and desperate action through streets and estates where every face was suspect and every silence carried the furtive weight of possible betrayal. The heroes identified the replacements, prevented the provocations ordained to ignite civil war, tracked the incursion to its source in the ancient Yrugas ruins beneath the mountains, and hunted the Masters through noble halls and city sewers and places where the geometry of the walls began to trouble the eye. They destroyed enough of the seven to cause the remnant to flee, severing the hivemind and freeing the thralls, who woke as from a nightmare they could not fully recall and would spend years trying to forget.
The portal in the Yrugas ruins was sealed. An entire village was delivered from thraldom. And the small ley-line the Astral Circle had kindled continued to pulse in the mountains of Beneshire, proof that mortal hands could create ley-lines without divine intercession. This was a thing whose consequences none yet appreciated, a foretold seed whose flowering would take years. I appreciated it. I wrote it down. I waited.
The Devil Cube had been buried and forsaken for centuries ere the Elemental Crisis shook it loose from the earth.
The artifact bore the history of two brothers. Salacan, the elder, gifted and renowned among the mages of the Lands of Chaos. Davos, the younger, consumed by wrath and beguiled by a Taovanian cultist who played upon his weakness with the patience that is Taovan's hallmark, for Taovan is nothing if not willing to tarry. Davos slew his brother in a ritual sacrifice ordained to grant him power beyond mortal reckoning. What he received instead was imprisonment within the Cube itself, a pocket of shadow wrought by Taovan as both prison and lure, and there he languished while centuries passed above him like seasons passing above a tomb.
When the earthquakes of 819 AW wrested the Cube from the earth, its malign influence began to spread. A portion of the Lands of Chaos merged with the Shadow Plane, creating a crepuscular nightmare where daylight was perpetually dim, where devils walked in stead of the undead, and where reality writhed and twisted like cloth wrung by invisible hands. Those who entered the afflicted region became sullen and hopeless, their will waning with every hour spent beneath that stygian pall. And Davos ruled this nightmare from his fortress, a sovereign of shadow and chain, eternally beseeching escape while punishing all who fell into his dominion for the injustice of his own damnation.
Heroes ventured into the accursed lands following rumors of a miraculous healing artifact, for the Cube had disguised itself as a Spike of Asti, promising benediction and light. What they found was shadow and chain-devils and a madman whose bitterness had calcified across centuries into something both pathetic and fell. They recovered three artifacts through perilous labor. A holy symbol of Tiovin. The tome containing Davos's own chronicle and his weaknesses, writ in his own hand before the madness consumed him. A blade of pure radiance, wrought to cut through the tenebrous fabric of the Shadow Plane itself.
With these they assailed Davos's fortress, fought through halls haunted by devils and corrupted illusion, and destroyed the master of the Cube. The artifact shattered. The Shadow Plane receded. And the land remembers. Fifty square miles of the peninsula's interior remain scarred and grievous, the vegetation grey and stunted, the animals gone, the air bearing an oppressive sadness that the Ashen Wardens who patrol its borders say has not waned in a decade. The corruption creeps outward at ten to fifteen feet per year, unceasing and without apparent limit. Whether it will ever relent, none knoweth.
While the Shadow Plane consumed a corner of the Lands of Chaos, something older stirred in the Lands of Honor, far across the world where the Ejiin clans hold their vigil over traditions as ancient and unyielding as the mountains themselves.
Twenty years ere these events, during the Orceri Incursion, the city of Kashi had stood upon the threshold of annihilation. In its most dire hour, Khan's avatar, a powerful oni, had appeared and helped defend the city from the invaders. The shaman Soni Sabu witnessed this theophany and drew from it a conclusion his clan deemed anathema. If oni could be compelled to defend, he reasoned, could they not be compelled to serve? The Phoenix Clan decreed his exile. He went into the wilderness carrying his wrath like a coal held in bare hands, and he spent twenty years letting it burn him into something patient and methodical and beyond all hope of relenting.
When he was ready, he unleashed a supernatural plague called the Taint upon the land. The dead rose as plague zombies. Spider oni served as shock troops, followed by commanders of increasing power, water oni that corrupted the rivers, fire oni that burned the fortifications. Each summoning corresponded to a sacred site and a deadline measured by the turning of days, and each deadline that passed without intervention meant a more formidable enemy at Soni Sabu's command.
New heroes in the Lands of Honor fought a campaign measured in days rather than months, a race against a calendar that would not tarry for valor or deliberation. They saved a city. They held the line against the horde and prevented it from reaching the Phoenix Clan's capital. They tracked Soni Sabu to his final summoning site and vanquished him, sending him into the underworld he had sought to harness.
In the Ejiin tradition, this chronicle is told as a teaching about the boundary between wisdom and transgression. Soni Sabu was not wrong that oni could be beguiled into service. He was wrong about the tithe such beguiling would exact. The knowing and the doing are not the same river, the Ejiin shamans say, and the one who confuses them drowns in the difference betwixt.
The ley-line in the mountains of Beneshire was the first mortal-wrought ley-line since ancient Akovar. It was small and fragile, and it was the most consequential act of sorcery performed in eight hundred years.
Four factions desired it, and each desire bore a different character. The Umbral Hand, still operating beneath Noctuminalis's hidden stewardship, sought to seize or destroy the line ere it could be wielded against them. The Dark Whispers, a cult beholden to entities from the Abyss, hungered to corrupt it into a permanent portal through which demon lords might stride into the mortal world. The Nergalu Dragons, an ancient council who considered ley-lines a draconic birthright wrested from their keeping by the hubris of lesser races, demanded its surrender. And the Watchers, enigmatic observers led by the entity Acular, tested those who interacted with the line to determine whether mortal hands were worthy of such dominion.
Heroes from two previous campaigns mustered their strength and joined forces with the Astral Circle. What followed was a conflict that spanned planes of existence and tested the uttermost limits of mortal resolve. They traveled the Astral Plane using the ley-line as their anchor, walking the silver expanse where direction holds no sovereignty and time moves at the whim of thought. They ventured into the Abyss itself to prevent the Dark Whispers from deploying a Sphere of Annihilation, fighting through daemonic territory where the very air seethed with malice. They infiltrated the City of Fortune, an extradimensional gambling citadel where debts are paid in years of servitude, and there they rescued captured Astral Circle wizards through cunning and nerve and games whose stakes were measured in lifetimes.
They endured the Watchers' trials of combat and morality and judgment, tests wrought by beings who observed the flow of time the way a scholar observes the flow of ink across a page, with detachment and an unnerving certainty about what would be written next. And they faced the dragon council's ultimatum and found a resolution that satisfied draconic honor without surrendering mortal sovereignty over the line, a feat of diplomacy that I suspect required more courage than any of the battles that preceded it, for it is one thing to face a wyrm with a blade and quite another to face one with an argument and hold your ground while its breath heats the air around your words.
The ley-line endured. The Astral Circle retained its stewardship. And across the world, other ley-lines were beginning to stir and quicken, fed by the same planar energies that had been building since Aleron Windstrider's sacrifice. The threads were multiplying. The pattern was becoming visible to those with eyes tempered by decades of observation and the willingness to believe what they beheld.
Not all perils came from the abyssal deeps or the far planes. Some came from the green, from the ancient and luminous wildness that dwells alongside the mortal world and watches it with eyes that have never learned to blink.
A green dragon called Xunog and his fey ally Azolova conceived a design to transform Morning Valley, deep in the elven lands of Vand'ardhon, into a permanent extension of the Feywild. The method was elegant and primeval. Three sets of druid menhirs, stone circles hewn millennia ago at ley-line intersections by hands whose names even the elves have forgotten, would be activated during successive full moons. Each ritual would thin the boundary between the material plane and the Feywild. The third would unmake it entirely, and Morning Valley would cease to belong to Mazariim and become something older and stranger and beyond all mortal reckoning.
Xunog commanded kobolds and lizardmen as his vanguard. A corrupted hermit druid maintained the northern menhir, his devotion to the green world twisted into something that served a dragon's ambition rather than the land's welfare. Fey creatures crossed over in ever-greater numbers as each ritual brought the planes nigh to one another, and the valley itself began to change. Reality softened at its edges. Colors grew too vivid. Distances became unreliable, as though the land had begun to forget its own measurements.
Heroes raced against a calendar wrought by the moon herself. Three full moons. Three menhirs. Three chances to halt the transformation ere it became sempiternal. They fought through kobold defenders at the first site. They navigated swamp terrain and organized lizardmen at the second, creatures who fought not from malice but from loyalty to the dragon who had bestowed protection upon their kind. At the third menhir, with reality already unstable and fey forces marshalled at their greatest strength, they faced Xunog and Azolova together amid standing stones that hummed with power older than any nation upon the continent.
Morning Valley remained in the material plane. The menhirs were preserved, their ancient purpose kept inviolate. And the druid sites that had nearly been wrought into weapons were instead returned to the stewardship of the land, their power intact and their silence restored, waiting for a future that would use them more wisely than a dragon had tried to.
The ley-lines continued their unceasing spread. In the Gnomish Lands, their energies reached a place that should have been left to its long and quiet burial.
A century ere these events, the gnomish necromancer Salvatore Togglesprocket had wrought a complex of laboratories and charnel workshops beneath what are now called the Gauntlight Ruins. His experiments grew ever darker, ever more aberrant, until they consumed him, or so the chronicles reported. When the ley-line's tendrils intersected his buried laboratories, they did what ley-lines do with the immutable indifference of rivers finding the sea. They fed power into whatever they touched. Salvatore's ghost coalesced from the necrotic residue of his own failed ambitions, and with it, his experiments stirred in their jars and cages and began to move once more.
Simultaneously, the gnomish capital of Chumbawamba tore itself in half. Clan Azure, heralding the traditional gnomish values of arcane inquiry and clockwork innovation, clashed with the Children of Pyre, a faction that sought to harness elemental fire for industrial revolution and would brook no opposition to their vision of a world remade by flame. Sabotage became violence. Assassination attempts became frequent. The gnomish city that had stood for centuries as a bastion of inquiry and invention was embattled from within, and the fracture lines ran deeper than any political disagreement, down into fundamental questions about what gnomish civilization was for and what it owed to the future.
Heroes found themselves fighting upon two fronts with equal urgency and no respite between them. In the Abomination Vaults they descended through progressively more perilous levels, facing reanimated horrors and experimental grotesques and reality-warping magical zones where the geometry of the corridors shifted in ways that made the skull ache, while Salvatore's ghost appeared periodically to test or torment them with the sardonic wit of a madman who had outlived his own death and found the afterlife irksome. In Chumbawamba's streets they investigated sabotage, guarded the lives of besieged political figures, gathered evidence of outside manipulation, and labored to expose the agitators driving both factions toward a conflagration that would serve neither.
The two threads proved to be one thread, as threads in this age so often do. The vault's resurgence was destabilizing the ley-line. The ley-line's instability was being exploited by elements within both political factions. The heroes laid Salvatore's ghost to its final repose, cleansed the deepest vaults of their necrotic taint, and brought to light the machinations that had been driving Chumbawamba toward self-destruction. The gnomish capital endured. The dead were granted the rest they had been denied. And the lesson was inscribed in the annals for those who study such matters. Ley-lines do not discriminate between what they kindle. They bestow their power upon the beneficent and the fell alike, and the world must reckon with both.
On the southwestern coast of the Lavantine Peninsula, where Medan's dominion fades and the Ubyra fenlands begin their brooding expanse, the fishing town of Naraxa had never mattered to anyone beyond its own harbor and its own horizon.
And then the ley-lines reached the islands.
The Thessaran archipelago and the coastal waters around Naraxa had always harbored strange things in their depths. Smugglers used the coves. Pirates sheltered in the island chains. But beneath the waves and within the sea caves of the outer islands, older things had been slumbering, immemorial and patient as the stone itself. Og'thallith sites, places where the Whispering God's insidious influence had seeped into the bedrock millennia ago, now pulsated with fresh power as the ley-lines fed them with the same indifference they had shown the gnomish necromancer's vaults.
Heroes arrived to find a town beset by forces it could not comprehend and had no language to describe. Medan pushed for tighter restrictions along the coast. Smugglers operated from a mansion they had wrought to seem haunted by means both theatrical and genuinely unsettling. Lizardfolk in the nearby waters were girding themselves for conflict, though not against the surface dwellers. They were arming against sahuagin who had been driven from the deeper waters by something they would not name, something they would only gesture toward with trembling hands and averted eyes. And on island after island, the Og'thallith sites were quickening, daemonic forms gestating in cocoons of corrupted mana like foul eggs awaiting their appointed hour.
The heroes acquired a flying ship, a blimp vessel that granted them reach across the scattered archipelago. They laid bare the smuggling operation. They brokered an uneasy peace with the lizardfolk. They fought sahuagin and plumbed the horrors stirring in the coastal deeps. One of their number, an ocean elf devoted to Iquinias, freed a vampire of ancient and formidable power from imprisonment and was turned, becoming something other than what they had been, crossing a threshold from which no path of return was certain.
And in the end, the heroes were not enough. The Og'thallith sites hatched. Demons poured along the coast in numbers that no small fellowship could contain, however valiant its members or steadfast their resolve. Pirates seized the upheaval and rose to power amid the chaos, their ships becoming the sole reliable force upon the water. Naraxa endured, but barely, and the southwestern coast of the Lavantine Peninsula became a place where demons walked openly and honest sailors feared to venture.
I record this because not every chronicle concludes with deliverance. The heroes of Naraxa fought with courage and craft and they were vanquished not by cowardice but by scale. The ley-lines had fed something that should have been left starving, and the tithe was paid by the fisherfolk and families of a coast that had never beseeched the world's attention and received it only in the form of catastrophe. The standing mattered. It was not sufficient. I have learned, in forty years of observation, that these two truths can coexist, and the coexistence is the heaviest thing I carry.
And then the firmament burned.
Five points of supernal light struck the Varkonan desert like the fingers of a hand pressed into sand. Each impact carved a crater and released magical energy that the Ra-Priests felt in their bones from a hundred miles distant, a resonance so vast and so alien that the eldest among them fell to their knees and wept, for they recognized it as something their ancestors had once known and their bloodline had spent seven thousand years forgetting. Proto-entities, consciousnesses that had spent tens of thousands of years coalescing in the interstellar void, had arrived upon Mazariim. They bore names, or would soon. Zonth, who sought order. Khemset, who hungered. Menot, who changed. Nakar, who destroyed. Anumata, who held the balance between all things and the nothing that surrounds them.
Khemset moved first, for hunger is the swiftest of all motives. He discovered knowledge of an ancient machine wrought by the primordial being Gyru, a device of such fell purpose that its mere existence constituted a blasphemy against the natural order of mana. If assembled, the Machine of Gyru could drain the life-force from other entities and bestow it upon its wielder, and with that stolen power Khemset would achieve apotheosis. The machine had been sundered into five components and scattered across the breadth of Mazariim, hidden in the Frozen Isles of Nond, the Mespoian Peninsula, the Merchant Nations, the Dwarven Nations, and a final location that proclaimed itself only when the other four were gathered.
A race began that spanned the globe and tested the boundaries of what mortal resolve could accomplish against beings for whom centuries were as afternoons. Heroes traversed every corner of the world, pursuing machine components through arctic wastes and desert strongholds and subterranean complexes hewn by hands older than any civilization that remembered them, competing not only with Khemset's agents but with the other four proto-entities, each pursuing its own ordained agenda with the implacable certainty of forces that had been coalescing since before the world had a name. Zonth tested their commitment to order. Menot offered aid that bore the furtive character of manipulation. Nakar sought to unmake the machine entirely, willing to destroy the heroes along with it if the destruction served his nature. Anumata labored to prevent any single being from claiming dominion over the rest.
The heroes gathered enough components to deny Khemset his prize, but the machine was never assembled by mortal or immortal hand. In a moment of desperate ingenuity that I suspect will be debated by arcanists for centuries henceforth, the heroes placed two of the machine's components into a bag of holding and thrust that bag into a portable hole. The resulting rupture tore a wound in the Astral Plane, and both pieces were lost into that silver illimitable expanse, irretrievable, scattered across a dimension without direction or shore or any principle of return. The Machine of Gyru can never be completed. Two of its five parts drift somewhere in the Astral, and the Astral does not surrender what it swallows.
The proto-entities remained at their present strength, neither gods nor mortals but something betwixt, and they began the slow and uncertain labor of integrating themselves into the world they had crashed into. New entities walked the earth, uncertain of their purpose, finding their place among the faithful and the fearful of a world that had gods enough already and viewed the arrival of more with the wariness of a household that hears knocking at its door past midnight.
But the ley-lines still spread their unceasing web. The ripples still traveled outward through dimensions that most mortals cannot name and would not wish to. And in his lair, patient as the stone that hid him, Noctuminalis watched it all and said nothing and continued to plan. Thirty years of carefully wrought chaos, and the shadow dragon had not yet played his hand. I see you, Noctuminalis. I have always seen you. And I wonder, sometimes, in the small hours when the Library is silent and the candles gutter low, whether you have always seen me.
The ley-lines do not merely carry energy. They carry vulnerability, and this truth was foretold by their very nature, for anything that connects also provides a path for corruption to travel.
Since the reawakening of 815 AW, the network has spread its influence into regions that had known nothing of Akovarian infrastructure for seven thousand years, and with that spread has come a new and grievous category of peril that no previous generation had cause to contemplate. In 840 AW, investigators serving House Renoalt in Beneshire uncovered evidence that someone was deliberately contaminating ley-line scars in the eastern highlands, introducing compounds that bound to the mana current and corrupted everything the flow touched. Livestock sickened in radial patterns around the afflicted sites. Crops failed in concentric rings. Ward-work that had held steadfast for decades became erratic and unreliable, as though the magic itself had been poisoned at its source.
The investigation led from a murdered lord at the Royal Gala in Wyebluff to the merchant city of Verantia in Xeque, through strata of financial deception and institutional rivalry, to a cult operating from a perfumery in the Artisan Quarter. Behind the cult stood a disgraced researcher whose expelled work had found purpose in divine malice, a methodology that could, if wrought at scale, poison an entire nexus and propagate corruption along every scar and tributary connected to it, spreading like venom through the veins of the world itself.
Two investigators, a sorcerer and a dwarf, bore the weight of that discovery across two kingdoms and into confrontation with forces that preferred the world's foundations rotted from within, slowly and silently, so that by the time anyone noticed the decay the structure would be too far gone to save. I have watched the ley-lines affect more and more of the world since 815. They have woken dragons and ghosts and proto-gods and things that slumber in island caves. I had not considered that someone would learn to make them bleed. The oversight troubles me. I am meant to see. I did not see this.
I beheld the transformation through means I shall not describe. A Ya'sehrim wizard of formidable skill and deep patience completed the rite of lichdom at the Pale Athenaeum in the northern mountains of Vand'ardhon during the winter of 840, and by spring of 841 he had crossed the ocean to the Lavantine Peninsula. He operates now in the Lands of Chaos, in the broken country between Medan and the Shadow-Touched Lands, where the remnants of Davos's catastrophe and the scars of ley-line energy provide an environment suited to his particular and tenebrous ambitions.
I watch. I do not intervene. The chronicle is not yet finished, and I have learned across forty years of vigil that the discipline of observation requires recording what is happening rather than what I wish were happening. The temptation to act grows stronger with each passing season. The discipline holds, but it bends, and I find myself wondering whether the bending is wisdom or cowardice, and whether there exists a meaningful distinction between the two when the world one watches is on fire.