The Second Age (452 - 1028) - The Age of Cogs In the Second Age, the Empire was at one of its territorial peaks, but over time, the rise of Dwarven influence first strengthened the Empire, then brought it low. Dwarves helped rebuild the ruined cities, starting with Axis, and within two centuries, the Empire was bustling again. The Princess of Cogs and Wheels became the Lady of Forge, controlling it in vassalage to the Dwarf King. She created the Wonder Engines, which could do the work of hundreds or thousands and produce goods cheaply and efficiently... so long as the needed rare metals and fuels kept coming from Underhome, the land of the Dwarves. She did this so she could continue her experiments, which could not go on without his aid. The Empire grew a great taste for the gadgetry of the Dwarves! This leads humans to the fledgling awkward steps of industrialization, tho hindered by superstition, demonic sabotoge and a somewhat litigous trigger finger from the Dwarves. These engines transformed the Empire, making it a land of automatons and mechanized production; some found work tending the Wonder Engines, while others were freed up for further education and a variety of service jobs, including magical ones. But not everyone could adapt and some people fled the Empire to try to carve out new homes in the wilderness. Some succeeded, but many were enslaved by humanoids or monsters or got eaten. But people are stubborn and they endured. Dwarven aid also created the Imperial road network, replacing older roads built by the Wizard King which now were crumbling and in some cases led to cities which no longer existed, or dangerous places like the ruins of Karzig, which were ringed by warning monuments. The great roadway system connected the capital to major strategic and economic locations, greatly speeding up travel by wagon and other transport automata. boosting their military mobility and their economy. However, competition in the Underdark for rare materials ignited a war between the Shadow Elves and the Dwarves; The Dark Elves tried to wipe out the whole royal family. Instead, they just enraged the Dwarves, though they did kill two kids and the Dwarf King. But his eldest son simply took over and was kind of sloppy about the whole 'there are different kinds of Elves' thing. It went badly for the Shadow Elves, who couldn't get the other Elves to aid them and after their defeat, many laws were aimed at them by the Empire, if often not well enforced, like the laws which required that Elves could go no deeper than twenty feet underground. The Dwarves denied all responsibility but it was clear they were behind some of them if not all. The Prince of Shadows was almost certainly active as an Icon for decades before his biggest, splashiest exploits. Or maybe he just took credit for them. He stole an opal from the Elf-Queen's Crown the very night she signed the treaty ending the war with the dwarves. He stole a cog from the braincase of the Princess of Cogs and Gears. His biggest con was acquiring, quite legally, absolute title to his oldest and greatest demesne; Shadow Port. The Imperial Revenue Service had been crippled by its corruption processes. The Empire relied largely on income from its estates and from an automata tax. The Empire was fat with wealth, which made it vulnerable to crime. Dwarven wealth poured into the empire and the rise of the Wonder Engines and automata generated vast wealth. Crime fed hungrily upon this wealth; in 611 IY, many gangs united into the Thieves' Guild. In their greatest haul, they stole a scale from the Great Gold Wyrm, and simultaneously sold it to the Black, the White, the Green, the Blue, and the Red. When the Five found out about this, none of them would refuse, as a point of pride, to relinquish their claim on it. The Thieves Guild then ransomed it back to the Great Gold Wyrm... but even to this day, one of the chromatic dragons can claim one of his scales, if only they can get all their brothers to quit their claims to it. The Assassins' Guild was created in 688 to put an end to rival assassination groups. The Dwarf King hired them to eliminate the Prince of Shadows, who causing the Dwarf King endless trouble. They sent their best man, who succeeded in slaying the Prince of Shadows. Unfortunately, he then inherited the job of Prince of Shadows. This is why the Dwarves rarely bother to hire the Guild any more, feeling that while the letter of the contract had been met, its spirit had been broken. The second age is considered the lowest age of Wizard history. The fall of the Wizard King had begun this decline and many wizards had died with him or been burned as Witches in the First Age or died in other ways. When the First Age ended in fire, one of the reasons the Empire survived at all was the wizards hurriedly performing joint rituals to shield what they could. This saved many cities and towns and also killed a lot of powerful wizards. So the wizards enter the second age diminished, few in number, and with poor leadership. Wizards do not sing of their own suffering because they tend to be too proud for this, but the phrase, "This is a real Second Age" is common in magical circles to describe a bad situation. The wizards, fearing their utter destruction, built a monastery out in Grey Harbor to house knowledge, and opened a calm sea corridor to and from it. None living now know how this was done. The other wonder lost was the spell of Greater Wish. It is said it was wished out of function and existance, but that may just be a story. Despite victory over the Shadow Elves, the dwarves had under-estimated the cost of supporting the empire, and their demand for more dwarven support strained the relationship. the dwarves also felt threatened by how well the empire had managed to adapt some of their technology and feared encroachment on their technological advantages. and since those technological advances relied heavily on mined materials, they saw down the line if this kept up, the humans would become too covetous of their resources as well. a xenophobic Dwarves First mentality took root amongst the ruling parties that didn't destory the alliance, but put it under severe strain. Make Dwarves Great Again. Icon Notes General Lead: When the Imperial government is weak and the Emperors do not do their job, since the Second Age, General Lead has somehow returned from the grave to lead angry peasants to do what the government will not. Clad in platemail made of lead, he organized mobs of peasants into a crude army which stopped the Automata Rampage that ended the Second Age. He has appeared in other ages as well, always championing the defense of the common folk against oppression. He arms his followers with lead weapons which resist magic and he can never be scryed because of his armor. He may be a weird kind of Icon, but no one is sure. The Green Bandit : The Green Bandit was a celebrated heroine of this age, robbing from the wealthy and giving to the poor. Most accounts describe her as a half-elf; others say that she was a full wood-elf, or some sort of fey, or even the Elf Queen in disguise. Her secret woodland hideout was somewhere near Old Town, and to this day she is celebrated in the folk-tales of halflings and gnomes. The Great Gold Wyrm: The war fought by the Great Gold Wyrm and his paladins against a foe in the southlands is one of the great mysteries of Imperial history. The Golden Order either swore never to speak of it, or somehow lost the ability to tell the tale. Any records of the conflict have been lost to time and the destruction of the Golden Citadel. Sometimes, though, the shifting winds of the Red Wastes expose strange mummified insect-husks buried in the sands. Occasionally they clasp the symbol of a lost icon that historians refer to as the Scarab Master. Some of these corpses are bigger than dragons, and their age-old carapaces still bear the burn marks of dragonfire. The Princess of Cogs and Wheels: The Princess of Cogs and Wheels was the viceroy of Forge in this age. As the Dwarf King, her nominal superior, still dwelt far away in deep Underhome, the ruthless and manipulative Princess was the effective ruler of the dwarves in the surface lands. She delighted in cunning machines and subtle sorcery of all kinds, favoring one human lord or merchant prince over another to further some long-planned scheme. To her credit, her schemes weren’t usually contrary to the interests of the Empire and its humans. She was a stalwart ally of the Emperor, and often advocated for humans and even half-elves in the court of the Dwarf King. Her murder in 1000 IY by a wizard marked the beginning of the collapse of the age. The Prince of Shadows: The first and second Prince of Shadows lived in this age; the second slew the first and took his place.
All Second Age Emperors had some kind of nickname; sometimes this was applied posthumously.
Automata of Note
The Wonder Engines were not autonomous creations. That was kinda-sorta a lie. The Wonder Engines were dependent upon the central gearshaft heartcore of the Princess of Cogs and Gears; it was her iconic power that kept them going. Right up until a wizard killed her and ripped it out of her. And they all went SUPER NUTS.
Automatons rampaged, engines created automatons which laid waste to areas trying to collect raw materials for the wonder engines, and humans and dwarves blamed each other for the whole affair.
The reign of Jürgen III the Ill-Fated (988 - 1028) became an abject catastrophe; he was lazy and weak and flailed helpless; the Imperial estates were overly dependent on automata and the Empire went broke. It was not he, but others, who brought down the out of control Wonder Engines, though many just ran out of their exotic materials and stopped working. Angry peasant mobs known as 'Leadites' from their use of lead weapons to smash magical machinery, led by the mysterious 'General Lead' played a huge role in defeating the Wonder Engines and rampaging automata. Thus ended the Second Age in the sound of lead striking metal.
These items fill the necklace slot; they add +1 to saves per tier and have some additional power. Note: Servants of the Great Gold Wyrm tend to regard you as a threat to be investigated, possibly slain if you wear one of these. The Champion, on the other hand, collects all the old artifacts of the Scarab Lord that he can.
This version of the page was edited by John at 2021-03-28 22:22:29. View the most recent version.