The various human tribes of Erolan are united through the Old Way, and become the First Human Kingdom of Zenith.
Known History of the Continent of Erolan
The various human tribes of Erolan are united through the Old Way, and become the First Human Kingdom of Zenith.
Representatives of the Eternalwoad, the Shire of Barleybuck, and the newly unified Empire of Zenith are called by delegates to Alfheimr to participate in a diplomatic council. Here the older powers convene with the new human empire and establish open channels of communication, estalblish trade routes, and reaffirm borders. Such diplomatic meetings, hosted by the Alfar beneath the bows of the Irminash Tree, becomes the norm, and the Council of Irminash lays the foundational work for public meetings between the nations for future generations.
In recent years since its creation, the Empire of Zenith performed multiple military actions on its borders to expand its holdings against minor powers like bandit lords and regional fiefdoms. The year 35 would see the Zenith's first major military actions against a major power, a war of expansion meant to claim the Umbrae Valley from the southern Kingdom of Harshhorne. Eventually victorious, the legions of Zenith were stopped from pressing further than the borders of the valley by squadrons of battle hardened Wishlings, and a tentative truce was called a little over a year of counterassaults and probing attacks from both sides.
In the early spring of 41, the warriors of Harshhorne launched a brutal assualt on the fortifications of Umbrae Valley. The Empire of Zenith had built a fort and several watchtowers in the area, nevertheless the legion left to garrison them was caught unprepared for the swiftness of the Wishlings assault.
After claiming the fort in Umbrae Valley, the soldiers of Harshhorne set about setting their own style of defenses. Traps honed on titanic Kaijin were more than effective enough to stop a cavalry charge from the enemy, so the soldiers of Harshhorne prepared to hold the Umbrae Valley against enemy assault and make any attempt into a quagmire, with no push further into Zenith.
After a grueling campaign, in the winter of 44, Zenith and Harshhorne called for peace, with the Umbrae Valley remaining in the hands of Harshhorne. The fortifications at Umbrae Valley would continue to change hands, and nearly a millenia since, it is unsure if the animosity between these two powers will ever fully cool.
In the winter of 190, the The Eternalwoad suffered a brutal infestation of Fomorians, which first became apparent on the closing full moon of the year. Banding together with their long time allies, the Shire of Barleybuck, the Fae of the Eternalwoad undertook great hunts to destroy the swarms. It is known as one of the worst Swarmings of Fomorians on record.
In the Shire of Barleybuck, a local businessman known as Baron Greyfield had wormed his way into multiple trade routes out of the Shire, coming dangerously close to having a monopoly on the money made by such trade routes. He began to charge extortionately high on the rights to use "his" trade routes, which caused much distress to the folk of Barleybuck. By the beginning of summer of 249, a local group of well-meaning trade folk banded together in an attempt to speak with Baron Greyfield, but he had hired mercenaries to protect his home, who violently turned the local Bobbins away, causing several injuries.
The Sheriff came the next day with the Town's Guard, intending to bring the Baron and his mercenaries to account. However, when they arrived, the mercenaries were gone, though their weapons were left behind. Of the Baron, there was no sign. His carriage was found destroyed on the border of the Shire, its wheels clogged and twisted with thick vines covered in golden-yellow leaves.
Hidden in Dtaniynoa Bazmoroa, a group of dozens of Wyrmkin from different families group together to form a new band. Dubbing themselves the Golden Claw. The ink they use is drawn from a flower that grows in the southern territory they claimed, which blooms and glows with golden radiance in the moonlight. This band grows quickly to prominence on the isle, becoming famously adept at protecting their members from predators and threats.
Clan Heraack warriors were performing their annual ceremonies of the Wolf's Solstice, claiming their hunting territory in the southern Namarin plains. Reports conflict as to why, but the border guards of the Kingdom of Yomi were soon giving chase. The skirmish lasted for less than an hour, but with several dead on both sides, relations between the Clan Heraack and Yomi soured, and only the intervention of cooler diplomatic heads prevented the incident from erupting into an escalated conflict.
Clan Tulsharad, and Clan Heraack had been in a state of territorial warfare for generations over hunting grounds in the Namarin plains, with Clan Wurian avoiding conflict and maintaing nuetrality in the Grey Woods. It was in the summer of 480 that Were-owl Mystics of Clan Wurian called peace talks, and an accord reached. Each tribe would claim an equal section of land, to safeguard at each other’s benefit. Through the divination of the wise mystics, was it discovered that the greatest threat, one that would sweep away all tribes, had yet to show itself. The three Great Chiefs of that era dubbed this agreement the Therian Tribal Pact.
The Empire of Zenith was a dominant power for many centuries, taxing trade through their territory and growing rapidly in wealth and power. It was not to last, and all tales of great power eventually come to an end. As Zenith grew powerful, so too did it grow decadent, and its political control of its various territories began to wane. The territories of Durgheim , and Draioch in the eastern provinces, as well as Il Paraonde and several small cities in the western provinces, seceded from Zenith, due to lack of leadership and extreme taxes. At the time, dubbed the Great Secession, Zenith did not have the military might to forcefully reclaim the lost provinces, and left only with its core territory, became the Kingdom of Zenith.
Founded as a small wizard’s guild after The Zenithian Great Secessions , locals soon congregated near the guild for protection. Gathering knowledge and fame at a quick pace, the Valsan Wizard'g Guild eventually worked together with settlers under their protection in forming the Magocracy of Valsan, which developed quickly into a powerful neighbor in the coming decades.
A mysterious magical cataclysm surged over the island Kingdom of Pheia, bringing with it tidal waves and buckling the bedrock beneath it. The Kingdom of Pheia sunk below the sea, forcing the greatest abjurers in the nation to band together and form barrier to repel the rushing waters. Soon after, with more time and magic, they were able to expand the city in domes, each with its own abjurer keeping the barrier in place. This is a taxing thing, and sometimes abjurers do not last long in maintaining bubbles, yet despite the burnout rate being high, it is considered an honor in Pheia society to literally keep the waves at bay.
The Great Separation was a dispute caused over some of the caravans wanting to settle, abandoning their nomadic lifestyle. A large number of families split from the caravans causing grudges between those that settled down in the Sultanate of Sahir and those that remained true to the everlasting journey. Some of the caravans started to move further north while others continued on in and around the deserts. The grudge this caused has evolved over the centuries, now forming a friendly competitive nature where citizens of the Bazaar see the folk of Sahir as "town-folk", and Sahirians reciprocating by seeing the citizens of the Bazaar as "rural-folk".
Several merchant factions in the Kingdom of Il Paraonde escalate their disputes into outright conflict using mercenary bands as proxies. In a conflict lasting nearly a year, trade along the western coast of Il Paraonde is disrupted. Eventually, and agreement is reached between the merchant factions, thanks in large part to outside pressure placed on them by foreign trade partners in the Sultanate of Sahir and Alfheimr who were eager for the return of the status quo, since the conflict had quite throughly disrupted their business.
The famous explorer, Cedric Wanderfoot of the Shire of Barrleybuck, gathers up a crew of volunteers in search of adventure. They depart the ports of the Kingdom of Il Paraonde, and are never heard from again.
The Sultanate of Sahir came to blows with the Grand Caravan of Bhutaar , whose nomadic territory had expanded greatly, and for several years the skilled Mogatai horsemasters fought with Sahirian soldiers. Eventually, a brittle peace was reached, and the forces of the Grand Caravan withdrew from Sahirian territory. Though some still distrust the Grand Caravan, in the years since the cesation of hostilities, Bhutaarian trade parties had done a great deal to establish relations between themselves and the leadership of the Sultanate.
The Andakhan, a talented general and profiecient warrior, sought to create an empire in his image. He drew several other caravaans of Bhutaar into the fold before waging war on much of southern Erolan. He began carving out a sizable fiefdom in the northern Black Sea region and territories contested by the Magocracy of Valsan, but his sudden unexplained death after several years of war led a series of leaders to rise in his place, who drew the component Caravans away from the path of war to join the rest of the Grand Caravan once again.
The Dark Mage Balor layed seige to Kingdom of Draioch with an army of undead creations. At the height of the seige, King Braden slew Balor in single combat. However, with Balor’s final breath, he put a curse upon the Kingdom of Draioch. He cursed Draioch to be prowled by dangerous undead, to be cloaked in night, for the rest of time.
Long after its own secession from Kingdom of Zenith , Il Paraonde had to deal with its own rebellious vassals, as the White Cloud Islands rebelled under the command of the various Admirals and Pirate Lords who made those islands their home. The White Cloud Rebellion lasted for several years, before one Admiral Porthos of the Good Fleet Profit, was able to negotiate a cesation of hostilities and the independance of the newly formed White Cloud Republic.
The Iron Empire offers to send a delegation of Iron Guard to "rid Draioch of its dependance of false idols", but Draioch unanimously rebuked the Iron Emperor. Time will tell if these two nations come to open blows.
The Kingdom of Zenith sent an emissary to request that Harshhorne participate in the Grand Melee as an offering of peace. The Harshhorne warrior Toren Apexblade fought with such quick and fierce brutality the melee ended days before it was supposed to. Harshorne has not been invited back to the Grand Melee, and Toren is the only wishling to ever receive the title Zeni, the highest noble title one can be afforded in Zenith.
Deep under the mountains of Azarak, a team of miners unearthed a living river of mutative black liquid. The substance flooded the lower levels of the city-kingdom, turning victims into monstrous shells of their former selves, called Durhan by the Hursag Dwarves.
King Durgrik Ironbreaker II enacted a plan where a squadron of volunteer soldiers would stay behind and fight what they called the Durhan, and the rest would evacuate above ground, abandoning the mountain all together. The brave soldiers held their ground for as long as they could, buying the King and their people precious hours needed to complete evacuations. No one knows precisely what their last moments were, but at some point, the magmatic forges where the brave Hursag dwarves held the enemy in place were channeled to overflow, and bathed the entirety of the Azarak lower quarters in molten rock. With the sludge seemingly contained for now beneath untold tons of stone and magma, King Durgrik Ironbreaker II ordered the gates of Old Azarak sealed. The Hursag then dwelt in the surface settlement of New Azarak, a trading post and settlement for surface dwelling Hursag.
The first vessel chartered arrived at the shores of Terra Nova. Unfortunately, a freak storm shattered the vessel before it could succesfully make landfall, but a group of brave sailors and explorers were able to succesfully extract themselves from the wreckage and establish a beachhead in this new land.
After losing contacy with the first landing party of Terra Nova in 1016, the Horizon’s Endeavor, the vessel of Captain Astrid of the White Cloud Republic makes contact with the lost explorers. They survived a harsh winter, and build up the beginnings of a small settlement, which comes to be called Port Harmony. Captain Astrid returns to Erolan with news that a succesful beachead has been established, which leads to further support and supplies to be sent by the Pact of Unified Expansion.
Once thought an exctinct Kaijin lost to time, an adult Merodech is discovered in Terra Nova by the settlers of Port Harmony. The creatures nature of burrowing to create its nests caused a series of tremors that alerted the settlers to its location. The people of Port Harmony slew the creature in combat, but evidence suggests that this specimen was not the last of its kind.
In a series of running battles and military actions, the various nations of Terra Nova rallied together and brought the war to the Janja's forces. Despite suffering severe losses, the allied nations of Terra Nova laid seige to the Janja's fortress in the Southern Wastes, allowing a group of heroes from Port Harmony to infitrate the Fortress and battle the Janja and his elite guard.
A strike force comprised of volunteers from the settlement of Port Harmony infiltrated the Janja's Fortress in the Southern Wastes of Terra Nova. At the height of the battle, the Janja and his personal guard were defeated, witnesses claiming his broken form was dragged into the mists of the afterlife. Shortly after, the fortess began to implode, but the strike force was able to escape in time before the fortress became a buried ruin.
With the Janja defeated, and his most powerful lietenants destroyed, his undead armies either collapsed or were scattered by the forces of the allied nations of Terra Nova, bringing and end to the War of Bones.
A golden humanoid construct makes contact with the people of Port Harmony. It identifies itself as "No. 5", and proclaims to be a messenger of the Jade Isle, a small landmass to the north of the Carrion Swamp that has been secluded by a mystical fog for centuries. Now the fog has cleared, and Ichor has been spotted in increasing frequency. The people of Port Harmony make preperations to make direct contact with the Jade Isle.
At the behest of the Draconic Conclave of Dragonfall, heroes from Port Harmony assist in a grand ceremony that results in the creation of the first newborn dragon in living memory. They aid in both suppling magics unavailable to the Dragons, and in helping the Dragons protect the ceremony from a raiding party of voidkin, who seem intent on disruption. After a hard fought battle, the voidkin are defeated, and Xoavuth is succesfully hatched. The first food he is given is bacon.
Following the guidance of the prophetic words of the scroll won from the Mind Thief, the guardians of Port Harmony follow through with locating and unsealing an ancient entity. In an effort to catalyze a series of events that would lead them through the prophecy, they felt they had no choice but to push forward, using an ancient ritual to release Manas, Child of the Unspeakable Abomination. Slowing time itself to a halt, Manas left behind a medallion, the Amulet fo Dawn, as grim thanks for his release, before animating a gallery of statues, and setting the cave into a collapse.
After Manas dissapeared, the people of Port Harmony were forced into a fighting retreat to escape the cave with their lives. Unsure of their actions in the aftermath, it was a scant few hours before they saw the first symptoms of their deeds. While returning the Amulet of Dawn to the strange sentient artifact known as Mehen, it was discovered by the arrival of a previously possessed ally that the entities of the Shadow Court had dissapeared, their influence seemingly gone from world.
In a series of world changing events, the Heralds of the Watchers tear their way into Erolan. Across every continent, nearly every kingdom and people are beset by events of nightmarish implication. Some Kingdoms are lucky, interpreting esoteric portents, or receiving warning from those who did scant days before the attacks began. Many Kingdoms are not so lucky, and the consequences go on to change the face of Erolan forever.
In the harrowing time since multiple eldritch invasions rocked the surface of Erolan, the people of the world have been fighting for their very lives. Monsters, marching armies, and maddening curses spanned both continents, while mortal forces mustered what powers they could to hold the nightmares at bay. However, it was not only mortal forces that were under siege, and it seemed that the Watchers would not be satisfied with simply waging war on Erolans surface. On the eighth day of the fourth month of 1024, a subtle threat crept towards culmination. In Terra Nova, the lights of the moonglow forest dimmed for hours, flickering weakly in their bioluminescence. Across the world, from the western Hedjmet to the forces raiding across Draioch, the creatures known as Lamashtu, Strigoi, and even shadow-formed horrors ceased their predations for a time, gathering in masses and prostrating themselves in worship. The armored warlord leading the shadow-hordes of Draioch knelt, gazed up at the sky with the eyes of smoke, and smiled with a bloody, fanged maw. The sky began to grow dim, and the moon crawled slowly over the face of the sun. Astronomers and star-seers felt a growing fear in their hearts as their instruments showed them that there was no path of totality. The whole of Erolan was in darkness. The world was lit only by the grim, blood red corona that remained of the sun. With sudden abandon, and in unison across the world, the shadow hordes cheered and pressed the attack. For roughly an hour, the attacks were relentless. Survivors of those attacks would go on to report that the lamashtu and strigoi chanted in strange tongues, dragging victims alive into the darkness, never to be seen again. Many lost their sight during that time, eyes drawn to the baleful un-light of the Eclipse above. Those blinded by it claim that they still see the eclipse, and in their horror they know that the eclipse sees them, gazing into them perpetually. Before long, the eclipse receded, giving way to the sun's warm glow once more, and the shadow-hordes returned to their normal pattern of attack. In Terra Nova the Moonglow Jungle regained its luminescence. Few could dwell long on the events of the eclipse, with so many threats still abounding all around them. Few, except perhaps the star-seers, astronomers, and worshippers of the Lady of Secrets. They knew this was no normal eclipse, but charged with vile magic. To those attuned to that quiet place of true darkness, the Penumbra felt closer than ever before, the barrier to its offered magic was worryingly thin. Shadow-users of all kinds could feel the change, and with it came some deep dread that was hard to quantify. For those who knew of such ancient things, it was all too apparent that the plans of the Black Sun were in motion. For those now burdened with this knowledge, it had become apparent that T’yogtha was not satisfied in his war against mortals, and had struck against the stars themselves.
A group of heroes from Port Harmony learned that a demigod called the Lion of the Dawn was trapped in Chains of Night, deep in the Penumbra. They worked together to infiltrate the Black Sun's Eclipsian Fortress and freed the weakened demigod they found there. Escorting Sekhaten back to the material plane through squadrons of shadowy fiends and lamashtu, the people of Port Harmony were not free yet. An entity of prodigious resilience, the Warden of Night, followed them out of the Penumbra, eager to reclaim his prisoner. The heroes of Port Harmony fought for hours, keeping the Lion of the Dawn safe from his captor until the morning sun rose above the trees. Seeing the sun for the first time in an age, Sekhaten regained a fraction of his previous might, and met the Warden in battle, impaling the monster of shadows on his flaming khopesh. After securing Sekhaten's freedom, the people of Port Harmony escorted him to the Hedjmet and it's leader Qa'kosi Negerghala, where he promised to aid her and her people against the minions of the Black Sun.