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102-1 BFA: Third Alacrian Era
Alacrian civilization began a sharp decline after
the Draconic Wars.
Some say that the enlightened teachings of the Golden Age had been
forgotten in the conflict, while others claim that optimistic Rationalism was
simply
insufficient to sustain a culture through the reality of war. Certainly
Archon
and the other white dragons had much to do with accelerating the
collapse.
Whatever the philosophical details, the entire civilization gradually
devolved
into infighting. Several Alacrian factions continually warred between
themselves, and most technological and cultural progress that occurred
was
directly related to war.
The Thirteen Factions
During the first years of the Third Era, Alacrian
civilization was
politically and culturally broken up according to the borders of its 13
major city-fortresses. The cities themselves were extremely
well-defended and hardly
ever
conquered, though the other settlements and industries in their
territories
were the subjects of constant war. The only exception was the Wynthian
city of Fortyservus; it found itself largely outside the wars, but
instead dealt
with devastating internal rebellions throughout its much-larger
territory. Amidst the desperation of certain cities whose economies were
most devastated by the Draconic Wars, Ascendant philosophy
rematerialized and rose to power, further exacerbating the conflicts
with an ideological element.
Practical alliances were occasionally made between
Alacrian factions,
usually to be broken later. Peace was invariably temporary and little
more
than a ruse. All the wars, battles, treaties, and internal power
struggles
would take several large books to fully chronicle. Sages may attain
quite a
knowledge of these tomes, but such matters are beyond the scope of this
chapter (and very rarely useful).
90 BFA: The Path of the Rift
As
Alacrian factions began to turn their
weaponry on each other,
Aterr leader Atro Vys urged his kind to withdraw from the "Blinded
Ones."
During the Draconic Wars, the Aterr served alongside the Alacrian
military, and Vys blamed many of the grievous losses of
the Wars on foolish Blinded strategies. He viciously
lambasted Draconic Wars generals for constantly serving the
interests of
Alacrian politics rather than simple dragonslaying, and in the years
afterwards became almost as antagonistic to his fellow Alacris as he
was to the white
dragons themselves. He embarked upon the Dark Path of the Rift - the
belief that Aterr are wise to remain separate from Blinded society and
take no political sides, which would become the dominant position
amongst Dark adherents across most of history. Throughout the Third
Era, the
Aterr remained neutral in the inter-faction conflicts, and are often
considered a separate faction of their own. Despite their tiny
numbers,
the Dark Ones and their followers were able to make themselves a
disproportionately difficult target thanks to their immense arcane
power and cunning. The
Tennebris proved just as impenetrable to attack as the thirteen
city-fortresses.
55-40 BFA: The Fallen Acolytes
In a time when the white dragons seemed to be right
about the evil
nature of mortals, Gah’Henna and the rest of the Red Synod were
desperate
to salvage their own philosophy. In the 50s and 40s BFA, the reds
rallied
their few remaining acolytes and focused on carefully expanding their
ranks. In a way ironically similar to Vys' Rift, the Red Synod directed
this chosen few to extract
themselves
from the Alacrian factions, beginning the tradition of red draconic
abbeys. During
the Third Era, these abbeys were extremely well-fortified. Just as the
white
dragons adapted Alacrian technology during the Draconic Wars, now the
red dragons helped their acolytes to develop defensive measures.
Most
notable was the development of some type
of energy
weapon called the Oculis.
Precise details are hard to come by, but it seems
that the Oculis was a weapon of mass destruction, intended to deter the
Alacrian factions from attacking the acolytes with their own
superweapons.
The efforts of the red dragons were effective for a
time, and
their abbeys successfully evaded conquest by the Alacrian factions.
Unfortunately, they drew the attention of Archon and his white acolytes,
eager
to foil any plot to disprove their philosophy. After years of massive
psychic
assault, Archon was able to fatally tempt the abbeys. All their
teachings
of virtue and struggle were unable to shield the red acolytes from the
diabolical
effort, and they soon fell into internal conflict and hatred of the
Alacrian
factions. Those influenced by Archon staged a final power coup within
the abbeys, seizing control and turning the Oculis weapon against the
Alacris. Lur-Asko was devastated by this attack, as well as the
immediate
counterattack against the acolytes. Now referred to as the Fallen
Acolytes,
most were killed by the Alacrian retaliation, while others went on to
become
servants of Archon.
The Fallen Acolytes shaped the philosophical
evolution of Lur-Asko,
and continue to be fodder for arguments today. Red dragons use them
to justify their refusal to interfere more directly in Lur-Asko
affairs.
White dragons claim them as proof of their ideas. Dark Path adherents,
Preamblians, and others use the Fallen Acolytes to accuse red draconic
disciplines of ineffectiveness in resisting temptation, despite this
being touted as a primary goal of red philosophy.
12-1 BFA: Atra Eclipsis
After Atro Vys passed, practical leadership of the
anarchic faction shifted to Atra Eclipsis, a charismatic young Alacris
Aterr.
Eager to intervene in Blinded society in defiance of the Path of the Rift, Eclipsis united most of
the Darkened and led a grand effort to neutralize the most dangerous Alacrian
factions.
Of particular concern to her was a device called the Tylum Futuro
(“weapon
of the future”) being developed by the Ascendant regimes of Dira and Standux. This
mysterious project was undertaken with the help of the Fallen Acolytes,
and would eventually become the engine of the Fall.
Meanwhile, those Aterr who remained on the Path of the Rift chose to abandon
Lur-Asko to its fate, accusing Eclipsis of wasting Aterr blood to save
a
worthless land. Many of them followed Atru Lapsis to Wynthia in
an attempt to escape the constant conflict that occasionally risked even the Tennebris. Ultimately, their Alacris members were
unable to evade the Fall.
Eclipsis and her Aterr and followers were successful
in
destroying the Tylum Futuro in Dira. However, their resources
were severely depleted by the effort, and they were unable to find Standux’s
Tylum before the Fall.
The Fall of the Alacris
Year
Zero
Eventually, the conflicts of the Third Era came to a sudden end. For
many centuries, the Fall was shrouded in mystery and conflicting
accounts, with much of the world too focused on surviving the aftermath
to puzzle out exactly what had happened. Eventually, ancient factions
who survived the Fall came forward with their records, and the many
finds of the Adventuring Age have allowed modern historians to piece
together other facts about the disaster.
The first and clearest fact known regarding the
Fall, based on the large body of
evidence from Atra Eclipsis' campaigns, is that the Alacrian species
was
eliminated by Standux’s
use of the Tylum Futuro. Today, it has been established that the Tylum
was a type of sophisticated bioweapons laboratory, which
exploited a key weakness in Alacrian civilization during their Third
Era. There were many voices amongst the Alacris,
most beginning the decade before the Fall, that repudiated the
long-standing practice of genetic engineering within their own species.
Aterr and military records from this time also claim that Planneh'Ah,
the One of Deception, was the white draconic voice behind many of these
movements - a clear connection to the white acolytes behind the Tylum
Futuro. Ascendant philosophy and its anti-intellectual tendencies lent
further power to these ideas. In the years immediately prior to the
Fall, the war-torn and
confused Alacrian civilization gave
in to the demands of the anti-progress movements, resulting in genetic
degradation and a purge of knowledge regarding the biological
sciences. The Tylum Futuro exploited both these effects, resulting in a
biogenic plague that Alacrian society no longer had the ability to
cure. Though it had no effect on non-Alacris, it spread throughout
all thirteen Alacrian factions and led to the deaths of nearly the
entire
species within a single half-season.
The exact details of how the Tylum plague actually
worked biologically are lost to time, though it seems unlikely it could
be dangerous to other species even if recovered. It is generally
accepted that it would have been easy for Golden Age Alacrian
civilization to control and cure. Still, a few voices in today's
Lur-Asko hold it up as a sign that genetic engineering should never be
revived; most voices attack this conservative sentiment as the very
corruption that led to the Fall.
It would have been possible for individual Alacris
to survive the Tylum plague in cryostasis, or if they were heavily treated
by arcanists or corallurgists soon after infection. In the Adventuring
Age, many discoveries revealed that this did in fact occur, with dozens
of named Alacris leaving records of their survival. Still, the number
of survivors was too small and their locations too dispersed to
comprise a viable breeding population after the Fall. The last
documented Alacrian survivor was a man whose stasis chamber shut down
in the late Imperial Age, and fearfully concealed himself until his
death. Theoretically, an Alacris could still be found in stasis today,
as Alacrian cities and ruins continue to be explored; such a discovery
would be groundbreaking for Lur-Asko academia, though doubtless
terrifying for the survivor.
Some Alacris - most before, but some after the Fall
- foresaw their own extinction and took measures to preserve what they
felt was the best of themselves or their culture. Many major finds of
preserved Alacrian technology and lore have come thanks to such
efforts: a major historical cache here, an airship component blueprint
there, a preserved library or scientific computer elsewhere. In some parts of
Alacrian cities, automated defenses that would normally repel the
Subject Species are found conveniently shut down, or perhaps replaced
by a challenge meant to test the worthiness of post-Alacrian survivors.
Though the vast majority of Alacrian ruins are devoid of any intent to
be explored, adventurers dream of the exceptions - places deliberately
prepared by the last of a doomed species, intent on passing down some
portion of their once-golden legacy.
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