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Mystara
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Table of Content
The Known World
* Introduction, Races, Magic, Religion
* Geography
* Immortals
* History of the Known World pt. 1
* History of the Known World pt. 2
* Organizations and Power Groups of the Known World
* Cosmology
* Miscellaneous
* The Known World
* The Isle of Dawn
* The Sea of Dawn
* Alphatian Sea and the New Alphatian Empire
* Skothar
* Davania pt. 1
* Davania pt. 2
* The Skies and Stars
* Underground RealmsThe Hollow World
* The Hollow World
* Geographical Overview
* Hollow World TimelineRed Steel
* The Savage Coast
* History
* Atlas of the Savage Coast pt. 1 (The Serpent Peninsula, The City-States, Hule)
* Atlas of the Savage Coast pt. 2 (The Savage Baronies)
* Atlas of the Savage Coast pt. 3 (Vilaverde and Texeiras)
* Atlas of the Savage Coast pt. 4 (Torreón and Narvaez)
* Atlas of the Savage Coast pt. 5 (Gargoña, Almarrón, and Saragón)
* Atlas of the Savage Coast pt. 6 (Guadalante and Cimmaron)
* Atlas of the Savage Coast pt. 7 (Robrenn and Eusdria)
* Atlas of the Savage Coast pt. 8 (Renardy and Bellayne)
* Atlas of the Savage Coast pt. 9 (Shazak, Ator, and Cay)
* Atlas of the Savage Coast pt. 10 (Herath, Orc's Head Peninsula, Dark Jungle)
* Atlas of the Savage Coast pt. 11 (The Arm of the Immortals, Yazak Steppes)
* Miscellaneous
* The Red Curse & Legacies pt. 1
* The Red Curse & Legacies pt. 2
* Inheritor Orders & Other OrganizationsBlackmoor
* Blackmoor
* The Kingdom of Blackmoor Blackmoor
* Races of Blackmoor
* The Lands Beyond
* Organizations & Power Groups
* Immortals of Blackmoor
* The ComeBack InnIntroduction:
Mystara is the world where most of the Original D&D modules were set, and therefore is one of the oldest D&D settings alongside Blackmoor and Greyhawk.
The Known World of Mystara is a diverse melting point, it's a world of high fantasy and high magic, it's a world of immortals who shape the world to their own ends, it's also a coherent and consistent world.
The Known World today is fit to burst with pressures between the civilizations and external threats mounting. It is over one thousand years after the crowning of the first emperor of Thyatis (1019 AC) and the small corner on the southeast corner of the continent of Brun, the Known World, which has already undergone much recent change is going to change the face of the whole planet - and perhaps even more than just the face.
Mystara is a planet smaller than Earth, 6,190 miles in diameter. Matera, Mystara's one visible moon, marks off the months in its orbit. The planet is hollow and has another world within it, a primitive land of floating continents and dinosaurs. There are large openings on each of Mystara's poles that lead to this Hollow World.
The world of Mystara is surrounded by a magical bubble known as the Sky-Shield. This Sky-Shield, situated 15 miles (24 km) above the ground, allows objects to enter the world of Mystara, but not to leave.
Races:
Note that this server supports the following races from the Mystara setting: dwarves (Kogolor, Moulder & Rockborn), elves (Belcadiz, Shadow, Shiye, Sylvan/Ilsundal & Wood), gnomes (Rock), halflings (Hin), half-elves, half-orcs & humans. Each are described in greater details in our Subrace Roleplaying Resources and Lore thread..
HUMANS
Humans come in all shapes and sizes, without really any common theme to unite them. Historians claim that all the humans on Mystara are descendants from three ancient races of humans: the Neathar, the Oltec, and the Tangor. A fourth major race, the Alphatians, arrived on Mystara just over 2,000 years ago, and have also contributed to the various cultures now found today. With such a short life-span (compared to demihumans), humans have evolved rapidly and there are now more races of humans on Mystara than one can possibly keep track of.
Humans can be found on all the continents of Mystara, and seem to have adapted to almost any climate. As mentioned, there are too many races of humans to describe fully, but the two most common are the Thyatians with their olive complexion and dark hair as well as the Common Alphatians with coppery complexions and brown or red hair.
If there is anything that can be said to generalize humans is that they are all unique. Racial unity is rare, and only takes place when there is a non-human threat close by. Otherwise, they fight more often amongst themselves than with other races.
DWARVES
The dwarves of Mystara, often called Rockborn dwarves, all came from the same source: the mountains of Rockhome. They claim that Kagyar - their patron Immortal - created them circa BC 1800, and they have since spread throughout the continent of Brun. Some have even sailed across the sea and made their homes in the land of the now sunken continent of Alphatia. Whether the dwarves have colonized other continents during the past remains to be discovered.
Dwarves are lawful beings who only change their ways of life after a very, very long period of time. Every dwarven colony still speaks the exact same dialect of Dengar that is still used in Rockhome. The same holds true for their physical characteristics: all dwarves on Mystara are still identical to their racial ancestors. Rockborn dwarves are the only race of Dwarves that exist on the surface of Mystara.
Rockborn dwarves are stocky and muscular with a deep tan or light brown skin, often with ruddy cheeks. Their hair is often black, gray, or brown, with similar colors for their bright eyes. They vary in height between 4 and 4½ feet. (Rockborn dwarves are considered to be the hill dwarves of Mystara, as described in the PHB)
A second race of dwarves, the Kogolor dwarves, have been found in the Hollow World. There doesn't appear to be any connection between these dwarves and Rockborn dwarves.
ELVES
The elves claim that they were born from the soul of Mystara and the Immortal Ordana several thousand years ago. At first, guardian spirits of the land watched over them, but then one day they were let free to inhabit the world of Mystara. Some sages speculate that the ancient elves were actually colonists from another world, much like the Alphatians. The departure of the "guardian spirits" is interpreted as a loss of contact with their homeworld. Elves scoff at this idea, however.
Five main races of elves exist on Mystara: the aquarendi, the ee'ar, the shadow elves, the shiye elves, and the sylvan elves. Sages claim that all except the shadow elves evolved (or arrived, depending on the sage) while the elves were still watched over by the "guardian spirits." In general, elves stand about 5 feet in height, are more slender than humans, and have pointed ears.
The most common race of elves encountered are the sylvan elves who are named after their legendary homeland, the Sylvan Realms. Sylvan elves have either pale blond hair and blue eyes, or dark hair and intense green eyes. A few clans have red hair, and grey is also not unheard of. Unlike all other elven races, sylvan elves can grow mustaches and beards, a trait that is often noticed among the elves of Belcadiz. Sylvan elves are scattered throughout the continent of Brun and Davania, and almost all the elven clans found in the Known World and the Savage Coast are sylvan elves. Sylvan elves prefer the simple life and live high up in the trees of many forests. Some clans have different attitudes, however. The Belcadiz of Glantri enjoy prestige, reputation and living in human-styled houses, while the Meditor and Verdier elves of Minrothad love money and are renown sailors. The sylvan elves of the Savage Coast have actually abandoned all elven ways and adapted the lifestyles of the nations they live in.
The aquarendi are an aquatic race of elves that inhabit the various seas of Mystara. Gill slits in their neck permit them to breath while underwater. They have webs between their fingers and toes, and small fins on their ankles. Green and blue hair is common among the sea elves, although brown or black have been spotted on rare occasions. Skin colors range from light tan for those living near the shore to bright green or blue for those living deep beneath the sea.
The ee'aar are a rare race of winged elves that inhabit the western end of the Savage Coast and the Arm of the Immortals. They look much as the sylvan elves, except appear much more delicate and with more angular facial features. Of course, they also have large feathered wings with a wingspan of at least 10 feet (3 meters). They usually have white or silver hair, although black and gray are not uncommon. Their wings are the same color as their hair. Eyes tend to be amber, violet, or deep green.
The shadow elves are a mysterious race of underground elves. They have gray skin and white hair, and their philosophies appear to be much different than other elves. To date, not much is known about them. Shadow elves inhabit the nation of Aengmor in the Known World with rumors of a large empire deep underground. The nation of Schattenalfheim in the Hollow World is also composed of shadow elves.
Finally, the shiye elves are slightly taller than other elves. When the elves left their ancient homeland, the shiye elves went with the sylvan elves and helped create the Sylvan Realms. But the differences in philosophies, especially the shiye's xenophobia, eventually caused them to leave. Their new migration brought them to the continent of Alphatia were they founded Shiye-Lawr, the largest nation of shiye elves. They usually have silver hair and amber eyes, although a few rare shiye elves have pale golden hair and violet eyes. They are more reclusive than sylvan elves, and live a much more ordered life than their chaotic cousins. Shiye elves are found throughout Alphatian territories such as Norwold and Bellissaria. Also, one colony of shiye elves seems to have settled in Eusdria on the Savage Coast.
GNOMES
Like dwarves, gnomes claim they were created by their patron Immortal - Garal Glitterlode - who also placed them in the mountains of the area now known as Rockhome. Unlike the dwarves, however, gnomish colonization of the rest of the world wasn't so successful. Only when they colonized areas with the dwarves (such as Highforge in Karameikos or Stoutfellow in Alphatia) did their colonies survive. Seeing how they couldn't forge nations on the ground, the gnomes of Mystara built Serraine, their wondrous flying city, and there they remain to this day. Still, small scattered communities can still be found in the Known World and Norwold. Elsewhere, gnomes do not seem to be present.
Strictly speaking, there is only one race of Gnomes present on Mystara, and they are simply known as Mystaran Gnomes. The second "race" of gnomes are the sky gnomes which inhabit the flying city of Serraine. Physically the two races of gnomes are identical (hence the reference to just one race of gnomes), although their attitude and culture are so different that many sages prefer to separate them into two races.
Gnomes stand about 3½ feet tall and have rather pronounced noses of which they are quite proud. They have either pale blond or red hair, which often turns white as they age. Their skin ranges from dark tan to woody brown, and they usually have bright blue eyes.
HALF-ELVES
Half-elves are so rare in the Known World as to be almost legendary. Many sages believe that a Mystaran elf/Mystaran human couple somehow have a harder time at producing offspring than is reportedly possible on other worlds. When they do, the result is invariably a half-elf. Strangely enough, half-elves are more common on the Savage Coast. Some speculate Immortal involvement, others a side effect of the Red Curse. Half-elves are unknown in the rest of the world.
Half-elves appear like a mix between their human and elven ancestors, hence can have a large variety of appearances. A look through both the human and elven races can give an idea of the possibilities. Despite this, half-elves are considered to be of one race: Half-elven (or Half-human if you're talking to an elf). Unlike most other worlds, half-elves aren't treated with total scorn by the elves of Mystara; they are so rare that most are curious about half-elves and will gladly accept their company for a while just to learn more about them.
HIN (Halflings)
The Hin, often called halflings by other races, are a small folk who enjoy a good life. Hin have no knowledge of their creation or arrival, although historians trace them back to the original elven homeland, leading them to speculate they "appeared" (that is, were either created or arrived from another world) with the elves. Hin tend to blend in with the surrounding communities rather than create their own. Most Hin are therefore found in human nations. The Five Shires of the Known World and the city-state of Leeha in Norwold are the only known true Hin communities. On the Savage Coast, they have been completely absorbed into the local nations.
Hin rarely grow larger than 3 feet in height. They have ruddy complexions, sandy to dark-brown hair, and blue or hazel eyes. Their faces are small and childlike when compared to a human. Hin also have thick hair atop each foot.
GOBLINOIDS
Goblinoids is a generic term used to describe various barbaric races seemingly related to goblins. There are far too many types of goblinoids to describe here, and many volumes at the very least would be required. Suffice to say that the following goblinoid species are present on Mystara: bugbear, gnoll, goblin, half-ogre, half-orc, hobgoblin, kobold, ogre, orc, and troll. Of those mentioned above, kobolds seem limited to the Known World (sages speculate that they nearly wiped themselves out along with the gnomes during intense racial wars), while the rest can be found in all areas of Mystara.
Within each species of goblinoid there are several dozens to hundreds of races. For example, in the Broken Lands, there are three main races of orcs: yellow orcs, red orcs, and the hyborean common orc. Several hundred other orc races exist outside the Broken Lands.
LUPINS
Lupins are race of dog-people that have spread over the world of Mystara. The origins of the lupins are unclear; some believe they are merely a type of more civilized gnolls, and if this were the case, then gnolls would be a race of lupins and not goblinoids. Others think that they are the descendants of the Hutaakans, a race created by the Immortal Pflarr during the height of the Nithian Empire. Because of this belief, some lupin have returned to worshiping Pflarr, and this has caused much trouble in the lupin nation of Renardy.
Over the centuries, lupins have scattered over most of Brun and the rest of Mystara, evolving into several different races. Like humans and other short-lived species, there are too many races of lupins to mention here, just as there are far too many breeds of dogs to describe in a couple of paragraphs. I shall therefore limit this entry to naming a few and giving a general location where they can be found.
Grand Bloodhound are excellent trackers from the nation of Renardy, while the Carrasquito are a small breed that live in El Grande Carrascal of the Savage Coast. The Ogrish Chow-Chow was once a slave race to the ogre-magi of Ochalea but are now free. The Foxfolk is scattered throughout Brun, while the Glantrian Mountaineer is limited to the Glantrian Alps. The Heldann Shepherd are a goat and sheep raising race found in the Heldannic Territories.
Many, many more exist, especially cross-breeds and mongrels (as they are called). For a more complete list and better descriptions, I strongly recommend the article entitled "Lupins of the Mystara setting" found in Dragon Magazine #237
RAKASTA
The Rakasta are a race of cat-like beings who also claim that a patron Immortal created them. This time, it is the Immortal Ka who transformed a cat into a human when she fell in love with her master. But when Ba-steh (the human/cat in question) still behaved like a cat, Ka instead transformed her and her human lover into cat-people: the first Rakasta. When this happened is still unknown, but it is believed to have occurred prior to the Great Rain of Fire, explaining how they have since spread throughout most of the world and even beyond--Mystara has a second moon, Patera, invisible to those on Mystara. Patera is inhabited by rakasta who have a culture resembling Japan. They call Patera "Myoshima." Rakasta have adapted to various climates and evolved into several sub-races.
Rakasta are mainly wild, and most have fled lands that were colonized by humans, and as such are almost unheard of in the Known World. Rakasta have one nation on the Savage Coast, Bellayne, but beyond that are mostly scattered tribes throughout the world. Like all short-lived races (that is, those of less than 100 years), rakasta have evolved rapidly and many races now apparently exist in the wild, so below we'll only describe those who often come in contact with the rest of the civilized world. In general, rakasta are man-sized, but weight easily two or three times as much. One noticeable difference in the fact that rakasta need 12 hours of sleep per day.
The msongo, also known as the Fast Runners, have a coarse coat varying from yellowish-gray to golden. A reddish-fawn with small dark spots is also common among them. They are tall and lanky, but can achieve great speeds when running. The msongo are known to inhabit the Meghala Kimata grasslands of Davania, the Steps of Jen of Skothar, and on the Thothian Plateau on the Isle of Dawn.
The jakar are found in the rainforests of the Arm of the Immortals. They have beautiful spotted coats which are prized by Vilaverdan hunters. Not much is known about them except that most Vilaverdans hunting the jakar fail to return from their expeditions.
Mountain rakasta are the most common rakasta of the Savage Coast, and have also been spotted in the remote wilderness of Norwold. Their fur varies from plain grey-brown to reddish and even black. A tribe of mountain rakasta is rumored to inhabit the Kurish Massif, and if this is true, they are the only known rakasta in the Known World.
Many other races of rakasta exist, and those seeking more information should look up the "Rakasta of Mystara," found in Dragon Magazine #247.
Magic:
Mystara is a high-magic world. Mages are commonplace, and most civilized nations have schools that teach magic. Magic is an accepted part of life in most centers of civilization, such as the Known World. In frontier areas such as Norwold, magic is treated with much more suspicion and superstition.
Religion:
The people of Mystara worship powerful beings known as Immortals. These beings fill in the same roles as Gods (or Powers) would on another world, and most religions focus on the desires of the Immortals. The main difference between Immortals and Gods are that the Immortals were all once mortal that have since advanced to a state of being far beyond their former peers by accomplishing deeds of heroic proportion.
Some claim that the Immortals are merely another family or collection of gods. The name Immortal merely refers to the group of Mystaran deities, much like Olympians refers to the gods of the Greek people, and Aesir is the name of the Norse powers. Or, perhaps the cultures of Mystara simply developed the term Immortal instead of God. Some reverse the same debate, stating that Gods and Powers are merely other terms used to describe Immortals.
Other sages state that Immortals are not Gods. They are powerful beings akin to Gods and Powers, and are definitely deities in their own rights, but they are not the same. They use the fact that Immortals have been slain by very powerful mortals on rare occasions, while Gods simply cannot be slain by mortals.
Regardless, whatever the Immortals truly are simply does not matter to most people. They are more powerful than mortals can imagine. They serve as the basis of faith and grant clerics and priests their spells. With their powers and priests, they manipulate the world into outcomes that they favor. Anything beyond that is probably beyond mortal comprehension anyway.
Curiously, on Mystara the conflict between Law and Chaos is considered slightly more important than the conflict between Good and Evil.
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Geography:
THE KNOWN WORLD
The Known World has cultures and a level of technological development that resemble the Europe of our Earth around the 15th century, but without gunpowder. Nations of the known world display a great range of government types. Some nations are populated entirely by demihumans and/or humanoids. By common convention, the boundaries of the "Known World" are those covered in the world map as originally published in the module X1, The Isle of Dread, plus Norwold, the Isle of Dawn, and (pre Wrath of the Immortals) Alphatia.
The Known World is the seat of civilization on the world of Mystara. It is the place where technology is at its peak. It is the place where art and music are awe inspiring. Civilization is almost everywhere, and it is rare indeed to walk for more than a day and not have any village or town to rest in for the night.
In this enlightened land, education is on the rise, and most people can read and write. It is an age of knowledge and discoveries. Even magic, once held secret by old mages in their remote towers, can now be learned through various schools and universities. Slavery is almost abolished, and most people are considered citizens of their nations, having the freedom to do as they please. Diplomacy is the favored method of accomplishing one's goals, and savage brutality is almost non-existent.
Of course, this does not mean there is no danger to be found. Some places are still savage, such as the Atruaghin clans or the hordes of the Ethengar Steppes. Goblinoids can still be found almost everywhere, and their brutality is unmatched in the entire world. Even diplomatic nations cannot achieve everything with words, and therefore their armies march across the land. It is simply that, here, in the Known World, such events are normally much rarer than anywhere else on Mystara.
Instead of brute force, this land is ripe with intrigue and behind-the-scenes powers. Manipulations are everywhere, and strong guilds and organizations rule almost as much as the kings on their thrones. Those that think that adventure cannot be found here in the Known World simply aren't looking in the right place.
The Known World is a large stretch of land found in the south-eastern margin on the continent of Brun. It is bordered by the Sea of Dread to the south at roughly 35 degrees North of latitude (with a few island nations reaching 32 degrees North). The Sea of Dawn lies to the east, while the deserts of the Great Wastes are to the west. The Mengul Mountain Range, at approximately 45 degrees North of Latitude mark the northern borders of the Known World. Within this land are 21 nations, most of them enlightened, but a few still hold on to barbaric traditions. These nations have influenced every other corner of the world, and just as Mystara is the center of the multiverse, the Known World can honestly be said to be the core or heart of Mystara.
THE ALPHATIAN SEA
The once mighty Alphatian Empire has sunk beneath the ocean, and in its place now sits the Alphatian Sea. Dotted with several hundred isles representing the top of drowned mountains, the Alphatian Sea is rich with pirates and island fortresses.
The Alphatian Sea is also the place to be to search for magical treasures. The ocean floor is littered with thousands upon thousands of magical items from the former Empire, and many adventurers are doing their best to try and acquire them. Several hundred have been found already, and most now reside in the hands of the pirates who then plundered the treasure-seekers. Those who manage to acquire an Alphatian Artifact always find fame and glory with it.
The people of the Alphatian Sea are mostly free citizens, most belonging to the New Alphatian Confederate Empire (annoyingly called NACE by most of the commoners). They are well educated, mainly literate, and boast a larger percent of mages than most of the world. Some are also slaves, which is still legal and acceptable. Slaves are only very rarely able to read or write.
Only a few nations of the area do not belong to the NACE, and although ships from around the world sail here, the Alphatian Sea is territory claimed by the NACE. Still, they have far too few ships to patrol everywhere, hence pirates are able to roam freely and do almost anything they please.
Adventurers come to seek fame for defeating some of the most notorious pirates of the world, while others come in search of sunken treasure. Reputation and glory is more important than anything else, an insults rarely go unchallenged. All in all, it is a swashbuckling place with endless adventures on the high seas. On the Alphatian Sea, fame and glory mean everything!
The Alphatian Sea has one minor continent known as Bellissaria on its southern-eastern margin, located roughly between 30 and 40 degrees North of latitude. This is where most of the NACE forces are concentrated, and the only place where the law is effectively maintained. To the west, Norwold and the Isle of Dawn mark the end of the Alphatian Sea, while the continent of Skothar indicates its eastern limits. The north is bordered only by the glaciers marking the north pole and the entrance to the Hollow World. The southern waters eventually turn into the Sea of Dawn (toward the Southwest) and the Bellissarian Sea (toward the Southeast).
NORWOLD
The lands to the far north of civilization is a land of constant warfare and power struggles between the nobility. Once united as the Kingdom of Norwold, with the disappearance of Alphatia, the region's former king was unable to hold onto the reins of power. Now the land is dotted with hundreds of small kingdoms, counties, baronies, and other type of dominions.
The realms of Norwold follow the old practice of feudalism, with the local lord controlling all aspects of life within the dominion. All the rest are merely peasants who toll at their leader's whims. Some are lucky and have benevolent rulers, while others are treated no better than slaves by the tyrants who hold the crown.
The level of education in Norwold varies greatly, as do the cultures of the inhabitants. Those who colonized from Alphatia tend to be literate, as do the people conquered by the Heldannic Knights (thanks to their forced education of the ways of Vanya). Those of Thyatian descent are semi-literate, while the native Antalian people are mainly uneducated.
Norwold is a land where the title of nobility hangs loosely on anyone with power. Rulers rise and fall constantly, and their power reaches only as far as their armies can reach. Alliances are made as lesser nobles swear fealty to more powerful ones, only to find independence once their liege is overthrown.
Many adventurers with money and time to spare try to carve out their own dominions within the valleys of Norwold, only to have another self-proclaimed noble take it away with his own army. Those with patience enough to try again, or those capable enough of holding their own can quickly forge a dominion that will last years. Norwold is the place where the bold and daring can hope to carve out a nation of their own.
Encompassing all the northeastern area of the continent of Brun, Norwold stretches from the frozen Arctic Ocean all the way south to the Mengul Mountains (at a latitude of approximately 45 degrees North). The beach along the Alphatian Sea delineates the Eastern margin, while the imposing Icereach Range cuts off western Norwold from the rest of the world.
THE SEA OF DAWN
To the east of the Known World, where the sun rises every morning, lies the Sea of Dawn. It is a place rumored to be mystical in nature by many tavern tales, and perhaps it is. Three exotic cultures can be found in this area, notably the Thothians, the Ochaleans, and the Pearl Islanders.
The rest of the nations, however, are either Thyatian or Alphatian in origin, and many bear the numerous scars of war between the two Empires. For the Sea of Dawn is the border between the Old World and the Alphatian Sea, and it is where the two cultures clash, more often violently than not.
The Isle of Dawn, a continent size island in the north of the Sea of Dawn, is a militaristic land where armies march constantly and battles take place almost daily. Such constant warfare has spread to the nearby Alatian Islands as well, and glory can easily be found by brilliant tacticians and expert mercenaries. The battles between the Empires have died down since the signing of the Treaty of Dawn (or Isle of Dawn Treaty), yet it only takes a spark to start the war all over again.
Still, another threat seems to be looming over the area, and many of the nations are fearful of an attack by strange spiders found on the Thothian Plateau. The nature of these Aranea is unknown, and whether there will be a war or not is also unclear. But if there is, the people of the Isle of Dawn will be used to it.
The southern islands, however, are peaceful in nature, and no trip is more relaxing that one to Ochalea or the Pearl Islands. It is from these nations that the Sea of Dawn receives a mystical description when talked about, for surely no one talks with pride about the constant wars on the Isle of Dawn.
The people of the Sea of Dawn are educated, and except for the Pearl Islanders, a majority can actually read and write. Both Thyatian and Alphatian are well known, and it is rare to find someone who cannot speak both languages.
The Sea of Dawn is officially the sea along the eastern coast of the Known World, ending upon reaching the continents of Bellissaria and Alphatia. Since the sinking of Alphatia, the former Eastern Sea of Dawn has now become part of the New Alphatian Sea. The Sea of Dawn ends northward when it reaches the coast of Norwold, and its southern end borders the Jungle Coast on Davania (at approximately 15 degrees North of latitude). West of the southern Sea of Dawn is the Sea of Dread, while to the east is the Bellissarian Sea.
THE JUNGLE COAST
Across the Sea of Dread lies the mighty continent of Davania. Its northern shores is covered with a lush, vibrant jungle teeming with life and dangers. Within these jungles are several clans of savages and barbarians, some humans, others not.
Most of the Jungle Coast is unexplored, and no one is exactly sure what can be found in the vast new territory. Rumors abound of strange primitive cultures with wondrous architectures, such as crystal pyramids or deep sacrificial pits.
The lands of the Jungle Coast are currently undergoing a mass colonization by the Empire of Thyatis and the Heldannic Knights. The natives, however, are none too pleased, and many battles arise from the competition for territory and defending of homeland. Still, the advance of civilization is steady, and there is much progress in the proper education of the locals.
The Jungle Coast is a place where one can brave the new land, carve out territory for the settlers, and defend the poor farmer from the savage natives. All in all, if you enjoy exploration and the new frontier, the jungle coast is the place to go.
The Jungle Coast is a stretch of several hundred miles on the northern shores of Davania. Its exact size is still unknown as it is mostly unexplored. A rough estimate of its borders would be the Cestian Sea to the east, the Meghales Amosses Desert in the south and the Adakkian Mounts to the west. The northern shores of the Jungle Coast, which borders onto the Sea of Dread, are located at approximately 15 degrees North of latitude.
THE SAVAGE COAST
The Savage Coast is a coastal area located in the south central part of the Brun continent, to the south and west of Hule. This part of Mystara is affected by the Red Curse, which eventually kills its inhabitants through mutation unless the metal cinnabryl is worn in contact with the body. This area's swashbuckling flavor is very different than that of the "Known World", closer in atmosphere to that of the Age of Exploration than the fantasy middle-ages/renaissance tone of the Known World. The Savage Coast is complete with gunpowder ("Smokepowder") weaponry.
The specifics of the "Red Curse" also tend to keep the inhabitants of the Savage Coast within the region, as debilitating affects result if they leave the cursed area.
The Savage Coast is a frontier land, with continuous goblinoid invasions and squabbles between the local lords. Most of the land is in ruins and is mainly unexplored. Colonized over the centuries by the riff-raft of the Known World, most people are unscrupulous and the law of the jungle often prevails. The natives who lived there (goblinoids, savage rakasta and lupins, etc) are none too friendly either, and are often hostile towards humans and demihumans.
Some of the natives are more civilized, such as the rakasta of Bellayne or the lupins of Renardry. In fact, along the Savage Coast, race is often ignored and non-humans can fit in easily to human society. Instead, nationality is the main source of pride, and several nations have had century long feuds in which there appears to be no end in sight.
In this land, the local lords make the rules, and others are poor and uneducated peasants who must follow their whim. Many an adventurer has broken free of this feudalism and wanders the land, without a home, in search of fortune and fame. There are more adventurers without loyalties on the Savage Coast than anywhere else on Mystara.
Unique to this land is a strange metal called Red Steel. This metal is as strong as normal steel, but much lighter, making it a prized possession by all warriors. Red Steel is more precious than gold, and rulers have sacrificed entire armies to try and control its trade. Many grand quests has the goal of finding Red Steel, and many wars still go on because of it.
Finally, the entire land is falls under the sway of the dreaded Red Curse. This affliction deforms all those it affects, transforming them into hideous beasts. Even stranger, some of the inhabitants seem to have learned how to control this curse, gaining wondrous magical powers known as Legacies. It is rumored than once you are affected by the Red Curse, you cannot leave the Savage Coast otherwise the curse will destroy you.
Adventure can be found by exploring the many ruins and searching for ancient artifacts. But on the Savage Coast, Red Steel and the mastery of Legacies are the true keys to power and fame!
Located to the west of the Known World, the Savage Coast stretches almost 2000 miles in length. It's southern shores lie against the Western Sea of Dread at a latitude of about 30 degrees North. The west is blocked by Yalu Bay. To the east, the Great Waste separates the Savage Coast from the Known World. Finally, the north is bordered by the Yazak Steppes, home of the endless hordes of goblinoids.
THE HOLLOW WORLD
Mystara is a hollow planet, with a habitable surface on its interior called the Hollow World. This world is lit by an eternal red sun at the center of Mystara, and serves as a "cultural museum," preserving the societies that have become extinct in the outer world. The existence of the Hollow World is not, in general, known to the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and anti-magic area. The curvature of the holes is so subtle that explorers from either surface do not notice the transition until after it is already made, causing quite a shock for most.
Bluebomber4evr:
Immortals
The most powerful beings on Mystara are not even on Mystara; they live on other planes of existence and wield huge amounts of power. In the past they have made the world their plaything, raising plateaus, carving craters, and banishing civilizations much as a house mistress rearranges her furnishings. These are the Immortals, and hold power that in other worlds might make them as to gods.
The Immortals of Mystara are not truly gods, however. Rather, they are powerful mortals who have advanced well beyond their former peers. Some have forgotten their mortal roots, and some claim divine guidance or inspiration (some of these share the names of other, elder gods from far-off lands). Despite all their power, the Immortals have their own limitations, and despite their name, they have proved killable.
Many Immortals have adopted one or more groups of individuals as their own chosen people, providing particular powers and advantages to priests who venerate them. This is not required of all Immortals, all peoples, or all priests, though many benefit from this relationship.
Spheres of Power
All the Immortals draw power from two principal sources: from the veneration that they receive from their own followers and especially from the bond they share with their own Sphere. Because of this their ultimate aim is to increase their number of followers in the Multiverse, in order to rise up the hierarchy and reach the zenith of power. However at the same time, they must put before their personal designs the importance of their Sphere of power, and try their best to increase the Sphere's influence in the Multiverse. These are the two principal reasons for life for every existing Immortal.
The entire universe can in fact be divided into five components called Spheres of Power that are the Spheres of Matter, Energy, Time, Thought and Entropy (or Sphere of Death). Every existing thing in the Multiverse is made up from these five components, mixed in varied percentages. The Spheres of Power are not a defined place of reality, but rather the five primal forces that make up the universe, being invisible and immeasurable that link all the existing things in the Multiverse and which manifest with more or less intensity in the many planes of existence The Spheres also represent a series of concepts, philosophical essences and ways of seeing the universe that distinguishes the Immortal, a common denominator by which the Immortals are recognised and to which they are joined, since it shares with each the ideas that are its basis, given that everyone represents more of the other element that distinguish the essence of an Immortal.
Every Immortal can serve just one Sphere of power, trying to increase its influence, or to maintain the status quo in the relationships between the various Spheres. The main aim of the Multiverse is in fact, balancing of the Spheres of power. If a Sphere should gain an excessive dominance over the others, the final victory could not be that of Entropy, since all the Spheres are essential for the harmony. Although each Sphere constantly strives for its own predominance and growth, the other Spheres try to keep it in balance, impeding or at least delaying the ascension.
All the alignments are present in each Sphere, but one of them is dominant. Each being philosophically associated to an element that is symbolic to a particular type of alignment, favouring a certain class in the ascension of the mortals among the divine hierarchy, and in virtue of its philosophy is directly opposed to at least one other Sphere.
The Spheres of power in which the Multiverse is divided are explained more thoroughly as follows:
:arrow: Energy: for the denizens of this Sphere, magic, the vital energy and the imponderable are the most important things that in the universe, and therefore they simultaneously preserve, worship, and enhance it by any means. They seek to create and exploit the energy present in Matter and in Chaos, and at the same time are opposed to any attempt of rationalizing and imprisoning the final and immeasurable essence of the universe. Its principal aim is the creation of new energy and activity. Energy is extremely active and dynamic: pursuing the modification and the transformation of things by the means of consuming Matter, the slowing down of Time and the attempt of constraining Thought to liberate more Energy. Energy is extremely creative and has the capacity of channeling the magical essence for creating and molding real items. Energy is associated with the element of fire, represents the Chaotic alignments (disorder and diversification) and favors the arcane classes. It's opposed to Thought’s efforts to tighten its control, and attempts to transform Matter, whilst resisting the devastation of Time.
:arrow: Entropy: for the denizens of this Sphere, Chaos, destruction and anarchy are the fundamental laws of the universe, and the only ones acknowledged and respected. They do their best to increase entropy and confusion in the Multiverse, subvert and destroy the constituted order in order to return the universe to Chaos, and admire any of their particular ways to the destruction of the various mortal races and to the submission of the weak. The other four Spheres are opposed to Entropy, yet acknowledge its importance in the functioning of each of them. Entropy is the weakness of the universe, the waste and the ruin, it is the attempt of bringing everything to it’s end; at the same time, even its existence isn’t conceivable or possible without that of the other powers, afterwards, it seeks to subdue them, before bringing total destruction. The Immortals of this Sphere represent, for the majority of mortals, the faithless, despicable and demonic creatures, whilst for others they are leaders to follow or imitate in order to achieve power and the ultimate freedom. Entropy is opposed to all four of the other Spheres (destroying Matter, draining Energy, arresting the passage of Time and preventing coherent Thought) and being associated with the Void, but doesn’t favor any class in particular in the ascension towards Immortality, even if preferring the Evil and Chaotic creatures.
:arrow: Matter: for the denizens of this Sphere, what counts is order and immutability. They try to bring a definite form to the universe, to Matter, Thought and Energy, of containing Chaos in the mesh of logic and immutable laws, and especially of withstanding the corruption of Matter caused by Time. The aim of Matter is the resistance to ruin and destruction and is therefore characterised by a tendency to strength and stability. Matter, in its three forms, represents the constituent elements of all things and also, in ruin, uses the elements for creating new orderly forms. Matter is associated with the element of Earth, represents the Lawful alignments (order and form in all things) and favors the warrior classes. It opposes the efforts of the Sphere of Time of changing the creation and supplies to Thought the existing order.
:arrow: Thought: for the denizens of this Sphere, the capacity of comprehending the unknown and of rating any experience is the ultimate reason of life of any being. They try to make the mind and Thought prevail over Matter and Energy and of escape the passage of Time and the degradation that it brings to things and to knowledge. The ultimate aim of Thought is the application of category to all that exists and the reduction of the other Spheres to its instruments. Thought is the real essence of the Immortals: it is realization, philosophy knowledge. Thought tries to analyze everything and can manipulate the other powers of the universe. It doesn’t represent any one alignment, but the understanding of all three, and favors the scoundrel classes (rogues, etc.), which is theoretically more eclectic. Thought is associated with the element air, is opposed to the chaotic excesses of the Sphere of Energy and try of manipulate the effects of Time for creating order and form in Matter.
:arrow: Time: for the denizens of this Sphere, the flow of Time rules the life of the universe, and it promotes a continuing and regular change. Its aim is the promotion of the changes in all things and the maintenance of the passage of Time. Time is everywhere, running and flowing, recycling the lessons of the past in order to make them relevant in the present. It is a creative force that gives birth and obsolescence in order to change things. For this is the hammer that brings change within Matter and Energy, and in order to avoid total destruction to the ravages of entropy, which would stop any further change. Time is associated with the element water, represents the Neutral alignments, since this is a balance between change and stability, and favors the divine classes. It is opposed to the endeavors of the Sphere of Matter that try to withstand change, causes a loss of Energy through the passage of Time and supply to Thought the lessons from history.
Immortal Hierarchy
Within each Sphere, the Immortals measure their own power based on a hierarchical scale made of ranks and levels. The lowest rank is that of Initiate, to which belong all the “novices”, (a being who has recently achieved Immortality and still haven’t begun to expand their own influence in the Multiverse), or those that, despite being ‘old’ by Immortal standards, prefer not to actively act within the universe and they concentrate their attention on few projects.
Following next is the rank of Temporal, in which is a large slice of the Immortals; who are mainly active in the Prime and try to always carve out more space personally exploring the outer planes and participate in missions given them by their hierarch superiors.
In the rank of Celestial instead has within it those Immortals whose position has been consolidated for a long time (usually centuries), wisely maneuvering their own faithful on the Prime and in the Outer Planes, and attempting to climb the summit of power personally engaging in many projects in the Multiverse. However, many of them are by now fixed in the hierarchical scale because of an indolent complacence of their status, which causes them to not risk anything in order to not lose anything.
The rank Empyreal is populated by Immortals recognized for centuries by mortals; they are creatures that inspire veneration and respect, who are active in the entire Multiverse with different projects, and that happily leave the Initiates and Temporals the exploration of the Multiverse to concentrate instead on the game of power with the members of a higher standing, ultimately risking their mortal identities on the Prime Plane in order to increase their own Sphere of influence. They climb higher before reaching the top rank of Eternal, in which are a few Immortals for each Sphere of power (even if there isn’t a ‘fixed number’ in this regard); millenarian divinities that are able to accumulate power thanks to their unending work of manipulation of the mortals and of their equals, an ability that has the rest frightened but also envious. They are usually at the center of grand multi-planar projects, of epic and age old quests, and many of them rarely remain inactive for long. They are so close to the summit that they are seen as dangerous rivals by the hierarchs, who try to control and check them, and at the same time they are objects of envy for the lesser ranks, who try to take advantage of their influence and knowledge in order to be able to reach their level.
The rank of Hierarch is finally a privilege of few Immortals millenarians, often identified with some elemental force and known by the majority of the existing cultures in the Multiverse. All the existing members of the First Generation of Immortals have the rank of Hierarch (like Thanatos, Hel, Odin, Ixion and Valerias) and in most cases they are Supreme Hierarchs (Immortals of 36th level as head of the Sphere of Power) of their respective Sphere.
There exists innumerable Immortals of each level, but only one Supreme Hierarch (of 36th level), and each time that an Immortal becomes as powerful he must challenge the current head of his Sphere, the result is a duel (at times physical, but much more often hard-fought strokes of projects and machinations for weakening the rival in the Multiverse) by which one of the two inevitably loses out and is reduced in power (effectively losing a level). This however happens very rarely (as happened to Hel ultimately in the Wrath of the Immortals campaign, in 1009 AC, when she was replaced by Thanatos at the zenith of Entropy), and is always an event that never brings great disruption within of the Sphere (given that the objectives of a Supreme Hierarch coincides with the interests of the Sphere, and they are immutable).
A partial listing of the Immortals of the Known World follows. Player characters may wish to follow these individuals.
Al-Kalim: The Patron of the Eternal Truth and the Desert Garden, Al-Kalim has only recently attained his Immortality. He is closely connected with the people of Ylaruam, from whom he arose. He penned the Nameh, a tome by which the Ylari devote their lives.
Alphaks: An evil Immortal devoted to the destruction of Alphatia, Alphaks continues to meddle with the sinking of that island continent. He is known as the Roaring Demon, and his symbol is a horned skull against a phoenix-like flame.
Asterius: The Patron of Trade, merchants, and thieves, Asterius is naturally venerated by caravan travelers, merchants, and robbers. His symbol is the moon.
Atruaghin: An Immortal who has given his name to the people of the Atruaghin Plateau, Atruaghin is in turn served by other, lesser Immortals.
Bozdogan: An Immortal of lies, half-truths, deception, and politicians, Bozdogan enjoys being the object of far-off Hule's main faith, which has raised treachery to an art form.
Great One: Immortal of all the dragons, Great One is served by three other Immortal dragons: Diamond (lawful dragons), Pearl (chaotic dragons), and Opal (neutral dragons).
Halav: An Immortal of warfare, Halav is one of three major Immortals venerated by the Traladaran people. He and the others (Petra the warrior priest and Zirchev of the forest) have priests dedicated to their name in both of Karameikos's major churches.
Ilsundal: The patron of elves, Ilsundal's name is recognized among the various elven peoples. Other elven heroes and heroines have become Immortals for smaller followings.
Ixion: An Immortal of the sun, Ixion's symbol is the flaming wheel. He is seen as a force in opposition to evil such as Alphaks.
Ka the Preserver: Chief architect of the Hollow World, this ancient Immortal seeks to preserve cultures and species from utter extinction.
Kagyar: The patron of the dwarvish peoples and believed to be their creator, Kagyar is the architypal craftsman venerated by the dwarves.
Korotiku: Also known as "The Spider," this ancient Immortal of tricksters is generally benign in his mischief, and is the favorite Immortal of clever fighters and rogues.
Koryis: A patron of peace and prosperity, Koryis's following is strongest in those regions where such attributes are valued, such as in Darokin. His symbol is a hand, held palm-forward.
Minroth: Minroth is another patron of prosperity, but in this case of the Minrothad Guilds, which venerates his name.
Odin: A patron bearing the name of an extra-dimensional god, Odin is accused of being that god in Immortal guise, and by others as being an imposter taking on the mantle of a deity. Regardless, his worship is strongest in the savage northern reaches, along with others of the Norse pantheon, including Thor, Frey, Freyja, and (more secretly) Loki and Hel.
Protius: An old Thyatian Immortal, Protius takes command of the ocean and is known as the Old Man of the Sea. His symbol is the trident.
Rad: While the Glantrians dislike religion in general and priests in particular, they do have an embodiment of the source of magic, known as the Radiance. Rad was the personification of this force, but has not been heard from since the recent War of the Immortals, which caused the disappearance of Alphatia and the appearance of the Great Crater. His whereabouts are unknown.
Rafiel: Patron of the shadow elves, little is known of Rafiel save that they are his chosen people, and his symbol is a book with a star on the cover.
Tarastia: The patroness of Justice and Revenge, Tarastia's cult is strong among Thyatians, particularly those looking for retribution.
Thanatos: An Immortal of entropy and death, Thanatos is shunned throughout the Known World, but he is venerated in the urban hives of Thyatis.
Tubak: The Patron of Law and Order among the Ethengarian peoples, Tubak is a harsh but fair Immortal. Other Ethengarian Immortals are Yamuga (Patroness of prosperity and renewal) and Cretia (Patroness of jokes and punishment).
Valerias: The Patroness of romance and passion, Valerias's name is evoked by Thyatians and others in the name of love. Her symbol is the thorned rose, symbolizing beauty and its threat.
Vanya: An Immortal Patroness of war and conquest, Vanya's best (and most savage) servants are the Heldannic Knights, who have oppressed entire peoples in her name.
Click here for a full list of Mystara's Immortals and the proper alignments and domains for their clerics.
Bluebomber4evr:
History
Years are denoted by the Tyatian calender. BC = Before the Crowning of the first Thyatian Emperor. AC = After the Crowning of the first Thyatian Emperor. The current year is 1019 AC.
6000 BC: There is no true civilisation in the Outer World. Humans are tribal hunter-gatherers, living mostly in plains and light forests. They are divided into three great races: Neathar (light-skinned), Oltec (copper-skinned), and Tanagoro (black-skinned). Dwarves are barbaric mountain and foothill dwellers, mostly goatherds. Elves are sheltered, protected and nurtured by the forest-spirits they worship; they do not need to work or suffer. There are no monstrous humanoids on the world to threaten the demihumans. Halflings live in the rolling hills and forests of the southern continent, some distance from the elves, whom they respect greatly.
5300 BC: The Brute-Men tribes begin to fall upon one another in savage, irrational wars. These wars rage, off and on, for three centuries.
5000 BC: The childhood of the elves is over; the forest spirits stop sheltering them, forcing them to leave paradise and to seek their own futures. The first great elf civilisation, Evergrun, develops on the southern continent in areas now under the southern icecap.
Far across the galaxy, on another world, a race of pale-skinned humans called the Alphatians begins to rise to pre-eminence and to study mighty magics.
4500 BC: Beastmen - reincarnated souls of evil beings - appear in the upper Borean Valley, a frozen land north of Blackmoor. These beastmen are wild, chaotic creatures that do not breed true; whelps may have some or none of the traits of their parents, may be of different size and appearance. This is all brought about by the magic of Hel, an Immortal of the sphere of Entropy, who wants to introduce more confusion, dismay, and death into the world.
4000 BC: The human Blackmoor civilisation begins a meteoric rise due to its great success in developing powerful sciences and technologies. It conquers and assimilates all surrounding human tribes and quickly grows very powerful.
Another human civilisation, the Oltecs, begins a more stately rise toward civilisation in lands far to the south of Blackmoor. Protected by deep forests and sheltering hills, they do not have any communication with Blackmoor.
On the Alphatians' world, the Alphatians defeat the Cypris civilisation... and begin to be assimilated by it.
3500 BC: The Blackmoor civilisation is flourishing. It conducts trade and intermittent war with the southern elves, at the other end of the world. Four clans of elves colonise in the region near Blackmoor. Both the southern and the colonial elves embrace Blackmoor's technology. Blackmoor priests demand the extermination of the "unnatural" beastmen in the Borean Valley, and promote holy wars to hunt down and destroy those creatures.
Following a failed military coup, a rift occurs in the Oltec civilisation; the more aggressive Azcan tribes declare their independence and begin to wage war on the Oltecs. According to modern Azcan histories, the hated former masters were overthrown and enslaved. In fact, the Oltecs and Azcans exist side by side for almost five centuries, alternating war and commerce, until outside forces literally destroy the world they know.
The widespread Neathar race is beginning to undergo development; the language in individual areas changes rapidly into very different dialects, and the independent Neathar tribes no longer recognise a kinship or a common origin among themselves.
On the Alphatians' world, the Alphatian/Cypris civilisation uses its magical knowledge to begin colonisation and conquest of nearby planets and exploration of the elemental planes.
3200 BC: The Blackmoor crusades drive the Beastmen farther north, into the land called Hyperborea; they adapt to the colder climate and survive.
3000 BC: Some Blackmoor devices explode, shifting the axis of the Known World in an event later called the Great Rain of Fire or the Planetshift. Blackmoor becomes the north pole and its civilisation disappears. The elven civilisation becomes the south pole; the elves are able to migrate to the area called Grunland (which now begins centuries of volcanic upheaval that lead to its being renamed Vulcania).
Melting ice caps raise ocean level by several hundred feet. Lowland marshes and coastal plains along the southern edge of the northern continent are flooded.
Survivors of the elven colony near Blackmoor flee to the newly-formed Broken Lands; they burrow deep into the ground to survive the after effects of the Great Rain of Fire. These are the ancestors of the Shadow Elves.
Two races of humans come to the land that will later be called the Minaean Coast. From the east comes Tangor Man, driven from his home by climatic changes brought on by the Great Rain of Fire. From across the waters to the west comes Oltec Man on one of his great colonising migrations.
The ice caps recede from the southern edge of the continent of Brun. Spirits are drawn in to merge with the world.
One of the most dangerous Blackmoor devices is left untouched in the Broken Lands.
The Great Rain of Fire is seen by Azcans and Oltecs alike as an important part of their mysticism: the End of the Fifth Sun.
On the Alphatians' world, Alphatian aggression is gradually supplanted by Cypric self-absorption; other-planetary conquests and colonies are left to fend for themselves as Alphatian study of magic turns inward.
3000 - 2500 BC: Formerly arctic areas of the Known World, including most of the lands covered in the Gazetteer series, slowly become habitable as the ice recedes from former polar regions.
2900 BC: The Immortal named Garal Glitterlode creates the gnomish race, planting colonies of them in the land that will later become Rockhome and the mountains of the northern continent.
2800 BC: New elven nation on the southern continent land of Vulcania divides on magic vs. technology. A separatist branch of the southern elves, led by Ilsundal the Wise, decides to abandon Blackmoor technology and return to the nature-oriented magic of their ancestors. They begin a long migration northward in the hope of finding the lost colony of elves that had settled near Blackmoor.
Azcans and Oltecs on the outer world have practically vanished, dispersed across the world and culturally transformed in every case. A small number of survivors take refuge in the caves of a mighty plateau. These are the ancestors of the modern Atruaghin Clan. This plateau, although impressive, is nowhere near as grand as the one that now stands in the lands north of the Sea of Dread. They retain a dim memory, retold and altered into myth and folklore, of Azcan and Oltec glory and strife. They also remember the mysterious disappearance of many kin.
2500 BC: Gnomes and dwarves enter the Northern Reaches region and settle in its hills and mountains as the continental ice sheets recede.
The Taymora humans settle the southern shores of the northern continent.
Climatic changes due to the axial shift have rendered the lands of Blackmoor and the elves uninhabitable. In Vulcania, the elvish civilisation is losing its battle with the elements; it has forgotten most of its magic and its Blackmoor technology is failing. A second separatist group of southern elves begins its long march northward.
2400 BC: The land that was Hyborea is now warming up; the Beastmen migrate to the area that was once Blackmoor, which is now the northern pole, and thrive there. They are beginning to breed true, in recognisable species. The tribes gather at Urzud.
A great volcanic explosion occurs in Vulcania, destroying the remnants of the southern elvish civilization.
A human culture, the Antalian tribes (descendants of the Neathar) are flourishing in the area later to be called Norwold. They are a blond, warlike culture with bronze weapons and armor.
2300 BC: Ilsundal's elves cross the Strait of Izonda to the Immortal's Arm, then head east along the Savage Coast. Another group takes another route through the Addakian Sound, where they rejoin Ilsundal's band and continue with them.
2200 BC: Some elves break off from Ilsundal's migration and eventually find their way to the frozen valleys of Glantri, where they settle. A few survivors from the second migration from Vulcania also reach Glantri and settle among their cousins. (GAZ3)
Some Tanagoro colonists from halfway around the world reach the Serpent Peninsula and decide they like the abundant rain forests. However, the elves regard their slash-and-burn agriculture with horror. Eventually, they work out a compromise: the Tanagoros keep to the coastlines and forest fringes, while the elves withdraw deeper into the forest.
2100 BC: Meditor and Verdier elf clans leave Ilsundal's northward migrations and settle in southern Traldar lands (Karameikos).
The main force of Ilsundal's migration reaches the Sylvan Realm, far to the west of lands such as Karameikos and Thyatis.
2000 BC: The Beastmen have now evolved into the modern species of orcs, goblins, ogres, giants, and trolls.
The Ethengars arrive on the fertile lands of the Steppes.
First human settlements in the coastal and island lowlands of the Northern Reaches.
2000 - 1750 BC: An agricultural settlement flourishes along the River Nithia. It swiftly becomes the seat of a fast-growing culture.
Tribal humans, swarthy descendants of Oltec and Neathar tribes, also settle in the coastal and island lowlands of the Northern Reaches, in the Ethengar Steppes.
Antalian colonists migrate southward into the lands later to be called the Northern Reaches.
1900 BC: On the great continent to the east of Alphatia and Bellissaria, a nomadic, cavalry-based race of warriors grows strong. These are the Jennites, copper-skinned descendants of an Oltec expeditionary party; their language and customs have evolved far away from their Oltec origins.
1800 BC: The dwarfish race on the Known World is slowly, inevitably dying out. The Immortal called Kagyar the Artisan takes all remaining dwarves in the Known World. Half he transplants to the Hollow World, and half he reshapes into a new dwarven race. Now there are no remnants of the original dwarven race on the outer world. Some of the "new dwarves" are returned to the Northern Reaches, where the largest dwarf colonies had been, and eventually become the Modrigswerg clans; others are planted in the Rockhome region. Both groups are given false memories and believe that the Modrigswerg dwarves also originally lived in the Rockhome lands. (GAZ6)
In the Sylvan Realm, Ilsundal creates the first elvish Tree of Life and becomes an Immortal.
The Steel Wars divide the humanoid tribes. Plague, famine, and massacres ravage Urzud, and the population dwindles.
1750 BC: The earthquakes that rock the Sea of Dread drastically change the Serpent Peninsula. The Tanagoro culture collapses into warring tribes. They tear the original Atruaghin Plateau from the mainland, forming the Ierendi islands.
Copper-skinned people fleeing the earthquakes that destroyed the original Atruaghin Plateau join light-skinned Urduk tribesmen, descendants of the Neathar tribesmen, in the Great Waste.
Elsewhere, a series of great volcanic eruptions and earthquakes split several large land masses away from what is now the Five Shires and Atruaghin Clans area; aboriginal (Neathar-descended) peoples called the Makai and lizardmen called Malpheggi are stranded on the new islands. The Taymora civilisation is destroyed. The plateau under which the surviving Azcans have been living largely collapses, killing many of them and leaving the survivors in a shattered, hostile land.
1750 - 1500 BC: The human tribes along the River Nithia progress from Bronze Age to Iron Age metals technology.
Meditor elves are stranded on the newly formed Minrothad Isles.
1725 BC: King Loark of the humanoids organises an army of humanoids known as the Great Horde. They migrate southeastwards into the lands of men, ravaging as they go, continuing Loark's Quest for a Blue Knife. Great waves of hill goblins, trolls, and giants especially begin moving southward into areas now occupied by human settlers.
1720 BC: Akilla-Khan conquers the southern steppes of Ethengar.
1711 BC: Great Horde reaches pre-khanate Ethengar. Akilla-Khan allies with King Loark against the Ethengarian nomads.
1710 BC: The Great Horde of King Loark invades the Ethengar Steppes and enslaves the primitive Ethengars. King Loark's horde is joined by Akilla-Khan's humanoid horde. Together they ravage the steppes.
1709 BC: Akilla-Khan betrays King Loark in exchange for lands west of the Dol-Anur. The Great Horde is defeated at the Battle of Chongor, in ancient Ethengar. King Loark's Great Horde splinters; the trolls head east, the goblins south, and the rest of the Great Horde is driven out of the steppes into the Broken Lands and settles there
1700 BC: The elves of Glantri discover, in the Broken Lands, a strange artifact from the lost Blackmoor civilisation. They tinker with it, and the artifact explodes cataclysmically, sending impenetrable clouds into the sky (which last for years), and spreading a strange rotting plague among the surviving elves - those who were far enough away to survive. The elves shelter themselves in the deepest caves of Glantri. They find an incredible series of caverns there and begin a years-long migration. The travelling tribes are separated from one another. These are the ancestors of the Hollow World's Gentle Folk, Icevale Elves, and the Schattenalfen. A fourth group, led by an elf named Atziann, has no survivors save that king. Some emerge, years later, hundreds of miles south, past the Broken lands. Some perish.
The catastrophe forms the Land of the Black Sand in the Ethengar Steppes.
The local cataclysm rakes the Broken Lands and buries the Great Horde. King Loark dies, and his horde breaks apart. Giants, and trolls are driven south into the Northern Reaches in successive waves of migration.
1691 BC: Baka betrays Akilla-Khan and drives his humanoids into the Broken Lands.
1690 BC: Akilla-Khan builds a fortress in the Broken Lands, and starts raiding Glantri and Ethengar borders.
1688 BC: Akilla-Khan retires from the world and becomes an Immortal, taking the name of Yagrai. Unaware of the truth, Ethengarians rejoice. Baka declared Khan of all Ethengars.
1681 BC: Baka Khan is poisoned. The Ethengars war over his successor. The War of Succession starts.
1680 BC: Land masses split further, forming 10 islands south of the Five Shires.
Verdier elves build ships and join their cousins, the Meditor clan, in the Sea of Dread.
1675 BC: Tahkati Stormtamer unites the tribes that are now known as the Children of the Horse and leads them in conquest of the other tribes that now make up the Atruaghin Clans.
1600 BC: Tensions erupt between the two largest Jennite hordes: One horde, the more traditional of the two, has woman warriors, while the other has virtually enslaved its women. The Immortal Tarastia enjoins the more traditional horde to conquer the other, but the resulting holy war all but destroys Jennite civilisation. (By the time the Alphatians reach the Known World, six centuries later, the outer-world Jennites have regressed to stone-age barbarism, their previous glory all but forgotten.)
1500 BC: Nithian culture begins its climb to greatness. One colonial expedition led by the Nithian Traldar clan travels to the lands now known as Karameikos. As these colonies spread out, they become the first humans to inhabit Darokin.
The Immortal Pflarr creates a jackal-headed servitor-race he calls the Hutaaka. He uses many of them as agents, heralds, and servants throughout the known world; he plants a large colony of them in mountains south of the Nithians.
Modest Bronze Age human cultures in the eastern lowlands of the Northern Reaches.
Sophisticated gnomish and dwarven cultures co-exist with primitive giantish clans in the western uplands of the Northern Reaches.
The elf Atziann attains Immortality and adopts the Azcan form of his name, Atzanteotl, "Atziann the Divine." He begins whispering to selected Shadow Elves and Azcan rulers of the power and glory he can bring them, and lures them away from their faiths. Increasing numbers of Shadow Elves (especially those of the Schattenalfen clan) turn from the worship of Rafiel to that of Atzanteotl; likewise, many Azcans turn away from Otzitiotl and Kalaktatla. Only Atruatzin, the Azcan priest-king, who would later become Atruaghin, resists the Immortal.
A group of halflings pause in their northward migration at Thanegia Island. Dismayed by the unrest in the land, they quickly move on.
On the Alphatians' world, the civilization has achieved total mastery of its environment; the great universities are at the peak of their powers and just beginning to indulge in serious scholastic competitions and squabbles.
1410 BC: Atruatzin reaches the surface world in his quest for meaning in his life. He finds the lost descendants of the surface world Azcans and Oltecs living in the shattered lands north of the Sea of Dread.
1400 BC: Within a few generations, the Traldar settlers have suffered enormous population losses (through bad winters, animal attacks, and disease), have lost most of the materials and time necessary to forge metal (and consequently have forgotten how), and have reverted to a pre-agrarian lifestyle. They now fall under the domination of the Hutaaka humanoid people from the northern mountainous region. (GAZ1)
Denwarf, golem-like leader of the Known World's dwarves, settles his people in the great cavern called Dengar and disappears into the lower caverns.
Atruatzin, who now calls himself Atruaghin, unites the warring tribes he lives among. His skill as a warrior and leader makes this a challenging, but not impossible task. The newly unified people begin to call themselves the Children of Atruaghin - the outside world calls them the Atruaghin Clans.
1300 BC: The halflings from the southern continent, long-abandoned by their friends the elves, and increasingly endangered by the ever-growing human population, make a mass naval migration to the northern continent. They settle the area later called the Five Shires, which they name Faerdinel. They become friends with a declining, pacifistic clan of elves called the Gentle Folk.
1299 BC: Vestland trolls miss a turn and pop-up in Broken Lands. Trollhattan is founded. Bagni Gullymaw eats an elephant. Nithia enslaves the Black Moon horde of trolls.
1296 BC: Ogres kill King Wogar's Great Shaman at the Battle of Khuzud, and flee with his treasure. They settle in the Sind Desert and learn local culture.
1290 BC: The outer-world Shadow Elf city of Aengmor is "destroyed" (actually, merely surrounded by lava and made uninhabitable) during a volcanic eruption; many Schattenalfen escape, burrowing deeper into the crust of the earth. Actually, this is part of a grand scheme of Atzanteotl, their patron.
1270 BC: Great Drought dries up the ogres' wells in Sind. The ogres migrate east, devastating and enslaving Sind villages.
A great goblin horde lead by Wogar drives through Hule. They ravage the land, slaughtering many people and enslaving the others. Their reign of terror ends when Hosadus, a young holy man, convinces the horde's leaders that the sacred blue knife they seek lies to the east, beyond the Black Mountains - beyond even the Great Waste. Wogar and most of his horde move on, spurred by the unexpected revelation. The remainder stays in Hule as followers of Hosadus.
1269 BC: Ogres settle in Broken Lands. They found Ogremoor.
1265 BC: Ahmanni Turtlerider and Atruaghin become lovers. Atruaghin's ageless nature becomes apparent, making marriage between them impossible.
1263 BC: Wogar becomes an Immortal. His tribe continues along the coast to Atruaghin. They learn the use of feathers, war paints, light cavalry tactics, and scalping.
1262 BC: A small band of Urduk explorers from Sindh stumbles upon the ancient city of the Karimari, and convinces them to reduce their isolationism.
1260 BC: Atruaghin leaves the Atruaghin Clans to explore the surface world in a search for the nature of his seemingly eternal youth. He appoints new chiefs to each of the Clans and establishes the Words of Atruaghin that his people live by to this day.
1257 BC: Wogar Tribe, Red Orcs, conquers and enslaves the people of the Atruaghin Clans. Their rule is oppressive and savage.
1254 BC: Wogar Tribe splits into three nations. One settles south of Atruaghin, another in the Five Shires. The last goes north, and torches a trading post called Akorros, then moves to central Broken Lands.
1190 BC: Descendants of the Great Horde resurface in the Broken Lands. The Tribes meet again and discover the Rock of Oenkmar and a knife they mistake for one of their legendary artifacts. End of the Quest for a Blue Knife. Truce proclaimed.
1104 BC: Underground elves discover the Refuge of Stone and take the name of shadow elves unto themselves. Building work begins on the City of Stars. Myfallar The Old is chosen as temporary King.
1100 BC: Nithians lead by Minroth colonise the islands later to be called the Minrothad islands, and found Harbortown.
Nithians under Prince Ramenhotep establish the colony of Thothia on the Isle of Dawn. This is the eastern extent of Nithian colonisation.
1090 BC: On the Alphatians' world, the Followers of Flame begin their serious rivalry with the Followers of Air.
1050 BC: Great wizards of the Nithians, inspired by the Immortal Pflarr's servant race (the Hutaaka), create the gnoll race by magically blending trolls and gnomes. But they've been deluded that the results might be an equivalent servant-race for the Nithians; instead, the gnolls turn out to be savage, strong, warlike, and prolific. They rebel; they escape and later invade Karameikos. Nithian priests visit the Shamans of Oenkmar.
1040 BC: Tarasfir is enthroned as the first King of the Shadow Elves selected by the shamans of Rafiel.
1027 BC: On the Alphatians' world, sporadic violence breaks out between the Followers of Flame and Followers of Air.
1010 BC: On the Alphatians' world, a temporary peace results from one academian's proposal of the Flame vs. Air essay debate.
1009 BC: On the Alphatians' world, Emperor Alphaks I arbitrarily declares the Flames to have won the debate. Outrage, protest, rebellion and revolt result; the Followers of Flame war with the Followers of Air.
1000 BC: The Broken Lands are overpopulated. Broken Lands orcs, ogres, trolls, gnolls, and goblins migrate outward, especially southward, displacing other humanoid tribes before them. All forces join and raid Rockhome; they are defeated by dwarven King Blystar III. Minor raids go on for 500 years.
Orcs from the Broken Lands invade and conquer the region now known as the Five Shires. Their reign is brutal, to say the least.
Gnolls cross southern Darokin and invade Traldar lands, destroying their Golden Age. Most of the Darokin humans flee north, right into orc territory, where few survive. The Hutaakans retreat to their valley while the Traldar and gnolls practically annihilate one another. By the time the gnolls retreat, the Traldar population is 20% of its pre-invasion amount. Many seafaring Traldar, led by a lesser king named Milen, flee south across the Sea of Dread, and reach the southern continent to the east of what would later be called the Hinterlands. They travel far upriver, and establish a new kingdom there.
Elsewhere, non-human tribal movements pit tribes of orcs and goblins against the dwarves.
Gruugrakh gnolls, fleeing their Nithian masters, first come to the Plain of Fire and settle there.
The Nithian Empire is at its peak; it is the first post-Blackmoor empire in the world. It features monumental architecture, large urban complexes in the delta region of the River Nithia, conquest of neighbouring states, establishment of more remote colonies, and the development of sophisticated arts and culture. Colonies are planted in the Makai islands (south of the Five Shires area), where they conquer the aboriginal natives. The humans of the Northern Reaches areas are conquered and enslaved by the Nithian Empire. The Nithians, made curious about the southern continent by the Traldar flight in that direction, transport many Northern Reaches slaves to Harbortown and thence to the southern continent, to colonise there. This is the southern limit of Nithian expansion, and it isn't very successful; The Northern Reaches slaves soon rebel and slay their Nithian overlords. These tribes carve out their own territory in the southern continent, and are the forefathers of the Thyatian, Kerendan and Hattian tribes who later found the empire of Thyatis.
Black explorers from Tangor find and colonise the Pearl Islands.
1000 - 610 BC: Orcs, part of the migration from the Broken Lands, invade the Five Shires region and enslave the halflings. The Gentle Folk elves of the Five Shires region disappear or are destroyed by the orcs. Over a period of four hundred years, the halflings are conquered and reconquered by orcs, dwarves, and bandits of different races; eventually they reclaim their land and establish Shaerdon, a strong nation of hin.
896 BC: First shadow-elf exploration to the surface world ends in disaster with few survivors.
801 BC: Orcs conquer Shaerdon once more.
800 BC: The ice finally recedes to the north of Glantri.
Elves led by Mealiden Starwatcher leave the Sylvan Realm via the magical rainbow; they carry nine seedlings of the tree of life with them. They land in the forested regions of what would later be called Thyatis, but are driven out by the warlike humans there, and flee northward. The Callarii clan settles in Traladara territory; most of the rest settle in a windy steppes area. Elvish wizards begin to alter those steppes with their magic, changing the land nearly overnight into terrain where a mighty forest could flourish. In the process, they drive orcs from the open lands to the west.
One of the elf-clans, the Shiye, listens to the guidance of the elf-immortal Eiryndul and makes a dangerous crossing to the continent of Alphatia, where they set up their own kingdom in the deep central forests of that continent.
Deep in the southern continent, the Milenians, descendants of the Traldar, are flourishing, conquering the surrounding tribes, and establishing a strong empire.
Human clans begin building permanent settlements in Darokin.
795 BC: Atruaghin recalls the memory of that great plateau that once stood in the lands of his people. Using magics and powers that he has acquired from his travels throughout the Known and Hollow Worlds, he calls it back into existence that the Children of Atruaghin might never again fear invasion. Atruaghin, having completed the Path of the Polymath, becomes an Immortal in the Sphere of Thought in recognition of his lifelong struggle against entropy.
792 BC: Atzanteotl begins to turn Danel Tigerstripes against Atruaghin and his followers. Atruaghin sends Hattani Stoneclaw, leader of the Bear Clan, to prevent his corruption. The intervention is too late, the Children of the Tiger begin to worship Atzanteotl and Hattani Stoneclaw becomes an Immortal.
Second shadow-elf expedition to the surface lands emerges in the Broken Lands. Failure of this expedition leads to abandonment of further attempts to reach surface.
700 BC: Thanatos, Immortal of the Sphere of Entropy, helped by the Immortal Ranivorus, corrupts the Pharaoh of the Nithians. The Pharaoh turns the Nithian empire toward worship of Entropy.
The Nithian colonists in Thothia turn away from the Entropic faith of their homeland and increasingly turn to a new form of mysticism.
Mealiden is acclaimed king of Alfheim.
610 BC: Inspired by the example of Atruaghin and his people some two centuries before, the Hin revolt against the humanoids and reclaim their place as an independent state. The modern Five Shires are born.
609 BC: The Restoration of the hin nation; Gunzuth the Clanless becomes the first (and last) Sheriff of the reunited Shaerdon.
600 BC: Three warrior-tribes from the southern continent (the Thyatians, Kerendans, and Hattians), hard-pressed by the Milenians to the south, migrate to the northern continent.
572 BC: The hin formally organise their land into five semiautonomous Shires, each ruled by an elected Sheriff.
572 BC: Gunzuth dies, splitting the rule of Shaerdon among his five sons; the Five Shires are founded.
556 BC: A boy named Yav is born to an elven mother and a Tanagoro father in the Serpent Peninsula. He is the strongest seer yet known in the area, and his many timely warnings of hurricanes and other disasters make him a hero.
529 BC: A series of abuses by the Serpent Peninsula seers cause a major revolt. Elven purists slaughter every seer they can find. Some take more extreme measures, killing people of mixed elven and human blood regardless of their precognitive abilities. The unrest ends with the power of the seers broken and the Sheyallia elves fleeing the wrath of the Tanagoro people. Yav vanishes; it is thought the elves killed him.
500 BC: The Traldar are in the midst of their Dark Age. Communication between communities is infrequent. Local dialects begin to differ widely. The national epic of King Halav is the only thing which gives the people a sense of unity. Linguistic changes are already advanced enough that the people consider themselves Traladara, descendants of the Traldar, the people of King Halav. (GAZ1)
Oenkmar Rock sinks into the earth.
Elsewhere, the Nithian Empire, having incurred Immortal dislike, abruptly ends; the Immortals alter the climate, divert the headwaters of the River Nithia, promote social unrest, deny magical powers to their clerics, and take other actions which cause the Empire to collapse catastrophically. The Immortals use magic to ensure that almost all trace of the Empire is wiped from the face of the Known World. The colonies are systematically destroyed - except for Thothia, which has already turned away from the Entropic faith which led to the destruction of Nithia.
Ancestors of modern Alasiyan peoples withdraw to desert basins and establish a nomadic culture. Weak mainland human tribal cultures in the Northern Reaches are at the mercy of giantish clans. The remaining Black Moon gnolls scatter east and west.
In the Ierendi islands, the Malpheggi lizard men, doomed to extinction by a parasitic plague brought by the Nithian colonists, wipe out the Nithians before dying themselves. This is part of the Immortal plan to destroy the Nithian Empire.
By now, the steppes where Mealiden's elves settled have become the mighty Canolbarth forest.
By now, the Thyatians, Kerendans and Hattians have conquered and assimilated the human tribes who opposed them; they are now in full control of the region which will one day be called Thyatis.
Yav, known as Mulogo, convinces the Tanagoro people of the Serpent Peninsula to sail across the Western Sea and settle on the Immortal's Arm.
493 BC: Queen Ubdala of the Broken Lands raises Great Horde again. She recruits goblins and gnolls in the Altan Tepes, and marches north.
492 BC: At the battle of Sardal Pass, they are routed, the orcs utterly massacred. Ubdala dies. Hordes routed south and west, crowding Cruth mountains and Altan Tepes. Gnomes kicked out.
490 BC: Kobold clans are driven into the uplands of the Northern Reaches from the west. They overrun and exterminate the gnomes, and occupy their subterranean kingdoms.
480 BC: Yav leaves the Tanagoro and sails back to the Serpent Peninsula to search for what was causing the unnatural greed and selfish thoughts (not to mention precognitive abilities) of residents.
475 BC: Dwarves begin exploration and colonization of neighboring territories.
400 BC: The prophet Mulogo (actually Yav) reappears and leads the People of Yav from the Immortal's Arm back to Thanegia Island.
350 BC: Mealiden abdicates the throne to follow Ilsundal's path to Immortality. Alevar of the Grunalf clan becomes king of Alfheim.
200 BC: By now, orcs control the land to the west of the Streel River, as far south as Akorros. They also control the Broken Lands, southern Glantri, and most of Ethengar. Humans control the areas south of Akorros; elves control Alfheim to the east.
Alphatians begin settling the region of the Peninsula of Esterhold. They use their magic and sophisticated military forces to drive most of the Jennites back several hundred miles and enslave the rest.
The centuries-old Milenian Empire begins to weaken.
192 BC: The Alphatians, annoyed by the piratical activities of the Thyatian tribes, launch a campaign to conquer Thyatis.
190 BC: The Alphatians complete their conquest of Thyatis; Thyatis is now part of the Alphatian empire.
150 BC: The outer-world Shadow Elves contact the humanoid tribes of the Broken Lands, spreading their hatred of the above-ground elves and persuading the humanoids to attack Alfheim.
100 BC: The Milenian civilisation has grown soft and decadent. It enslaves surrounding tribes and nations; most soldiers in the Milenian army are conscripts from conquered tribes.
Newcomers reach Skothar's southwestern shores. They come from the continent of Davania, fleeing the collapse of the Milenian Empire and seeking to establish a colony where their way of life could survive. They find the coast already inhabited, and ask and are granted permission by the nearby natives to settle a stretch of wilderness between two prosperous Jennite cities.
50 BC: The decadent Milenian civilisation collapses utterly under the attacks of surrounding tribes.
2 BC: Lucinius Trenzantenbium, a Thyatian-born, Alphatian-trained wizard, kills the Alphatian wizards in Thyatis and declares himself King of Thyatis; war breaks out between Thyatis and Alphatia.
0 AC: The economies of both Thyatis and Alphatia have been wrecked by the war; the two powers conduct a peace treaty in the city of Edairo, the capital of Thothia (on the Isle of Dawn). Later, in Thyatis, General Zendrolion Tatriokanitas assassinates King Lucinius and several other kings gathered there, and crowns himself Emperor of Thyatis, Ochalea and the Pearl Islands. The Thyatians celebrate for weeks. Thyatians do some trading with Minroth islanders.
The Traladara begin a period of regrowth as trade is slowly established with southern peoples. Peaceable demihumans (the Callarii elves and the Highforge gnomes) settle in Traladara territories; warlike demihumans (goblins, hobgoblins, orcs) do as well, in lesser numbers.
Early Alasiyan agricultural settlements along coastal plain and interior desert oases.
1 AC: Yav reappears once again, attempting to fix an artifact. However, the fix drains all ambition from the Tanagoro.
20 AC: Emperor Zendrolion dies. Empress Valentia the Justiciar issues her Citizen's Proclamation and initiates other reforms.
21 AC: Ansel Darokin declares himself King of Darokin, beginning the reign of the Eastwind Kings.
67 AC: Orcs living near Lake Amsorak wrest most of Darokin from its human inhabitants in this bloody summer. The humans and elves of Darokin join forces to drive the orcs out; they're successful. Thousands of orcs flee into Nagpuri, slaying and pillaging as they overrun the lands. Nagpuri's warriors must contend with orc troubles for the next decade.
87 AC: Aden I, King of Darokin, is killed by orcs, ending the Eastwind reign.
88 AC: Orcs make major gains against the leaderless Darokin humans, forcing the Elves of Alfheim to support Corwyn Attleson as a compromise choice to lead Darokin. The reign of Darokin Kings begins. (GAZ10/GAZ11)
100 AC: Descendants of Makistani tribal nomads are driven into Ylaruam from Ethengar by Muhuli Khan and settle the Ust-Urt Valley.
Celedryl of the Erendyl clan is crowned king of Alfheim.
100 - 150 AC: Three prominent families rise to power in the Asanda plain - the Pratikutas of Putnabad (which includes present-day Jaibul and Jalawar), the Rastrapalas of Shajarkand, and the Mahavarmans of Nagpuri and Gunjab. Throughout the century, successive generations gain and lose power and ground in almost constant struggles for control.
122 AC: In Darokin, Corwyn I dies after a long and successful reign. His son, Corwyn II, assumes power.
130 AC: First contact by humanoids with shadow elves. Shadow elves rejected by Celedryl. Campaign of shadow-elf incitement of humanoids against surface elves begins.
150 AC: Thyatians begin colonising into the southeastern coastal plain and the foothills of the Altan Tepes range in Ylaruam, enslaving and assimilating, and scattering the indigenous population.
179 AC: The Pratikutas seize control of the entire length of the Asanda River and most of the Salt Swamp - despite internal problems with revolts and rebellions.
186 AC: Rajah Vijay Pratikuta dies, leaving Putnabad to Sarad, his only son. Rajah Sarad's weak rule loses all but a fraction of Putnabad's territory. Newly-powerful families rule in Jalawar and Jhengal. Other rajahs suspect these new rulers are shape shifters.
200 AC: Rockhome dwarves begin colonising into outside lands; they are usually welcomed into human communities.
The Atruaghin Clans begin trade with Sind and Darokin.
250 AC: The Alphatians begin colonising into the northern and central coastal plain of Ylaruam, enslaving and scattering the indigenous population. Some of the Ylari driven out by the Alphatian and Thyatian aggression migrate to Darokin. The Alphatians also found the colony of New Alphatia on the Isle of Dread; Alphatian magic is adapted to seafaring needs.
Alphatian settlers colonise the side of Trader's Isle left uninhabited by the Minroth traders. At first they fight, but soon trade wins over war.
Nomads driven from their homelands in Ylaruam by Thyatian colonists make their way into Darokin and then into Sind. They bring with them single-humped dromedaries, fine horses, and techniques for making flying carpets. Some settle in Sindhi towns. Many more find kindred spirits in the Urduk nomads west of Sind and add their herds and desert traditions to those of their new-found brethren. Rajahs seeking to strengthen their armies with Ylari warriors try to attract Ylari settlers to their lands.
284 AC: Minrothian and Alphatian cultures clash on Dread Island over slave trading issues; elves force the humans to make peace.
293 AC: Last of the orc tribes driven from Darokin.
300 AC: The water elf trading port of Seahome is established on Alfeisle in the Minrothad isles.
313 AC: The Hattian Rebellion. Emperor Alexian II crushes the revolt and establishes Thyatian dominance.
360 AC: Minroth traders carry slaves for Thyatian Empire; halfling slaves are introduced to the Isles of Dread.
390 AC: Disastrous humanoid raid on Alfheim. Some orcs captured.
395 AC: The Flaems, an offshoot of the Alphatians from the original Alphatian homeworld, settle the Glantri area where they discover the Radiance. They bring natural strains of bear and boar lycanthropy.
400 AC: Ostland raiders range south to Thyatis and north to Norwold. Mainland Northern Reaches tribes are victimised by the sea raiders and by giantish clans.
The Flaems discover that other, enemy Alphatians are in possession of the mighty Alphatian empire to the east.
The Traladaran village of Marilenev begins doing more trade business than fishing and begins slow, gradual growth from the increasing trade. Thyatian clerics learn the "Song of King Halav" and commit it to writing for the first time. The Church of Traladara is founded.
Rogue Alphatian wizards attempting to develop a hardier, more powerful Alphatian race create fast-spreading magical strains of the curses of vampirism and lycanthropy.
401 AC: A two-month epidemic of lycanthropy in Alphatia results in thousands of werecreatures and dozens of weretypes. The newly-formed Alphatian Center for Disease Control acts quickly to limit the effects of the epidemic.
406 AC: The magical strain of lycanthropy stabilises into seven primary weretypes - wolf, boar, tiger, bear, bat, fox, and giant hawk.
425 AC: Minrothad traders unwittingly introduce lycanthropy to Sind. The disease threatens to overrun every level of Sindhi society. Weretigers are especially prevalent. Other shape shifters already in Sind see this as an opportunity to unite their kind - doppelgangers and mujinas allying with lycanthropes - and seize complete control of the area.
443 - 445 AC: Expeditions of elves and humans attempt to purge Dread Island of all lycanthropes; human population is decimated; this time is called the Silver Purge. Similar events take place in Undersea, during the Night of the Long Knives; many weresharks flee to deeper waters. Werecreatures know this time as the Great Persecution.
1000 AC: Minrothad celebrates 150 years of nationhood. Oran Meditor makes public appearances to stop rumours of his continued ill health.
In Glantri, the Brotherhood of Free Wolves is pressing hard for their own Principality under the leadership of Sire Malachie du Marais, Baron of Morlay.
Werecreatures in the southern waters of Undersea grow in numbers and strength.
Vestland is a modern nation and a strong, independent trading partner with the nations of Mystara. Ostland is a powerful, independent ally of Thyatis, aggressive and belligerent, barbaric in culture and religious practices. Soderfjord is a weak alliance of feuding minor jarls, victimised by giantish clans and Ostland pirates.
Ylaruam is under governance of sultans from Preceptors faction of al-Kalim's descendants. Its culture and economy flourishes.
Shark-kin take up arms against the land dwellers; devilfish increase their attacks on Undersea; the numbers of undead and werecreatures in the southern waters grows at an alarming rate.
Everast XV is on the throne of Rockhome.
Prince Haldemar of Alphatia foils a plot by the Rajah of Jaibul to add Putnabad to the Rajahstan of Jaibul.
The Immortals begin a conflict that eventually begins to affect mortals throughout the world.
Aegos becomes the site for an Alphatian project to dig a pit through Mystara's mantle into the Hollow World.
1001 AC: Political lobbyists introduce a bill allowing the practice of clerical magic in Glantri under very strict conditions. Clerics must obtain a letter of sanction from the ruler of the dominion they wish to practice clerical magic, and the ruler has free rein over the terms of the sanction - fees imposed, types of magic allowed (healing only, etc.), expiration of the letter, and so forth. Clerics are still forbidden to preach their beliefs, regardless of any letters of sanction, and only Parliament of the Council of Princes may grant a letter of sanction to clerics operating within the free territories of Glantri.
The Council of Princes is evenly split over the matter, and the measure goes to the House of Lords at Parliament. Sire Malachie du Marais votes against it, but the measure passes. The White Wolf prepares for an infestation of lycanthropy-fighting clerics.
The Inheritors face internal conflicts and reorganise the aligned societies (the Brotherhood of Order, the Neutral Alliance, and the Friends of Freedom) into the three Orders of the Inheritors (the Order of the Ruby, the Order of Crimson, and the Order of the Flame). (RS)
1002 AC: Sire Malachie learns of an enormous silver deposit in the bedrock beneath le Chateau de Malinbois. This is a serious obstacle to his plans to control Malinbois.
1003 AC: The Council of Princes approves and Act of Enfeoffment in the economically depressed area of Bramyra, ending years of chaotic contests for control of the area.
1004 AC: A gold strike in les Montagnes Noires leads to a rapid influx of population with the Valley of Wolves in Glantri. Sire Malachie must contend with the fact that the majority of the newcomers are unwanted - they put a great strain on the taxed natural resources of the valley, strip the mountains of precious minerals Sire Malachie hoped to control for himself, and clash with the resident populations (both werewolves and non-lycanthropes).
The Council of Princes approves an Act of Enfeoffment in the area of Fort Sablestone. Sire Malachie attempts to capitalise on the Council of Prince's current willingness to create new Principalities. The White Wolf is also amused at this - if the Council grants an Act of Enfeoffment in the Valley of Wolves, it will become the thirteenth Principality.
Thyatis city suffers an enormous riot by the poorer citizens, who have seen a steady decline in the quality and quantity of free bread passed out by the officials. This has little effect on anyone not in - or under - Thyatis city. The wererats of Thyatis participate in the riot, as they depend on the free bread almost as much as Thyatis' poor do.
Both Alphatia's mages and Thyatis' military forces become more pushy and uptight than usual.
An Alphatian elf, Troikithus, uncovers evidence of the Brotherhood of the Radiance, and reports it to Empress Eriadna. A week later, his body is found floating in one of Glantri City's canals.
Relations between Glantri and the Empire of Alphatia become strained, as the Alphatian Council of Wizards accuses the Glantrian Great School of Magic of harbouring followers of the Entropic Immortals and using forbidden, evil magics. Spies and counter-spies make matters worse. Prince Etienne d'Ambreville is swept up in the politics and espionage between the two magocracies.
Clerical missionaries of the Immortal Vanya from the Heldann Territories are slaughtered while travelling through the Ethengar Khanates.
Several Glantrian nobles having dinner together are assassinated by a bombardment of lightning bolts, fire balls, and other powerful magics. The sole survivor, Prince Innocenti di Malapietra, testifies the killers were wearing Alphatian clothing.
Thyatis reinforces Glantri's demand to surrender the assassins, to everyone's surprise.
Without benefit of a declaration of war, the Heldannic Knights send several punitive raids into Ethengar, launching deadly lance-cavalry attacks against Ethengarian encampments and slaughtering every last man, woman, and child encountered.
Humanoids from the Black Mountains invade Graakhalia in force. The Master's spies learned of the routes through Graakhalia to tunnels beneath Sind; his agents made sure the humanoids heard there was rich plunder to be had beneath the Plain of Fire. The Graakhalians fight fiercely, then desperately, as band after band of orcs, goblins, bugbears, hobgoblins, and other humanoids press deeper into Graakhalia's labyrinths.
A band of Glantrians are sentenced to death for the arson of dozens of temples of the Immortal Asterius.
Glantrian adventurers escaping from Alphatia start a fire in Aasla as a distraction, which grows into a firestorm and devastates the city.
Humanoids secure Graakhalia's upper levels against the elves and gnolls, paving the way for the Master of Hule's plot to seize Sind. Hulean agents struggle to consolidate the bickering humanoids into an army that can hold Graakhalia while the Master moves additional forces into place.
Kiritan ul-Nervi, egged on by Hulean agents, stages a coup against his brother, Rajadhiraja Chandra ul-Nervi. The counter-uprising of Sind's people is met by thousands of humanoids and brigands appearing out of the earth itself to fight on the side of the new Rajadhiraja. More humanoids pour into Sind from the Plain of Fire, reinforced by Urduk nomads and a tribe of ogres from the Sind Desert. The civil war sets rajah against rajah as factions fight for control. Kiritan's forces quickly gain control of Sayr Ulan. Many loyalist Sindhis die protecting their ruler from assassins, and the Rajadhiraja flees to Ulimwengu.
1005 AC: The Council of Princes in Glantri approves an Act of Enfeoffment for la Vallee des Loups in favour of Sire Malachie du Marais.
Ethengar hordes attack the Heldannic Territories.
Prompted by attacks from Bellayne, the goblinoids of the Yazak steppes begin unifying. Robrenn attacks and irritates the Yazi goblinoids. (RS)
An internal holy war begins in Narvaez. The church of Narvaez unifies the factions by providing an external enemy: the other Savage Baronies. Narvaez carries its Inquisition to the other Baronies. (RS)
Empress Eriadna of Alphatia issues a proclamation of war against Glantri. In return, Glantri, backed by the Empire of Thyatis and the Heldann Freeholds, declares war on Alphatia.
Rajadhiraja Kiritan ul-Nervi consolidates his position as Sind's new ruler. He seems blind to the fact that he's merely a puppet, and that the Master of Hule pulls his strings. Many rajahs accept the situation, seeing opportunities to increase their own power. Only Rani Drisana of Jalawar, Rajah Mohan of Baratkand, and Maharajah Kami of Peshmir refuse to recognise Kiritan's claim to the crown.
Alphatia starts building up its forces in preparation for eliminating the Empire of Thyatis as an obstacle to invading Glantri.
The three rajahs of Sind who refuse to acknowledge Kiritan as Rajadhiraja attempt to overthrow the usurper. Their efforts are hampered by the fact that their mumlykets are separated by mumlykets whose rulers have sworn obedience to Kiritan. Opposed from without by Kiritan's Hule-backed forces and from within by spies and stooges, the attempted coup fails miserably. Maharajah Kabir Rudraksha of Kadesh seizes the opportunity to invade Peshmir, taking 87-year-old Maharajah Kami prisoner and setting his son Hara up as Peshmir's new Maharajah.
Alphatian wizards travel secretly to Glantri, and set loose hordes of monsters - many from other planes. Many of these monsters spill over the borders into Sind. Some join the Master's forces; others simply roam about looking for trouble.
In Jalawar, Inay Paramesh, a distant relative of the Madhars, overthrows Rani Drisana Madhar. Without the help of Kiritan's elite guard, Inay could not have hoped to succeed. Vijay Niranjan, the rani's half-brother, falls in the fighting, as does Rohit, her first husband. Drisana escapes with her husband Bhagwandas. The two flee to Ulimwengu in search of Rajadhiraja Chandra ul-Nervi.
The Alphatians on the Isle of Dawn assault the Fortress of Kendach and the Hold of Fenswatch. After a few weeks, West Portage is taken.
On the trail of rajadhiraja Chandra ul-Nervi, Drisana Madhar reaches Ulimwengu. She learns that he passed through Karimari territory on his way to seek help from Yavdlom, then travelled back through hoping to drum up support among the Urduk nomads who did not join the Master's forces. Drisana stays in Ulimwengu, hoping to convince the Karimari to supply warriors, elephants, and triceratops in the event Chandra ul-Nervi can form an army to regain his throne.
His power over Sind now relatively secure, the Master convinces Kiritan to invade Darokin. The combined forces of Sind's armies and the Desert Nomads overwhelm Darokin's defences and drive the Republic's armies before them. Akesoli falls within weeks, and the armies soon reach the city of Darokin itself. A substantial number of weretypes live secretly in Darokin - merchants and adventurers who contracted lycanthropy while abroad.
1006 AC: Torreón, Vilaverde, and Texeiras ally with Narvaez, rather than fight that state. The other five baronies (Guadalante, Cimmaron, Almarrón, Saragón, and Gargoña) ally to fight against the Narvaez alliance. Gauchos and Swashbuckler "freedom fighters" prove effective against the naval power and mercenaries of the Narvaez alliance. (RS)
Hule attacks the Savage Baronies. The baronies end their conflict to unite against Hule. (RS)
Glantrian wizard-adventurers travel to Alphatia and harass the nobles there - fire-bombings, hit-and-runs, and the like.
Duke Stefan declares Karameikos independent from Thyatis, now the Kingdom of Karameikos.
Chandra ul-Nervi hastily pulls together his own army of Urduk nomads, mercenaries, brigands, and outlaws from the Barren Plains and the Sind Desert to retake Sind while its fighting forces are occupied in Darokin. His ragtag army includes nearly 100 Karimari warriors with their /moto moto rods/ and mounted on elephants and triceratops, a number of Yavdlom warriors disgusted at their nation's policy of non-interference with "destiny", and loyal Sindhis who fled their homes when the civil war broke out. Panicking, Kiritan withdraws his armies from Darokin to meet his brother's threat.
The forces of Karameikos (including some werecreatures, although they try to keep that secret), Alfheim and the Five Shires march to the defence of the city of Darokin. They lift the siege, and over the next few weeks slowly drive back the Desert Nomads. The Master's forces, weakened by their sudden loss of manpower, begin to lose the ground they had gained in Darokin.
As the eastern armies drive the Desert Nomads from Darokin, Kiritan's armies barely manage to hold off Chandra ul-Nervi's irregular troops. Disgusted with this turn of events, the Master diverts his reserve forces to reinforce Kiritan's armies - rather than sending them to Darokin as he'd originally planned. The sudden influx of humanoids turns the tide against Chandra ul-Nervi. His forces decimated and scattered, the rajadhiraja flees back through Ulimwengu. The Master relinquishes his hold on Darokin, but tightens his grip on Sind.
Days after Chandra ul-Nervi's defeat, a devastating meteor sent by the Master of Desert Nomads smashes through the skyshield and slams into the Darokin/Glantri border. The impact creates an enormous crater north of Lake Amsorak. It destroys a mountain range, and raises an impenetrable cloud above the two nations. The resulting earthquake knocks down buildings in Akesoli and devastates the village of Chandbali. The dust cloud rising from the impact is larger than some countries. It covers all of southern Glantri and northern Darokin and extends over northeastern Sind. For days it blocks the sun. When it finally settles, ash and dust cover everything, smothering plants and fouling drinking water. The harvest is ruined, and a winter famine threatens.
The trees of the Canolbarth begin to darken, twist, and mutate, becoming increasingly inhospitable to the elves.
The dwarves of Rockhome, dismayed at the events of the surface world, retreat into their subterranean communities.
The Master of Hule decides that Chandra ul-Nervi must be eliminated as a potential threat to the conquest of Sind. He sends ten divisions across the Great Waste to Ulimwengu, certain that 10,000 soldiers would be more than enough to overrun the primitive Karimari forces and drive the deposed ruler out of his hiding place. The few soldiers and humanoids who survive the resulting massacre bring word of Ulimwengu's magical defences back to Hule. The Master is surprised to learn that the Karimari are far more than they appear. His magics penetrate the illusions that had kept the truth of Shani Kijiji and the Karimari from him.
The Master's attack on Ulimwengu is enough to convince even the most progressive-thinking Karimari to close their borders once more. All refugees are politely asked to leave - immediately. Chandra ul-Nervi and Drisana Madha seek shelter among the Yavdlom people.
The Great Khan of Ethengar, whose people have suffered from several savage raids by the Heldannic Knights, invades the Heldann Territories. His forces march straight to the capital, Freiburg, and lay siege to it.
On the Isle of Dawn, the Alphatian army attempts to secure the centre of the island, turning its attention to Redstone Castle.
Zealot followers of the "Desert Garden" philosophy of al-Kalim cross the Altan Tepes into northern Thyatis, and take Fort Nikos without a single loss of life on either side. The next day, they seize the town of Biazzan, also without a fight.
1007 AC: Yazi gnolls attack the Savage Baronies, which have been severely weakened by previous conflicts. The Master of Hule sets a curse on his enemies, inflicting floods and other natural disasters on the Savage Baronies. (RS)
Reston of Akesoli becomes King of Ierendi.
The Heldannic Knights and Empire of Thyatis formally sign a treaty of alliance.
King Thar of the Broken Lands leads his humanoid hordes in raids on southern Glantri, finally besieging Glantri City itself.
Kiritan vows to root out the last of his brother's supporters and begins a systematic program of oppression. The Master of Hule and his agents are more than happy to assist.
The Graakhalians stage a last-ditch effort to drive the humanoids from Graakhalia. They're soundly defeated. Nearly half their population has died fighting or of starvation (no time for harvests) since Graakhalia was invaded. The survivors retreat deep underground, into territory hitherto unexplored.
On the Isle of Dawn, the Alphatians take Newkirk in a surprise attack. Within a couple of weeks, Redstone Castle's commanders surrender.
Thousands of humanoids from the Broken Lands move into Glantri and Darokin; some enter northeastern Sind, adding to its misery. A few spill over into Graakhalia.
The Ylari forces in Biazzan decide to withdraw. The entire force slips away before the Thyatians are aware, getting all their people and most of Biazzan's wealth across the mountains safely.
Shadow Elves invade, conquer, and settle Alfheim, transmuting the forest and forcing the Alfheim elves to flee north to Wendar and south to Karameikos. Bands break away to brave the Desert Nomads in search of the long-lost Sheyallia elves. They find no sign of their brethren.
Plague erupts in the Heldann Freeholds, starting in the city of Freiburg.
An elf from Alfheim stumbles on a Sheyallia elf sheltering with a Sindhi family in Baratkand. The two gather together as many elves as they can and enter Graakhalia in search of the scattered Graakhalians.
Ochalea and the Pearl Island capitalise on the war raging between Thyatis and Alphatia to declare their independence.
The elves fleeing southward from Alfheim are trapped by a harsh winter in the icy foothills of the Cruth mountains.
1008 AC: Countless uprisings, civil unrest, riots, and assassination attempts disturb Kiritan ul-Nervi's rule. The Master orders him to tighten his control of his nation or suffer the consequences.
Helskir is overrun by Alphatians, who quickly sweep south and capture the northern 2/3 of the Isle of Dawn. Within a few days, Eruul Zaar is crowned king of Helskir by Empress Eriadna herself.
Military forces from the Five Shires join the army of Darokin to help keep order there and defend Darokin from the humanoids occupying the Great Crater.
The Alfheim elves reach Karameikos, and are ceded land in the east of that kingdom.
Plague spreads throughout the north, reaching Glantri through Ethengar. With little clerical magic to combat it, Glantri's population is devastated. Lycanthropes seem just as susceptible as normal folk, and the Valley of Wolves loses many werewolves.
The many clerics of Heldann are increasingly winning the war against the plague. Healthy combined forces from the Heldannic Knights and Ostland penetrate into the Ethengar Khanates and, at the community of Tromso, massacre some of the armies which attacked their territories.
The Alphatian Naval Fleet sails around the northern end of the Isle of Dawn and engages the Thyatian fleet. Great harm is inflicted by both sides, and eventually the Alphatian navy retreats to the Isle of Dawn.
Ethengarians attack Alfheim elves crossing their territory to reach Wendar in the north.
Glantri is finally recovering from the plague, and is able to drive most of the humanoids out of Glantri into the Great Crater. Thar's hordes now decide to attack Darokin, but are driven back by the armies there.
The Alphatian Navy makes landfall in Ylaruam, at the town of Cubia, two days sailing from the Thyatian border.
Bluebomber4evr:
1009 AC: Chandra ul-Nervi, sick at heart at the abuses his brother has been heaping on the Sindhi people, surrenders himself to an agent of the Master of Hule. He agrees to return as Rajadhiraja - under Hule's control - in order to stop the worst abuses. The Master sees this as a way to quiet Sind's unrest and promptly replaces Kiritan with Chandra ul-Nervi.
Spring: The Heldannic Knights launch a force to come, somewhat belatedly, to Glantri's rescue. Knights make an epic ride through Rockhome, Ylaruam, and Darokin, joining the Darokin army in time to push Thar's forces down into the Crater.
Spring: The Alphatian forces marching in by land slam into Fort Zendrol and capture it. For the first time in decades, Alphatian forces march across the border into mainland Thyatis.
Summer: The Alphatian military machine rolls through the Thyatian duchy of Tel Akbir.
Fall: The second group of Alfheim elves leaves the northern Glantrian mountains and enters the nation of Wendar. The Glantrian plague follows them there.
Fall: Thyatis, hard-pressed by the Alphatian military juggernaut, sues Empress Eriadna for peace.
Fall: A storm of tremendous force deluges the Alphatian city of Sundsvall with rain, hail, and lightning - and drains the world of magic. For an entire week, no magic works, either on Mystara or in the Hollow World. Lycanthropes can no longer transform and are stuck in whatever form they were in when the storm struck. When magic returns, so does lycanthropy and its effects. The storm and its after-effects were caused by an Immortal artifact, the Nucleus of the Spheres, the source of the radiance, a magical power unique to Glantri.
Fall: Magic stops working, and Yazak goblinoids sack the capital of Herath. Though magic is restored a few days later, the Red Curse has spread across the coast. Inheritors of the baronies begin introducing cinnabryl throughout the coast, while taking control of most of the cinnabryl mines as well.
Winter: The Thousand Wizards of Alphatia teleport to the skies over Glantri City and begin a magical bombardment. The Nucleus of the Spheres is forever changed and Glantri is devastated. Immediately afterward, earthquakes rock Alphatia, and the continent sinks deep beneath the sea. Etienne d'Ambreville vanishes.
1010 AC: The nations of the Known World begin the long, difficult process of rebuilding.
In Glantri, the Principality of Fenswick is enfeoffed.
Sind is still occupied by the Master's forces. Chandra ul-Nervi is a virtual prisoner in his palace; the rajahs and maharajahs are no more than puppet rulers. The Master licks his wounds and launches more attacks against Darokin - from the sea.
Dwarves stumble upon the city of Oenkmar.
Unusual amounts of snow runoff from the mountains flood Graakhalia, Darokin, and the Five Shires.
The shadow elves in Aengmor (former Alfheim) realize that without the Alfheim elves' maintenance spells, their forest will die. In desperation, they enlist the help of elves in Norwold in developing spells similar to those spells the Alfheim elves had used.
Thyatis drives hard into the Alphatian regions of the Isle of Dawn, retaking all of the Isle except Helskir and Thothia. Thyatis also drives Ylaruam's small forces from its territory on Brun.
Hule raids Darokin, threatening trade with the west.
Three Alphatian mages posing as magical spirits invade the Atruaghin Plateau, subjugate the Clans, and destroy the World Elevator.
The Great Khan of Ethengar attacks the Heldannic Territories, hoping for a quick victory while the Heldannic forces are occupied with conquering Landfall and other matters. Months of besieging Grauenberg, skirmishing with Heldannic troops, and raiding Heldannic settlements result in very little gain for Moglai Khan. Changing tactics, he proposes peace with the Heldanners, and they become uneasy allies.
King Thar steps down in favor of his adviser, King Kol IV of the kobolds.
Rockhome dwarves resurface, drive off humanoid invaders.
Darokin, The Five Shires, Ylaruam, Rockhome, and Karameikos form the Western Defense League, each pledging to aid any of the League's members in time of war or disaster.
Henri battles Isidore and Richard over who will succeed Etienne d'Ambrevilles as Prince of Nouvelle Averoigne. Isidore kills Henri in a magical duel.
The Five Shires declare war on the Black Eagle Barony and march in to free its oppressed people.
1011 AC: Plague, famine, and food riots strike Thyatis City and the countryside.
Karameikan School of Magecraft founded at Krakatos, near Specularum.
Atruaghin Clans revolt against their Alphatian masters, regain their freedom.
Heldannic Knights seize Oceansend in Norwold, establish Heldannic rule.
Inevitable death of Canolbarth becomes obvious.
New Kolland becomes the first humanoid principality in Glantri, with King Kol as its Prince.
Civil war in Rockhome between King Everast XV and the mad golem Denwarf; King Everast XVI crowned.
Thar allies himself with King Alebane of Ogremoor to invade Rockhome while the dwarves are caught in a civil war. The campaign is a disaster; in disgrace, Thar flees to the Makkres Mountains of Vestland.
Thothia retaliates against Thyatis. Rallying the "Alphatian Irregulars" (divisions of the fragmented Alphatian military), Pharaoh Ramenhotep pushes the Thyatian armies out of Thothia, through Trikelios, and all the way to Ekto.
The Five Shires capture Ludwig von Hendriks, the Black Eagle Baron.
1012 AC: Joam Astlar appointed Sheriff of Seashire; Jaervosz Dustyboots pursues the nefarious Black Eagle.
Riots continue in Thyatis. Emperor Thincol I dies; Eusebius succeeds him.
Specularum, Karameikos is renamed to Mirros. King Stefan names his daughter, Adriana, heir.
Port of Neuhafen opens in Heldannic Territories.
Soderfjord Jarldoms enter the modern age by electing a king: Ragnar I, the Stout.
Humanoids, dwarves, and shadow elves war for Oenkmar, ancient city sacred to the elves, who win it.
Magical rain slows Canolbarth's inevitable death.
The first Annual World Games are held in Selenica.
Subtle events mold a darker, more sinister Glantri.
The Great Waste is primarily home to creatures loyal to the Master of Hule and to people trying desperately to survive in spite of the invaders.
Source: http://pandius.com/timeline.html
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