The elven city of Shelthemar is established deep within an ancient forest, its isolation and natural defenses making it a beacon of elven resilience. Its founders, fleeing the chaos of the Second Age, vow to protect their kin from external threats.
This timeline is a combination of those tracked by the elfs, dwarfs, halfling, and human of the valley. While there are divergent of the timeline, this is considered to be the most closely accurate to the events of that coast.
The elven city of Shelthemar is established deep within an ancient forest, its isolation and natural defenses making it a beacon of elven resilience. Its founders, fleeing the chaos of the Second Age, vow to protect their kin from external threats.
A violent storm drags the corpse of a colossal behemoth from the ocean depths to the Arbour Coastline. As it decays, a magical plague spreads, corrupting life into grotesque Sea Spawns—mutated beings with scales, tentacles, and primal instincts. Port cities crumble, leaving haunted ruins. Shelthemar’s forest barriers and elven magic repel the plague, allowing it to shelter refugees. The Deep Ones retreat to coastal shadows, their relics now coveted by adventurers and scholars.
During the time of The Dark Plague, the elven vanguards that skirt the forest saw an opportunity to route the corruption. Sending a message to the mountains, the elven people recruited many dwarven people to assist in the pushback and would ultimately spark an agreement between the two races of the beneficial action of disposing the plagued monsters once and for all.
Emboldened by their success against the Dark Wave, the elves establish Galmalenora near a sacred river, its beauty rivaling Shelthemar’s strength. It becomes a cultural hub and a forward base against eastern threats.
Dwarven clans unite under a single banner in the mountain stronghold of Volturuhm, forging a kingdom of stone and steel. Their forges churn out weapons that prove vital in later conflicts.
Goblinoid forces have always been a constant threat inside the valleys and along the coast. Much of the goblinoid forces resided along the eastern coast isle. When the hobgoblin commanders moved further to the southern portion of the main island, this is where conflict grew and more confrontations were made between elves and goblinoids. A pincer assault on Galmalenora proved unsuccessful and the failed attempt gave the goblinoids pause.
A second assault on Galmalenora took place from the river that ran along the settlement while another front pushed from the north. Elven intelligence foresaw this tactic and outmaneuvered the hobgoblin forces and pushed the horde back once more. The homeland advantage proved to be too much for the goblinoids to contest with.
Foreseeing another goblinoid horde assault, a brief alliance between the elves and dwarfs took place. Routing the majority of forces into the valley, the preemptive strike shattered the backbone of the goblinoid forces and pushed them back to the coastal isle and forces to this caliber would not be seen for at least three centuries.
Utilizing the Hallowed Passage to the west, halfling nomads found the oldest halfling community known as Applecall. Applecall would become a key trading partner with humans as well as a vanguard to future goblinoid encroachments. Reinforced by elven support, Applecall has flourished into vast orchards with hidden military capabilities for defense.
A brutal hobgoblin chieftain, Gorzod the Ironfist, unites coastal tribes, setting the stage for their militaristic culture. His death sparks infighting, but his legacy endures.
Halflings establish Honeybarrow at the foothills of Volturuhm, fostering trade and camaraderie with the dwarves.
Halfling traders from Honeybarrow disrupted the lizard men by utilizing the river system for trade routes. The survivors’ tales of “crocodile devils” drove Honeybarrow to secure dwarven aid via the Treaty of Trading and Defense later, yet the lizard men remain a persistent threat along the rivers to this day, albeit less of a threat.
The establishment of a halfling community in the hills that encroach to the dwarven territory gave both sides pause. This was only for a brief moment. Trade was established and an agreement between both people sparked a lucrative merger of trade routes and lasting friendships. Both had a mutual enemy within the goblinoid clans and both were more than ready to find a common ally in protecting one another from the green hoards. This also aided in protection from the lizard men along the river's length.
Several large caravans of humans looking for settlement arrived in the valley and established an outpost. The vast amount of resources available sparked several expeditions and discovery of old ruins spurred more to arrive. Halflings were the first race of interaction as many of them were amicable and trade soon became established.
Drought and war drive humans from their eastern homeland, their seafaring skills honed by necessity.
The human outpost grows into the Kingdom of Markia, a coastal trade powerhouse ruled by a merchant council and royal family. It prospers through commerce with its parent nation.
Fleeing persecution and seeking a land to call their own, half-orc outcasts arrive on the northern coastline. Clashing immediately with goblinoid tribes, humans sought out allies in the strength of the half-orc race.
Goblinoids of the valley had always been a threat to the inhabitants but when one of the raiding parties took the life of several noble merchants, a spark of war began. A surge of military might from parent kingdoms pushed into the valley and set out forward operation bases in the heart of the goblin country. The end of the this conflict would find much of the hobgoblin leaders flee to the mountains to lick their wounds. This caused much of the goblinoids forces to spread amongst the valley in scattered tribes and groups led now by bugbear chiefs or another goblin.
A failed treaty with hobgoblins underscores their treachery.
The “Rampart Concord” unites humans, dwarves, and halflings, routing the goblinoids to the Burnt Peaks. While not included, many half-orcs participated in the coming battles and aligned with the humans.
As humans established Oakholm, their encroachment into the nearby swamplands provoked the lizard men. The conflict left the lizard men population significantly reduced, with only a few scattered tribes remaining in the region today, their once-thriving presence now a fading shadow.
Markia’s beloved king dies, succeeded by his son Julian, who ushers in reforms and prosperity.
During the summer months, a meeting of several druidic sects and the elven council took place. Representatives with the human kingdom were requested to attend and adhere to certain boundary lines that the humans were encroaching over. The meeting went off without conflict and the agreement has been adhered to.
A minor goblinoid horde rises but is swiftly crushed by joint forces
Julian dies suddenly; his son Alexander takes the throne, enforcing strict military policies.
Facing oppression under Alexander’s regime—branded as “tusk-filth” and relegated to brutal serfdom—many of these half-orcs break away, rejecting Markian rule. Led by a grizzled warrior named Urgok Gorefang, they form the Gorefang Nomads, a roving clan of monster slayers sworn to hunt the scattered goblinoid tribes and clash with other worthy beasts and monstrosities of the coast.
Alexander’s tariffs spark unrest, leading to a lower-class uprising.
The rebel leader dies, but his daughter, “The Shadow of Markia,” rallies the cause.
The “Golden Split” ends the war, exiling dissidents to found Lavonia (-2435 TA).
Disillusioned rebels turn to banditry, targeting nobles and merchants while sparing commoners.
A bloody hour sees most of Markia’s ruling family slain, straining ties with Lavonia amid mutual accusations.
A botched attempt deepens the rift, halting trade and sparking border skirmishes.
During a rare triple new moon, the Cult of the Darkened Sun unleashes undead and monsters on Markia, killing several high priestess of Unconquered Sol. The church sanctions “Daylight’s Choir” to purge the cult.
The world teeters on the edge—Markia and Lavonia near war, goblinoids stir in the Burnt Peaks, the Red Banded Talons disrupt trade, and the Cult of the Darkened Sun grows bolder. Players enter a fractured land ripe for heroism or chaos.