TwelfthAge

The Twelfth Age (5203 - 5649) - The Age of Uncertainty

The 12th age is primarily marked by rebuilding for most of the world. Small flareups between the Duergar, Drow, mindflayers, goblins, and the last remnants of the Demidemons dot the first half of the age. Ultimately, though, this marks the transition of the Lich King from mostly passive to far more active. The Lich Queen, the rampage of the Wyrm Golem, the pact with the Alhoon, the taming of the Shattered Spire - Educated opinions vary on which of these played a part, if any, but either way 30 years into the reign of Anslem II ("the Wise") the Necropolis lurched to from it's normal Drowsy slumber into more frenzied activity. The normal trickle of undead raids across the middle sea to the surrounding areas rose to a steady stream. The Empire braced for a flood. And then... for a hundred years... that's it. Just a steady stream of raids and minor incursions. Enough to rally a city, require a band or three of heroes or small army to stop, and then the dead would subside for a few months.

Finally, the metaphorical levee broke. And the city of Highrock paid the ultimate price. Eventually the invasion was beaten back, but the city itself was a shattered husk of mostly bone and ash. There hasn't been another invasion on that scale since, but even to this day the Necropolis still teems with activity, and small raids and uprisings remain common, in comparison to the years of torpor prior to the Fall of Highrock. The Three actually proved most valuable against the Lich King. It was the flames of the Red, the withering acid of the Black, and the thunderous lightning of the Blue that finally broke the force at High Point (though with it, most of the city went as well). The details are not exactly clear, but somehow this lead to the Blue being named Imperial Governor of what remained of High Point and its surroundings (some say this was the Emperor's way of saying "you broke it, you bought it", others claim it was a bribe that they not continue on to the rest of the weakened north west, paving the way for the monster-city that would gain the name Drakkenhall.

Afterward, all three would actively assist against the larger incursions of the undead, though rarely as quickly or cleanly as the citizens of the Empire might hope."

The High Druid, largely quiet for many ages, took the chance to help "trim back" the Empire. With the majority of attention focused on the Necropolis and the shores of the Midland Sea and in particular the northeast, he took the opportunity to extend the reach of the Wild Wood dramatically, swallowing hamlets, villages, and thorpes, pushing the borders of the dark forests nearly right up to the gates of Santa Cora and New Port. This greatly disrupted trade in the south east for generations.

Some of the Empire's lycanthropes fled to the forests and the High Druid took them in and tried to help them control their curse. As ever, with fear and fleeing and panic. Undead powered plagues did raise the esteem of the Plaguewarden Corps quite substantially, however. Between the undead incursions in the north east and the growth of the Wild Wood in the south east, there was a wave of migration to the west. This was largely of little consequence, but it did bring a number of eastern culture traditions and mores into the heartlands of the Empire. During the 11th Age, the Crusader had battled the Demidemons and created his fortress, First Triumph. Now he turned his attention to the Diabolist, since the Demidemon menace was largely wiped out. The fundamental problem for the Crusader is that he's better at killing people than finding them to kill him. The Dark Gods whisper secrets to him... those secrets, however, are cosmic truths and sources of power... not where the demon rats are hiding. The Crusader caught the first Diabolist of the age by surprise and beat him to death, but the Second Diabolist made payments to the Prince of Shadows, who helped her to hide and to hide some of her cults until they exposed themselves.

But another problem was that the Imperial witchhunters were not eager to submit to him as he demanded and continued fighting evil without him. Their information resources sometimes leaked to him but that usually meant the Witchhunters hoped to use him as a hammer.

The damage done in the 11th age was not easily repaired. One of the greatest rites ever performed (in 5223, during the reign of Empress Cordette) required the cooperation of virtually every Elf. It took three months, and it purified virtually all of the Queen's Wood.

Unfortunately, a dozen Koru Behemoths decided to walk through the ritual area and basically wrecked the effort to fix the Spider Woods. The Elf Queen was enraged and expended considerable resources years later to trap one of the Behemoths, slaughter it and hold a giant feast of Behemoth meat, to which she invited all of the Icons friendly to her. The Behemoth Festival remains legendary. That seems to have cooled her wrath, but a few years later, a Behemoth invaded the forest and slaughtered many Elves, before then being hauled off by the High Druid. Most people consider this... a warning. The Elf Queen seemed to take it.

Icon Notes

Heroic Icons:

  • The Architect: An engineer of surpassing skill; he built up Highrock, his city, into an ever stronger fortress. Then he was brutally murdered while trying to reinforce the defenses of the Sea Wall in 5222. Two years later, his city fell. Rumored to have had a Wonder Engine.
  • The Archmage: A series of men and women of many races held this office, including the first Dragonic Archmage. He favored the Blue College, from which he had come, and welcomed the Blue becoming Lord of Drakkenhall. Indeed, some whisper he knew the attack was coming and engineered the whole thing. True or not, he exploded twenty-five years later (5449) during an experiment.
  • The Emperor: See Emperors of Note. Most were fairly effective and the less effective ones were generally well meaning with a few exceptions.
  • Great Gold Wyrm: During this age, his vigilance was fairly effective at keeping Demonic and Devil cults in check. Thought to have mixed feelings about Drakkenhall.

Ambiguous Icons:

  • The Crusader: Growing in strength, but struggled with problems of not being good at spying in this era. Keeping it real.
  • The Dwarf King: Four Dwarf Kings ruled in this era; two were great builders, the second a great friend to the Architect. The third ruled only five years, dying in a confrontation with the Duergar in 5283. The last began selling too many dwarven secrets, in the opinion of some, in a quest for GOLD, but then somehow died or ceased to exist or something in the end of the age, along with all his kids, forcing an election in the first year of the 13th Age.
  • The Elf Queen: Preoccupied with taking lovers and rebuilding her regime. Came to some sort of deal with the High Druid.
  • The High Druid: Halfway through the age, he showed up and began expanding the Wild Wood and came to a deal of some kind with the Elf Queen. There is reason to believe he somehow ascended to become the Elemental Prince of Wood during the mysterious end of the age.
  • The Prince of Shadows: It was an oddly turbulent era, with six different Princes of Shadows. The third, a scion of the Imperial Family, died trying to kill the Lich King in 5318, and the fifth boarded a ship, sailed into the Iron Sea, and was never seen again.

Villainous Icons:

  • The Diabolist: Locked in a battle of brains vs. brawns with the Crusader in which neither can get what they want, but the Diabolist dies more often.
  • The Lich King: The Hour of the Lich King has come and he destroys Highrock. But the rise of Drakkenhall or maybe something else kept him from destroying any more cities. But raids continued to the end of the age.
  • The Orc Lord: Either dead or absent, but during the fall of Highrock, Agnes Suncrow, High Priestess of Pelor, God of the Sun, went into a trance and shouted, "THE ORC LORD COMES." And... then he didn't. She then resigned.
  • The Three: By this age, the Five were down to Three, but the Blue became Lord of Drakkenhall and thus became part of the Empire; the consequences of this have yet to be fully understood.

Emperors of Note

  • Michael V Elf-Lover (5278 - 5321): The youngest of five, while he was off having an affair with the Elf Queen, all his siblings got themselves killed; some suspected him but most assumed he was too diffident to have murdered anyone. He remained close to the Queen but managed to produce six kids by his wife despite constant fighting. The Elf Queen still retains a portrait of him as he was when he left.
  • Anselm II The Wise (5394 - 5439): Noted for building libraries and schools in every major city; he allowed the gladiatorial games, but had the minimal possible interaction with them. Instead, he promoted the 'Wisdom Games' of intellectual contests, from riddle games to debates to demonstration of mechanical and magical cleverness. In the year 5424, the Wisdom Games were interrupted by a report of unusual activity in Necropolis. Yet nothing seemed to come of it. The games went on, though he struggled to build public enthusiasm; the people of Axis wanted battle.
  • Sophie III (5511 - 5541): By her reign, the Necropolis was neglected and she was focused on trying to rebuild the south-east which had recovered a fair amount of its population but was still floundering. In 5424, the Lich King sacked Highrock and only the Three prevented things getting worse. She granted Highrock's ruins to the Blue and it soon became Drakkenhall. In 5440, Yar, the Giant Toad From the Future (allegedly), attacked Fort Dedication in the Southeast; she led legions to its aid and perished battling Yar with the Golden Carapace, though she slew it.
  • Hansel (5541 - 5577): He was forced to cut back efforts to resettle the southeast to pay for fightning the Undead and the Wild Wood now began to advance. He did at least hold back the Undead.

The Rise of New Port

Refugees from High Rock fled to the southern coast in the year 5424 and founded a town among the ruins of an older city. It soon flourished and became an official Town of the Empire in 5549, chartered by Emperor Hansel. As the Wild Wood advanced, the coastal strip became more densely settled and trade more easily flourished without the need to haul goods by land deep into the interior. In 5588, Emperor Maximillian II declared it a City of the Empire. It remains a city without an Icon, a place to try new things, without the weight of thousands of years of history. It also makes a lot of money by being the port of embarkation every time the Legions need to reinforce the Seawall Forts, which it supplies with goods and food.

In 5647, the Great Iron Squid broke through the Seawall and headed for New Port, only to fall prey to giant rains which flooded the Arastra vale... with fresh water. It remains unclear to most people what exactly happened, though it seemed to involve his tissues collapsing in on themselves and then the New Porters attacked him with an improvised fleet and finished him off; the remains were built into the Colossus of New Port, which stands across the Harbor. Many assume the High Druid intervened, but why would he save a city? Two years later, the mysterious end of the age made answering this impossible.

The Town of Haven

Haven was founded in the 11th age, but came to greater prominence in the 12th age. In the 11th age, Twisp, Old Town, and Burrow were basically between the Elf Queen (whose court was under Drow influence) and the Goblin King (in the Fangs). Some Halflings decided to decamp to the Spray, where they swore themselves to the Archmage and founded Haven, which they expected might one day have to hold all surviving Halflings of the homeland. Instead, the Goblin Empire fell and they survived.

In the 12th age, they became a substantial port town; the area between the Spray and Horizon was well warded, though at times the undead raided. In this age, the Halfling Mafia took over the city, which became the place to smuggle goods to headed for Horizon. But it also continued to be a haven for halflings and by now, the entire Spray is overrun with them.

No one can prove it, but the Halfling Mafia of Haven are known to possess certain Mindflayer artifacts, and those artifacts are assumed to have been secured during the assassination of the Elder Brain in the 11th age. They definitely made a deal with the Prince of Shadows so he wouldn't muscle them out. There's also reason to think some of their resources still go into fighting Mind Flayers. One of the effects of this is that criminals eye every halfling nervously because any halfling might turn out to be part of the HM and they don't play around.

How the Age Ended

No one is sure what exactly happened to end the age. An entire year is erased from memory or evidence; a single enigmatic phrase remains: When Urumsh Walked The Land. Historians speculate as to its meaning:

  • Court Historian Darius the Red speculated that whatever Urumsh was, the erasing of Urumsh somehow summoned the Orc Lord.
  • Tiefling Historian Vaadeshar says, "Nonsense. Clearly, Urumsh was the Orc Lord. He rose, ravaged the countryside, and then was captured by adventurers in an effort to prevent him from ever rising again, a gnomish archmage used a device created from an Age of Cogs wonder and the long lost illithid brain stolen by Bungo to completely wipe the Orc Lord's memory so he could never rise again, to live out his life as a lowly orcish grunt. Sadly, there was some leakage. Oh well. The loss of a year and the memory there even was another damned gnomish archmage was not too high price to pay."
  • The scholars of Horizon are of the opinion that this is a textbook example of time-reversal; clearly Urumsh was a being so terrible that it was necessary to actually reverse time, essentially destroying an entire universe and creating another, in order to defeat it. That sort of ominous remnant is just an Archmage showing off. Sadly, the 'textbooks' this is an example of are highly forbidden, extra-heretical texts that maybe two people in the Empire are allowed to read at any given time, and usually one of them is stark barking bonkers. So this might just be fancy talk from fancy men in fancy robes.
  • The last historian to ask the Crusader was, on the spot, taken captive, then three weeks later, sacrificed alive to seal a hellhole.
  • Certain Shadow Elves whisper that the Priestess is Urumsh, somehow reshaped into a holy icon.
  • Gnome historian Zander Pyremius insists that Urumsh was the Spelljack, who briefly reduced the world to chaos, but the Great Game ended in favor of the Closers, whatever that means, and so he was banished and the year never happened. Given that Zander insists that the Prince of Shadows is actually a quiet man with a cursed knife and a talking dog, most people assume he was hitting the Skyliquor again.

Things Which Remain In Later Ages

  • Lake Arastra: Ever since 5647, nine invaders from the sea have perished here in various ways; it seems to draw them even though it's basically harmful to them. Imperial scholars believe the lack of salt somehow wrecks their fluid systems, weakening them to counter-attack. The water here is magically pure and useful for making potions; cottages dot the area, home to potion makers.
  • The Potato Prince: In the twelfth age, a custom began in Glitterhaegen which persists to the current day despite desperate attempts by the city fathers to suppress it. It is known to amuse the Prince of Shadows, though. The street gangs of Glitterhaegen need no incentives to fight... but this is the BIG fight. When the potato harvest comes in, the gangs assemble on the west and east side of the city and crown a potato as Prince of Shadows, magically enlarging it (a family of gnomes now has the hereditary job of doing this), then decorating it with accessories so it sort of resembles the Prince of Shadows... if he was a potato. Two parades head for the Great Market, led by children carrying normal potatoes decorated crudely to resemble six other Icons. Then the children fan out at the Great Market, each standing to 'block' one of the twelve roads out of the Market... and the gangs beat each other with fruit and fists until one side steals the other's Prince, hauls it back to their starting point, cooks it and the leader of the East or West Side eats it. He gains the title 'Jack of Shadows' and is highly regarded by all low-lifes, while the City Fathers wish the Prince would stage this in Shadow Port. The losers then bring food and everyone drinks, eats, gambles, plans crimes, and have a lot of sex. A few times, when one side came up with a really clever plan, the Prince showed up to crown the Jack of Shadows.
  • Reign-Haagen: In the Seventh age, wizards fleeing Misarkan came to what now is known as the Demon Coast. They founded Reign-Haagen, which kept trying to become a major city but kept losing its best wizards to Horizon, its best fighters to Axis, its best thieves to Shadowport, its best clerics to Santa Cora, and so on. The Order of Mercury preserved traditions from Masarkan and ruled many of the farm villages as feudal lords. The trouble started when Demidemons took over during the 11th Age. The Order had to go into hiding after the Demidemon Samuel the Red forced some of its members to become vampires. He imported a variety of monsters to control the area, but eventually tried to fight the Crusader and was hacked into bits; the city was liberated, but its prosperity didn't return until the 12th age. Just as the town was finally starting to look up, the Crusader's Viceroy betrayed everyone and tried to sacrifice the town to Demigorgon. While Viceroy Piers was killed, the town was laid waste and dwindled to a village surrounded by fields of sheep and oats, the Order of Mercury reduced to eight old squabbling wizards. Then in the Winter of 5583, the Dead Rose. They rule the ruins now; slaughtering them just leads to them popping back up again after a few years. The Priestess and the Crusader both seek a solution to this in the Thirteenth Age, but have yet to find one.
  • Shared Feasting - The 'Bring Some, Share Some': Immigrants from Santa Cora have brought to Axis a tradition of shared feasting on Seventhday. Originally this was with fellow worshipers as a community activity, but over time in Axis it became less about religion and more social. Neighborhoods, guilds, and even smaller institutions, will join together in a 'bring some, share some'.
  • The Vigil-Towers: Cities and larger towns around the Midland Sea constructed lighthouse/belltowers, magically enhanced by the College of Blue, act as both a navigational beacon and early warning system against incursions of the undead. They have also been useful for dealing with sahuagin and pirate raids. The first and most powerful of the towers is known as Vigil. One is located in the Spray, near the city of Haven.