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What was the Atlantean Foundation up to in DotA?

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mcv:
I'm afraid that doesn't tell me much about what the Atlantean Foundation's plan is during DotA. Artifacts Unbound also hasn't helped me much, though it could be hidden in one of the adventure outlines that didn't appeal to me.

Nath:
Per the existing sources, the Atlantean Foundation was created by Alachia, an immortal elve who was the queen of the Blood Wood elven nation during the Fourth Age, and an enemy of Thera/Atlantis, who goes under the alias of Sheila Blatavska or Hecate. So, far from a celebration of the glorious heritage of Atlantis, the true purpose of the foundation seems to be a front for reaping whatever remains of Theran heritage and magical items (the foundation also happened to be, at least in the late 2040ies, a cash machine that reaped significant profits from training and HR services for magicians).

Alachia is the person discussing with Samriel in the closing fiction of Dawn of the Artifacts first three episodes. So she is the one who manipulated the founders of the Mystic Crusaders by giving them what they thought was an ancient Atlantean codex.

As far as SR book ever went, the only group that could be considered as "True Atlanteans" are the Heavenherd elven tribe in Southern Africa, which is hinted as descending from a group of Theran mages and having somehow retained some magical knowledge through the centuries.

Regarding Dawn of the Artifacts, no explanation was ever provided. All we know about Alachia's plan is what is written in the ending short stories. From the one in Dusk, I understand she may have lacked the knowledge that Ehran and Frost use to locate the Phaistos and Visoko Discs, which is why she needed them to "find" the map, and I guess not spend too much time and efforts on recovering the stolen Sexton. Still, the only artifact the Atlantean Foundation actually tries to steal during the campaign is the Shantaya's Compass and its Chain, which the PC managed to locate without using any specific magic.

It is really just bad writing.

Artifacts Unbound does not contain more information, though it introduce the idea that the four artifacts are "protected" by a magic that twist fate to prevent people from gathering them (it is supposed to explain why Ehran and the other players keep losing them, and it's also bad writing).

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