History of Sydonia in Arlyss | World Anvil
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History of Sydonia

Old Sydonia and the Mythic Age

unknown - 0 AD

  It was on the island of Dragon's end that Woden and his pantheon first encountered Bahamut and her sister Tiamat (first of the dragons). Bahamut approached Woden in a form she thought he would find pleasing, but Woden (possessing the wisdom of the well of mimir) saw through her form and attacked the dragon. For 1000 years the gods and first dragons battled, until the island was reduced to a barren wasteland. Bahamut was first to see reason, and proposed a truce. Tiamat refused and hid herself and her brood in caves beneath the island. The gods accepted and returned to their homes in the branches of the world tree Eormensȳl, save for the goddess Ing who stayed behind to make the Island whole and lush with life once more. Before leaving, she warned Bahamut that the island had been made anew for the coming of the children of Woden.   In the days following the awakening of man (in roughly 800 BD), the goddess and broodmother of all metallic dragons Bahamut liked to walk the island of Dragon's end in the form of a crone. As the children of woden found their way in the world, she watched with immense curiosity. She used her magic to hide her brood from them, and protected them from her sister Tiamat's evil brood. As their civilization grew, the Sydonians eventually encountered evil dragons (which the first men of Sydonia called Eoten) who became the subjects of many tales and legends. When it became apparent that the pantheon of Woden would not interfere, Bahamut approached the tribes of man. She taught the first mage (a man named Sydonus) arcane magic, and he in turn taught the art to others. He would later use the art to proclaim himself king of Sydonia (naming the first kingdom after himself).   Some time later, Woden and his pantheon presented themselves to the people of Sydonia through visions. Woden claimed credit for the gift of magic, and the church of Woden was formed. Practitioners of magic were thought to be holy (though the first actual clerics were deemed witches and executed), and were afforded privileges above all others save the king. The Sydonians continued to develop their arcane art, using it to gain an upper hand against the dragons. But the brood was eternal and patient. And the humans were not. Dragon attacks continued to hinder Sydonian expansion for centuries.   Bahamut foresaw the doom of Sydonia, and fled Dragon's end along with her brood. Some believe it was her who warned the prophet Ekoros of impending doom. 50 years before the event, the prophet fled the island with his followers and sailed east, eventually settling on the Marble Isle and naming their first city after the prophet. They would not be seen again by the Sydonians for over 600 years.   When at their most desperate, the last king of Old Sydonia Agwellan the Fool (as he is known today) pleaded with the gods for a weapon against the dragons. His prayers were answered, but not by Woden god of magic but by Lopt the god of mischief, trickery and illusion. In a vision, Agwellan learned of a ritual that would slay every living dragon on Dragon's end. He climbed to the top of Banepeak, battling red dragons along the way. There, he sacrificed 9 powerful mages to the gods and called upon them to smite the dragons. The incantation split the mountain apart, sending a torrent of magma and hot ash across the island. One of the king's guardians (an ancestor of house Dunkeld) managed to flee the destruction and told the Sydonians of what had happened. As the island was turned into a wasteland of fire and death, the surviving Sydonians abandoned their kingdom and fled across the sea to the mainland of Arlyss.   While the red dragons favored their new environment, the remaining dragons of Dragon's end fled across the world in search of fairer homes. The green dragons found a perfect home in the forests of central arlyss, with the blacks settling in the swamps of eastern Arlyss. The white dragons found the northern mountains pleasant while the blue dragons came to be a rare sight in Arlyss. Some believe they may have fled east across the badlands, but some can be found on desert islands across the sapphire sea.   Years after the doom of Sydonia, strange serpentine creatures crawled out from the ruins of the old kingdom. Some believe they may have been the result of magical experiments freed by the destruction of the kingdom. They possess powerful magical ability themselves, and frequently clash with the red dragons of Dragon's end and their kobold minions.  

Sydonian Exodus and the Age of Legend

1 - 700 AD

  The remnants of the Sydonian kingdom fled across the sea of ruin to central Arlyss, where they founded several coastal villages and lived in isolation for 15 years before encountering the elves. The elves watched the humans with great interest, and when it was deemed safe they made themselves apparent. Having been plagued by dragons for the last 15 years, the elves wished to ally themselves with the humans of Sydonia. The elves were quick to learn the humans' language, and offered to teach them how to bend the energies of nature to their will. But the humans found druidic magic primitive and beneath them, and instead taught a few elves arcane magic.   Thus the Sydonians and Elves of Arlyss allied against the invading horde of chromatic dragons. While the long-lived elves reproduced slowly and expanded little, the human population quickly recovered within a few generations. They expanded from their coastal villages, setting up outposts and settlements throughout the great forest of central Arlyss. The elves guided them through the wood and granted them safe passage. As they traveled, they encountered other sentient beings like halflings, gnomes and dwarves (and began trading with the Dwarves of Kal'Ein for weapons and armor). In the northern reaches of the great wood, they encountered tribes of primitive humans who proved hostile to them. They chose to leave these tribesmen alone (as the elves had done for centuries) and did not settle near the mountains.   In the last decade of the war (which raged for over 100 years), the alliance of men and elves were met with metallic dragons returning from exile to battle their chromatic kin. They allied with these dragons, and after a final desperate battle on the fields of central Arlyss the last of the dragon armies was defeated. The head of their leader (a black dragon named Anakseravak) was mounted atop the gates of castle Dragonwatch. Though chromatic dragons remained hidden in the far reaches of Arlyss, they never again rose up united as they did in those days of legend.   For over 100 years, the Sydonians had been without a king. Villages and settlements elected mayors or councils of elders, while the fighting forces were made up of whoever took up the sword and often led by whoever took charge. But in the final days of the dragon war, the people of Sydonia were led by a general named Arvald Reeve. When the dragons were defeated in 130 AD, he was crowned king of the newly reformed Kingdom of Sydonia. Castle Dragonwatch became his court, and a city was built around it. They dubbed the nearby lake "Dragonmere" and the river "Avron" for a fallen Sydonian captain who had slain many dragons.   As the fledgling kingdom of New Sydonia grew, the elven mages also grew in power. With their extended lifespan, they were able to achieve things the short-lived humans never could. Eventually, a schism occured in Elven society. The mages wished to put the past behind them and abandon druidic magic. In 540 AD, They performed a ritual that withered away the Great Tree of Central Arlyss, severing the elves’ connection to nature. Civil war erupted between the druids and mages. Sydonia sided with the mages, and pushed the druids west as they grew their kingdom. The druids were able to save a single seedpod from the great tree, and planted it anew in the western forest.   After 30 years of war (and the expansion of Sydonia), the humans grew tired of the conflict. As the elven mages gathered for a war council, assassins from Sydonia poisoned their leaders and set fire to their woodland homes. The war ended with Sydonia having conquered most of central Arlyss, save for the Great Wood in the west. The elves remained in their forests, and the humans strayed far from the woods. Thus would the peace be maintained.   In 600 AD, ships from the Marble Isle arrived on the southern coast of Arlyss bearing the men of Ekoros. Reuinted with their ancient kin, the two people established trade routes and founded the city of Southport as the primary port to the Sapphire sea.   In 640 AD, The port city of Arlenport was founded by Arlen Lorens, a fur trader who discovered iron and gold mines in the northwest and established trade with the Dwarves of the north. Ships from Arlenport carried goods to the city of Seawatch rather than cross the entire kingdom by land, and supplied the garrisons of seawatch who guard Sydonia from elvish incursions.  

Sydonian Supremacy and the Age of Heroes

700 - 1300 AD

  The Kingdom of Sydonia continued to grow, eventually encompassing all of Central Arlyss except for the Great Wood and the Dwarven kingdoms of the north. During this time, great warriors and mages battled orcs, dragons and other fearsome enemies in the wildlands of Arlyss. Halflings, gnomes, and other sentient beings were integrated into Sydonian society. Trade with the Dwarves of Kal’ein and the northern kingdoms kept the Sydonian military well-armed, and villages began to sprout across the kingdom as the ancient forests of the elves were cut down to pave way for progress. During this time, most of the noble houses of Sydonia were established by tracing lineage back to Old Sydonia or the early days after the exodus (with the oldest families naturally being the wealthiest and most powerful already).   In 861 AD, The Great Below (a massive series of caves and tunnels beneath Arlyss) was discovered to stretch as far as The Great Wood. Adventurers returned with tales of strange creatures and bizarre flora. Tales of the dark elves began to surface, as well as eldritch beings and psychic monsters. Miners across the realm made sure not to delve too deep, lest they venture into this realm of darkness.   In 930 AD, war with the orcs of the Badlands united the Dwarves of Kal-Kadred and Sydonians against a common enemy after the orcs invaded Saltmire and sacked the town of Blighthaven. The orcs bred half-orcs as slaves through necromantic rituals, but the Sydonian army organized a rebellion that led to half-orcs overthrowing their orc masters and gaining their freedom. Some settled in Saltmire, while others became adventurers and mercenaries. At the end of the 20 year war, the orcs were pushed back into the badlands and Sydonia constructed Orcwatch Keep on its borders with the help of the Dwarves. The keep is still manned by a mixture of Sydonian and Dwarven sentries.   In 1074 AD, the archmages of Sydonia officially documented the first alternate plane of existence—the outlands. A seperate expedition to the nine hells was abandoned after the mages returned with a nest of hellwasps that slew everyone in their tower. The tower subsequently disappeared and was never seen again.   In 1201 AD, orcs from the badlands invaded the northern mountains in force. A group of adventurers rallied allies from the half-orcs of saltmire, the dwarves of kal-kadred and the tribesmen of the north to repel the invasion force led by an orcish death knight astride a black dragon.   in 1206 AD, a death cult hoping to revive a long dead mad wizard was stopped by adventurers in the sewers beneath the city of Southport.   In 1236 AD, portals from the plane of Mechanus opened and the great modron march began. Adventurers repeled the invasion and saved Dragonwatch from destruction. It is believed that the first artificers were able to reverse-engineer the clockwork of the modrons to create the first inventions of artifice.   In 1256 AD, a group of adventurers known as the forsaken company saved lakeside from an aboleth living deep beneath the town, then went on to explore the great below and encounter dark elves, duergar and other fearsome creatures. In 1257 AD, when Arlenport disappeared for 3 months they were thought to have saved the city and returned it from the nine hells. They briefly reappeared in 1259 AD (now known as the hellraisers) outside Dragonwatch and were recruited in a quest to slay an orc lich in the badlands preparing to lead a host against Sydonia. Among the survivors were an aasimar paladin of the order of the mark (an early unsanctioned knightly order tasked with eradicating undead) named Dorn and a dwarf cleric of Alviss named Kathra Fireforge. Dorn would go on to lead his order from orcwatch keep, while Kathra opened her own forges in Sydonia (producing some of the finest metalwork to this day). The fates of the remaining members of the hellraisers is unknown.  

Progress and the Modern Age

1300 AD - The Present

  In the dawn of this age, clerics and other divine spellcasters became more common and spontaneous magical ability (sorcery) was first reported. The High Wizards of Dragonwatch deemed sorcery “unnatural” and the king commanded all sorcerers be executed on sight. Demand for falsified documentation of wizardly education suddenly boomed. Meanwhile, adventuring companies became popular as troubles with bandits and orcs in the country increased.   In 1430 AD, Sydonia tried to annex the Marble Isle, but was repelled by a massive storm conjured by their clerics. A peace treaty officially ended the war less than 6 months after its start, and peaceful interactions between the two nations resumed. In response to this (though some 30 years later), The church of Woden officially recognized clerics and paladins as divine arbiters of justice and sanctioned their training. The church of Sithel established the first knightly order of paladins, The Order of the Sun. The order of Bældæg soon followed.   In 1480 AD, elven exiles were integrated into Sydonian society, but granted secondary citizenship status. They flocked to a life of adventure and crime, joining the dregs of Sydonian society.   In 1520 AD, arcane magic gave way to artifice as black powder was discovered. Commoners could be trained with the arquebus in months, while the wizard population dwindled. By 1560 AD, wizards in the army of Sydonia were rare—replaced by musketmen and cannons. The arcanatorium continued to train war wizards for the military, though in much smaller numbers.   In 1580 AD, the first airship—powered by a combination of artifice and magic—was invented but deemed too costly for the Sydonian army. Airship travel remains extremely rare.   In 1620 AD, sorcery was ordered no longer punishable by death, but all sorcerers must register with the Dragonwatch registrar of deviance.   In 1680 AD, the Church of the One mind was established, preaching that the world was thought into existence by an entity known as “the overmind.” Their clerics practiced psionics.   In 1700 AD, skirmishes between elven radicals and Sydonian forces near seawatch risked all-out war with the woodland kingdom. Violence against elven exiles and half-elves in Sydonia became more common. Fear of elven raids drove many from the countryside, settling in the cities instead. Dragonwatch quickly became overrun with refugees.   Between 1720 and 1750 AD, the house of nobles was established, bringing a semblance of democracy to the kingdom of Sydonia. The working class was under-represented and led to a worker’s rights movement. A missive on the rights of man formed the Sydonian Party of the People.   In 1760 AD, a fire engulfed the half-orc slums in Dragonwatch, and racially-motivated arson was found to be the cause. All-out gang war between the gangs of Dragonwatch followed.   In 1770 AD, steam power was invented, and the first locomotive was tested on a stretch of road between Dragonwatch and Brookstone.   The year is 1772. King Edmund IV rules in Dragonwatch, while Elder Greenseer Alariel Kythorn rules over Caer Ellylon and Ekoros is ruled by a council of merchant lords. Khazad-Nogaak is ruled by King Magdin Fireforge, Kal’Kadred by King Duma Longbeard, and Kal’ein by King Thorgrimm Darkhammer. No single chieftain leads the northern tribes. The orcs are led by Utrek Fleshpeeler and his high necromancer Gorak Blightcaller.

Mythic Age

... 0

  • -5000


    The dawn of the elves

    The world is covered in forests, and the elves awaken. They live in peace with the world for millenia, shaping the woods into their homes and partaking of nature’s bounty. They learn druidic magic from the fey, who walk among them until the coming of man. Forest gnomes appear with the fey and serve the elves as faithful companions.

  • -2350


    Dwarves appear in the mountains.

    The first Dwarves emerge from the mountains. Rock gnomes soon follow, spreading out across the world.

  • -1900

    -1700


    Dawn of Necromancy and the Orcs

    Alanor teaches the art of necromancy to the elves.   A sect of Elven necromancers completes a ritual that curses the land in the northeast now comprising the Badlands. They are cursed, their bodies deformed and long life cut short. They retreat underground for 200 years, later emerging and finding the land devoid of life. The orcs encounter Dwarves in the northern tunnels and frequently clash with them. Other goblinoids like goblins, hobgoblins and bugbears are the product of orcish experimentation with other races like halflings, dwarves and humans.

  • -800


    The dawn of man

    Human civilization develops on the volcanic island now known as Dragon’s end. The kingdom of Sydonia is formed, and the tribes of the north begin to gather.

  • -750


    Man encounters dragons

    Sydonians often clash with the red dragons who live in and around Banepeak, as well as various other dragons who live on Dragon’s end (green dragons in forests, black in swamps, white from the southern peaks and blue from the western desert). A few metallic dragons living on Dragon’s End teach the humans arcane magic.

  • -300


    The first cleric

    The first cleric is granted divine powers by her goddess Sithel (goddess of the sun). She is branded a witch and burned alive.

  • -50


    The prophet Ekoros leads his flock away

    A prophet named Ekoros foresees the doom of Sydonia and flees with his followers east. One ship is driven off-course by a storm and lands in the emerald isles, settling some fishing villages there. The rest eventually discover the Marble Isle and settle there (naming the first city after the prophet Ekoros).

  • 0


    The Doom of Sydonia

    As a bloody war against the dragons ravage Sydonia, the last king of the old kingdom beseeches his gods to intervene. He is granted a vision that reveals to him a ritual that would destroy the dragons once and for all. But he is deceived by the trickster god Lopt. The ritual forces an eruption of Banepeak, destroying most of Sydonia and covering the island in volcanic ash. While most of the dragons are forced to flee to the mainland, the reds favor their new environment and take control of the island. The remnants of the Sydonian civilization sail north across the sea of ruin and land on the mainland, where they encounter the elves for the first time.

The Age of Legend

1 700

  • 1

    130


    Sydonian Settlement in Arlyss and The War of the Dragons

    Humans and elves live peacefully together for some time, with the humans even helping the elves battle the invading chromatic dragons. The Sydonians teach the elves arcane magic, but the humans find the elves’ druidic magic primitive and beneath them. As they travel north to visit the Dwarves, they discover tribes of primitive humans living around the world’s end mountains. The tribes are hostile to the foreign men, but sometimes trade with the Dwarves for weapons and armor. The Sydonians decide to leave them be, and do not settle near the mountains.

  • 130


    The founding of New Sydonia

    While the Dwarves are busy battling orcs in the north, the elves, humans and metallic dragons battle the draconic horde for generations (in human terms). Eventually, they are able to turn the tide and defeat the dragons. In the hills of central Arlyss, the last dragon army is defeated. The Sydonians found the kingdom of new Sydonia and build the city of Dragonwatch within the great forest of the elves, dubbing the nearby lake “dragonmere”.

  • 130

    570


    Sydonian Expansion and the war of the Elves

    As the fledgling kingdom of New Sydonia grows, the elven mages also grow in power. With their extended lifespan, they are able to achieve things the short-lived humans never could. Eventually, a schism occurs in Elven society. The mages wish to put the past behind them and abandon druidic magic. They perform a ritual that withers away the Great Tree of Central Arlyss, severing the elves’ connection to nature. Civil war erupts between the druids and mages. Sydonia sides with the mages, and pushes the druids west as they grow their kingdom. The druids are able to save a single seedpod from the great tree, and plant it anew in the western forest. After 30 years of war, the humans grow tired of the conflict. As the elven mages gather for a war council, assassins from Sydonia poison their leaders and set fire to their woodland homes. The war ends with Sydonia having conquered most of central Arlyss, save for the Great Wood in the west. The elves remain in their forests, and the humans stray far from the woods. The peace is maintained.

  • 600


    The men of Ekoros return

    600 years after the doom of Sydonia, ships from the Marble Isle arrive on the mainland and establish trade between Sydonia and Ekoros. The city of Southport is established as the primary trade port to the Sapphire Sea.

  • 640


    The founding of Arlenport

    The port city of Arlenport is founded by Arlen Lorens, a fur trader who discovered iron and gold mines in the northwest and established trade with the Dwarves in the north. Ships from Arlenport carry goods to the city of Seawatch rather than cross the entire kingdom by land, and supply the garrisons of seawatch who guard Sydonia from elvish incursions.

The Age of Heroes

701 1300

  • 701

    1300


    Sydonian Supremacy

    The Kingdom of Sydonia continues to grow, eventually encompassing all of Arlyss except for the Great Wood and the Dwarven kingdoms of the north.

  • 701

    1300


    Dawn of adventure

    Great warriors and mages battle orcs, dragons and other fearsome enemies in the wildlands of Arlyss

  • 701

    1300


    Dwarven trade

    Trade with the Dwarves of Kal’ein and the northern kingdoms keeps the Sydonian military well-armed, and villages sprout across the kingdom as the ancient forests of the elves are cut down to pave way for progress.

  • 861


    The Great Below

    The Great Below (a massive series of caves and tunnels beneath Arlyss) is discovered to stretch as far as The Great Wood.

  • 930

    950


    Orc Wars

    War with the orcs of the Badlands unites the Dwarves and Sydonians against a common enemy. The orcs breed half-orcs as slaves, but the Sydonian army organizes a rebellion that leads to half-orcs overthrowing their orc masters and gaining their freedom. Some settle in Saltmire, while others become adventurers and mercenaries.

  • 1012


    Orcwatch keep occupied by the order of the mark

    The order of the mark occupies an abandoned dwarven keep built during the orc wars of the 10th century and vows to keep the orcs and undead at bay.

    Location
    Orcwatch keep
  • 1074


    Planar Travel

    The high wizards of Sydonia officially document the first alternate plane of existence—the outlands.

  • 1201


    Orcs invade the north

    Adventurers rally allies against an orc invasion of the north and repel the orcish armies led by an orcish death knight.

  • 1206


    Cultists in Southport

    A death cult hoping to revive a long dead mad wizard is stopped by adventurers in the sewers beneath the city of Southport.

  • 1236


    The Great Modron March is repelled

    Portals from the plane of Mechanus open and the great modron march begins. Adventurers repel the invasion and save Dragonwatch from destruction.

  • 1256

    1259


    The Forsaken Company

    A group of adventurers known as the forsaken company save lakeside from an aboleth living deep beneath the town, then go on to explore the great below and encounter dark elves, duergar and other fearsome creatures. In 1257 AD, when Arlenport disappears for 3 months they are thought to have saved the city and returned it from the nine hells. They briefly reappear in 1259 AD (now known as the hellraisers) outside Dragonwatch and are recruited in a quest to slay an orc lich in the badlands preparing to lead a host against Sydonia.

The Modern Age

1300 and beyond

  • 1301

    1400


    Strange magic

    Clerics and other divine spellcasters become more common. First report of spontaneous magical ability (sorcery). The High Wizards of Dragonwatch deem sorcery “unnatural” and the king commands all sorcerers be executed on sight. Demand for falsified documentation of wizardly education explodes. Adventuring companies become popular as troubles with bandits and orcs in the country are on the rise.

  • 1430


    Sydonian-Ekoros War

    Sydonia tries to annex the Marble Isle, but is repelled by a massive storm conjured by their clerics. A peace treaty officially ends the war less than 6 months after its start, and peaceful interactions between the two nations resumes.

  • 1460


    Divine Orders established

    The church of Woden officially recognizes clerics and paladins as divine arbiters of justice and sanction their training. The church of Sol establishes the first knightly order of paladins, The Order of the Sun.

  • 1480


    Elves join Sydonian society

    Elven exiles are integrated into Sydonian society, but granted secondary citizenship status. They flock to a life of adventure, joining the dregs of Sydonian society.

  • 1520


    Dawn of Artifice

    Arcane magic gives way to artifice as black powder is discovered. Commoners are trained with the arquebus in months, while the wizard population dwindles. By 1560 AD, wizards in the army of Sydonia are rare—replaced by musketmen and cannons.

  • 1580


    Airships take to the skies

    The first airship—powered by a combination of artifice and magic—is invented but deemed too costly for the Sydonian army. Airship travel remains extremely rare.

  • 1620


    Sorcery legalized

    Sorcery is no longer punishable by death, but all sorcerers must register with the Dragonwatch registrar of deviance.

  • 1680


    Psionics gain popularity

    The Church of the One mind is established, preaching that the world was thought into existence by an entity known as “the overmind.” Their clerics practice psionics.

  • 1700


    Sydonia and the Elves of Pren Gwych risk all-out war

    Skirmishes between elven radicals and Sydonian forces near seawatch risk all-out war with the woodland kingdom. Violence against elven exiles and half-elves in Sydonia becomes more common.

  • 1720

    1750


    Dawn of Democracy

    The house of nobles is established, bringing a semblance of democracy to the kingdom of Sydonia. The working class is under-represented and leads to a worker’s rights movement. A missive on the rights of man forms the Sydonian Party of the People.

  • 1760


    The great fire of orcgate

    A fire engulfs the half-orc slums in Dragonwatch, and racially-motivated arson is found to be the cause.

  • 1770


    Dawn of Steam power

    Steam power is invented, and the first locomotive is tested on a stretch of road between Dragonwatch and Brookstone.

  • 1772


    Arlyss Campaign Begins

    The initial year of the Arlyss Campaign. King Edmund rules in Dragonwatch, while Elder Greenseer Alariel Kythorn rules over Caer Ellylon and Ekoros is ruled by a council of merchant lords. Khazad-Nogaak is ruled by King Magdin Fireforge, Kal’Kadred by King Duma Longbeard, and Kal’ein by King Thorgrimm Darkhammer. No single chieftain leads the northern tribes. The orcs are led by Utrek Fleshpeeler and his high necromancer Gorak Blightcaller.

  • 1772

    9 Blōtmonath

    The Heroes Gather

    The heroes are hired for security aboard the first Sydonian steam train voyage. Bandits attack the train and are repelled, and the party is given a commendation for their good work. They continue to work together and take a job clearing out giant vermin from the sewers beneath Dragonwatch.

  • 1772

    13 Blōtmonath

    The Heroes Defeat an Eoten

    The heroes follow rumours of an Eoten in the kingswood, defeat an orc camp and slay the Eoten.

  • 1772

    13 Blōtmonath
    1772

    26 Blōtmonath

    The Heroes In Ashfield and the Ghostly Child

    The heroes encounter the dockworkers' union while trying to recover the body of a child slain by one of their high ranking members.

  • 1772

    1 Ærrageola

    The Heroes Capture The Toymaker

    The heroes take on a job to track down a serial killer and discover an artificer making twisted constructs from human bone, flesh and hair.

  • 1772

    14 Ærrageola
    1772

    17 Ærrageola

    The Heroes Discover the Cult of Tiamat

    The heroes take on a job to find a missing paladin of Bahamut and uncover a conspiracy involving a cult of Tiamat and the town of Sywell.

  • 1772

    17 Ærrageola
    1772

    21 Ærrageola

    The Heroes Discover the Draconian Plot

    The heroes defeat the draconians in the Sywell mine and discover they plan to set off explosives in the sewers beneath Dragonwatch.

  • 1772

    21 Ærrageola

    The Heroes Defeat the Cult of Scales

    The heroes stop all but one of the bombs in Dragonwatch, then venture into an ancient dwarfhold beneath the city to defeat the cult of scales and their Dragon leader Zarlandris. They are arrested by Sydonian soldiers and a constable captain as they leave the sewers...

  • 1772

    22 Ærrageola
    1773

    2 Solmonath

    The Heroes Travel to Southport

    Following their attempted arrest for the attack on the nobles' district of Dragonwatch, the heroes leave Dragonwatch and travel to Southport to find work as pirate hunters. They begin calling themselves "The Covenant of the Veiled Coin."

    More reading
    Chapter 8: Moving On
  • 1773

    2 Solmonath
    1773

    3 Solmonath

    The Covenant brave the Wizard's Tower

    The covenant breaks into a wizard's tower to retrieve a ritual to reverse ceremorphosis, though they still need the living flesh of a kraken to perform it. They prove their worth to southport's city hall by wiping out an upstart thieves' guild in the warehouse district.

  • 1773

    4 Solmonath
    1773

    9 Solmonath

    The Covenant Sail the Seas

    The covenant of the veiled coin embark upon the Draugr as pirate hunters, hoping to find the components needed to cure Dox's ceremorphosis along the way.

  • 1773

    9 Solmonath
    1773

    13 Solmonath

    The Covenant Explore Sea Elf Ruins

    The covenant of the veiled coin explore sea elf ruins and are attacked by a kraken cult ship.

  • 1773

    13 Solmonath
    1773

    18 Solmonath

    The Covenant Defeat the Kraken Cult

    The covenant discover the location of the kraken cult hideout and wipe them out, defeating the kraken priest and securing the living flesh of the kraken for Dox's cure.

  • 1773

    3 Eostremonath
    1773

    17 Eostremonath

    The Covenant Cross the Mist Wall

    The covenant of the veiled coin are hired to lead an expedition beyond the mist wall. Accompanied by archeologist Gaerald Murray and the crew of the Draugr, they set out from Southport to cross the mist wall.

  • 1773

    18 Eostremonath
    1773

    23 Eostremonath

    The Covenant Befriend the Tuhka

    The covenant of the veiled coin rescue tuhka hunters from a gnoll camp, gaining the trust of the natives of the mistlands--the tuhka. They travel south with a tuhka guide named Sivald and encounter the elk clan.

  • 1773

    24 Eostremonath
    1773

    26 Eostremonath

    The Covenant clear out Tsovayin

    The covenant of the veiled coin enter the ruins of Tsovayin, an ancient military garrison of the masters, to recover the spear of Brynolf for the elk clan. They defeat its undead inhabitants and the demonic commander of the garrison, and unveil new secrets of the masters.

    More reading
    Chapter 15: Tsovayin
  • 1773

    26 Eostremonath
    1773

    2 Thrimilce

    The Covenant Travel to Mets Gradaran

    The Covenant travel to Mets Gradaran, encountering several ruins, tuhka settlements and demons along the way.

  • 1773

    3 Thrimilce

    The Expedition to the Mistlands ends

    The covenant of the veiled coin is mostly destroyed by a beholder in the great library of mets gradaran, but surviving members of the expedition return to southport with their findings.

  • 1773

    3 Ærraliða
    1773

    14 Weodmonath

    The Southern Mists Disappear

    Ships crossing between Sydonia and Ekoros report that the mists have disappeared. Sydonia and Ekoros try to settle in the mistlands, but their efforts prove disastrous as they are slain by metallic dragons.

  • 1775

    7 Weodmonath
    1778

    12 Thrimilce

    Bryganthia Is Revealed to the World

    The Island Nation of Bryganthia travels to Sydonia and Ekoros. Trade is established between the three nations, and Bryganthia begins exploring the world.

    Location
    Bryganthia
  • 1778

    13 Thrimilce
    1778

    14 Thrimilce

    The Fabulous Few clear out the lakewood

    The adventuring group known as "The Fabulous Few" venture into the lakewood and discover a green dragon in conflict with two white dragons and a frost giant. The green dragon is slain by the whites. The group slays a white dragon and loots the green dragon's hoard.

  • 1778

    15 Thrimilce
    1778

    21 Thrimilce

    The Fabulous Few Investigate the Giant Threat

    The fabulous few are hired by Duke Lorens to investigate the threat of giants in the world's end mountains. They travel to the north and discover the giants' hideout in the mountains.

  • 1778

    22 Thrimilce

    The Fabulous Few Venture into Svartalfheimr

    The fabulous few venture into Svartalfheimr in pursuit of the frost giant Birgir, who aims to attack the realms of men with an army of giants in one month's time.

  • 1778

    22 Thrimilce
    1778

    25 Thrimilce

    The Fabulous Few are Captured by Mind Flayers

    The fabulous few are captured by mind flayers and spend three days as slaves to the illithid before dark elves raid the colony and allow them to escape. They flee into the great below and begin their journey to Nidavellir to find the sword of Surtr before Birgir.

  • 1778

    27 Thrimilce

    The Fabulous Few Venture into Nidavellir

    After dealing with some personal problems, the fabulous few enter Nidavellir in search of the giant Birgir and the Sword of Surtr.

  • 1778

    28 Thrimilce
    1778

    1 Ærraliða

    The Fabulous Few Battle Birgir the Frost Giant

    The fabulous few venture deeper into Nidavellir and stop Birgir the frost giant from destroying the sword of surtr, claiming the essence of Surtr for themselves.

  • 1778

    1 Ærraliða
    1778

    3 Ærraliða

    The Fabulous Few Save Khazad-Nogaak

    The fabulous few travel to Khazad-Nogaak to ask for aid against the giants and find the dwarfhold under siege by the white dragon Glazathael, companion of Birgir the frost giant.

  • 1778

    3 Ærraliða
    1778

    11 Ærraliða

    The Fabulous Few Save Duke Lorens

    The fabulous few travel to Arlenport to seek aid against the giants and stop a dark elf assassination attempt on Duke Arnulf Lorens.

  • 1778

    20 Ærraliða

    The Battle of Hogasun

    An alliance of northmen, Sydonians and dwarves aided by the fabulous few repel the giant army of Birgir. The fabulous few follow Birgir into the frostwastes via a portal he opened, where they kill him and seal the rift to Niflheim.

  • 1778

    21 Ærraliða
    1778

    1 Hāligmonath

    The Fabulous Few Settle into Schropsbury

    The fabulous few are granted the estate of Schropsbury for their service to the crown in stopping the giant incursion. They settle into the life of nobility while investigating the murder of Tar'Kanis.

    More reading
    Chapter 11: Respite
  • 1778

    4 Hāligmonath

    The fabulous few venture into The Fae

    The fabulous few venture into the fae following the signal of the mistlands artifact.

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