Beyond the Mare Internum
“They did not want our land. They wanted what lives on it.”
For centuries the Mare Internum has marked the eastern limit of Imperial certainty—a vast, grey-blue expanse separating the mapped world from conjecture, superstition, and the quiet dread of the unknown. Mariners have traced the nearer coasts of the Eastern Continent from afar, sketching vague headlands and shadowed cliffs, yet no keel has ever scraped its shores, no standard planted in its soil.
That changes now.
Six hundred kilometres of open water lie between the Imperium and a land believed to cradle undiscovered Rift sites—perhaps many, perhaps none. The Collegium Arcanum, peering through veils of aether and Rift-echo, has confirmed one thing beyond doubt: a recent Rift manifested along the western littoral of that continent. New arrivals now walk foreign ground, uncontacted, unaligned, and unaware that the eyes of an empire have turned upon them.
The Senate has authorised an expedition not of conquest, but of presence. A diplomatic envoy sails eastward, escorted by a reinforced cohort—enough steel to deter aggression, but not enough to declare war by its mere existence. Their charge is simple in decree and perilous in execution: cross the Mare Internum, reach the Rift site, and make first contact with whatever civilisation has arrived.
No augur can say who—or what—waits on the far shore. Only that the balance of Exilum Novum may hinge upon who speaks first, and how loudly the legions’ armour echoes when they do.
Themes
Predation as Policy – When exploitation is civilised
Empire Meets Empire – Two expansionist systems, incompatible in diet
The Economics of Flesh – People as a managed resource
Polite Horror – Atrocity framed as administration
Time vs. Reproduction – Eternity exploiting mortality
Structure
Exposition
The Assumption of Mutual Interest
The Imperium Novum authorises the eastern expedition under a familiar assumption: that any newly arrived polity will seek security, trade, and legitimacy. History has taught the Empire that survival breeds cooperation, and cooperation breeds hierarchy.
The Collegium Arcanum confirms a recent Rift manifestation on the Eastern Continent. The readings are stable, concentrated, and unusually quiet. The absence of arcane turbulence is interpreted as a sign of order rather than threat.
The Senate dispatches a diplomatic envoy with a reinforced cohort, confident that restraint will be read as good faith.
They do not consider that restraint might be read as weakness—or worse, as abundance.
Conflict
Patterns of Consumption
Midway through the crossing, anomalies accumulate.
Scrying reveals organised settlements without agricultural markers. Fields lie fallow, yet populations appear stable. Herd animals are absent, yet transport networks are active. There are no signs of food storage consistent with observed numbers.
Recovered wreckage tells a similar story. Ships are boarded intact. Cargo is largely untouched. Crew are missing—not scattered, not slaughtered, simply gone.
The Collegium notes the pattern but cannot name it. Imperial doctrine has no category for societies whose primary resource is people.
Rising Action
A Land Without Hunger
Upon landfall, the expedition encounters infrastructure without sustenance.
Roads are immaculate. Storehouses exist, but contain no grain. Wells are maintained but rarely used. Labour continues without interruption, yet no one eats. No fires are lit for cooking. No waste accumulates.
At night, lights move through settlements with purpose. Scouts report being observed—followed at distance, not harassed. There is no hostility, only assessment.
Imperial officers begin to notice something unsettling: wherever Imperials camp, local movement increases. Not aggressively. Curiously. As though the presence of the expedition has changed the value of the area.
The Collegium advises caution. Legion commanders double watches. Diplomats, unaware of the danger, press for contact.
Climax
First Contact and the Truth Revealed
First contact occurs with deliberate formality.
A formation approaches: disciplined, silent, unnervingly precise. Their condition becomes immediately apparent—some stripped to bone, others preserved beyond decay. They do not conceal this. They do not consider it remarkable.
Behind them come their rulers.
These figures are alive in a way the others are not—warm, expressive, beautiful, and entirely unnatural. Their presence is commanding, their speech refined, their manners impeccable. They speak of governance, order, and stability.
Then they ask questions.
How many Imperials crossed the sea?
How long does the crossing take?
How often do ships sail?
What protections are placed upon civilian populations?
Only slowly does the implication surface. These are not diplomatic enquiries. They are logistical ones.
When pressed, one of the rulers clarifies—politely, almost apologetically—that their society requires a renewable resource not found in sufficient quantity on this continent.
They have cattle here.
They are interested in importing more.
Falling Action
Negotiation Under Predation
The talks do not break down. That is the most disturbing part.
The vampires do not threaten invasion. They propose agreements. Controlled quotas. Managed populations. “Humane” extraction. They speak of sustainability, stability, and the inefficiency of fear-driven feeding.
They frame the Imperium as an ideal partner: populous, orderly, and already accustomed to census, taxation, and regulation of bodies.
Within the Imperial camp, horror turns to fury. The legions are ready to strike—but the Collegium and diplomats hesitate. War against an enemy that does not die conventionally, on foreign soil, across a six-hundred-kilometre supply line, is not a clean decision.
The vampires remain calm. They are not in a hurry.
They have eternity. The Imperials have children.
Resolution
The Offer That Cannot Be Forgotten
No agreement is signed. No violence erupts.
The expedition withdraws under the pretext of consultation. The vampires allow it—cordially. They even offer navigational advice for the return crossing.
As the fleet departs, Imperial officers realise the truth too late: the Eastern Continent was never the prize.
It was the barn.
The real value lies westward, across the Mare Internum, in cities full of warm bodies who believe themselves safe.
For the first time since its founding, the Imperium Novum is not facing an enemy it can defeat.
It is facing one that wants to own it.
Components
Goals
Establish First Contact Without War
The envoy’s official mandate is to identify the Rift-arrivals, assess their intentions, and determine whether they can be contained through diplomacy rather than force. War across the Mare Internum would be ruinously expensive and politically destabilising.
Prevent Knowledge Panic
Senior Imperials seek to understand the nature of this new power without triggering religious hysteria, civilian unrest, or schisms within the Senate. Information control is itself a strategic objective.
Secure the Rift Site
The Collegium Arcanum wants long-term access to the Rift locus for study, believing it may be key to predicting—or preventing—future arrivals.
Deny the Enemy Strategic
Access Once the predatory nature of the rulers becomes clear, a quieter goal emerges: ensure the Eastern power cannot map Imperial population density, shipping schedules, or internal vulnerabilities.
Hooks
A Rift That Refuses Classification
The Collegium’s inability to categorise the arrivals breaks precedent. Scholars, arcanists, and commanders alike are drawn in by the sheer wrongness of the data.
The Promise of a Peaceful Solution
Early encounters are calm, civil, and structured. Characters are hooked by the belief that this might be the rare Rift-arrival that can be handled without bloodshed.
Unanswered Absences
Missing sailors, vanished scouts, and empty wrecks create a mystery that demands explanation long before its implications are understood.
Imperial Obligation
For many characters, especially officers and senators, not acting would be a dereliction of duty. The Empire does not ignore problems simply because they are unsettling.
Stakes
Strategic Catastrophe
Failure to contain or deter the Eastern rulers risks opening a new front that the Imperium cannot easily reinforce or retreat from.
Civilian Predation
If Imperial shipping lanes, frontier settlements, or rival states become accessible, entire populations could vanish quietly, legally, and without open war.
Doctrinal Collapse
Recognition of a predatory, immortal polity threatens Imperial law, religion, and the philosophical foundations of citizenship and personhood.
Internal Fracture
Mishandling the situation could trigger Senate schisms, religious uprisings, or a loss of confidence in Imperial leadership.
Moral Quandaries
Negotiation with Predators
Is it acceptable to negotiate quotas, borders, or “managed losses” if it prevents wider slaughter?
Sacrifice at the Margins
Should distant frontier populations, prisoners, or non-citizens be risked—or quietly abandoned—to protect the Imperial core?
Truth vs. Stability
Do the characters reveal the full truth to the public, knowing panic may do more harm than secrecy?
Weaponising the Unthinkable
If the Imperium can replicate or control aspects of this predatory system, should it?
Cruel Tricks
Polite Hospitality
The protagonists are treated with flawless courtesy while slowly realising they are being assessed as resources, not equals.
Delayed Consequences
People do not die during negotiations. They simply… disappear later, far from the negotiating table.
Reasonable Monsters
The vampires never lie. They only omit, reframe, and appeal to Imperial logic better than Imperials expect.
Time as a Weapon
The longer talks continue, the more information the Eastern rulers quietly acquire.
Red Herrings
Necromantic Misclassification
Early signs suggest a purely arcane anomaly or rogue Collegium-level experiment, delaying recognition of a coherent political entity.
Assumed Defensive Posture
The absence of immediate aggression is mistaken for passivity or caution, rather than long-term confidence.
Religious Framing
Priests interpret events as a moral or spiritual crisis, obscuring the very practical, economic nature of the threat.
The Eastern Continent Itself
Focus on territory and Rift geography distracts from the true objective: access to Imperial populations west of the sea.
Relations
Allies
Aulus Cornelius Threxus
Imperial Envoy Plenipotentiary
Threxus is a senior civil servant elevated temporarily to extraordinary diplomatic authority by joint decree of the Senate and the Emperor. He is not a charismatic idealist; he is a negotiator shaped by border crises, famine treaties, and post-war settlements.
Role in the Plot:
- Primary negotiator and legal voice of the Imperium
- Responsible for interpreting the actions of the Eastern polity within Imperial law
- The one who must decide whether something can be recognised, even if it should not be
Strength: Calm, precise, and difficult to intimidate
Weakness: Assumes all rational actors ultimately prefer stability over excess
Threxus will be the first to realise that the vampires do want stability—just not for the same reasons.
Decimus Valerian Rho
Praefectus Cohortis, Expeditionary Escort
Rho commands the reinforced cohort assigned to protect the envoy. He is a frontier officer, experienced in asymmetric threats and operating far from supply lines. He understands very clearly that his force is too small to win a war and too visible to hide.
Role in the Plot:
- Military security and tactical assessment
- Provides the “what happens if this goes wrong” perspective
- Constantly measures the enemy in terms of endurance, not numbers
Strength: Tactical realism, loyalty to his people
Weakness: Knows exactly how badly this could end, and cannot say so publicly
Rho is the first to recognise that an enemy which does not tire or fear death cannot be deterred by standard military logic.
Livia Cassian Mora
Magistra Riftalis, Collegium Arcanum
Mora is a senior Rift-specialist assigned not because she is powerful, but because she is methodical. She does not chase arcane brilliance; she classifies, compares, and documents phenomena so they can be survived.
Role in the Plot:
- Analysis of the Rift site and post-arrival conditions
- Identification of what cannot be explained by known magic
- Quiet conscience of the delegation, urging caution grounded in evidence
Strength: Intellectual honesty, resistance to panic
Weakness: Understands the danger long before she understands how to explain it
Mora realises early that the Eastern polity is not sustained by magic alone—and that destroying the Rift will not end the threat.
Publius Acanthus Meret
Tribunus Angusticlavius, Logistical & Census Authority
Meret is officially responsible for expedition supply coordination and population modelling. In reality, he is there because the Imperium never sends ships without someone counting bodies.
Role in the Plot:
- Tracks personnel, losses, and movement
- Analyses questions asked by the Eastern rulers and realises their economic nature
- Connects scattered disappearances into a pattern
Strength: Cold clarity, data-driven thinking
Weakness: Sees people as figures first—and is horrified when others do the same
Meret is the first to articulate the unthinkable conclusion: this is a system that consumes population the way the Empire consumes grain.
Servia Domitilla Kade
Civic Priesthood Observer (Phoenix Rite)
Kade is attached as a religious observer, not an authority. Her role is to ensure that Imperial rites, oaths, and deaths are conducted properly during the expedition.
Role in the Plot:
- Spiritual welfare of the delegation
- Early detection that funerary rites behave incorrectly near the Rift
- Moral lens through which the predation is finally understood
Strength: Moral certainty without fanaticism
Weakness: Her faith offers no guidance for what stands before her
Kade’s crisis is not fear, but recognition: whatever these rulers are, they are not “soulless” in any clean doctrinal sense—and that terrifies her more than monsters would.
Adversaries
The Sanguine Court (Dominant Adversary)
The true rulers of the Eastern Continent are an ancient, hierarchical caste who present themselves as cultured sovereigns rather than monsters. They do not rage, threaten, or posture. They negotiate.
Their adversarial nature lies not in open hostility, but in incompatible objectives. They require a continuous supply of living beings to sustain their rule and regard population management as a solvable administrative problem. To them, the Imperium is not an enemy state—it is a vast, organised reserve.
They oppose the protagonists’ goals simply by being what they are. No treaty that preserves Imperial sovereignty can coexist with their long-term needs.
The Court’s Regents and Blood-Stewards
Beneath the Sanguine Court operates a professional class of administrators, enforcers, and intermediaries. These figures handle logistics, compliance, and “acquisition” with chilling efficiency.
They are the ones who:
- Ask census-style questions
- Track shipping schedules
- Evaluate resistance responses
- Quietly test Imperial boundaries
Unlike their rulers, the stewards are not philosophical. They are practical. If diplomacy fails, they will recommend alternative extraction methods.
They are adversaries because they adapt faster than doctrine.
The Silent Legions
The Court’s military forces are tireless, disciplined, and functionally inexhaustible. They do not seek glory, conquest, or even victory—only compliance.
They do not provoke battle. They wait.
As adversaries, they force the protagonists to confront an uncomfortable truth: deterrence fails against an enemy that does not fear loss, retreat, or morale collapse. Every military assessment ends the same way—there is no clean engagement scenario.
Imperial Denial (Institutional Adversary)
Within the Imperium itself lies a powerful, unintentional adversary: the refusal to accept conclusions that have no historical precedent.
Senior officials, priests, and commanders resist the idea that a civilisation can be both rational and predatory. Reports are softened. Language is sanitised. Requests for clarity are delayed.
This denial actively obstructs the protagonists’ goals by:
- Slowing response times
- Diluting warnings
- Creating political cover for inaction
The Empire is not conspiring against itself—but it is protecting its worldview at the worst possible moment.
Opportunists and Quiet Collaborators
Not all adversaries wear banners.
Merchants, captains, minor officials, and border authorities who glimpse the Court’s offers—protection, longevity, profit—may choose accommodation over resistance. Not out of malice, but out of self-interest.
They are dangerous because:
- They do not see themselves as traitors
- They operate below the threshold of open treason
- They normalise the Court’s presence incrementally
By the time they are recognised as adversaries, they may already be indispensable.
Time Itself
Time has always favoured the Imperium. In this conflict, it does the opposite.
The longer deliberations continue:
- The Court gathers data
- Neutral factions drift toward accommodation
- Public ignorance becomes strategic liability
Time is an adversary because the protagonists are racing mortality, politics, and logistics against an enemy that is not.
Backdrops
Locations
The Mare Internum
A vast inland sea separating certainty from conjecture. Its western waters are well-charted and busy with trade; its eastern reaches are deeper, colder, and subject to strange currents and unreliable winds. The crossing is long enough to feel like exile rather than travel.
Narratively, the Mare Internum is a threshold. Once crossed, supply lines stretch thin, authority becomes abstract, and the Empire’s confidence begins to erode. It is also a reminder that retreat, while possible, will never be quick.
The Eastern Continent (Unclassified Landmass)
A broad, fertile land whose western coast rises gently rather than defensively, as though never designed to repel invasion. From offshore, it appears calm, ordered, even inviting. Only upon approach does its wrongness become apparent.
The continent is internally well-developed—roads, settlements, watch structures—yet almost entirely silent. It feels occupied without being alive. The deeper inland one travels, the more complete and intentional this order becomes.
The Rift Shore
The site of the most recent Rift manifestation lies a short distance inland from the western coast. The terrain here bears unmistakable signs of violent arrival: fused stone, warped earth, and lingering arcane distortion that interferes with ritual and perception.
This is where Imperial science clashes hardest with reality. The Rift Shore is both a place of first contact and a lingering wound in the world, making it impossible to ignore the legitimacy of what has arrived—even if its nature is intolerable.
The Silent Settlements
Clusters of habitations scattered along the coastal plains. Structurally sound, meticulously maintained, and entirely absent of the normal rhythms of life. No markets. No children. No waste. No decay.
These settlements unsettle Imperial scouts more than fortifications ever could. They suggest permanence without growth and population without consumption, challenging every assumption about how societies function.
The Court Enclave
A fortified administrative centre located inland from the Rift Shore, serving as the seat of authority for the Eastern rulers. Its architecture is elegant rather than imposing, designed for governance rather than defence.
Meetings here are conducted with flawless etiquette. The calm, controlled environment heightens tension, as nothing in the space acknowledges the violence implicit in the Court’s needs. This is where diplomacy feels most dangerous.
The Imperial Expedition Encampment
A temporary but carefully organised Imperial foothold near the Rift Shore. Officially a staging area for observation and negotiation; unofficially a line that must not be crossed lightly.
The camp is a pressure cooker. Officers, scholars, priests, and soldiers operate under constant strain, aware that they are vastly outnumbered in endurance if not in arms. Every night spent here reinforces how far from home they truly are.
The Observation Roads
Ancient, well-maintained roads leading inland from the coast. They predate the Imperials’ arrival yet show signs of recent use. Patrols report feeling followed along these routes, though no pursuit is ever confirmed.
These roads function as psychological tools. They invite exploration while making it clear that movement is neither unseen nor uncontrolled.
The Return Sea-Lanes
The route back across the Mare Internum, now laden with knowledge that cannot be unlearned. Ships feel smaller. Distances feel longer.
This backdrop matters because it is where the protagonists realise the true scale of the problem. Whatever was encountered cannot be left behind on the far shore—it will follow, patiently, in time.
Threats
The Sanguine Sovereigns
Supernatural / Political Threat
The ruling caste of the Eastern Continent are beings of immense age, intellect, and restraint. They possess physical capabilities beyond mortal limits and an unsettling capacity for patience. Their true danger lies not in open combat, but in their ability to frame predation as governance.
They are resistant to conventional weapons, capable of rapid recovery from injury, and difficult to permanently destroy without specialised knowledge. More critically, they command absolute loyalty from their subjects and operate with long-term strategies that assume centuries rather than years.
Threat Expression: Calm authority, negotiated domination, selective violence
Why It’s Dangerous: They turn diplomacy itself into a weapon
The Tireless Hosts
Supernatural / Military Threat
The rank-and-file forces of the Eastern polity are silent, disciplined, and unrelenting. They do not break formation, retreat from fear, or require rest. Losses do not affect morale, and engagements end only when objectives are achieved or opposition is destroyed.
In battle, they advance methodically, exploiting exhaustion rather than overwhelming force. Against Imperial troops, they favour night operations, attritional pressure, and psychological erosion.
Threat Expression: Endless advance, silent formations, relentless pursuit
Why It’s Dangerous: Imperial doctrine assumes enemies must rest or flee
Blood-Stewards and Harvest Agents
Hostile Characters / Covert Threat
Operating between diplomacy and violence, these agents assess populations, identify vulnerabilities, and arrange “acquisitions.” They appear as bureaucrats, escorts, or envoys, rarely engaging in combat unless extraction is threatened.
They excel at infiltration, manipulation, and long-term planning. Some may operate west of the Mare Internum under false identities, gathering intelligence long before hostilities begin.
Threat Expression: Polite questioning, targeted disappearances
Why It’s Dangerous: They weaponise information and consent
Rift-Tainted Environment
Magical / Elemental Threat
The Rift zone alters natural laws in subtle but dangerous ways. Spells behave unpredictably, divination returns incomplete truths, and time perception becomes unreliable. Rituals related to death, rest, and protection may fail outright or produce unintended effects.
Prolonged exposure causes fatigue, disorientation, and emotional blunting—effects often misattributed to stress.
Threat Expression: Misfiring magic, distorted time, ritual failure
Why It’s Dangerous: It undermines trusted tools at critical moments
The Silent Settlements
Environmental / Psychological Threat
Villages and infrastructure that function without signs of life induce deep unease. Sounds are muted. Echoes behave oddly. The absence of decay creates a sense of stasis that erodes morale over time.
These environments are ideal for ambush, observation, and intimidation—not because they are overtly dangerous, but because they deny the protagonists the sensory reassurance of normalcy.
Threat Expression: Stillness, observation without engagement
Why It’s Dangerous: It wears down resolve without confrontation
The Mare Internum Crossing
Elemental / Logistical Threat
The sea itself remains a persistent danger. Storms arise unpredictably. Navigation is unreliable near Rift influence. Ships are vulnerable to isolation, sabotage, or disappearance far from aid.
Return crossings are especially perilous, as crews are exhausted and distracted by the knowledge they carry.
Threat Expression: Sudden storms, drifting off-course, vanishing ships
Why It’s Dangerous: Distance magnifies every mistake
Imperial Overconfidence
Institutional / Psychological Threat
Centuries of success have ingrained assumptions into Imperial command structures. Officers expect discipline to counter discipline, faith to counter corruption, and law to counter chaos.
None of these assumptions hold fully against the Eastern polity.
This threat manifests as delayed decisions, inappropriate doctrine, and underestimation of enemies who do not share Imperial limits.
Threat Expression: Hesitation, misclassification, delayed escalation
Why It’s Dangerous: It turns competence into liability
Internal Collapse Under Pressure
Social / Moral Threat
Extended exposure to the Eastern threat strains discipline and belief. Soldiers question orders that feel inadequate. Priests doubt doctrine. Officials fear being the first to speak forbidden truths.
This erosion can lead to desertion, panic, fanaticism, or quiet collaboration.
Threat Expression: Fractured morale, secret deals, whispered rumours
Why It’s Dangerous: The enemy doesn’t need to act
Encounters
1. The Empty Watch
Type: Environmental / Psychological
Location: Eastern Continent Coastline
An Imperial scouting party reaches a coastal watchtower that is clearly manned—tools are laid out, maintenance is recent, and the signal brazier is stocked. Yet no one responds to hails. Hours later, the brazier is lit without sound or visible presence.
Purpose:
- Establishes that the land is observed, not abandoned
- Creates unease without hostility
- Reinforces the idea of order without life
Complication:
Imperial sentries begin reporting that they are being “relieved” from watch without remembering it.
2. Wreckage Without Violence
Type: Investigative
Location: Mare Internum (near eastern lanes)
The expedition recovers a drifting merchant hull. Cargo remains intact. There are no signs of battle. Crew quarters show no struggle, yet every living soul is missing.
Purpose:
- Introduces the pattern of disappearance
- Encourages false assumptions (piracy, desertion, cult activity)
Clue:
Ledger entries show the ship was carrying passengers, not valuables.
3. The Settlement at Noon
Type: Social / Psychological
Location: Silent Settlement
At midday, the protagonists enter a settlement in full “working order.” Figures move through streets, perform labour, and maintain infrastructure. None acknowledge the Imperials unless directly obstructed.
Purpose:
- Breaks assumptions about abandonment
- Establishes non-hostile but deeply wrong behaviour
Twist:
One figure stops, turns, and politely asks the time — then resumes work without waiting for an answer.
4. The Rift Misfire
Type: Magical / Hazard
Location: Rift Shore
A routine Collegium ritual meant to stabilise ambient energy produces unexpected results. Protective wards invert. Divination spells report negative presence. A funerary rite fails entirely.
Purpose:
- Undermines trust in magic
- Signals that death-related assumptions no longer apply
Consequence:
A minor injury sustained here refuses to heal normally for days.
5. The First Formal Approach
Type: Diplomatic / Tension
Location: Observation Road
A perfectly ordered formation blocks the road ahead. No weapons are raised. No demands are made. After several minutes, a robed figure steps forward and asks to speak “with those who decide.”
Purpose:
- Marks the transition from observation to engagement
- Forces protagonists to choose representatives
Danger:
Every question asked by the robed figure concerns numbers, frequency, and distance.
6. The Courtly Audience
Type: Social / Horror
Location: Court Enclave
The protagonists are received with impeccable courtesy. The environment is calm, elegant, and deeply wrong. The rulers speak freely, logically, and without menace.
Purpose:
- Delivers the ontological reveal
- Shifts the threat from physical to systemic
Moment of Realisation:
The Court’s interest is not territorial — it is demographic.
7. The Offer
Type: Moral / Political
Location: Court Enclave (private chamber)
A private proposal is made. Controlled access. Defined quotas. “Humane” management. The language is bureaucratic, almost comforting.
Purpose:
- Forces characters to confront unacceptable rationality
- Creates internal tension without breaking alliance
Hidden Threat:
The Court already knows far more about Imperial population flows than it should.
8. Night Without Sleep
Type: Psychological / Supernatural
Location: Imperial Encampment
No one sleeps. Watches are relieved without memory. Camp sounds are subtly dampened. Shadows behave incorrectly.
Purpose:
- Erodes morale
- Reinforces the tireless nature of the enemy
Incident:
A sentry vanishes between one heartbeat and the next.
9. The Silent Demonstration
Type: Military / Warning
Location: Outlying Hills
Without provocation, the Tireless Hosts assemble within sight of the camp, remain perfectly still for hours, then disperse.
Purpose:
- Demonstrates capability without aggression
- Communicates inevitability
Message:
We can wait longer than you can.
10. The Withdrawal
Type: Strategic / Emotional
Location: Return Sea-Lanes
The expedition departs unopposed. No pursuit is made. Weather remains calm.
Purpose:
- Confirms the enemy is confident
- Shifts dread from immediate danger to future certainty
Final Note:
A sealed message is delivered aboard ship — written in Imperial script, dated before first contact.
Past Events
Before the Rift — A Quiet, Unclaimed Land
Prior to the most recent Rift event, the Eastern Continent was a land without recorded civilisation. Imperial surveyors, working from distant coastal observation and halfling maritime reports, identified fertile plains, navigable rivers, and temperate climates—but no active polities, no ports, and no signal traffic.
This absence was not interpreted as mystery, but opportunity.
Scholars speculated that the continent had either never been settled or had once hosted cultures that failed long before Imperial history began. No standing ruins were visible from the sea. No smoke rose from inland. The land appeared dormant, patient, and empty.
The Imperium marked it for future attention, not urgency.
The Rift Event — Thirty Days Ago
The Rift tore open less than a month before the expedition set sail.
It manifested violently but briefly along the western interior of the Eastern Continent, fracturing stone, distorting terrain, and flooding the region with residual energy detectable across the Mare Internum. Collegium instruments registered the event almost immediately.
What they did not detect was chaos.
Unlike previous Rift arrivals—marked by displacement, ecological shock, and weeks of instability—this arrival stabilised with alarming speed. Arcane turbulence collapsed inward. The Rift site ceased expanding. Environmental damage halted.
Within days, organised movement was detected inland.
Week One — Instant Order
Scattered structures appeared around the Rift zone within the first week. Not refugee camps. Not defensive redoubts. Administrative layouts.
Roads were cleared. Sightlines established. Watch points erected at tactically sound intervals. No exploratory sprawl occurred; expansion followed recognisable patterns of control.
Imperial observers initially assumed this efficiency meant a highly trained mortal polity.
They were wrong about the mortal part.
Week Two — Infrastructure Without Life
By the second week, survey scrying showed settlement networks extending toward the coast. The speed was impossible by Imperial standards. No agriculture accompanied this growth. No hunting patterns. No livestock.
And yet the population count—however it was measured—did not decline.
This was the first warning sign that should have stopped everything.
Instead, it was logged as “anomalous but stable.”
Week Three — The Sea Notices
Independent mariners were the first to experience consequences.
Ships sailing eastward vanished cleanly. Not attacked. Not burned. Simply failed to return. Driftwood appeared days later, carefully dismantled, cargo untouched, crews absent.
No distress signals were sent.
The Mare Internum did not grow dangerous.
It grew quiet.
Week Four — Readiness
By the time the Imperial expedition departed, the Eastern Continent had already completed its initial reorganisation.
Coastal observation networks were in place. Patrol routes were established. Inland authority structures were operational. Whatever had arrived through the Rift had not spent weeks surviving.
It had spent them preparing.
By the time Imperial boots touched eastern soil, the new rulers were not improvising, settling, or discovering their environment.
They were conducting intake assessments.
The Critical Truth
The most unsettling conclusion drawn by the Collegium—one that never made it into official briefings—is this:
The Eastern polity did not adapt quickly because it was powerful.
It adapted quickly because nothing about its system depended on living constraints.
Sleep, hunger, morale, population replacement, and generational delay never slowed it.
The Imperium arrived expecting first contact.
Instead, it arrived to find the final stages of initialisation already complete.

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