Revision 1.1
Drawn from the Collected Libraries of Illistim by:
Meachreasim
Illistim, First Master of Lore
Published: 9 Ivastaen of the
year 5100
Modern Era
In the beginning...there was nothingness.
And then, a tiny spark of tarnished silver light lit the
nothing, blinding it and eventually
killing it.
Nothingness had been driven to extinction in a single moment, to be
remembered in the songs of bards and the hearts of
melodramatic lovers sure to never
love again. The
light shone on, gaining in luster and argent hue, cutting through the
places that the nothingness had cloaked.
Out from under the wings of oblivion drifted small particles
of something-ness. These
bits of pieces flowed towards the light, for while they
could not remember a beginning,
and could not remember the fear of not existing, they did
know that the light was the
catalyst for everything to come. They drifted to the light, and into the light. They came
together, swirling and tumbling until they were no longer
bits of pieces. They were the
light. They were
One.
The One looked out over the dead remains of nothing, and
reached out to lift the corpse.
Now free, a thousand thousand motes of something-ness
drifted up, floating aimlessly in
the void left by the death of the nothingness. The One shone brightly, and in the shining
commanded, "Come together and Be." The motes found that they knew obedience,
and
they came together in six separate but not different
Be-ings. They were not One. They
were Many.
The Many turned to the One, unsure and curious. The One shone again, and stated in the
shining, "We are One and we are Many. We are all that
Is, but the nothingness left so
much that Is Not. It is our responsibility to fill the empty
spaces." The Many filled with
the purpose of the shining, and it was what they were.
To honor the One who had freed them, they created balls of
raging flames to give off
colored light. To
represent themselves, they created other existences to reflect that light
and give it purpose and meaning. The void was no longer void.
The One observed all of existence and shone brightly in
approval. But as the light flowed
through the creation, the One saw a corner that the light
did not reach. The One peered
deeply into the lightlessness, and saw another. The Other looked back, and in that gaze
the One saw a diametric opposite. "What are you?" asked the One. "I am all that you are
not," replied the Other, "and together, we are
All."
The Other darkened then, and called together more motes of
something-ness into six
separate but not different Be-ings, although they were
different from the six called by the
One. The new five
joined the Many, and they too were Many.
The Other reached out to
the One and said, "The Many are mine and the Many are
yours." And the One reached
out to the Other and said, "Let us make one that is
both, for without balance, All is for
naught."
Using the last of the motes of something-ness, the One and
the Other shone and
darkened, and called together the last of the Many. The Grey was different from the rest
of the Many, but did not seem bothered by this. Instead, the Grey stood with the Many,
and the Many accepted the Grey into their fold.
The One pointed down to a ball of blue and green and shone
brightly, and in the shining
suggested, "There is a place that is beautiful and
growing. It needs other Be-ings, ones
not like us, but smaller and more limited, but possessing
great capacities." As the Many
nodded, the Grey spoke and said, "It needs Life."
The Many started, but nodded in agreement, for there was not
anything that had been
named in such a fashion.
The Grey smiled. "The One and the Other are All. We are
Many, and I am Grey.
In these names, we state on many levels what we are, but those
that we create will not be able to comprehend so deeply. They will need a way to refer to
themselves."
The One and the Other nodded to themselves. In the Grey, they had done
well.
First sculpted were giant creatures, each different from the
other. In these creatures, the
Many invested great power and nearly limitless
intelligence. They looked to the Grey,
who said, "You have created Those Who Rule. It shall be their purpose to watch the
different places in existence."
Next came other giant creatures, not one the same as
another. The Many also gave them
great power, and intelligence almost without end, and looked
to the Grey for their
purpose. "These
shall be Those Who Oppose. They shall
be the opposites of Those Who
Rule, keeping the balance preserved."
Knowing this, the Many made a number of beings, mostly the
same but with different
qualities. These
beings had power, and intelligence, and more than that, they had desires.
The Grey nodded. "Those Who Help. In them, Those Who
Rule shall find servants and
assistants, and other things that their own greatness will
not allow them to attain."
The Many looked down upon the teeming ball of blue and
green, alive but without Life.
They looked at each other, and at the One and the Other, and
created tall beings, broad of
shoulder and abundant of muscle. The Grey named them The Skyfinders, for they were
closest to the firmament.
In balance, the Many made some of shorter stature, also
broad of shoulder and filled with
a stalwart strength.
The Grey called them The Stoneshapers.
The mountains would be
their home, and the rocks would be their livelihood.
Elegant beings of sweeping form and musical voice
followed. The Many endowed them
with powerful minds but a serious nature to better utilize
their mental acuity. They were
called The Graceful, for in each aspect of their being, a
profound delicacy could be
found.
Their opposite came in a tiny package with bright eyes and a
happy smile. Good humor
and sweet nature were their hallmarks, and thus the Grey named
them The Merry.
Happiness would follow in their wakes, bringing existence a
much needed levity.
The Many looked at their creations and nodded, feeling that
now Life was complete. The
Grey called bits of Life together, sculpting beings that
were neither tall nor short, thick
nor thin. They were
not as strong as the Skyfinders, nor were they as beautiful as the
Graceful. Instead,
they were some of each of the strengths of the other creations. The
Grey called them The Median, for in them was the essence of
balance.
Life would grow bored and stagnate without challenges, and
to that end, the Many
created creatures of varying shapes and sizes. Some would regenerate their flesh if
wounded, others would overwhelm with massive size, others
would present challenges
only guessed at. The
Contenders were born, and given the purpose of granting opposition
that Life might flourish.
Mental challenges were not overlooked by the Many. Creatures of scale, creatures of
feather, creatures of all and neither, all massive in size
and intelligence came into being,
there to stimulate the mind. More importantly, they would feed the dreams and
imagination, for nothing else was like them. They were called The Unique.
The whole of this new intelligent Life, the Grey called
Potential. The One and the Other
looked upon it, and the One shone in approval. But the Other pointed into the corner of
existence where the light did not reach. The One stared deeply into it, and knew that
Something was there, but could not see what It might
be. "What is It?" asked the
One.
"It is The Mystery," said the Other. "It is
that which cannot be known. >From
that will
come things no one, not even we, will expect. It is that which will ensure that our
creation will grow as it deems that it should, without our
interference."
The One nodded, for the Mystery was a good thing. And when Those Who Rule sought
to destroy Potential, it was to the Mystery that the One
pointed when the Many sought to
stop them.
"Although this was not the purpose originally seen for them, we
must watch
and see. Just as we,
All, did not stop you or step in as you spun creation into being, you
must not step in as creation takes its own direction,
outside of your whims."
When Those Who Help stepped in, stopping the destruction of
Potential, the Many
nodded, and they understood. The Mystery was indeed a good thing.
The One, the Other, the Many and the Grey stepped back and
watched creation unfold.
I. The Age of
the Drakes (100,000+ years ago?)
"Of the first age, little is known, save for one thing
-- the dragons ruled all Elanthia.
There are no written records of this time, but paintings on
the walls of caves, carvings on
petrified trees and glyphs found in the Southron Wastes all
convey the same desperate
messages, of flight, fear, and starvation. Above all, the mighty wings and claws of
dragonkind."
-Lisandrych Illistim, First Master of Lore, House Illistim
From the dawn
of time, none challenged the dragons.
Intelligent, savage, and with
powers beyond what men now name as gods, the drakes called
all of Elanthia their own.
The lesser races huddled in caves, hid in the deepest
forests, or wandered as nomads.
The drakes did not permit civilizations other than their
own. So it had always been, and
so it would remain.
It was only
the intervention of the drake's servants, the Arkati, that allowed the lesser
races to survive at all.
As old a race as the drakes themselves, the humanoid Arkati were
lesser in both powers and numbers. But they aided the drakes, and in return, the drakes
suffered the lesser races to live.
All this
ended with the coming of the Ur-Daemons.
Now believed to be extra-
dimensional intelligent creatures, the Ur-Daemons somehow
opened a portal to Elanthia
approximately 100,000 years ago. They fed on mana, both that contained in the land's
natural mana foci and that bound around all life.
There are no
real records of the titanic battles fought between the Ur-Daemons and
the dragons. Given
the nature of the antagonists, it is doubtful that any histories could
convey the scale of such a war. It seems to have lasted for at least several generations, as
such were counted by our own ancestors, a span of at least a
thousand years. In the end,
the Ur-Daemons were driven back, making a final stand before
the portal leading back to
their own dimension.
This final battle blasted the landscape for hundreds of miles,
leaving it barren and lifeless.
The drakes
had won, but they had also lost. Most
of their number had been slain in
the conflict, and many others had been driven mad by an
emotion none had known before
- fear. Drake rule
was shattered forever.
Though lesser
in number and weaker than their ancient brethren, the few dragons
that survive today have not lost their appetites, and are
still the most powerful and feared
creatures on Elanthia.
I.C. The
Coming of the Arkati (100,000 years ago?)
The land
recovered slowly from the war. The
Arkati worked to heal it. Long the
dragon's servants, they had themselves learned how to
manipulate mana. With most of
the dragons dead, insane, or hiding, certain of the Arkati began to mold the land and its
lesser races into their own likenesses. They who had been
servants now played the part of
master.
These Arkati
are those whom we today call gods. It
is said that, in these early days,
they walked the land as teachers, leaders, and guides.
Imaera took the people of the
forests, and taught them to be one with the land. Eonak showed the folk of the stone how
to mine riches from the
mountains. Oleani adopted the
smaller folk of the valleys,
instilling in them a joy for life and a special gift for
growing things.
Others of the Arkati chose not individual
races, but seasons, emotions, or tasks to be
their own. Kai
accepted warriors of all sorts, and Lumnis embodied wisdom and
learning. Ronan
controlled the night, the time of dreams, while Phoen's was the warm
sun of summer.
Imaera chose the autumn, while Lorminstra reigned over winter, the
season of death.
The raging seas were Sharl
domain. Jastev's followers celebrated
visual arts, and developed a gift of prophecy, while his
twin Cholen became the god of
festivals and performing arts. Tonis, remarkable for his speed and determination, became
the messenger of the gods.
Over all of them ruled Koar, with a firm but gentle hand.
Not all of
the Arkati chose to help rebuild the land.
Some had a different vision.
Without the dragons controlling them, they began to strive
against the others. Eorgina,
Goddess of the dark, became their leader. Aligned with her were Ivas, mistress of
seduction, Fash'lo'nae, master of the arcane arts, Andelas the
Cat, whose joy is others'
pain, and V'tull, the dark warrior. Also joined with Eorgina were Sheru, bringer
of terror
and nightmares, Mularos, who twists love to control and
destroy, and Luukos, he who
feeds on souls.
The two
groups grew further apart, as it was clear each regarded the land in a
different light.
Koar's faction saw it as a trust which had befallen them, the lesser
races
as children to be taught.
The others saw the land as a stage for their own desires, its
inhabitants as playthings, food, or worse.
Strangely
enough, the Arkati never came into open conflict. Some say that neither
side trusted its strength to win the day. Others believe they simply await the
appointed
time.
II. Second Age,
The Elven Empire (50,000 - 20,000 years ago)
Under the
Arkati's tutelage, all the lesser races developed their own civilizations.
But none has ever matched the great empire of the
elves. The most magically adept of
the races, they saw themselves as the natural heirs to
dragonkind. The elves quickly
spread from the deep forests in which they had always lived,
staking claim to much of the
known world.
"The lesser races live in savagery. It is only with the guidance of our own
eternal empire
that they shall ever rise from barbarism to enjoy the
benefits of civilization. Incapable of
ruling themselves, they are rightfully grateful for our
benevolence and aid."
-Yshryth Faendryl, XIV Patriarch, House Faendryl
The elven
empire was centered on the Seven Cities, each built by and named for one
of the seven noble houses.
Each of these lines had risen to leadership of the elven
peoples. Even today,
most elves swear varying degrees of allegiance to one or the other.
Ta'Faendryl,
built by Korthyr Faendryl's line, was the capital city of the empire.
Though all the houses were theoretically equal, most
acknowledged the Faendryl as the
natural leaders of the race, though some did so more
grudgingly than others. No other
house had mastered both spirit and elemental magic as well
as had the Faendryl elves.
Ta'Vaalor,
the work of the great Aradhul Vaalor, is more a fortress than a city. The
Vaalor have always produced the finest warriors of the elven
race. All Vaalor, male and
female, enter the military at a young age, serving for some
hundred years. Perhaps
because of this, they are the haughtiest of the elves. They had little tolerance for the
lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven
culture or bloodlines to be tainted by others. They also chafed under the leadership of the
Faendryl, believing the high seat should be theirs.
The line of
Zishra Nalfein founded Ta'Nalfein, which has always been a center of
elven politics. The
Nalfein are fairly adept at everything, but they have always been the
masters of stealth, whether in the field or the council
chambers. Their politics are
particularly ruthless, as they let little stand between
themselves and their desires. The
Nalfein are also apt to take up the life of a wandering
merchant, traveling the world to
trade in both goods and information.
Sharyth
Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of
the houses to their roots in the deep forests. Though they dwell in towns and cities, they
retain a closeness and a love for the land exceeded only by
the Sylvankind. They tend to
be less haughty than members of the other houses, and have less of an imperial bent.
They are typically appointed as emissaries to other
races. They are, however, capable
warriors at need.
All Ardenai grow up to revere the hunt, and few can match their
bowmasters.
Bhoreas
Ashrim's line took to the sea. None
could match their skill with elemental
magic, especially that of wind and water. They were said to have achieved control over
the weather. They
used this skill to master the waves, and they used their mighty city of
Ta'Ashrim as a base for trading with some and raiding
others. Coastal dwellers of the
other races came to fear the warships of the "Sea
Elves," as they were known. Though
perhaps the haughtiest of all the elven houses, the Ashrim
had little to do with elven
politics - they considered the sea their kingdom, and cared
little for the concerns of those
on land.
Callisto
Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra
is generally acknowledged as the center of elven culture,
especially by the Loenthra.
Though some do leave the elven lands to ply their trades as merchants or
wandering
bards, most Loenthra consider the lesser races too barbaric
for their company. An old
Loenthra saying describes performing to an unappreciative
audience as "casting pearls
before dwarves."
Ta'Illistim
was founded by Linsandrych Illistim, the greatest scholar in elven
history. Her house
has continued that tradition, and none can match the knowledge of the
Illistim Masters of Lore.
They are also extremely adept at the working of magical rituals,
and the greatest artifacts produced by the elves came from
the House of Illistim's
laboratories. Though
many Illistim choose a life of seclusion and study, some others
travel the world in search of knowledge, both old and new.
Sylvankind
spring from the same roots as the elves, but they chose a different path.
As the elves moved from their forests to build the Seven
Cities, some stayed behind.
These are the Sylphs.
The
Sylvankind care little for the world outside their forests. For them, the
forests
are the world. They
retain a closeness to the land which approaches unity. A keen-eyed
traveler can always tell when he approaches a forest of the
Sylvankind, for the plants and
trees appear both more lush and more dangerous. Few enter such a forest without the
permission of its masters, and fewer still escape.
Within these
forests, the Sylvankind have built great hanging tree-cities. Some of
their dwellings have hundreds of rooms, as they have grown
over thousands of years.
The race is ruled by a council of Hierophants, each of whom
serves for his or her entire
adult life. There is
little for them to rule on, however, as the Sylvankind are generally of
like mind.
Few
Sylvankind leave their forest homes.
There is simply little to interest most
sylphs "out there". Of course, there are some who feel the call to travel, whether
out of
curiosity, ambition, or an understanding that events outside the forests can threaten
what
lies within.
The dwarves
also founded an empire, though one more limited in scope. They did
not challenge elven control of the land, for the dwarves
were more interested in what was
underneath it. They
made their home in the mountains.
There, they found gold, silver,
mithril and other materials. The vast underground cities of
the dwarves were, however,
little known to other races, for the dwarves allowed few to
enter and see their riches.
The dwarves
were split into many clans, each dwelling in a range of hills or
mountains. Ruling
over all was the line of Khazi Khazar, who founded the greatest of the
dwarven holdings, the city of Kalaza. His line served as the dwarven Overking for
thousands of years.
Little is known of most of these years, as the dwarves do not offer
their history freely.
Most of this history, however, involves their never-ending war with
the other mountain-dwellers, the orcs. The dwarves have been battling orcs, and
their
larger thralls, the trolls, for generations.
Though most
dwarves remain in their clans, a fair number do travel the world.
Dwarves are, by necessity, accomplished traders, bartering
the riches of their
underground kingdoms for food, cloth, and the like. They are also the world's best
weapon and armorsmiths, surpassing even the skills of the
Illistim elves.
The lot of
the humans was a treacherous one in this age.
The elves ruled the land,
and they would permit no others to settle its more fertile
areas. The Vaalor, in particular,
have always gone out of their way to make life difficult for
humans. Most humans lived
a nomadic life, barely sustaining themselves in the barren
lands they were permitted.
Others served as slaves, beggars or thieves within the
shadows of the great elven cities.
Not all
humans accepted their lot as thralls.
Some rebelled. Many so-called
rebels
were little more than outlaws, more brigands than freedom
fighters. Some few, however,
actually achieved minor victories. The Black Wolves were one such group. Led by the
wizard Aramur Forean, once a student of the Illistim
himself, they actually drove the
elves out of the area around what is now called Wehnimer's
Landing. After one of their
raids killed ayoung Vaalor prince, however, the elves hunted
the Black Wolves down.
The humans vanished into a series of caverns near the sea,
and they were never heard
from again.
The Giantmen
developed a tribal society in the northern lands. These semi-nomadic
tribes followed their herds' migrations, spending all but
the winter season in warfare with
each other. For
there is nothing a giantman likes more than battle. These were,
fortunately, limited wars.
The tribes sought to best each other, seeking glory and joy, not
to destroy other tribes.
For while two tribes might be at war this season, they might be
allies in the next.
Some giantmen
have always traveled the world, generally in search of a good fight.
Many have made a life as a mercenary, and they can be found
wherever there is the clash
of steel and the cry of the battle-horn.
Halfling
society has changed little since the second age. By then, they had
developed a peaceful, agrarian society. The elves did not consider them a threat,
and
therefore left them to their own devices. This was fine with the halflings, who
neither
share nor understand the other races' ambitions to plunder
the land. After all, soldiering
is the sort of nonsense which could make one late for
supper.
Halfling
villages are each governed by a democratically elected mayor. Each village
is independent, as there is no need for any higher form of
government. Halflings
themselves tend to stay in their villages, for few can bear
to leave their families.
However, they are also an extremely inquisitive people, so
some do travel the world in
search of adventure.
III. The Age
of Chaos (20,0000 - 5,000 years ago)
The elven
empire spanned the known world, and ruled for nearly 30,000 years.
They believed none could threaten them. They believed this until they heard the name
Despana.
"Thousands of them!
Ghouls, zombies, and worse, all blackened and half- rotten. They
poured into the valley, an endless horde of screams, blood
and stink. Now, we were all
veterans of the orc wars, and we were ready for them.. But
nothing could have prepared
us for the banshee."
-Rhak Toram, Warrior
of the Dusk Mountain Clan, survivor of Maelshyve
Nobody knows
just who or what Despana was. Her
contemporaries believed that
she came from the jungles said to lie beyond the Southron Wastes.
She searched the
land for the old places of the Ur-Daemons. Somewhere in what
is now called Rhoska-
Tor, her quest succeeded when she found the Book of
Tormtor. The book was lost during
the events which followed, so none can now be sure of its
contents. It was said to be
written in the language of the Daemons.
Using this
ancient work, Despana created the first of the Undead. Their numbers
grew rapidly, and she soon had a vast horde of them to serve
her. Their first task was to
build the great keep of Maelshyve, where Despana took
residence. From this keep,
countless hordes of the Undead began their second task - the
conquest of Elanthia. They
were led by the arch-lich Dharthiir, who was said to be more
than simply Despana's
General.
Dharthiir
commanded many of the living, as well.
Entire tribes of orcs, drawn by
promises of conquest and plunder, swore fealty to him. They
brought with them
their traditional allies, the trolls. Many humans, too joined Darthiir's
horde. Some came
for silver, others to join any foe of the elves.
The hordes
struck first at the elven nations.
Their progress was lightning
fast,
easily destroying what little resistance they met in
the outlying provinces. The leaders
of the elven houses were unable to organize any real
defense. This was not due to a lack
of means, but a lack of leadership. Each house wished the glory of vanquishing
the
Undead for themselves, and none would consent to have their
troops led by another. And
no house would commit troops to defend the territories of
another.
Within a
month, the Undead had cut a swathe to the heart of the elven empire,
threatening Ta'Vaalor itself. The Vaalor were led by Taki Rassien, wielder of the
legendary veil-iron sword Aramier, and the greatest warrior
of his time. He took the
cream of the Vaalor armies to make a stand at the fortress
ShadowGuard. With him went
the Sabrar, a legion of elite knights that had never known
defeat. Taki knew that, at
ShadowGuard, the Vaalor would stop the horde.
The battle of
ShadowGuard lasted less than one day.
The Undead destroyed the
entire garrison, leaving fewer than a score of survivors.
The elite Vaalor armies had been
lost, along with Taki himself. At the time, this was considered the greatest defeat in the
history of the elven empire.
Modern
scholars, however, point to the battle of ShadowGuard as the turning point
of the Undead War.
For several reasons, it marked the high point of Despana's
campaign.
First, the leaders of the other houses were shocked into
cooperating. At last, the Faendryl
were able to unify the command of all the elven armies and
mount an organized defense.
Second, Dharthiir himself was never seen after
ShadowGuard. Tavern-tales hold that, at
the last, Taki led the Sabrar in a charge at the heart of
the undead army, and that he slew
the lich. As none of
the Sabrar survived the battle, this confrontation remains more
legend than history.
The battle of
ShadowGuard also brought new allies.
From Kalaza, the dwarven
overking sent legions of his heavy infantry. The Giantman Warmaster ordered each of
the tribes to support the elves. There were even small bands of halflings and sylvankind.
Lastly, humans came to fight with the elves. Some were mercenaries, but others came for
nobler reasons. Thus were humans the only race to fight on
both sides of this war.
The Undead
advance slowed, then stopped. A
stalemate was reached, with neither
side able to push the other back. Daily charges across the lines of battle brought heavy
casualties, but little progress. This state of affairs lasted for years.
Finally, the
Faendryl proposed a plan to end the war - a lightning strike at Despana's
keep. They claimed
to have discovered a secret that would destroy Maelshyve and its
mistress forever. It
was a new form of magic, one they would not reveal to any.
The elven
armies and their allies assaulted Maelshyve, and the attack went well at
first. Berserking
giantmen warriors broke the front lines of skeletons, zombies of ghouls,
and a solid square of dwarven infantry battled back the
orcish hordes. Slowly, they
pushed Despana's forces back toward the keep.
Then, Despana
released the banshees. Their screams decimated the attacking forces,
which fell back in disarray. For a moment, the battle appeared to be lost.
The Faendryl
chose that moment to reveal their secret, their new magic. Inscribing
circles upon the ground, they summoned a flight of
lesser demons to battle the undead
hordes. Their foes
fled back through the gates of the
keep. The Faendryl then cast their
final spell, causing the keep itself to implode, leaving nothing but smoke and rubble.
Despana and her
armies are said to have been utterly destroyed.
The elves had
won the war, but at great cost. Much of
their empire had been sacked
by the Undead. Their
armies were nearly destroyed. But the political results were even
more devastating.
All the elven houses were
appalled at the spells the Faendryl had
unleashed. The
summoning of demons was thought to be a
particularly heinous act.
Illistim mages pointed out the dangers of penetrating the
veil. For all any knew, the Ur-
Daemon still existed somewhere beyond it. The Vaalor and the Nalfein were also
adamant on the subject, though some cynics have speculated
that their motivations were
not entirely selfless.
The Faendryl
argued that it was necessary, that Despana would have won without
these magics. The
other houses did not agree. They
expressed their outrage by expelling
the Faendryl from the empire. They were exiled to Rhoska-Tor, the barren, blackened
land where Maelshyve had stood.
Without the
Faendryl to lead, the elven empire began to decay. The houses began
an internal struggle for power, as each thought themselves
the natural heir to the
Faendryl's position.
As they bickered, their empire slowly disappeared. The outlying
territories declared themselves independent, or rebelled
outright. To this day, the elves
have not resolved their internal politics.
The dwarven
empire also fell as a result of the Undead War. Soldiers returning to
Kalaza from the final battle brought with them more than
tales of victory. They also
brought plague, the sickness known as the Red Rot. It swept through Kalaza like a
firestorm, killing over half the population. The dead
included the Overking and his
entire line.
From that time on, each clan has
ruled itself. The clans have become
staunch
isolationists, caring little for the politics of the outside world. Kalaza itself was
hidden, its great gates buried under an avalanche of
concealing stones. Only the dwarves
now know its location.
Without the
elven armies to keep order, the land fell into anarchy. The next 20,000
years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to
many areas was dangerous, if not impossible. Of the various
wars, plagues and other
disasters of the era, little is known. The fragments of song and story which
survive tell
of a very dark time, full of hunger, fear and little else.
IV. The Fourth
Age - The Modern Era (5,000 years ago - present)
It is
difficult to mark an end to the Age of Chaos.
Most historians designate the
modern age as beginning 10,000 years ago, but this is an
arbitrary designation. Order
was slow to return to the Land, with both the elves and the
dwarves preoccupied with
their own problems.
IV.A The Dark
Elf - Sea Elf War (5,000 years ago)
In the
aftermath of the Undead War, the Faendryl had been banished to the land of
Rhoska-Tor, the barren and blasted land where Maelshyve
had stood. Life in that
place was never easy, for little grew there. Below the surface, however, the Faendryl
found extensive networks of caverns. Not only did these
provide shelter, but they also
contained an unusually large number of mana foci. The Faendryl were able to refine their
already- considerable talent for magic. This helped them survive.
Slowly, the
Faendryl began to change. Their
features became even finer and
sharper. Those
living in the deepest caverns, those closest to the ruins of Maelshyve,
found their skin darkening to a brown or black. As their
aptitude for magic increased,
they became physically weaker.
The Faendryl
also became increasingly bitter towards the other elven houses. Many
believed that their exile had more to do with political
opportunism than anything else. As
they regained their strength, they began to look southward
toward their ancestral home.
Some counseled a war to regain it.
Others within House Faendryl sought a
peaceful reconciliation with the other
houses. This
included Rythwier Faendryl, XXXVII Patriarch of House Faendryl. He
arranged to have his eldest daughter, Chesylcha, wed a
prince of House Ashrim. She
traveled to Ta'Ashrim, the sea-elf capital, with a wedding
party numbering in the
thousands. All hoped
this would bring peace to the elven houses and help them begin the
restoration of their empire.
Chesylcha
never made it to the wedding. There are
as many stories about her death
as there are storytellers.
Whether it was a Nalfein or human assassin, or whether she
simply fell ill, none are certain. Most believed what served their own ends. Within
House Faendryl, those who had counseled war to regain their
rightful place used the
princess's death to begin one.
The war began
and ended with a Faendryl assault of the Ashrim home islands.
Faendryl losses were horrendous. Their navies were no match for those of the sea-elves.
However, a few ships did reach the harbor of Ta'Ashrim, and
those few sufficed. The
Faendryl's greatest spellcasters were on one of these ships. They struck at the Ashrim
capital with the same
spells they had used to destroy Maelshyve, but their abilities and
knowledge had
increased considerably. The sea-elves
were not merely defeated, they
were obliterated.
Their home islands were reduced to lifeless, smoking rocks jutting
from the sea.
There were no
known survivors among the Ashrim. Certainly, some must have
escaped, simply by virtue of having been elsewhere. If so, they have remained hidden
since that day.
House Ashrim no longer exists.
House
Faendryl also ended, after a fashion, with the sea-elf war. After the Ashrim
were destroyed, the other elven houses no longer considered
the Faendryl to be true elves.
Indeed, the changes in their physical appearance lent
credence to this. Since that time,
the Faendryl have been known to all as the Dark Elves.
IV.B Dwarven-Giantman
War (2,000 years ago)
The Giantman
had always been a nomadic people, but increasing contact with other
races during the modern age has led some to settle
down. Some tribes built cities, even
becoming farmers.
Other tribes retained the old ways, but their lands were becoming
more and more crowded.
They were forced to range farther and farther as they followed
the seasons, their herds, and their endless wars.
One tribe
decided to build a settlement in an uninhabited mountain range. Within
weeks, a dwarven army had appeared, seemingly from nowhere.
The dwarves attacked
immediately. At
first, the giantmen considered the dwarves an amusement, more or less
fat, bearded goblins.
But they soon learned that, despite their height, the dwarves were
nearly as strong as the
giants, far more organized in battle, and armed with the finest
weapons and armor
their master-smiths could forge.
This odd
little war lasted the entire summer.
The dwarves could not force the
giantmen to retreat off the mountain, but the giants could
not defeat the dwarves, either.
In the fall, the giants decided to continue their
migrations. They had not been defeated
by
the little people, but they never returned to that mountain,
either. Before they left, they
forged a compact with the dwarves there at the peak they
called Sunfist. This peace has
lasted thousands of years.
The
dwarven-giantman war remains unexplained.
The giantmen never learned the
reason for the dwarves' attack, and giantmen certainly need
no reason to fight a war. The
war did have an unexpected result, though. The dwarves and
giantmen each gained the
other's respect for their abilities in battle. Over time, they began trade. Today, the
races
are staunch allies, aligned more closely than any two other
races in the land.
The Age of
Chaos provided humankind not only with great dangers, but also
opportunities. The
elven armies no longer protected them, so they constructed their first
fortresses. These
fortresses eventually grew into towns, then cities. The humans
developed a feudal society based in these fortress-cities.
The largest
of these cities was the port of Tamzyrr.
The Overlord Selantha
Anodheles, later the first Empress, extended its control to
the surrounding baronies, and
then further. Her
own ancestry is unclear. Many say she
was of mixed human and elven
blood, a sign of elven meddling in human affairs. Indeed, it is hard to believe that her
rapid series of political and military victories was
entirely the fruit of her own talents, as
considerable as they were.
Eventually,
the Turamzzyrian Empire grew to control nearly as much land as had the
Elven Empire at its height.
In the process, the humans have restored a measure of order
to the land.
Over the
intervening centuries, other families have risen to challenge the Anodheles
for control of the imperial throne, and it is not surprising
to some that their number is not
much greater than that of the existing elven houses. In
fact, there are constantly new
contending families which rise from obscurity to assail the
circle of the empire's noble
families, touting their lineage as being unmarred by elven
blood and claiming a total
freedom from elven influence. Some view the lack of refutation from the noble families
as tacit confession of elven influence and support.
For the past
two years the Throne of Turamzyrr has been held by the Empress
Mynal'lyanna. She is
rumored to have the backing of a cult of Luukos. Two of those
who contested her claim to the throne were struck down with
diseases which defied all
treatments, and one was attacked by undead in the first such
attack ever recorded in the
city of Tamzyrr. The
victim was held in confinement until he displayed signs of the
Curse of Luukos, and
then was mercifully slain before the curse could fully manifest
itself. A cold, and
calculating ruler, Mynal'lyanna has vowed to extend the empire's
holdings beyond the shores of this land, and to bring all
inhabiting races beneath the
rulership of the empire.
Her supporters point to this openly anti-elven stance as proof
that her rise to the throne is free of elven influence, and
is a clear signal that the power of
the elven houses is
beginning to fade. Detractors
suggest that her vow is a sign of her
megalomania, and fear that the powers that back her are
anything but human.
In the two
years since her rise to power, Mynal'lyanna's imperial troops have
doubled in numbers.
Used by former emperors to garrison the city and as shipboard
troops to ensure the safety of coastal commerce, the empress
has instead used her troops
to isolate baronies which have failed to fulfill their
imperial obligations.
All of this
has had an effect on even a distant frontier town like Wehnimer's
Landing. Neighboring
barons who have viewed the Landing as too distant and paltry to
trifle with in the past are now reassessing the situation.
Wehnimer's is a port town, and
given the empress' vow to expand the empire across oceans,
any port has a new potential
for trade and a possible influx of imperial silver as new
ships are commissioned. Also,
with the empress' increase in troops has come an increase in
the baronial taxes to support
them, and every baron is now looking for any undeveloped
source of income which
might lie close to hand.
Even if that source does not currently lie within his barony.
Perhaps more
significant to the daily life of those in Wehnimer's is the sudden influx
of those displaced by the new policies which Mynal'lyanna
has put in place. Non-
humans have fled the inner regions of the empire as existing
prejudices have been
reinforced by imperial policies. And while those with money
and influence have been
able to purchase exclusions from certain new laws, the
common folk of non-human races
have been stricken with a series of prohibitions and
restrictions that are pointless other
than to humiliate and degrade.
IV.D The
Founding of Wehnimer's Landing (200 years ago)
Wehnimer's
Landing was founded 200 years ago, when Rone Wehnimer established
a Wayside Inn on the road from the Darkstone bay to the
heart of the human empire. It
lies on the very edge of the human empire, and the town has
become a center for trade
between the humans, elves and other races. The Landing has always attracted a large
share of adventurers, who come to the edge of civilization
to make their fortunes.
Rone himself
grew restless. As his town grew into a
city, he found his taste for
adventure returning.
He was last seen heading southeast with a pack-train of supplies.
Many believe he sought Deepholt, the legendary underground
city said to have been
founded by Osriar Melenthrope. As neither Rone nor anybody
else has ever returned
from Deepholt, its very existence is unsubstantiated.
IV.E The
Krolvin Attack (150 years ago)
Soon after
Wehnimer's Landing was founded, the human empress immediately
dispatched three emissaries to make contact with the Krolvin
and establish trade. These
emissaries traveled through the Landing on their way to the
Krolvin nation.
The three
emissaries returned in six sacks, borne at the vanguard of a Krolvin war
party. The Krolvin
have no use for trade. They take what they want. The citizens of the
Landing were hard-pressed to defend it. Though many accomplished warriors, wizards
and the like called Wehnimer's home, they were vastly
outnumbered. It appeared that the
Landing would fall.
Talbot
Dabbings saved the day. As the gates
were breached, the halfing warrior was
able to slip past the enemy unnoticed. He made his way through the enemy lines in
the
confusion, heading toward the Krolvin war-leader. Leaping from his hiding place behind
a water-barrel, Talbot slew the Krolvin. Two things then happened almost
immediately.
First, Talbot was killed.
Second, the remaining Krolvin began to argue over who should
be the new war-leader.
This argument took over two days to resolve. By that time, the
empress had sent reinforcements. The Krolvin boarded their ships and left - but few
doubt that they will try again.
Resources
for Further Reading:
"The
Gods of Elanthia", located in the Official Simutronics File Library
"Giantkin
History", located in the Official Simutronics File Library
"Giantkin
Clans", located in the Official Simutronics File Library
"The
History of the Turamzzyrian Empire", located in the Official Simutronics
File
Library
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copyright © 1987-2000 Simutronics Corp.
All
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registered trademark of Simutronics Corp. All
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