Notes of a Spy

Written in Chlorogos, The Greenspeech upon a seed and sent to Éda from far away. When the seed crashed into the earth it sprouted into a tree with many dire warnings.  

Foreword

To those who will read this message, know three things: I am Aesk of the Immortals. I have risked much to send you this message. And you are all in terrible danger.   When the Immortals left Éda in recent months, we did so to battle a being unrelated to the Archons. As we returned, we found two of their scouts by sheer chance. We slew them, and I have spent every day since wearing the shape of one of the fallen, Marra-Nok.   As Marra-Nok, I infiltrated their Warband and learned what I could of their abilities, culture, and leaders. No safe chance to return ever came, and the value of having an agent among them grew too clear to abandon. Instead, I send my information ahead, hoping it will reach those who can use it.  

The Warband

Whoever finds this message must relay to my fellow Immortals that the figures we drew from Marra-Nok’s mind were wrong. They fly to us in a dragon’s skull nearly a hundred miles long, its teeth hollowed into Fangholds. Each Fanghold is ruled by an Archon and houses their legions, waiting for battle.   By my count they number over a hundred Archons, at least a thousand dragons, and perhaps a million battle-ready soldiers spread across many standing armies. Even with our strength, we will not best them in open battle.   The Warband is ruled by a Triumvirate, who give direct commands to a group of Exarchs, effectively forming a War Council of the strongest and most important members. Some I have learned much of, others, frustratingly little.  

The Triarchs

Korin-Xal, The Warmind

As one of the three ruling lords, his Fanghold is tightly guarded by dragons and sealed by powerful magics. As Marra-Nok I had no authority to draw near, so this report is founded on reputation and rumour.   That said, the rumours paint the picture of a leader whom the others respect and fear equally. He is the only necromancer amongst them. He rarely takes to the field himself, which would be seen as cowardice if not for the fact that the few times he does do direct battle, he selects the mightiest opponents in an army, rides to them upon a dracolich, then sends his mount away to ensure he stands alone until they are killed.   Of his forces I know little more than we had already extracted from the scouts' minds - they are seemingly a legion of spirits able to fight on long after their armour and bodies have been obliterated, only accepting defeat once their weapons are also destroyed.   Of his own personal power I am led to believe he is a greater necromancer by far than even Vhul'xo, and wields a hammer that both disintegrates his enemies and binds their souls to his service with one blow.   He is the primary strategist for the warband, and the balancing force between the other Triarchs. If he were killed, I believe the rest would turn on each other soon after. Our efforts should be focused on finding a way to draw him out to strike him together.  

Mal-Zethra, The Defiler

Of the three Triarchs, she is the one I will not risk approaching. None in our world can see through my shapeshifting. I believe Mal-Zethra could — and in doing so, end my mission.   That said, she is often the subject of discussion in the circles I walk here, so I have gathered at least some information: she deals in shapeshifting and the creation of life much like myself, but supplements her skills with deadly curses and otherworldly potions.   Her forces consist of a handful of familiars rather than armies. After passing by one of these creatures I would estimate each to be roughly the equal of Inheritor Proteus, though without his potential for constant growth.   Her power has been tested against lesser Archons on numerous occasions before I infiltrated the warband, as they find her shapeshifting taboo and her use of her own body as ingredients repulsive. She has been challenged three times on the journey to our world, and while she spared two of the challengers after besting them easily, against the third she changed herself into a toxic mist and flew into his lungs, killing him with a poison strong enough to sicken Gods.   She leads the magical branch of the Warband but, unlike the spellcasters she commands, her curses and potions take time to concoct. Strategies should focus on destroying her cauldrons and laboratories to prevent her growing entrenched, and therefore unassailable.  

Kardas-Vael, The God-Eater

It took no skill or deception to enter Kardas-Vael's Fanghold, as he keeps an open invitation to any who wish to use his city as a training ground, even to the point of allowing his fellow Archons to slaughter his troops for practice or entertainment.   I earned a conversation with him through battle against his soldiers, taking care to use only the skills of Marra-Nok. His soul is hungry in a way I struggle to describe - to kill and bathe in the blood of Gods is a need to him, as breathing is to mortals. Whether he was always this way I could not tell, but I suspect this is a curse he has laid upon himself - a side effect of his ability to corrupt divine power and turn it to strength.   His forces fall into two categories, with Gnolls being the first. They are humanoid hyenas, crafted by Kardas-Vael personally to serve him both as shock troops and a faithful flock. He placed his hunger within them, cursing them with an eternal violence and the love of flesh - these make up the bulk of his army, and outnumber the forces of any other Archon in the Warband. The second category are his Null-Saints - a smaller, elite force of clerics, paladins, and angels who were pushed to fall and now serve him as their unholy deity, being granted power by him as if he were in fact a God.   Even without him wielding magics greater than several of our Keepers combined, his raw strength alone would be enough to best The Eagle King easily. Despite all I have said, he is not a savage beast, and is clearly capable of great cunning and surprising patience - he would not be tolerated as Triarch otherwise.   I see no clear strategies against him other than avoidance, especially for the Gods and their servants. His one apparent weakness is one he often exposes, even daring his enemies to exploit - more than two thousand years ago a seer prophesied his killer as one pure enough of heart or purpose to sit upon a throne he stole from another world. It is named the Siege Perilous, and thus far the throne has instantly killed any who dare attempt it.  

The Exarchs

Naphur-En, The Unbound

Naphur-En is the oldest Archon in the Warband by far, with the estimates of his peers placing him at a minimum of ten thousand years old when translated to our calendar. He is also one of the strangest - perhaps a byproduct of his long life. During our journey the other Archons have either remained within their own Fangholds, resting in security before the war begins, or flown regularly between the great teeth to form alliances, discuss plans, or simply for conversation and entertainment.   Naphur-En does neither, simply standing between the enormous horns of our moving skull, looking out into the sea of stars as we pass among them, never speaking to any of us who ride past him. Occasionally his draconic mount, Zithkom'Huanth'Weluskarax, flies to him, and rests curled next to its master before returning to its lair after a day or two.   I entered his Fanghold unseen and learned he is served indirectly by an army of lycanthropes but has no other forces. The lycanthropes themselves work for his dragon - whom others call "Skarax" - with scales which shift over time like the Sévas' changing face, and seem far older than is natural. The others speak with disdain of how Naphur-En truly cares for Skarax, and uses his flesh-shaping powers to keep the ancient dragon in its prime, instead of allowing it to age and be replaced, as they would.   The Archons I have allied myself with speak of him with a mixture of fear and confusion. It is clear to me he is a being of enormous power, but the others do not understand how his reality warping abilities work, and believe he will not participate in the coming war. He seems to stand outside of the chain of command, an observer rather than a commander.   My current assumption is that he will attempt to destroy or take over Selanthis to use the Moon as an observation platform, and only intervene when directly requested by the Triarchs. It may be a viable strategy to cede that territory to him, if only to encourage his lack of involvement while we deal with the rest of the Warband.  

Vael-Kireth, The Speaker

She is the daughter of Kardas-Vael and wears his white-gold colours as ally and kin. Yet her methods stand opposed to his at every turn. She is a diplomat, and has spoken out on multiple occasions against the strategies being planned as wasteful and pointless. Though accused of cowardice, she remains firm on her point and has even allowed her temper, inherited from her father, to challenge these detractors to a duel once since I arrived and several times before.   I spoke with her at length after she humiliated, but spared, the Archon she challenged. She treated me neutrally, as an equal, despite her higher rank and lineage. Her belief is that the Archons' standard methodology - obliterating a world's capitals and only then offering peace - only unites their foes in hatred and vengeance. To her, this creates wasteful battles in a war which could be won with a mixture of true diplomacy and well-used Authority.   Her creations are the Kenku, raven-folk bred to serve as her emissaries, and not dissimilar to Stóma, the hybrid polyglot from The Sanctuary of Knowledge. They are able to mimic any sound they hear, even echoing a minor form of Vael-Kireth’s Authority. Our forces who battle these creatures must be equipped with deafening spells or items, or they will turn against us.   She has inherited raw strength from her father, but wields it sparingly. She prefers her words, and even I — shifting the shape of my own mind constantly since I arrived — feel the pull of her Authority stronger than any other. Those without extreme mental protections must not engage her directly.   When she reaches out to speak upon our arrival, do not risk hearing her words. Demand to speak with her draconic mount, Nefelvelekam, instead. It is an infernal creature, and able to shapeshift into any demon to serve as her messenger or translator. There may be a chance to turn her against her father’s bloodlust, by offering words of peace we need not keep — if she will first remove the most violent from the Warband and seize control herself.    

Akhar-Drez, The Chronorend

Archery is rare among the Archons, who trust their strength and sorcery to serve them at any range. Akhar-Drez is the exception. Though he more commonly uses a staff in modern days, he is the only Exarch known for his skill with a bow. I believe him to be the original creator of the Quiver of Echoes - a device in theory capable of directly harming even we Immortals.   I have not spoken with him directly. The others speak poorly of his scheming nature, and of his reliance on mechanisms over traditional equipment. He has turned his dragon, Ígrakul, into a half-machine, and harvests the dragon's lightning to power other devices. Rumours claim Kal-Azhur dislikes these alterations, but I have not the authority to approach him simply to ask for confirmation.   His forces are strange to me in a way few things can achieve. A swarm of mechanical beings, each buzzing through the air with whirring blades in place of wings. They feel alive in a way golems do not, yet I see no flesh or bone, only metal. I plan to capture one for study, but have not had the chance to do so before I felt compelled to send this report.   His powers are those of chronomancy, though I have not seen him fight. The stories I have heard state that he often spends hours firing arrows at the empty sky for seemingly little purpose, only for a battle to erupt there a week later. As soon as the fighting begins, Akhar-Drez repeats these thousands of shots instantly, filling the sky with the countless arrows he has already fired.   It is difficult to surprise a chronomancer. But it is imperative that you do. Do not allow him to select the battlefield. Do not give him time to ready himself. Strike him unprepared, or do not strike at all.  

Kal-Azhur, The Scaleforge

To reach the skull and begin my infiltration, I made use of Marra-Nok's dragon, and was forced to kill it in a crash landing before we arrived to prevent it telling others what it had seen and who I was. The first order I received was to meet with Kal-Azhur, both so I could report my findings to an Exarch, and receive a new mount.   He serves as the Archon equivalent of a stablemaster - breeding, altering, and housing most of the Warband's dragons. He uses his flesh-shaping abilities constantly to create dragons or equipment suited to their riders and, though he never fights or leaves his workshop, is rarely treated with disrespect. The Archons need their dragons to travel from world to world, though they often treat them as base animals instead of the mighty powers they are.   His forces consist of two sub-species of a race known as Dracons - akin to centaurs, but with the upper bodies of dragonborn and the lower bodies of either a sauropod (herbivorous blacksmiths) or a dragon (carnivorous guards). It seemed to me the former were a species found on another world, and the latter were individuals reshaped by Kal-Azhur to guard his domain.   I believe his touch would be lethal to any mortal being, such are his skills with warping flesh and bone. He is also a terraformer of great power, able to create lava fields or frozen lakes with ease to provide suitable nests for his dragon eggs. But the others in the Warband have never seen him fight, and I believe he may be more vulnerable than most if we can separate him from his multi-limbed, living arachnid armour.   I find no simple strategy. Remove him and you slow the Warband’s mobility; destroy his nurseries and you starve them of mounts. But cut their escape route and the Archons will fight as cornered beasts.    

Syrrak-Kon, The Spell-Wright

Syrrak-Kon is spoken of by all as a prodigy. She is the second youngest Exarch in the Warband and already marked as the most gifted mage among them, save perhaps Mal-Zethra, her commander. I did not draw near her - for the same reasons I avoid Mal-Zethra herself - but I observed from afar.   She believes herself a genius amongst fools. She treats all others, including her own father Menth-Syrrak, with contempt. She plots openly against Mal-Zethra, gathering whispers of her history and her weaknesses from those old enough to recall them. The other Archons assume that punishment for failing to act with enough secrecy will be met out soon, but that the Defiler is crafting some form of terrible curse to ensure the message is received in full.   She has either crafted or dominated two races of aberration to serve her, each dangerous in its own right. The Phaerimm have spells flowing through their blood - each and every one is a capable caster. The Hakeashar will prove a greater threat to Òsa than any other foe — they feast on magic itself, tearing it from items and from the souls of mages.   Though she is a spellcaster with a talent which would easily place her within our Immortal ranks, her true skill, according to the others, rests within her "Rune-Gates". They are rings of power she suspends in the air which cast her spells upon any who fly through them with no limits on numbers, concentration, or duration. A thousand birds may fly through a gate of transformation and each be turned into a dragon. An Archon may leap through a Gate of Healing each time they are wounded, restored instantly and repeatedly.   Her youth and vanity are weaknesses that may be turned. She may be convinced that she can rise to the Triumvirate with the aid of those she believes beneath her. If manipulation fails, isolate her from her aberrations or bring those who fight without magic. Any other tactic will fail.  

Thazur-Vaal, The Ruiner

The youngest of the Exarchs, sharing a generation only with Syrrak-Kon. The other Archons believe him too young to lead, believing his rank a favour Kardas-Vael granted his sire, who does not ride with this Warband.   After watching him boast amongst his allies, I am convinced - he is no threat to we Immortals, but the greatest threat of all to the mortals we protect. He seeks destruction for its own sake, delighting in slaughter and ruin beyond all tactical need.   He has not yet built forces of his own. His only previous conquest left him commanding the armies of others, and serving as a general of shock-troops. Of note is his relationship with Kal-Azhur - I have seen him often riding a variety of dragons between the Fangholds, as if breaking in the Scaleforge's latest steeds.   His personal strength is little greater than the Archons around him, and less than most Exarchs. Yet his armour is strong, his regeneration unnaturally quick even among his peers, and his supply of bombs and engines endless. In the training grounds of Kardas-Vael I recognised a fighting style similar to Osera's - completely heedless of his own body, willing to allow any amount of harm to it as long as it grants an opportunity to kill his opponent. More than once he stood at the heart of his own explosions, only to rise again, laughing.   Greater threats than Thazur-Vaal will demand the Immortals’ attention. To the mortals who must face him: do not fight his arsenal. Starve it. Find those who forge his bombs and cut off his supply before you face him in battle.  

Menth-Syrrak, The Seeker

Menth-Syrrak defies much of what we know of the Archons of old. He is descended directly from the original creator of Yuan-Ti, and has inherited dominion over most serpentine creatures as a result, yet seems more interested in collecting magical treasures for his museum than any form of true conquest.   He speaks easily and shows more camaraderie to his servants than respect to his peers. The closest analogue on our world would be Consul Katamenos Xanomenes, though their talents differ greatly.   The bulk of his forces are Yuan-Ti and Gorgons, bound by a crown of serpents built into his helm. When we arrive to Éda his first act will likely be to awaken and summon all of our worldly snake-folk to his side. His elite are few and terrible: many-limbed demons he created and named Mariliths. They are both warrior and tactician, yet he keeps them near himself as personal guards instead of sending them to command his ranks.   His powers are those of infiltration and vault-cracking - he can create portals at will, or steal control of those others have made, pick any lock and create hallways between walls and even dimensions. While others have accused him of cowardice or weakness due to lacking the skills of a warrior, they will not challenge him for fear of Korin-Xal - the Warmind has made it clear to all that Menth-Syrrak's skills are vital to the Warband, and will replace a prolonged and pointless siege of both heaven and hell with a rapid back-door strike.   He is a high priority target - both weaker than his peers and more important to their war effort than most. I may be able to lure him into a snare within Úrlos Palace by speaking of the artifacts it holds. Prepare traps within before we arrive. The true danger rests with his allies - Korin-Xal has made it clear he is important, and there exists a close alliance between Menth-Syrrak and Akhar-Drez. If the Seeker believes himself endangered he would likely reach out to one or both for aid, and so any plans we make for battle must involve all three rather than him alone.    

Tarak-Rhal, The Jailor

Tarak-Rhal suspects my disguise, though he lacks proof enough to accuse me. He is the prisonmaster of the Warband, and the only telepath among them - a fact I learned only after attempting to probe his mind as I have all the others.   The Archons rarely keep prisoners of war, as they disdain ransom taking and refuse exchanges. As one told me, “those weak enough to be captured deserve what befalls them.” Yet captives are taken for interrogation. When their Authority fails, or when prey cannot be found, Tarak-Rhal is summoned to track, torture, and take.   Most of his forces remain hidden in his prison realm - a dimension I have not yet breached - but I know of two groups. The first is a species he built named Collectors, seemingly as an homage to his sister's creations. The second, a band of raiders drawn from many worlds, who favour airship combat and the capture of their foes rather than their slaughter.   His skills are varied but all aid his role in the Warband. He is a telepath of notable skill, though lesser than my own. He cannot project Authority through it. Instead, he tears memories from his victims, or creates links to pass messages through the Warband. He also is a master of warding magics and creating barriers, perhaps the equal of Protagoras. And his prison realm has been noted by even the other Archons as an impressive display of dimensional artifice.   I wonder how many creatures he has contained within his domain, and how many more he will gather once we arrive. A group able to infiltrate his prison and release all within may provide an important source of reinforcements.  

Tarak-Kyn, The Watcher

Of all the Archons in the Warband, I know the least of Tarak-Kyn, while she may be the one who knows the most of me. I have never met her myself, and been unable to find an Archon who has spoken with her at any point within the last hundred years other than her brother, who visits her domain regularly, and Korin-Xal, whom she reports directly to.   All I know is that her powers are focused on surveillance - she controls many thousands of arcane eyes (some clearly visible, some not intended to be) and is apparently capable of receiving reports from all of them at once - and that she was the original master of the Beholder species, whom we have encountered a few of as hostile visitors over the last few centuries.   More than once I have found her eyes wandering through Marra-Nok's city, and each time they turn to stare at me in a way they never do for other Archons. I grow convinced she has seen through me, yet for whatever reason chooses not to reveal me to the others. I dare not attempt to visit her in case I am wrong, and, by seeking the answer, reveal myself fully.   She may be the key to drawing Korin-Xal out once the war begins. If we can remove her eyes from the world as soon as they arrive he may be forced to take the field more often.  

Noorém, The Omniweaver

According to my peers, he is the only being to claim the title of Exarch without being an Archon. He is a spellcaster from a world far away with six arms and a mastery of magic that renders even we Immortals as children playing with forces they only half-understand. He does not live in his own Fanghold despite his title, but maintains his domain within that of Syrrak-Kon, his commander.   We have become friends, of a sort. He detected my disguise the first time he flew by my lair on some other business, and summoned me unwillingly into his library. We spoke at length, and he has sworn to keep my secret. He claimed to be a victim of the Archons, and that he has served in constant terror ever since he was kidnapped three thousand years ago. He was lying, either to me or to himself.   He commands no armies. Even without them, he is more than capable of besting most of the Exarchs I have met in open battle. Though he expressed guilt for the suffering he has caused, and claimed a desire to escape, I believe he values the knowledge his conquests grant him too highly to ever truly betray them.   He is the chief countermeasure the Archons will have against the Gods. He can establish a teleportation and communication network without Sédróm’s leave, and veil the Warband from Ámmos’ sight. He may even divert the flow of souls from Haroch, seizing our dead to study and control.   It may be possible to turn him to our cause, or at least reduce his involvement in the war to come, but it will take stronger arguments than any I could bring to our debate. If you seek to fight him, speak to Zarligantír of Orichalcum, and tell him I personally deem it a necessary resource in this battle.    

Culture

Hierarchy & Status

The Warband is not a united, organised military as one would understand it on Èda. It is built on reputation and strength, with loyalty being an exceptionally rare resource. Archons constantly scheme against one another, seeking out excuses to call for a formal duel as a chance to kill their rivals, or quietly planning assassinations if their underlings are suited to it.   The Triumvirate structure of leadership is a rule across every Warband in the empire - a single Archon standing alone at the top will be torn apart by the scheming below them, and two rulers will inevitably descend into civil war. A trio provides security for those in charge, yet also a balance of rivalry amongst equals to ensure no individual can grow complacent. It is customary for the Triarchs plot against one another, often with the goal of replacing a rival with a puppet.   Below the Triarchs, the Warband is fractured into shifting factions built around Exarchs and their kin. In theory, every Archon serves the Warband first and themselves second, for its survival ensures their own. In practice, most invert this order, placing ambition above all else. Titles mean little without the strength to enforce them, and every Archon is expected to hold their Fanghold by might or cunning alone. Loyalty, when it exists, is to a bloodline or a sworn alliance, and only rarely to the Warband entire.    

Generations & Kin

The Archons measure their ages in centuries rather than years, with maturity judged by achievement rather than number. Milestones include the first conquest of a world, the first slain deity, the first duel won, or the first species of their own creation.   Lineage is tracked through a unique naming scheme. A child inherits their parent’s name as the first part of their own. Menth-Syrrak is sire to Syrrak-Kon, and Kardas-Vael to Vael-Kireth. Tarak-Rhal and Tarak-Kyn are siblings, both born of an Archon not riding with this warband, one who bore the name Zer-Tarak. This practice reveals their alien view of legacy: an Archon’s triumphs are not tied to dynasties, but to their own continued survival. Within two generations, a name fades - unless the original bearer still walks to enforce it.   In principle, a child marked with their parent’s name is protected in their earliest years. A sire may shield their offspring from execution, but they will not spare them from duels, humiliations, or deliberate trials meant to harden them. Parents train their children until they are strong enough to stand alone, then watch closely for signs of betrayal. Alliances within bloodlines rarely endure long; ambitious children often turn on their progenitors at the first sign of weakness, while jealous parents may sabotage their heirs to slow their ascent. Vael-Kireth’s loyalty to Kardas-Vael is remarkable for its rarity, lasting far longer than most bonds despite their opposing philosophies.   The Tarak siblings are worth mentioning as well. Parents often set their children against each other, forcing them into early rivalries to prepare them for the future, or to guarantee only their strongest survives. But on occasion, and it is reportedly the case here, they will grow to support one another as powerful allies instead.   The Warband we face carries a spread of five generations, from the ancient Naphur-En at its oldest to Syrrak-Kon and Thazur-Vaal at its youngest. By our reckoning, Thazur-Vaal would be scarcely 200 years of age, while Syrrak-Kon nears 500, yet both are counted as young adults.  

Dueling & Disputes

In a culture that values strength so highly, violence is their primary method of enforcing laws and handling disputes. There are three main kinds of formal challenges they may issue, each requiring good reason and having their own rules.   The first is Veythar, The Duel of Honour. These are called when an Archon is mocked or insulted in public. It may be called and fought near instantly, requires at least two witnesses - both of whom must have heard or seen the insult occur - and is usually to first blood. In all formal duels, killing is permitted against true adults and loosely forbidden against the youngest generation. Yet killing during a Veythar is rare, with the most common result being humiliation in the form of a forced apology. Those who do kill during a Veythar are rarely insulted again, though are less likely to form alliances and are treated with distrust, now known for an exceptional temper and bloodlust.   The second is Drazhul, The Duel of Conduct. These are called when an Archon is known for, or caught, breaking the few rules or customs the Warband has. It must be called ahead of time, with the accussed given at least a day's warning to prepare, and take place in a neutral area with at least 4 neutral witnesses. The fight typically ends when one side yields or is incapacitated, though deliberate maiming or branding is common to mark a rulebreaker for months afterwards. Mal-Zethra, having won three of these duels in quick succession, has effectively earned her right to do as she pleases and ignore the rules others are bound by.   The third is Korash, The Duel of Ascension. This is the most serious kind of duel, and is almost always to the death. It is a challenge to leadership, and may only be called if a lesser Archon both believes their superior to be unable to fulfill their duty to the Warband, and has two others willing to support their claim to a higher position. At least 10 witnesses, including at least one of equal rank to the challenged, must be called, and the higher ranking warrior may select the location the battle will take place. Challenging a Triarch to a Korash is exceptionally rare, as if the other two leaders agree that you are not suited to lead despite your victory, they will find a way to kill you and vote on a replacement.   Not every conflict is formalised. Minor quarrels sometimes devolve into brawls - sudden, chaotic clashes between Archons and their entourages in the streets of a Fanghold or the skies between them. These are not recognised as duels and rarely carry lasting consequences, but the scars or losses suffered in such melees linger in memory and reputation. These brawls have become more common of late, as the Warband grows impatient and restless during our approach towards Éda, yet none have escalated into a formal duel, as I would have expected. My peers believe that if an Archon is killed during a brawl, Kardas-Vael will begin challenging any who battle without honour to a Drazhul, and force a new peace to take place.    

Taboos & Laws

The Archons claim to live without laws, yet even they are bound by taboos enforced through duel, reputation, and fear. To breach these unspoken rules is to invite challenges until either death or disgrace ends your rise. The following seem to be the most binding laws they have, and even then are ignored or openly mocked by some:     Assassination. Strength must be proven in the open. To skulk in shadows and kill without witness is seen as the basest cowardice. Yet assassination persists, as many Archons would rather risk dishonour than face their rivals directly. Those caught are usually forced into back-to-back Drazhuls until slain, for any warrior who relies on stealth is ill-suited to survive repeated combat. Even so, whispers of knives in the dark linger in every Fanghold.   Youth. The young are protected, both by their parent and by convention. To slay one before they have ripened into full stature is both cowardice and waste. Yet youths are not free from challenge, and may become accusor or accused in any duel or argument. I was told Thazur-Vaal once challenged Korin-Xal many years ago, during their first conquest together, was humiliated in the attempt, and only spared because of his age.   Flesh. While Archons are immune to the Authority and flesh-warping powers of their kin, they may, in theory, alter their own bodies with their gifts. In practice, their bodies are the only things which Archons hold as sacred, as they believe themselves already perfect in form. This has even led to a taboo against temporary alterations, such as polymorphing or disguising oneself, and so such magic is almost unheard of amongst the Archons, despite being common skills amongst their servants.   Exchange. Among Archons, nothing is borrowed. A gift - whether a servant, weapon, or favour - belongs to the recipient in full. To reclaim it, or to renege on a sworn favour, grants the aggrieved the right to a Drazhul. For this reason, promises are rare and all the more binding when given. Items are rarely gifted outside of mating rituals, and are most often attached to a request or offered to encourage alliances.   Protection. It is less law than instinct and paranoia. None remove their armour outside their Fangholds, and helms are lifted only to eat or drink. To them it is both protection against sudden violence and a mark of belonging, a uniform worn until they return to solitude.   Theft. To take or harm the property of another, whether their dragon, forces, or territory, grants the aggrieved right to a Drazhul. Yet I am told that it rarely results in such - instead it leads to a demand for reparation, or war between thief and victim, along with any of their allies. Archons are possessive, and the rage they feel at being stolen from overwhelms their customs. It is the one crime most likely to ignite war without warning.    

Daily Life

Time passes strangely within the skull. There is no sun, no moon, no dawn or dusk. The stars wheel endlessly beyond its eye-sockets, but inside, the Fangholds never change. Some Archons ignore the flow of hours entirely, resting within their chambers for weeks or, according to what I have heard, years. Others measure their days by councils, meals, or duels. It is only by knowing my body so well that I can measure the time - counting the beats of my heart and the noting the shedding of my skin.   Their diversions are violent or careless. Some hold endless brawls among their soldiers, gambling artefacts and favours on the outcome. Others weave puzzles from flesh or spellcraft, creating hybrids and curiosities, not to cherish but to entertain themselves until novelty fades. Life itself becomes a toy, abandoned when no longer novel.   I have learned that the way we travel is unusual for a warband. They found this skull floating amongst the shards of another world - the one with the clues they needed to lead them to us. Usually they would fly world to world on dragonback, carrying their treasuries and armies in handheld dimensions or other storage devices. To many these Fangholds are a luxury, though it slows their travel.   Some loathe the delay, straining for war. Others seem to savour it, holding banquets and salons in the hollowed bone, debating philosophy or tactics while their soldiers drill between the teeth, hollowing out common rooms within the bone marrow to boast and quarrel. They circle one another like predators even as they play at friendship.   Patience is a paradox to them. They have lived for millennia, and much of that life has been spent in transit - years of nothing but the endless flight between worlds. Such endurance demands discipline only Immortals could understand. Yet I feel it under the surface - they are like volcanos waiting to erupt. Once we arrive and they are free to act, they will unleash hell if only to silence their boredom.  

Philosophy

A question which I have found no single answer for is why. What drives them to act, and why do they target the Gods above all others? Each Archon I have questioned gives a different reply: glory, survival, hunger, curiosity. One told me, “their essence is fuel for our homeworld.” Another claimed, “their skin can be shaped into the strongest armours.” A third answered only, “because it is our right, as the strongest.” I suspect the youngest among them do not truly understand. They follow their elders into destroying worlds simply because they know nothing else.  

Strategies

First Strike

The Archon strategy has always been to attack the moment they near a world, destroying its greatest cities to cripple leadership and infrastructure. This leaves the survivors panicked and rudderless, and in the chaos they offer peace to any who will submit. They then spend the following weeks, months, or years rooting out insurgents while they learn the cosmology of the world they have invaded, preparing to soar beyond and topple the Gods who rule it.   But they have a spy in your midst. It is either an agent or aspect of the Omniweaver. It is gathering information as we speak - learning of our world and readying to report back once we arrive. The triumvirate has hand-selected their Warband to make conquests as efficient as possible once they begin, but in doing so have granted a day's peace. They will need to wait for the spy to return with all of its knowledge, and then spend at least some time deliberating their first strike.   I suspect Vael-Kireth may reach out to my fellow Immortals if she can, in an attempt to force surrender before a war even begins. If that fails, I suspect the following cities to become their marks for the first assault: Olsíri, Katarn, Praelos, and Rithja within the Varolian. Ord, Idowell, and Ilysgoroth without.   The inclusion of Menth-Syrrak as an Exarch complicates their strategy further. If the spy can grant him enough knowledge of our pathways, I suspect it likely that he will lead an early assault on The Underworld to unleash its inhabitants against us, rather than waiting for the material world to be conquered first as a Warband typically would.  

The Aftermath

They discount the Gods' interference as a nuisance. Across nearly a thousand worlds, the Gods have allowed the first strike to fall. Some are too arrogant to believe the invaders can harm them. Others are too afraid to manifest in full to oppose them. Kardas-Vael may be this Warband's method of ensuring the latter.   In the days after their strike, territories are carved and assigned. Forces spread across the world to subdue and enslave. Religious sites are toppled, the faithful hunted down, all to weaken or provoke the Gods. Though they do not know it yet, there are an abundance of lesser Gods on our world to hunt while they prepare to deal with the Pantheon.   I believe Tarak-Kyn will become vital from this moment on. She will cast her eyes across the globe, seeking out every pocket of resistance, and every hidden refuge.  

Second Phase

In the months to follow, they will attempt to entrench themselves. They will rebuild ruined capitals to use as their new thrones. Establish a chain of command amongst the mortals who serve them. Interrogate prisoners and set up patrols across new borders filled with slaves.   The speed of their assault will slow as they focus on protecting what they have won against both us and their fellow Archons. This infighting will pause their progress, and for a time the surviving nations may serve as havens.  

The Godwar

Once they have found their footing on this world, their sights again turn outwards. Summoning rituals will force remaining Gods to make landfall, and any cities or rebels who still fight will be hunted and destroyed.   Usually these wars take many years, as a world's Gods are finally forced do battle with their full might and their celestial hosts behind them. If Menth-Syrrak still lives, he will hasten the process greatly. In the end, there are two expected outcomes amongst my peers.  
1. We Are Conquered
If they believe our world truly defeated, they will leave a handful of their number behind to rule over their new land while the rest fly onwards, or return to their home world if they suffered too many casualties.   For our world, with certain Gods necessary to the functioning of reality, some will be spared. The Four Primordials will be chained instead of killed. The Four Lords of Balance will likely be ignored, left to rule their domains in peace so long as they cause no problems.   The remaining populous will be fully enslaved, and the resources of Éda will be extracted for use in the Archon's empire across the stars. Eventually, the Archons who stayed behind to rule will likely kill each other in a civil war, leaving only one supreme ruler over all.  
2. We Are Destroyed
If we fight too fiercly, or resist for too long, they may decide our planet is not worth holding. They will enact grand magics to destroy everything. They will murder Talsia above us and poison Éda beneath us. Haroch will be left for last, allowing all else to end before removing death itself from the now-cursed world.   Assuming there is anything left after the destruction, an Archon - often one who has dishonoured themselves or performed poorly during the war - will be assigned to watch over the planet and establish an outpost for others passing by.  

Countermeasures

Survive The First Strike

No strategy will matter if our armies fall in the first hour. Their forces are at their most concentrated then; we cannot best them by force. Our best hope is to weather the storm and pick them apart in the months that follow.   All mages capable of terraforming, teleportation or mass-illusion must be requisitioned at once. Build underground cities, establish pocket dimensions, and prepare methods of breathing underwater. The Archons are less likely to search the oceans. Few worlds have underwater kingdoms, and on those worlds they are used to the sea folk hiding from them, and so ignore the oceans until the land has been conquered.   Hiding alone will not be enough. If they arrive to empty cities they will deduce our plans and alter theirs accordingly. We must have them believe they have destroyed our most important citadels through battle. I can think of three ways to achieve this. The first is the surest to work, though the most cruel: we arm the civilians with scrolls, blades, and wands, sacrificing them to ensure the safety of our true fighters and mages hidden elsewhere. The second relies on Telío - grant him whatever funds or power he needs for his devices, and fill our capitals with his disguised clones. The third involves The Veil and High Mage Ilandra Dai - she may be able to fill at least Olsíri with an illusory, battle-ready populous by using it as fuel.   Our task as Immortals during this day must be to distract or disable the arcane branch of the Warband who may see through the latter two ruses - Syrrak-Kon, Mal-Zethra, and Noorém in partiular. I will be able to reach out to you all once we arrive with the details.  

Sanctuaries

Of all the cities I listed previously, I believe Rithja and Ord have the greatest odds of surviving the first day of battle. Rithja is near impenetrable, and I will attempt to influence Vael-Kireth, and send her to Ord. She may waste her time on rhetoric with Orolos, and thereafter be convinced to leave the city.   Cities that survive the first day become temporary havens. The Archons will offer peace in the wake of their strike, and will splinter to garrison territories. They are only safe so long as they are not obviously used as mustering points. If Archons find new armies assembled, they will return and raze them.  

Decoys & Guerilla Warfare

They must believe us conquerable, or they will destroy our world. We must give them victories as we fight and reposition. Establish a force whose sole purpose is to erect decoys - false towns which can be destroyed without cost, false corpses left behind after our people have teleported away or disappeared into tunnels.  

Long Term

I will not speak of extensive plans without seeing the first days play out, but I know this: certain key figures must be removed for the war to end. Korin-Xal is the most important - without him the others will descend to civil war - yet he may prove the most difficult to remove. If we can find one pure of heart to kill Kardas-Vael, the Gods may intervene more freely. Those two aside, Menth-Syrrak must be killed to protect both heaven and hell from infiltration, while Tarak-Kyn must be killed to allow us more freedom to travel.  

Afterword

We have an advantage almost no other world ever has - we know they are coming. That knowledge is a weapon. Use it. Every hour we steal, every defence we prepare, and every life we hide away will deny them the simple conquest they have come to expect.   They are not omnipotent. Silencing magics will protect you from their Authority. They would overwhelm us as a concentrated force, but they can be separated, and killed one by one. Decapitation will kill them.   If this message reaches Éda, it will be my only one. I cannot risk another. Trust no other messages until we arrive, and I can contact my fellow Immortals directly.   – Aesk, the Ever-Changing

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