With Dragon aid and support the Froglings and other Iksar slaves revolted in the Iksar cities and the remaining pockets of free giants begin raiding Iksar out posts. The Dragons began a campaign of aerial warfare, visiting death and destruction from above, turning the Iksar cities into ash and ruin.
THE LAST CAMPAIGN
After five long bloody years the invading armies had over run and taken every important Iksar stronghold and city except for Cabilis, the Iksar capital. The invaders were weakened and had taken very heavy casualties, but these veterans were determined to finish the Iksar threat once and for all. So the invading forces marched and the two invading armies met for the first time on what was to become known as the Field of Bone in front of the Iksar Capital City of Cabilis.
The eastern army of humans, elves, dwarves and halflings flew the banners of light while the western army of orcs, ogres, trolls and dark elves flew the banners of darkness. While many in both camps would have liked to fight the other, their mutural hatred for the Iksar united them. Placing their own personal dislikes for each other aside, the AMRY OF THE GRANT ALLIANCE was formed. All members swearing to fight together as long as the Iksar threat remained and Sathir's seed sat upon the throne of Cabilis.
Iksar Emperor Gartus, Atrebe's son and heir marched out with the survivors of the Iskar Field Armies and his reserve force of 25,000 fresh Iksar veterans whose only duty during the whole invasion campaign had been to crush the slave revolt in Cabilis. The battles raged on the Field of Bone for Seven Days and Seven Nights.
The last day of the battle Trakanon who had become war leader of the Ring of Scale and Gartus fought an aerial duel over the battlefield which ending with both dying in a blaze of fire and magic. With their war leader dead and having taken more causalities in the Seven Days battle than in their civil war and the whole long war with the Iksar, the Ring of Scale withdrew, but not before making a last desperate raid upon the Iksar Imperial Palace, destroying it with fire and magic and killing every hatching and egg of Gartus.
The Iksar recovered Gartus' body and withdrew inside the Walls of Cabilis to morn and choose upon their ruler(s). The leaders of the five principle Iksar tribes: Kylong, Nathsar, Obulus, Jarsath and Kunzar consumed Gartus so that symbolically at least the Imperial Iksar line would continue.
The Grand Alliance Army held councils of war during the night. It concluded that since they and the Iksar had taken such huge losses * in the campaign and that Iksar power had been crushed and their objectives had been met since the seed of Sathir no longer lived and considering that their dragon allies had already withdrawn, the Army Leaders decided to break camp and withdraw. This decision was bitter to some, especially most of the darker races who wanted to slay every last Iksar that breathed. In the end while feeling betrayed by the "lighties," they agreed to withdraw as well as they knew they were not powerful enough to fight the remaining Iksar alone.
So on the dawn of the 8th day, the Grand Alliance disbanded, each army marching back to its base camp, the Iksar harassed the invaders and claimed it a great victory. Most of the foreign invaders sailed back to their homelands or to newly emptied lands to settle and begin fighting amongst themselves and each other now that the Iksar threat no longer united them.
The base camps were left with strong garrisons to watch the Iksars and limit their access to the sea. Over time the base camps have become strong fortified frontier towns where adventurers can base themselves while raiding the Iksars and exploring Kunark's ruins. The Dark Elves control Firiona Vie while the High Elves manage the town of Overthere. Both port towns are tolerant of other races as long as they cause no trouble and they work activitly against the Iksars. However it is usual for orcs, ogres, and trolls to use Firiona Vie as their base while humans, half elves, dwarves and halflings normally base themselves in Overthere. There are exceptions except in the case of Iksars who are KIll on Sight in both towns. It is also a death sentence for transporting or aiding an Iksar in leaving Kunark although it is common for Iksars to stowaway or be smuggled off Kunark.
The war leader of the humans returned home and begin to build a nation, in time Adare the Great proclaimed himself "Emperor Adare I" and founded the Adarian Empire which while today is a pale shadow of itself in its glory days...the Adarian Empire remains the largest, ricest and strongest single nation in the world...but the rise and decline of the Adarian Empire is a story for another time.
THE ISKAR OF TODAY
Although it has been over two thousand years since Iksar Rule, the Iksar as a race are yet to recover, with their Imperial Line destroyed, the Emerald Circle was formed on the night of Emperor Gartus's death. The Emerald Circle was formed as a council of the five most powerful and intelligent Iksar to jointly rule the Iksar Nation. But as with politics the world over, the leaders began to jockey for position and shift blame on one another to the point where the original fire tribe-states have reformed with little to no trade, no common foreign or trade policies and while the Iksar tribes are not actively hostile with one another, neither are they particularly friendly to one another and over the years individual Iksar has shed Iksar blood on occasion with Iksar bandits warring upon any whom they come across.
Of late several Iksar "Guilds" have formed such as the "Imperial Iksars," "Revenant Souls of Darkness" and the "Scaled Brotherhood" as well as others, these "Iksar Guilds" accept members from all the Iksar Tribes with the goal of forming fighting legions to regain the Iksar Empire, at best they consider each other as rivials and at worst they fight brief, bloodly and generally senseless wars, the leaders of the five tribes use these "guild wars" to their advantage by focusing Iksar attention and energies that might be better used to oust them from power against the others so that none is powerful enough to challenage their rule...such is Iksar Politics.
To this day most other races consider the Iksar a real danger and the Iksar are widely remembered in folk tales and tradition as blood-thirsty and cruel conquerors who will one day return, bringing pillage and destruction to all. For many these childhood stories have left a lingering, very negitive impression of the Iksar. For their part, the Iksar consider themselves vastly superior and do nothing to attempt to improve race relations. They still have large numbers of frogling slaves as well as a fair number of slaves of other races including dark elves, dwarves, elves, halflings, humans, orcs, ogres, and trolls. Generally Iksars are very hostile to non-Iskar they encounter, especially upon Kunark.
Iksar Player Characters will have a challenging and interesting career, however long or brief. In my opinion, I believe it is Essential for an Iksar PC to gain a positive reputation in the land he is adventuring in, either during character creation or in early play, otherwise he (and his party) is going to be attacked nearly constantly while traveling outside Iksar lands. A disguise might not be a bad idea either....
* It is estimated that 90% of the Grand Alliance Invaders died upon Kunark's shores, with 60% of those dying upon the Field of Bone during the Seven Days Battle. On the morning of the 8th day there was less than 5,000 allied effectives ready and fit to continue the battle, with nearly all of those walking wounded (except for perhaps 100 Trolls). It is estimated that only 3,000 Iksar effectives remained alive, but they were fully regenerated, full from eating slaves and the fallen and highly motived and determined to fight to the last to defend their homeland.
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