History
History 101:
The First, (Era), (N/A)
The Mythic Dawn, (?)
In the unfathomable prelude to time and form, where chaos and potential coiled in silent tension, the Serpent of Matter emerged—an enigmatic entity whose very nature resists categorization. Cosmic philosophers and mystics throughout the ages have offered conflicting interpretations of this being. Some contend that the material realm is its egg, incubating latent cosmic forces destined for unknown ends. Others claim the world is the Serpent’s dream—a flicker of its transcendental essence made manifest. A darker hypothesis posits that the universe is merely the corpse of the Serpent: a hollowed husk, lifeless and inert, upon which existence is built like moss on stone. The origin of the Serpent itself—whether it was born, shaped, or simply always was—remains obscure. Whether its emergence was an act of will, accident, or inevitability, no consensus exists. What is known is that this being lies at the absolute threshold of comprehension, predating concepts like gods, time, and even causality itself. It is not a creature, but a mystery—inviting speculation, reverence, and dread in equal measure. In later epochs, the Dragon God Asgorath would proclaim itself as a primordial aspect of this Serpent—an echo, perhaps, or an incarnation. Asgorath offered little explanation, fueling further mythic conflation. Likewise, the World Serpent, another cosmic entity associated with cycles, infinity, and destruction, is believed by some to be a fragment or echo of the Serpent of Matter—another loop in the eternal coil. And then there is the Ouroboros, often depicted devouring its own tail, symbolizing recursion, self-creation, and entropy. Some say this too is a mask the Serpent wears. Thus begins the Mythic Dawn—an age not of events, but of origins so old and vast they become allegory. It is the breath before history, the tension before the string is plucked.The Serpents of law, (-50.000)
In the unfolding of the cosmic narrative, Jazirian and Ahriman, the Twin Serpents of Law, emerge not as mere primordials or deities, but as conceptual absolutes—entities born of abstraction, transcending the limits of form, worship, or even creation itself. They arise from the Far Realm, a place outside ordered existence, amid the swirling chaos before structure. Neither good nor evil, neither creator nor destroyer in the traditional sense, they are intimately entwined, one’s tail within the other’s mouth, forming a perfect ouroboric loop. This unity represents absolute continuity—not harmony, but interdependence of oppositional forces: Order and Will, Law and Entropy, Unity and Identity. Their eternal dance persists until a moment of revelation—the discovery of the Material Realm, shaped by unknown hands or perhaps by accident. This discovery introduces novelty: a space where laws may be written, structures imposed, and meaning extracted. The Twin Serpents perceive in it potential—not merely physical, but metaphysical. Here begins their great work. Together, they forge the Outer Planes, a vast metaphysical architecture, not as a reaction to the Material, but as its conceptual response: a realm of ideals, belief, and consequence. In doing so, they encode causality, morality, alignment, and agency—fundamental constants of metaphysical law. But perfection proves fragile. In time, an irreconcilable tension arises—not of philosophy, but of ontological necessity. The very act of creation introduces separation. In a moment of violent metaphysical rupture, the Twin Serpents tear apart, breaking the cycle of mutual containment. In this moment, individuality is born—not just for themselves, but as a universal principle. Each sought to impose their vision upon the cosmos. To resolve the metaphysical architecture of the Outer Planes, they debated a singular question: What shall be the center of all creation? Each crafted their chosen realm to be the hub of the cosmic wheel. Each infused their essence into its structure. But neither would yield. Their conflict did not erupt in war, but in cosmic dissonance—a metaphysical tension so vast it disrupted the architecture they were constructing. In their refusal to compromise, a third axis emerged: unintended, imperfect, yet strangely potent. The Material Plane. A realm of contradictions—neither fully ideal nor fully fallen, mutable and mortal, transient and real—it accidentally became the center of creation. Not by intent, but by failure. A mistake, seen differently by each: To Jazirian, it was a sorrowful deviation from perfection. To Ahriman, an intolerable corruption of design. Yet to reality, it was law. The Outlands, a planar boundary and metaphysical anchor, grew around this center—a symbol of the Material Plane's accidental supremacy, and a subtle rebuke to both Serpents. From it, the Outer Planes would now spiral outward in alignment not with ideal principle, but with the moral entropy and imperfection of the Material itself. Thus, from their schism, the concept of Good and Evil was born—not merely as values, but as ontological forces, echoing their creators. And from their failure, the gods would later arise, inheriting a cosmos built atop a broken compromise. The Serpents still exist—one radiant, one coiled in shadow—neither dead, neither whole. Their ancient struggle echoes still in every prayer, every judgment, every moral choice made by mortals. They are the first Law, the first good, and the first evil.The Primordials, (-45.000)
Born from the primal essence of the cosmos, these primordials manifested as embodiments of fundamental forces Their colossal forms echoed with the energies that shaped the fabric of reality itself.The Estelar, (-45.000)
The first gods was born as selune and shar.The Dawn War, (-40.000)
Time was destroyed to such point that all time travels get redirected to this point in time. All planes are in constant war in a battle royale that span time and space over and over again. In this war dragons and giants was created. In this war the 3 major creator races was also created.The Second, (Era), (-30.000)
The Estelar Epoch, (-30.000)
A transformative era unfolded as the gods emerged triumphant from the tumultuous Dawn War.The First Great War, (-28.000/-24.000)
The world bore witness to The First Great War—a colossal conflict that unfolded between two mighty and ancient races, the dragons and the giants.The Whitehall, (-26.000)
The first recorded account of dwarves unfolded within the rugged embrace of towering mountains.The Flowering, (-26.000)
first recorded account of elves decending to the plane.The Prism Crash, (-24.000)
The earliest recorded account of gnomes surfaced in the aftermath of a prism comet crashing down to the planet.The Brave Journey, (-24.000)
The first recorded account of halflings.The Draco Holy Wars, (-24.000/-20.000)
The Third, (Era), (-20.000)
The Age of Sundering, (-18.000)
During the tumultuous Age of Sundering, the elves, in their desperate bid to eliminate dragons, sundered the continent, forever altering its shape. The cataclysmic event, marked by apocalyptic tsunamis and earthquakes, claimed countless lives, reshaping not just the people but the very landscape itself. The land, scarred and transformed, would never regain its former state. Survivors, burdened by the trauma of loss, struggled to rebuild amidst the changed topography. Only the elves and dwarves, possessors of precious maps, retained memories of the pre-sundered world. The scars left by this cataclysm served as a haunting reminder of the consequences of ambitious endeavors of high magic.The Age of Sorrow, (-16.000)
In the somber Age of Sorrow, the elves, burdened by the weight of the devastation wrought by the sundering, devoted themselves to mourning the countless lives lost in their attempt to eradicate dragons. Amidst grief, a noble undertaking emerged – the elves sought to salvage and preserve what remained of civilization. Driven by remorse, the elves became custodians of hope, working tirelessly to save and protect the remnants of shattered societies. Their mourning was not only for the lives they took but also for the civilization that once flourished. The Age of Sorrow stands as a poignant chapter in elven history, marked by remorseful reflection and a determined effort to bring solace to the remaining survivors amid the echoes of a shattered world.The Age of Strife, Crowns Wars, (-9.000/-6000)
During the tumultuous Age of Strife, the Crowns Wars unfolded, driven by dark elven machinations and the insidious influence of the malevolent goddess Lolth. Intent on conquering the entire continent, the dark elves, in service to their wicked deity, engaged in sinister demon rituals to prepare for war. To sow discord and divert attention, they cunningly tricked the sun elves into believing the wood elves were corrupted, sparking a war between kin. The sun elven king, spurred by bloodline connections with the ruling elvish royalty, sought to conquer the wood elves and prevent their alleged descent into demonic influence. Simultaneously, as the sun elves were embroiled in internal strife, the dark elves launched a lightning war against their unsuspecting kin. This strategy nearly secured victory for the dark elves until the intervention of the dwarves. The dwarves, recognizing the looming threat, entered the conflict and disrupted the dark elves' advance, preventing their total conquest. The outcome was a continent in upheaval, with the dark elves stymied but not entirely defeated. In the aftermath, the dark elves, physically transformed by their devotion to Lolth, faced the wrath of Larethian, the elven god. Excommunicated from the elvish afterlife and cursed to be weakened by the sun, the dark elves became a stark reminder of the perils of succumbing to dark powers during the tumultuous Age of Strife.The Age of Ice, Norrhan Pillaging, (-4.930/-3230)
In the frigid Age of Ice, giants, former rulers of the continent, returned to reclaim their lost dominance. Previously driven away by ancient foes, the dragons, the giants orchestrated the Norrhan Pillaging. Their innate magic summoned freezing winds, and colossal ships, town-sized, carried them south, inducing a small ice age. Upon landing, the giants brought human slaves tattooed with runic magic, bound in servitude and infused with the elemental might of their captors. Waging war across the continent, the giants sought glory in the hunt for worthy prey. The conflict became a grueling attrition. Though never fully defeated, the giants lost interest in the continent as conflicts with their true enemies, the dragons, intensified elsewhere. Abandoning their human slaves, the giants left them on the hostile land, The humans with a belief that death was preferable to surender. Many humans continued to fight but the war was hopeless. a few in their struggle for survival, embraced diplomacy, a foreign concept. These humans, now migrating clans, earned respect by refraining from assaults on local races. Over time, they developed isolated enclaves, maintaining an uneasy coexistence on the continent.The Age of Steel, Orc invasion, (-1.620/-964)
The Age of Steel dawned with gnomish explorations into extraplanar travel with a planar ship. Despite lacking the mastery of their elvish allies, the gnomes sought to outshine them. During a journey into the deep ethereal, they encountered a floating sarcophagus, constructed from the purest orichalcum. The gnomes, captivated by its immense value, transported it back to the material realm. Protected by potent wards and an illusion twisting reality, the sarcophagus remained impervious in the ethereal sea. The gnomes believed they could unlock its secrets once back home. Mapping elemental planes and other locations during their travels, they declared their mission complete and returned to the material plane. Upon crossing the ethereal border into the continent, the sarcophagus stirred. An arch-cleric of the orc god Gruumsh awoke within, killing gnomes and capturing the magically talented among them. Seizing control of the gnomish ship, the cleric sailed toward a mountain, crafting a planar gate using the sarcophagus and ship as materials. Guided by Gruumsh, fascinated by the new material plane, the orc cleric completed the magical gate in a mere two years. The world witnessed a seismic shift as millions of orcs poured through the gate, bringing with them the influence of the orc pantheon. The Age of Steel became synonymous with the orc invasion, reshaping the political and religious landscape of the continent.The Age of Blood, Demon Rift (-1296/0)
In the dire Age of Blood, the Exalted Alliance, comprised of dwarves, elves, and gnomes as its leaders, united against the orc invasion. However, their focus shifted dramatically when demonic planar rifts tore through the continent, plunging it into an era of demonic corruption and relentless orc hordes. Despite the alliance's might, their military strength lacked the numbers needed for lasting victory. Unable to hold strategic positions, they faced defeat in the war against the demonic onslaught. In a critical moment, a dwarf commander, well-versed in the history of wars, proposed an unconventional strategy to the elves. The idea was to enlist the remaining humans secluded in remote enclaves on the continent. A task force was granted the mission, forcibly gathering humans to a newly constructed military citadel. These humans, once tribal, were molded into the first human legion, provided with armor, training, and a focus on breeding for soldiers. Halflings taught them sustainable agriculture. This humble legion expanded over a century, prompting the Exalted Alliance to make a historic decision. They constructed a city to host millions of humans, each legion designed with elites, regulars, and auxiliaries. The alliance aimed not to win battles but to occupy the continent systematically, using magic to transform the land for food production, enhancing human magical affinity, and genetically modifying crops for accelerated growth. This ambitious project marked a turning point in the age-old conflict. The pivotal year of -964 witnessed a decisive shift in focus, as the human legions embarked on relentless sieges, progressively dismantling orc strongholds until they reached the most crucial one. Battle-worn and resolute, the human forces breached the citadel where the planar gate, a source of orc dominance, stood. legions continued exterminateing orcs wherever the could be found but never succeeded in removing them fully as orc even to modern day remain on the continent. After nearly Twelve centuries of unwavering dedication, the human legions achieved a monumental milestone year of -5, the closure of the last demonic rift. In a triumphant finale, the legions returned home, having fulfilled their ancient mandate. The closure of the demonic rifts was not a simple feat. Specialized magical items, crafted through centuries of arcane expertise, were employed to seal the rifts. With this final act, the continent was liberated from the malevolent forces that had plagued it for generations.The Age of Humanity, Human Revolt (0/620)
The pivotal moment in history, marked by humanity's request for recognition and sovereignty within the Exalted Alliance, carries divergent narratives depending on the perspective. Human Perspective: From the human viewpoint, the request for land and full membership in the alliances was met with a mixed response. According to human accounts, the dwarves supported their bid for recognition, emphasizing solidarity. However, they claim that the elves and gnomes rejected these demands outright, leading to a fracture in the alliance. Elven Perspective: Contrary to human assertions, the elves dispute the occurrence of a formal vote, stating that discussions were ongoing when humanity declared the vote concluded. Elves emphasize that the complexities of land claims, especially in regions densely populated by elves, forest gnomes, and other allied races, required thorough deliberation. From their standpoint, the elves were still in the process of considering the various aspects of humanity's demands. Gnomish Perspective: According to gnomish accounts, the situation escalated before the formal meeting mentioned by the elves. They assert that human soldiers had already initiated actions to expel gnomish communities from the contested lands, even before the deliberations with the alliance began. This preemptive displacement, as per the gnomes, colored the subsequent negotiations and contributed to the tensions that unfolded during the alliance discussions. The Imperium of Avanor The leaders of all the legions return home to the city that was the center of humanity. They declared the beginning of human sovereignty and put into place nymerian pantheon. As diplomatic proceedings faltered and tensions escalated, humanity's response took a drastic turn. With the breakdown of negotiations within Darion, humans began a campaign of expulsion, forcibly relocating other races towards the lands of Amaranthia. This marked a significant and troubling chapter in the history of the continent. The forced migration of various races, once part of the diverse fabric of Darion, to the unfamiliar territories of Amaranthia carried profound consequences. The act of expulsion not only reshaped demographics but also left enduring scars on intercultural relations. In the midst of the tumultuous period marked by expulsion and strained relations, halflings emerged as a notable exception. Perceived fondly by humans, the halflings held a special place in the collective consciousness. The unique bond between humans and halflings, rooted in the shared knowledge of agriculture, played a crucial role in shaping the exception granted to this particular race. The Goddess of Agriculture, Tariel, worshiped by humanity, further reinforced this exception. Tariel's divine connection to the halfling pantheon elevated the status of halflings in the eyes of the humans. This perceived kinship, both cultural and divine, became a mitigating factor amid the broader expulsion of races. In a moment of profound significance, the leaders of all the legions returned to the heart of humanity, declaring the inception of human rule. Their proclamation echoed through the city, heralding a new era as they took control. It was in this transformative juncture that the gods descended to the mortal realm, forging a covenant with the 12 human leaders. The exact words exchanged during this divine pact remain veiled in mystery, shrouded by the sanctity of the celestial agreement. Crafted by the divine hand of Zenthai, the covenant materialized in the form of a dynamic mural. This ethereal artwork, ever-shifting, reflected the evolving understanding and beliefs of those who beheld it. As part of the covenant, the Nymerian pantheon manifested a symbolic gesture. The gods drew forth burning handfuls of their own divine blood, bestowing it upon the 12 generals. Their divine words resonated, encapsulating the essence of the pact:"This shall also be a token to you of our joined pledge of faith. A sign to all men and gods of our pact. So long as the covenant is not broken, you, and all your generations, shall hold sway over mortal law and governance where our domains do not interpose with others."This divine covenant, etched in blood and witnessed by both mortals and gods, became the guiding force behind the Imperium of Avanor, a pact binding the fates of humanity and the divine realms in a shared legacy of governance and law.
The Age of Divinity, (620/NA)
The Imperium of Avanor The gods descended to the world to hold judgment of andrai for destroying the mural. The conclusion was a new covenant was formed and a new mural was constructed but the 12 families were not directly linked to the 2nd covenant.The Third Player Party, (682/NA)
The First Player Party, Escaped the underdark, (888/NA)
- Vethsirak (age 156)
- Hector (age 24)
- Kalrasha (age 28)
The Second Player Party, Saved val carlais, (889/NA)
- Jo'Mahoni (age 295)
- Noctis (age 63)
Type
Manuscript, Historical
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