The Secrets of Dwimmermount



  • As noted in the House Rules, you can earn experience for finding information in the dungeon halls of Dwimmermount. In order to make the information more quantifiable, the lore of Dwimmermount is broken down into numbered facts. Facts can be learned from NPCs, scrolls, books, arcane machines, and other devices appearing in the dungeon that preserve and transmit portions of the history.

    When you discover a fact, I will tell you the fact and the numbered designation associated with the fact (e.g. 1-1, 5-6, etc.). These facts add up to answer questions that sages in Telluria have pondered for centuries. A few examples are listed on the table below.

    The first column presents various questions of historical importance within the setting of Dwimmermount. The second column shows the facts as numbered in the Secrets of Dwimmermount whose discovery would count as historical evidence. The third column is the value which characters might derive from bringing this evidence to light.

    The listed value represents the total worth of each question’s answer assuming it is presented completely and reliably. Complete evidence means that every numbered fact has been demonstrated. Reliable evidence means that the numbered fact is documented with a historical book, machine, or live testimony from an NPC from the era. Thus the listed price can only be claimed by selling an original copy of a book found in the dungeon or, if the source of information is a person, bringing them out of Dwimmermount to answer the buyer’s questions.

    If the evidence is incomplete, only a portion of the listed value will be earned, generally in proportion to the numbered facts for which evidence is available. Likewise if the evidence is unreliable, only a percent-age of the listed value will be earned. The percentage will be very low (1d10%) for “eye witness testimony” by adventurers, who are notoriously unreliable. Written statements by NPCs, copies of books, sketches of machines, and so on can net more (5d10%).

    Question Facts Required to Answer GP Value
    What was the first civilization on Telluria? 1-3, 1-4 5,000 gp
    What is the origin of the Great Ancients? 1-1, 1-3, 1-4, 1-5, 1-6 20,000 gp
    What is the origin of the Dwarves? 1-7, 2-3, 5-18, 6-10, 6-11 20,000 gp
    What is the origin of the Gods? 1-2, 1-8, 1-9, 1-10, 2-7, 2-8, 4-1, 5-3 125,000 gp
    What is the relationship between Man, Eld, and Elf? 1-1, 1-3, 2-4, 2-5, 2-6, 3-2, 3-3, 4-6 50,000 gp
    What is the origin of the Sleeping God? 1-8, 1-9, 1-10, 2-4, 2-5, 2-6, 3-9 50,000 gp
    What is the origin of Beastmen? 3-3, 4-9, 4-10 5,000 gp
    What is the origin of the Paladins? 5-2, 5-3, 6-4, 6-5 10,000 gp
    What is the secret to immortality? 5-3, 5-4, 5-7, 5-8, 5-13, 5-14, 5-15, 5-19, 5-20 125,000 gp
    What is the truth behind the legend of Turms Termax? 5-1, 5-2, 5-3, 5-5, 5-6, 5-7, 5-8, 5-9, 6-3, 6-6 85,000 gp
    How did Dwimmermount fall? 6-1, 6-2, 6-3, 6-4, 6-5, 6-6 10,000 gp
    What is happening in Dwimmermount now? 6-10, 6-11, 7-1, 7-2, 7-3 50,000 gp
    Other questions of personal or historical interest Various Varies

    Discovered Facts

    First Era - The Great Ancients

    1.1

    1.2

    1.3

    1.4

    1.5

    1.6

    1.7

    1.8

    1.9

    1.10

    Second Era - The Servitors

    2.1

    2.2

    2.3

    2.4

    2.5

    2.6

    2.7

    2.8

    2.9

    2.10

    Third Era - The Eld

    3.1

    3.2

    3.3

    3.4

    3.5

    3.6

    The expeditionary vessel returned to Dwimmermount with an emissary from the Eld capital of Sytor Arra. The emissary’s ostensible purpose was to share the secrets of Eldritch immortality with the Council. In truth, his mission was to place a portal attuned to Areon in the halls of Dwimmermount.

    3.7

    Once a portal attuned to Areon was erected in Dwimmermount, a strike force of Red Elves poured through the portal and captured the mountain fortress. From this secure base, the armies of the Eld began to marshal for a war of conquest.

    3.8

    3.9

    3.10

    The Eldritch Empire ruled absolutely for hundreds of years, cruelly putting down any resistance to their imperial ambitions. Despite this, rebellions occurred regularly as Men tried in vain to throw off the shackles of those they believed to be alien invaders.

    3.11

    3.12

    Fourth Era - The Thulians

    4.1

    4.2

    When the Eldritch Empire began to tear apart, the Gods called on their Thulian worshippers to rise up against their alien oppressors. The Thulians achieved a number of victories against the Eld. The Thulians attributed their victories to their Gods, and their devotion inspired other Men to take up the crusade. With each defeat at Thulian hands, the Eld lost ground.

    4.3

    Some Eld opposed the excesses of their own Empire, knowing that the Chaotic rot at its core could never be purged. Although few in number, these Eld wished to atone for their brethren’s evil behavior. They joined their magic to the Thulians’ clerical power during the rebellion, greatly contributing to its success.

    4.4

    Eventually, the rebel forces reached Dwimmermount. The divine magic of the Gods deactivated the Perimeter barrier, and the rebels attacked through The Path of Mavors and the tunnels of The Deep Hollows. After weeks of battling from level to level they seized the Great Machine on The Manufactory and with it, control over Dwimmermount. The Thulians honored the heavenly patrons who made the capture possible by building Lawful temples and shrines to the Gods of the Great Church throughout Dwimmermount, most notably on The Reliquary.

    4.5

    Within months of capturing Dwimmermount, the Thulians drove the Red Elves from the face of Telluria. Astral incursions through The House of Portals and The Divinitarium continued for many years as the Eld took advantage of secret portals which were set to open during conjunctions, but the war was effectively over. Mankind had triumphed.

    4.6

    After the Thulian victory, those Eld who had abjured their brethren were allowed to stay on Telluria. Nevertheless, these Eld kept mostly to themselves, as Men had suffered for too long under the Eldritch whip to look kindly on them. The Elves of Telluria are descended from these Eld through a process that remains among the mysteries of their race.

    4.7

    With the Eldritch domains in chaos, the Thulians now established their own empire. From the island of Thule far to the north, the Thulian Empire ruled justly and firmly. Under its dominion, new lands were explored and settled, and Mankind flourished. Great engineering projects were undertaken and knowledge expanded. However, the Thulians treated non-humans as second class citizens at best, and tightly controlled non-clerical magic. The Great Church became the universal faith of Man while alternatives were suppressed. Following orders dictated from above caused Men to become dogmatic.

    4.8

    In time, like the Eld before them, the Thulians encountered resistance to their continued rule. Outlying regions of the empire struggled for independence, and non-humans, particularly goblins, sought to chart their own course free from human interference.

    4.9

    As the Thulian Empire’s resources gradually became exhausted by warfare, the emperors looked to the remnants of the monstrous armies left on Telluria by the Eld as a means to maintain Imperial authority. Exceptional individuals were recruited, cloned through the use of the Pool of Life and the Essence Machines, and trained under strict military discipline and regimentation. In time the now-familiar races of humanoid beastmen began to emerge from the chaos of the Eldritch troops.

    4.10

    Marshalling their legions of beastmen troops, the Thulians began to fight back brutally against ever-more frequent rebellions against their rule. The Empire slowly descended ever further from Law into tyranny. The stage was set for the Fifth Era.

    Fifth Era - The Termaxians

    5.1

    The story of the Fifth Era begins with the meeting of Turms Termax and Sarana, the woman who would become his lover and teacher. When he met Sarana, Turms Termax was already a powerful magician, perhaps the most powerful since the days of the Great Ancients and the Eld. Turms Termax was born in the Exarchate of Theana, an eastern province of the Empire.

    Before leaving Theana, he had already mastered the three great arts – alchemy, astronomy, and magic – and taken the sobriquet “Thrice Great”. Obsessed with the secret of immortality, Turms came west, towards Dwimmermount, in search of its Eldritch knowledge and ancient lore. He gathered a flock of apprentices and followers eager to learn from him as he traveled.

    5.2

    5.3

    5.4

    5.5

    Turms began to openly preach that the Gods of the empire were false, that Man himself could achieve divinity by internalizing the laws of magic and alchemy, and that He, Turms-the Thrice-Great, would be the first Man to ascend to Godhood. Such was Turms Termax’s brilliance and charisma that a cult grew up around his teachings, ready to worship him.

    5.6

    In denouncing the Gods as false, Turms earned the ire of the Great Church and the decadent Thulian Empire. His increasingly fiery sermons demanded the attention of the authorities. Nominally they feared he would inspire rebellion, though in truth many of his would-be jailers sought his secrets. The Imperial authorities searched far and wide for Turms, who eventually allowed himself to be captured near Dwimmermount.

    5.7

    5.8

    5.9

    5.10

    After the apotheosis of Turms Termax, the Thulian official attitude toward the cult changed. Many of the Empire’s most powerful nobles joined the cult, hoping to learn the secrets of immortality. Termaxians— as Turm’s followers became known—were able to practice their faith openly, and the Empire lifted its restrictions on magic.

    5.11

    The Thulian Empire soon fell under Termaxian control. At first, the followers of Turms acted as advisors to the Thulian emperors, guiding their decisions and using their command of magic to shore up the teetering empire. Within a generation, the Thulian Empire came to depend heavily on both magic and the Termaxians as it spread farther across the continent and tightened its grip over its subjects. Shortly thereafter the cult seized direct control, with Termaxian hierophants wearing the Iron Crown of Thule.

    5.12

    5.13

    5.14

    5.15

    5.16

    5.17

    5.18

    5.19

    5.20

    5.21

    5.22

    Resentment rose against the Turms-worshiping Thulians as they grew ever more tyrannical, and in time resentment turned into rebellion. Though the Termaxians began to deploy powerful magic from the workshops and foundries of Dwimmermount, it was not enough to stop the uprisings. Led by clerics of Typhon and Tyche, neither of whom accepted the new faith of the Termaxians, entire provinces seceded from the empire. Thus ended the Fifth Era.

    Sixth Era - The City-States

    6.1

    The Sixth Era began with the Termaxian Empire torn asunder by rebellion. As the insurrections grew more numerous and the Termaxians more desperate, reports of atrocities spread. The Termaxians began using monsters as shock troops, supporting their offensives with the darkest Chaotic magic of the ancient Eldritch grimoires. These proved insufficient to ward off the relentless assaults of the rebels, seemingly blessed by Typhon and Tyche to end the sacrileges the Termaxians had introduced.

    6.2

    After a series of decisive victories, the rebel armies were within a league of Dwimmermount, poised to capture the mountain fortress and cut the Termaxians off from their great magical arsenal. Yet when the rebels reached Dwimmermount, they found the fortress had already fallen. Its lights were darkened; its enchantries and manufactory were quiet; its main doors had been magically sealed; none of the other known entrances were operational.

    6.3

    6.4

    6.5

    6.6

    6.7

    6.8

    6.9

    6.10

    6.11

    Seventh Era - The Present

    7.1

    Two months ago, a Triple Conjunction of Ioun, Kythirea, and Areon occurred. A rare event, occurring just once every 58 years, it was only the third Triple Conjunction since the fall of Dwimmermount. It was, moreover, the first in which the Typhonian watch had grown sufficiently lax to allow Termaxian cultists to reach the Alchemist’s Door, which functions only during the Triple Conjunction. Led by Nilus and Ermenjart, the Termaxians activated the portal in the Alchemist’s Gate and entered Dwimmermount.

    7.2

    Once within Dwimmermount, the Termaxian cultists fought their way to The Manufactory and wrested the Great Machine from its Dwarven custodians. Because of wards put into place on the Great Machine when the paladins brought about the fall of Dwimmermount, the Termaxians found the Machine’s controls practically unusable. Nilus, a scholar of the ancient machine, managed to activate The Foundry, enabling creation of Dworgs to strengthen the Termaxian numbers, but he also unwittingly lowered the Perimeter around Dwimmermount at the same time.

    7.3

    7.4

    The strange noises and lights coming from the mountaintop, and the shadowy
    groups going into and out of the main gates, began to draw the notice of the townsfolk of Muntburg. The authorities in Muntburg were skeptical of the reports initially, but under the influence of the temple of Typhon they hired the Five Delvers to climb to the mountain’s peak and look around. The Five Delvers found no evidence of traffic up the main stairway or through the Red Gates. Talk of activity at other entrances to Dwimmermount ran rampant, though just where these entrances lay and how one could access them was never clear.

    7.5

    The High Priest of Typhon in Adamas hired his own investigators, a rival adventuring
    party known as Typhon’s Fists. They reported that the main entrance to Dwimmermount was open and showed evidence that someone—or something— had been moving within its halls. They ventured inside and quickly lost many of their number to strange skeletons that seemed immune to their divine powers.

    7.6

    High Priest Saidon alerted the Despot of Adamas. The Despot has not yet committed his own hireling adventurers, the Crimson Band, much to the consternation of the temple of Typhon. An opening remains for independent adventurers to journey into Dwimmermount while its secrets remain intact. The opportunity may not last much longer. The second most experienced adventurers in the City-States, the Seekers, are said to have purchased residences in Muntburg from which they plan an expedition of their own.



  • This is very cool and a great replacement for the old Quest table we used in LDnD.



  • @JohnY said in The Secrets of Dwimmermount:

    This is very cool and a great replacement for the old Quest table we used in LDnD.

    And, I'll be adding more questions as they come to me!



  • Discovered Fact added:

    5.1

    The story of the Fifth Era begins with the meeting of Turms Termax and Sarana, the woman who would become his lover and teacher. When he met Sarana, Turms Termax was already a powerful magician, perhaps the most powerful since the days of the Great Ancients and the Eld. Turms Termax was born in the Exarchate of Theana, an eastern province of the Empire.

    Before leaving Theana, he had already mastered the three great arts – alchemy, astronomy, and magic – and taken the sobriquet “Thrice Great”. Obsessed with the secret of immortality, Turms came west, towards Dwimmermount, in search of its Eldritch knowledge and ancient lore. He gathered a flock of apprentices and followers eager to learn from him as he traveled.



  • So, the thing about facts and answering these questions is that they will be accumulated over many, many sessions. This means, it won't be obvious which members of the DDs participated.

    For this reason, I would highly recommend that when all of the knowledge is accumulated to solve a Secret of Dwimmermount, the treasure is divvied up between all active members of the DDs.



  • Facts discovered in Session 7 from the memory pedestals:

    MEMORY 1: An Eld envoy arrives and begins construction of an Eldritch Machine that once constructed opens a portal that Red Elves pour through and capture Dwimmermount.

    3.6. The expeditionary vessel returned to Dwimmermount with an emissary from the Eld capital of Sytor Arra. The emissary’s ostensible purpose was to share the secrets of Eldritch immortality with the Council. In truth, his mission was to place a portal attuned to Areon in the halls of Dwimmermount.

    3.7. Once a portal attuned to Areon was erected in Dwimmermount, a strike force of Red Elves poured through the portal and captured the mountain fortress. From this secure base, the armies of the Eld began to marshal for a war of conquest.

    MEMORY 2: A pitched battle between Thulian armies and the beastmen and demons commanded by the Red Elves, followed by the assault on Dwimmermount and the capture of the Great Machine on The Manufactory. Temples and shrines built within the halls of Dwimmermount.

    4.2. When the Eldritch Empire began to tear apart, the Gods called on their Thulian worshippers to rise up against their alien oppressors. The Thulians achieved a number of victories against the Eld. The Thulians attributed their victories to their Gods, and their devotion inspired other Men to take up the crusade. With each defeat at Thulian hands, the Eld lost ground.

    4.4. Eventually, the rebel forces reached Dwimmermount. The divine magic of the Gods deactivated the Perimeter barrier, and the rebels attacked through The Path of Mavors and the tunnels of The Deep Hollows. After weeks of battling from level to level they seized the Great Machine on The Manufactory and with it, control over Dwimmermount. The Thulians honored the heavenly patrons who made the capture possible by building Lawful temples and shrines to the Gods of the Great Church throughout Dwimmermount.

    MEMORY 3: A man whose face resembles that of the statues on this level wanders the great cities of the Thulian empire, but a beggar preaching Men could achieve divinity using magic and alchemy and denouncing the Great Church. A handful of witnesses become great crowds. Magic-users are hunted down and subjugated or killed. The preacher eventually surrenders himself to authorities who chain and drag him into Dwimmermount and down brightly lit halls. The halls fade to black and there are screams.

    5.5. Turms began to openly preach that the Gods of the empire were false, that Man himself could achieve divinity by internalizing the laws of magic and alchemy, and that He, Turms-the Thrice-Great, would be the first Man to ascend to Godhood. Such was Turms Termax’s brilliance and charisma that a cult grew up around his teachings, ready to worship him.

    5.6. In denouncing the Gods as false, Turms earned the ire of the Great Church and the decadent Thulian Empire. His increasingly fiery sermons demanded the attention of the authorities. Nominally they feared he would inspire rebellion, though in truth many of his would-be jailers sought his secrets. The Imperial authorities searched far and wide for Turms, who eventually allowed himself to be captured near Dwimmermount.

    MEMORY 4: Powerful nobles collude behind each others’ backs, clearly the beginnings of the Termaxian cult. They murder non-believers and slowly infiltrate the advisors to the emperor and using magic to solve problems. The emperor is poisoned by his own daughter, a Termaxian hierophant who ascends to wearing the Iron Crown of Thule and instituting the worship of Turms Termax as the true religion of the empire.

    5.10. After the apotheosis of Turms Termax, the Thulian official attitude toward the cult changed. Many of the Empire’s most powerful nobles joined the cult, hoping to learn the secrets of immortality. Termaxians— as Turm’s followers became known—were able to practice their faith openly, and the Empire lifted its restrictions on magic.

    5.11. The Thulian Empire soon fell under Termaxian control. At first, the followers of Turms acted as advisors to the Thulian emperors, guiding their decisions and using their command of magic to shore up the teetering empire. Within a generation, the Thulian Empire came to depend heavily on both magic and the Termaxians as it spread farther
    across the continent and tightened its grip over its subjects. Shortly thereafter the cult seized direct control, with Termaxian hierophants wearing the Iron Crown of Thule.

    MEMORY 5: Rebellion stews in the empire as the Termaxians become more and more tyrannical. The emperess begins to put down rebellions using powerful magic. Atrocities begin to spread and the Termaxians begin using armies of beastmen to fill their armies. Clerics of Typhon and Tyche lead a revolt, causing entire provinces to secede from the empire with their victories. The rebels march on Dwimmermount but as they arrive, it is dark and all the entrances are sealed. They install a force to keep watch on it.

    5.22. Resentment rose against the Turms-worshiping Thulians as they grew ever more tyrannical, and in time resentment turned into rebellion. Though the Termaxians began to deploy powerful magic from the workshops and foundries of Dwimmermount, it was not enough to stop the uprisings. Led by clerics of Typhon and Tyche, neither of whom accepted the new faith of the Termaxians, entire provinces seceded from the empire. Thus ended the Fifth Era.

    6.1. The Sixth Era began with the Termaxian Empire torn asunder by rebellion. As the insurrections grew more numerous and the Termaxians more desperate, reports of atrocities spread. The Termaxians began using monsters as shock troops, supporting their offensives with the darkest Chaotic magic of the ancient Eldritch grimoires. These proved insufficient to ward off the relentless assaults of the rebels, seemingly blessed by Typhon and Tyche to end the sacrileges the Termaxians had introduced.

    6.2. After a series of decisive victories, the rebel armies were within a league of Dwimmermount, poised to capture the mountain fortress and cut the Termaxians off from their great magical arsenal. Yet when the rebels reached Dwimmermount, they found the fortress had already fallen. Its lights were darkened; its enchantries and manufactory were quiet; its main doors had been magically sealed; none of the other known entrances were operational.

    MEMORY 6: Panning from the quiet town of Muntburg, two Termaxians lead an sortie to the Alchemist’s Door. High in the sky a triple conjunction of Ioun, Kythirea, and Areon causes the arcane glyphs to brighten with ferocity. The door opens and the cultists march inward, the door seals behind them. They are shown fighting their way through halls, great and small, down narrow passages and stairs, over what seems like days, maybe weeks, until finally entering a large room lit by four vitreum radiance panels in its ceiling. The room is dominated by a vast apparatus of azoth, adamantine steel, and nephelite resting on a raised dais connected to the floor by broad steps. A bewildering array of orichalcum wires connects the body of the machine to pillars of orichalcum situated on either side of it. Dozens of dwarfs leap forward to protect the machine as the intruders fight them off and eventually slay or drive off the dwarfs. One of the Termaxian leaders figures out how to use the machine, but not before accidentally disabling some sort of perimeter boundary, and begins performing a variety of tasks with it, one of which includes creating stony dwarf-like beings to act as troops.

    7.1. Two months ago, a Triple Conjunction of Ioun, Kythirea, and Areon occurred. A rare event, occurring just once every 58 years, it was only the third Triple Conjunction since the fall of Dwimmermount. It was, moreover, the first in which the Typhonian watch had grown sufficiently lax to allow Termaxian cultists to reach the Alchemist’s Door, which functions only during the Triple Conjunction. Led by Nilus and Ermenjart, the Termaxians activated the portal in the Alchemist’s Gate and entered Dwimmermount.

    7.2. Once within Dwimmermount, the Termaxian cultists fought their way to The Manufactory and wrested the Great Machine from its Dwarven custodians. Because of wards put into place on the Great Machine when the paladins brought about the fall of Dwimmermount, the Termaxians found the Machine’s controls practically unusable. Nilus, a scholar of the ancient machine, managed to activate The Foundry, enabling creation of Dworgs to strengthen the Termaxian numbers, but he also unwittingly lowered the Perimeter around Dwimmermount at the same time.



  • Facts discovered from the cache of tomes found behind the secret door on The Reliquary. The books are written in High Thulian and require that language to discern.

    3.10. The Eldritch Empire ruled absolutely for hundreds of years, cruelly putting down any resistance to their imperial ambitions. Despite this, rebellions occurred regularly as Men tried in vain to throw off the shackles of those they believed to be alien invaders.

    4.2. When the Eldritch Empire began to tear apart, the Gods called on their Thulian worshippers to rise up against their alien oppressors. The Thulians achieved a number of victories against the Eld. The Thulians attributed their victories to their Gods, and their devotion inspired other Men to take up the crusade. With each defeat at Thulian hands, the Eld lost ground.

    4.3. Some Eld opposed the excesses of their own Empire, knowing that the Chaotic rot at its core could never be purged. Although few in number, these Eld wished to atone for their brethren’s evil behavior. They joined their magic to the Thulians’ clerical power during the rebellion, greatly contributing to its success.

    4.4. Eventually, the rebel forces reached Dwimmermount. The divine magic of the Gods deactivated the Perimeter barrier, and the rebels attacked through The Path of Mavors and the tunnels of The Deep Hollows. After weeks of battling from level to level they seized the Great Machine on The Manufactory and with it, control over Dwimmermount. The Thulians honored the heavenly patrons who made the capture possible by building Lawful temples and shrines to the Gods of the Great Church throughout Dwimmermount, most notably on The Reliquary.

    4.5. Within months of capturing Dwimmermount, the Thulians drove the Red Elves from the face of Telluria. Astral incursions through The House of Portals and The Divinitarium continued for many years as the Eld took advantage of secret portals which were set to open during conjunctions, but the war was effectively over. Mankind had triumphed.

    4.6. After the Thulian victory, those Eld who had abjured their brethren were allowed to stay on Telluria. Nevertheless, these Eld kept mostly to themselves, as Men had suffered for too long under the Eldritch whip to look kindly on them. The Elves of Telluria are descended from these Eld through a process that remains among the mysteries of their race.

    4.7. With the Eldritch domains in chaos, the Thulians now established their own empire. From the island of Thule far to the north, the Thulian Empire ruled justly and firmly. Under its dominion, new lands were explored and settled, and Mankind flourished. Great engineering projects were undertaken and knowledge expanded. However, the Thulians treated non-humans as second class citizens at best, and tightly controlled non-clerical magic. The Great Church became the universal faith of Man while alternatives were suppressed. Following orders dictated from above caused Men to become dogmatic.

    4.8. In time, like the Eld before them, the Thulians encountered resistance to their continued rule. Outlying regions of the empire struggled for independence, and non-humans, particularly goblins, sought to chart their own course free from human interference.

    4.9. As the Thulian Empire’s resources gradually became exhausted by warfare, the emperors looked to the remnants of the monstrous armies left on Telluria by the Eld as a means to maintain Imperial authority. Exceptional individuals were recruited, cloned through the use of the Pool of Life and the Essence Machines, and trained under strict military discipline and regimentation. In time the now-familiar races of humanoid beastmen began to emerge from the chaos of the Eldritch troops.

    4.10. Marshalling their legions of beastmen troops, the Thulians began to fight back brutally against ever-more frequent rebellions against their rule. The Empire slowly descended ever further from Law into tyranny. The stage was set for the Fifth Era.


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