Saturday, 2 November 2013

Wilderlands Background Notes - Gods & Men

HUMAN RACES


Altanians
Altanians are musclebound, red or coppery skinned barbarians who live South of the City State where they constantly battle anyone who gets in their way (including other tribes of Altanians). Families are organized into animal-totem clans, like the Great Panther, the Winged Ape, and the Red Serpent. Altanians are among the most renowned trackers in the world. Altanian men follow the Way of the Sword—a quasi-religious cult revering Bondorr the Sword Lord. In the traditional nomad clans women typically control all government and property, except the weapons owned by the men.  Many men leave their clans to seek fame and fortune as mercenaries and adventurers. Most women stay at home and work, though the women of the Ivory Swan lodge are famous female warriors.
Languages: Altanian, Common

Alryans
The city folk of the large Northern cities like the City State of the Invincible Overlord and Warwik, Alryans originated with the founding of the CSIO and are widespread across the Pazidan peninsula and west into the Tharbrian plains. The Alryan-founded Kingdom of Nerath also flourished in Barbarian Altanis ca 3700-4197 BCCC, until its destruction by the Gnoll hordes at the Battle of Gedden Plain. Something like historical Romans, Alryans are proud of their empires and have nothing but contempt for uncivilized barbarians. They use their might to exact tribute from those they can overpower, and have little time to waste on “meaningless ideals”. They consider a highly developed sense of humor a prerequisite to civilized conduct. Their cultural enemies are the barbarian Skandiks, Altanians, and Tharbrians, to all of whom they are closely related. A vast majority of Alryans are terrified by religion...they offer sacrifices and tithes to the many temples in the hopes that the Gods will leave them alone. The Alryan archetypes are the proud, honorable soldiers who fight for their nation and their family.
Laguages: Common (Alryan), High Alryan (middle to upper class only)
Amazons
Known in Northern lands as “Shield Maidens” due to their disdain for armor other than a shield, the Amazons live in a matriarchal society. It is said they originated in the Ament Lands far to the South and have migrated, pillaged, and battled their way North over the centuries. Amazons can be found near their home of Sea Rune or on the Pagan Coast North of Ossary. Mercenary Amazons can be found in almost any fighting force in the Wilderlands. Men are almost always slaves, used either for reproduction or for sport. 
Languages: Amazon, Common


AMAZON ARMOUR
Amazon Armour weighs only half as much as regular armour. When worn by non-amazons the protection afforded is 2 points worse.
Amazon Light Armour (AC 7, Speed 120'/40', 20gp): 
Torc & Ring: - various bits of metal
Amazon Medium Armour (AC 5, Speed 120'/40', 40gp): 
Chain Bikini: - includes various bracers, armbands etc
Amazon Heavy Armour (AC 3, Speed 90'/30', 60gp):
Hide & Bone: - a form of non-metallic splint armour used by primitive tribes
Breastplate: - a light bronze or lamellar breastplate moulded to the amazon's physique

Amazon Ensemble: - a full suit of bronze closed helm, bronze or lamellar breastplate, bronze greaves and bracers - is rarely available, normally worn only by Amazon Queens. It weighs the same as platemail, and when worn by an amazon is equivalent to +1 platemail (AC 2, Speed 60'/20',-gp). 



Altanian barbarian, Amazon warrior
Antillians
Antillians are olive-skinned sea traders with a reputation for cunning and ruthlessness. Proud to a fault, they have taken the tradition of the vendetta to new heights. They use their strengths to increase their personal wealth and buy their way into the nobility and the upper echelons of the Church of Shang-Ta, the Sky Father. Antillians are graceful with lithe features, and often wear rich, gaudy clothing. They consider women to be chattel, to be used to further political and social relationships. This sets them at odds with the Amazons, who they despise. Typically Neutral or Chaotic.
Languages: Common, Antillian
Avalonians
Tall, pale blonds, the Avalonians are often expert sorcerers and wizards from the City of Valon. Avalonians are also celebrated shipwrights, craftsmen, and sailors. Avalonians have an affinity for water and ice, and it is usually reflected as much in their magic as it is in their culture. Much of Valon is made up of sculpted ice and is considered one of the most beautiful cities in the Wilderlands. Mages from all over the world come to Valon to attend the Great School of the Ice Wizards. Typically Lawful.
Languages: Avalonian, Common

GHINORAN
Ghinorans are the remnants of the Ghinoran Successor States, which arose from the ruins of the first Orichalan Dragon Empire, and in turn inspired the Kelnoran Empire. They occupy the lands of the southwestern crescent of the Sea of Five Winds from Lenap to Tlan and across to Chim, as well as the regions to the south approaching the Demon Empires and north above Lenap. Ghinoran colonies include Damkina in the north-west and the Ghinarian Hills in Altanis, which hold the ruins of the Ghinoran city of Thracia. Though some vestige of civilization is returning to these areas (or has maintained itself over many years), the people are mostly tribal and warlike. Ghinorans may also be found near Tarsh and in the isolated kingdom of Damkina. The people of Rallu claim to be descended from the ancient Sea Kings of Kelnore, and are also part Ghinoran.
Description: Various skin colors ranging from bronzed near the deserts to olive in Tlan and dusky in Chim, brown or tawny hair, brown or green eyes, 5 ft. 10 in., 150 lbs, average build, typically Neutral.
Gishmesh
These bronze-skinned people come from the City State of Tarantis and the surrounding islands. Resembling the Anatolian cultures of Earth, the culture of the Gishmesh is still retains its tribal feel, with people tracing their lineage back to the Gishmesh or Paldorian tribes that once populated the region. The Gishmesh are ruled by Sultans and often the Sultans are at war with one another. Gishmesh are most renowned for being ruthless merchants and pirates.
Languages: Gishmesh, Common
Skandiks
The Norsemen of the Wilderlands, the Skandiks are a proud race of raiders, Vikings, sailors, and plunderers. They are ritually birthed in the water and raised in the ways of the sea. They build their towns along coastlines and use their longboats to raid the surrounding areas. Only true warriors are allowed to wear beards, which are a sign of manhood. They traditionally worship Wotan (Odin) and the Norse pantheon.  According to legend they originate from harsh lands far to the north-east; some claim they are descended from the ancient people of Kelnore. Today the island kingdoms of Brezal and Croy are pure Skandik, while the well established southern colony of Ossary is a major Skandik kingdom.
Languages: Skandik, Common
Tharbrians
Tharbrians are eternal nomads of the central Wilderlands, having migrated into the Wilderlands from the far West. Their ancestors, the Tharbrian Wild-Men are responsible for many invasions into the Pazidan Peninsula and the lands of the Viridistan and the City State. Though still primarily nomadic and warlike, some have settled into more permanent villages and have become accepted in cities throughout the region. The city of Modron was founded ages ago by less nomadic Tharbrians in honor of the goddess Modron whom the Tharbrians freed from ancient captivity. Most Tharbrian nomads are men and women of honor and battle. They believe in a strict warrior code that forbids the slaughter of innocents or the murder of those that have fought valiantly. Among some, this code seems to be a disdain for all things not dealing with war. The conquered are kept as slaves to tend to the herds and perform other labor that is beneath the warriors of this society. Women are equal to men in Tharbrian society. Tharbrian smiths are renown for their sword making skills, and the Tharbrian saber (Bastard Sword) is infamous in battle, more so when wielded by a Tharbrian warrior. Ruddy tan skin, light build.  Languages: Tharbrian, Common

Tharbo-Skands
Centuries of interbreeding between Skandik Viking adventurers and colonists and their Tharbrian women have produced the tough, fearsome Tharbo-Skands.  Resembling the Anglo-Celt ethnies of Earth, this mixed race combine traits of both ancestral stocks.  They are most common along the Tharbrian Coast, but their fortified settlements are found deep into Tharbrian territory.  Many Tharbo-Skand aristocrats ruling over Tharbrians now consider themselves fully Tharbrian, but they commonly worship the Norse Gods, notably Thor and Woden (Odin).  Notable Tharbo-Skand ruled settlements include Hlymdale and Bondmaid. Malenn of Mitra is a famous Tharbo-Skand Paladin.
Languages: Tharbo-Skand, Common, Tharbrian, Skandik

VIRIDIAN, COMMON
Common Viridians are the basal population of the cities, towns and villages surrounding the Falling Empire of
Viridistan. Their primary stock is Tharbrian, dominated for thousands of years by the True Viridians (of which the Green Emperor and his Empress-wife are thankfully the last), and intermixed with a dollop of True Viridian blood. Common Viridians make up the bulk of the farmers, artisans, craftsmen, and merchants of the Empire. The green tinge to their skin is usually looked down upon in the east, while the greener the skin, the better, in the west near Viridistan.
Description: Pale skin with varying tints of green, tawny or blonde hair, green eyes, 5 ft. 6 in., 150 lbs, average build. Typically Neutral or Chaotic.
Languages: Common, Viridian 


Antilian merchant, Avalonian sorceress, Skandik priest, Tharbrian knight

Minor Races

Orichalan, Common

There are few of these folk left, as most people with Orichalan blood have been hunted down by the Altanians. Most that still exist either live in isolated communities (such as the Moonraker Moor Folk or the Roglo River Folk) or live in areas where they are not persecuted (such as in the city of Malikarr or in southern Oricha). Nevertheless, some remain in various regions of the Wilderlands, detailed below. Each share the same racial traits and description. 

Common Orichalans: These can be found in the southern end of the Orichan Peninsula or in the strange city of Malikarr on Thrinakia Isle. Interestingly, Common Orichalans (particularly those in the southern portion of the Orichan Peninsula) can be some of the most viciously anti-Orichalan, perhaps as a result of their “tainted blood,” over which they had no control. 

Moonraker Moor Folk: They exist now primarily in the Moonraker Moorlands between the Howling Hills and the Dearthwood, south of Byrny and north of the River Eorlbane. They respect the sanctity of the Rorystone Road, but anyone that wanders off the road is regarded as fair game. Unlike the more “civilized” Common Orichalans, Moor-Folk revere the gods of the moon and nature spirits. They travel far and wide across the Wilderlands to fulfill ancient rituals at long-lost altars and monoliths. Females are rare, and usually are powerful in the ways of sorcery. 

Roglo River Folk: The Roglo River-Folk descended from the merchants of the long-fallen Dragon Empire. These merchants plied their trade up and down the Great Estuary of Roglaroon, as well as along the seacoast and other nearby river systems, though they maintained their homes in the cities, and mingled with other races. When the Dragon Empire fell millennia ago, the ancestors of the Roglo remained on the waters, as it was the safest place during the terrible barbaric anarchy that followed that time. Today they trade goods from the City State to Modron, and from Modron to the port cities along the north and eastern coasts of the Pazidan Peninsula. They are regarded as a necessary evil by most city folk. The Roglo are allies of the Mer-Elves of the Roglaroon, though they are less friendly with the Cresparine Merfolk, and are mercantile rivals to the Tritons of the Coral Kingdom.
Description: Slight purple cast to skin, some of which may also have patches of slight scales like snakeskin; dark hair, often black or with purplish highlights; amber or grey eyes; 6 ft., 180 lbs, lean build, typically Neutral or Chaotic.
Languages: Common, Orichalan (related to Dragon tongues)

DUNAEL

Dunael Woods-Folk originated in Dearthwood, where most can still be found, locked in eternal struggle against the Orcs of the Purple Claw. The Dunael are descended from an ancient alliance of Orichalan, Tharbriana, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Today they are few in numbers and remain hard-pressed by their orcish enemies. The Dunael, though semi-barbaric today, once had a great culture, and claim to be descended from the ancient Orichalans that inhabited the city where now stands the City State. The Dunael no longer have a king, but are ruled by the Captain of the Rangers, an ally of the Invincible Overlord.
Description: Bronzed tan skin, coal black hair, blue or green eyes, 5 ft. 8 in., 170 lbs, average build, typically

Lawful.
Earthlings
Modern humans from alternate Earths, known to the sages of the Wilderlands as the “”Higher Worlds” or “Philosopher Worlds” - Planes where the power of Technology rules, and Magic is defeated. Earthlings have been flung through a temporal-spatial worm-hole into this other world, Ghenrek IV.  They may have been scientists engaged in experimentation, the targets of slave raiders, or just normal Earth people who once had a very unlucky day.  Most Earthlings entered the Wilderlands with at most a few shreds of clothing, but at the time they enter play they have had often time to acquire a normal amount of adventuring gear, as well as survival skills and 'strange powers' – a character class.  They may also retain a few mementos of their old life, such as a treasured knife (dagger).  Many Earthling PCs are former slaves, they may have somehow won their freedom, perhaps in the gladiator pits, or they may be escaped slaves, possibly hunted fugitives.  Some seek to return to Earth, but it is generally much easier to enter the Wilderlands than to leave.
Languages: Common, native Earthling language
KARAKHAN
Known as Horse Lords, Karakhan are the people of the far-off Kingdom of Karak to the east. They trade with
Tarantis and Rallu and mercenary bands and outcasts from the kingdom can be found throughout the Wilderlands.
Karakhans are ruled by a number of petty kings, all of whom pay homage to the High King. Theirs is an organized and clan-based society with a caste system that stifles advancement and leads some to seek their fortunes elsewhere. They export many exotic items and have some of the best mercantile magicians who produce wondrous craft items—robes that shimmer like stars, sculpture that seems to flow like water and weapons of fantastic craftsmanship. They value ritualized wrestling and arenas can be found in every village.
Pointed helms with leather neck guards are common amongst warriors and leaders have dyed leather strips attached to the point for identification. They pride themselves as the best mounted archers in the world (better than even the Tharbrian nomads). Horses are common in their home kingdom and every citizen, it is said, owns at least one horse and rides each day. All citizens are required to keep armor and lance at the ready. The Karakhan of the Wilderlands have developed a strong dislike for Viridians, whether due to imperial pride or culture clash is not known.
Description: tan, brown or yellow skin, black or red hair, brown or green eyes, 5 ft. 2 in., 120 lbs, average build though often bowlegged, typically Neutral or Chaotic.
Languages: Karakhan, Gishmesh.

NAME APPEARANCE BACKGROUND SKILLS LOCALE
Alryan north Italian, Tharbrian/Antilian mix sk: sense motive, diplomacy The City State 
Altanian barbarians Copper to Red-skinned, sandy or black-hair Survival/Track, Kno (Nature), Handle Animal, slow aging Pazidan Peninsula.  
The red-skinned Altanians age more slowly than other Men.
Amazon Tall, muscular warrior-women sk: Handle Animal, Survival.  - The South, Sea Rune, scattered all over 
Antillian south Italian sk: Bluff, Antillian Peninsula 
Avalonian Pale skin with light blue tints (nobles azure), tall sk: use rope, sail, spellcraft, swim. +1 cl ice magic, -1 cl fire magic Valon 
Dunael Woodsfolk black hair, bronzed skin, blue or green eyes sk: Kno (Dearthwood) & forest Survival, Dearthwood 
Ghinoran Greek competent sailors southern Wilderlands, Tarsh, Damkina 
Gishmesh middle-Eastern Skilled at appraising Tarantis & surrounds 
Karakhan east-Asian or Indian Skilled horsemen Karak, far to the East 
Orichalan, common slight purple cast, some have scaly patches, black/purplish hair affinity with dragons Roglaras and Pazidan 
Skandik Sea-Wolves Viking sk: swim, sail. Pagan Coast, Brezal and Croy 
Tharbrian Celtic sk: ride, survival Gwalion, Bendigroth and points northwest 
Viridian greenish skinned, black or tawny-blonde hair sk: Knowledge (Viridistan) Viridistan, the Falling Empire of the West 



Gods of the Wilderlands
The Wilderlands has countless deities. Most real-world pantheons (Norse (Skandik), Greek (Ghinoran), Egyptian (Altanis & Desert Lands), Celtic (Tharbrian), Persian (Gishmesh) etc are widely worshipped, plus some Chinese deities, notably Shang Ti at Antil. The Indian, Chinese and Japanese gods are worshipped in Karak and points east.


Other Wilderlands deities include:

Deity Sphere Alignment (Law/Neutrality/Chaos)

Hamarkhis Death, Evil C - seems different from Egyptian Hamarkhis. Likely the same entity as Thanatos.
Mohrg Order, The City State N - demigod servitor of Thoth.
Mycr The One God L - the Holy Cities
Untgargnat Disease C
Amadad Bog Viridians, Mermen C - Viridistan
Natch Ur Deep Earth C - Viridistan
Tsathogguous Chaos, Toads C - esp Pagan Coast

Bastiken Farmers and Fields L - Consort of Suthak
________________________________________
Umanah The Sun L
Pasperus The Southern Stars C
Rashtri (f) Strength in Revenge C
Bukera Desert Mountains L
Shindra (f) Dancing Girls C
Sinakad Mercy for the Trapped L
Vicon (f) Visions L
Rhianon (f) Witches N
Zarkon Long Rivers N
Kadrim Small Birds N
Limtram (f) Meadows N
Bachontoi Red Wisdom, Sages L
Tangadorn Sky Dwellers N
Margonne Evil Plans C
Bandorack Feline Animals N
Hercon (f) Directional Magic N
Vernaha (f) Pixies L (N)
Trameron The Five Seas N
Tika-Nahu Campfires L
Sashu Justice & Blind Beggars L
Vivistat Doom Unexplained C
Frantilla (f) Flying L
Crondussa (f) Eagles N (L)
Tyrebill Light L
Torrchas Fools C (N) 
CILBORITH Elves L
Feninva (f) Blood C
Partressa (f) Deep Water Fish C
Bondorr Swords N - Sword God of the Altanian Barbarians, once a Man, he overthrew the Dragon Empire of Oricha
Kodeus Dexterity, Thieves C
Mondorent (f) Gnolls, Tombs C (N)
Mawdorn Shadows C
Scodem The Hunt N 
Losborst Wine N (L)
Mosinylo The North Wind N
Mururlu Assassins C
Promehene Time L
Braz-Kazen Smoke N (C)
Beytnorn Trees, Treants N
Corrno Thieves N
Tar-Ark Invisibility N (L)
HEI Giants N
Jedahad Bird Summer Storms C
Montintra (f) Lightning & Mirrors C (N)
MIDOR Orcs C
Dorak Peace L
Vidmor (f) Bees N
Dacron Craftsmen N
KOLRAK MAR Trolls C
Suthak (f) Fertility L aka 'The Bright Lady' at Tegel. Bastiken may be consort.
Grismal Underworld Guardian N
Tel Star The Northern Stars N (C)
Phelonious Ancient Kings N
Mungo Nightmares C
KAZADARUM Dwarves N
Penelopania (f) Music N (L)
Molna Travellers L
Lord Skortch Pillage, Rapine C
Kuvartma The Moon C
Teros The Forest N (L)
Aladantle (f) Beauty L
Dyrantil Alchemy N
Alinah (f) The Moon N (L)
Aniu Time N
Ayu (f) The Winds N (L)
Coriptis (f) Battle N (C)
Eqni Earth N
Kala Kala Fire N (C)
Ragtha The Waters N (L) aka Poseidon
Tardome Aerial Warfare, Falcons N
Ostyed Natural Disasters C
Mabont Sight C
Selyton Pain C
Pernatem Sculptures N
Ihlwynd Pestilence C
Xirchiriog Unbounded Chaos C+ Aspect: Nivatopredi the Faceless (f)
Mesha (f) The Seasons N (L)
Thanatos Death C (N) - likely another name for Hamarkhis.
Phread Unseeing N (C)
Erion Dogs N
Rahda Children N (C)
TETH TUFA (f) Gnomes L


More gods at http://4esouthlands.blogspot.com/2015/03/gods-of-wilderlands.html

Gods of the Dragons
BAHAMUT - the Platinum Dragon, Progenitor of the Metallic Dragons (aka Zeus-Ormazd)
Aurum, Father of Gold Dragons (aka Apollo-Pelor-Mitra)
Aura, Mother of Gold Dragons (aka Athena-Erathis)
Argentus, Father of Silver Dragons (aka Hermes)
Argenta, Mother of Silver Dragons (aka Aphrodite-Suthak)
TIAMAT - the Five-Headed, Progenitor of the Chromatic Dragons
Dahak, the Three Headed, Father of Destruction, Lord of the Fire Dragons
Shashuk, Son of Dahak, Demigod of Red Dragons
Coriptis, Mother of Red Dragons

Speculative Timeline
ANCIENT HISTORY
BCCC Event


Pre-History

Era of the Dragon Lords

-2927 BCCC(ca 7400 years BP) Establishment of the Empire of the reptilian  Dragon Lords in Ancient Oricha. They will rule for over two thousand years. The Demon Empires rule in the south, beyond Ghinor, while the technologically advanced Altan Federation flourishes in Altanis and the Pazidan. The Altan Philosophers at this time are a peaceful and technological people descended from human colonists first brought to Ghenrek IV by the Alliance.

-2391 BCCC War of the Pious and Philosophers begins.  

-2370 BCCC  The last President of the Altan Federation authorises Operation Starfall. Markab bioweapons from orbital station ANU devastate the cities of the Dragon Lords.

The Altan, facing conquest by the Dragon Lords, make use of forbidden Markab technology. Altan warforged gain control of ANU and launch attacks on the Dragon Lord cities, destroying many. The gods intervene against the Philosophers.

-2300 BCCC With the defeat of the Philosophers, technology is outlawed. Dragon Lords enslave the Altan race.

-1300 Orichalan Dragon Lords expand from southern Oricha. The first gnomes arrive in the Lightelf area.


-700 The Dragon Lords of Oricha begins a war of conquest against the southern Demon Empires. With their created Dragonborn slave warriors, they initially win victory after victory.

-625-4 In a titanic battle the Demon God Bael is slain and Bael Turath, capital of the Horned Empire, is sacked by the armies of the Dragon Lords, at the cost of tens of thousands of human and Dragonborn. The Western Demon Empire launches a massive counter-attack which drives back the Dragon Lords from ruined Bael Turath, but the Dragon Lords now kill Slang, Demon God of the West, though most of the greatest Dragon Lords also fall. With both God-Emperors dead the Demon Empires are shattered, while the Dragon Lords are greatly weakened. Millions of humans and demonbrood have perished, but the war grinds on.


-600 Revolt of Ghinor - In the south, the human race-hero Ghinor leads an uprising against the weakened Dragon Lords. The rebellion is joined by the Altanians under their leader Bondor, and by the Dragonborn, and is rapidly successful. 


-575 The First Dragon Empire comes to an end; Altanis and Ghinor are free, the Dragon Lords retreat to their  cities in Ancient Oricha. 


-500 The Barbarian Altanians rule the Pazidan penninsula and beyond from Lenap to the Great Forest. 


-450 Beginning of the golden Age of Ghinor. Many Ghinoran colonies established across the Wilderlands.


0 BCCC Corrected Creation Date, adopted to harmonize various calendars. None actually believe
this was the true date of creation.

IMPERIAL HISTORY
BCCC Event

1 The sea god Armadad Bog begets the race of Viridians by mating with merfolk
101 Viridistan is founded by gods of the Uttermost War and the Viridians subjugate the local Wild Men (Tharbrians)
120 Valon founded by wizard-priests.

150 Ghinoran colony of Thracia founded, killing or expelling the local lizardmen tribes.
350 Fading of the Golden Age of Ghinor


KELNORE ERA (521 years)
400 Empire of Kelnore founded by Krieg the Elder. The Kelnoran barbarians are much influenced by contact with the now fading Ghinoran civilisation, and expands rapidly, soon ruling across the Winedark Sea and Pazidan Peninsula, coming into contact with Valon and later Viridistan.
450 According to legend the City of Modron is founded by a sea-faring Tharbrian Prince, Rylor, at the Mouth of Roglaroon. He marries the River Goddess Modron, and founds a great dynasty.
500 Modron becomes a vassal city of the expanding Empire of Kelnore.
679 Tazakel rules Kelnore(?)
767 The Defeat at Bitter Ridge by Viridian forces backed by sorcery halts the expansion of the Empire of Kelnore. End of Kelnore’s Golden Era.
783 Kukalkin the Preserver rules Kelnoran Empire.
800 Emergence of the Dragon Empire of Glorious Doomfire in central Pazidan, said to have been led by a handful of Orichalan Dragon Lords, later including Angall of the Perpetual Void. 
880 Fiery rains - 'Doomfire' - blast the Kelnoran colonies in Pazidan.
887 Itzlazam the Strong rules the Dragon Lords.
891 The Time of Sorrows.  Doomfire Empire dragons sweep through the crumbling Kelnoran Empire, as the borders are attacked by wild Tharbrians, and the Altanians revolt. 
921 The Fall of the City of Kelnor to barbarian Paldoran and Gishmesh invaders. To the north in Skanda (now Tarsh) surviving Kelnorans revert to barbarism, but re-emerge as the Skandiks centuries later, founding the island kingdoms of Brezal and Croy.

ERA OF THE EMPIRE OF GLORIOUS DOOMFIRE (1500 years)

950 The evil Dragon Empire of Glorious Doomfire dominates the Pazidan Peninsula, aided by legions of horned Demonbrood mercenaries recruited from the far South. The Demonbrood are soon dominant over the Empire's Orichalan human stock, founding the city of New Bael Turath, now lost beneath the waves.
971 A vast horde of winged apes devastates the lands of Viridistan, invading the borders of the Doomfire Empire.
991 Golden Anothezam rules the Doomfire Empire.
995 Doomfire Empire scouts, seeking north for the source of the winged apes, reach the Tharbrian city of Modron and the haunted ruins of Rhamsadron, said to be left over from the War of the Pious and Philosophers. 
996 Doomfire Dragon Lords ally with the Dearthwood Orcs, who serve Orcus through his son Boruta, who wields the power of the Markabs.
1066 Priests of Modron and Valonese Wizard Knights of Odin trap Boruta beneath Modron's temple.
1067 Orcus & the Orcs of Dearthwood besiege Modron. Gaia swallows the Temple of Modron, Orcs overrun Modron. Orcus imprisons the Goddess Modron beneath her city.
1080-1100 The Doomfire Dragon Lords build the city Gharrias over the ruins of Modron, and refound Rhamsadron as a fortress city. 
1095 Ahkan Chane the Wizard rules the Doomfire Empire.
1199 Queen Alumienna is the first independent ruler of Rhamsadron. The northern Dragonlord domains of Rhamsadron and Gharrias are effectively independent city-states, with their own Dragon Kings. 
1333 First Great Invasion of the Tharbrians. Gharrias and Rhamsadron (under Aftar the Fire-Dog, Menestor the Defender, and Ermid the Ruthless) continue to thrive.
1400 Flanesnar the Barbarian rules Rhamsadron until assassinated by agents of Viridistan.
1411 Under-King Ledgelys rules Rhamsadron as a vassal of Viridistan.
1515 Dragon King Cardondinas rules Rhamsadron.
1700 Doomfire Emperor Grongyrfeng extends Doomfire influence north across Roglaras.
1760 Second Great Tharbrian Invasion - Tharbrians defeat Viridistan, their northern Dragon Lord allies/vassals of Rhamsadron and Gharrias, and their Amazon mercenaries, at the Battle of Majestic Mountain. Northern lands of the Dragon Kings are ravaged, leaving much of the Roglaras a wasteland. 
1780 Amazons intermarry with the Tharbrian clans (and even Orichalans), forming the Tharbriana.
1792 Tarantis is founded near the ruins of the ancient city of Kelnore.
2089 - 2272 Reddisorn the Golden, Conqueror of the Great Wind, rules Viridistan, one of only two rulers
of Viridistan that was not wholly evil. 

2150 Sack of Gharrias by Tharbriana. The northern Dragon King, Kundal of the Flame, is put to the sword. Tharbriana under Queen Rianna release Modron from her vault. Re-founding of Modron. 
2200 Kukalan of the Storm rules Rhamsadron. Emergence of the Skandiks; from Brezal and Croy they move south and war with the Amazon tribes of eastern Pazidan. 
2300 Angall of the Perpetual Void battles Zaanaphic, All King of the Spirit Universe, in central Pazidan.
2398 Amazon Shield Maidens occupy Sea Rune.
2400 The Holy Cities achieve independence from Viridistan.
2407 Doomfire Emperor Chacjalom becomes Chacmol the Conqueror as he takes Rhamsadron, defeating Gucumat the Weakling King, ending the old Orichalan lineage there.
2425 Civil war in the southern Empire of Glorious Doomfire; on the Isle of the Blest and in Oricha the Arkhosian Dragonborn go to war with Angall of the Perpetual Void, who holds the north with the aid of his Demonbrood legions. The Tharbrian hero 'Chulain the Demigod' takes Rhamsadron.
2445 Arkhosian Dragonborn Legions advance on the Doomfire Empire. 
2450 A magical cataclysm known as the Rain of Colourless Fire destroys the Orichalan cities of Arkhosia, while a huge explosion obliterates New Bael Turath, now the capital of the Doomfire Empire. It sinks beneath the waves. 

THE DARK ERA OF CHAOS
2495 Tula, the City of Wizards, is founded in Ghinor by a renegade Orichalan Dragon Lord.
2510-20 The Great Plague in the Roglaras. Chulain the Demigod 'ascends', Hamantor the Wise takes the throne of Rhamsadron, ruling until ca 2610.
2611 Emperor Brastagoth of the remnant Empire of Glorious Doomfire founds Fortress Badabaskor over the lair of an ancient red dragon.
2615 Balor the Shield rules Rhamsadron. 
2660 'Bondorr the Liberator', possibly a reincarnation or avatar of the god Bondorr, recovers the Sword of Ghinor, uses it to unite the Altanian tribes, and overthrows the Empire of Glorious Doomfire, freeing Altanis. This 'Bondorr' later perishes in battle with the black dragon Matriarx. Below the Roglaras the Orichalans are practically hunted to extinction.
2719 Ermanarik the Boy King rules Rhamsadron.
2731 Followers of Angall conquer Fortress Badabaskor. 
2820 Death of Ermanarik the Valiant, said to have been the last Great King of Old Rhamsadron. The city declines. 
2870 Fourth Great Invasion of the Tharbrians. Dark Battle of Havocia destroys Viridian power in the north and east. The Tharbrians invade Roglaras and destroy Rhamsadron. The ruins are wholly abandoned for 200 years.

ERA OF THE CITY STATE OF THE INVINCIBLE OVERLORD
BCCC Event
3075 Altanian tribes under Larsandrow Longsword invade the Roglaras, conquering the Wild Tharbrians. With Viridian and Elven asistance they clear the now ruined and haunted Fortress-City of Rhamsadron, then found what will become the
 City State of the Invincible Overlord upon the Orichalan ruins through a unification of the Altanian nomad tribes, with Dwarven and Tharbrian allies.
3333 Rallu, City State of the Sea Kings founded, but its location remains secret.
3400-3450 Founding of the Alryan Kingdom of Nerath in Barbarian Altanis by the heroes King Magrathor I and the Archmage Dyson Logos, alongside Kainos Warbringer, who is later revealed as demigod son of Ares-Bane. Lighting of the Flame Imperishable. Nerath also becomes known as the Archontean Empire, through its rule by the Chosen Archons.
3450-3500 Founding of Arden Vul upon Bludgeon Peak in the Kingdom of Nerath.
3600 Fall of the Ghinoran City State of Thracia to barbarian invasion; the Ghinarian Hills largely revert to barbarism.
3798 Skandiks destroy the Armada of the Overlord 
3900 Modron is sacked by the Orcs and partially ruined
3900 Orc hordes pillages the lands from Dearthwood
3983 Modron’s trade with the dwarves cut off by a huge migration of orcs. 
3977 Modron sacked by Skandiks. The city dies and is abandoned.
4020 The Province of Jarmeer is created by the Paldorian tribe.
4100-4200 The Gnolls move east into the lands of the City State.
4105 Blackhart Crag Reminder: A Imperial Equithrong destroys a City State Vasthost
4140 The Mad Vizier of Nerath, Lokanthus,  begins the construction of Stonehell Prison near Selatine.
4149- 4197 The Gnoll Times - gnoll hordes ravage northern Pazidan
4170 Ovrerthrow of King Magrathor V, the Sterling Potentate, by his nephew Prince Elidyr. Stonehell officially closed. Elidyr becomes the last King of Old Nerath.
4197 Gnolls invade Altanis, destroy the Kingdom of Nerath at the Battle of Gedden Plain west of Nera. Of the eastern Nerathi cities, only Hara survives.
4200 Gnolls cross the Castellan Mountains westwards, east of Bisgen they are turned back by the Alryan hero Cormarin and his 300 warriors. End of the Gnoll Times.

MODERN HISTORY
BCCC Event
4200 The Alliance between Thunderhold and City-State reaffirmed
4226 -4283 Cneninadus the Mycretian rules in Viridistan
4240 Edario overthrows Greataust II in Tarantis
4283 Hautulin Seheitt kills Cneninadus with eight demons and ascends to the Throne of Viridistan
4283 City State (CSIO) defeats the Altanian Barbarian Kings of the eastern Roglaras, and restores Modron to guard the Overlord’s merchant ships from pirates, Skandik and other.
4284 The Green Emperor kills helpless Mycretians in the Great Slaughter of Pain
4343 The armies of the World Emperor crush a demon horde at the Battle of Pohtega.
4370 The Thirnya Spice of Grita Heath is first grown.

RECENT HISTORY
BCCC Event

4385 Edario is assassinated. His son, Atar kills all rivals and is crowned ruler of Tarantis.
4423 Atar and the Seahawk reach an agreement and the Azurerain Pirates move to a hidden location.
4432 The Green Emperor drastically increases the tribute demanded of the City State.


CURRENT HISTORY
4433 The Neo-Nerathi Necromancer Borritt Crowfinger gains the Ilhiedrin Codex, studying with the Necromancers of Gwalion.
4434 Bisgen in western Altanis falls to the undead hordes of Neo-Nerath under Black Sun Necromancer Prince Borritt Crowfinger and his apprentice the Knight Concordant Tal Lorvas. Parre of Bisgen and the barbarian hero Varek of the Tigerclaw fall in a last stand holding the river bridge at Bisgen against Crowfinger's thousand ghouls.
4435-4443 The Necromancer-ruled Empire of Neo-Nerath begins to spread across western Altanis, from Morthor Coff's domain in the north at the Gate Castle of the Black Sun, south to the Orc territories south of Bisgen, her undead legions warring with the Altanian Barbarians and the newly awakened Warforged of Madcat Mountain.
4444 Captain Lance Harcourt seduces Jana Vex, who is exiled from Selatine by her brother Hytirus Vex.
4445 M12 The Pirate Tsamar is captured by Eldam Alamsor at Selatine, later executed.
4446 Black Sun Nerathi invasion of eastern Altanis defeated. Warlord Hakeem closes the Black Sun Gate with aid of Priest Thuruar, Rey Mercellin and Shieldbiter the Dragonborn; later he defeats his father, the brigand Warlord Yusan, and is acclaimed leader of eastern Altanis. Cleansing of the Vale. The demigod Kainos Warbringer conquers Madcat Mountain for Neo-Nerath.
4447 Shieldbiter the Dragonborn recovers the fiery Dragonblade from Three Sword Isle. With Hakeem he destroys the undead remnant of the Dragon Lord 'First King' in the under-ruins of Thracia, leads the Lizardmen north, and conquers Ahyf with Sarene the Pirate. Kainos kills Rey Mercellin. Destruction of Kainos the Warbringer at Hara & the Lich Borritt Crowfinger at Bisgen, by Hakeem the Destroyer; founding of Empire of Altanis-Nerath under Hakeem the King-Regent. Destruction of the Ilhiedrin Codex by Hakeem at Thusia in M5. Hakeem later vanishes, said to have ascended to the celestial realms, around the same time Dyson Logos is murdered in the Earth Womb beneath Dyson's Delve, apparently by a Black Sun assassin. Dyson is found dead (as a dragon) in the Earth Womb and resurrected (as a human Mage) by the pristess Prisha Acharya of Meroya. Lord Bronze of Hara is crowned King of Restored Nerath at Hara, replacing Altanis-Nerath.  Queen Malenn, Hakeem's wife (widow?) rules Ahyf as the Golden Queen.
4448 M4 A threatened Skandik invasion of Nerath is diverted north when the Invincible Overlord raids Ossary at behest of Archpriest Thuruar. M7 Skandiks under Alkazed, with the aid of the Black Sun of Yg-Zhir-Set, destroy the Overlord's armada at a great sea battle north of Ossary.  Archpriest Thuruar falls in battle, while the Overlord Hygelak escapes, but badly wounded, fleeing back to the City-State. Skandiks now threaten all the Pagan Coast and Modron. M8 Skandik fleet sailing up the Roglaras past Modron is destroyed in a terrible storm, saving the City State. Most say the gods intervened to save the CSIO, but Modron claims it was the work of their royal wizard, Generyk.
4448 BCCC. King Bronze grants Farhills Vale north of Hara to Iskander Basileon, his father Lord Alexios having perished in the recent wars. Iskander's half sister Alexia Basileon then claims the Azure Keep, and refounds Gosterwick.
4449-51 Shieldbiter the Dragonborn, Baron of Bisgen, unites many lizardman and dragonborn clans of southwest Altanis and western Oricha, nominally under the Empire of Nerath.
4450 Shieldbiter defeats the black dragons of the marshes beyond Bisgen, and adds their  territory to Nerath. He is granted Bisgen by King Bronze, but shows little interest in the town.
4451 Shieldbiter establishes relations with the Amiondel Elves in the Claws of Oricha. Travelling north he subdues the red dragon Xathragot, and takes most of her treasure. He gives Laara Greywolf the Crown of Crystal Mind, and has her guard Stonehell Dungeon against the Nixthisis. Hytirus Vex returns to Selatine and overthrows his sister, Jana.
4451-52 Investigations begin of the ancient Nerathi/Archontean Halls of Arden Vul, under Bludgeon Peak in Altanis.
4452 Talaktakan, High Priest of Yig, and his companions Maglor, Browneye, Bright Star et al defeat the Ogres of Erdea Manor and the Orcs of Rivergard Keep, then delve the depths of Stonehell. 

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