Wicker

Wicker
Showing posts with label Setting Info. Show all posts
Showing posts with label Setting Info. Show all posts

Monday, March 23, 2015

Calendars of Andara

In the world of Andara the year is broken up into twelve months named after seasons: Spring Waxing, Spring, Spring Waning, Summer Waxing, Summer, Summer Waning, Autumn Waxing, Autumn, Autumn Waning, Winter Waxing, Winter, Winter Waning. The months follow a lunar cycle and are each 25 days long for a total of 300 days in the year.

The month begins with the First Quarter phase and ends with the New Moon phase. Each phase lasts for about 6 days but again the full lunar cycle is 25 days long. Thus there is no real concept of “week”, planning being broken up into either days or months. The new Omnian religion observes religious rites every fifth day and slowly the concept of “week” is being explored and introduced to society in this manner.

One other thing to note is that the days of Andara are all the same length; they do not grow shorter in the winter or longer in the summer.

There are several calendars that the party would be aware of. The most obvious would be the Valian Calendar which is the one the Seven Vales operates on. The Valian Calendar begins with the founding of Boarlanding at year zero. Events after the founding are listed as SV (the years of the Seven Vales) and events before are PSV (Prior to the Seven Vales). For reference the Knights met Nolan in the Sleeping Dragon (following the 10 year break) on the last day of Autumn Waning, the 25th, in the year 345 SV.

There is also a church calendar that begins with the finding of the Libram by Valnar in the year zero. Events after are labeled AD (After the Discovery) and events before are BD (Before Discovery). The same day in the paragraph above occurs in the year 223 AD.

The Knights would also be aware of a Chovalian Calendar and the Old World Calendar.  While they would not have this specific information at this time (publishing at Session 26) the Choval Calendar begins with the founding of the Choval Empire and denotes with IR (Imperial Reign) and BE (Before Empire).  The year 345 SV is the year 1014 IR in the Chovalian Calendar. The Old World Calendar supposedly began at the landing of the first human ships on the southern continent and does not recognize years before the event and thus has no post script.  Occasionally scholars will label it with the post script OWC, but only when comparing dates with other calendars. The year 345 SV is the year 3178.


Finally there was once a Calendar called the Desert Empire Calendar, but as it was the only one that did not start its new year on the first day of Spring Waxing (starting instead on the first rain of summer – making for irregular length years) it fell into disuse after a few centuries.

The common man and even minor nobles rarely pay attention to calendars or years, instead marking the passing of the seasons. It is not unusal for the answer to the question "How old are you" to be "I've seen 40 winters."

Tuesday, November 25, 2014

Halvenspring - the Party's Hometown

Your character is a resident of Halvenspring – a small village of Mossreach within the Kingdom of the Seven Vales. Halvenspring has a population of around 400 – about 20% children, 20% elderly (50’s and above or equivalent), 60% male, and 70% human. The majority of the residences are on farms or woodland cottages in the surrounding area. Only about 35 homes are in the village proper.

Halvenspring boasts a smithy, an inn, two taverns, a church, and a single general store. Many of the villagers make their living selling hams and sausage, so pig raising is the primary industry of Halvenspring. Those who are not swineherds farm standard subsistence crops or are woodcutters, but in both cases they mainly provide for the village and do not export except to a neighboring village. A small few collect herbs and mushrooms for sale from the woods.

The town proper is nestled just on the northern outskirts of Firnockt Forest, right as it runs up against the West Almeneids and the Broken Hills begin. Though technically not in the Firnockt, large pines, fir, and ash trees tower over the village and most of its farmlands. Running along the edge of the village is Diving Creek a quiet shallow stream that runs with impressive speed before moving underground a mile south in the Firnockt. About three hour’s walk north and slightly east into the Broken Hills is the spring that serves both as the source of the Diving and of the Village’s name.

The buildings are sold two story affairs, where the first floor is stone, and the second floor mostly wood. The roofs are pine shingled and steeply slanted. Most of the buildings in the village, and indeed the surrounding residences, are well over a hundred years old and in some cases even as old as three hundred years. They are passed down from family to family often with multiple generations living in the same home. It is more common for a new farm or wood cottage to be built than a new village structure although it does happen. There are a few abandoned buildings though none in the center of the village.

There are few luxuries but they are not missed. No one in the town is wealthy by any means but no one is homeless or hungry either. Every community has its lay-abouts, and Halvenspring is no exception, but even those known for laziness are willing to put in an honest day’s work (if a short and not terribly productive one).

The community is kept from being stagnant by keeping open ties with two neighboring villages, Templemount, and Halvenstomb. The three villages meet for annual festivals, and young folk are encouraged to look for love out of town, so to speak. Most out of village trade occurs with these two neighbors, and a small isolated economy cycles healthily around. The pork goods and other products intended for export are taken to Carrageen for sale.

Halvenspring is governed by the Grey Circle, an elected group of four men and four women each over the age of 40 (or the equivalent). The Circle adjudicates disputes, sets temporary ordinances, and manages public land and edifices (such as the stone bridge over the Diving or the pave stones in town). Technically the villages are within the Barony of Templemount, but the Baron and his family have a very “don’t-rock-the-boat” ruling style, and have for generations. The Baron does however appoint a Sheriff for each village who works with the Grey Circle and acts as police, protector, and representative. The current Sheriff has been the Sheriff of Halvenspring for forty years and is well loved and respected. His name is Slignigh and is a reserved but friendly half-orc. A separate individual is Jovithe the Tax Collector, a tall lean human whose short beard has long turned to salt inspite of the significant pepper holdout on his head. Jovithe is the sole tax collector for the Baron. He swings through Halvenspring about four times a year. Taxes are only collected annually, but Jovithe is a fair and kind man, and keeps informed on how everyone’s crops and herds are doing so that he can arrange for assistance in making their taxes if need be. He also brings tales of the Kingdom, though it is often little more than weather reports and town gossip, and he is warmly welcomed at least three out of four annual visits.

Beasts occasionally come out of the Firnockt, usually giant boars or ravenous wolf packs, driven to violence by long winters or hot summers. More rarely are raiding parties of red-caps, vicious sadistic creatures known as Tainted Ones among the communities demi-humans. There has not been a raid of red-caps on Halvenspring in your lifetime, though the occasional traveler disappears traveling in the Firnockt and evidence points to the red-caps. The Firnockt also contains bears and other, darker things. Few leave established paths and none venture deep into the Forest for those who do seldom return and come back changed if they do. Because of these threats the villagers of Halvenspring for the most part know their way around simple weapons, and Slignigh is happy to train any who show an aptitude.

While there is a village druid, Onsmythe, most of Halvenspring has converted to the Omnian Church. The Church itself is a converted old watermill which can hold up to three hundred, and is led by the town priest, Father Theodore. Onsmythe and Theodore have an odd friendship and enjoy needling each other on theological grounds. Both have the ability to heal to some degree through prayer, and are quick to help those in need.

The Kingdom of the Seven Vales

The Kingdom of the Seven Vales is really a confederacy of seven kingdoms (Vales) that are all subject to a High King: Avonhollow, Goldmeadow, Boulderrest, Merrioc, Ashvale, Greymoors, and Mossreach. The original intent was for one of the Seven Kings to be chosen to serve as High King until death, ruling both his personal Kingdom as local monarch and the Vales as High King. The Vales are largely independent, with the High King’s authority mainly centering on wartime or state of emergency powers. There is a uniformity of law in the Seven Vales; such things as well as diplomatic issues are handled at the King’s Council with the High King Serving as Chair.
Over the generations many of the seven royal houses have merged through intermarrying and the dying out of direct dynastic descendants, leaving just three actual kings today. In spite of this each of the original seven kingdoms remains a separate entity, with its own bureaucracy, accounting, etc… Nobles of each Kingdom swear fealty to their King only as King of their Vale; for example a Baron of Mossreach would swear fealty only to the King of Mossreach, not the King of Avonhollow even though it is the same person. The three remaining Royal houses are the House of Merrioc, the House of Wynnic, and the House of Lewynn. The seat of the High King, and thus the capital of the Kingdom of the Seven Vales, is traditionally the city of Boarlanding in Merrioc. Because of this the High King is often the Merrioc King.
The population of the Seven Vales is largely rural; even the capitals of the Vales are not much more than fortified towns. Only Boarlanding approaches being a true city. The culture values hard work, small community mindset, courtesy, and an appreciation for the land. Foreigners describe Valesmen as pragmatic, polite, and independent. The demi-human races are liberally scattered throughout the Vales and for the most part do not have separate communities.

Avonhollow
                Avonhollow is the northern most Vale. Its capital is Caer Wynnic, and it is ruled by the Wynnic family. The terrain is mostly hills cut through and veined by creeks and streams. A smattering of oak, cedar, and mesquite loosely forests the area. It is known for its cider and wine production as well as finely wrought instruments and furniture. It boasts the largest elven population of the Vales.

Goldmeadow
                Goldmeadow is a Vale made up of large flat flowing fields scattered with groves of oak trees and shallow ponds. Its capital is Dol Bradur and it is ruled by the Lewynn King from Ashvale. Goldmeadow is known for its wheat, bakeries, beer, and cattle.

Boulderrest
                Boulderrest is a rocky mountainous area with a significant dwarven population.  Its capital is the fortress city of Far Carnedd, and it is ruled by the Lewynn King from Ashvale. It is known for Dwarven wrought metal, mines, ale, and stone.

Merrioc
                Merrioc’s capital is Boarlanding, where the High King resides and the King’s Council meets. Merrioc is a marshy place, covered in fens and swamps. Large areas of swamp have been drained for agricultural purposes, and the resulting fertile ground yields large crops most prominent of which are rice and sugar cane. Boarlanding itself is a port town and is the chief avenue for exports and imports. Merrioc is known for its vegetables, rice, fish, ships, and sugar.

Ashvale
                Ashvale is the centermost Vale, made up of gently rolling hills and glens covered by Ash and Elm forests. Its capital is Caer Lewynn, and it is ruled by the Lewynn family. Ashvale is bordered by two major rivers, and a significant part of its economy revolves around river transport and trade. Men from Ashvale are often called Rivermen instead of Ashvalians.  Ashvale is known for its orchards, river transport, carpentry, and shrewdness in bargaining.

Greymoors
                Greymoors runs along the coast between Merrioc and Boulderrest. It is a bleak, drab land of rain swept hills and low grasslands. The whole of the Vale seems to be covered in rocks and stones. It’s capital is Marshend, and it is ruled by the Merrioc family. The men of Greymoors have a reputation of being a silent and grim faced people who value solitude. Greymoors is known for its sheep and wool and cheese.

Mossreach
                Mossreach is the westernmost Vale and is the least civilized. Most of it is dense old growth forest, liberally covered with the moss from which the Vale takes its name. Much of Mossreach’s forests remain unexplored, and it is occasionally the source of raiders and fell beasts that threaten the Vales. Mossreach does a thriving trade in herbs, dried mushrooms, berries, jams, sausage, and ham. It is ruled by the Wynnic family from Avonhollow. Mossreach communities tend to fringe the deeper woods, although there are a few within.  Its capital is Carrageen. The demi-human population of the Vale is heavily weighted towards gnomes.

Common understanding of the Cosmos

The concept of other planes is not known to the common folk, and thus your character. What is known is there is no heaven or hell as understood at large. The spirits of the dead are taken down under the depths of the sea to the Halls of the Silent Lady. There is no real focus on punishment or redemption in the afterlife. The Omnian Church has long maintained a doctrine of salvation, but at a future time. Basically they believe that Omnos will at the end of the age gather his faithful from the Silent Lady’s Halls and carry them into paradise.

It is commonly held that the Sun and Caulderon, the subterranean sea of lava and fire, are the source of all natural heat in the world. The further north you get the colder the environment, but this is because in the north is a place called Eternal Ice which is the source of winter, cold winds, and much of the nastier weather and not because of an understanding of a real world solar model involving rotation around the sun, etc…

Even though your characters would not have this knowledge, I’ll give you a couple little planar nuggets which will help you frame the mindset of your characters for future encounters. First, the Fey do not have another realm or plane as is typical in my previous games. They exist wholly in the prime material plane as “natives.” Second, there are no elemental planes. Elementals are native to the Prime Material plane, and are created by playing directly with the material of existence (usually by the Chronosi). That is all I will say here, and you are free to ponder, extrapolate, and role play in game based off of it in regards to the planar make up of this universe.

Common Understanding of Magic

Magic is not uncommon. In most villages there are a handful of individuals who can perform simple cantrips or minor spells. The Church of Omnos sees it as a tool, and thus does not condemn magic but may condemn how it is used. In spite of its acceptance and common presence, wizards and sorcerers of notable strength are few and far between – wizardry in particular being viewed as a lost art. In addition to the traditional magical practices, there are the Secrets – the ability to work magic through mundane tasks, if you know the trick.

In some areas magic use is regulated. Some countries boast schools and academies, others employ special police to monitor and respond to magic use of a certain power or type. It is not unknown however for a magical item to be for sale in a typical shop – and be known for what it is by the shopkeeper.

In short, at least in the cultures you are familiar with a barman using an unseen servant spell is unusual and worthy of mild note, but not a source of superstition or persecution. Anything more powerful than a first level non-offensive spell could be cause for alarm. A shepherd who uses a sleep spell to calm his flock will be gossiped about as being more magical than most. If the same shepherd throws a web spell on some wolves however, the gossip will take a more cautious tone and the local sheriff will probably stop by regularly “just to check in on things.”

General Religion Overview

The Chonosi
The Chronosi, while mighty beings that seem to be eternal, are not gods. They do not grant spells, and are not worshipped in a traditional sense. The people of Andara do offer rituals, rites, and prayers to the Chronosi, but these are more about appeasement than any sense of spiritual devotion. A sailor might make an offering to the Lightning Lord before a voyage, in hopes of good weather, or a miner might give thanks to the Stone King for a particularly good vein of ore found. But none expect aid or protection from them, and the common understanding is that the Chronosi view the mortal races of Andara as a farmer might view insects – potentially harmful, potentially helpful, but far beneath him regardless.

Nature Worship
Druidism has long been the standard religious option in Andara. The druids worship nature itself as a concept, but do not view it as a deity per say. Nature is not seen as having an identity or personality, merely being a force – albeit one that ultimately champions life and balance. The Church of Omnos is fast surplanting druidism as the religion of the common people, but at this time it is still more common to encounter a Druid in a village or as a spiritual advisor to a local lord rather than an Omnian Priest.

The Ancestor Worship of the Orcs
The orcs of Andara practice a form of ancestor worship. The believe that their ancestors watch over them, and empower them in their time of need. There is substance to these beliefs as they do have a form of clerical magic, and the more specific their lineage the more powerful this magic proves to be. No other race seems to have this particular form of religion.

The Church of Omnos
“Valnar the sorcerer was being hunted through the Kadic Wastes by a band of particularly vicious Reavers.  Out of spells and grievously wounded he slipped into a ravine.  Recognizing that his wounds were mortal and his hiding place obvious he lay down at the bottom and resigned himself to his fate. While waiting for death from Reavers or blood loss his eye chanced upon a book half buried in sand. As he opened the ancient yet still sturdy tome the strange writing swam before his eyes and became legible. Finding it to be a religious text, he fervently read out the prayer he found within and was healed.  Overcome with sudden emotion, he pledged his life to the strange God of the book. The sky darkened and a strong wind picked up, tearing through the Wastes, and building into a sudden storm. Just as quickly as it began it disappeared, and so too had the Reavers.” – from The Lives of the New Saints, by Lucratian

The book Valnar found was titled Basic Prayer and Ritual of the Priesthood, Volume 3. Volumes 1, 4, and 5 have since been found. The combined texts are referred to as the Libram, and are the center of the Faith of Omnos. The Libram is obviously a relic of an ancient and forgotten Church, and while it tells us much it is far from comprehensive in its theology and liturgy. References are made to other books and materials which have not been found and indeed maybe lost to the fog of time. The Church refers to the original lost Church as the Mystery.

It has been over two hundred years since Valnar was miraculously saved in the Kadic Wastes. He came out of that experience a changed man who devoted the rest of his life to spreading the faith of Omnos. The new religion quickly spread, and now roughly a third of the population of the continent is Omnian. Four other individuals heard the teachings of Valnar and became powerful evangelists in their own right. These five proclaimers (including Valnar) were known as the New Saints, new because the Libram names and suggests the existence of Saints from the time of Mystery. Their writings have established most of what is held as theological truth today, but acknowledge the derivative and secondary nature of their works. The collected canonical writings of the New Saints are referred to as the Key of Omnos; further writings once canonized are collected as the Lesser Key of Omnos.

The Church of Omnos is divided into five regions based on geography (originally) and political entities (more recently). Each region is led by an Archbishop who presides over a council of Bishops who in turn serve above Priests and Clerics. The various monk orders are led by an Abbott who reports to an Archimandrite who is for all intents a Bishop and serves on the Bishops Council as an equal. The ultimate (temporal) authority of the Church is the Archbishops Summit, which convenes annually.

The Faith of Omnos is broad, being focused around six central tenants: 1) that there is one God, Omnos, and 2) he created the world, 3) that the world is corrupted and flawed contrary to Omnos’ plan, 4) that Omnos has no body but is represented by light (and thus light is sacred), 5) that music is a reflection of the voice and action of Omnos, and 6) that Omnos wishes and seeks to bestow joy and love. These tenants leave much room for interpretation and variety most commonly exhibited by the leadership of the various Bishops and Archimandrites.  For example, some see pacifism as the best way to honor and worship Omnos; others feel protection and justice to be more important; still others view outreach to the poor and downtrodden to be the highest calling.

There are also Martial Orders dedicated to the Worship of Omnos, some of which contain Clerics in their ranks. These organizations are independent of Church Hierarchy, but willingly submit to the Archbishops Summit. Indeed many of them are in fact seen as Monastic in nature and are in turn led by an ordained Abbott.

The Church accepts all races, but seems to have hit a particular chord within humanity. Most Omnians are human, and where there has been political or religious persecution of the Church of Omnos it has been human culture that instigated it. From a evangelizing stand point the Church has by and large adopted an attitude of patience. There has never been an attempt to covert by the sword; instead the Church quietly sends a priest into an area or community. That priest builds a church and becomes active as a healer and source of charity, and waits for the community to come around to belief when they are ready.

Demon Worship

There are demons in Andara. They are not common, more folklore and whispered tales than verified and encountered fact, but they are out there. No one knows from where they came or how they came to be, but they are worshiped by the vilest of beings and summoned by the foulest conjurers. (Meta info: powerful demons can and do grant cleric spells to their worshipers. Records of demons go all the way back to the Kinslayer War, but angels were unknown until Valnar started the Church of Omnos).

Races of Andara

The main races of Andara are divided into three groups: the Firstborn, the Awakened, and the Shard Peoples. Some monsters also fall into these divisions, depending on their origin, as do some animals. Domestic dogs for example are not native to Andara and arrived with Humans. A good portion of animals and beasts are not classified in the above three groups and are assumed to have been created by the Laughing Maid before the Firstborn, as described in the above creation myth.

The Firstborn
The Firstborn are divided into the Skyborn, Mountainborn, Forestborn, and Fieldborn. Technically the four tribes of Tainted Ones are also Firstborn, as they appeared around the same time. “Real” Firstborn find this notion offensive however, and to suggest one is related to or in any way connected to the Tainted Ones is a huge insult, ex. “Your mother lifts her skirts for Tainted dick”. In the below descriptions, what happens to each of the Firstborns’ remains on death is described. It is worth noting that none of the Firstborn have funeral rites or a culture that venerates the dead. The dead are remembered but their bodies (such as they are, when there is one) are not held in any particular regard.

The Skyborn
The Skyborn are analogous to PHB elves. All book stats are as such, and for rules purposes they are elves in every way. The main difference is their typical lifespan maxes out at 250 years, and they mature at the same rate humans do. Also of note is when the Skyborn die, the body dissolves into mist and dissipates.

The Mountainborn
The Mountainborn are analogous to PHB dwarves. All book stats are as such, and for rules purposes they are dwarves in every way. The main difference is their typical lifespan maxes out at 400 years, and they mature at about 1/2 the rate humans do (a 40 year old Mountainborn is socially treated as a 20 year Human is). Also of note is when the Mountainborn die, the body turns to stone.

The Forestborn
The Forestborn are analogous to PHB gnomes. All book stats are as such, and for rules purposes they are gnomes in every way. The main difference is their typical lifespan maxes out at 150 years, and they mature at the same rate humans do. Also of note is when the Forestborn die, the body turns into a wooden stump that is anchored by roots into the spot where they fell. The roots are shallow and can be fairly easily dislodged. If a Forestborn dies midair, on solid rock, etc., then the stump is not anchored.

The Meadowborn
The Meadowborn are analogous to PHB halflings. All book stats are as such, and for rules purposes they are halflings in every way. The main difference is their typical lifespan maxes out at 150 years, and they mature at the same rate humans do. When the Meadowborn die, their body dissolves into soil and falls loosely.

The Awakened
The Awakened are remnant races and creatures from the First World, Ardtus. Stories obviously speak of them as being many and varied, but the only creatures that would have been identified to you as Awakened (and then only in tales) are the great wyrms and the giants. The great wyrms are for the most part gone, having degenerated into the dragons of the Dragon Wastes. The giants now live in small bands and as isolated individuals.

The Beastfolk
The Beastfolk are a collection of tribes that were created when the giants warped common beasts. There are six main tribes – the Goatmen, the Elephants, the Gnolls, the Lizardmen, the Snakemen, and the Minotaurs. Depending on the band the Beastfolk might be savages, or might be peaceful philosophers. Common cultural wisdom and stereotypes refer to the Goatmen as traders and barterers, the Elephants as wise and mystical, the Gnolls as viscous and sadistic, the Lizardmen as barbaric, the Snakemen as untrustworthy and alien, and the Minotaurs as brutal and violent. It is known that the bodies of deceased Beastfolk decay rapidly, often withering away within several hours.

The People of the Shard
The people of the shard are those races that legend holds were not created on Andara, instead coming to the world as refugees and settlers. The three main races are the Humans, the Orcs, and the Fey.

Humans
Humankind has the most variety of all the races. Very different cultures and cosmetic physical attributes exist. Humans are also by far the most populous and widespread of all the races. One interesting fact is that humans seem to have a natural inclination to rise from death as undead, unless certain precautions and rituals are undertaken.

Orcs
The orcs are a warlike shamanistic people who worship their ancestors. They are not city builders and tend to not be organized; where there is a cultural group or organized band it is usually a nomadic community that avoids civilized lands. This being said it is not uncommon to see orcs in cities, especially human ones, and they are valued as trackers and mercenaries. While orcs can rise from the dead like humans do, it is much rarer as their cultural ancestor worship preserves the skulls or ashes of their fallen.

Fey

The Fey, or Fairies, are a strange alien race that dwells in the hidden places of the world. There are too many types of fairies to document, but all seem to be of one culture regardless of how far apart their communities lie. They do not think they way other races do, nor do they seem to value the same things. It is commonly held that they should be avoided whenever possible. Other than this and folklore, not much is known about these enigmatic creatures.

History – Creation of Andara the Second World

This world was old, dead, and forgotten. For ages it lay still, its final peoples dormant and sleeping a dreamless sleep of oblivion. But the world itself remembered and after eons its memories were made manifest. The Chronosi awoke. No one knows if they have always been or never were before, but they awoke. They are four in number: The Silent Lady, The Laughing Maid, The Lightning Lord, and the Stone King. They are immense, powerful, and alien. Together they looked over the earth and mourned for what was, and decided between them what would be. The world began anew.

First they rekindled the sun, and the four moons were visible once more. Deep in the bowels of the earth the Stone King ignited Caulderon, the Lava Sea, and the mountains awoke. The Lightning Lord blew and the wind moved. Clouds appeared and the Sun spun through the void – and there was day, and there was night. And weather matched his moods. The Silent Lady watched and did not move. Her sister, the Laughing Maid, danced and sang. Where her feet struck sprang springs. Where her gown dragged ran creeks and streams. Where she passed was earth, good fertile soil. Where her voice fell grew grass, trees, and all that grows up from the soil.  The Silent Lady walked into the sea, down into the darkest depths, and was still.

The Laughing Maid paused in her dancing and saw that she was alone. The Lightning Lord was high above, leaping through clouds. The Stone King was deep below, crafting fire and moving stone. The Silent Lady was deeper still, cold and silent. The Laughing Maid reached down, grabbed handfuls of soil, and made the beasts of the fields so that she would not be alone. She made birds in the sky, fish in the waters, and those that dig so that the other Chronosi would not forget her. And when her creations had lived their part in her great dance, to the soil they returned.

So it came to be that the Firstborn appeared. The Skyborn were woven of air, the Stoneborn crafted from stone, The Earthborn and Woodborn from the Laughing Maid’s dancing. And they loved, and they built, and they lived. And then they returned to that which they were made of. But in the awakening of the Firstborn, so too did the Tainted Ones appear, and fought, and killed, and made war upon the Firstborn. And in the greatest war, the Kindred War, a mighty magic was unleashed. So mighty that it shook even the Silent Lady on her cold throne of darkness. And the Awakened woke from their eons old slumber.

The Awakened were from the First World, those final beings long at rest. The world they woke into was no longer their own, and weight of the long ages asleep bore down heavy on their mind. Most were consumed with madness. All rose and fought against the Firstborn and Tainted Ones alike. The mightiest sought out the Chronosi themselves, and attempted to destroy those that had changed the world. The Chronosi destroyed them utterly, and only a few survived to lick their wounds in the dark places of the world. Other Awakened sought to subjugate the Firstborn and rebuild their long past empires. Some Awakened tried to teach and learn from the new world and its peoples. With their aid the Firstborn drove back the Tainted Ones and turned their attention on the Giantkind, the imperial Awakened.

The Giants were severely out numbered. In desperation their warlocks tapped into the very nature of the world, the primal force that gave existence to the Chronosi, and used it to warp common beasts of the field into new creatures for the Giant armies. Nature however, does not appreciate her plans and designs being changed. Much to the Giants chagrin, the new creatures, the Beastfolk, were not the mindless automations intended but instead had free will and individuality. They turned on their creators and the Giants were crushed, their peoples scattered and their lore and culture lost.

For a time there was relative peace. Then the Shard Peoples arrived. They came through different means, but all spoke of a cataclysmic event that affected multiple worlds.  Each claimed to be a remnant, a shard from their shattered worlds, and each arrived here seeking solace.

First, beyond the Sands of Night at the edge of the world, from across the void in great arks came humans and orcs. They crossed the seas and settled. Then from a vast rift in reality came the fey, who ghosted into the wild places and were hidden.

And thus came the world to be.