1. Events

Scourge of the Seven Suns

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In the parched crucible of The Sands of Serrakhan, the Scourge of the Seven Suns (aka the Sun Scourge or the Sun Curse) swept like a divine scourge across the land—an era of unrelenting disaster, suffering, and celestial retribution. Though once seen as an affliction born of natural extremes, it has since been revealed that the Sun Scourge was the result of two profound disruptions in the cosmic and elemental balance.


Scourge of the Seven Suns

The first fracture occurred with the sealing of Malekith and Avatar Lumina—two stabilizing elemental forces to the sun's radiance—within the Tomb of the Twin-Spirit. Their combined essence had long anchored The Sun Realm’s delicate balance, and their absence left a void. Even despite Malekith's treachery in sundering the Solir and entrapping Lumina's presence, an Avatar of the Sun was necessary to quell the stars blistering heat upon the Prime Plane. This breach alone strained the delicate equilibrium of heat, light, and life across Osira.

The second—and more immediate—trigger was the release of the Primarchs of the Sun (see: Primarch's Release). These immortal abominations, forged from The Great Serpent’s stolen ribs and sculpted by Malekith’s ego, had long slumbered in their prison of lies within the Temple of the Seven Suns. When freed, they unleashed a wave of calculated devastation designed to destabilize the Serrakhan Sultanate and force the Holy Order of the Sun into desperation—thereby rekindling worship of the Primarchs as gods incarnate.


Revenance of Divine Retribution

The Sun Scourge manifested in many forms—none of them subtle:

  • Cataclysmic sandstorms swept across Shariz and the dune sea, blinding trade routes and choking entire cities.
  • Solar flares and blinding heatwaves seared the landscape, turning fertile oases into cracked bone-dry husks.
  • A blistering plague, spread through touch and breath, afflicted thousands with fever, skin rot, and delusions—visions of “golden angels” that were later understood to be the Primarchs themselves.
  • Swarms of locusts, flame-touched and frenzied, devoured entire crop fields in hours.
  • Drought and disease, spread by tainted water and sickened beasts of burden, drove entire caravans and towns to ruin.

Tens of thousands perished. The full death toll was never recorded. In Shariz, pyres were lit day and night, burning the infected in holy fire to stem the plague’s spread. The Holy Order of the Sun declared these acts sacrifices of purification, urging the people to offer livestock, coin, and piety to appease the “divine flames.” Visions and fever-dreams of radiant beings preaching salvation only fanned the spread of cult-like devotion.


Hunt of the Sunsations

As the skies burned and the land bled, the Emris Adventuring Guild took up the burden of responsibility. Knowing the disasters were no accident, they began a desperate quest to hunt the Primarchs one by one:

Though the capture of the Primarchs stilled the storms and stemmed the tides of plague, the sun’s heat remained untempered. The elemental imbalance lingered until the final blow was struck: Malekith’s defeat in the Battle of the Black Sun.


Legacy and Consequence

The Scourge of the Seven Suns is remembered not only as a record of suffering, but as a warning—of what happens when divine forces are unmoored, when worship gives way to tyranny, and when the past is buried beneath gilded lies.

In the aftermath, Altair Emris himself quietly assembled a new mission for the Sunsations—to travel to the Burned Woods and into The Netherveil, to trace the origin of the elemental imbalance further still (see: Journey to the Netherveil). Though Emris gave no reason aloud, it was whispered that he knew the scourge’s roots reached deeper—into the heart of Malekith, and his own betrayal of the Solir.

The Sun Scourge is no longer seen as divine punishment alone, but as a fracture of faith, power, and history—a war that played out through sand and suffering, flame and forgery.