TenthAge

The Tenth Age (4208 - 4754) - The Age of Witchhunting

The opening of a few hellholes in the late 9th was the beginning of a rising flood. The turmoil of the death of the Emperor and battle of the Giants had already stressed the Empire greatly. A series of ambitious (and perhaps greedy) Grand Master of the Inquisitors parlayed this turmoil into a massively increased importance (and budget). Lycanthropes, hellholes, remainder of the giant hordes, and traitors who had supported the death of the emperor. Basically no end of people for the Witchhunters to hunt for heresies, sedition, and rebellion. The central conflict was the attempt to reforge a strong and united empire under the new Dragon Emperors, cleaning out both the rot from within and the rising threat of the demon portals.

Flush with recruits and mandates of both the Dragon Emperors and the populace, the Witch Hunters for one, brief, shining, short, exalted, but not very long period managed to suppress all known active threats from Axis, Horizon and several other major Imperial cities. No known cults, movements, cells, demonic or orc infections, nothing at all. Of course, people being people this lasted no more than a few months before the next nest of crazed psychopaths popped up. Imperial scholars in the decades to come would agree that for at least 2 months, and possibly as many as 4 months, there was true peace in the heart of the Empire. This happened in 4481.

Failures came often both early and later in the age, fighting back against the flood of incursions, uprisings, and cult breakouts. Ultimately though, the primary failure was the hubris which would lead to their nadir in the 11th age; the ongoing series of Inquisitor Generals and high staff with more ambition than talent eventually lead to internal corruption, both mundane and supernatural.

For several months, the Witch Hunters asked for, and received, a moratorium on trade with Nikkeru. Recently opened trade brought in magical artifacts of a style unfamiliar to the Empire and the Colleges and their allies, of a more animistic or shamanic nature than classically taught wizardry or divine gifts. At the same time, a murder cult sprung up in several cities on those trade routes, done in styles and with implements that indicated a Nikkeru connection. It was feared that some aspect of these magics had infected local populaces. In the end this theory was disproven, and instead it was declared that an existing cult had developed a twisted obsession with the newly available exotic goods and ideas and it spurred them to finally act on the travelling traders and merchants who could "disappear" more easily. Eventually trade with Nikkeru was restored, but for many years superstition persisted about Nikkeran artifacts inhabited by spirits that could possess an unwary owner.

The rise of hellholes and similar threats that fueled the rise of the Witch Hunters also fueled the recovery of the High Elves. They were able (through the intervention of the Elf Queen; not all the Shadow Elves were happy about it) to draw on the Shadow Elves' experience with supernatural horrors, and combine that with their magical lore to become powerful and skilled warriors against such supernatural threats.

This was also the age where the Concord project, begun in the prior age, came to full flower. In rebuilding after the losses of the prior age, the Elves worked with the Dwarves to move the various factories and smithies to places closer to their material sources, cleaning up the polluted landscape around the Twine of the Three and laying the foundations for parks and houses, great meeting halls and comfortable libraries. The prior age saw them temporarily discarding flowers and fancy in favor of practicality and pine, for the sake of survival; with survival now assured, the Wood Elves were able to bring back the things that made the woods not just a protective land, but a beautiful one. These in turn were brought back to Concord, to fill the parks, and the gardens of the wealthy. After coming so close to destruction, and having to endure many years of privation and ugliness, the High Elves were determined to erase those unhappy memories and sad legacies; in this age, they succeeded.

The Shadow Elves were proud of the way Concord symbolizes they aren't the dark-skinned stepchildren of the elf clans. Even with the work they'd done rebuilding in the prior age, and the knowledge and assistance they provided in dealing with supernatural threats, they still frequently received the side-eye from Wood and High Elves in many areas around the continent. In Concord, though, the city's cosmopolitan nature (and a good deal of direct influence from the Elf Queen's presence) ensure that they receive respect. (And no, they weren't happy about providing that information and had to be pressured into it, but that meant they weren't shy about claiming the value of their contribution.)

After studying hellholes at the beginning of the age, the High Elves developed some breakthroughs in dimensional engineering. They couldn't close the great abyssal rift blocked by the Great Golden Wyrm, or even the larger hellholes, but they learned a great deal about how they worked, possible ways to block or at least filter what came through, detect them, and even shift the exit points in some cases. Much like the Witch Hunters, they had to worry about corruption and delving into dangerous areas. Their studies of dimensional energies were groundbreaking and helped the allied races a great deal in their fight against demons and supernatural threats... but it also brought them into contact with some very unhealthy creatures and places. People always say to watch out for the Diabolist, but in this case that was a real concern.

The gnomes of this age were inspired by Concord to build a great gnomish city near Hammer Falls known as Ironspire, for its tall buildings made of iron and glass. The gnomes grew crops on top of the buildings and delved into the ground for metal and gems and raided the area around High Dock periodically to scavenge it. The gnomes became especially known for mundane and magical glassware; many wealthy families still have Everfull Bottles of Wine from this era. The strange gnomish drink known as 'switchell' became popular. Made with honey, molasses, vinegar, ginger, and water, it was a good source of quick energy. Unfortunately for the gnomes, it would be destroyed by the Stone Thief late in the age.

The wizards spend a great deal of this era running around putting out fires, often literal, demonic fires. The Red College in this period is kept on a tight choke-chain and is basically just the magical attack-dog arm of the Witch Hunters, answering more to them than the Archmage. There are in fact a series of increasingly weak and pliant Archmages in this age who are somewhat cowed by the Witch Hunters and in consequence don't do a whole lot of the pushing the boundaries of sanity and common sense that Archmages are often known for. Among other things, this means that the center of magical leadership in this Age shifts from the Archmage to the Elf Queen, who is NOT cowed. This plays a part in the flowering of the elves in this era.

However, this suborning to the witch hunters has drawbacks. A major plague breaks out in the age... possibly demonic in origin... and afterwards death is on the minds of many. One mage, generally thought to have been of the Black College, though some say the White, wandered further and further into necromancy, and then into contact with the Lich King, and then into closer ties. She became called the Lich Queen, and served as a scourge upon the lands from which her lord was yet barred. Lesser in power than an Icon, yet still powerful, and elusive. Her reign of terror would only end towards the close of the Age, when the Witch Hunters, Wizards, and Elves would trap and kill her... but can you really kill what is already dead? Sightings of her would occur again in the 12th Age, but as to the truth of this, who can say. Yet as late as the 13th Age the balefires around her cenotaph on the Necropolis still burn, so something clearly is going on.

There were many of the usual spells and such, as new ones are invented in every age. Most true magical innovation though involved the Hellholes, and the sealing and lessening thereof. The exception to this was among High Elven wizards, who in this period pioneer some of their greatest and most famous works of magecraft, in many ways bringing the art back from the semi-dark age that had fallen after the failure of the Gnoll-magic.

Horizon in the 10th Age is a quiet, subdued, hurried city... some would even say fearful... where few people look you in the eye and men in uniforms of the Witch Hunters are everywhere. Some of them are going to consult a wizard about a magical problem, and some of them are going to... consult... a wizard about something that may be a problem. The usual panache and flair of the city of mages is absent, as is anything resembling trust. Only the elves seem to really be breathing free and laughing without guarded paranoia; they're protected by their Queen. On the whole though this is a sad, rain-colored Age for the city, one of the midnight knock and few magical projects that are not commissioned or at the least signed off on by the Witch Hunters.

This is also the Age that the infamous moving tavern known as the Third Nipple first starts apparating around the city to avoid easily being raided.

Effects on Wizards of Trade with Nikkeru:

  1. The Blue Mages discovered several architectural techniques to align buildings with ley lines. They also learned a lot of freaky sex magic that got them in trouble with the Inquisition once or twice.
  2. They learned that while Nikkeru artifacts aren't home to any sort of dangerous spirits, many dangerous spirits and mad obsessive sorts do tend to prize them, sacrificial blades in particular, frequently calling their favorite one, 'Mai Knifu.'
  3. They learned not to invite horrible Nikkeru wizards to give lectures who show up in loli form and proceed, in front of the Inquisition, to lecture on the '1000 Demon Sabbath' spell.
  4. They learned that even after you sever one of these horrible wizards' limbs, they will still be able to kill the Vice-Head of the Inquisition and the Dean of the White College with their hair, their horrible grasping hair. The Imperial Plaguewarden Corps arose in the 10th age. Disease had been around before, of course, but the 10th Age marks the start of the truly horrific wildfire epidemics among humans. Slowly, painfully, over the course of the 10th Age, a system is set up to contain and manage them via government employees, clerics, and mages of the White College. A disproportionate number are dwarves and elves, since THEY tend to be less prone to contracting such diseases.

The draconic blood of the Emperors had a strong influence on them. The emperors became more aggressive in their temperament. Not afraid to take on a challenge or insult, though some retaliated with blunt force, and others demonstrated a more cunning and political tack. You could rely on a dragon emperor to not let an affront to them slide without them coming out on top. Contact with Nikkeru led the Dragon Emperors to cement a foothold colony on the Great Unknown Continent, a vast territory whose aggressive wildlife and indigenous tribes proved insurmountable to past explorers, and whose size, some experts say, may well be far larger than the known territories put together. This was possible by the use of dragons to cross the Iron Sea, but the travel was very difficult, and when central authority weakened at the end of the age, both the trade with Nikkeru and contact with Far Horizon dwindled; today, it's really only viable by long-distance portal, which is expensive. The Wyrm Golem turned unexpectedly aggressive in this age, making major attacks on the capital city through the years. Each time he was thought destroyed, but some years later he would come back again. Three times it struck, each time more devastating than the last. Most alarmingly, it demonstrated that it had developed a considerable intelligence. Upon its third defeat, the Wyrm Golem ceased being a problem. The reasons behind this are kept secret, and some rumors say they managed to shatter the Wyrm Golem into a small size and keep it imprisoned for experiments. Other rumors say the Wyrm Golem and the Hidden Hand came to an arrangement. The truth is elusive. The Wyrm Golem's rampage led a small cabal of wizards to decide that the only way to stop it was... NECROMANCY. This led them go delving around the Lich King's necropolis, leading both to increased undead attacks and them launching a giant flying undead made of sewn together parts of seven monsters, including a dragon. The Wyrm Golem killed it in an epic battle, then tried to launch his third attack. Many assumed they roused the Lich King. The Stone Thief, the greatest living dungeon, is ancient, first appearing when the Wizard King was still a Wizard King; it came and went, a menace in some ages and absent in others. It would devour pieces of towns and integrate them into itself. Major towns were usually safe; their wards prevented it surfacing and eating them. But in the 10th age, it devoured the city of Ironspire on on Forbearance 8, 4588, wrecking a time of gnomish prosperity and made for Axis. So the Emperor came after it, mauling it, but it escaped deep underground. Its injuries were grave and it was not seen again until the twelfth age. But even today, it seems to wander aimlessly, having perhaps somehow lost its ambition in that battle; it is dangerous but not feared as it once was. That, though, may be a mistake. This was a rough age for the Lycanthropes; many fled to the wilderness outside the Empire; others went underground. But in this age, certain villages were taken over by lycanthropes, who could relax and not fear the Witch Hunter. Such villages sometimes helped catch outsider Lycanthropes so that they did not get exposed themselves. There was one disaster with the Imperial Heir turning into a werewolf and having to be killed in the middle of a feast which led to the wiping out of one group of hidden Lycanthropes in Axis. Icon Notes The Diabolist: Some combination of hiding and being killed by the Witch Hunters; there may have been a lot of turn-over or just a lot of wannabes. Definitely laughing at how the age ended, though. The Lich Queen: May or may not have been a full-blown Icon, but did a lot of damage before she went down. The Ragged Tiger: A bard in rags who sang for his supper, but in the process revealed mystical truths to people they didn't always like. Eventually exposed by the Witch Hunters as a Rakshasa and head of a secret cult, the Union of the Snake. On a new Moon on a Monday, the Union was slaughtered by the Witch Hunters and the Red College and was no longer on the rise, its seven leaders all slain. The Silver Cleric: The first was a scion of the Imperial line who was worried about the rising problem of lycanthropy in the Ninth Age. He and his successors fought an ever escalating war against lycanthropes. By the end of the age, his followers had become fanatics who even slaughtered good-aligned lycanthropes. The Silver Clerics lived slightly extended lives, but many died fighting lycanthropes. Exposing the Imperial Heir as a lycanthrope was the greatest accomplishment of the Silver Clerics. However, the last Silver Cleric died fighting one of the Demodands, who declared himself the new Silver Cleric, but did not have the power of an Icon behind him. Emperors of Note Rodney I (4335 - 4362): In his reign, the empire began the Dragon-back explorations which led to the foundation of the Far Horizon Colony. He was noted for his cunning; you never saw him coming until it was too late and you'd been defeated. During his reign, the Shadow Legion was created. Antiochus IV (4473 - 4523): Antiochus ruled over an age of peace of prosperity, in which evil infiltrators were at their minimum. A group of adventurers thwarted a planned revenge attack by giants, the witch hunters kept it real(ly peaceful), even achieving a short period in which there were NO evil plots against the empire, the economy was healthy, farming prospered and the Nikkeru trade was at its height. The Forty-Fifth Century Games lasted six months and were legendary for their scale and the amazing gladiatorial fights, including the Emperor himself doing battle with a captured Demon Lord and slaying him. (Few historians assume as they once did, though, that this was a fair fight. Kostchtchie, Demon Lord of Giants, was not exactly the sharpest tool in the shed. And he died cursing the Witch, to the confusion of everyone, given she died a loooong time before. Unfortunately, this just banished him back to his hellplane, and people worry when he will be free to try to return.) Oliver VIII (4555 - 4585): He came to the throne when the previous heir turned out to be a lycanthrope. He was a little too eager to be loved, gave away too much stuff, and impoverished the royal family. Seleucus II the Miser (4585 - 4599): He was noted for pinching pennies. His greatest accomplishment was his defeat of the Stone Thief after it destroyed Ironspire. His cutting down the Imperial staff was mostly for the better; he did not need ten people whose main job was to attend to his needs on the toilet. Unfortunately, cutting the Imperial Tasters (22 in number) resulted in him dying from poison. Irene III (4721-4753): She was overly obsessed with Nikkeru Theater and spent her time staging elaborate plays and neglecting the work of the state, ceding most control to the Witch Hunters. During her reign, the Demodand project began to get out of hand. Antiochus V (4753-4): He made a bid to reassert Imperial authority by taking on the Three and instead, died at their hands, leaving Irene IV as a child empress at age 3. His death is seen now as the end of the age. Clothing Fads of the Tenth Age Elf Colors: In the 4500s, Elves tended to wear sky blue if High Elves, forest green if Wood Elves, and black if Shadow Elves. The Elf Queen became bored with this and the in the 4600s, required that if you wore one of those colors, you had to wear all three. This prompted a huge tide of experiments with colors. The Elf Queen relented in 4688, but those colors are no longer as culturally obligatory as they had once been. Gnome Chic: The gnomes of Ironspire wore a mixture of cloth and metal and this mix became a big deal in the mid 4600s. One skeptic described this style as resembling an explosion in a belt factory which had covered people in belts, but the core was studded leather tunics and pants or skirts with an overlayer of special copper thread and an underlayer of cotton cloth, though wealthy people substituted silver, electrum, gold, and silver for copper. Goggles, bandoliers, and an excessive number of belts, sometimes in odd places like around your left thigh, were an important component. Gnomes no longer dress like this in the 13th age, except on Forbearance 8, Tragedy Day, the anniversary of the destruction of Ironspire. The Hat Craze: This was largely an upper-class thing. Under Emperor Oliver VII (4398-4425), hats got bigger and more elaborate to the point where people were wearing scale models of Axis on their heads if rich enough. After an incident in which such a hat turned out to have multiple imps hiding in it, Diana III (4425-4448) banned any hat taller than a human hand. Nikkeru Fashion: At the height of trade with Nikkeru, in the reign of Antiochus IV, many nobles and merchants began wearing wrap around fur and hide clothing in the style of Nikkeru, especially their big bushy fur hats in winter time. Eventually, this fashion quietly faded, but people still wear it to costume parties today. Witchtest Flaps: Seleucus II the Miser forced every major article of clothing to have a flap for easy entry for Witch Hunters to test if you were a member of a demon cult. This enabled him to raise a huge amount of money but also made him hugely hated and even Witch Hunters didn't like this as it usually was in the wrong place. After his murder, the law was thankfully repealed. In the 12th age, some would jokingly refer to low-cut necklines as Witchtest Flaps. How the Age Ended Overzealous witchhunters and their pet Red College wizards, sensing their fading importance, secretly implant demon flesh in hosts, giving them vastly increased powers. The resulting "things" are neither demon nor mortals, but sort of demi-demons, known as Demidemons, who break their chains of servitude and try to carve up their own little warlord fiefdoms. They're more interested in fighting each other than anything else, though, so it's not a full on demon apocalypse, but rather more of a Warring States sort of breakdown. This is facilitated by the last Emperor of the age trying to challenge the Three and dying at their hands; the following Emperors were weak, and unable to extend full control over the Empire; this may well have been a curse from the Three, made stronger by the dragon ancestry of the Emperors. Things Which Remain In Later Ages Candyland: there is no good explanation for this. The Elves and Dwarves figure somehow it's the human's fault. No human has ever confessed to producing this incredibly diabetic dungeon. Everything is in fact candy and edible, even the monsters within that are very capable of mauling a trained soldier. Due to its nature, it often attracts the homeless and hungry, as well as children. a few incredibly stubborn and willful adventurers have managed to establish an outpost here, but the dungeon itself is still in the process of being fully mapped out and understood. It is in fact very vast, with over sixty 'levels' mapped out so far. The Hold of the Host: Some say the Hold of the Host was a creation of the Diabolist, to forever warp victims' minds. Others say that's giving the Diabolist too much credit, as even the worst pretenders to that Icon had better taste. Some say it was the creation of the titular Host, an escaped demon with a twisted sense of humor. But few dispute the Host's effectiveness in breaking sentient beings. What comes out of the Hold, after no more than a few days, is barely even recognizable as a person; gibbering, wearing outlandish clothing, completely divorced from reality, and trying incessantly to make deals with anyone they encounter. The terms for such deals are spawned of pure delusion, with the Moon on a string falling on the realistic end of the scale. The Imperial Plaguewarden Corps arose in the 10th age. Disease had been around before, of course, but the 10th Age marks the start of the truly horrific wildfire epidemics among humans. Slowly, painfully, over the course of the 10th Age a system is set up to contain and manage them via government employees, clerics, and mages of the White College. A disproportionate number are dwarves and elves, since THEY tend to be less prone to contracting such diseases. Nikkeru Border Wardens were giant stone heads, about forty feet high, very stylized and slender. These were imported from Nikkeru in the 10th age and some still work. Placed on the border of your land, they alerted their owner to intruders. To become the master, a rite, now mostly forgotten, was needed, known to have keyed off the Speak With Item utility. Many now sit in wild places or inside someone's farm, awaiting a new owner. Witch Hunter Oaths of Office: The current oaths of office for the Imperial Witch Hunters derive from those developed towards the end of the 10th, part of the attempt to fight internal and external corruption. Many believe these oaths are divinely empowered, but if that was ever truly the case, they've (probably) drifted enough since then to not be truly binding. It's claimed that the higher an inquisitor rises, the older and more empowered the oaths they must take are.