Arcanorum
I - The Old Empires
Long in past, beyond recorded history, the nation-states of the lands of Arcanorum were mighty: spanning thousands of miles of the continent of Summum, these mighty nations held sway over millions of citizens. Rightfully called Empires, these few nations rivalled each other, and eventually the gods themselves, as they stretched ever further from their home shores, across oceans and the Maelstrom via the Stormbridges.
Soon enough, explorers from these ancient nations stumbled upon the continent of Solum, and great expeditions were amassed to colonize the new territories. These new colonies flourished and grew, spanning the continent in but a few generations, thriving in plenty.
II - The Calamity
However, it was not to last: though we are ignorant of the nature of The Calamity, we are well aware of it's consequences: each of the Old Empires was obliterated, their cities left in ruins, and their knowledge buried deep within the tombs they had created for themselves.
The colonies were orphaned, as communication with the Old Empires ceased abruptly. Soon, internecine warfare began as each of the colonies realized that support was no longer to be expected from their homelands, and a great power shift was upon them. Resources once causally exploited were now strip mined and hoarded as each new nation lashed out at each other.
Truly a dark era descended upon the world, and much of the history prior was lost, as was the knowledge of the creation of the Stormgates. The few gates that remained were heavily guarded, and strenuously maintained as each was a lifeline to other worlds the fledgling nations might exploit in the race to supremacy.
Many Gods granted divine boons upon mortals in this era, eager to gather new supplicants during wartime, and Religions grew, as did their fervor: some of the conflicts that arose had decidedly divine overtones to them, as the deities quarreled with each other by proxy.
III - The Resurgence
About one hundred and fifty years ago the nations of Solum began to explore the long forgotten lands of Summum, and discovered what appeared to be the doorstep to a continent that dwarfs their own in size. Tensions among the western island nations rose rapidly at the discovery of the long abandoned continent and escalate as knowledge of past treasures and long dead secrets rise to the surface.
New colonies bearing the banners of the western nations were established along the western coastline as inroads into the Ayoric Lowlands bore fruit: ruins of cities long lost held artifacts of magical power that trivialized existing magical items in the west. It seemed as though new treasures that dwarfed prior understanding were discovered every month as expeditions, adventurers, and the curious delved ever deeper into the ruins of the Old Empires.
IV - The Edos Civil War
Ten years ago, circumstances arose in the eastern nations of Solum that would alter the delicate balance of power among the would-be New Empires: the death of the Queen of Edos and most of her children, leaving the Triumvirate as her named heirs. Civil war breaks out almost immediately between Triumvirate Loyalists and those who believe the royal lineage should be maintained.
To the East, the cities of the Ayoric Lowlands, once vassal states to Edos, declare independence among the chaos. Three of these cities, Veritin, Aerilon, and Seameet, remain loyal to Edos, and unite under the banner of Ordün. Enia, Avalin, Solana, Qairus, and Thera quickly enter a power struggle to claim lands and establish themselves, before Edos and Ordün can reunify the region. On Solum, the rest of the nations quickly take sides, and the entire region begins to churn and threatens to break into a large-scale conflict.
V - The Crisis of the Seventh Jarl (The Brassic Treachery)
Five years later, the whole continent is thrown into disarray again as the Jarls of the Brassic Isles take in the exiled Edoic Royal and offer them asylum as well as claiming the northern region of Edos from the Sliver bay to the Brassic border as extensions of Vunstimil, with the head of the exiled royalty as the seventh Jarl of Kratis. Edos, unwilling to enter conflict with the Brassics (and by treaty, with the magocracy of Vedea to the south), refuses to recognize the new claim of the Brassics and it’s now seventh Jarl, but placates the Brassics for the time being with platitudes of peace in an attempt to keep the region stable.
Meanwhile, the Triumvirate of Edos turns its attention back to its colonies on Summum, and begins its multi-year plan to reunify the Ayoric Lowlands, and reassert control over the distant colonies. The Triumvirate's public stance is a return to peace, but it is well understood that the cessation of artifacts from the Old Empires has dampened Edos's ability to stay ahead militarily, and so the Edoic oligarchy clamors not only for it's return, but a doubling down on investment in excavations, all in the hope that some discovery might well turn the tide, and perhaps even overwhelm Edos' opposition.
VI - Present Day
In the last five years the Fall of Irrigan has seen the return of Ordün to Edoic control under Callan Lugotorix of the Triumvirate, and eyes turn to Solana as his conquest for the reunification of Ayoria runs out the clock of The Brass Accords. Conflict between neighboring Enia and Avalin have come to a head, the former entering into defense agreements with Edos and the latter beginning an early courtship with the Brassic vassal of Kratis. In but six short months the Brass Accord's first article will close, allowing war to engulf both continents as the power struggle between The Brassics and Edos comes to center stage.
A rumor trickles from the eastern region of Summum and the Free City of Thera. An adventurer of sorts, if they even still exist, supposes he has crossed the impassable Dawncrest Mountains and seen their eastern slopes.
Connal Weldon, an unassuming former Ranger of Kadencourt catches every ear he can in the quiet taverns of Thera boasting his accomplishment that rivals the discovery of Summum itself. Few immediately listen to his rumor until he draws from his pocket a small device, whirring and spinning as it rises from his palm and engulfs the room in glittering golden light. The small town of Crowne Point, on its last legs as a long since abandoned mining town, is thrust into the limelight. In what is now known as the Second Founding, Crowne Point is stampeded by adventurers, traders, scholars and politicians all seeking to bring a guiding hand to the soon-to-be City of Crowne Point, Threshold to the Unknown.
The Second Age of Adventure Begins.
Old age should burn and rave at close of day;
Rage, rage against the dying of the light."
Though wise men at their end know dark is right,
Because their words had forked no lightning they
Do not go gentle into that good night.
Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.
Wild men who caught and sang the sun in flight,
And learn, too late, they grieved it on its way,
Do not go gentle into that good night.
Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.
And you, my father, there on the sad height,
Curse, bless, me now with your fierce tears, I pray.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
~ Dylan Thomas