The races of West & East Ymmaria combine efforts to break their chains and revolt against the Ymmarion Empire. Over the course of three decades they win their freedom and take their homelands back from the conquering Dragonborn.
The Ymmari Dragonborn conquer large swaths of the continent of Grand Ymmarion and reign for over 1000 years. Humanoid, demi-human, and human peoples (once their forebears) are subjugated. The Ymmari take what they will from each culture, and expose the gifts and secrets of all to create never before seen technological advances. They harness magic and science together. Great cities are built and connected along roads. Arcane workshops and houses of experiment are constructed along ley lines. Culture between races is exchanged as never before, although it is often through the vehicle of slavery and re-appropriation.
The races of West & East Ymmaria combine efforts to break their chains and revolt against the Ymmarion Empire. Over the course of three decades they win their freedom and take their homelands back from the conquering Dragonborn.
The Ymmari Dynasty has fallen. The various peoples start their lives free of Ymmari tyranny and begin the new era of freedom at Year One. But as with many revolutions, the years that follow are not smooth. The Ymmari Dragonborn who remain fall under the weight of the Purge Draconis. As the Purge ends, the rulers of East & West Ymmaria find themselves unable to control the magics and technologies at their disposal. Cataclysms and catastrophes are all too common and usher in a dark age. The various hardships turn the East and West against each other, vying for resources. War rages for centuries in The Clash of Scions. As navies clash across the sea, the Leviathans of the Deep awake once more to feed upon conflict. In a bid to end the conflict, West Ymmaria turns to the remaining Ymmari, now mostly relegated to an island. This nearly tips the balance of the conflict until Vexergen's curse seals off the land route between the peninsulas.
The Ymmari Dragonborn are stripped of their rights, imprisoned, forced into labor camps and executed en masse. The Purge Draconis was seen as a "necessary evil" by most races but was mainly enforced by humans in East Ymmaria and the Hobgoblin Tribes of West Ymmaria.
Firmly taking control of Ymmari cities and strongholds in the north, the humans band together and form the Kingdom of Salvation. It is a loose confederacy but the humans find common purpose in unshackling their bonds and taking control of their own destiny for the first time in thousands of years.
The newborn nations struggle to survive in their infancy. Arcane catastrophes, insect plagues, monster attacks, and natural disasters make life harsh and resources scarce. East and West Ymmaria struggle to see eye to eye.
After years of misfortunes, plagues, catastrophes, and minor skirmishes; war erupts between the two major peninsulas.
After almost two hundred of years of naval clashes, the Leviathans of the Deep reawaken. During a major engagement near the middle of the Ymmari Bay both navies are destroyed as beasts of the sea converge on the naval battlefield. Few escape to tell the tale. Few naval battles and incursions are attempted after this, and always with the same result; utter destruction.
With sea routes cut off, East Ymmaria ratchet up their assault through the southern peninsula, led by giants of frost and fire, and their jarl Ursamorgan.
Unable to press through the monstrous seas and with Giants attacking from the south, Western Ymmaria appeals to the Dragons. . .
The Dragonborn Warrior Vexerrigen makes a pact with an unholy power, turning the Southern Ymmari Isthmus into a cursed land of undead horrors. The legions of (the now undead) Vexerrigen prove too powerful and effectively seal off the Eastern and Western Ymmarion Peninsulas.
With the East and West Largely cut off from each other and large scale war ended, the human, demi-human, and humanoid races focus their efforts on rebuilding their cities and rediscovering their own cultures. A great cultural flourishing begins. Identities and philosophies from times before the Ymmari are explored anew, with fresh perspective. At the same time, colonies of humanoids and demi-humans originally from the opposite peninsulas find themselves unable to return home and take root in new lands. Although this begets an era of peace, harsher, more insular identities take root in some races, causing violence and persecution. After centuries of relative peace, the era ends as both East and West Ymmarion conflicts explode within the peninsulas.
Blamed for many of the events during The Clash of Scions, the human kingdom of Salvation outlaws arcane practice within their borders.
In an attempt to rebuff the undead advances from the Blightlands, necromancer Tarsem Kalkatoth takes control of the city of Drinn. His victory is short lived, however, as a magical cataclysm razes half the city and destroys the wizard.
With exploding populations and no longer satisfied with the northern lands of East Ymmaria, the Kingdom of Salvation begins to expand rapidly.
Rediscovering culture leads to fierce nationalism and war within the Peninsulas. In an effort to expand territory and take resources, humans war with elves and dwarves in the East, while Hobgoblin armies invade their neighbors in the west. The wars end as the elves appeal to their cousins in the Feywild; The Gloaming Concord is struck and the human kingdom of Salvation is fractured into three distinct countries. In the west, after conquering large swaths of West Ymmaria, a deal is struck with the warlike hobgoblins and the Crimson Pact of the 5 tribes takes effect.
War ravages the Eastern peninsula as humans, demi-humans, and humanoids vie for land and resources.
From their capital in Grand Zenith, the hobgoblin forces march upon the humanoid and monstrous forces of the west.
After decades of fighting the Humanoid and Bestial races of West Ymmaria find a balance, apportioning the peninsula, its lands, and resources between them with an official pact. Although skirmishes still occur, the clash of civilizations that has defined the Western Peninsula comes to an end. The Cravkaluz Hobgoblin Tribe takes control of a large portion of the peninsula, land retains the old Ymmari capital of Grand Zenith.
As leverage intensifies from the Unseelie Terror, peace is achieved between Humans, Elves, and Dwarves. Many, but not all of the kidnapped children are returned. The Fey Court mandates that no aggression may be forced upon the elves for 444 years.
Unable to resolve differences faced during the Great Eastern War and short on resources, the human kingdom of Salvation fractures into three kingdoms. Already beleaguered by war, conflicts between the nations end swiftly and new borders are drawn. Animosity, suspicion, and jealousy abound between the Three Kingdoms.
Massive technological discoveries in the Kingdom of Sanctrya end the War of the Three Kingdoms. A peace treaty is negotiated on the banks of the Serpentine River. In addition, the monarchy of Sanctyra is abandoned and a new theocratic state devoted to Deunara arises. After the war, Sanctyra becomes more isolated from the other kingdoms, closely guarding its new secrets.
Peace settles over East & West Ymmarion brought on by the River's Edge Treaty, the Gloaming Concord, and the Crimson Pact of the 5 Tribes. Hundreds of years after Vexergen's Curse, colonies of outsiders that were cut off from their homelands make new settlements. Nomadic humans and goliaths wander parts of West Ymmarion and races like tabaxi, centaurs, and firbolg find homes in the East. Prejudice still abounds, especially in some of the human kingdoms to the north, but most grow to at least accept the presence of the outsiders. The exception are the few remaining Dragonborn Ymmari, who are treated with mistrust and scorn wherever they go.
The time period set in the Gloaming Concord comes to a close. Despite the best efforts of many, no new treaty is arranged between the humans, demi-humans, and humanoids. The tense negotiations also lead to a splintering in the River's Edge Treaty.
The time of our story. The 444 years of peace mandated by The Gloaming Concord have ended. Pressures build again within East and West Ymmarion. Monsters haunt the wildlands, the human kingdoms skirmish with each other, storms rage again in the Sea of Tempests, and tensions rise.
The time of our story. Shadow of Fire and her compatriots quest to bring the Hua Linghun back to the Sentinel.