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Tomb Siren, Greek Asia Minor, c. Made with Memento Beta (now ReMake) from AutoDesk.
The Sirens were bird-women whose music comforted the dead on the way to the Underworld. This one holds a kithara and plectrum with which to play.
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Mythical beings who were believed to have the power of enchanting and charming, by their song, any one who heard them. When Odysseus, in his wanderings through the Mediterranean, came near the island on the lovely beach of which the Sirens were sitting, and endeavoring to allure him and his companions, he, on the advice of Circe, stuffed the ears of his companions with wax, and tied himself to the mast of his vessel, until he was so far off that he could no longer hear their song. 1
According to Homer, the island of the Sirens was situated between Aeaea and the rock of Scylla, near the south-western coast of Italy. Homer says nothing of their number, but later writers mention both their names and number some state that they were two, Aglaopheme and Thelxiepeia 2 and others, that there were three, Peisinoë, Aglaope, and Thelxiepeia, 3 or Parthenope, Ligeia, and Leucosia. 4 They are called daughters of Phorcys, 5 of Achelous and Sterope, 6 of Terpsichore, 7 of Melpomene, 8 of Calliope, 9 or of Gaea. 10
Their place of abode is likewise different in the different traditions, for some place them on cape Pelorum others in the island of Anthemusa, and others again in the Sirenusian islands near Paestum, or in Capreae. 11 Latin writers mention their as domicile the Sirenum scopuli, three small, rocky islands between Sorrento and Capri.
The Sirens are also connected with the legends about the Argonauts and the rape of Persephone. When the Argonauts, it is said, passed by the Sirens, the latter began to sing, but in vain, for Orpheus rivaled and surpassed them and as it had been decreed that they should live only till some one hearing their song should pass by unmoved, they threw themselves into the sea, and were metamorphosed into rocks. Some writers connected the self-destruction of the Sirens with the story of Orpheus and the Argonauts, and others with that of Odysseus. 12
Late poets represent them as provided with wings, which they are said to have received at their own request, in order to be able to search after Persephone 13 or as a punishment from Demeter for not having assisted Persephone, 14 or from Aphrodite, because they wished to remain virgins. 15 Once, however, they allowed themselves to be prevailed upon by Hera to enter into a contest with the Muses, and being defeated, they were deprived of their wings. 16
There was a temple of the Sirens near Surrentum, and the tomb of Parthenope was believed to be near Neapoli (Naples). 17
The adventure of Odysseus and the Sirens is found on a Corinthian aryballos (ca. 570 CE Boston). Some of the Sirens are here portrayed fully as birds of prey. The usual depiction as large birds with human heads can be found on an Attic vase by the Sirens Painter (ca. 475 BCE London). Odysseus' ship, with the hero himself tied to the mast, is sailing between two rocks on which Sirens are seated. One of the Sirens plunges herself into the sea because they failed to lure the ship to its doom.
- Aken, Dr. A.R.A. van. (1961). Elseviers Mythologische Encyclopedie. Amsterdam: Elsevier.
- Smith, William. (1870). Dictionary of Greek and Roman Biography and Mythology. London: Taylor, Walton, and Maberly.
This article incorporates text from Dictionary of Greek and Roman Biography and Mythology (1870) by William Smith, which is in the public domain.
In the immediate aftermath of the Iron Warriors' attack, the Loyalist forces on Tallarn mount a desperate mission to locate the last surviving Astropath on the planet, so that they can send a distress call to the rest of the Imperium.
The following is the chronological order of the Tallarn Series story arc set within the Horus Heresy:
- Black Oculus
- Tallarn: Siren
- Tallarn: Executioner
- Tallarn: Ironclad
- The Eagle's Talon
- Iron Corpses
- Tallarn: Witness
The Tallarn Series begins shortly after book twenty-three, Angel Exterminatus.
Tomb of Horrors
Gabe: I ran the Tomb of Horrors last night.
Gabe: Somebody lost their arm in the first room. After that, it was four hours of poking things with sticks and throwing shit through portals! They left the table haunted and demoralized.
Tycho: Mission accomplished, then, for the Tomb of Horrors.
Tomb of Horrors is a module released for the original Dungeons & Dragons, written by the game's creator, Gary Gygax. In it, a group of adventurers travel to the titular tomb to fight the demilich Acererak and recover any loot found along the way. The only problem? The tomb is filled with dozens of deathtraps. Ridiculously hard to figure out and frustrating, Tomb of Horrors is one of the most infamous adventures for any campaign, and is called a "meat grinder" by many gamers for good reason.
The original module is, of course, long since out of print, but an updated version for use with the D&D 3.5 ruleset is available as a free download from the Wizards of the Coast Web site. This version has elicited strong controversy due to heavy reduction in the lethality, partly due to the differences in edition rules, primarily due to general Adaptation Decay rather than a perfect replication under the 3.5 ruleset of the original super-lethal module, the official update is actually a standard, mostly-balanced dungeon crawl, aimed for level 9 characters. Not only are there few of the classic traps from the original left in, the Acererak encountered at the dungeon's end is actually a CR12 "fake demilich construct". This is because there is absolutely no way in 3.5 a true demilich could possibly be beaten by 9th level character without resorting to an obvious plot device that would itself destroy the challenge of the dungeon .
The Tomb of Horrors is located in the Greyhawk setting, but can be adapted to almost any other setting with minimum fuss.
There are two versions in Fourth Edition, one merely a conversion of the old tomb (Your Mileage May Vary on how deadly it still is) and the other a rather long campaign that is a sequel to Cordell's Return to the Tomb of Horrors. In the Fifth Edition, it is reprinted in the Tales from the Yawning Portal. In 2020, Tomb of Annihilation was released as a remake/sequel, placing the Tomb (now called the Tomb of Nine Gods) in a specific area of the Forgotten Realms and adding more of a plot and motivations, along with familiar NPCs.
Spoiler alert! Since Everything Is Trying to Kill You inside the tomb, many of the tropes below will spoil its traps.
- : In a way, Acererak is a villainous version of Gygax himself, the lich's sick sense of humor an exaggeration of Gygax's. His original goal was for the players to match wits with the Dungeon Master himself, the only true way to succeed. /Take That: Gygax created the module in response to complaints his earlier modules were too easy. : At least one group of adventurers has made it through without a single casualty by having a team of dwarves dig around the traps and obstacles with non-magical mining equipment over the course of several weeks. The writers planned for ethereal travel, melding into stone, magical defenses, teleportation, etc. but never expected an ordinary pickaxe and a group of patient, careful adventurers. : Subverted. It's an illusion . : As a "private" joke, Acererak kidnapped a kind and beautiful Siren, placed her under an enchantment, and trapped her in a cavern inside the Tomb of Horrors. Most players would assume that the Siren was just a trap or monster, and would try to slay her instead of rescuing her. Acererak is a twisted person indeed.
- Subverted in later editions of the quest the Siren is swapped out for a common mook to fool veterans who had played the original quest.
- Heheh. "Crowning" moment indeed!
- As it turns out, though, he wants strong adventurers to reach the final chamber - so he can steal their souls in an attempt to become one with the Negative Energy Plane, which would basically make him a god with total control over all undead including Vecna and Nerull.
- To be fair, Gygax himself developed this module for his own players, for the purpose of seeing how they'd do against a completely non-biased referee. The dungeon as written is winnable, so long as players use their heads and not their impulses. Players who take the "hack and slash" approach will be flattened quickly.
- Truth is that the original module of Tomb of Horrors isn't particularly rewarding in GP, Magic items, or (since there are very few combats) XP. Also A Fighter needs a +5 Vorpal Sword to damage the lich. There isn't any of those in all the whole tomb: The poor fighter needs to bring his own Infinity+1 Sword if he wants just one chance against the demilich
- Another example can be Acererak's treasure: A incredible set of magic items. All of those double as Acererak's phylactery. So: You have to destroy the better part of the loot, or the lich will regenerate itself. Inside your new magic toy.
- Don’t be afraid to challenge players.
- Brainwork is good for players. Tricks and traps can be fun and should be used.
- Appreciate where RPGs have brought us in 40 years, and don’t be afraid to delve into the dungeons of the classics for inspiration.
- : The entire tomb. : Acererak appears in the 3.5 Tome of Magic as one possible use for a Powers Via Possession based class. : As I Wanna Be the Guy is to video games, this module is to dungeon crawls. : There are several traps which teleport the target to the entrance and all their clothes and equipment to the demilich's lair. : In the 3.5 update, the crown cannot be removed from the chamber it's in. See the above entry for Crowning Moment of Awesome. : Acererak had the ability to teleport the PCs attacking him up to 600 miles away in random directions. : Your party has a high chance of dying before even entering the actual tomb. : Likely to be the first thing that happens, since it's triggered when you open the Ώ] door to enter the tomb. You thought we were kidding about the sadism, didn't you? There are multiple entrances though, and this is not the worst trap by a wide margin. : Exploited. There's one hallway behind a secret door which has three doors in it, each of which has a spike-filled pit behind it. The idea is that after the first two, the party will mostly ignore the third, and will continue on their way, where they'll run right into another horrible trap. The real way to continue is via a hidden door in the third pit. : The entire thing. Both in-universe and out. The Big Bad built the dungeon in order to attract, and then kill, adventurers. Why go out searching for powerful magic items when you can just get their owners to bring them to you? And in real life, there's a certain kind of player that can't resist the idea of challenging the world's hardest D&D module.
16. I will not beat Tomb of Horrors in less than 10 minutes from memory.
114. The Demilich only falls for getting stuffed in the bag of holding once.
722. Can't intentionally fail all my secret door checks so I don't have to play Tomb of Horrors again.
5 Reasons NOT to Run Tomb of Horrors in Your D&D Group
The winning play for Tomb of Horrors is not to play Tomb of Horrors. Pardon the pun, but it’s horrible.
Let me be clear, the horribleness of Tomb of Horrors is not that is a badly written adventure (it’s quite clever, actually), nor is it because it doesn’t have an important place in D&D lore (it’s a considered a classic, and for good reason).
The horribleness of Tomb of Horrors rests solely on the fact that it’s punishing. And not in the ‘players need to feel real consequences’ kinda way it’s in the ‘players will surely die’ kinda way.
What’s the deal with the Tomb of Horrors?
Since Tomb of Horrors is steeped in history, let’s take a moment to describe exactly what we are talking about with the Tomb of Horrors. Gary Gygax, fed up with D&D players who were always boasting about the prowess of their characters, wrote Tomb of Horrors for a debut at the 1975 Origins 1 convention.
Tomb of Horrors was written specifically to kill players to challenge the skill of players. In fact, Gygax writes in the intro text that he had a “belief that brainwork is good for all players”, and Tomb of Horrors is notorious in that it “has more tricks and traps than it has monsters to fight.”
Gygax sucked in players with the following flavor text:
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt.
Sounds adventurous, right? Flavor text like that will help you make a list of the best D&D modules of all time or be featured in a best-selling book like Ready Player One. But then it is only two steps into the adventure where you realize that Gygax never intended anyone to have a fighting chance!
You might be thinking: But we’re the group that will succeed where all others have failed!
Further, players might want to gain insight into what is an infamous part of D&D history. That, and the ability to say, “We actually did it!” should they somehow finish it, is certainly an incentive.
Why NOT to Run Tomb of Horrors
Reason #1: Your players will die.
Map of the Tomb of Horrors. Click to embiggen.
Gygax added a handy and clever chart in the back of the module. The chart thoroughly outlined suggested party construction, including race, class, and level. He also had a list of suggested items (magical and otherwise) that an adventuring party should they possess if they hope to have any chance at all of surviving the Tomb of Horrors.
Use this table to roll burner characters should you want to run Tomb of Horrors. Certainly don’t use a character you have an investment in, because they will die.
Reason #2: Your gaming group will turn into a paranoid mess, destroying any momentum in all future campaigns.
Truly, after the Tomb of Horrors and its endless traps, your players will be paranoid for months to come. There is a reason that the 10 foot pole became such a ubiquitous D&D item. After the Tomb of Horrors, your gaming group will go back to carrying a 10 foot pole wherever they go, grinding your regular campaign into a slow as molasses slog as your players obsessively search for traps, convinced that danger lurks everywhere. I wouldn’t be shocked if the new kid develops a twitch.
Reason #3: Tomb of Horrors doesn’t translate well.
I’m sure an internet search will uncover the D&D faithful who have attempted to convert Tomb of Horrors to 5e (Dungeon Magazine #213 might be the best place to start for a Tomb of Horrors 5e conversion).
But Tomb of Horrors is so trap heavy that makes a clean translation to 5e a little tricky, and 5e is an edition that actually works really well in translating older modules. Not that it can’t be done, but a dungeon master will spend dozens of hours translating Tomb of Horrors to 5e and that’s just its traps. Add in the aforementioned character table, item list, plus the irksome fact that D&D is simply not played the same way today (again, no 10 foot poles!), and it’s simply not worth it for a DM.
Reason #4: The Tomb of Horrors will be the death of you.
It might be tempting to run Tomb of Horrors as a one-off adventure, perhaps around Halloween. Trouble is, it’s longer than you think and it’s an absurd slog. Gygax himself suggested that you should “be prepared to spend several sessions with [the] module.
That slow pace, combined with trap after trap of “each causing X hit points of damage, no saving throw“, simply is becomes the death of a modern gaming group. Of course, I’m suggesting your characters will die, but also the type of adventure simply doesn’t play well with gaming groups 40 years later. I’ll gladly grab a video game where I quickly respawn, given the option over a module that has a value mainly in nostalgia.
Reason #5: The Tomb of Horrors feels old.
I’m a cranky old coot, fond of always liking the old school stuff over anything new fangled the kids are throwing at us today. But even I have to admit that that Tomb of Horrors feel desperately out of touch in its approach. Modern RPGs simply aren’t played the same way.
Case in point: In order to even find the entrance to the Tomb of Horrors, it is suggested in the DM notes that players will need about an hour of “digging with swords and hands.” Listen, modern RPG audiences don’t want to spend an hour clearing brush. I know it’s cliché to accept a quest in a tavern, but I’ll take that 100 times out of 100 if the alternative is to roleplay digging a hole.
But there is no way you’ll find me ending on a down note when it comes to a classic! Are there any takeaways form the Tomb of Horrors? Absolutely!
And if you think that you are the chosen one who will actually make it out alive? Well, you can buy Tomb of Horrors here or here.
Tomb Siren - History
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Hbm's Nuclear Tech
Description from Curse:
The Nuclear Tech Mod basically uses the concept of a technical mod and combines it with explosives! You can craft different bombs, mine ten new ores and use new machines to create advanced materials! The main bombs all use a GUI controlled explosion system, which requires you to fill the bombshells with explosive materials, trigger mechanisms and even radioactive parts! All explosives are survival ready, everything is craftable!
Legend has it that the sea witch Cylostra Direfin was once the favourite court singer of a Bretonnian king. A fierce lady of considerable size, and temper, she was sent on a voyage across the Great Ocean to sing for the Phoenix King, for the High Elves were known to value arts and music as much as they do gold. The status of her audience wasn't lost on the singer, who dominated the meek captain and ordered his crew around, even having those who angered her flogged.   
But while she was the mistress of the Lamprey, Cylostra could not control the elements. The ship was hit by a fierce storm, blocking the vessel's route. While meek, the captain was still a capable seaman and confronted Direfin at the bow of the ship, where she was watching the storm by herself, insisting that it would be safer to bypass the storm, even if they arrived to her performance in Ulthuan late.   
Fuelled by impetuous rage and arrogance, Cylostra Direfin performed a solo mutiny, grabbing the captain by his neck and throwing him overboard, taking command of the ship and crew and making them go through the storm rather than risk being late to her performance. Despite their best efforts, the crew was unable to keep the ship stable. Cylostra, in her mania, stood on the prow and challenged the storm, demanding safe passage if she could sing louder than the winds and sea. 
While she sang beautifully, she soon started screaming in fury as she realised she could not beat the storm. Cylostra's arrogant "challenge" ended with her vocal cords ruined, her ship sunk and her crew drowned. As seawater filled her lungs Cylostra, angry at never being able to perform again, cursed the gods and the elements, vowing that death wouldn't stop her and her audience would hear her. 
But as she drowned Stromfels, god of storms, sharks and pirates, came to her and made her a deal. He promised her immortality and to be taught sea-magic in exchange for becoming his emissary, the Siren of the Storm. 
Decades later, a Bretonnian galleon of rotten wood and tattered sails can be seen navigating the seas even in the most savage of storms. It is the Lamprey, the ship of the vengeful spirit of Madame-Captain Cylostra and her Undead crew, the Drowned. She has sworn vengeance on the Phoenix King, whom she blames for her death, vowing to sink all of Ulthuan so she can finally give her performance to the Phoenix Court.  
Early years [ edit ]
Abaddon's past is shrouded in mystery. However, according to the Margonite Apostate, Abaddon gained his power from an older, deposed god. According to some sources, Abaddon may have been princely among the gods and possibly the leader of the Six whose wise counsel was often heeded prior to his fall. ΐ]
Life on Tyria [ edit ]
The writings of the Orrian history scrolls suggest that Abaddon was among the gods who emerged in Tyria from the Mists and introduced the world to humanity whom they had brought with them. Although the gods were initially drawn to the magic of the Artesian Waters in the heart of Orr, they took humanity with them to Cantha in 786 BE, planting the seeds of the first known thriving human civilization in Tyria. Α] Β] Γ] Δ] Humanity proved to be resilient and spread to Orr, Elona and beyond in the following centuries. The Church of Abaddon rose to worship the God of Knowledge.
As the city of Arah was being built in Orr, the gods wanted a safe place to store various powerful relics and secret knowledge in. Abaddon designed a set of reliquaries in Siren's Landing to hold these valuable items. Each reliquary was given to its respective god with Abaddon's Reliquary as the centerpiece, all connected in a magical, protective grid to keep them safe from looters and defilers. During this time the gods gathered various powerful and ancient artifacts from around the world, including the original Bloodstone and the Mystic Telescope, and brought them for safekeeping and study in Arah. Ε]
At some point the gods became aware of the existence of the hibernating Elder Dragons, who were tied to the magical balance of Tyria, and learned their names and spheres of influence. This information was documented in what would come to be known as the Scroll of the Five True Gods. Ζ]
The gods lived for a time among their followers in Arah. However, their radiance blinded mortals who gazed upon them for too long whenever the gods appeared among their followers. The gods eventually decided to retreat from public, and Dwayna, the Goddess of Life, commissioned the Orrian sculptor Malchor to make a statue of each god. As the statues were completed, the respective gods depicted in the statues retreated into Arah one by one. Η] Around 48 BE, ⎖] the old and tyrannical God of Death, Dhuum, was overthrown by Dwayna's half-god son Grenth who ascended to godhood and was welcomed by the gods as the new member of the Six.
According to an ancient Ascalonian legend and an Orrian scroll, the gods formulated a magical ritual and gifted three holy artifacts needed to enact and reverse it—a magical crown, Balthazar's own sword Sohothin and its twin Magdaer—to the royal human lineage as protection against invasion. The artifacts, as well as the knowledge how to use them in the ritual, would eventually pass on to the Ascalonian line of human kings. ⎗] ⎘]
Fall from grace [ edit ]
In 1 BE, the Six decided to gift magic to the mortal races, and Abaddon rose up to the task. ΐ] The gift of magic made the mortal races greedy, however, and led to devastating wars. King Doric, who had become the ruler of Tyria's united human tribes, journeyed to Arah and asked for the Six to put an end to the bloodshed. In response to the king's plea, the gods shattered the original Bloodstone. They divided the magic in the world into five lesser Bloodstones to prevent anyone from ever wielding power over all magic again. According to the History of Tyria, the gods sealed the stones with Doric's blood and placed his bloodline in charge of guarding the stones. ⎙] Abaddon's protests and pleas were ignored much to his anger. ΐ]
Upon learning that the gods had gone against Abaddon's wishes and revoked the gift of magic, Abaddon's Margonite followers traveled to the Temple of the Six Gods somewhere on the northern shores of Elona. The zealots slaughtered the priests of the five gods, desecrated the altars, and defaced the statues and scriptures there. ΐ] ⎚]
Angered by the massacre of the priests and the desecration of the temple, the gods' Forgotten servants rallied and launched their navy to confront and punish the Margonites for their deeds. Some sources claim that the two forces clashed in the greatest naval battle in human history. ΐ]
According to the Scriptures of Abaddon, the Forgotten eventually pursued the Margonite Lord Jadoth from his home to the Crystal Sea. In his desperation upon seeing Forgotten warships on the horizon, Jadoth prayed to Abaddon to grant him the strength to face the enemy and prevail. An unsettling silence swept across the waves and lasted for some time until the God of Knowledge and Water finally responded to his follower's plea. Abaddon magically sunk the pursuing Forgotten armada and granted Jadoth the power to fight back, transforming the Margonites into resilient demonic entities.
Abaddon decided to lead his transformed Margonites to overthrow the gods and establish himself as the one god who would rule over all of Tyria. His forces, including the immortal Margonite elite soldiers known as the Horde of Darkness, stormed the Gates of Heaven. ⎛]
Abaddon was said to be the mightiest of the gods, and for a while, the war went in his favor. In the end, however, he was no match for the combined strength of all the Five, and he was defeated at the Mouth of Torment. ΐ] The gods' victory came at the cost of the Crystal Sea turning into the Crystal Desert and a once plentiful land becoming the sulfurous Desolation. ⎜] Abaddon and his Margonite followers were cast out of Tyria into the Realm of Torment, a realm within the Mists which would act as his prison, as his power could not be destroyed. As the rebellious god fell, he pulled the Temple of the Six Gods with him into his new prison. ⎚]
Balthazar himself forged the chains that bound the fallen God of Knowledge in the Realm of Torment. Abaddon's power was sealed behind eight gates to keep him contained, while the gods appointed several Forgotten to act as the rebellious god's wardens both in the Realm of Torment and at the Mouth of Torment. Afterwards, the gods erased almost all knowledge of Abaddon and departed the world of Tyria in an event known as the Exodus of the Gods, which the Mouvelian Calendar is based on. Elonian myth claims that hyenas were present in the Desolation when Abaddon was imprisoned, and that they are still laughing at him to this day. ⎝]
Like other members of the Six, Abaddon once had a dirge dedicated to him which was sung by the Sirens of Orr. However, the dirge was closely guarded by his ancient sirens whose echoes became faint following Abaddon's fall. The Dirge of Abaddon was subsequently drowned out by the multitudes of sirens singing the songs of the other gods. ⎞]
Return and demise [ edit ]
While imprisoned, Abaddon began plotting to break free. He was responsible for many disasters which plagued Tyria over the following centuries. He sent a demonic servant, the Fortune Teller, to manipulate Shiro Tagachi to assassinate Emperor Angsiyan, which ultimately led to Shiro's demise and unleashed the Jade Wind of Cantha in 872 AE. He helped cause the Searing of Ascalon via using the titans to gift the invading charr with Searing Cauldrons in 1070 AE. He ordered his other demonic servant Razakel to pose as an Orrian citizen named Terick and manipulate Vizier Khilbron to cause the Cataclysm of Orr on the eve of another charr invasion wave in 1071 AE.
The fallen god's influence was also felt in many tragedies which occurred indirectly as a result of those events, such as the occupation of Kryta by the White Mantle and their mursaat overlords, which led to the Krytan civil war. Abaddon created strife against and within the human race for many centuries, using titans to manipulate the charr in their invasion of northern human kingdoms of Ascalon, Kryta and Orr, and ultimately causing a civil war in Elona which, aided by Warmarshal Varesh Ossa and other humanborn worshipers, nearly resulted in his release.
The other deposed human god, Dhuum, and the evil half-brother of Balthazar, Menzies, formed an alliance with Abaddon during this time and aided him in his efforts on almost all fronts, especially in the Mists.
In 1075 AE, over a thousand years after his first defeat, the maddened god was close to breaking free from his prison, a plan which was undone by the Order of the Sunspears and Order of Whispers in Elona. By this time Varesh's ritual had unlocked three of the gates that bound Abaddon's power, and the once handsome god had become a monstrous creature with insectoid features. Abaddon was finally destroyed for good as Spearmarshal Kormir absorbed his power, becoming the Goddess of Truth and preventing Abaddon's former power from running rampant.
Legacy [ edit ]
Interim years [ edit ]
Since Abaddon's attempted return—known from prophecy as the Nightfall—and ultimate death, nothing had been heard of Abaddon's followers or allies for centuries. However, interest in Abaddon remained, and the Durmand Priory dedicated a hidden Special Collections section of their library to closely guarded knowledge with a statue of Abaddon standing guard at the entrance. One of the last remaining vestiges of Abaddon's power was his abiding hatred of dance, and dancing in front of Abaddon's statues throughout Tyria and the Desolation could severely injure or otherwise incapacitate the dancer.
In the wake of Nightfall, remnants of Abaddon's tormented magic left by the Margonites' presence seeped into the Crystal Desert. Left alone, this magic would coalesce into tormented remnants over time. To cleanse the Desolation of Abaddon's corruption, the djinn gathered at Sand Jackal Run and took to reshaping this tainted sand into jackal-shaped constructs. The djinn imbued their magic into runes taken from the bodies of tormented remnants to tame the tormented energies, and in turn the jackals. These jackals were feral and hostile initially, and still sought to bring about Nightfall. Once tamed, it was said that the eyes of the jackal were all that remained of their Margonite forebears. ⎟]
Personal story [ edit ]
In 1325 AE, the Elder Dragon Zhaitan sent its Risen minions to search for a hidden magical artifact located in Abaddon's submerged temple in the Straits of Devastation. However, the Elder Dragon was unable to get a hold of the artifact as the temple was destroyed shortly after a fight between the Risen and the Pact Commander and Sayeh al' Rajihd.
Living World Season 3 [ edit ]
In 1330 AE, the first modern day Priest of Abaddon was seen exploring Orr's revealed reliquaries in Siren's Landing and discovering hidden texts about the fallen God of Secrets. Thanks to the Pact Commander's assistance, the priest managed to decipher texts pertaining to Abaddon's mysterious parable.
Path of Fire [ edit ]
After accessing the Sanctum to seek out help from the gods against the rogue god Balthazar whose rampage was devastating the Crystal Desert, the Pact Commander, Canach, Kasmeer Meade, and Rytlock Brimstone met with Kormir. The goddess recounted the events leading to Abaddon's defeat and her own ascension, illustrating her point with memories of the battle against Abaddon to explain the dangers of gods interfering in Tyrian matters. Kormir explained that the release of magic from Abaddon's demise had caused the Elder Dragon Primordus to stir and thus had begun the current cycle of Elder Dragon awakenings in Tyria.
Our Fascination with Zombies
Why does the modern world have such a love affair with zombies? History may be to blame, according to Stanford literary scholar Angela Becerra Vidergar.
Vidergar tells Stanford News she believes mankind’s perception of violence took a drastic turn after the bombings of Hiroshima and Nagasaki during World War II. She feels such large-scale disasters cause people to fictionalize their deaths on a mass scale and focus on survival of the fittest, a common theme among zombie narratives.
The Centers for Disease Control and Prevention (CDC) agrees. They took advantage of zombie mania and created a “Zombie Preparedness” website to motivate people to prepare for disasters and offer tips on how to survive a zombie apocalypse and other catastrophes. The site was a huge hit.