Aetolian Game News
Farewell, dearest Midnight Age.
Written by: Duke Irawn D'baen, Midnight Scholar
Date: Tuesday, July 6th, 2004
Addressed to: Everyone
I must say that my motive for scribing this stems from various
conversations I have been having as of late. One particular person asked
that I share my conclusions to the eyes of the public and hence, I
write.
Give our current era so termed "The Midnight Age," I sought to verify
that we, the people of Sapience, exist in an era true to said name. By
my standards, a "Midnight Age" would imply that Sapience is enshrouded
in darkness and gloom. It would be an era perhaps where the forces of
light and darkness clash with the dark having the upper hand. However, I
think it is equally important to consider what would not be present in a
"Midnight Age." In a "Midnight Age," the forces of light would not be
holding a superior hand over the forces of darkness and shadows.
Therefore, I offer some observations:
Landmarking:
We all know the routine. Every so often, devotion and necromancy users
take the field and try to influence landmarks in their direction.
This season (as well as the last), many guilds have come out in full
force. Within the last two seasons, Magi, Sentinels, Daru, Druids,
Syssin, Sentaari, Paladins, Priests, and Luminaries have been
landmarking for devotion. On a side note, many of these guilds claim to
take either the path of 'balance' or the path of 'neutrality.'
Regardless, it is obvious that 'balance' and 'neutrality' in their eyes
must stem from devotion. If we take a look at who is landmarking for
necromancy you will find the Infernals, Indorani, and Cabalists (and if
we want to be technical, four vampires in addition). I think it is quite
obvious that devotion is 'winning' and winning big. When three fourths
of the world acts for any cause, it rarely fails.
Global happenings:
I am nowhere near ancient. However, I do wonder... can anyone name a
major global happening where 'evil' was victorious? I cannot and nor can
anyone to whom I have spoken.
General abilities:
For the sake of space, I will offer an analysis of only four abilities
that coincide with the topic at hand. Let us first look at the ancient
practice of spirituality along with the devotion:
Within spirituality and devotion, you will find a variety of skills that
range from highly defensive to highly offensive. Of specific note is an
array of abilities that focus on the elimination and 'countering' of
necromancy and domination. For example, the transcendent ability of
spirituality, absolve, will strip the transcendent ability of
necromancy, soulcage. In devotion, the rite of banishment destroys chaos
entities and does so fairly quickly (and for the technical analysts out
there, 700 gold coins will purchase an orb sigil which can be used to
instantly take out a minion of chaos so that banishment works).
Basically, the transcendent ability of spirituality directly counters
the transcendent ability of necromancy; the rite of banishment (with a
700 gold orb sigil) directly counters domination.
If we turn the table and look at necromancy and domination, do we find
equivalents? Necromancy for all of its awe offers the ability to break a
metamorph bond (soul storm), annihilate plant life (exterminate), turn
loyal creatures against their master (disfigure, which has no effect on
an angel), bestow a -slow- working curse cured by a concoction (rot)...
in my opinion, the ancients of necromancy, a study of life -and- death,
had some issues with nature, not the 'the light.' Domination offers no
offensive abilities to counter devotion or spirituality.
Furthermore, let us not forget that in their peril, Lord Rahn bestowed
Sahmie with the power of illumination. In this ability, vampire minions
can be instantly slain and any creature can be banished from the light!
Did the followers of the night ever gain such support? Thus far, no
deity has taken it upon themselves to bestow those in opposition to the
light with an assembly of abilities to specifically target their foes.
Populations:
If we specifically look at active populations in the Indorani, Infernal,
and Cabalist guilds versus the Luminaries, Priests, Paladins, and Daru
(the evil and good guilds), we find that 'good' has a far greater
population. Why is this? I imagine it has to do with anything mentioned
above.
Vampires:
Oh yes, the nefarious vampires must be what is striking fear into the
hearts of mortals to deem our era, "The Midnight Age"... right? Well, I
certainly beg to differ. While standing at the entrance to the Crystal
Leaf Inn, when was the last time any mortal can claim to be attacked at
random by a blood thirsty vampire? If anything, vampires have grown
benevolent except to perhaps the kobold slaves of Azdun. Why then have
vampires become so tame? That's simple. When there are those in
opposition who are armed with the ability to instantly cancel your
abilities (such as severance from illumination) and tear you apart very
quickly, you learn to 'survive' which for a vampire boils down to
staying corporeal. It is at such times that the abilities of
masquerading one's appearance to be mortal are of utmost importance.
Conclusion:
When the forces of light could easily... very easily... rid the world of
darkness with their superior forces, abilities, and numbers... I simply
have issues calling our era a "Midnight Age." If anything, we are living
(or in my case, un-living?), in an era that is far from cast in shadows
and darkness for it is the vampires and necromancers who are suppressed.
I end with an accurate quote from a help scroll about illumination:
"Torchbearers for the light, the bringers of Illumination are the first
heralds of the end of the Midnight Age." I think it goes without saying
that they agree.
Cordially,
Irawn D'baen
Penned by my hand on the 23rd of Severin, in the year 133 MA.