The First Age

The Age of Legend


1. Creation of the World

Time: unknown

 Yuma has the idea to create the world, but it could not create life and the planet at the same time. It asked the help of its siblings, Kel’Ril and Moraxis. The latter created the earth around the physical representation of Yuma. Afterwards they needed to create life but they did not agree upon what kind of life forms to create. Because of that, for the first time in Time, the three gods clash in battle. This causes an explosion of magical energy that takes shapes of its own:

 The three-headed God of Chaos is the progenitor and ultimate creator of life, how he did it is unknown.

 With the apparition of life, appeared 3 others in the Celestial realm with life appeared:

  • Kybtur  - The God of Life wife of Phalan
  • with life comes death, so did Phalan  - the God of Death
  • Ilumenara/Yldis  - the goddess of magic.

At later times and due to different reasons other Gods appear:

  • Cruella  - The Goddess of Pain
  • Tiara/Gaia  - The Goddess of Fey
  • Puck  - The Goddess of Innocence
  • Inimua  - the goddess of Luck
  • Ishtar (now Kalafai)  - The God of Heroism
  • Ella  - the Goddess of Beauty
  • Jinx  - the God of Tricks
  • Hyperion  - The God of Destiny
  • Kaelox  - The God of War
  • Dregor  - The God of Pestilence
  • Tosis  - the God of Pleasure
  • Jack  - The God of Agriculture
  • Senroth  - The God Forged
  • Chronos  - The God of Time
  • Vengarion  - the God of Monsters
  • Hayne  - The God of Vengeance and the Sea
  • Ithereal  - The God of Humanity

2. The Time Forever Lost

Time: unknown

  I. Age of Tales
    The First Storyteller is born. Writing appears in the World.

  II. Age of Quest
    Estimated to have lasted approx. 500 Cycles.
    The Second Storyteller is born. People start exploring the lands.

  III. Age of the Forge
    Estimated to have lasted approx. 1000 Cycles.

 The Third Storyteller is born. People start crafting with what they find, and pass down this knowledge from generation to generation.

 The Dragon race blossoms.

 Magnificent cities begin to rise. Giants raise their magnificent cities alongside all the other civilizations, but are by far the grandest of them all. The Three Storytellers go to rest after a job done well, their duty to start the world in a state of balance is achieved, the rest is up to the mortals.

3. Age of Chaos

Time: approx. 1000 Cycles

Civilization moved forwards at its own pace, with steps back and steps forwards.

  I. The First Ripple

 First known war
 Lasts for about 10 Cycles
 The war is brought on by the Mogrums (Giants) upon the Dragons.
 The Magical City of Ra’al is built in the centre of the western side of the Plateau. The people of Ra’al want isolation.

  II. The Second Ripple

 Second known war, takes place approx. 400 Cycles after the FR.
Lasts for about 9 Cycles

 Uthor The Owl comes back from the Sun Kingdom in full plate armor with a black horse and a giant polished steel greatsword and the daughter of the King of the Sun People. The Sun Kingdom is pushed far back in its development, and the continent of Blackstone becomes the island of Blackstone.

  III. The Third Ripple

 Third known war, approx. 530 Cycles after the SR. Estimated to have lasted 20 Cycles

The First war between the Cytherians and the Grixin splits the continent of Teresyum in two, and until the Third Age they are known as the Twin Continents. But the rupture is not immediate.

4. The Rupture

Time: 450-500 Cycles

Isadrin channel is formed between the two Twin Continents.

Most of the Blackstone continent sinks.

The Mogrum population now lives in the Exiled Colonies.

5. The Time of Heroes

Nothing is known of this time, but the fact that the first Grand Game finished and was won by Yldis.


The Second Age

The Age of Gods


 I. Dawn of Civilization

  Lasts for about 500 Cycles

  A second Dragon War happens within the Dragon civilization itself. No one knows the motivations of this conflict, but it changes their civilization for ages to come. The First Community starts to take root, and the rest of civilization begins to recover from the horrific wars of the First Age.

  The Office of the Overseer is created.

 II. The Time of Mist

  Estimated at about 300 Cycles

  The Raider bloodline comes to power amongst the Grixin.

  In the mists of time civilizations grow and there are no wars but heroes and villains still rock the world with their epic schemes. Always the Gods have a hand in these games, always bigger than what mortals expect they were.

  Balrog the Mighty is born (Mogrum). He is said to have thrown a mountain into the sky in order to prove that he was a giant king (he was the first one, there had been no other Mogrum Kings before him).

 III. The Great Reprieve

  Estimated at about 230 Cycles

  A sense of normality starts to settle.

  The office of the Overseer is claimed.

6. The First Great Magic War

Time: Lasts for 50 Cycles

 The elder Ascended came to power, stealing the magic they needed for this power from the Grixin. The Green Maiden is born. This starts the second war between the Cytherians and the Grixin, known as the First Great Magic War. The Grixin lie defeated, but not destroyed, and the stronghold of Madeluindur remains standing, hidden by a perpetual mist.

7. Bay of Shards

 As the First Great Magic War ended, Blackstone believes that the Twins are devastated by war and they take a second chance at a invasion. They send 1000 ships to conquer the western Twin (they come from south west in order to surprise the inhabitants. The Ascended, however, are by no means weak. They turn the 1000 ships into stone, together with their crews. Thus, the Bay of Shards is created. The stone ships now look like an archipelago.

8. The Time of Magic

 Time: Lasts for 300 Cycles

 A large number of magical artefacts and weapons are created, becoming more common in the era.

 Stories of the Ascended begin to surface and travel in the World.

 Large majestic cities are built during this age:

  • Phaellorim
  • Dravnagor
  • Lathos
  • Niagaerelil
  • Allasea

9. Sol Landing

 The people of the Sun Kingdom land on the eastern shore of the eastern Twin. They are looking for land to colonise due to overpopulation on their own continent. They tie an alliance with the Cythereans and colonise empty lands in the Twins.

 There are very few Grixin left, who mainly live in Madeluindur or hidden throughout the Twins in very little numbers.

 The Brotherhood of the Sky starts to take roots.

10. Age of Sun and Magic

Time: Approx. 250 Cycles

 The Sun Kingdom people do not have positive feelings towards magic, so there is some conflict with the natives, but basically the overall impression of the Age is one of prosperity and development.

11. Era of the Ascended

 At the anniversary of 250 Cycles of Alliance, the Ascended meet with the leaders of the Sun Kingdom people in the Hall of Wonder in Phaellorim. It is a building of such beauty and greatness, like no other before it. The children of the Ascended burn the building with everyone inside it because they feel that their parents have become weak and permissive and they resent the alliance with the Sun Kingdom. After this, the Hall of Wonders becomes known as the Hall of Heretics.

12. The Day the Golden Eye bled

 The new Ascended declare war on the Sun Kingdom people and the battlegrounds are decided as the Eye of the Storm. Although they understand that their summon in the Eye is a trap, the Sun Kingdom people decide to go in order to avoid the massacre of their people all around the Twins.

 The 8th Ember is sent to the Eye. It is a SK pluton made up of around 10 000 people and is commanded by Torrin Hardhilt. They enter Phaellorim and go to the Throne Hall, where they find the Ascended; the latter use the Orb of Cain.

 The ripple effect of the spell kills half of the 8th Ember. The rest retreat to Dravnagor and send envoys to the Council of Sun Kingdom Elders regarding their defeat. When the envoys return, they tell of the land that has turned to glass together with all living things there.

13. The Years of Silence

 Time: 5 Cycles

 The rest of the 8th Ember, who have retreated to Dravnagor, call upon the surviving Sun Kingdom people to join them there.

 The Ascended are weak and they go under the radar.

 The Brotherhood of the Sky (rebels and the only resistance against the Ascended) believe that the 8th Ember has managed to defeat the Ascended and send them all the help they can gather.

 The Ascended waken.

14. The Journey of Blood

 The Ascended attack the remaining Sun Kingdom people and the Brotherhood of the sky and their supporters as follows:

  • Cyll attacks from the north of Dravnagor with the 5000 resurrected undead Sun Kingdom people who had died on the day when the Golden Eye bled.

  • Carne, Heimur and Brill gather their followers from Allasea, Lathos and Niagaerelil and march towards Dravnagor from the south.

15. The calm before the Storm

 This takes 100 Cycles.

 The Ascended do not follow them into the desert. The desert was surrounded by Ascended armies, which led to towns being built on the outskirts of the desert.

 After a while, the Ascendents and their forces were confident that nobody would come out.

 The Shai’tan prepare their forces. They send spies outside into the Ascended lands and they know everything that is happening, which enables them to prepare for the battle correctly.

16. The Second Great Magic War aka The Storm

 The war lasts 10 Cycles.

 The armies of the Shai’tan get out of the city and attack the armies of the Ascended (they take them by surprise). In the meanwhile, they have learned how to traverse the wastes, so they know their way around the desert pretty well.

 The actual war consists of the siege of Phaellorim by the Shai'tan armies. They are successful and manage to capture the Ascended and imprison them in the heart of the Mountain in Ra’al, The Stalwart Summit (Mountain in the centre of the Oasis of Ra’al). They manage to capture the Ascended by forcing them to slowly drain themselves of power in a fruitless attempt to defeat the Shai’tan. They suffer many losses but end up the winners.

 Unsung Heroes return from different planes

 Of the 50+ people that were part of the Unsung Heroes only little is known of them, but one way or the other these five groups rise to prominence:

  • Zyg’s Group: Dembe, Kaplan, Zyg, Malleus, Iota, Gil Thorpe
  • Shayla’s Group: Shayla, Ilrland, Hatham, Mierda
  • ????’s Group:????, ????, Wyv, Justice
  • Zero’s Group: Olivia, Roxxane, The High Priest, Zero
  • Kalafai’s Group: Kiriu, Leia, Golbez, Vron, Kalafai

 Many of the unsung heroes achieve power by completing their objectives, becoming prominent people in different parts of the world

17. The Age of the Fallen

 I. This takes 50 Cycles, during which the 5 dominant cities in the Twins (Ra’al, Allasea, Dravnagor, Niagarelil and Lathos) battle one another for supremacy. This is known as The Schism.

 II. The Time of the 2 Shadow Eyes (or of the Double Eclipse)

 The Double Eclipse implies that there is a moons’ eclipse and a suns’ eclipse at the same time, which causes extreme events: devastating earthquakes, volcanic eruptions, tidal waves and so on. These events mark the beginning of the invasion and have lasting effects in the world.

18. The Invasion

 The invasion stops the Schism and consists of a massive scale invasion of Teresyum by the dark minions which come from the Exiled Lands

19. The veil of Darkness

 The veil of Darkness lasts 150 Cycles.

 War against the minions invading the Twin Continents in the Eternal Night.

 The entire population believes the World will end.

20. The Rekindling (40)

 The Rekindling lasts for 40 Cycles.

 Kalafai rises to power here and so does Hayne as they become Gods. The Twin Continents unite again and become Teresyum once more.


The Third Age

The Broken Age/ The Age of Mortals


Year 0 – Start of the Broken Age of Mortals

 Of the Third Age of Teresyum: The island of Blackstone sinks into the sea, Dragons disappear from the continent.. The Dead Zone appears in the middle of the main continent.

Year 132 – New Arrivals

 The Elessar Elves created the first of the Kingdoms of Morgan far to the West (where the Badlands will be in the future These elves were secretive and did not keep relations with any other races. The only ones they seemed to keep in touch with were their cousins, The Allai'wen Elves.

 The first Tower in what will become the Federation of Lyal'Dream attracts more people.

Year 230 - Dwarven Descent

    The Forger dwarves and the Feral dwarves were the two biggest dwarven clans. The first sought to create incredible homes in the deepest mountains of their ancestors and focus the entire civilization on building something great together as dwarves separate from the rest of the world. However, the Feral Dwarves were different, they had no attraction towards staying in old dusty mountain homes and never communicating with the outside world unless it was on their doorstep, the Ferals sought to explore, find new homes and with their skill in crafting to trade. The conflict rose to the point where a civil war started.
    The war only lasted a year and it ended up with the undisputed victory of the Forger dwarves and the Feral Dwarves were punished for their part in the war, their punishment was that they could never set foot in their mountain homes ever again, but despite the war relations between them continued through various channels and many different ways.

Year 232 – The birth of the Undying Kingdoms

 The Allai'wen Elves made contact with the Forger Dwarves in Infinite Deep in the East and together they put down the roots of the Undying Kingdoms, that will soon take Teresyum in a large sweep trying to culturalize and educate, bringing technology and magic, on the surface at least. In the background the Allai'wen are planning to make sure this world does not fall and they don't have to run away from The Enemy again.

 It was also around this period of time and slightly earlier that the exodus of the G'nai from Eternium happened, finding their way to Teresyum and eventually being given homes by the Forger Dwarves.

The Federation of Lyal'dream grows, the tower becomes a settlement and soon a city. More Free cities start being made in an alliance with the ones already made.

Year 435 – A time of discovery

 Seemingly out of nowhere, and in an extremely short amount of time, the human kingdoms start asserting their power. In less that 30 years four such kingdoms rise to notoriety – Estria, Sivania/The Red Country, Cynthria and Blackrock. These Kingdoms appear from the what remains of the Great Cities of the Second Age Dravnagor, Allasea, Niagarelil, Lathos and High Peak. As with almost every move the humans will make from this point out, the Undying Kingdoms has a hand in it for their own interests.

 The Federation of Lyal'dream does not advertise their growth. The adventurers who become the main money source of the Federation mark the creation of The Adventurer's Guild and suddenly an even fast growth for the fledgling Federation.

Year 478 – We are here to stay, they are here to rule

 The Undying Kingdoms, at the main behest of the Allai'wen elves, attempts to impose their absolute rule over the Human Kingdoms:

 Managing to convince the zealous Holy Country of Cyntria to become a vassal state by convincing them that the Deity, El, they worshipped was originally an elf. With this being successful the elves choose the Kings of Cyntria from their own country, however the Pope still is chosen by the people of Cyntrhia, he remains the only figure of power with some level of autonomy.

 The Estrian were brought to boot, no easy feat, it cost the elves a lot of resources so, in the end, Estria became a tributary country.

 Blackrock, being the youngest country, born from the ashes of Zimir Zi Vagun, fell soon to the influence of the Undying Empires.

 Sivania/Sylvania, the land of knights, never fell to the influence of the Undying Empires and has retained their independence, mainly due to the fact that Estria proved to drain a lot of resources, Sivania was a land and a strong people who were similar to the Estrian in many ways but their art of warfare was not tribal based, but instead every single child, woman and man knew how to fight, was taught tactics and they were on the opposite end of the continent, keeping them in check would prove a very hard feat, worshipping Azak came almost natural to the people of Sivania.

 The Federation of Lyal'dream imposes itself in this by participating in many of these conflicts on one side or the other. Due to their chaotic nature, adventurers are not trusted by the elves but the magical items, tech and artefacts the Federation has gathered are dangerous and there is no open conflict between the Undying Kingdoms and the Federation. Trade talks however, are opened.

Year 480 – The Great Migration

 Frequent and bloody wars marked the history of the 4 human kingdoms, even as tributary states or trade partners conflict found its way and these wars brought with them The Great Migration which led to the creation of The Freeholms, a land of independent city-states.

 The Freeholms was roughly based on the same rules as in the Federation of Lyal'dream but in a much harsher and combat focused way, if you claim something it is yours if you can keep it. The elves had no interest in the frozen wastelands to the north, they did not bother the migrants, happy that their problems were moving away from their interests.

 The Federation of Lyal'dream grows rapidly and the Oath Stone and the nobles of each city are formed. The first King is elected. (This excludes Primus Gradus and some other newer cities which appears much later)

Year 500 – Up in the Frozen North life stirs, down to the South the Chrome yawns

 From the populations that left during the Great Migration to the Freeholms, cities in the north are created when warlords manage to keep them for long enough. Powerful families like the Ironwoods or the Fletchers manage to hold out and become stronger but there is no centralised power structure present in the North, the first rule is still respected in the North.

 The Federation of Lyal'dream with the help of the Archmage Zyg and his friends discover the Infinite Shores and start exploring them, rediscovering the Lost art of the Navigators. Neither the Freeholm cities nor the people inhabiting the Infinite Shores claimed any kingdom, but they took the shape of independent city-states or respectively city-islands.

Year 1123 – The Exodus

 The Ellessar from the Kingdom of Morgan suddenly leave their lands. An entire advanced civilization of Elves departs and leaves almost everything behind. The Federation of Lyal'dream and their adventurers are first to investigate but find no reasons besides a strange prophecy that foretell Elves would bring mass destruction and a war bigger than any in this age is exactly 500 years. The rumours mill runs rampant from ideas that the elves left in order to stop this prophecy or to make it come true. Nobody on the continent knew much about The Ellesar or how the Elven Family worked.

 In reality the Ellessar Elves are trying to stop the Allai'wen from completing their plan but because of the Elven Family they cannot oppose them directly. They find the Eye of the Storm island, which ran away in Year 0 into the newly created Chrome. They convinced the First Community to allow them to be the wardens of the dragon inside the Eye of the Storm, which is one of the 13 Primordial Dragons, imprisoned because of the fact he ran away from his duties, but not lost. As long as the Dragon works with the Ellessar the Council of 13 Dragons decide to allow him to keep his role within the First Community.

 Unfortunately even with their best efforts and the Eye of the Storm on their side saving the C'thon from the Enemy and saving Hell proved to be impossible. The Ellessar have to retreat if not risk losing everything and they have to recover, allowing the Allai'wen to enact their plan.

Year 1600 – Unexpected Betrayal

 In his continuous fight to suppress the side of him that could not be allowed to exist anymore, Zyg got himself stuck in his own tower as the last resort so that Alice Grimwald, the Overseer, would not return due to Waldo's machinations. It will be more than 300 years before Zyg ever sees the sunlight again. His friends searched for him everywhere but the tower was not hidden and any normal building on the entire continent could have been the Tower in disguise, a needle in the bigger haystack did not exist.

Year 1622 – An oracle arrives

 While new countries are built, new leaders elected, while changes happen all across the world there is one place that still stands like in the olden days of The Age of Gods (Age II) almost completely unchanged and stalwart.

 The Centralized Government of Ra'al. They were aware of the prophecy that the Ellessar's left behind and had been working actively to try and stop it. An oracle appears and tells them in one years time a portal will open in the middle of what once was the Kingdom of Morgan. The armies that pour from there will blanket most of Teresyum if they do not stop them. The Oracle is believed after much scrutiny and while the Oracle was not lying and was genuinely trying to help this whole situation was orchestrated and closely directed by the Allai'wen elves.

Year 1623 – Purple Green flames burn the West

 Like clockwork the prophecy comes true and The Fiendish Portal opens in the West, the first wave of C'thon (devils) infests the mostly abandoned Kingdom of Morgan, and kill those who decided to make their homes there, destroying everything in their path.

 Weak inconsequential forces are the only thing the new kingdoms can bring, the greed of the adventurers stop most of them from seeking a heroic altruistic death. The Shai'tans, the defenders of Teresyum have to step up, however their King, Thomas Hardhilt, last true King of Teresyum, knows this will cost the ultimate price. Having been prepared by the arrival of the Oracle one year before he sends out the Desert Ranges to escort most of the population of Ra'al besides the Blood Knights and their squires from The Waste of Ra'al, spreading everywhere in the human kingdoms.

 The fight against the Devils and the duel between the King of Devils and Thomas Hardhilt is a long story but it ends in victory for Thomas Hardhilt as he stands mostly alone on a battlefield filled with the corpses of his former Knights. He goes into exile knowing his Relic, the sword he is using now seeks a new user and in this political climate it would spell doom to the entire continent if the sword were to fall in the wrong hands. What he once used to imprison the greatest threats of the Second Age he imprisons himself in… the Celestial prison.

Year 1624 – Purple burns invisible flames

 Unknown at the time the more powerful C'thon, however a very small number of them led by the Archbishops of Sin (Demons) emerge from the Fiendish portal and start hatching their plans. Few wish to continue the war like Eve and Asmodeus, but the rest wish to simply recover from this war.

 Asmodeus and The Overlord fought over control and the means of this control lay in a Death Crystal, an ancient relic of the C'thon. Asmodeus took power from it, becoming by far the strongest of the Archbishops but the Overlord took dominance from it, splitting it apart but allowing the Overlord to hold control as long as none of them decided to turn into fiends….

Year 1625 – The Forged Army walks the land

 The First Demonfyre War starts. The Forged Army created by the dwarves with seven Elven flagships led by one of the Seven Immortal elves marches west, with the intent of exterminating every C'thon in their way. This is by far the biggest army created on Teresyum with backing from most of the Kingdoms of the continent.

 The Human Kingdoms participated, mercenary bands from all over the world, almost everyone who considered themselves a warrior took part in the Forged Army.

Year 1630 – Even the best evil plans fail

 The Forged Army approaches the Fiendish portal. The previously unknown Demons of the C'thons (who have no bodies and can possess things and people like ghosts) make their play corrupting the army from the inside.

 The remaining Forged Army fight the C'thon and the corrupted elves, dwarves and humans fight against the Forged Army. The biggest demon, The Archbishop of Pride aka The Overlord fights the Immortal Elf Iota. Little is known of what happened during the battle but the Elf Immortal Iota died and his body was taken over. However, the Fiendish Portal was closed.

 The king of the Dwarves Gilgamesh is gone and soon many dwarves and G'nai follow, disappearing without a trace, leaving for the Exiled Colonies after they learned the Elves had been behind this all along, planning their next move.

 This was the biggest defeat the Allai'wen had suffered in a long time, one of their absolute leaders killed and most of their fleet destroyed and worse, taken.

Year 1643 – Desperate times call for…

 Desperate and broken the continent dove into war, conflicts started everywhere, factories were destroyed, cities were razed to the ground, rebellions rose and fell and civil war burned into the hearts of people. Those subjugated by the Elves or forced to play nice with them took advantage of this situation and broke from their grasp. Places like the Freeholms and Lyal dream who had not set many of their troops to the war used these to protect their people and fight against the C'thon.

 Freeholms was hit hard the C'thons wanted it for some reason (The reason was taint did not spread in the Freeholms due to the extreme cold it was a good environment for the C'thon)

 Blackrock and Sivania fought the C'thon but also fought each other trying to take advantage of each other's weaknesses at any given opportunity.
 Belafora remained neutral as always. Cyntria strenghtened their borders by erecting gigantic walls around each district, they still worked with the Allai'wen as close allies.

 Lyal'Dream was hit the least during this war and the Free cities prospered greatly from the war and magical items brought by adventurers.

 Estria took this time to rebuild away from the Allai'wen and their tribe tried to find their former glory and pride. The Undying Kingdoms closed their borders and declared it illegal to enter the Dwarven lands on the other half of the Undying Kingdoms, but very few listened and they did not have the forces nor the willingness to secure the former mountain homes of their allies.

 For this war to end a price had to be paid. The world had already been thrown 1000 years backwards because of the war. The Post-modern time was upon them already, at least in most places on the continent. The Lands of the Centaur were right in the way of the C'thon and had become a big staging ground for the war. But the land had to be sacrificed, the greatest minds of Teresyum, the Archmages, almost all of them gathered and realized the only way to save the world is contain the C'thon.

 The Kekkai barrier is erected around the Eastern part of the continent to keep the Archbishops of Sin inside. The last of the Mountain Fortresses of the Forged Army is left behind to guard and sustain the Kekkai barrier and take care of any unpleasantness.

 The Steward of Gilgamesh with his King gone accepted this task and carried it out dutifully waiting for word from his King.

305 years after the First Demonfyre war...

 Dark shards sing the death of a home.

 The death of Iota shook the continent. For one of the pillars of civilization, more than a thousand years of iron-fisted peace under the Allowed elves... gone in the flash of a second. The elves attempted one last thing, convening together all the Arch-Mages in Teresyum their hatched a plan that should stop the C'thon in their way. Still the air did not smell right.

 The shadows promised more tension. The Elves and the C'thon, something was missing… there was more to this hiding still.

 Each Arch-mage was to bring his soul to a Finger, a large network of Mage Towers spanning around the western border of Teresyum, encapsulating the C'thon inside. For if their scouts were correct it did not seem like C'thon could traverse open water, even larger rivers presented challenges for them. Therefore, so it was, that the world lost their scholars and defenders to the Kekkai Barrier, also known as the Wall of Light, sapping and blocking their strength and wits in the Fingers, ensuring that whoever bore the Taint couldn't pass without purification.

 Are walls ever the answer?

 The Taint had already spread far and wide, stopping at the Kekkai Barrier, however, the tainted refugees did not know what they were bringing with them. As they fled certain doom, they brought it to the rest of the world.

 The Outbreak began. Smaller demons and devils were able to pass the Kekkai Barrier, the last remaining Mountain Fortress of Taragon keeping back most of them, but even one was too much. The Human kingdoms were the first ones affected, Cyntria lost large expanses of land to the Outbreak, purifying their infected cities to the last brick in holy flame. Blackrock and Sivania fought valiantly but even now the Corrupted and the Tainted still roam their lands. Spawning half-breeds like tieflings, kobolds, darklings and many more. Estria feels the wrath of the C'thon as well, many tribes lost to their attacks. However the Taint does not spread this time, The Wall of Light took something away from it, something I cannot regain. After much is lost, tainted and corrupt fade away in dark corners, the half-breeds become part of the world and a type of peace is achieved.

 Not real peace, more of a break, a respite from everything. For they were only delayed but not stopped.

Year 1948

 Time has passed and it seemed like the world stopped, stuck in its wars and stuck in its ways. Like a dog chasing his own tail. When dark corrupted flexsteel and burning jade ships first flew over the Kekkai Barrier the world awoke. The C'thon are back and having reverse-engineered the giant flying ships the Allai'wen, left behind in the Demonfyre war. Nothing would be passive anymore.

 Factions rose, so many with so many different goals. Each pulling at a frayed and tired world trying to get what they want. So the Faction War has started. The first move was Belafora, the country-island who has remained neutral until now takes up arms. First against the Arch-fey threatening to break the continent in two to stop the C'thon, not caring for any other casualties. With the help of The Travellers the country of Belafora survives this ordeal and the Alliance (Black-rock, The Freeholms Kings, Octavian of the Allorum Empire, Several Estrian Warlords and a General from the Sivanian Army) survives, the attempted attack on them stopped in its tracks.

 In the East something has stirred the elves. The Vorpal Storytellers having released Zyg from his Tower and become his friend and comrades they decided to push into the City at the Crossroads and force the hand of the Elves in playing together or not being allowed to play at all. When the Forger Dwarves left their former homes were abandoned, refugees pushing deeper east the Allai'wen allowed some cities to be colonized, however declaring certain large parts as holy land that cannot be trespassed by anything but elven feet. The Vorpals, through luck rather than anything else, stumbled upon one of the last Arch-mages alive in a different plane of existence called Pseudo-Space. A type of crawl space between The Chrome and Teresyum. Freeing him, his Mage Tower reappeared close by to the Crossroads City. Ever since then not only The Travellers and the Vorpals have taken residence there but Zyg, the name the Arch-mage had taken for himself, seems to be gathering more and more adventurers, offering his services and free room and board against following one rule : Do no evil.

Year 1949 – The Demonfyre Stops Burning

 Both the Vorpals and The Travellers have encountered the Mi-Go, a race of genetically enhanced creatures with monstrous bodies beyond comprehension. Not much is known of the Mi-Go besides their promise 'All will be Mi-Go. ' Recently it has been discovered that the Mi-Go inhabit a parallel world much like Teresyum, where they seemingly rule supreme and without opposition, it also seems likely that the G'nai's Homeworld is the same one the Mi-Go now rule.

 The Travellers now go deep into the Wastes of Ra'al. The place once home to the Blood Knights of Shai'tan, it is now what it was always, a place for monsters who devoured everything around them. The Obsidians, a peculiar seemingly immortal race that roams the desert and consumes everything, the dust and Black-Lightning storms and things forgotten even by time stand in their way. But they make it to the fabled city with a secret mission. The outcome might change everything…

Year 1949 – The Obsidian Guard

The Imprisonment of the Obsidian Horde by the Travellers
The Obsidians guard
The forgotten, the forsaken
The Obsidians issue dread
For the maker, for the broken
A sea of digested sand, a broken picture frame
The circle contains
The circle maintains
He will awaken
You are mistaken
Ra'al, greatest city of Teresyum.
Are mountains are just staircases... broken
Shine your beacon, stop their momentum
You are old, forgotten and blind
Oww an Ode for Teresyum I would like to sing
The song would sting and harm, and hurt.
But it would not be from a good book of Rhymes
A word of Gospel most black to forgive all your crimes
You will not make it. In the end you are not maker but Unmaker
Rest easy, broken toy. Your makers waver and they'll die
My name is Raizen, I am the First
I am will be the Last, I will save this world.
You will burn it
Fire cleanses
Twisted words
I will break the city of stars
You will be stopped
His spirit will soon be unlocked.
Is it certain, is it demise?
Is it possible for destruction to be wise?
It is but creation in disguise...
Will the song end in blood red eyes
Or will the strong rise?

The Davis Agreement of 1949

 The C'thon race takes the deal of exchanging their Barony to The Alliance for the abandoned lands of the Raál Wastes, where the Taint does not spread. The rebellious Barons: God, Eva and Asmodean are considered rebels from the C'thon Barony in Raál and enemies of the Alliance. The 306 year old Demonfyre War has officially ended.

  Some were lost, something was imprisoned. – A

  I felt it – L

  Do you think they made the right choice? – A

  Who knows, they did what they thought was best. – L

 The remaining Barons now hide in their territories. The armies of the alliance march through the Kekkai Barrier and surround the rebellious Barons territories, but not to siege. No one passes a border or burns any villages. The Alliance distributes Taint Protectors to the population and they offer all the citizens inside the Rebellious Baron's land protection and freedom.

 The Rebellious Barons do not respond directly. No one expects them to do nothing, they are preparing.

 The Faction War is rearing its head from the shadows and as the Alliance promises peace and a new golden age, it is already breaking from within. Forces are called back, every nation focused solely on their answer, their quests.

Year 1950 – The Eye of the Storm beckons

 Recently a flying island on the back of a gigantic Earth Dragon appeared on the southern Shores of the Ancient Dungeon City named "The Tower of Leaves' ' in Lyal'dream Federation. After many months of exploration and attempts to communicate the Adventuring Guild partnered with Arch-mage by the name of Zyg to establish contact with the Ellesar Elves.

 The reason for their and the Dragons sudden reappearance on The Eye of the Storm is unknown but all adventures have reported a large project underway in Helonys, the main encampment of the Ellesar Elves that might change everything...

 The Eye of the Storm was the name of the island and it soon became a hotspot for adventurers' exploration and unfortunately also adventurer's death as many never returned.

Year 1950 – The First assault from the Beyond

 Power winds gale through the streets of the Tower of Leaves. The adventurers grab whatever they can to hold in place. Gigantic wings beat around the island and a roar heard throughout the continent shakes the sea and land. For those with a keen eye, small shapes, compared to the island, looking like light distortion flying in the air, hundreds of them. Some smaller, some bigger, they all arrange in a sort of formation in the air, above the island as the Island turns around. The wings of the Earth Dragon beat again, small tornadoes spewing in the resulting gales. What's happening? Why now? Will we survive?

 Minutes later the sky splits open. Streams of magenta and purple... streams of magic flow around the gaping wound in the sky, trying to repair it. Hundreds of Elven ships sail towards the island, preparing. The adventurers give into their curiosity, the ones with air-ships starting to fly closer. Then an echoing sound from the wound in the sky, a bellow so deep the sound and vile the waters of Teresyum start boiling beneath the Wound. There is something there, a distant moan and the clash of distant thunder and battle.

 Then, they arrive. First smaller, then bigger until the largest one, almost 500 feet long from head to tip of tail. The screeches are impossible, the dread sets in. People in the street run and scream. Suddenly the dots of light distortion look like they are gaining colour and the Earth Dragon releases a mighty roar and his fire breath covers the sky. The flames of a thousand volcanoes erupting, the water turns immediately into steam where the fire touches and the creatures turn to ash.

 A screech, the biggest one is still standing. It rushes towards the Earth Dragon. The pin-pricks of light now increase and coalesce.. You realize what you are seeing right now, the Elven Air Fleet in their sleek semi-transparent ships. They all fire at once, hundreds of small beams of magical light, arcs of electricity and pillars of divine light, strike all at one in a dazzling display. One, a dozen, hundreds hit the creature and bit by bit the body starts evaporating. The Dragon's wings beat one more time and put the island beneath the Gaping Wound. All returns to silence, but the Wound does not close.

 A minute and thirty seconds. It feels like a battle like this should last longer... but it is all finished for now

 The Wound still stands open in the sky

 A giant black dot rises, a ship made out of Dark-metal from the south east part of the Eye. Followed by the fleet of Elven ships it raises to the Wound in the sky and smaller dots of black metal appear moving towards the wound, in and out.

Year 1950 – The Holy King Cometh

 The God of Death strikes a deal with adventurers, appointing a new Herald of Life and Death, Zielaph

 The skies darken, all those who have ever been revived now have a glowing start mark on their forehead.

"Bear my mark cursed ones, you scorn the gift of life and throw it in the mud, such disrespect for Kybtur's work will not be tolerated. Now you will bear witness to the consequences of your ignorance. Prepare yourselves. "

 The mark cannot be removed or hidden. Everyone in the world has heard that message in their dream and over a couple of days what is at first thought to be a nightmare easily turns into reality. In Cyntria men and women with the mark burn, in Sivania they are exiled. The elves ponder their next move, what will the adventurers do? The answer comes shortly. A few days after this happens adventurers receive yet another dream.

"For the sake of the potential in mortality I see in my Herald I decided to offer you one single chance to prove yourselves. Make your journey to the Dead Zone and seek me out, my avatars or aspects will be present. If you manage to defeat them I will lessen my tolls and allow you to continue living, if you were to fail, you will not come back again, your soul will be rejuvenated and re-entered into the Well of Souls for the propagation of this world. "

Year 1951 – The Eye of the Storm Saga

"The City of Helonys, truly the Jewel of the Eye of the Storm, that's where we found them. " Rebar

 The words echoed and stood in the air frozen for minutes. Months upon months without any considerable progress but many weird and amazing discoveries. Ships have been gathered in Travellers Rest with the help of Archmage Zyg we have been able to transport a small number of skimmers to follow the path first trod upon by The Travellers. With the use of their intel we are also to avoid the many dangers that lay within the deep forests of The Eye.

 Helonys The city lies a wonder to the eye. Shaped marble and shining dark golden metal of flexsteel. The city looks more taken from tales of old, The Ellesar Elves have always been known, however their sudden departed many centuries ago caused them to fade from memory, of most. They had been a people of wonder and a fair people, even if their community would seem peculiar to most it is also the only elven community non-elves have been allowed to participate in without the need of high-rank of considerable power to back up lack of proper birth.

 In the middle of the city a three-mile radius stands cleared. Giant metal structures hold up what seems to be a flexsteel cylindrical tower, curved tip and circle flat bottom without any connection to the grounds beside the metal railings holding it up. The structure seems to attract the eye naturally, however, we have no idea what it may be.

 This is the first time in hundreds of years we have such an opportunity to seek out the Ellesar and their allies, the mighty race of Dragons. They have appeared on our shore on the back of this Colossal Earth Dragon, and yet after months they do nothing and say nothing. It is our chance now to gather some answers.

Year 1951 – Hex and Hope I

 The struggle of the Knight of Hope

 The orb flickers to light and you see a man dressed in Livingwood armour accompanied by a unicorn with purple skin. They are surrounded by hexblade warriors and the man smiles. He charges forward at lightning speed attacking a half dozen of them at the same time as brilliant lights flash from cerulean horn, as they fall no blood besides broken noses touches the ground. The warriors, their blades deactivated, their senses dazed after a strong hit, the shape of a giant hammer, the rupture. Bonds to patron broken, shards rendered free, unconscious hex warriors dropped off in different taverns with fidgets in their pockets.

 Those who have walked the path of dark can better see the light. They deserve to make their own choices, we all deserve that, stop listening to voices in your head and start listening to your heart no matter how many are against it, no matter the circumstances, no matter the difficulty. And for those who thought I was gone, you were obviously wrong and should have known better.

Year 1951 – The First Step

 Callista Jones makes an impact

 Some of you may know me and some of you might have heard mention of me, nonetheless this is a simple announcement that we are no longer a silent part of this faction squabble, this has gone on long enough, there is need for somebody strong to lead. My name is Callista Jones and I am the Second strongest Adventurer possessing the Dark-metal Plate.

 I await anyone who would wish to challenge my claim as a leader or my strength at Primus Gradus, on the eastern shore of Lyal dream.

Year 1952 – A Rebirth of all Things

 Something has been reborn, something of importance.

 ... and with its re-birth the world is changed.

 No person untouched, and everyone knows, across all worlds.

 There has been a disturbance in the very fabric of reality.

 The magical nature of all things has been enhanced... a lingering essence exists beyond death.

 The Spring Court of the Fey exists once more.

Year 1953 – The Return of the Triumvirate

 After a year it all changed when the Forger Dwarves came back with a fleet of ships and their King, Gilgamesh.

 A giant portal opens a couple of kilometers close to the hole in the sky. Ships that you have never seen before, the smaller ones 50 by 80 feet, with cannons as big as small hills. In the middle, surrounded by three dozen of these Flying Tanks stand two gargantuan Railgun Carriers the size of small mountains, two hundred by two hundred feet, and by far the most impressive and grand, shining in Golden flexsteel and blue criolite, thousands of units of each, 500 feet by 500 hundred a Dreadnaught Carrier. This type of archeotech has long been lost, for everyone but one race who once made it. The Forger Dwarves, they are back, and they are not alone. A large projection appears on the sky for all of Teresyum to see.

 "People of Teresyum. I am Gilgamesh, the King of all Dwarves. These are the leaders of the G'nai, Rabas and the Grixin, Ara. We are here to tell you the truth. The Allai'wen and the Ellesar have been lying to you all this time. You have seen the hole in the sky, you have seen the enemy. Countless worlds have been destroyed by the Enemy and the Ellesar and Allai'wen have been running from them for centuries, using every world in their path to slow them down. We say NO MORE.
 The G'nai homeworld was destroyed by them and the Elves did NOTHING, the C'thon asked for refuge and the Allai'wen orchestrated a war to cripple our political capital and take control for themselves, hoping to wipe out all C'thon with them, the Grixin are natives of the land and fought and won against their oppressor, but could not reap any spoils of freedom or peace for they were deceived and used as well. We have been waiting, since the Demonfyre war, we have been biding our time and growing our forces. Now it is time to rebel against those who would use us as fodder for their fight, lying to us and treating us as hapless children. We will show you the true power of truth. No longer will anyone be ignorant to the Endless War, to the Enemy, to the truth. No longer will we accept to follow blindly and if either challenges us, we will show them what we can do!"

 The giant railgun aims towards the hole in the sky and shoots a beam of energy so massive it blinds you like staring at the sun if it were mere kilometres away. The blinding goes away eventually but the hole in the sky is no more.

 "They had the power to do something, yet they cower behind the vestiges of their power. Afraid they might not be able to run again. They cannot see victory anymore because they are blinded by fear! We reclaim the stewardship of this land, we strip the Allai'wen of their name. No longer will they besmirch the name of the Undying Kingdoms which should have been protectors of this land, not executioners and plotters, sending us to die for them and hiding in their ivory towers! From now on the people of this land will be protected, we swear by this! We cannot promise peace for the war at hand and there is yet no end in sight, but you will no longer be coddled or manipulated. If either the Ellesar or the Allai'wen DARE to challenge us, we welcome it, but they won't, because they are cowards. "

 The vision fades and the gargantuan archeotech fleet of the Forger Dwarves, G'nai and Grixin reclaim the Mountain Lands of the Undying Kingdoms, taking the name also. From now on the Allai'wen are simply that, the Allai'wen, their name taken away from them as the rightful rulers return. Taragon, filled now with all the people of the Shunt-town, is moving off it's rails, going East.

 This was not the last revelation that Gilgamesh had to bestow

 Gilgamesh's face appears upon the skies and another global telepathic message accompanies it. Greetings peoples of Teresyum. I have come to bring you a truth long hidden from you. I know many will not wish to hear it and would rather live in innocent ignorance, however the time for that has long ended. A group of adventurers bravely fought to claim back what those would see stolen, catching the fleeing thieves and chasing them away. They may have escaped but the treasure they stole was mostly recovered, this pertains to crystals and their true nature. The Guild of Dust would have had you believe they were nothing but materials and I know empty words will not do most of you any good, so I bring you proof. In places where their growth is not threatened and they have the vast amounts of time and magic needed they are so much more than mere materials

 A woman made completely out of crystal is holding a smaller creature, a baby like creature made of of crystal as well

 "All creatures of Crystals and all Crystals are alive, like eggs who need great care and patience, but nonetheless alive. It is true in places where their growth is stumped, they will never reach that potential but any place where exquisite quality crystals grow is now under the protection of the Undying Kingdoms. Bring forth such information, but do not, under any circumstances, try and harvest these crystals for yourselves. You will be actively killing a living people and If you wish to become like the forest elves , evil and twisted, using all others just for their own devices, know that you have an enemy in us! We will find you, hunt you and put you down. Those who would help us in securing a future for these people, who are as much natives of Teresyum as any others living in these lands, maybe even more, you will be greatly rewarded. The Age of Ignorance is still upon us, let us dispel it together."

Year 1953 – The Call of the Adventurer's Guild

 The bells ring. The bell rings within every Wandering Fox, every guild hall summons you. You have never heard this bell or about it. Yet you instinctively know what it means. ''The Call of the Adventurers Guild"

 You hear a voice of all the Guild officials at the same time

 "Adventurers, our world is in danger. Drop every quest you are upon, and join your brothers and sisters within the closest guild official. I know you have many questions. But know there is much at stake, and hopefully we can try and find the answers together."

 "I know you may know fear of what I will tell you next. For this name has not been uttered within this world for a long time"

 "The God of Blood and War has entered.. And we must now stand together to face the consequences."

 "Know that fear, is sometimes the greatest tool to keep ourselves alive. Stay strong adventurers. And have Faith"

 "Because the Chaos God of War has Come"

Year 1953 – The Final Light

 A flash of light is upon Teresyum. As there is only one sentence that rings through your mind

 "The blade of Final Light has returned to Teresyum"

Year 1953 – The Aasimar are Alerted to a Waning Power Within

 "Long have I allowed you to sap power you do not deserve. If you do not wish to serve me and the rightful empire, so be it."

 Voice so regal, it makes you shudder and pricks the hair on your bodies booms within your eardrums

 "I take from you your power, by my father and the power of his scepter. I degree you heretics and sinners."

Year 1953 – Niraak's Edict

 A Chaos God awakens from the fusion of two halves… And takes control

 We made a difference

 "A couple of days ago me, my honour guard and closest companions Ara and Rabas, backed up by the adventurers of Teresyum known as Memnarch, Sanguinius, Gate, Derrik and Sylvanus took a journey to the Realm of Chaos. There we recovered the defeated essence of Azak and Onris, so that they could not reform into new Avatars and wreak destruction again. Ancient text showed us the Chaos God was once one and our hope was by uniting the essences again we can petition a God that supposedly created the Veil to uphold it once again and keep Creation safe from those who seek to twist it to their own ends."

 "We were successful, we brought back the Three-Headed Chaos God, keeping Onris and Azak at bay Nirak is now awaken, for the first time since creation. In doing so he has taken back the Veil and will now make sure that no Gods interfere directly with Eirin. Additionally to this Chrome Travel for anyone weak is now completely prohibited, as the danger to everyone else is too large. I beseech you to think about your fellow man or woman, any journey by those not ready in the Chrome can have arching consequences that will require hundreds if not more lives to rectify."

 "But this is not without controversy. We understand we have imposed a great rule on Eirin, we have also saved it from the wanton destruction from Gods who can pass the Veil. If you wish to discuss or challenge this Edict you may. The strongest God in existance, Yldis has spoken on this matter. While the temptation for power is great remember you will be fighting against your fellow mortals to bring back creatures that use us as nothing but pawns and will destroy what we have worked so hard to obtain for nothing but their own want for power or worship."

 An image of the crew responsible for this appears in the sky. Gilgamesh seems a lot bigger, stronger and younger. Ara and Rabas looked unchanged, the dwarven Honor Guard stand proud behind their kind and a Dragon made out of crystals stands behind Gilgamesh with defference. A fully plate armour Demon Woman, the First Chosen of Nirak since his awakening from the symbols on her armour.

 Sanguinius - "As long as it is in the interest of Eirin, I shall hold this alliance to it's purpose, to defend this world"

 Rabas (A G'nai with the Storyteller symbol on his robes) – "Our King has finally done as he has promised, made this world safer. Long live peace!

 Sylvanus- "The Land stands with Teresyum, now and Forever. "

 Ashardalon ( A dragon made out of Crystals) – "I stand with Gilgamesh in all things, he is the only one who has proved true of word and conviction. "

 Memnarch - stands proud. "This is for my people, The warforged, the orc's, and the half orcs. The safety of my people's. Arcanum logistics members, My friends, and allies. " he salutes.

 Queen of Chaos - "A Queen needs a worthy King, now I finally have one. "

 Standing strong against an onslaught of blows, Derrik Stoneskin raises his axe to the sky for the dwarven soldiers alive and fallen. "The might of the dwarven legion will not falter! Fight for Taragon, fight for your king, fight for your people! "

 Gate - "My will is strong and my flames are eternal"

 Ara - "We made it back alive, that's quite the thing isn't it? "

Year 1953 – Niraak's Edict II

 The Chaos God hands down his decrees of the Races of Eirin…

 The world has changed, things are now in constant shift, whether for better or worse, You can't quite tell yet. The only true thing is that for now, the world is at relative peace. The threats outside this world are staying there, outside.

 But adventurers are not ones to leave matters to destiny, the chaos god issues an edict to all as he has issued it to one. Deals are to be made, but one is available to all that find themselves outside of this world and not within.

 The deal with the chaos god of this magnitude comes with three trials and three benefits, with a Penalty if you fail the conditions after the contract has been made:

 First, to the God Nirak, the God of Dreams and Choices

Conditions:

  • You must always allow your people to maintain free will
  • You must relinquish all ties to other worlds and become natives of eirin

Benefits:

  • Bound to this world permanently and irrevocably, becoming a native of the World of Eirin.

Penalty:

  • You are exiled in the chrome, not allowed back on Eirin

 Second, to the God Onris, the God of The One Truth:

Conditions:

  • Your group must be an active part of the world
  • You must declare your intentions and your values openly and honestly.

Benefits:

  • The Gods and all other powerful beings will recognise your faction as Native.

Penalty:

  • You no longer have the support or recognition of the Gods or Powerful Beings granted by Onris
  • Your people are plagued with indecision and morale is always low

 Third, to the God Azak, the God of Chaotic War:

Conditions:

  • You must fight an avatar of Azak to prove yourselves (Max 5 group)
  • You must summon and fight this avatar yourself every 13 years without help from anyone outside the faction to fulfill this condition (this also applies to the first condition)

Benefits:

  • Azak will not send his cultists and monsters to hunt you and your faction

Penalty:

  • Your faction is attacked regularly by chaotic creatures and cultists
  • Fanaticism becomes a problem within your people
  • Once the contract is established, it is only broken when you suffer all three penalties at the same time.

Year 1953 – The Allaiwen go into Exile

 The Allai'wen Exile themselves from eirin to places unknown...

 Empty rooms... Empty hallways... Empty forests...

 Through the crowded adventurers guild, where many now meet, a group of individuals walks through them as the crowd parts itself for them to pass.

 At the exit of the grand adventurers guild, the group of Allai'wen stand. They hold up their official plates and guild representatives papers and hold them out to the Adventurers and representatives of the Federation itself.

 ''The world has made their decision. To choose one side, over another. It saddens us, that a decision was made for this world, without the people of this world deciding for its fate. ''

 "Apparently, the work of all the defenders of this world, whether they be Human, Dwarf, or Elf, has not been appreciated."

 "Apparently, our improving relations with the guild, and other kingdoms, have not been appreciated"

 "Apparently, the safeguarding of this world, has not been appreciated"

 "And so, our home, does not seem to want us no more. ''

 "Being kicked out of your home... Your family that you love, and protect, is the most painful thing that can ever happen to you. Yet if you truly love your family... Than you will have to learn to let go, in order to make them feel happy."

 "Well, then so be it. Through arrival of power, there is loss of freedom. You leave us no choice, but the Exile ourselves. The fate that was not meant for us, but meant for the King that now calls this home theirs. A home that has been ours" As he points towards the Adventurers and himself "for so long as well"

 "I hope the few that made this decision, have made the right one. For the sake of you, and this world... Our home."

 They drop the papers and plates upon the floor, and leave the guild. The crowd rushes out of the doors to see where the Allai'wen are headed. But as they are blinded by the outdoor sun, and adjust their vision, the Allai'wen, and all other non-exiled Allai'wen, seem to have disappeared.

 As if they have faded... From Existence.

 As if they have been exiled... From Existence

Year 1953 – Koboldia Falls

 A dark circle appears in the sky above an island. First the wind..... then the water... Then one by one kobold after kobold are pulled into the dark circle. Many resist some fight back.... One stands defiant. A king fighting to save his people holding on to the full weight of all his people. One hand on the home he built for his people, the other holding the people he loved so then can be measured. As he struggles a group of adventurers come to save the day. Fetch, Selune , Niraak, Snuggems, and a man powered by lightning fly in..... All of them are fighting with all their might to save the people of this nation... all but one. As the Kobold of Freedom known as Fetch strikes a mighty blow against the king causing him to lose his grip as King Poopnick and all of the kobolds he was holding on to fly into the dark circle. A green streak can be seen flying into the dark black circle as the vision ends.

"........... "

Year 1953 – The First Son of the Emperor returns with the Largest Bastion of Aasimar Refugees

 A giant ship lands on the plains of Estria…

"It is good to see this land, Sanguinius." - Tors

 From the ship, Sanguinius, the First Son of the Emperor and Lord of the House of Justice, emerges in a new form.

... Only time will tell how this will affect Eirin

Year 1953 – A Dance of Dragons

 A kingdom of dragons is formed!

 Through the orb, above the scorched sands of the Kekkai barrier region you see 2 shades. 2 figures.

 In this barren region of death, a beautiful dance is seen throughout the entire sky. A dance of fire and flight. 2 dragons roaring proudly and fly through the sky to find their homes. Beneath and behind them, a tribe. A tribe of lizardfolk, elves, humans and dragonborn or devoted to follow these dragons.

 As this tribe moves, word spreads. The word of a new place... a new kingdom.. a new home..

 The Twin Dragon Kingdom

Year 1954 – The Return of the King, the Victory of the Human Alliance

 The air is filled with Ash and the sickening smell of gore and blood fills the noses of the soldiers as they rush into the citadel. Faint screeches of the few C'thon are heard as they are subdued and cut down. Merely a feeble resistance against the Human Alliance Army. At last after 6 months of siege, they have taken the citadel as fewer and fewer C'thon have been sighted and remain to fight.

 After days of struggle, battlecries, cheers and chants fill the air. Soldiers embrace one another as they mourn their losses, and celebrate their victory.

 ''Long have we fought. My brothers and sisters. Friends and Comrades. Today we wrote history. The C'thon have attacked, and we repelled those who did not keep their promise''

 Thousands of soldiers from around the burning gate, as Emperor Octavian stands on top of it, speaking to his soldiers

 "Lost territory, shall finally be reclaimed! Lost friends, shall finally be redeemed!" As Octavian lifts his fist. And the soldiers Chant and cheer to his words:

 "Our campaign has come to an end. I know the road has been rough. But, the bloodshed has ended here!"

 "We have enforced the agreement against the Rebels. The C'thon are not our enemy. The Rebellious that only wish to plunder, pillage and sow deceit are!"

 '"Now I know there is still far to go, however there are pressing issues. Our people start to become divided. Our Alliance has been set back by the quarrels that we as kin make. May we put an end to our quarrels. May we unite once more as 1 People! May we unite Teresyum as a Stronghold of safety, freedom and Prosperity for all! May we enter an era of peace as the Alliance!" More chants and cheers. As the soldiers in the coming days pack and start to slowly march back and transport back to their homes

 The Human Alliance Campaign in the Badlands have Ended for now.

Year 1954 – A Message heard by all Tainted Creatures

 "You have been tired for so long... so angry... lashing out at those that can't understand"

 "I'm sure you have felt it... an itch... a voracious desire... "

 "I can feel your discontent... I know you yearn for something more"

 "You need not feel ashamed of who you are"

 "I offer you a reprieve... a real home... where you can rest... a home you can feel proud of... a place to reflect on who you really are"

 "Deep within the shifting sands adjoining the Badlands, Blackrock and Cyntria... you will finally find your true home... and your true reason for being"

 "I sit upon the Obsidian Throne of the City of Ra'al... a new home for all C'thon... and I await your arrival with bated breath"

Year 1954 – It has Begun

   ! T
   h@$
   B39un

Year 1954 – The Song of the Grixin

 A new dawn... A new hope...

 Last of his Line, and among the last of his people, their hero has arisen from the earth he came from.

 Seeking out what was impossible to find. Until he realised, he found the answer was always there... Within his heart

 Pulling the blade of the Grixin from the Tree of Hope, he revitalised their spirit... A symbol for their past, present and future.

 With the help of the Exiled Swordsmen,

 Hector; First of his name, last Bladesinger of his line, wielder of the song steel blade, symbol of the grixin and chosen of the Dryad has taken up this burden to see his people restored, and the blade's destiny fulfilled.

 Will he succeed? And will other grixin heed this call of ancient heroes that once wielded this blade?

 Or will he, like the previous wielder, succumb to its burden and die... Forgotten(edited

 THE SONGSTEEL BLADE OF THE GRIXIN HAS A NEW WIELDER AS THE FIRST IN THIS AGE

Year 1954 – The Holy King is here

 The Deal made when The Hole King cometh Comes to its conclusion at three years

 It Is OvEr.

 The bargain has been complete. The initial deal made between Phalan and Zielaph has ended, it is now the time for judgement.

 SoME CarEd, MoST Didn'T. FoR The FEw.

 Revivify is a resurrection spell that can now be cast without the risk of getting a death mark. A DC 20 Charisma save from the person being brought back is needed to return, but the spell can be cast multiple times in the minute time frame.

 MaNY AbUSed, SoME DIdn'T. FoR The MaNy.

 The Death Mark is now a permanent part of the world and this is how it works, all previous effects of the death marks now change to this and all previous detriments are no longer in effect:

  • The people who get this mark are the one who has been resurrected (excluding revivify) and the one doing the revival (excluding revivify)

  • The Death Mark can be removed only by completing the Death Trials.

  • The Death Mark has only one effect now, the complete loss of access to soulbinds/soul purity.

  • The Mark now looks like a broken cyan crown stretching around the head, it is impossible to hide and will shine through whatever.

  • Removal of the Death Mark grants access back to soulbinds/soul purity.

 YoU WaNTed AgEncY, You DiD LittlE WitH It. FoR The thIngS You DId nOT Do AnD The Few yoU Did

 Death Trials are now a permanent part of the Life & Death cycle.

 A person may only be brought back once, death trials or by using revivify (Any other method of resurrection whatever it may be follows this rule as well). After the first resurrection none others will ever work on them again.

 YoU DIdn'T Do It ALoNE At LeASt.

 Death trials can now be attempted by two people at the same time, going through the same challenges together instead of apart. In other words the MAX players in a Death trial is now two.

 Good Luck.

Year 1954 – We Are Fighting Back!

"In a world far away in the Chrome filled with ice and fey a war has been going on for a long time, but now we are fighting back. " - Kaplan

 You see in the scrying orb an army of Ice Fey led by the Knight of the Winter Fey Hagar Björnmantel and a group of adventurers you might or might not recognize, but Kaplan makes sure to whisper as they appear The Vorpal Storytellers and not only that but even Kershaki of the Travellers and the Jack Jaeger the first Dragonrider of the Third Age with his dragon Ven... even Kaplan herself fought in this. In an impossible assault against incredible forces and for the first time in the history of the war against The Enemy on Frostfell, they are pushed back. Lands that were made inhospitable to anything but Enemy life returned to their previous states. Fear replaced by hope, and a new sunrise shines again through what once seemed to be impossibly thick clouds that would never go away.

 "We won a fight. But the war goes on. And one day... we'll reclaim everything that they took, but it will come at a cost... "

The graves of two people also appear, one with a quicksilver surfboard as the marker with the name Krain/Artorious on it and another is a statue of a large Giant of Fire that stands as witness, forever unmovable now, the whispered name Kaplan provides Helios, Titan of Fire.