Upper Mastoria

A nation on the continent of Thallia, capital of the Mastorian Empire.

Geography

Norwyk (The Icy Expanse):

  • A frigid tundra in the northwest, dotted with icy plateaus, glacial rivers, and sparse coniferous forests.
  • Known for harsh winters and magical phenomena tied to residual Nexus energy.

Drokowalia (The Valley of Shadows):

  • A region of dense wetlands, dark forests, and shadowy valleys shrouded in mist.
  • The region is lightly inhabited, with most of the population comprised of Reedling tribes.

Kaskejdia (The Ashlands): 

  • A volatile land dominated by volcanic activity, marked by ash fields, lava flows, and jagged peaks.
  • The remnants of abandoned mines and ruined settlements from the Drakol-Ur’s era dot the landscape.

Zatokawień (The Coastal Realm):

  • A temperate maritime region along the Askimani Sea, featuring rocky coasts, sandy beaches, and fertile river deltas.
  • Boasts vibrant port cities and a thriving trade network, with the sea serving as a gateway to distant lands.

Ecosystem

Norwyk (The Icy Expanse)

Climate and Terrain:

  • A tundra with freezing winters, short summers, and sparse vegetation.
  • Permafrost in the north gives way to glacial rivers and coniferous forests in the south.

Flora:

  • Low-lying vegetation like lichens, mosses, and hardy grasses dominate the tundra.
  • Coniferous trees, such as spruce and fir, cluster in the southern forests.
  • Magical plants like Frostbloom, which thrive in freezing temperatures and emit a faint blue glow, are highly valued.

Fauna:

  • Herds of mammoths and musk oxen graze the tundra, while direwolves and snow leopards are apex predators.
  • Magical creatures like Wyverns and Wodnik (amphibious predators) are dangerous to settlers.
  • Migratory birds, including Gamayun (divination-enhancing birds), nest in the southern forests.

Drokowalia (The Valley of Shadows)

Climate and Terrain:

  • A humid region with wetlands, misty forests, and deep, shadowy valleys.
  • Frequent fog and magical anomalies create an eerie atmosphere.

Flora:

  • Wetlands are rich with reeds, water lilies, and Blackroot Trees, whose sap is used for medicinal purposes.
  • Dense forests feature twisted oaks and Ghostbirch, a pale tree that glows faintly at night.
  • Carnivorous plants like Bogthorn Vines trap small animals and insects.

Fauna:

  • Reedlings, a human subspecies, dominate the wetlands, using their amphibious abilities to thrive in the marshy environment.
  • Other creatures include Bolotnik (swamp-dwelling predators) and Rusalka (water nymphs that use song to lure in their victims before drowning them).
  • Smaller species like marsh otters and herons coexist with magical beings, such as mist wisps—tiny, glowing entities.

Kaskejdia (The Ashlands)

Climate and Terrain:

  • Volcanic activity creates a dynamic ecosystem with ash fields, lava flows, and jagged mountains.
  • Extreme heat and intermittent eruptions challenge life in the region.

Flora:

  • Plants like Obsidian Ferns and Fireweed grow near lava flows, evolving heat-resistant traits.
  • Sparse ash forests contain Charredwood Trees, whose bark is nearly indestructible and used in crafting.

Fauna:

  • Dragons are a dominant presence, with their activity creating a fragile balance in the ecosystem.
  • Other creatures include Lava Lizards and firebirds, whose feathers smoulder faintly.
  • Other predators include Skolopendra (giant centipedes) and ash wolves, packs of smoky-furred canines adapted to volcanic heat.
  • Smaller creatures, like Fire Salamanders and Cinder Mice, are common in the lower regions.

Zatokawień (The Coastal Realm)

Climate and Terrain:

  • A temperate maritime region with rocky coasts, sandy beaches, and fertile deltas.
  • Coastal breezes and mild weather support a vibrant ecosystem.

Flora:

  • Coastal cliffs are lined with salt-tolerant plants like Sea Thistle and Ambergrass.
  • Fertile riverbanks support crops like rice and barley, while orchards of fruit trees thrive in the inland valleys.

Fauna:

  • Aquatic life includes schools of fish, dolphins, and Krakenspawn, small tentacled creatures found near the Amberic Sea.
  • Coastal predators like seabirds and foxes coexist with magical species such as Glowfish, whose bioluminescence aids navigation.
  • Inland areas host a mix of mundane and magical creatures, with Sirin occasionally nesting in remote groves.

Ecosystem Cycles

Norwyk (The Icy Expanse)

Spring:

  • Snow begins to melt in southern forests, flooding glacial rivers and creating fertile wetlands.
  • Mammoth herds migrate north, followed by packs of direwolves.

Summer:

  • Brief but intense; lichens, mosses, and Frostbloom flourish, creating a green tundra.
  • Wyverns become active, preying on weaker creatures fattening up for winter.

Autumn:

  • Snow returns, and mammoths head south again. Migratory birds depart for warmer lands.
  • Frostbloom seeds scatter, setting the stage for next summer’s growth.

Winter:

  • The landscape becomes a frozen wasteland. Predators dominate, and prey animals burrow deep to survive.
  • Glacial rivers freeze solid, isolating communities and making travel perilous.

Drokowalia (The Valley of Shadows)

Spring:

  • Mist rolls through the wetlands as waters rise with melted snow. Reedlings become active, repairing homes and tending to marsh crops.
  • Carnivorous plants like Bogthorn Vines bloom, trapping small prey.

Summer:

  • The warm, humid environment supports a surge in insect life, feeding marsh otters and herons.
  • Magical mists intensify, creating more dangerous terrain for outsiders.

Autumn:

  • Wetlands begin to dry slightly, revealing hidden paths and ruins. Bolotnik become more aggressive as prey animals migrate.
  • Rusalka are most active, luring unwary travelers to their deaths.

Winter:

  • Mist gives way to frost, and wetlands partially freeze, becoming eerily quiet.
  • Reedlings retreat to warm underwater shelters, leaving the surface desolate.

Kaskejdia (The Ashlands)

Spring:

  • Volcanic activity increases as geothermal pressure builds after winter, sparking eruptions and creating new ash fields.
  • Fireweed begins its vibrant bloom, and Lava Lizards bask in the rising warmth.

Summer:

  • The hottest season sees lava flows expand, with Charredwood Trees releasing ash-coated seeds.
  • Dragons are most active, hunting across the region and beyond.

Autumn:

  • Cooler temperatures bring intermittent rains, solidifying some lava flows into jagged rock.
  • Skolopendra burrow deeper into the ground, preparing for harsher conditions.

Winter:

  • Snow mixes with ash, creating a grey, icy landscape. Geothermal springs remain active, sustaining isolated pockets of life.
  • Dragons retreat to lairs, while smaller predators like ash wolves roam freely.

Zatokawień (The Coastal Realm)

Spring:

  • Rivers swell with melted snow, nourishing fertile deltas. Farmers plant rice and barley.
  • Fish migrate closer to the shore, boosting the local fishing industry.

Summer:

  • Trade flourishes as ports hum with activity. Glowfish and Krakenspawn are more visible at night, aiding sailors.
  • Inland orchards and vineyards yield fruit, fueling festivals and trade.

Autumn:

  • Fishing slows as storms begin brewing in the Askimani Sea. Farmers focus on harvesting and preserving their crops.
  • Seabirds migrate inland, signaling the coming winter.

Winter:

  • Fierce storms lash the coast, making sea travel hazardous. Inland, life slows as frost covers the land.
  • Coastal settlements rely on stored food, while Glowfish become a rare delicacy during dark nights.

Localized Phenomena

Norwyk (The Icy Expanse)

The Whispering Glaciers:

  • Expanding and contracting glaciers emit eerie sounds resembling whispers or distant voices, caused by air pockets and shifting ice.
  • Local legends claim the whispers are the voices of spirits trapped in the ice, warning travelers of impending danger.

Frostquakes:

  • Sudden, thunderous cracks in the frozen ground or ice sheets caused by rapid temperature drops.
  • Often mistaken for explosions, frostquakes can create deep fissures and destabilise glacial terrain.

Drokowalia (The Valley of Shadows)

Phantom Mists:

  • Magical fogs that roll through the wetlands unpredictably, disorienting travelers and distorting sound and vision.
  • Some claim the mists are alive, reacting to intruders by leading them astray or drawing them toward hidden dangers.

The Blackwater Pulse:

  • Periodic glowing ripples on the surface of swamp pools, believed to be caused by subterranean magical activity.
  • These pulses attract Rusalka and Bolotnik, making the swamps especially dangerous during these events.

Kaskejdia (The Ashlands)

Pyroclastic Tempests:

  • Volcanic eruptions can trigger storms of ash and lightning, creating fiery tempests that sweep across the landscape.
  • The interaction of volcanic gases and magical residues amplifies these storms, causing unpredictable and widespread devastation.

Obsidian Rain:

  • During eruptions, sharp obsidian shards are hurled into the air and rain down over the region.
  • This phenomenon leaves fields of jagged black glass, dangerous to traverse but highly valued for crafting weapons and tools.

Zatokawień (The Coastal Realm)

Askimani Tides:

  • Bioluminescent plankton along the Askimani Sea cause the tides to glow a brilliant blue-green at night.
  • Sailors claim the glowing tides respond to strong emotions, guiding lost ships or warning of danger.

Sea Wraiths:

  • During powerful storms, ghostly figures are said to rise from the waves, created by a combination of mist, lightning, and magical echoes.
  • While likely a natural phenomenon, these "wraiths" are deeply embedded in local folklore as harbingers of disaster.

Climate

Norwyk (The Icy Expanse)

General Climate:

  • A polar tundra climate, characterised by long, severe winters and short, cool summers.
  • Snow and ice dominate the landscape for most of the year, with rare thaws during the summer months.

Seasonal Variations:

  • Spring: Glaciers begin to melt, creating temporary streams and wetlands.
  • Summer: Brief and cool, with temperatures rarely exceeding 10°C. Lichens and moss flourish.
  • Autumn: Rapid temperature drops freeze the ground, signalling the return of winter.
  • Winter: Bitterly cold, with heavy snowfall, glacial winds, and frequent frostquakes.

Drokowalia (The Valley of Shadows)

General Climate:

  • A humid subtropical climate in the lowlands and a temperate forest climate in the uplands.
  • Persistent fog and high humidity create a damp, eerie atmosphere year-round.

Seasonal Variations:

  • Spring: Mild and misty, with rising water levels in the wetlands.
  • Summer: Warm and humid, with dense foliage and thriving marsh ecosystems.
  • Autumn: Cooler temperatures and fading vegetation create hauntingly beautiful landscapes.
  • Winter: Chilly but rarely freezing, with mist transforming into frost that clings to trees and reeds.

Kaskejdia (The Ashlands)

General Climate:

  • A volcanic semi-arid climate punctuated by extreme heat and periodic eruptions.
  • The proximity to active volcanoes creates fluctuating temperatures and ash-filled air.

Seasonal Variations:

  • Spring: Volcanic activity increases, warming the air and melting snow on high peaks.
  • Summer: Hot and dry, with temperatures rising sharply near active lava flows.
  • Autumn: Cooler with sporadic rain, solidifying ash and lava into jagged rock formations.
  • Winter: Cold winds bring snowfall that mixes with ash, creating a grey, barren landscape.

Zatokawień (The Coastal Realm)

General Climate:

  • A temperate maritime climate, moderated by the Amberic Sea.
  • Mild winters and cool summers support fertile deltas and thriving coastal trade.

Seasonal Variations:

  • Spring: Rivers swell with snowmelt, enriching the fertile deltas and spurring a flurry of planting and fishing activities.
  • Summer: Warm, sunny days fuel crop growth, bustling trade, and maritime activity along the Amberic Sea.
  • Autumn: Frequent rains and strong coastal winds signal the harvest season, with preparations for winter dominating daily life.
  • Winter: Storms batter the coast with heavy rain and gales, while inland regions experience mild frost and reduced agricultural output.

Fauna & Flora

Norwyk (The Icy Expanse)

Flora:

  • Frostbloom: Hardy flowers that thrive in subzero temperatures, emitting a faint blue glow at night.
  • Tundra Lichen: A primary food source for grazing animals like mammoths and musk oxen.

Fauna:

  • Mammoths: Large, shaggy herbivores that migrate across the icy plains, a crucial resource for survival.
  • Wyverns: Rare, winged predators that nest in the southern mountains, attacking only in desperate need.

Drokowalia (The Valley of Shadows)

Flora:

  • Blackroot Trees: Trees with dark, twisted trunks, their sap used for potent medicines.
  • Bogthorn Vines: Carnivorous plants that trap small animals, thriving in the wetlands.

Fauna:

  • Reedlings: A human subspecies adapted to the marshes, with amphibious traits and pale, clammy skin.
  • Bolotnik: Slimy swamp creatures that lurk in pools, dragging prey underwater to devour them.

Kaskejdia (The Ashlands)

Flora:

  • Fireweed: Bright red plants that grow in volcanic soil, used for medicinal teas and salves.
  • Obsidian Ferns: Heat-resistant ferns with razor-sharp leaves, often used in traps or crafting.

Fauna:

  • Skolopendra: Giant centipedes that burrow through the ash fields, ambushing unwary travelers.
  • Fire Salamanders: Small, glowing amphibians that feed on insects near lava flows.

Zatokawień (The Coastal Realm)

Flora:

  • Ambergrass: Salt-tolerant grasses that grow along the coast, used for weaving and fodder.
  • Sea Thistle: Hardy plants with vibrant purple flowers, thriving in rocky coastal areas.

Fauna:

  • Krakenspawn: Small, tentacled aquatic creatures found near the Amberic Sea, often caught for their exotic taste.
  • Glowfish: Bioluminescent fish that illuminate underwater paths, aiding sailors and divers.

Natural Resources

Norwyk (The Icy Expanse)

Furs and Ivory:

  • Mammoth Ivory: Carved into luxury goods or used in construction by the wealthy.
  • Pelts: Fur from direwolves, mammoths, musk oxen, and other creatures is essential for survival and trade.

Frozen Minerals:

  • Permafrost Gems: Found in glacial caves, these rare gems contain traces of frozen magical energy.

Drokowalia (The Valley of Shadows)

Medicinal Plants:

  • Blackroot Sap: A potent natural remedy, sought after for its healing properties.
  • Bogthorn Extract: Used in tranquilising agents and poisons.

Wetland Resources:

  • Peat and Reed Fibres: Harvested from the marshes for fuel, construction, and crafts.
  • Amber Deposits: Rare pieces of fossilised tree resin found in the deeper forests.

Kaskejdia (The Ashlands)

Metal Ores:

  • Iron and Copper: Extracted from the volcanic mountains, essential for tools and weapons.
  • Rare Alloys: Found in volcanic veins, used in advanced enchantments and high-tier weaponry.

Volcanic Byproducts:

  • Obsidian Shards: Used in crafting and trade.
  • Sulfur and Ash Fertiliser: Volcanic ash enriches the soil for limited farming near calmer zones.

Zatokawień (The Coastal Realm)

Marine Resources:

  • Fish and Krakenspawn: Seafood sustains the population and fuels trade.
  • Salt: Harvested from coastal flats, vital for preservation and seasoning.

Trade Commodities:

  • Amber: Fossilised resin from the coastal forests, a key export valued for its beauty and magical conductivity.
  • Timber: Harvested from inland forests for shipbuilding and construction.

History

First Era: The Age of Elven Dominion

The Arrival of the Elves

Prior to the beginning of the First Era, the region that would later become Upper Mastoria was inhabited by a rich variety of different flora and fauna, with the only sentient species inhabiting the region being the nomadic Humans that would be the ancestors of the Thall. The Imperium Paurialis, led by the Pauri Elves, expanded from the east, bringing advanced magical technology and extra-dimensional knowledge to the northern land.

Elves initially coexisted with humanity, sharing their technologies and magic while exploiting humans as a vast labour force. Over time, the Elves adopted supremacist values, enslaving humanity and experimenting with magic to modify their physiology, evolving various entities including Gnomes, Giants, Dwarves, and Centaurs.

To integrate the region then-called "Aurum Tundrae" into their empire, the Elves constructed the Crystal Road, a massive enchanted transport route used by a mammoth-pulled train system. The road became a symbol of Elven dominance in the land.

The region became vital not only as the route by which supplies could be taken back to Pauros, but also for the vital resources that they recovered from the region. The northernmost Greater Nexus Point would be called Pontis Crystallinus and would be exploited by the Imperium Paurialis as one of its most essential energy sources. Furthermore, the Elves would focus on mining operations for magical gemstones and conductive metals that could be utilised to draw energy from the Greater Magical Nexus. The Elves would also use the Nexus energy to produce enchanted tools and weapons.

In addition to this resource gathering, mass deforestation operations would occur across the Aurum Tundrae's taiga.

The Elves would instill religious fervour within the slave population of the Imperium Paurialis. They would create numerous zealous, isolated and conflicting religious creeds that would instill loyalty to individual tribes and cultures, but would also ensure that they would be mistrustful of outside tribes and so unlikely to unite against their oppressors, meanwhile worshipping the Elves as divine beings descended from the heavens. Despite their efforts, growing oppression bred resentment, laying the groundwork for eventual rebellion.

This outlook is especially prevalent among the Dwarves of Khaarvek who dwelled entirely underground with no communication with the surface world. They instead send all of their supplies to the surface by use of elaborate elevators, an act which to them is seen as a necessary offering to their Gods.

In the longterm, Pauri industrialisation would completely devastate the local ecosystem, and magical residue from Pontis Crystallinus would permanently alter the local flora and fauna.

The Nexus War

Believing they controlled all but one of the Greater Nexus Points on Vilia, and fearing the increasing influence and power of the Demons of Vede and the now growing population of Rakshasa purported to do their bidding on Vilia, the Elves would declare a war against the land of Inkbar, keen to drive out the Venu and so make their dominion over the world absolute.

The Imperium Paurialis faced a draining war with the United Lands of Inkbar, all coordinated under the capable management of their King Ronasura. Aurum Tundrae was indirectly affected as resources were extracted to fuel the war, leading to overworked mines and deforested landscapes, as well as increased troop presence in the region and fortifications near the Crystal Road to safeguard against potential incursions.

Whilst the Inkbari Venu would be unable to press any kind of counteroffensive against the Imperium Paurialis, they would prove stalwart defenders of their land as well, and no matter how heavily the Imperium would invest in their invasion, they would constantly fail to gain ground, and what little ground they did claim was promptly lost.

In time the Elves would be forced to withdraw from Inkbar, but the resources sunk into the venture would have lasting implications on the Imperium and would pave the way for a rebellion that would topple their regime.

The Arrival of the Baba Yaga:

The nature of the Baba Yaga's arrival on Vilia would remain a topic of much debate amongst established historians, however it is known that upon her arrival on Vilia, the Baba Yaga would work to establish her swampy domain in a distant region of the land that would eventually be called Norwyk. Her home would manifest as a grotto surrounded by damp and secluded marsh-land, unnatural in its formation and surrounded by a frozen tundra.

The Elves of the Aurum Tundrae would work to drive the Baba Yaga from her seclusion, but her magic would prove too powerful and over and over again they would be repelled from her land, though as with the Demons of Vede she would allow that the Aurum Tundrae remain relatively untouched from her power, save from the small circle of land she would allow for herself.

In spite of her sheer indifference towards the Imperium Paurialis, the obstinance of the Baba Yaga would make the Elves appear ever-weaker, and would prompt defiance from other species such as the Dragons and Rusalka. Furthermore, the swampland that would eventually be called Yaga Ingol would become a haven for exiles, outlaws, and all those fleeing the persecution of the Imperium Paurialis.

The Grand Army of the Thall

In the west, the rise of Dalli, the first human sorcerer, marked the beginning of the end for the First Era, and for the Imperium Paurialis' global dominance.

Whilst initially contained to the western continent of Vandora, Dalli’s rebellion against the Elves had reverberating consequences in the north, with stories of his victories spreading and inspiring hope among the oppressed, particularly the Humans and Gnomes. Furthermore, as conflict escalated and Dalli formulated a Grand Army to march west, the Aurum Tundrae was inundated with an influx of refugees, bringing with them cultural and religious ideas that began to challenge Elven authority.

While divided and isolated from the wider war, pockets of rebellion would spread across the Aurum Tundrae. Khaarvek Dwarves, though mostly isolated, began to hear whispers of rebellion as their overlords would become careless and allow their access to the surface. Consequently acts of sabotage and subterfuge would become a rampant concern within their mines. Furthermore, Gnomes and Humans in the forests and mines busied themselves to sabotage and dismantle Elven infrastructure, targeting the Crystal Road and their enchanted facilities. These acts of defiance were often swiftly and brutally 0crushed, but they hinted at the fragility of Elven control.

The Elves conjured a historic magical event called the Long Winter, which cascaded across the lands of modern-day Zenosz and here the First Era would draw to a close as secluded within the ancient caverns of Vos Bison, Dalli would die in combat with the Dragon Smolt and would allegedly ascend into Godhood. These events did not touch the Aurum Tundrae however, and as the First Era would draw to a close, the land remain firmly under the boot of the Imperium Paurialis.

Second Era: The Age of Liberation and Fragmentation

Alvar and Garundas

Whilst the original grand army would fragment, the brothers Alvar and Garundas, both acolytes of Dalli would unite their followers and a coalition of rebellious slaves and would advance their forces to drive the Imperium Paurialis from the Aurum Tundrae.

Early conquests focus on vulnerable Elven outposts, like the Paludum Auxilium, where internal rebellions and factional sobotage had already weakened their defences.

Alvar employs brutal, decisive strategies, using the land’s creatures to his advantage. He lures Sirin and Rusalka to attack Elven caravans, while his forces secure critical routes by which supplies are distributed throughout the Empire. Gnomes and Centaurs in his army excel at guerrilla tactics, ambushing Elven reinforcements and sabotaging infrastructure.

The luxurious Pauri retreat of Lacus Lucentis is one of the first major Imperial settlements to fall against Alvar's forces, as the settlement's inhabitants, unprepared for war, abandon it. The site becomes a command centre for Alvar's forces and would become the sight on which the city of Nabos would be constructed.

Bolstered by the Khaarvek Dwarves, Alvar would succeed in taking the mining complex of Aurifons, a key victory for his military infrastructure providing him with a ready supply of weaponry and resources to grow his strength. His victory would be hindered however by the level of devotion still held by the population of Aurifons towards their deified oppressors, and also by the sheer cost of claiming the mines in spite of their defensible tunnels.

With their numerous victories, but depleted forces, the Grand Army would press its advantage by marching on the Pontis Crystallinus, the northern-most of the Greater Nexus Points and the Pauri's most vital resource in the Aurum Tundrae. They would establish a base of operations at the lake of Lacus Lucentis and from there would lead forays to scout out the region of Planitia Crystallinus and to establish key chokeholds to prevent resources entering or leaving the region, with the hope that by doing so they might starve out the population and inspire an uprising amongst the slaves that inhabit the land.

The siege would prove disastrous however, as the Grand Army's usual guerilla tactics are impossible given a landscape beyond their comprehension fraught with an unnatural and vicious weather pattern. The Elves need to little to defend their position, and yet still are able to force the Grand Army into retreat.

This defeat proves devastating for the Grand Army and leaves them at a stalemate with their enemy, the Imperium Paurialis not having the resources to annihilate the forces of Alvar and Garundas, whilst the Grand Army lack the ability to break their stronghold at Pontis Crystallinus. In this precarious position, Garundas proposes negotiating a peace with the Imperium Paurialis. He argues that further war would only destroy the very people they fight to liberate.

Alvar meanwhile, consumed by hatred and ambition, accuses his brother of weakness. Their disagreement escalates, with factions forming amongst the leadership of the Grand Army. All of these disagreements culminate in Alvar murdering his brother, stabbing him through the heart with his famous sword Skarnathyr.

This act gaurantees the war's continuance, but at the cost of fragmenting the Grand Army, with many viewing Alvar as an evil and vengeful tyrant, whilst others perceive him as a necessary evil to vanquish a greater enemy.

The Disaster at Pontis Crystallinus

The wider region of Planitia Crystallina is inhabited by a species of Dragon that begin as territorial predators, hunting livestock and isolated travellers. Their proximity to the Nexus Point at the heart of Pontis Crystallinus gradually enhances their intelligence, granting them a capacity for telepathic communication, as well as magical abilities, and a collective sense of purpose and culture.

Pontis Crystallinus becomes a target of the Dragons’ wrath as they repeatedly come into conflict with the colonising Pauri. Led by the Dragon Moltharion, the Dragons descend upon the city in a coordinated attack.

The Elves and enslaved workers that inhabit the city are slaughtered or driven out. Whilst Pontis Crystalinus is reduced to ruins, becoming a cursed and dangerous place inhabited by the Dragons, and distorted by residual Nexus energy. The forces of Alvar meanwhile consider the destruction of Pontis Crystallinus as divine retribution by the Dallan faithful, symbolising the fallibility of the Elves’ greed and hubris.

The Formation of the Alvarian Empire

Alvar consolidates his army's control over western and central regions of the Aurum Tundrae, uniting a collection of land that historians would later call the Alvarian Empire. The land would maintain a political system that would allow most people a sense of individual freedom and autonomy, with individuals and their families expected to provide for themselves, so long as they make what contribution they can to maintain the Alvarian's Grand Army.

Alvar halts his expansion at the southern foothills of Planitia Crystallina and does not attempt to conquer Fumaria Ignis or Eryndariel. His forces focus instead on fortifying their gains and driving the Elves from the regions of the Palus Obscura and the Glacialis Terminus.

As he continues his campaigns, Alvar fathers multiple children, all of whom he educates in martial matters as well as in governance with the hope that one day they might continue his vendetta against the Imperium Paurialis and finish the work that he started.

Eventually, after years of campaigning against the Pauri, Alvar would die of old age, having never fully processed the guilt he felt over the death of his brother. He would leave behind an empire that is vast in scope but ultimately unstable and rife with political schisms.

Valrynn Alvarnys

After a period of non-violent disputes amongst Alvar's children and other influential figures within Alvar's Grand Army, his second daughter Valryn Alvarnys would emerge as High-Queen of the Alvarian Empire. Valrynn inherits an empire fractured by ideological divisions and growing regional tensions. The Grand Army, still vital to the Empire, begins to splinter as commanders assert regional autonomy or question the necessity of ongoing militarisation, with the Imperium Paurialis doing little to oppose their growing empire beyond defending the lands they still control. Furthermore, as resources dwindle, provinces resist heavy taxation and the constant demand for soldiers.

Valrynn aspires to expand her empire through war to conquer Eryndariel, but her ambitions are disrupted by the internal complications within her own domain. She would quell an internal rebellion in the northern provinces that were once called Glacialis Terminus, solidifying her authority but further depleting the Empire’s strength.

She attempts to reform the Empire, granting greater autonomy to regional leaders while centralising the Grand Army’s command structure. These efforts delay the Empire’s collapse but breed resentment among both local rulers and military elites.

In the course of her work as High-Queen, Valrynn would develop a relationship with the son of the Acolyte Tholgar named Varneth Tholgarson and with him would have multiple children.

War with the Imperium Paurialis

As High-Queen Valrynn works to consolidate her position, the Imperium Paurialis would face its own slew of internal disputes, threatened both by the growing strength of the Alvarian Empire, and also by the rising Draconic coalition that inhabit the desolation of Planitia Crystallina which have been facilitating consistent raids against the Imperium in Fumaria Ignis.

The volcanic region’s harsh terrain gives the Elves some initial advantage, as their enchanted forges and fire-resistant fortifications prove difficult to breach. However, the Dragons’ growing intelligence allows them to strategise to devastating effect, slaughtering Elves that leave their fortifications whilst leaving those inside their fortifications to starve. Over multiple years, the Elves are slowly pushed out, retreating into Eryndariel or perishing in the volcanic wasteland.

The Dragons claim the slaves left behind in Fumaria Ignis. These enslaved peoples, already accustomed to servitude, transfer their reverence from the Elves to the Dragons, whom they perceive as divine beings of immense power.

The Second Alvarian Expanse

Meanwhile, with her position consolidated, High-Queen Valrynn would finally wage war against the Imperium Paurialis, waging five years of brutal warfare in the steppes of Eryndariel, but failing to make meaningful headway. With every defeat, High-Queen Valrynn Alvarnys would only lose more support from amongst her followers, rendering her Empire ever more unstable.

As the High-Queen fights her campaigns, the new Dallan faith would be growing to prominence within the Alvarian Empire, a faith born in the tunnels of Vos Bison that would revere the Sorcerer Dalli as a New God that fought to deliver the free people from oppression.

Overwhelmed by the stress of managing such a tumultuous empire, the High-Queen Valrynn Alvarnys would die of a heart-attack, leaving the Empire to her daughter Yrla Valrynys.

The Fragmentation of the Alvarian Empire

High-Queen Yrla Valrynys inherits an Empire on the brink of collapse, her reign marked by the final splintering of the Alvarian Empire. Key regions, such as the Empire's northern frontier (bordering the Planitia Crystallina) and the central territories, declare independence, led by disillusioned generals or ambitious local rulers.

Former provinces of the Empire begin to see themselves as distinct nations, with their own cultural identities and localised governance.

The diverse population of Humans, Gnomes, Centaurs, Giants, and Dwarves struggle to maintain unity without Alvar’s unifying vision. Religious disputes arise as some interpret the Dallan faith differently, leading to ideological conflicts within the Empire.

Trade disruptions and overtaxed provinces leave the Empire unable to sustain the Grand Army, which fragments into smaller factions, leaving the wider empire vulnerable both to internal disputes and outside threats. The Imperium Paurialis, weakened but not destroyed, exploits the Empire’s instability, reclaiming some territories and undermining Yrla’s authority.

Overwhelmed by rebellion and political collapse, Yrla Valrynys is forced to abdicate control of the Empire, retreating to the central heartland of the former Empire in the central valley of Alvaria. The Alvarian Empire dissolves into a patchwork of independent kingdoms and collectives, each with its own interpretation of Alvar and Dalli’s legacy.

The Rise of the Drakol-Ur

The Drakol-Ur tribal culture emerges from the fusion of Elven slave traditions, the influence of the Dragons, and the extreme conditions of Fumaria Ignis. The tribes are organised hierarchically, with Dragons at the apex, worshipped as literal living gods and tribal leaders acting as their priests and intermediaries. The Dragons are worshipped as embodiments of fire, destruction, and renewal. Each Dragon is associated with specific aspects of life, such as fertility, war, or the forging of tools.

Tribes occasionally war with one another over resources or perceived slights, but all unite under the Dragons’ command when external threats arise.

The Drakol-Ur are the greatest threat to the remnants of the Imperium Paurialis in their south, often raiding Elven settlements for resources and captives. Though ultimately the Drakol-Ur view all those who do not share their reverence for Dragon-kind as inferior, often enslaving or sacrificing them during their conquests.

The Drakol-Ur do face a number of challenges in their early years however, first of all, the Dragons themselves are not a unified force. Rivalries between them occasionally spill over into the tribes, causing fractures and power struggles. Dragons vying for dominance might pit tribes against one another or manipulate their worshippers for personal gain.

Secondly, prolonged exposure to Nexus energy in both Planitia Crystallina and Fumaria Ignis takes a toll on the Drakol-Ur, with some members developing magical mutations that either elevate or ostracise them.

Post-Alvarian Regions
  • Alvaria: Located in the central region of the former Alvarian Empire, with its capital of Nabos surrounded by the mountains and hills that would become known as the Grand Valley of Alvaria. Alvaria is a loose monarchy with elected councils advising a central ruler. The ruler is a King or Queen and always a descendant of Alvar, symbolising continuity.
  • Drakol-Düüm: A mountainous region in the northernmost extent of the land and dominated by jagged peaks with the Greater Nexus Point at its heart. The Drakol-Ur thrive here, maintaining a culture that reveres Dragons as gods and draws power from volcanic and magical energies. The Drakhan and Varkhon rule the Drakol-Ur tribes, ensuring loyalty to the Dragons.
  • Drakol-Gorath: Fiery landscapes filled with lava rivers, blackened cliffs, and active volcanoes. Part of the wider region of Kaskejdia dominated by the Drakol-Ur. The Drakhan rules from the central volcano, while tribal leaders enforce Draconic decrees in the outlying regions.
  • Drokowalia: A lowland area of marshes, rivers, and shadowy forests in the land's north-west. Inhabited by Reedlings, and small communities of Gnomes, the region is steeped in superstition and its inhabitants are mistrusted by outsiders. The people are known for their cunning, crafting, and deep connection to the natural and magical environment. Tribal chieftains and shamans lead scattered settlements, fostering a loose alliance for mutual defence.
  • Kaskejdia: A volcanic region in the land's east bordered by scorched earth and smoking fissures. The population consists of outcasts, scavengers, and rebellious groups fleeing other regions. The region is anarchic and decanralised, with power shifting among warlords and tribal leaders whilst the Drakol-Ur consistently emproach upon their territory.
  • Norwyk: A brutal region in the northernmost reaches. Populated by hardy descendants of the Grand Army and Nomads that have evaded subjugation under the Elves. Villages are small, self-sufficient, and often nomadic, emphasising survival and cooperation.
  • Zatokawień: Coastal lowlands with bustling ports and access to fertile rivers. Founded by freed slaves and disillusioned soldiers and home to a cosmopolitan society of freed slaves that reject the concept of ownership, associating it with their oppression under the Elves. They develop a cooperative economic system, where workers collectively own and manage resources, with profits shared among the labourers and governed by an elected Councils of Stewards, representing different trades and professions.

The Third Alvarian Expanse

Alvaria invests heavily in rebuilding a new Grand Army, focusing on training, fortification, and rekindling the spirit of unity among their people. A campaign is launched to reclaim Eryndariel from the Elves. The conflict is prolonged and costly, with victories in some regions but eventual failure to fully expel the Elves, who maintain control of the steppes.

The Withering Veil

Midway through the Second Era, a devastating plague would spread between the various regions of the former Aurum Tundrae called the Withering Plague. Named for the pale, ashen complexion of its victims and the "veil" of fevered delirium that precedes death, the plague spreads rapidly along trade routes, impacting every major region. While natural causes are plausible, the simultaneous outbreaks and unusually rapid spread fuel speculation that it was a deliberate act by either the Drakol-Ur or the Elves.

The plague begins in Alvaria, spreading through densely populated cities and garrisons of the Grand Army. Infrastructure collapses temporarily, as trade and communication grind to a halt. Then ruled by King Vladek the Last, descendent of the Acolyte Alvar, the royal family of Alvaria would succumb entirely to the plague, marking the end of Alvar's line and throwing Alvaria into political chaos. Meanwhile, public mourning for the Alvarian line strengthens devotion to the Dallan faith, with many viewing the plague as a divine test.

Skarnathyr, Alvar’s legendary sword, is retrieved from its resting place by a devout warrior named Velkira Krumar who becomes the first Mentor of the Nabomark, an order that revere the Dallan faith and the Acolyte Alvar in particular. The Nabomark rise as a semi-independent order, revered across the land for their martial prowess and unyielding devotion to the Dallan faith. They establish strongholds and act as protectors of the faith.

The plague has limited direct impact on the Dragons, but their mortal worshippers in the Drakol-Ur tribes suffer heavily as they contract the plague from conquered exiles in Kaskejdia. Speculation arises that the Drakol-Ur unleashed the plague as part of their horde’s strategy, though no definitive evidence supports this. Meanwhile, some Drakol-Ur tribes use the plague as a pretext for aggressive expansion into weakened neighbouring lands, further conquering the region of Kaskejdia.

Norwyk’s isolated and self-reliant communities slow the plague’s spread, but those affected are devastated due to their limited medical knowledge. Survivors turn to animistic rituals and localised interpretations of the Dallan faith, believing the plague to be a curse from the "Daegar" (a Dallan slur referring to the Elves).

The swampy terrain and superstitions of its inhabitants create a unique response to the plague. Reedling shamans develop remedies from swamp flora, some of which prove moderately effective. Local creatures like the Bolotnik and Rusalka are blamed for the Withering Veil's spread, and villagers conduct purges of suspected "plague spirits." The region’s disjointed nature prevents large-scale outbreaks, though local communities face high mortality rates.

Kaskejdia is hit hardest due to its lack of medical care or infrastructure, wiping out huge swathes of their population and leaving them vulnerable to the Drakol-Ur. Survivors in Kaskejdia develop superstitions about volcanic ash warding off the plague, leading to rituals that integrate ash into daily life.

The coastal trade hub of Zatokawień is one of the first regions hit, as merchants unknowingly carry the plague from Alvaria. The cooperative system proves vital in organising quarantines and distributing resources, allowing Zatokawień to recover faster than other regions. Speculation that the Elves are responsible for the plague gains traction here, as magical relics from abandoned Elven outposts are blamed for the initial outbreaks.

In the aftermath of the Withering Veil, Alvaria would be left in turmoil, with regional leaders vying for control and the Nabomark stepping in to uphold order in the power vacuum. Other regions likewise devolve into civil war in the face of weakened leadership, with local rulers either succumbing to the plague or losing their authority in the face of public unrest.

Trade routes are abandoned or restructured, with regions like Zatokawień taking on an even greater role in rebuilding the land’s economy.

The plague reinforces the Dallan faith as a source of hope and moral guidance, particularly in Alvaria and Norwyk. Stories of divine intervention or punishment become widespread, influencing regional folklore and religious practices.

The Expansion of the Drakol-Ur

The most powerful Dragons of Drakol-Düüm and Drakol-Gorath form a ruling alliance, consolidating their influence over the Drakol-Ur tribes. The Drakhan and the Azh-Shadaar rise in prominence, ensuring that the mortal tribes align with the Dragons’ collective ambitions.

United under a common cause, the Drakol-Ur systematically dominate what parts of Kaskejdia remain unconquered, subjugating its lawless inhabitants and incorporating them into their tribal structure. The region becomes a staging ground for raids and war, with the volcanic landscape serving as both a natural defence and a source of resources for the Drakol-Ur war machine.

The Drakol-Ur unleash a massive horde, combining Dragon-led assaults with tribal armies, to overrun the lands of Thallia. The horde’s advance is marked by devastation, forcing neighbouring regions to either unite against the threat or face annihilation.

The Rise of Hakonia

Hakon Half-Giant, a charismatic warlord and devout follower of the Dallan faith, unites the warring clans of a land to the west of Zatokawień into the Kingdom of Hakonia. His success is attributed to his domineering strategies, personal prowess in battle, and his ability to inspire loyalty among his people.

After a period of civil war amongst King Hakon's children, King Hakon Blood-Born ascends to the throne of Hakonia. The second Hakon leads raids targeting the coastal region of Zatokawień, the marshlands of Drokowalia, and the fertile lands of Alvaria. These raids are devastating but sporadic, as Hakon consolidates his power and tests the defences of the regions.

Each of Hakon’s descendants, all named Hakon, continues his legacy, their ambitions of conquest expanding with each generation. The Hakonian Kingdom grows into a formidable military power, capable of launching large-scale invasions.

The Consequences of Conquest

Alvaria struggle to maintain its position as a central power without the unifying presence of Alvar’s lineage. The Nabomark provide critical support against the Drakol-Ur and Hakonia, but their growing independence creates tension with local rulers.

The Drakol-Ur’s rise transforms their regions into centres of power, feared across Thallia for their ruthlessness and might. The Drakhan’s dominance challenges even the Dragons, as mortal leaders gain influence within the tribal structure.

Norwyk suffers from raids by the Drakol-Ur but remains resilient due to its self-reliant and militarised communities, becoming a haven for refugees fleeing the horde, further straining the resources of the region.

Drokowalia faces significant incursion from the Hakonians, but its superstitious and resourceful inhabitants use the marshes and forests to their advantage, waging guerrilla warfare against the invaders.

Zatokawień endures heavy Hakonian raids. Its wealth makes it a prime target, causing its people to progressively lose faith in the region's institutions and its government.

The Dragon War

The Drakol-Ur horde, led by Dragons and their mortal priests, intensifies its assaults, targeting the weak and divided lands of Thallia. Using Kaskejdia as their staging ground they lead a full-scale invasion of the lands that once comprised the Alvarian Empire.

Norwyk, with its isolated settlements, becomes a key target for raids, pushing its inhabitants further into the west and further causing their reversion into tribal-nomadic communities.

Drokowalia’s marshes become a battleground not against the Drakol-Ur, but increasingly against vassals of the Hakonians, with the Reedlings exploiting their terrain to slow the raiders but unable to stop their advance entirely.

Zatokawień, though fortified, suffered significant losses as its trade routes are disrupted and the Hakonian forces concentrate their efforts on invading their lands.

Alvaria faces the largest share of the Drakol-Ur's horde. They unite underneath the combined leadership of their then-King Joryk, as well as the Mentor Ragnar Lejfsyn of the Nabomark to drive back the threat, but while they fight valiantly and their armies are formidable, they find themselves losing ground as their forces are vastly outnumbered.

Alvaria calls for an alliance between Alvaria, Norwyk, Drokowalia, and Zatokawień to wipe out the Hakonians and then turn their attention to crush the Drakol-Ur, but their repeated calls for unity go unanswered. Zatokawień mistrusts centralised authority, Norwyk's tribes are too disparate and unorganised, and Drokowalia clings to its autonomy at the expense of the other lands that find themselves threatened.

In the intensity of the war against the Drakol-Ur, a group of warriors called the Wyrmgard would come together dedicated to slaying Dragons and resisting the Drakol-Ur. Originating in Alvaria, they attract members from all regions and are instrumental in turning the tide of smaller battles if not the war as a whole, inspiring hope and galvanising the forces repelling the Drakol-Ur.

Two brothers named Galagon and Eledon would rise up amongst the Wyrmgard, becoming two members of a notorious team of Dragon Slayers that would prove crucial in the later days of the conflict.

The Rise of Du Khaan

At the height of the chaos, a mysterious figure of nomadic origin rises to power. Du Khaan emerges first in the land of Norwyk as leader of a highly disciplined warband. With emproaching threats from the Hakonians and the Drakol-Ur, all the lands of the former Alvarian Empire find themselves in desperate need of support and many rely on the support of mercenaries where they can. As a result, Du Khaan's roving band earn respect amongst the leadership and the common people of Alvaria, Norwyk, Drokowalia, and Zatokawień

His military acumen, charismatic leadership and populist rhetoric make him increasingly more popular amongst the common people, and relied upon by the great and powerful. In particular Du Khaan catches the attention of Alvarian rulers, who bring him into their service. Du Khaan becomes an advisor, then a general, consolidating Alvaria’s fractured military.

After a series of decisive victories against the Drakol-Ur, and by winning the support of the Nabomark, he is proclaimed Warden of Alvaria by the people, effectively sidelining the ruling council who are unable to override his populist support or contest his ever-more powerful warband.

Du Khaan leverages his success to unify the regions, using both diplomacy and force to bring the disparate tribes of Norwyk and Drokowalia into Alvaria's coalition. He promises protection from the Drakol-Ur and the Hakonians in exchange for fealty.

Of all the regions, only Zatokawień remains obstinent, opting to protect their own traditions as well as the corruption and the self-interest of those that hold power. It's people however, inspired by Du Khaan’s rhetoric, overthrow their ruling councils. They invite Du Khaan to assume leadership, marking the first time Zatokawień accepts a centralised authority.

Unified Campaign

With the regions under his banner, Du Khaan orchestrates the Battle of Luno Garundas where he defeats the host of King Hakon, grievously wounding him and forcing him to return to Hakonia to regroup.

With the Hakonian invasion delayed, Du Khaan's warband and the armies of Zatokawień march to join with the allied army, bolstered by the Wyrmgard and Nabomark, marching against the Drakol-Ur in a final and decisive offensive campaign.

Meanwhile, Du Khaan sends his closest ally and advisor the Pauri Elf Velisendra as an envoy to Eryndariel so as to try and form an alliance with the Elves there that they might join Du Khaan's alliance against the Drakol-Ur.

Taken unawares by the sudden rise in Alvaria's numeric strength, the Drakol-Ur are driven out of Alvaria and back into Kaskejdia. The alliance gather their forces in and around the city of Smoltkrest, the city built atop the former den of the Dragon Smolt, famous killer of Dalli.

It is here that the Drakol-Ur, lead by the ancient and powerful Dragon Valthoryn lead an attack to wipe out the forces of Du Khaan's alliance in one fell swoop.

The Battle of Smoltkrest is a devastating battle costing countless lives on both sides, but the tide is turned by the scale of Du Khaan's arcane power, the timely arrival of the Elves of Eryndariel, and the Wyrmgard. The Dragon Valthoryn proves a match even to Du Khaan's power, but in the end he is slain when the Wyrmgard Dragon Slayer Galagon is able to face him and kill him with an axe forged by the Dwarves of Czaradgul. The death of their monarch breaks the morale of the Drakol-Ur, who are routed and decimated on the battlefield.

The Ascension of Du Khaan

In the months that would follow the Battle of Smoltkrest, the allied army would follow Du Khaan in a campaign of genocide, driving the Drakol-Ur from Kaskejdia, Drakol-Gorath and Drakol-Düüm before hunting them down and eradicating not only the Dragons but their subjects as well, both guilty and innocent.

Returning from his campaign, Du Khaan arranges a sermon in the city of Nabos where he declares that he has seen visions of Dalli, who has taught him a mastery of the arcane arts and has granted him visions of what the world should become. He declares himself the Last Acolyte of Dalli and claims to have been granted the gift of immortality.

With these declarations he calls for the lands to unite under the authority of a new Khanian Empire, and together hopes that they can unite the world under a singular dictatorial authority that will rule fairly and benevolently forever, serving the interests of the common man and the powerful elites in equal measure.

The population of Zatokawień are the most willing to accept Du Khaan, whilst its former ruling elite despise them and their ideology, there has developed a huge groundswell of populist support for Du Khaan amongst the population, with many having garnered an almost cult-like reverence for their new dictator. Norwyk and Drokowalia both having aspired to their own independence are encouraged when they are granted autonomy to maintain their own cultures and traditions, whilst also being given greater support and representation in government. They join the new Khanian Empire tentatively. The lands once dominated by the Drakol-Ur would despise Du Khaan, but with most of the population having been decimated in a genocide, few remain alive to withstand them.

Only Alvaria refuses to join with Du Khaan's new Khanian Empire, but in his time as Warden of Alvaria, Du Khaan was effective in building up a coalition of supporters at every level of government. The Massacre at the Palaco Alvara would occur in which followers of Du Khaan, bolstered by common citizens would storm the palace of King Joryk and kill both him and the royal family.

The death of King Joryk and the union of the land that was once the Aurum Glacialis into the New Khanian Empire would mark the end of the Second Era and the beginning of the Third.

Third Era: The Age of Conquest

The Formation of the Empire

As the ruler of their new Empire, Du Khaan completely overhauls the political systems of all the lands he rules.

As the heartland of the Empire, Alvaria enjoys the most direct influence from Du Khaan. Nobles are fewer here, driven out and destroyed by Du Khaan's populist uprising and replaced by appointed governors and a strong bureaucratic presence.

Zatokawień's cooperative economic system remains intact but is heavily regulated by imperial oversight. Merchant leaders are often promoted to bureaucratic positions to ensure loyalty and to help the effective management of the Empire's economy.

Due to its harsh environment, Norwyk is given significant autonomy in exchange for providing soldiers and resources to the Empire. Local councils are formed in the Norwyk communities and work under Prefects who report to Nabos.

Known for its cunning inhabitants and secluded settlements, Drokowalia remains a challenge to govern. Tribal leaders are co-opted into the imperial system, serving as Prefects while maintaining influence over their people.

After the Drakol-Ur genocide, Kaskejdia becomes a militarised province, with large garrisons to suppress banditry and unrest. Prefects are often military officers, blending governance with enforcement.

The Elves that inhabit Eryndariel rise up around Velisendra and declare their independence from the Imperium Paurialis, shortly thereafter Velisendra brings the lands of Eryndariel into the Khanian Empire, in exchange for his being granted the rank of Viceroy, and his domain being offered the Empire's protection and the rights of semi-autonomy. Elven magic is integrated into the imperial bureaucracy, and their expertise in agriculture and healing is vital for rebuilding after years of war and political unrest.

Early Khanian Conquests

With the Khanian Empire secure and the Drakol-Ur eradicated, Du Khaan turns their attention to Hakonia. Still recovering from his injuries, King Hakon works to marshal a new army to defend his land from the inevitable retaliation he expects.

Du Khaan’s campaign against Hakonia is swift and brutal, leveraging the Khanian Empire’s overwhelming military strength. King Hakon falls in battle, and his heir is forced to flee westward into exile. The region, known for its naval prowess and fierce warriors, is annexed and its culture assimilated into the Empire. Many Hakonian soldiers are absorbed into the Khanian Army's newly reformed Grand Army, while others turn to rebellion or piracy.

Meanwhile, as Du Khaan leads the conquest of Hakonia, in Zenosz, the holy land of the Dallan faith, the Time's Acolyte (leader of the Dallan faith) declares Du Khaan a false prophet and calls on all true Dallan faithful to stand up against him. Du Khaan opts to retaliate, commandeering the Hakonian fleet and sailing south to wage a war of conquest against Zenosz.

Du Khaan’s forces crush resistance and in spite of impressive defences mounted, quickly overrun the sacred caves of Vos Bison. The reigning Time’s Acolyte is publicly executed, declared a false prophet for opposing Du Khaan’s claim to divinity. Du Khaan consolidates spiritual and temporal authority by proclaiming himself the True Time’s Acolyte in a public sermon at the heart of the holy city, and once again declaring himself the Last Acolyte of Dalli.

In the aftermath of Zenosz's fall to the Khanian Empire, worship of the Dallan faith is centralised under Du Khaan’s authority, with dissenters silenced or killed. The Dallan faith is reshaped to legitimise imperial expansion and Du Khaan's eternal rule as a divine mandate.

Whilst the majority of Du Khaan's forces work to consolidate power in the recent expanses of the Khanian Empire, a contingent of the Imperial forces are deployed to push into the forests of Zmumadia, displacing the native peoples and creatures. Settlements are constructed along the Rewa Ojo (a river that travels from the Grand Valley of Alvaria until it exits into Amberic Sea in the south of Zmumadia), in order to establish trade routes and connect the Empire to the Amberic Sea. The region becomes a key supplier of timber, game, and rare herbs, strengthening the Empire’s economy.

Finally, Du Khaan would turn his attention on the forested land of Miellikia, home to five Gnome tribes that had inhabited the region isolated from the wider world for the entirety of the Secnd Era. His forces would dominate the five tribes, earning the loyalty of two and forcing the remaining three into hiding. Their victory over Miellikia would firmly put all the lands of Thallia (save the Rakshasa homeland of Inkbar) under the Khanian dominion, and would allow Du Khaan to turn his attention towards global aspirations.

Global Conquest

Du Khaan oversees his Khanian Empire without further expansion for the next ten years, focusing on enhancing his Empire's infrastructure, replacing its established nobility with government officials selected by the established bureacracy based on the merit of their intellect and skillset, with many selected from the peasantry and the working class.

There would be a number of smaller rebellions that would arise, particularly amongst the human populations of Eryndariel and the populations of Kaskejdia, but they would be quickly and brutally supressed.

With the Khanian Empire secure and their new bureacratic system and elaborate infrastructure fully constructed, Du Khaan would turn their attention to conquests in the continent of Vandora and Doran. The campaigns bring new wealth and cultures into the Empire but stretch its resources thin. Conquered lands are integrated into the Empire’s bureaucratic system, with local elites co-opted into governance so as to still resentment towards the new regime.

The Great Alliance

As Dergun is almost entirely conquered by the ever-expanding Khanian Empire, the remaining rulers of the lands in Vandora and Doran begin to see the danger to their existence. The rulers of Albion, Lidiavale, Daminga, Remos, and other global powers unite to resist the Khanian Empire's domination. Du Khaan’s conquests are slowed by the sheer scale of the opposition they face, but regardless they continue to press their claims.

As the Great Alliance begins to organise itself, the kingdom of Drotharindal emerges as a key thorn in Du Khaan’s side. Its ruler, a Dwarf named King Thrainkaal, and a distant descendent of the Acolyte Tholgar, leads daring raids on Khanian borders and forges an alliance with Hakon the Exile, who becomes a general in his forces and his closest advisor.

Drotharindal becomes the last ally to join the Great Alliance and with them facilitates the First War of a Thousand Banners. The war sees vast battles with tens of thousands of warriors meeting in heart of cascading magical storms. The Great Alliance outnumber the Khanian forces, but their leadership is disjointed and divided, whereas the Grand Army of Du Khaan are centralised and strong. The Great Alliance are further disadvantaged by the sheer overwhelming power of Du Khaan's magic.

Over a century of war sees Du Khaan’s forces victorious but at great cost. The Grand Army dwindles as rebellions and supply shortages weaken the Empire. Eventually after a near fifty-year siege, the city of Nexarium would fall to the Khanian Empire and the land of Protos would fall shortly thereafter. Du Khaan establishes Nexarium as the new capital of his Empire.

King Arthur of Camelot

Rejuvinated with this new and powerful source of arcane energy, the Khanian Empire would press their conquests in the north of Lidiavale and making it as far as the coast. From here he would leave a third of his host to hold against the enproaching armies of Lidiavale whilst the rest of his forces advance a fleet to conquer the island nation of Albion.

Du Khaan’s campaign to conquer Albion falters as he is defeated by King Arthur, Merlin, and the Knights of the Round Table in the field, the first major defeat of Du Khaan's conquests. The battle marks Du Khaan’s first significant retreat, undermining his aura of invincibility and establishing King Arthur as a clear leader for a now desperate Great Alliance, effectively unifying their previously disparate leadership.

The Great Alliance coordinate a pincer strategy, launching coordinated attacks from the north, led by King Thrainkaal, and south, forcing Du Khaan to divide his attention and make rapid marches from one end of the continent to the other, or to divide his forces and leave one smaller force to face his enemies without the advantage of his arcane power.

The Disappearance of Du Khaan

In the east, the oppressed population of Eryndariel rises against their Elven overlords. The rebellion gives rise to the Khelun Ordu, a band of skilled riders and warriors who claim independence from both their Viceroy Velisendra, and the Khanian Empire.

Du Khaan returns to his capital at Nexarium to regroup with his army and begins preparation for a full-scale invasion of Drotharindal, in an attempt to dispatch one of the Empire's most pervasive enemies. In the process of these preparations, Du Khaan mysteriously disappears, and when he does not return, his absence plunges the Khanian Empire into chaos, as rival factions vie for control.

The disappearance of Du Khaan marks the end of the Third Era, leaving the fate of the Empire uncertain and the world poised for further upheaval.

The Fourth Era: The Age of Merchants

The Downfall of the Khanian Empire

The fall of the Khanian Empire leaves a power vacuum, with no central authority to govern its land. Former Khanian governors and local leaders seize the opportunity to claim autonomy, leading to a patchwork of city-states, tribal territories, and fledgling kingdoms and authorities. Regions like Zatokawień and Drokowalia thrive on the Khanian systems of governance, whilst Norwyk remains fractured, with its isolated communities reverting to traditional leadership structures.

The fall of the Empire fuels a spiritual revival, with many rejecting the variant denomination of the Dallan faith imposed by Du Khaan. The narrative of Du Khaan’s tyranny is incorporated into Dallan theology as a cautionary tale against hubris and false prophets. Sacred sites like Luno Garundas and Vos Bison see an influx of pilgrims seeking guidance and unity in a time of sudden and unexpected fragmentation and chaos.

Trade routes disrupted by war at a global scale and mass rebellion are gradually restored, with Zatokawień, one of the regions that best withstood the consequences of the Khanian Empire's sudden disappearance emerging as the primary hub for commerce. The collapse of imperial control over the Crystal Road turns it into a fragmented and contested trade route, requiring local alliances and the payment of tributes to navigate safely.

Regions like Kaskejdia and Norwyk see a resurgence in mining and hunting, with adventurers seeking riches in the ruins of former Drakol-Ur strongholds. Drakol-Düüm (renamed Skrejbakaria under the occupation of the Khanian Empire) becomes a dangerous frontier, with scavengers and warbands risking their lives for Nexus-touched relics and resources. The regions of the former Aurum Tundrae frequently clash over resources and territory.

While the Drakol-Ur were eradicated in the late days of the Second Era and the early days of the Third, Dragons in Skrejbakaria and Kaskejdia continue to pose a significant threat. Settlements fortify themselves against occasional Dragon raids, and the legacy of the Smoczywiara inspires new Dragon-slaying orders, driving the population of Dragons into near-extinction.

Khanian fortresses and administrative centres, such as Nabos, become contested symbols of power. Relics from Du Khaan’s reign, including enchanted artefacts and magical texts, are sought after by scholars, priests, and warlords alike.

Often those that rise to power in the aftermath of the Empire's fall loathe Du Khaan and view his authority as an evil one that brought Thallia to ruin, whilst the common people often idolise Du Khaan and even worship him in secretive cults that are often oppressed and suppressed.

The Rise of the Mastoracza in Zatokawień

The cooperative system of Zatokawień diminished following the rise of Du Khaan, and in the aftermath of their disappearance, the region is divided between centralised administrative authorities and reformed collectives, all of which are small-scale and mismanaged, inevitably collapsing after a prolonged period of internal conflict and external pressures from banditry, resource scarcity, and raids from the newly reformed Kingdom of Hakonia.

The Mastoracza family, already influential through trade, brokers alliances and uses mercenary forces to consolidate power. Their takeover is marked by the Proclamation of the Mastorian Dawn, declaring the family’s intent to restore order and prosperity over all of Zatokawień.

Meanwhile, Alvaria is divided between influential powers claiming descendence from ancient and revered Dallan ancestors, as well as the sects of religious organisations such as the Nabomark.

In recognition of this, Artemi Mastoracza collaborates with the newly dubbed Time's Acolyte, along with influential figures vying for power in the Alvarian region and introduces the Dallan Dominion as a new denomination of the faith. The Dallan Dominion rejects Du Khaan’s legacy, portraying him as a tyrant who corrupted the teachings of Dalli, but accepts his logic in supporting a single reliable authority. The Dallan Dominion advocates for governance by “Venerated Lines”, descendants of trustworthy and virtuous Dallan faithful. Bureaucratic meritocracy remains central but framed within a hereditary structure of authority. The Dallan Dominion gains traction in Zatokawień and Alvaria, gradually replacing other interpretations of the faith.

Martin Mastoracza uses a combination of military campaigns and diplomatic manoeuvres to unite Zatokawień and Alvaria, forming the Kingdom of Mastoria. Mastoria's capital, Nabos, becomes a hub of trade, governance, and religious reform, whilst Martin Mastoracza styles himself "Kel" (meaning King or Queen) of Mastoria.

As the Kingdom of Mastoria grows more established and is secured by it's ruling dynasty, Kel Martin begins to launch expeditions into Skrejbakaria, reclaiming territory abandoned after the Khanian Empire’s fall. The land is fully settled by the time that Kel Martin's niece Kel Konstancja assumes the throne, and the Mastorians resume the harvest of arcane energy, providing immense magical resources for Mastorian expansion and technological advancements.

With control over the Nexus, Mastoria begins transforming into an empire, rebuilding infrastructure like sections of the Crystal Road to strengthen its grip on the region, and beginning the repair and construction of vehicles that would be called Mamnomaga to move along the Crystal Road.

The Final March

As Mastoria begins to establish itself controlling three of the major regions that inhabit the former Aurum Tundrae, another power grows in the land that once called itself Eryndariel but has since been renamed Eluatu by its new ruling authority. The land is ruled over by ranking officials within the Khelun Ordu, and their authority becomes the voice of a new Dallan denomination.

The Final March is a denomination that while founded in Eluatu, quickly spreads through Mastoria as well. The Last March claims that no true Dallans will ever live in freedom or prosperity whilst the Elves still hold power, and they call for the reformation of a new Grand Army to wage war against the Imperium Paurialis.

The Imperium Paurialis following their conflicts with Du Khaan had receeded into the continent of Pauros, the last refuge of their Empire and had there sealed themselves off from the outside world. They also view the Mastorian bureacracy endorsed by the Dallan Dominion as a betrayal of the Dallan faith's original revolutionary principles and call again for independence and self-governance for all Dallan faithful.

Vorrakhan the Justicar

After the death of their previous ruler, the Khelun Ordu select a war-chief and legendary mounted warrior dubbed Vorrakhan the Justiciar to be their new War-King. Vorrakhan claims to have been chosen by the spirit of Dalli to unite the faithful and restore Thallia to its rightful purpose. Known for his charisma and military brilliance, Vorrakhan rallies the fractured factions of Eluatu under his banner.

Vorrakhan has a vision is to unify Thallia under a single banner, driving out Mastorian influence and reclaiming lands as far as Vos Bison, before using those lands to raise a Grand Army against the Imperium Paurialis. His forces begin by leading a sweeping invasion of Kaskejdia, making small work of the brigands and war-bands that inhabit the land and establishing outposts close to the borders of Mastoria.

From here, the Eluatan forces lead raids to probe the strength of their new neighbours. With forces trained in cavalry and guerrilla warfare, they make significant gains, particularly in those areas of Alvaria's eastern frontier.

Meanwhile, internal dissent grows in Mastoria, as some view the Dallan Dominion as too rigid and distant from the faith’s spiritual roots and come to support the views of the Final March, whilst others still worship Du Khaan in secret, and make preparations in the hope of his eventual return.

While the Imperium Paurialis remains sealed behind its magical barriers, their occasional forays into Thallia rekindle fears of an Elven resurgence, further bolstering support for Vorrakhan the Justiciar's cause.

Zatokawień becomes a major centre of trade, competing with Eluatu’s northern caravan routes. Both regions vie for control over key trade routes, exacerbating tensions, with the fighting at its fiercest regarding who would keep control over the Crystal Road.

Finally, with increased sightings of Dragons in Skrejbakaria, fears and speculations are sparked about a resurgence of their power. Mastoria invests heavily in dragon-slaying initiatives, but the cost strains their resources ever further and yet makes them even more vulnerable to attack.

The War of the Justiciar

After a few years of border raids and minor disputes, Mastoria has proven indecisive and ineffective in responding to the Eluatan threat. With that said and sensing weakness, Vorrakhan the Justiciar declares war and leads a full-scale invasion of Mastoria. Under Vorrakhan’s leadership, the Eluatans achieve swift victories, exploiting the fractured Mastorian defenses in the disputed regions of Kaskejdia and on the frontier of Alvaria.

Relying on the mountainous terrain to protect them from Vorrakhan's army predominantly comprised of cavalry, the Mastorian forces retreat to regroup in the the Grand Valley of Alvaria, leaving much of eastern Alvaria's countryside to fall to Eluatan forces, whilst their swift cavalry overwhelms Mastorian supply lines.

Thinking themselves safe within their elevated strong-holds, the Mastorians are taken unawares when they are besieged inside of their capital of Nabos. The Eluatans sought the assistance of regional goat-herders with knowledge of mountain trails and stole a march on the enemy, travelling swiftly through the mountains.

The siege would last for two months, and Mastorian forces from Zatokawień would march to relieve the siege, only to be repelled by Vorrakhan the Justiciar in the Battle of Sangel Strejm, at great cost to their numbers.

Shortly thereafter, the Siege of Nabos would come to an end as religious zealots in the city of Nabos would storm the gate and open it to the invaders, allowing them to storm the gates. Kel Martina Mastoracza manages to escape the city and retreats with her few remaining follows, though many are either captured, killed, or defect when the city is stormed.

The New Capital

Kel Martina Mastoracza withdraws her forces to Istanbrakt, a strategic city downriver of Nabos. Mastorian forces adopt defensive tactics, focusing on controlling river crossings and supply lines whilst Vorrakhan returns his forces to the plains in order to rely once more on their cavalry.

A series of skirmishes along the Rewa Ojo river sees both sides suffer heavy losses. Mastorian engineers construct temporary fortifications and use enchanted weaponry powered by the Greater Nexus Point to repel Eluatan advances.

With the prior capital of the Mastorian state lost to the Eluatan forces, Kel Martina Mastoracza establishes a new capital in Istanbrakt, and here marshals her full strength from across the Mastorian land.

Alliance with Zenosz

Kel Martina journeys to the Dallan holy city of Vos Bison, where she reunites with her nephew Prince Lambert Mastoracza who had left Mastoria behind to join the Dimark. With his aunt's assistance, Prince Lambert is able to negotiate an alliance with the new Time's Acolyte. They secure the forces of Zenosz to join with those of Mastoria, if in exchange they allow Zenosz a priveledged position within a new Mastorian Empire, and would promise to protect sacred sanctuaries of the Dallan faith within their borders.

With Zenosz forces bolstering their ranks, the Mastorians gain critical reinforcements, shifting the balance of power and turning the tide of the war. Mastoria’s access to the Greater Nexus Point allows them to mass-produce enchanted arms and armour, overwhelming Eluatan forces in key battles. Vorrakhan’s troops, despite their superior training, struggle to sustain prolonged engagements and are reduced to a focus on guerilla warfare and flash assaults.

Vorrakhan’s charisma earns the loyalty of the Nabomark, a crusading order revered across Thallia. Their involvement adds prestige and fearsome warriors to the Eluatan cause but ultimately cannot offset Mastoria’s numerical and logistical advantage.

The Second Siege of Nabos

Mastorian forces, led by Queen Martina and bolstered by reinforcements from Zenosz, lay siege to Nabos. Vorrakhan personally leads the defense, inspiring his troops and turning the city into a near-impenetrable fortress

During the siege, Vorrakhan is killed by a member of the Gildan Ren, a shadowy cult of assassins with unknown allegiances. His death shatters Eluatan morale, leading to the eventual fall of Nabos.

Lambert’s Peace

Prince Lambert Mastoracza, a diplomat and revered figure in Vos Bison, brokers peace between the warring factions. The deal reorganises Zenosz, Kaskejdia, and Eluatu into the Mastorian Empire, preserving their cultural identities while establishing Mastorian dominance. In exchange, Lambert collaborates with Ulkenar Volkhara, the new leader of the Khelun Ordu, to form a unified Grand Army of the Thall. The goal is to prepare for a future campaign against the Imperium Paurialis, uniting Thallia under the banner of the Dallan faith. The Empire further grants autonomy to religious properties to govern themselves and enforce their own laws.

The decision to grant autonomy to religious properties in Zenosz and Eluatu fosters initial cooperation but creates long-term tensions. Vos Bison and Nabos are established as autonomous religious cities, becoming focal points of spiritual power, sometimes challenging Mastorian authority. Mastorian administrators struggle to balance secular governance with the increasing influence of the clergy in these regions.

While officially part of the Empire, Eluatu retains a distinct cultural identity, with the Khelun Ordu remaining a semi-autonomous military force along with the Nabomark and the Dimark. Eluatu’s leadership uses their autonomy to rebuild and fortify their lands, preparing for future conflicts they view as inevitable.

For their part in assassinating Vorrakhan the Justiciar, the Gildan Ren are assimilated into the administration of the Mastorian Empire, being employed as a founding faction of the Shadow Council, an intelligence apparatus established to monitor, sabotage, and even assassinate the Empire's enemies.

The Disappearance of the Grand Army

Some months after Lambert's Peace, a Grand Army is gathered in the Grand Valley of Alvaria comprised predominantly of religious factions with a host of volunteers bolstering their numbers. This Grand Army inspires a groundswell of support, with followers of the Dallan Dominion, the Last March, and even the Cult of Du Khaan rallying underneath its banner.

The Grand Army’s departure is seen as a monumental moment, with widespread ceremonies and blessings from the clergy. The force, composed primarily of Eluatans and Zenoszian warriors, follows the Crystal Road into the Imperium Paurialis, crossing the magical barrier into Pauros. The army would never return, and no one would ever discover their fate.

News of the army’s disappearance sends shockwaves through Thallia. Some believe the Imperium Paurialis used advanced magic to annihilate the force. Others suspect betrayal or a divine punishment for the Empire’s hubris. Rumours of internal treachery or a rift in the fabric of reality itself spark fear and paranoia.

The loss of Zenosz's warriors sparks religious turmoil. Some clerics argue the Time’s Acolyte led them astray, while others view the disappearance of so many devoted faithful as a test of faith. In Eluatu, the disproportionate loss of their forces weakens the Khelun Ordu, leading to internal strife and diminished influence within the Empire. The Mastorians, having contributed fewer soldiers, consolidate their control, with Imperator Martina portraying Mastoria as the stabilising force in a time of chaos.

On the other hand, the disappearance of the Grand Army deepens divisions within the Dallan faith, with some questioning the legitimacy of Mastorian leadership. Splinter groups in Zenosz and Eluatu advocate for greater autonomy, with renegades occasionally clashing with imperial forces.

The loss of soldiers and resources weakens the Empire’s economy, forcing Mastoria to increase taxes and rely on trade from Zatokawień to sustain itself. Rebellions erupt in border regions, particularly in Kaskejdia, where imperial control is weakest. Furthermore the sudden loss of military resources paves the way for war with Hakonia following the death of Imperator Martina.

The Hakon-Mastoria War

After years of rebuilding, Queen Hakon 'the Raider', a direct descendant of the exiled King Hakon, launches a series of larger scale raids into the northern territories of Mastoria. The raids are characterised by swift, brutal attacks on border settlements and trade routes, undermining Mastorian authority. The Krestow family of Kalibrakt rises to prominence in this period, rallying Mastorian forces and fortifying key defensive positions to repel Hakonian raiders. The Krestows lead a counteroffensive, eventually repelling Hakonian forces back to their borders.

Seeking to avenge the raids, Imperator Martin launches an invasion of Hakonia, hoping to subdue the region entirely. The Hakonians, adept in guerrilla warfare and fortified in their rugged terrain, repel the invaders, dealing significant losses to Mastoria. The failure to conquer Hakonia leads to a series of smaller conflicts over the next few decades and prove a blight on the record of Imperator Martin's reign. Both sides suffer heavy losses, with neither able to achieve a decisive victory.

Exhausted by war, Mastoria and Hakonia reach an agreement: Hakonia becomes a protectorate of the Mastorian Empire. The region retains autonomy, including the right to self-govern and maintain its cultural traditions and in exchange, Hakonia pays tributes and provides soldiers for the Grand Army. Despite initial tensions, the arrangement fosters trade and cultural exchange between Hakonia and Mastoria. Hakonian warriors become renowned within the Grand Army, often serving as elite troops.

The Pale Hunger

The plague begins after an arcane incident of unknown origin that breaks out around the region of Inkbar's petty kingdoms, a land known for its volatile connection to its Greater Magical Nexus.

The undead plague quickly sweeps across continents, with the first signs in Mastoria being graveyards and burial sites emptying as the dead rise. Refugees from Eluatu, Inkbar, and Zmumadia flood into Mastoria, carrying tales of entire cities consumed by the undead.

Imperator Anatoli Mastoracza implements strict martial law, sealing off cities and restricting movement to prevent the spread of the plague. Curfews are brutally enforced, with violators executed to prevent potential infection. Massive bonfires are lit outside city walls to burn the dead and reduce the risk of reinfection. Cities become fortresses, with walls reinforced and gates sealed. Citizens live in fear, with undead hordes often battering the outer defenses.

The tunnels and shelters constructed during the Second Era to protect against Dragons become sanctuaries for those outside the cities. Subterranean communities form, with improvised markets, schools, and even places of worship. Underbars emerge as a cultural staple, offering solace and camaraderie amidst the chaos.

Armoured cavalry and infantry equipped with enchanted weapons are deployed to combat large undead hordes. Military campaigns focus on clearing vital trade routes and protecting farmlands, though the latter proves increasingly difficult. Engineers develop flame-based weapons and traps to slow the undead. Apothecaries attempt to create potions and spells to repel or destroy the dead, often with mixed results. Sacrifices of outlying settlements are deemed necessary to preserve larger cities.

With farms overrun and trade routes severed, food shortages become widespread. Starvation claims as many lives as the undead, with riots breaking out in cities over dwindling supplies. Isolated regions descend into lawlessness, with bandits preying on survivors and forming raiding parties.

Some view the plague as a divine punishment for the corruption of the Dallan faith, leading to further fractures within the religion. Extremist sects emerge, advocating for mass sacrifices or rejecting Mastorian authority altogether. Uprisings against Mastorian rule occur in Kaskejdia and Norwyk, further straining the Empire’s resources.

After five years, the undead suddenly collapse where they stand, and no new infections occur. Attempts to understand the cause of their rise or fall yield no answers, with theories ranging from divine intervention to a natural decay of the spell’s energy.

Cities emerge from isolation to find their surroundings devastated, with farmlands barren and infrastructure in ruins. Underground communities struggle to reintegrate, some refusing to leave their shelters altogether. Survivors are haunted by the trauma, with stories of the plague becoming ingrained in cultural memory.

The Fifth Era:

Aftermath of the Pale Hunger

Imperator Anatoli Mastoracza, having survived the plague, centralises power to stabilise the Empire. A system of Imperial Overseers is established to manage reconstruction efforts across the regions of the Empire, ensuring the rapid rebuilding of infrastructure and farmland. Taxes are suspended in devastated regions, and the Empire invests heavily in revitalising trade routes, especially along the Rewa Ojo. Cities like Istanbrakt, Nabos, and Per Frejrik become hubs for distributing food and resources to famine-stricken areas.

Survivors are encouraged to migrate to abandoned settlements, with incentives such as land grants and supplies. However, some areas, particularly in Kaskejdia and Norwyk, remain deserted due to lingering fears of the undead.

Alwaria, the heartland of the Mastorian Empire recovers more quickly than other regions due to its bountiful natural resources. Nabos, once besieged during the Justicar’s Campaign, is rebuilt and reestablished as a spiritual and cultural centre once more.

The coastal regions of Zatokawień leverage their trade connections to recover economically but still suffer a grim population decline as many fled inland during the plague. Port cities like Grotójaskin become vital for importing food and supplies from other continents.

The isolated communities of Norwyk face extreme hardship, with many settlements succumbing to starvation and infighting. This is nothing new however, and of all the regions of Upper Mastoria, they remain the least impacted by the plague. Nonetheless, survivors remain deeply mistrustful of outsiders, emphasising a culture of self-reliance and isolationism.

In Drokowalia, superstition and fear dominate the region, with tales of lingering undead haunting the Black Fens (Czarad Fen). Reedling communities, less affected by the plague due to their wetland habitat, become more insular and wary of outsiders.

Kaskejdia, already unstable, becomes a haven for bandits and warlords exploiting the post-plague chaos. Rebuilding efforts are hindered by lawlessness and ongoing skirmishes with rogue factions.

Drakol-Düüm, the Dragon’s Domain, remains largely untouched by the plague but is avoided due to its inherent dangers. Adventurers seeking relics and treasures from bygone eras venture into the region, often never returning.

The sudden end of the plague is viewed with suspicion amongst the Dallan faithful, dividing believers between the idea that Dalli's intervention delivered them from devastation, leading to a revival in faith, whilst others see the plague itself as evidence of the corruption at the heart of Mastorian leadership, and a sign of Dalli's punishment, a perspective which sparks dissent throughout the Empire.

In Zenosz, clerics interpret the plague as a punishment for straying from the original teachings of Dalli, advocating for a return to simplicity and humility. In Eluatu, remnants of the Zeal of Dalli promote the idea that the plague was a test of strength, reinforcing their militaristic interpretation of the faith.

The tradition of underground worship grows in popularity, with shrines and chapels built in the tunnels and shelters that protected survivors. Annual Remembrance Vigils are held to honour those lost during the plague, often featuring processions and offerings to ward off future calamities.

The Mastorians consolidate power as the regions most affected by the plague, particularly Zenosz and Eluatu, struggle to recover. Imperator Anatoli Mastoracza uses the chaos to suppress rebellion, portraying himself as the saviour of the Empire.

In regions like Kaskejdia and Norwyk, local leaders and warlords gain power, challenging Mastorian authority. These figures often claim divine or ancestral legitimacy, creating pockets of resistance to imperial control.

The plague leaves a lasting mark on the collective psyche, with many embracing a more fatalistic outlook on life. Stories of the undead become central to folklore, with warnings against disturbing the dead or practicing forbidden magic.

The underbar tradition thrives, evolving into cultural hubs where people share stories, music, and news. Meanwhile, in some regions, entire subterranean settlements remain occupied, forming distinct underground societies.

The plague’s devastation reinforces the need for strong military defenses, leading to a surge in recruitment and training for the Mastorian army. The Mastorian Army, though diminished, is rebuilt with a focus on rapid response to future crises.

The Amberic Corridor

Drakol-Düüm is renamed Czaradłany (meaning "Land of Sorcery" in Mastorian, referencing its magical dangers and historical association with Dragons).

Meanwhile, the Mastorian Empire begins the process of reclaiming the Khanian settlements on the southern end of the Rewa Ojo, which allows the Mastorian Empire to stretch as far as the Amberic Sea. The Empire establishes trade outposts and fortifies settlements along the river, creating shipping routes that revitalise the Mastorian economy. The land south of Yaszaw becomes known as Lower Mastoria, whilst the land north of and including Yaszaw are known as Upper Mastoria.

The colonisation of Lower Mastoria’s forests faces resistance from native tribes, who employ guerrilla tactics and exploit the region’s dense wilderness to slaughter the Mastorian colonisers. Despite heavy investment, the Empire struggles to maintain control over Lower Mastoria due to its harsh environment, dangerous predators, and tribal alliances.

Over time, the region stabilises as a frontier province, with ongoing skirmishes but significant economic growth through trade and resource extraction, though with the overwhelming majority of this economic development taking place around the Rewa Ojo, in the stretch of land known as the "Amberic Corridor".

Conquest and Withdrawal from Miellikia

The heavily forested Miellikia, home to five influential Gnomish tribes, is invaded to expand the Empire’s influence and to access the forested region's abundant resources. The tribes, deeply attuned to their environment, wage a guerilla war, ambushing Mastorian forces and sabotaging supply lines.

Under the command of Komandant Petyr Karnank, the Mastorian Empire quickly conquers those settlements once occupied by the five tribes of the Gnomes. This however is a short-lived victory as they struggle to maintain control and are forced to negotiate a peace treaty, granting Miellikia self-governance in exchange for tribute and soldiers. The five tribes agree to provide scouts and rangers for the Mastorian Shield, becoming valuable assets in the Empire’s military.

The Golden Age of the Mastorian Empire

To fund its expansions, the Mastorian Empire implements significant tax reforms, standardising trade tariffs and creating a unified currency. Zatokawień emerges as the financial hub of the Empire, with its merchants gaining unprecedented influence.

The relative stability of the Fifth Era sparks a cultural flowering, with advancements in architecture, literature, and magic. Cities like Nabos, Istanbrakt, Wiliagata and Vos Bison become centres of learning and innovation, attracting scholars from across Thallia.

The Dallan Rebellion

Imperator Martin Mastoracza seeks to centralise authority, believing that the Empire’s strength lies in unifying its spiritual and secular powers. Nabos and Vos Bison’s autonomy are perceived as challenges to imperial authority, with their religious leaders often contradicting state policies. Martin argues that bringing the cities under state control will prevent further rebellion and strengthen the Dallan faith by aligning it with the Empire’s governance.

Nabos accepts the decree with little resistance, but the Time’s Acolyte in Vos Bison denounces the move as heresy, rallying the noble houses of Zenosz to revolt. The rebellion plunges Zenosz into chaos, with Mastorian forces engaging in brutal battles to reclaim the holy city.

Vos Bison is eventually subdued, with Grigori Mastoracza, the Imperator's uncle installed as Governor to ensure compliance. The missions of the faith retain their autonomy, but the city’s administration is now firmly under imperial control.

Modern Day

In the volcanic regions of Kaskejdia, Dragons and the remnants of the Drakol-Ur rebuild their strength. Temples dedicated to Dragon worship are rediscovered, becoming centres of Drakol-Ur culture and recruitment.

Adventurers and local militia occasionally report skirmishes with Drakol-Ur forces, but their claims are dismissed as exaggerations and the work of minor bands of brigands.

Mastoria establishes a naval presence along the Amberic Sea, building ports and trade fleets. They even establish enclaves along the coast of the Amberic Sea, expanding the Mastorian Empire to reach as far as the Inkbari Petty Kingdoms. This expansion leads to conflict with coastal powers to the west, sparking naval skirmishes and trade wars.

Though a protectorate, Hakonia retains a strong sense of independence. Hakonian warriors become central to the Mastorian Sword, earning respect and influence within the Empire’s military hierarchy.

Alternative Name(s)
Mastoria
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