The Sixth Age - The Age of Peregrination in Under the Twilight of Forgotten Sins | World Anvil
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The Sixth Age - The Age of Peregrination

PE = Pyrideon Era - Years before Coalescence Counting Forward from the Birth of Pyrideon.
BC = Before Coalescence - Years before Coalescence Counting Backwards from year Zero.
AC = AFter Coalescence - Years After Coalescence Counting Forward from year Zero.
 

The Fifth Chaos Storm; The Gods Begin Preparation for Departure

Year 6137 PE, Year 1292 BC

It is through the miscast of a basic cure spell during the fifth Chaos Storm that the Gods of Peace receive confirmation of the coming Thrages and because of this now have a set time for their arrival. They start to prepare and with that, they also start looking at the actions of the Gods of War in how they were preparing.   Now having the timing interval of the Chaos storms down along with understanding the temporal nature of the vortex, they are able to tie to the events together.   Seeing that the Thrage’s arrival matches within days of the next storm and realizing this is not a coincidence, the Gods collectively begin making plans to remove Pyrideon from this universe.  

Malistrum Falcron is Born

Year 6137 PE, Year 1292 BC

The Human Malistrum Falcron is conceived just north of Brynthia in a river village along the Thoridon river during the Chaos Storm. He is born before the end of the year.  

Malistrum Falcron Joins the Dragon Guard and Rises through the Ranks

Year 6153 PE, Year 1276 BC

Malistrum joins the Dragon Guard and begins rising quickly through the ranks. With war potentially brewing between Crynthia and the Southern Kingdoms again he will return from a lengthy campaign as a captain in the Guard. He then spends several years along the border between the elf lands and the Brytnthian protectorate zone. His last major campaign before raising to the final ranks of the Dragon Guard is a push back of the various goblinoid invasions coming down from the Kestrel Mountains.  

Malistrum Falcron is Promoted to the Rank of Dragon General

Year 6187 PE, Year 1242 BC

With a major victory over the orc and ogre hordes at the battle of Nutrileer Valley, Malistrum returns to Brynthia where he is promoted to Dragon General – the supreme commander of the entire Dragon Guard. It is around this time that Malistrum also becomes devoted to Josca’s priesthood, probably due to the influence of his wife, Imogen, which had been a dedicated servant for several decades already.  

Malistrum Falcron Befriends Senator Thargax Zalkonea

Year 6189 PE, Year 1240 BC

With a mutual interest in preserving the culture of Brynthia and protecting it from the increasing disparity of the noble houses and the commoners, Thargax seeks out and befriends Malistrum.   Together, they use their influence to further both of their careers. Under Thargax’s direct tutelage, Malistrum starts taking up the magical arts. While he never proves to be anything near a magician level of ability like Thargax, or even his wife, once he begins understanding the basics Malistrum will eventually become a mage of passable talent.  

Malistrum Falcron Starts his Bid for Power

Year 6212 PE, year 1217

Malistrum Falcron, now convinced of his immortality after surviving and recovering from a wyvern attack, starts his vie for power. Following Thargax’s lead, he seeks a seat on the Brynthian Senate and succeeds. Once he gains the status of senator, he passes the mantle of Dragon General on to his number two.  

Quazicol Stirs Up Unrest in the Southern Kingdoms

Year 6214 PE, Year 1215 BC

Over the years, Quazicol has been behind several raids on the shipping lanes. Using magic to disguise their troops as regular humans, they have belligerently preyed on ships between Kraylin and Crynthia.   Having used the dangers created in the shipping lanes to their economic advantage along with the increased tensions between the northern Rynth cities, a downturn in the prosperity of Zyloan occurs as many start avoiding the sea lanes.   In response to the piracy, the Crynthian Navy has recently also been able to offer adequate protection. With secret operations out of Zylosh, Quazicol starts setting the Southern Kingdoms up as a proxy naval power to openly challenge Cyrnthian Navy in the open seas.

Senator Falcron and Senator Zalkonea Are the Two Most Influential Senators of Brynthia

Year 6221 PE, Year 1208 BC

Now long time friends, they largely control the Brynthian Senate through their joint influence. While they don’t see eye to eye on several topics, they keep their disagreements private and act in unison publically.   It is believed about this time that Zalkonea secretly relates to Senator Falcron his ambitions for greater power. He wants to do away with the Senate as the final rule and become the chief authority of the Brynthia. He suggests Falcron be his second.   Falcron rejects the idea, stating that one person should not have that much authority. While they disagree and it isn’t spoken of again, a widening rift begins to appear between the two.  

The Salamar makes its first Appearance to Senator Falcron

Year 6224 PE, Year 1205 BC

The Salamar of Brynthia makes its first appearance in thousands of years, convincingly revealing itself in private to Senator Falcron as the Spirit of Brynthia. It manifests in the handmaiden responsible for bringing his post-dinner wine. It says that great trials are soon to come to all the races and it will require that Brythina herself be a much more stable government. Brynthia cannot be at war with its neighbors if the city is to survive.   The handmaiden does not remember being possessed by the spirit.  

Senator Falcron approaches Senator Zalkonea with a Plan

Year 6225 PE, Year 1204 BC

Falcron revisits an earlier conversation with Zalkonea, now agreeing that Zalkonea needs to pursue a greater leadership role in Brynthia. As the city cannot have two masters, Falcron has a solution.  

Crynthia and Kraylin are Forced to Invest Efforts in Stabilizing the Southern Kingdoms

Year 6229 PE, Year 1200 BC

With the situation worsening and open attacks now occurring on the coast near Crynthia and all up and down the coast between Kraylin and Crynthia, both cities declare a state of war against the Southern Kingdoms.   At this time, Quazicol and the Zyloan nation also pitch in offering to help in name only (as they are largely behind the unrest.) Kraylin, in particular, is motivated by the ruling merchant class as several rare resources are only found to the south in Zyloan and the Southern Kingdoms.   Despite the unified navy of Crynthia and Kraylin having a superior navy and greater number of forces, the Southern Kingdoms prevail in many of the upcoming battles due to their reliance on the demonic troops enlisted by the mighty war summoners which rule the Southern Kingdoms.  

Senator Zalkonea Is Elected With Near Unanimous Support to the Role of Prime Chancellor

Year 6231 PE, Year 1198

Continued tensions with its neighbors stretch thin the economic and military health of Brynthia.   With the full support of Senator Falcron and after three years of preparation and deal making, Zalkonea becomes the Prime Chancellor of Brynthia with almost complete consent of the Senate.   No longer constrained by needing to go before the Senate for smaller details, Zalkonea is able to start repairing some of the small aspects of the current situation. While many expect him to start externally, he actually begins addressing internal issues with regards to the guilds of Brynthia. At the same time, he starts removing the influences of several of the priesthoods from the local government.

Senator Falcron Takes Control of the 3rd and 5th Regiment of the Dragon Guard

Year 6234 PE, Year 1195 BC

Having helped Thargax Zalkonea solidify his position as Prime Chancellor of Brynthia, Senator Falcron relinquishes his title as senator and assumes command of two major regiments of the Dragon Guard.   The leaders of both regiments have strong ties to Falcron, many from when he was still general of the Dragon Guard. Within the 5th regiment is also the little of what constitutes the Brynthian navy.   Having worked out negotiations with Crynthia, they march to the coast and the Crynthian navy transports them to the front of the Southern Kingdoms. The sudden aid of Brynthia goes a long way to healing the rifts between the two cities as Crynthia is losing the war and Kraylin is threatening to pull out.   Once having created a stable beachhead, General Falcron initiates the second phase of a plan created years earlier with the help of Prime Chancellor Zalkonea.   Not really noticed at the time, General Falcron also took his immediate family with him. Of which, is his wife of 50 years, Imogen Líadan along with their two adopted children. She is believed to also be immortal and many are the rumors that she is actually an heir of the Siastice lineage. Whatever the truth, what is undeniable is that she is a tactician beyond peer and aids in reversing the immediate course of the war.  

Having the Approval of the Gods, Zalkonea Casts His Most Challenging Spell

Year 6235 PE, Year 1194 BC

Seeking permission to cast a globally affecting spell, Zalkonea seeks the counsel of several of the church elders. While they do not put him in direct contact with the gods, they agree to pass on his requests for an audience. It is obvious they do not wish to help Zalkonea due to their recent ousting from the politics of Brynthia. Somehow the request is made.   The Salamar once again appears. This time to Zalkonea stating the gods approve of his one-time use of a spell capable of affecting an entire continent.   While Zalkonea is a full-fledged magician, he has always kept his abilities low key so as to not anger the gods.   Unleashed, he casts his greatest spell, a spell which completely locks all of Arisilon from any form of dimensional travel. This effectively cuts off the entire demon army of the Southern Kingdoms. The war summoners are unable to summon new troops, while the demons already present are unable to access their dimensional powers. Worse, they find that when they are killed, they don't return to their home plaines. Once the demons realize that they are now mortal, for should they die they will not return home, they become slightly more cautious in their dealings with the humans.   While the initial plan was for the spell to be temporary, Zalkonea didn’t wish for the spell to be brought down early so he casts it as a permanent spell. The effect of which will last all through coalescence.   Casting the spell required the aid of over 1000 student mages in and around Brynthia and required that Zalkonea lock himself away for thirteen days as he rigoursly practiced his craft.  

Turning the Tide of Battle, General Falcron Stays in the Southern Kingdoms

Year 6238 PE, Year 1191 BC

Having broken the navies of the Southern Kingdoms and sent the armies in rout from the coast, General Falcron orders his armies to pursue all the way to the current capital of Rashlic. The fighting is fierce and General Falcron takes little in the way of prisoners along the way, destroying town after town.  

General Falcron Disregards a Direct Order to Return

Year 6240 PE, Year 1189 BC

With growing concern at General Falcron’s push into the Southern Kingdoms and word reaching the northern cities of his tactics of completely razing the towns and villages he comes across, pressure is mounting to recall General Falcron and start the peace process.   Prime Chancellor issues a firm edict for General Falcron to cease all hostilities and return at once. He refuses.   Prime Chancellor declares that Falcron is stripped of all rank and is to be considered a traitor. The 3rd and 5th Regiments are also informed that if they don’t return at once, all of them will face the same fate of being considered traitors to Brynthia. Both regiments remain loyal to Falcron and remain in the Southern Kingdoms.  

General Falcron Sets Himself Up as King of the Southern Kingdoms

Year 6241 PE, Year 1188 BC

Continuing to march on the capital of Rashlic, he allows for his wife to take up the nickname of the Brujak Returning, due to the rumors that she is the tactician behind many of his victories and the instigator of having the army completely destroy all that crosses its path. Once he arrives, the city surrenders without much fight, largely due to the perceived carnage left in the wake of General Falcron’s advance.   Taking the city and disavowed from Brynthia, Falcron sets himself up as king of the Southern Kingdoms and has it officially renamed the Falcron Kingdom.   He spares most of the capital and its inhabitants from the horrors inflicted on earlier cities. With the promise of doing the same for the other cities of the Southern Kingdoms, they capitulate quickly, sending messengers daily asking for an acceptance of their surrender. King Falcron accepts them all.  

Brynthia Declares that General Falcron is Guilty of Treason

Year 6241 PE, Year 1188 BC

Angry that General Falcron has gone rogue, the Brynthian Senate declares the General Falcron is guilty of treason along with all officers of the 3rd and 5th regiments.   Furthermore, they push Prime Chancellor to take action to reclaim the missing armies without really giving any advice as to how this will be achieved. The move to place this burden on the Prime Chancellor begins from a disgruntled faction within the Senate over the loss of power since Zalknonea became Prime Chancellor in hopes it will be his downfall.  

Prime Chancellor Zalkonea Announces that he will be the Emperor of Brynthia

Year 6242 PE, Year 1187 BC

Accepting the charge to reclaim the lost armies, Prime Chancellor declares he needs the full support of the remaining army. With the support of the majority of the Senate, he is declared Emperor.  

The Salamar Convinces the Brynthian Senate to Forgive General Falcron and all his Troops

Year 6242 PE, Year 1187 BC

Shortly after Prime Chancellor Zalkonea is coronated as Emperor, he begins to make moves to reclaim the missing army. With the Senate in full congress, the Salamar appears by possessing one of the younger errand pages and reveals its presence to the ruling body as the long-dormant spirit of the city. Chancellor Zalkonea is able to confirm the Salamar’s identity as the Spirit of Brynthia. It convincingly puts forth that General Falcron was acting on the will of the gods and this is in accordance with a plan to bring peace to the region.   The Senate votes to pardon General Falcron and grant that he will remain as king of his new kingdom. All members of the 3rd and 5th Regiments are also forgiven. Many will return home to Brynthia, however many stay and become citizens of the new Falcron Kingdom, bringing their families down with them over the next several years.   The relations between Brynthia and the Falcron Kingdom will smooth over and the two become some of the strongest allies in the region.

King Malistrum Falcron Returns to Brynthia

Year 6257 PE, Year 1172 BC

King Falcron establishes a permanent transport gate between Brynthia and Rashlic, completely bypassing the Elven Kingdoms and largely weakening the maritime trade of Crynthia to the south as Drynthia is now able to transport goods south via Brynthia also.   Having done so, Falcron's wife relocates back to Brynthia. With the aid of the gate, Falcron is able to spend much of his time in the Falcron Kingdom and still spend time with his family.  

Emperor Zalkonea Firmly Establishes his Rule

Year 6260 PE, Year 1169 BC

Emperor Zalkonea extends the borders of Brynthia all the way to the edge of the Elven Woods and in some places even deep into the Elven Woods. He also extends the border near Crynthia on the east, all the way up and down the Kestrel mountains to the west and north, and up along the Drynthian border, actually extending north of Drynthia on the western side.   This range becomes known as the Zalkonian Empire and exists until Departure.  

The Salamar Begins Making Regular Appearances

Year 6265 PE, Year 1164 BC

The Spirit of Brynthia begins making regular appearances once every four years before the Brynthian Senate by possessing someone local near their meeting hall. While the person possessed is usually a child, it is sometimes an elderly homeless person near the center of the city.   The Salamar occasionally also appears to Emperor Zalkonea in private. In one of the meetings, the Salamar requests and convinces the Emperor to leave the Web intact. (The Web is an old run-down sector of old Brynthia where gangs, thieves, and dark priests hide and control. Traditionally, the unified might of the Dragon Guard was required to go in and from time to time to establish order. Over the last few centuries, as long as it governed itself, the rest of Brynthia seemed content to allow it to exist as is. Some even took pride and romanticized having a part of the city where corrupt gangs of outlaws held sway.)

The Adventurer’s Society is Formed

Year 6271 PE, Year 1158 BC

Emperor Zalkonea authorizes the creation of the Adventurer’s Society for adventurers. They are granted the authority by the Empire to travel the outskirts of the Brynthian Empire in small groups and tackle problems before they become a major nuisance to the empire itself. In effect, it helps focus the efforts of adventures for the purposes of information gathering and small tactical gains while keeping them out of the borders of Brynthia itself.   In return, Brynthia sets it up as a bank and trading house for the adventurer's benefit.  

The Academy of Science and Magic is Founded

Year 6369 PE, Year 1060 BC

  The halls of the Academy of Science and Magic are founded just outside of Brynthia after much political pressuring by King Falcron toward the Temples of Yahalla. At first the priesthood of Yahalla is skeptical of the need for a central institute devoted to higher learning for those not devoted to Yahalla, however once Emperor Zalkonea also starts applying pressure, they relent.   The initial masters of the Academy come from the ranks of Yahalla’s priesthood. Within a few years, several priests of Borollo join the ranks followed by several magicians still found alive in Arisilon.   Additionally, when Emperor Zalkonea had cast his great spell years earlier, many networks were created in organizing the various mages who aided. These quickly become part of the Academy's sphere of influence and by 6375 PE are fully integrated into the House of Magic.  

The Nine Orders of the Staff are Established

Year 6383 PE, Year 1046 BC

The Nine Orders of the Staff are established at the Academy of Science and Magic. The nine orders represent eight specialized schools of and the ninth school of technology. With this, the House of Magic is disbanded.  

First Contest of the Gods Begins

Year 6385 PE, Year 1044 BC

With knowledge that the Thrage threat will be arriving with the next chaos storm, the gods see two courses of action before them. The courses unfortunately are mutually exclusive.   Additionally, the Gods of Peace have developed their own personalities differing from their original coded personalities. Some of them are decidedly evil now. Plans for protecting Pyrideon vary and lines are drawn. The good and neutral gods wish to form a small task force and have Pyrideon leave the universe altogether. The evil gods, in their arrogance, wish to stay and fight with the Thrages to the death and then usurp control from the masters, they believe the advent of magic more than makes up for their lack of technology. While it has been pointed out that only in the vortex does magic work, the evil gods have responded that they have created what they refer to as magical batteries, able to create a small pocket of space where magic works outside of the vortex.   The gods decide on a contest, each group of gods having their own designated group of heroes to participate. The winning group allows their representative gods decides the course of action. Both sides are allowed four years to gather their heroes.   The first contest is fought, and with minimum casualties, the heroes for the good gods win. The plan of action is set.   As a consolation, the evil gods are allowed to start preparing a welcome party for the Thrages that will be left behind once Pyrideon is removed from this universe. The evil gods indicated that they themselves might also choose to stay behind with that select group and rule the new universal order should they win.

Healer Halls are Established

Year 6387 PE, Year 1042 BC

The Healer Halls are established at the Academy of Science and Magic. While ran by the priesthood of Valshin, it specializes in the nonmagical treatment of the ill and injured.  

Asskickers Founded

Year 6390 PE, Year 1039 BC

A small band of the Adventurer’s Society forms after taking on a mission into the Web of Brynthia. They call themselves the Asskickers and eventually take up the name of Asskickers Inc. as a joke. Within a decade they become one of the premier group of adventures within the guild.  

Renegade Elders Attempt to Contact the Thrage

Year 6391 PE, Year 1038 BC

Some of the Elders, now believing this the entire Pyrideon project was a colossal mistake, attempt to reestablish contact with the Thrage and warn them of the dangers they can be expect to face. The renegades sneak into the currently abandoned Jrynthia and attempt to reactivate portions of the world computer residing there. The gods discover this activity and Jrynthia is destroyed. Whether or not any of the renegade Elders actually made contact is unknown. All renegade Elders are killed in the process.  

The Academy of Science and Magic is moved to Old Brynthia

Year 6392 PE, Year 1037 BC

Granting several hundred acres to the Academy , Zalkonea has the majority of the Academy moved to central Brynthia into the original old city.  

The Academy of Science and Magic Begins Experimentation with Circuitry and Electricity

Year 6401 PE, Year 1028 BC

Digging deep into the ruins of Brynthia, several scholars find remnants of circuitry and wiring. Knowing that electricity based power is largely obsolete with the presence of magic, a major effort is started to recreate and learn as much as possible about the effects of electricity.   As an oddity, much of the Academy ends up being powered by electrical devices for lighting and heating rather than by magic.  

A Second Contest of the Gods Begins

Year 6402 PE, Year 1027 BC

The evil gods proclaim parts of the contest were flawed and begin insisting on a new contest. Stengard, the god of Law and Justice, is forced to agree and announces a new contest can commence. The rules are set and this time the contest will take several years to finish.  

The Contestants are Chosen for the 2nd Contest

Year 6406 PE, Year 1023 BC

The good gods choose the Asskickers, a peacekeeper patrol in good standing, as their representative. A different group based out of the far southern Zyloan territories is chosen by the evil gods by the name of Dev Corliss. Dev Corliss’s namesake comes from a deck of cards by the same name used for prediction purposes similar to Tarot cards. Dev Corliss consists of well over 100 members and the leaders are each recognized by the namesake of one of the cards as in, there is a King of Spears, the top mage is the Archmage of Crafts and so on.   The Asskickers, keeping their namesake, start training in earnest for the contest – the details of which have yet to be determined.  

Brynthia is Attacked, The Asskickers are Annihilated

Year 6408 PE, Year 1021 BC

A major assault occurs on Brynthia, based out of the abandoned ruins of Irynthia. The attackers have found a way to sneak in via dimensional travel, using Zalkonea's dimensional block as a reflective surface to bounce back into Brynthia and thus bypassing the anti-teleportation shield surrounding the city. The attack originates out of the Web.   The Asskickers respond with several other units of the Dragon Guard. One of the few survivors of the elite peacekeeper group is a yellow goblin which had joined the group a few years prior. The goblin goes by the name of Dusty, given to him when he was converted to the cause of Radok by the paladin Seth.   The 2nd Contest is put on hold, as the good gods request additional time to find a new team.

Dusty Leads a new Group across the Mountains; The Wild Gene is Implanted

Year 6411 PE, Year 1018 BC

Having formed a new group, Dusty the Goblin leads them across the Kestrel Mountains to seek aid from the Purple Magician. After performing several small quests for him, the magician reveals the location of the Underground Monastery, resting place of several Major Arcana.   As a reward for finding the Underground Monastery, Radok appears and grants gifts to each of the party members. For Dusty, he gives him the gift of the wild gene. Discovered in Gashmyr, the gods themselves are not sure what it does. For effect, Radok brings up his blacksmith’s hammer and hits Dusty in the head, knocking him out and placing him in a coma for five days.  

Legendary Master Thief Gwendelara Steals the Hurlion Stone

Year 6411 PE, Year 1018 BC

Leading a team she selected and trained herself, she breaks into the vaults of Kraylin to steal the magical ruby. While much of her team is later caught, she is never caught and is believed to have retired in Brynthia and possibly has links to the Yinkida. The Hurlion Stone is never seen again.  

Magesword and Infinite Spellbook are Recovered

Year 6420 PE, Year 1009 BC

Dusty the Goblin’s reputation and fame continue to grow as well as his powers. Among his greatest feats of this time is the recovery of the legendary Magesword and the Infinite Spellbook. The effects of the wild gene surpass anything the gods were suspecting. Dusty’s abilities are already close to rivaling that of the strongest mortals. It is becoming evident that the wild gene is connected with Dutsty’s id, what he perceives and wants for himself is what begins to happen.  

Lifebane is Recovered

Year 6426 PE, Year 1003 BC

The second contest is underway. For now, it appears that the goal is the annihilation of the opposite group. The good god’s champions, now led by a mage by the name of Balador are simply referred to as the questors, while the initial group of the evil gods is still Dev Corliss.   Lifebane has moved itself to the desecrated temple of Tarjahkarmillik. The spectre of high priest Sojak currently guards the wand. The questors arrive first shortly followed by several elites of Dev Corliss. In a great battle lasting several hours across the temple, the Enchantress of Dev Corliss manages to turn Dusty, forcing the questors to slay their own teammate.   At the end of the titantic battle, only Balador the mage, Styx the druid, and Crunchkis the half-ogre warrior survive. Lifebane is recovered and Balador claims the two main items from Dusty, the Magesword and the Infinite Spellbook.  

Underground Monastery is Reclaimed; Ashmaker is Recovered

Year 6441 PE, Year 988 BC

Dev Corliss has controlled the Underground Monastery for several years now. After a fateful meeting with the Purple Magician, he tells them that he believes there is a hidden second level to the monastery. Traveling there, Balador, Styxx, and Crunchkis are able to defeat Dev Corliss and drive the survivors of the encounter them off. In the process Styx finds the Crimson Staff and Ashmaker is recovered.   Ashmaker is turned over to the Purple Magician so he can properly hide it again, hoping this time it stays hidden.   The command word for LifeBane is discovered by Balador in the bottom level of the Underground Monastery.

The Goal of the Second Contest is Announced

Year 6448 PE, Year 981 BC

Dev Corliss continues recruiting new members while the Questors are down to just six main members, Balador, Styx, Crunchkis, the ranger Greensworn, and its two newest members, a gnome illusionist named Tum and a paladin by the name of Scarth.   The goal and prize of the contest is being allowed to travel to Gashmyr and obtain the some Qualos wine, or at least retrieve the ingredients to make some.   As the contest has been going on for some time, the evil gods conspire to put an end to it by forcing an early meeting between both groups in an enclosed arena with only the winner being allowed to escape before the trip can be made to race for the wine. The Questors win, with only Styx and Balador surviving.  

Balador and Styx Travel to Gashmyr

Year 6457 PE, Year 972 BC

The two, joining up with the Tumtoo (the son of Tum), travel to Gashmyr in search of Qualos Wine. Working with Zalkonea, the gods have made it possible for a small group to bypass the dimensional shield surrounding Pyrideon for a single there and back trip.   They discover the wine is used to travel to Anytime – an unstable dimension of dreams and all possibilities. After years of searching, they finally find hints of the existence of a small flask. There they find the sleeping god in the middle of his billion year slumber. Awakening him to a slight stupor, they are able to obtain several jugs of Qualos Wine.  

Balador, Styx, and Tumto return from Anytime

Year 6519 PE, Year 910 BC

Their journeys in escaping Anytime are chaotic, as timelines and events keep changing. While in their perspective they are gone mere days, it is years before they return with the Qualos wine, officially winning the 2nd contest.  

The Gods Distill the Properties of the Qualos Wine

Year 6525 PE, Year 904 BC

The properties of Qualos Wine are distilled. With the 2nd contest over, the gods as a whole are actively looking for a way to take their world from this universe. They are seeking a way to collapse the vortex in the process.

Blujimer, Priest of Slinjetto, Vastly Increases her Influence Across Arisilon

Year 6532 PE, Year 897 BC

A quickly rising priest of Slinjetto by the name of Blujimer rasises to the highest ranks of the order, fully taking on her totem form of a red dragon. As an influential figure, he is responsible for the acceptance of Slinjetto’s temples in several of the major cities including all three major Rynth cities.  

Orcs Amass in the Jungles of Arg; Ashmaker is Used

Year 6690 PE, Year 739 BC

For several years, orcs have been gathering in the Jungles of Arg with their leaders being well established in the passes of the Kestrel Mountains.   Fearing they will march on the nations to the east, a minor priest of Slinjetto and a Shurandai samurai leads a small band of unknowns on a mission to recover Ashmaker. Recovering the wand with the help of directions from the Purple Magician, they climb a peak in the Kestrel Mountains overlooking the Jungles of Arg and unleash the full power of Ashmaker. Thousands of square miles are incinerated, killing the majority of the orc horde. So thorough is the destruction it will be years before anything begins to grow in this wasteland. The area of central Arisilon becomes known as the Crags of Arg and all trade from the eastern nations and the Cal Confederate is cut off.  

Dusty is Reborn as Darkwing

Year 6780 PE, Year 649 BC

Dusty is reborn as a monkey hengeyokai. Within a year, he has regained all of his old powers and now usually appears in the form of an immense black dragon. He now goes by the name of Darkwing.  

The Purple Magician is Slain

Year 6784 PE, Year 645 BC

Darkwing comes seeking answers and in a disagreement with the Purple Magician, they battle and the Purple Magician is slain. The magnificent rotating tower, the centuries old home of the Purple Magician is destroyed. Darkwing takes Ashmaker as one of his spoils.   Using it, he locates Thunderhowler.  

The Beginnings of a Warrior Assassin Society in the Web

Year 6882 PE, Year 547 BC

Dragonfly Lizara Pauqernelle takes control of the Oak Door Bordello deep in the Web with the mysterious disappearance of the former dragonfly. An avowed hater of anything male, she starts a campaign of blackmail using records of the bordello's clientele she has been taking for the previous decade. At the same time, she ruthlessly runs her bordello, offering women, men, and children for whatever desire one can imagine. With regards to those which work for her, except select young girls, she has no scruples and uses them ruthlessly.   With those girls she selects, she begins training them with a grueling regimen of exercises and techniques which result in the girls becoming exceptional unarmed combatants. Along with those skills, she also teaches them various rudimentary mystical techniques which allow them to become masters of shadow, able to slip in and out of heavily guarded places unseen and unknown.   Using these skills, along with her business of blackmail, she starts encroaching in the territories of various assassination guilds. So effective are her means that for years, only speculation exists that several notable killings are caused by several young girls and it remains unrelated to her operations.   Only rumors and speculation exist as to where Lizara initially learned her skills. One such guess is that she was the paramour of a master assassin. Other legends speculate that she was a failed student of either the Sharlashtri or Shurlandai.  

Shazu Brings the Pryson to His World

Nakir Date 11,418 in the Year of Tears, Year 352 BC

A powerful shaman of great evil by the name of Shazu spreads his dominion across Nakir, committing unspeakable horrors in the process. Such is his evil that the appetites of the ever hungry universe known as the Pyrson are attracted.   The Wardens of the Pryson learned a long time ago that if the evils of a universe can be gathered and brought into the Pryson before that universe is consumed, they can sometimes save that universe from eternal damnation.   Three wardens – Torim Rae the elvish philosopher, Obrus the ranger orc, and Malakar the fire breathing ape demon - are dispatched to find and bring the evil back. What they find is that Shazu has been dead for decades, however his essence now resides in his dark sword. The sword has a new owner, a human barbarian, one not totally corrupted by its magic song as of yet.   The wardens attempt to coerce him to return peacefully. The barbarian is reluctant at first, however when he sees his comrade, one of the fabled winged alar, torn apart by a pack of perytons, he is shaken enough that after an epiphany of morality, he concedes.   Having convinced the barbarian to attend them, they all return to the Pryson with the Sword.   Unbeknownst to them, the Pryson has been leaking some of its horrors into Nakir. Alarmed, the Elder Courts send the wardens back. The original diagnosis was wrong, this wasn’t the Pyrson seeking out the sword, this is a breach. Breaches have only happened 21 times before. A breach is where the Pryson starts losing parts of itself into another universe. No one knows what happens if a breach is not repaired. A new warden is created when the barbarian volunteers for the task and a new guard tower is placed over the breach.   Though the wardens return to the Pryson for other duties, various natives of Nakir are recruited to help track down and return any convicts which might have escaped. Unto them is the given the power that once in a lifetime they invoke the power of the Pryson on another. If that being is truly evil and deserving of the Pryson, they will be there back immediately.

Brynthia Becomes the Central Focus for the Ritual of Leaving

Year 7077 PE, Year 352 BC

Having finished their work on creating the Ritual of Leaving, the gods now begin to gather the most powerful casters on Pyrideon at the Academy for the purposes of casting the spell. Included in these numbers are Emeperor Zalkonea, Darkwing, and the last of the colored magicians, the Blue Magician.   After months of preparation, the first Stanza is cast by the Blue Magician and 42 of the top clergy of the good gods. Emperor Zalkonea’s task is to provide all the needs within the city and to create large transformers capable of channeling magic into increasingly focuses bursts.   The Ritual of Leaving will ultimately create a large crystalline arcane structure surrounding Pyrideon. If it works, it will focus all the magic of the vortex at once into a single burst lasting the smallest fraction of time. The risk is real, for if it doesn’t work it could consume Pyrideon, and even if it doesn’t, the Vortex will likely be no more, meaning no more magic. Darkwing is tasked to primarily acquire items as needed, but to also act as the first line of defense if things begin going wrong.  

Becoming Desperate to Not Leave, The Eight Horrors of War are Released Once Again

Year 7115 PE, Year 314 BC

Continuing to act even more erratic, Ramian Fax and his Sister/Queen Letheria manage to take control of and release the Horrors of war on the world. Rather than focus on wide scale destruction, they seem to focus more on disrupting all efforts of the mortals preparing for the great ritual of leaving.  

Darkwing Gathers 5 of the 6 Original Cyrkransis

Year 7117 PE, Year 312 BC

Darkwing manages to relocate all but one of the original Cyrkransis. He, along with his party, uses them along with other major arcana to finally destroy the eight horrors of war.

The Barbarians Arise

Year 7381 PE, Year 48 BC

Trying a different approach, the evil gods enlist the aid of the Barbarians and use their link with the time elementals to imprison the cities of Pyrideon for ransom. In the centuries since the orc horde was devastated in central Arg, the Crags have once again become fertile and are now known as the Plains of Arg. The plains are largely inhabited by large nomadic tribes of Barbarians.   Brynthia, Kraylin, and Galechrome are encapsulated in large temporal barriers which leave them out of sync with the rest of time, cutting them off entirely from the rest of the world. Raven the Shurandai and Wrath of the Blades, already outside of the city, obtain the final Cyrkransis to be found. Using Winterscourge, they transform the Crags of Arg into the Tundra of Arg. All but the northernmost barbarians are killed. This is fortunate as the northernmost tribe was the only peaceful tribe of the Barbarians and not involved with the plot of the evil gods. If there wasn’t a running joke about how the Jungles of Arg became the Crags of Arg and eventually became the Plains of Arg to only become the Tundra of Arg, there is now. Many of sayings now compare dismal failure to that of an army in Arg.  

The Return of the Gods of War

Year 7386 PE, Year 43 BC

It is finally revealed that some of the essences of the Gods of War which had survived in Diamondshell managed to escape and have been working with the evil gods now for centuries to usurp ultimate control.   With this discovery, during desperate negotiations with the Half God, the Shurandai known as Raven pulls out Lifebane and utters the command word, Cyrkansotequelic. Knowing full well the cost of Lifebane is simple – the wand will utterly kill the target at the cost that the user must willingly give their life. This sacrifice allows Wrath, Blujimer, and the rest of the party ample time to escape and alert the good gods. Once the good gods are aware, they are able to completely seal what’s left of the Gods of War in the Diamondshell. Additionally, the means by which the Gods of War have subverted both Ramian Fax and Letheria is neutralized, finally allowing all the Gods of Peace to work as one on the Ritual of Leaving.  

The Secret of Vrask is Revealed

Year 7411 PE, Year 18 BC

As the Ritual of Leaving progresses over the years, fluctuations in the power matrixes keep occurring and seem centered on Vrask. Emperor Zalkonea discovers that Vrask has been storing magical energy like a battery and doing so from the very beginning of the Vortex. That means for millions of years it has been slowly growing in size. Realizing that this can’t be an accident the Ritual of Leaving is slightly altered to allow for the excess of energy Vrask will supply.   Darkwing is tasked with preparing the planet to release all of its stored power at once.  

The Yinkida Appear

Year 7413 PE, Year 16 BC

A mysterious force of women warriors within the web become famous for defending the helpless and hunting down criminals. No one knows where this vigilante force comes from and despite many efforts of the various criminal organizations in the web, none ever find the source of the Yinkida base. Even capturing one of the women proves nearly impossible and when they do, every Yinkida proves to be remarkedly resilient to coercion while also able to expire should they choose by merely focusing on stopping their hearts.  

A Vanguard of 3 Thrage Arrive Early

Year 7425 PE, Year 4 BC

Sensing the approach of 3 Thrage, the first battle is engaged a few years early. A small group forms which will meet the group as it arrives at the edge of the Vortex. This group consists of Darkwing, the warrior Wrath, the priest Blujimer, and several hundred other powerful beings from Pyrideon. The battle is long and only about twenty survive this initial encounter. Of Darkwing's party, only Darkwing, Blujimer and Wrath survive.   It is determined once and for all that the idea of staying would be a mistake. If it took the best that Pyrideon could offer to defeat just three Thrage, they wouldn’t stand a chance once the thousands of Thrage coming finally arrived.  

Wrath of the Blades will Lead the Rearguard

Year 7429 PE, Year 0 BC

Not sure how long the final stanzas of the Ritual will take, a final force volunteers to stay behind in the old universe to fight the Thrage.   Wrath of the Blades and Blujimer lead the force staying behind. Darkwing will not be able to stay with them as he will be coordinating the final spell. As a parting gift, the gods give each of the final rearguard members a stone capable of emitting a field of magic. Each stone will last for several centuries but will crumble to dusty upon the death of its owner.   With them, they have most of the Cyrkransis and most of the Major Arcana, as these items should not be needed in the new universe.  

Departure- Arrival; The Age of Coalescence Begins

Year 7429 PE, Year 0 AC, Year 0 BC

The Chaos Storm Arrives. With it, the Ritual of Leaving is finished as the Blue Magician utters the last few Stanzas. The gods have quit all other tasks and now focus solely on channeling energy throughout the arcane construct which will be created and exist for only the shortest moment of time. The Vortex is destroyed.   At the center of the spell directing its power is Darkwing. Vrask is energized into pure magical energy and Pyrideon is transferred from this universe into another, one without the Thrages or the Hegemony. As Darkwing will not be on Pyrideon as the spell completes, he will be left behind and will then join the Rearguard, aiding them in making whatever life the can outside of the Vortex should they survive the Thrage attack.   In the process, Pyrideon is shot across multiple dimensions like a lead sling pellet hurled through sheaves of paper, leaving a punctured hole as it passes. One of the realms it passes through is that of the Pryson, a whole predatory realm that seeks out and devours other dimensions.   Several side effects occur in the process.   The first of which is that in crossing through the Pryson, a puncture wound is created in its barriers allowing the horrors within from an infinite number of realities to slowly escape into all the realms Pyrideon pass through. This will become known as the Great Breach.

The second of which is that the original universe of Pyrideon is left open to the Pryson dimension. The threat of the Thrage is the exact type of evil which attracts the Pryson dimension. Where that universe had existed for billions of years as a self-contained entity, it is now ripe for being devoured.   The third of which is the Vortex is successfully collapsed, however in the process a small particle of whatever consists of magic is hurtled back in time to ancient Earth and it will be this particle which creates the Vortex in the first place.   The fourth of which is that certain vile and evil elements of Pyrideon were left behind due to the pull of the Pryson. Foremost, much of the essence which was the Gods of War is sucked in. Diamonshell is also sucked into the Pryson and left behind. Why Grethello escapes this fate is unknown.   The fifth of which was a grave miscalculation in formulating the spell. It was thought that where Pyrideon ended up would be devoid of any previous presence like another world. The crossing over not only punctured other realities, but also pulled worlds from other realities along with it. Two worlds are known for certain, that of Nakir – a nascent Mesozoic world populated with primitive peoples, powerful elemental spirits, and large saurians. The second was more of an elemental plane of existence as opposed to a world which is inhabited by powerful entities calling themselves the Elemental Conglomerate. It has been theorized that this second world may be the alternate spirit world of Nakir in actuality.   It is the last effect which is the cause of Coalescence, as Pyrideon, Nakir, and the elemental realm are all merged into one new world with disastrous effects.

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