The World of Therra 
Chronological History
by the learned sage Reltuc the Wise
 

Pre History:

In the Beginning, the All was void and empty. From thence came the gods, full of possibilities and bursting with the fount of creation. From whence came the gods? That is left to philosophers and pedants. Suffice to say that the gods became.

And the gods, each to his own, began to experiment and create. And lo! They created each a marvelous thing or things, and for a time immeasurable, the gods created their things.

And then, by design or by accident, none can know for certain, the gods began to cooperate, and began to create things of beauty that were beyond the capabilities of their creators individually. And so it was that, for another time immeasurable, the gods began to create amongst themselves.

And the gods saw and marveled at their joint creations, and they came together and decided to gather up all that they had learned and create a most marvelous creation, the work of all the gods labouring in harmony. And thus, was the world born. Fire, air, earth, and water were brought together, with positive and negative energies, with light and with darkness, with stability and with change, and Therra was created, and the stars were set into the firmament above, and the sun and the moons were wrought, and the forests were made, and the great mountains lifted, and mighty rivers splayed like ribbons across the face of the land.

And the gods were pleased, for here was something so wonderful to behold that it boggled their imaginations. For in working together had the gods created a thing that, singly, none could have even imagined.

And the gods played in their new world. And they created beasts to roam it and e'en mortal things to inhabit it. And all was well with Therra.

This time is known as the Good Age, and its length of time is immeasurable.

Alas, for the gods, in creating a thing that was beyond any one of them had created a thing that overwhelmed many of them. And the gods began to covet the world they had created, and each claimed to have had a greater part in the creation than others, and so deserved more of the world. And disagreements grew, and fighting broke out, and some gods even sought to covet the entire creation and rule over it, or perhaps change things more to their liking.

And the great Gods War raged over the heavens and over Therra. And in the throes of this conflagration, mountains were shorn, rivers evaporated, forests decimated, stars snuffed out, so that the very thing the gods fought over was being destroyed. But the gods were now blind with rage, a new emotion for them, and they could not see that whomever prevailed would be lord over nothing.

One god, however, saw this, and he came forth. His name, as it was known then, is not spoken today, but he was known for his cleverness and clear thinking, for he was the God of Cleverness. And he reasoned with the warring gods, and showed them that they were destroying everything they fought over. And the gods listened to his wise words, and were calmed. Then he told them that, because the thing of their creation was beyond any one of them, it was too wondrous to behold, and it would always corrupt the gods, and they would turn back to fighting again, and the universe, already damaged by their actions, might be destroyed.

And this made the gods sorely afraid, and they wailed and lamented their folly. But the Clever One told them that he had a solution. The gods should repair the world, so that it was beautiful once more. And then, they should take the best of the mortal beings and teach them lore so that they might become caretakers of the world.

Then, when things were aright, the gods would build for themselves a great hall, and they would repair themselves into that hall and lay themselves down and fall asleep, so that the temptation of the world they had created would not overwhelm them, and they would not rise up and destroy the world they had created.

The gods all agreed that this was very clever, and they honoured the Clever One and gave him godly accolades. The mortal races were taught the lore they needed and given tasks. The great Hall of Slumber was built, and the world was repaired almost to its original lustre.

But some gods again became afraid, for there were beings in the universe who had not agreed to this compromise or had grown fat off of the conflict and had grabbed power and hidden away. Some of these were mortal beings now immortal. So the Clever One had Malaktum and Neen-grum forge seven gems of power. And he gave these gems to the seven great leaders of the mortal races. And he instructed them that if any great need was at hand which threatened the world, they could use these gems to awaken the gods from their divine slumber and the gods could come forth, for a short time, to cleanse the world of any ill.

Thus, the day of slumber was at hand. And the seven gems were given to the leaders of the assembled throng of mortal beings. And the gods filed into the Hall of Slumber, with the Clever One being given the honour of closing the doors of the Hall behind him and initiating the Slumber.

Thus did the gods enter the hall. And the Clever One closed the doors to the Hall....but before him, not behind him!

Then did he turn and, with minions hidden from the eyes of the gods, did he attack the leaders of the mortals and wrest from them the seven gems of power. He then fled north with his minions, while the mortals panicked and fled away from the Hall. And the Clever One, whose name is never spoken, was, from that day to today, called The Deceiver.

History:

Recorded history actually begins well after this period, since writing was not yet invented, but we generally now, having reconstructed events from oral history and early written works, consider history to have begun the day after the Day of Slumber (also called the Day of Deceit).

Historical years often appear with the notation A.D., which means After Day. Originally, this was A.D.S (After Day of Slumber) or A.D.D. (After Day of Deceit), but this nomenclature has been shortened in modern times to A.D. After the fall of the Deceiver in 5514A.D., a new age was proclaimed in Therra and many cultures adopted a new dating system numbering from that year. This system uses the notaion N.S., which means New Slumber, signifying that the gods awoke and then returned voluntarily to Slumber.

Age of Confusion (1A.D. - 1000A.D.):

1A.D. - 1000A.D.: The Deceiver flees north to his prepared fortress of Mordasht. He places the seven gems of power in an iron crown and uses them to mock the mortal races.

The mortal races flee south and meet in a great convocation. At this meeting, a schism occurs, with some urging patience and dedication to previous duty and others urging a more proactive approach. The former leave the convocation, and eventually form the Brotherhood of Druids, also known as the Order of Caretakers of the World.

Meanwhile, the other camp, led by the only surviving leader of the seven mortal leaders - Amorany, delves into lore learned during the Gods War and thereby learns the art of war.

The Deceiver begins to breed his armies. He creates foul mockeries of the caretaking races, orcs, goblins, hobgoblins, kobolds, and other foul creatures. Many of these he sends forth to plague the caretaking races.

Amorany, despairing at the slow pace of the buildup of mortal forces, and nearing the end of his own time, leads a small expedition to the north. They face unimaginable hardships (see the lay of Amorany for details) and finally, Amorany reaches Mordasht and makes his way to the throne chamber of the Deceiver. There he wrestles with The Deceiver, and almost grasps one of the gems of power. Alas, he is destroyed by The Deceiver, who recovers from his surprise.

The Deceiver then comes forth and, in the sight of the mortal army gathering to the south, crushes all seven of the gems of power into dust, then crushes the dust into nothingness, The gems are no more, and the way to release the Slumbering Gods is lost.

The Deceiver returns to Mordasht and builds up his armies. The mortal armies, leaderless and without hope, now return home and fall into despair.

The mortal races spend much of the rest of this Age squabbling over their next course of action. Many go insane from despair. Others join the Druids, who seem to offer the only hope of salvation. Others urge a fight, before The Deceiver can gain too much strength. The Age ends.

The First War (1023A.D. - 1057A.D.):

1023A.D.: The Deceiver launches his first army out of Mordasht. A huge force of demons, baatezu, orcs, goblins, trolls, ogres, and dragons issue forth from the iron fortress and quickly overwhelm the border posts manned by the dwarves in the Mountains of Grashtilum (now known as the Mountains of Ill Repute). The evil horde besieges the Dwarven city of Helkazum and pillages the entire Morakki Coast (now known as the Dead Coast). The Morakki peoples flee their homelands and move south and/or east.

1027A.D.: The evil hordes ravage down the Grashtilum and cause heavy Dwarven losses. The Dwarves go underground and begin to start a guerrilla campaign.

1028A.D.: The first elements of The Deceiver's armies reach the Elven forests of Blanthil (now known as the Woods of Terror). These elements are repelled by strong Elvish magic.

1029A.D.: Dragons fly out of Mordasht in numbers and begin to ravage the Blanthil.

1031A.D.: The Elven Maiden/Hero Thwalihir sings her song of beauty and sorrow. The Great Dragon Morrowmelt is captured by the song and repents his evil ways. He leads a great contingent of dragons south and they ally with a Dwarven army in Imbar.

1033A.D.: The evil hordes reach the southern edge of the Grashtilum, after horrific fighting against the Dwarves.

1034A.D.: A human army of cavalry marches out amongst the Wolf Plains to meet the evil horde. They are led by Therany, scion of Amorany. The armies of The Deceiver are unused to mounted warfare and are beaten back into the mountains. It is from this battle that goblins and orcs learn to ride wolves and wargs.

1035A.D.: While most of the human army heads north to aid the Elves, a large vanguard remains in the Wolf Plains and eventually settles there to become the Wolf Riders, a nomadic people who befriend and raise wolves.

1036A.D.: The human army marches to the aid of the Elves of Blanthil by fighting their way through the mountains. There is heavy fighting in the woods, but the invaders are merely halted, as human cavalry is of limited use in the forests or against the dragons.

1037A.D. - 1054A.D.: The Deceiver's armies are brought to a halt. They now control all of the Grashtilum Mountains and a third of the Blanthil Forests. The siege of Helkazum continues, and the Dwarves there suffer terribly,

1055A.D.: The Deceiver's armies attack again, bolstered by new reinforcements from Mordasht. The mortal races are on the verge of collapse when a flight of dragons, led by Marrowmelt (now called The Golden One), emerge, having been changed by the Dwarves into Metallic and Gem origins and imbued with special powers. These new dragons throw back the evil Chromatic Dragons and decimate a huge portion of The Deceiver's armies in the area now called Hagrog.

1056A.D.: The Deceiver calls a halt to his war, having lost much of his armies in his two failed attacks. He instead fortifies his newly gained lands with powerful fortresses and magical wards.

1057A.D.: The city of Helkazum, greatest of all Dwarven cities, falls. Of almost 150,000 Dwarves in the city, only 375 survive the trek through the enemy controlled mountains to the southern lands. The tales they tell are grim and foreboding. The Dwarves of other lands honour the memory of their brethren and take solemn vows to make orcs and goblins, who led the assault, their mortal enemies. The Dwarves bring with them captured weapons of war taken from the orcs, including axes, which they learn to design and even improve. The Dwarves become a dour race, before given to humour and good cheer, but now grim and full of hate for the evil humanoid races. The Grashtilum Mountains are renamed Thulik-var Ineerm (the Mountains of Ill Repute).

The Time of Peace (1058A.D. - 2198A.D):

During this time, although fighting still takes place, especially in the border areas of the Blanthil Forests and in the Wolf Plains, it is a time of replenishing and of building of defenses. Great constructions are built by The Deceiver, while towers and keeps are prepared for the humans under guidance of the Dwarves to guard the lands of the South. The Gem Dragons are contacted by the Druids and are swayed into allegiance with that Brotherhood.

During this time, the Morakki leave the lands around Hagrog and cross the Anayjar Mountains into Pilong. Many settle in that land, but others continue to the Eastern Lands, where they find fertile lands sparsely settled and far away from the depredations of The Deceiver. Morakki who flee south are ridiculed for having fled instead of fought the evil hordes and are treated badly. An enmity between the Southern folk and the Morakki develops.

Also during this time, much lore is learnt, in the hopes that tools can be found to awaken the Slumbering Gods or defeat the Deceiver. The ways of Wizardry are codified and developed. The great Mordant the Holy discovers how to contact the Slumbering Gods and coax power from their sleeping minds. He founds the religion of the Slumbering Gods and his success gives hope to many peoples that these powers will be able to awaken the gods. In the meantime, Mordant codifies the powers of the gods and teaches his first priests how to pray for the gods' powers.

The Brotherhood of Druids forms a convocation and decides that the powers discovered by Mordant are holy and natural and begin to practice the new magic.

The grandson of Therany establishes rule over the Southern lands and declares himself overlord of the mortal armies. His kingdom is called Amoria.

The Age of Empire (2199A.D. - 3456A.D.):

Many peoples dislike the declaration of kingship by the grandson of Therany, called Nogrolany, and they resist his attempts to unite all of the mortals under his command. First to resist are the Druids, who declare him an outlaw against nature and a danger to Therra. In response, Nogrolany begins a war against the Brotherhood, and burns many of the forests in and around Imbar.

The Elves come to the aid of the Druids, while the Dwarves remain neutral. Nogrolany defeats the Druids, who are scattered as their leaders are slain. The Elves sue for peace and sign pacts of allegiance to Nogrolany and retire to their forests.

Next, Nogrolany turns south and conquers the peoples of the present day lands of Wyr, Voshgerr, Upper Antoria, Jaggarth, Vilgum, and the northern portion of Bleton. He declares himself Emperor of Jerranq and issues challenges to The Deceiver, who does not answer.

It is during these wars of conquest that the first human and Elvish refugees flee the continent and arrive at Onlor. There they find a beautiful and verdant land and settle, declaring their independence from Amoria.

On Onlor, they come into first contact with halflings, who were heretofore only legends in the stories of the gnomes. The halflings welcome the newly arrived inhabitants and terms of accord are enacted.

Nogrolany dies, and the Empire passes to his heirs. Over the next centuries, the Empire expands, conquering the peoples of Iligor and Bleton. The people of Chinaros, Hollagor, and Theylasha combine their forces into a federation and resist the Empire successfully for over 50 years. Finally, under Nogrolany III, they are vanquished and flee to Mindari Island on crudely made rafts.

The Amorian Empire now spans most of the Western Lands south of The Deceiver's armies, from the area now called the Lost Kingdoms to the Anayjor Mountains.

Now Amoria settles down and begins to solidify its hold on the lands it has conquered. Great cities are built and roads and aqueducts and other feats of wonder are performed. Great magical research is done, and trade with the Morakki and Onlorians begins. Minor wars are fought against the peoples of the Far Coast and present day Antorium, but supply problems, the fierceness of these peoples, and unfriendly Dwarves in the Anayjor quickly put paid to these excursions.

During this period, known as the Imperial Period, it is widely believed that the Empire could stand against The Deceiver and eventually destroy him. The art of warfare is greatly expanded during this period, and many small wars are fought by the Empire merely to perfect their arts and to keep the fighting forces trim. Unfortunately, these wars also have the effect of disuniting the peoples. For example, in 3267A.D., Magrolany the II launches a major invasion of Onlor. It is then that the skill of halfling slingers is learnt, and it is at this time that the power of Onlor is first exposed and brought to bear. After this episode, Onlor is declared a foreign power and a sovereign land, but the halflings, who dislike warfare, never forgive the Emperor.

After a time, when the Deceiver's attacks become much lessened, the Empire begins to become lax, thinking that the Deceiver is afraid of Amorian might.

Some prophets and Seers warn of impending doom. Seeing a threat to his power, the Emperor Maxoany I disbands the Order of Mordant and commands that each of the Slumbering Gods be worshipped separately. Those practicing Mordantism are persecuted and slain in grotesque gladiatorial contests.

Missionaries of the new Pantheonism spread their word throughout the lands, and this new religion takes hold and becomes dominant in most lands, including Onlor and Mindari, and even the Eastern Lands.

The Second War (3457A.D. - 3516A.D.):

3457A.D.: Emperor Luxiany dies heirless. The Empire is plunged into Civil War. Many of the outlying provinces revolt.

3458A.D.: The Deceiver attacks. Many believe his agents assassinated Luxiany, starting the Civil War. Many evil creatures never before seen accompany the armies of evil humanoids. Huge forces launch into Northern Vilgum and capture that area. Other advances occur against the Wolf Riders and towards Jaggarth. The main thrust heads north, towards the Blanthil Forests.

3460A.D.: The Deceiver's forces overrun the Elven lines in Blanthil and occupy the entire forest. Many Elves break and flee south, through the Vale of Tears and are pursued relentlessly by the evil armies. Many are caught in an ambush at the River Giallial by a second army come north from the Plains, and most of the Blanthil Elves are slaughtered. The Vale and the River are renamed the Vale of Tears and the River of Tears.

3461A.D. - 3475A.D.: The Amorians desperately try to form up their armies, but most are widely spread out on garrison duty. Local militias revolt or refuse to fight, and although the Onlorians sail to aid the crumbling Amorians, it is to little avail. The Empire is sacked by the invading forces. Vilgum falls and Imbar is pillaged. The capital city of Amoria is besieged and then razed in 3471A.D. Jaggarth is attacked and half of that land is taken.

Dwarves from Anayjor recant their neutrality and march in force into Jaggarth. They succeed in holding the southern portion of that land.

3476A.D.: Desperate for aid, Kalimnos the Peacemaker sails to the Eastern Lands.

3477A.D. - 3481A.D.: The Dwarven armies hold at the River Halgorr. Meanwhile, an Onlorian army invades far to the north and begins to cut the invaders' supply lines and reinforcements. The pace of the Deceiver's armies slows.

3482A.D. - 3515A.D.: The armies of Sultan Al-Kamwir and the Divine One cross Pilong, with Kalimnos at their fore. Using new tactics and strange magicks they ride in huge numbers in aid of the Dwarves of Anayjor. The Morakki sweep the plains clean of evil forces and then link up with Wolf Riders and a small army of Morakki from Bleton and attack into Vilgum. The Deceiver's forces, spread out and expecting imminent victory, are decimated and driven back howling to the North. Only through the greatest efforts are they able to hold onto their lands north of Vilgum.

3516A.D.: The Eastern Armies meet a huge evil army coming down from Hagrog and flush with victory over the Elves. The War Plains are so named because of this first of many battles which takes place there. The Deceiver's forces are defeated on the Plains, where the Morakki and Wolf Rider horses are supreme, but at great loss. The Deceiver's forces retreat through the Vale of Tears, where the terrain favours them, and draw up lines.

The Eastern Rule (3517A.D. - 3753A.D.):

The Eastern Armies at first linger as a favour to the remnants of the Empire, in order to guard against further incursions by the Deceiver. However, it soon becomes apparent that the Easterners intend to stay and lord over those who shamed their Morakki ancestors many years before.

While there is some scattered resistance, the heart of the Empire, from present day Bleton to Antoria is occupied by the Morakki warlords who find the population beaten and submissive.

An influx of Morakki settlers and opportunists migrate across Pilong and bring with them Morakki magicks, technology, and cultural influences. In addition, they bring elements of their religions and belief systems to the Western peoples.

For over a hundred years the Morakki reign, with the heirs of various of the conquering warlords assuming the role of Mandarin of the Western Lands, scion of the great Divine Morakki Emperor in Xydlont.

In 3753, however, chafing under heavy taxes and tribute from the Divine Emperor and having assimilated with the Western peoples, the leading Mandarin revolts from Xydlont and declares himself Divine Emperor of the West.

The Xydlonti armies muster, with feudal armies raised by the Samurai of Vingariku, and these march in a small but magically powerful army called the One True Spear of the Sleeping Gods. These, using great magicks, somehow tunnel under the earth, so going unnoticed, and appear in the heart of Jaggarth. Some speculate that the Dwarves of Aynayjor have aided the Xydlonti, although nothing is proven.

As the Xydlonti army appears suddenly in the midst of Jaggarth, they catch the Mandarini by surprise, and the Xydlonti quickly capture most of fertile Jaggarth. However, the Mandarini quickly regroup, and with Wolf Nomad mercenaries, feint resistance to the south and instead sweep north, around the Imbar Divide and into the War Plains.

The Xydlonti, however, get magickal foreknowledge of this movement, and set up an ambush in the War Plains. A great battle ensues, said to involve extremely exotic magicks, the likes of which have not been seen since and are guarded in the most sacred Morakki stores of wonder.

The Xydlonti smash into the Mandarini, and the Mandarini army retreats into the Divide. The Xydlonti, now gaining support from various Western peoples hoping for independence in return for their aid, surround the Divide and slowly press in on the Mandarini and Wolf Nomads.

The Third War (3753A.D. - 3886A.D.):

3753A.D. - 3854A.D.: The Deceiver attacks. Two huge armies emerge from the Deceiver's lands. One strikes West from the Death Marches and begins to capture the small kingdoms there now known as the Lost Kingdoms. A second evil army passes through the Vale of Tears and into the War Plains, catching the Xydlonti by surprise. The Deceiver's wrath for the Xydlonti and their allies is immense, having suffered humiliating defeat several centuries before.

3854A.D. - 3855A.D.: The Dwarves of Aynayjor march in aid of their Eastern allies, and succeed in stopping a complete rout of the Eastern forces. With aid from Elven mediators, the Mandarini and Xydlonti agree to cast aside their conflict and fight the Deceiver. However, as the Deceiver overruns the hated Wolf Nomads' lands, the Wolf Nomads leave the Xydlonti army to save their homes. It is a futile gesture, and the Wolf Nomads flee south from their homelands, into Jaggarth and Lower Vilg.

3856A.D.: The forces of the Morakki, united once again, meet the Deceiver's forces in the War Plains. Here the Deceiver's prime servants show themselves in open battle for the first time. The Maug lead their armies with cunning and vile magicks, and, although many orcs and goblins perish, the Morakki forces are driven out of the War Plains.

3857A.D. - 3874A.D.: Not wanting to suffer defeat by over extending, the Maug-led armies engage in more deliberate beseigements of important towns and fortresses. All of Northern Jaggarth is conquered, and over these 20 years, the Lost Kingdoms are subjugated. The war strains both sides' resources, and taking the brunt of the effort, the Morakki armies suffer terribly. In exchange for service, the Morakki Emperor agrees to give limited independence to those nations willing to raise armies and fight the Deceiver.

3875A.D.: Having secured his flanks with protracted sieges, the Deceiver's armies congeal into a single huge horde. These muster in the Death Marches and strike into Vilgum. The Divine Emperor gathers his most elite troops, bolstered by Dwarven allies and local levies, and uses a magick never before seen . The magick destroys the soul of the Divine Emperor and detaches his dynasty's mystical connection with the lands of the East. The magick also destroys many of the Maug, especially the greater Maug, who try to defeat the magick as a sign of their power and contempt. One Maug, however, grabs a piece of the magick and flees back to his master.

3876A.D. - 3885A.D.: The Deceiver's forces retire from the battlefields of Vilgum and regroup. The Eastern troops are demoralized without the leadership of the Divine Emperor, and when the Deceiver resumes his attacks, the Appointed of the Divine One proves to be a traitor. He and his troops turn on the mortal armies, and the Morakki break and flee, retiring all the way to Pilong, pursued by a large contingent of the Deceiver's hordes. The Morakki pass back into Amabong, and the pursuing horde is never heard of again.

Meanwhile, the Dwarves and a few staunch locals are left to defend the field. They fight a long, hard delaying action against the emboldened evil hordes. These eventually conquer the once lush fields of Vilgum, and the mortal armies retreat into what is now called Lower Vilg.

Chindar the Elf and Borogrum the Dwarf make an epic journey to the lands beyond the South Wastes in search of Marrowmelt. After seven long years of hardship and travail, they contact Marrowmelt and beg him to intercede on their behalf. Marrowmelt, reluctant to burn his Dragonfire to aid the quarreling mortals, relents, and leads a small force of Dragonkind against the Deceiver. He is joined by the Metallic Dragons residing in Jerranq, and these bring the Deceiver's decimated armies to an uneasy halt. The Dragons return home, with a few left behind out of preference or duty, it is not known which.

The Reclamation (3887A.D. - 4062A.D.):

This time is not so much a reclamation of lands lost to the Deceiver as reclamation of the Western kingdoms from the Morakki. Brandishing promises given by the now dead Divine Emperor, the leaders of the Western lands demand independence from the Morakki governors who have been left behind. Some of the Morakki acquiesce, and return to the East. Others resist, and some force of arms is necessary to remove them. Fortunately for mortal kind, the Morakki governors are disjointed and demoralized, and a wide scale conflict does not re-ignite.

New kingdoms are founded upon the ashes of the Amorian Empire and the Mandarin Empire. Jaggarth, the Kingdom of Wyr, the Duchy of Imtorr, the Vosh-gerr Kingdom, and the Kingdom of Antorium are founded, as are the lands of Bleton and Iligor. Survivors of the Lost Kingdoms resettle along the Near Coast, rebuilding their city states therein.

The Wolf Nomads, longing for their homelands, settle in Lower Vilg, because of its proximity to their lands, because none of the civilized lands would have them, and because they longed for combat against the Deceiver's forces.

Both the Wolf Nomads and the Deceiver's forces raid continually along the Vilgum frontier.

The rebuilding of the mortal forces begins, and many searches are made amongst the ruins of the Empires for lost lore and treasures.

The Fourth War (4063A.D. - 4065A.D.):

This short war begins with the Deceiver's forces attacking in two prongs, one down the Western Coast towards the City States of the Near Coast, and a main thrust south through Vilgum. The Maugs and evil sorcerers leading the armies wield a new magick, commanding powerful effects, with these, mortal opposition is crushed, with only the core of the Dwarven armies standing firm, due to their magic resistance.

Many comment on how this magick resembles the force that the Divine Emperor released in his final act.

The Deceiver's hordes pillage and fight their way through the untamed coast and ravage the Near Coast. Meanwhile, the Vilgum horde smashes through the Wolf Nomads and turning aside from Imtorr, thrusts south between Bleton and Imtorr. It becomes clear that it is the Deceiver's design to have these two pincers meet in Iligor, thereby cutting off the entire Western area from the support of the other mortal lands.

In the final battle, comprised mostly of forces of Dwarves from the West Mountains, Elves from the forests of Bleton, and some Illigori knights, the Maug called Ulmigurr-tholasht releases his magick in a great burst, seeking to crush the mortal resisters once and for all. The magick released is immense, stronger even than the Divine Emperor's, but something goes wrong, and the magick turns on Ulmigurr-tholasht and his armies, mangling them in ways too horrible to speak of, though they deserve it assuredly. Then this "Wild Magic" radiates out from southern Iligor in a multicoloured wash and spreads throughout the lands, sometimes making strange changes in reality as it passes. Thus is Wild Magic introduced into Therra.

The armies of Ulmigurr-tholasht are destroyed by his own magicks, and they are quickly routed back into the Lost Kingdoms and Vilgum.

The Age of Antorium (4139A.D. - 4851A.D.):

Many scholars, priests, and wizards attempt to research and tame the Wild Magic. Many perish in the attempt. Some succeed in harnessing it to a small extent. The Brotherhood of Druids consider Wild Magic to be unholy, a sign of the sickening of the world.

Meanwhile, King Hallifaxx of Antorium, fascinated since childhood with the ancient Amorian Empire, begins a war of conquest over the land of Gwilinghum, just south of Jaggarth. After an easy victory, Hallifaxx declares himself Emperor of the Antorian Empire and begins to reinstate the policies and customs of the old Empire.

Hallifaxx dies while prosecuting a war against the Kingdom of Vosh-gerr, but his heir defeats the Vosh-gerrans and establishes them into its domain.

Over the succeeding years, the Imperial armies are rebuffed from wars with Wyr and Jaggarth, and thus turn north and eastward. An incursion into Pilong results in disaster, as an entire army simply disappears, with not a single survivor bringing tales from that venture.

Antorium invades Girorium Island and begins to subjugate other islands in the Heynosht Archipelago. Onlorians, worried about the direction of the Emperor's conquests, sign pacts of allegiance with Iligor and Wyr.

Meanwhile, a thrust into the land of Thaneer sputters out due to supply problems, but the Empire does take control of the coastal lands up to Pilong, including the Far Coast and the Far Isle (so called because they are the farthest extent of the Antorian Empire).

After these conquests and failures, the Empire begins to turn from warrior endeavours to mercantile endeavours, and their merchant ships ply far and wide through the world. Friendly relations are established with the Eastern lands, and the great Antorian explorer Captain Relivium Wentarius, guided some say by a divine dream, traverses a part of the Endless Ocean and discovers the Lost Island.

Because of this trade, Antorium prospers and flourishes, and becomes the pride of the mortal lands.

The Fifth War (4852A.D. - 4853A.D.):

Emperor Hallifaxx VI of Antorium begins to rally for a war with the Deceiver. He convinces the mortal races that Antorium and the other nations have prospered in the intervening centuries since the last great war, and that the Deceiver's lack of major hostile actions signals that the backfire of the Wild Magic has hurt his power deeply.

Hallifaxx hatches a wild scheme to march straight through Vilgum, leaving small garrisons behind to invest fortified areas, and through to the Lost Kingdoms and the coast, thereby cutting Vilgum off from the rest of the Deceiver's dominion, from whence the evil remnants could be destroyed at leisure.

Remarkably, and some say through magical wiles, many of the other mortal lords agree, especially when Hallifaxx makes a rather spurious claim to bloodline directly traceable to Amorany the Great.

The war is a disaster for the mortal forces, as the Deceiver allows his armies to retreat before the advancing armies, luring them into a trap in upper Vilgum, with the mortal supply lines extended. Hallifaxx, blind with pride and hubris, does not see the trap, and feels that the Deceiver's retreat proves that he is humbled and afraid.

When the trap closes, the entire army is surrounded and decimated. A scattered few return to the lower lands, Hallifaxx not among them, although certain of his body parts are returned by the Deceiver's emissaries as proof of his demise.

The Deceiver, however, in order to launch his trap, vacates Vilgum, which is reclaimed by mortals.

The Modern Era (4854A.D. - 5503A.D.):

Early in this period, after the disaster of Hallifaxx, the territories of Vosh-gerr and Girorium revolt from the Empire, as do the peoples of Gwilinghum. The new Emperor manages to subdue the latter, whose populace is by this time is comprised of many assimilated Antorians, but must grant Girorium the status of Imperial Protectorate, under its own governorship. The Empire does make an attempt to stop the secession of Vosh-gerr, but is repulsed by the Vosh-gerrans and large mercenary contingents from Wyr (rumoured to have been paid by the King of Wyr).

During the latter part of this time, Morakki settlers land in Far Hoto, and begin to fortify the area. The Deceiver makes some putative efforts along the Untamed Coast and into Jaggarth and Lower Vilg, but more or less the border between the Evil Lands and the Free Lands is static.

Vilgum however, feeling the pressure of the Evil Lands to the north and learning that Imtorr, Bleton, and Wyr have reached a secret agreement to engage the Deceiver, when he next strikes, no further north than the Imbar Divide (wanting to avoid Hallifaxx' fate), signs a pact of peace with the Lost Kingdoms and declares itself neutral in the war between the Lord of the North (The Deceiver) and the Lords of the South (the Free Lands).

This peace pact erupts into a simmering civil war between Vilgum and lower Vilg when the king of Vilgum is dethroned by an usurper with ties to the Deceiver. The true king's line retreats into Lower Vilg, assumes command of that nation, and engages in a long standing war to regain his kingdom.

It is now many, many years since the Deceiver last attacked en masse, and many are worried that he has built up his forces this time for a final blow, enough to take even Onlor. It is a time of preparedness and worry.

The War of the Gem (5504A.D. - 5514A.D.):

5504A.D.: A Maug attacks Algol City, chasing an agent of Flupnir who is trying to transport a scrap of leather to the Chosen. The agent is slain and the scrap falls into the hands of Jerrgobe the White and the Council of the Swan. The scrap is given to some Swan agents and is taken to Jerranq.

5505A.D.: The first of Flupnir's towers is discovered in the woods of Vosh-gerr.

5508A.D.: The heroes of the War of the Gem learn of the upcoming war and witness the alliance between the Deceiver and the drow. The heroes report their findings and the Council of the Swan emerges into the open and begins to try and prepare the Free Folk for the upcoming war. Watches are set upon known entrances to the Underdark and scouts are sent to find the location of as many others as possible. The heroes are tasked with finding the remaining towers before the war begins.

5509A.D.: Fighting renews in the Vilgum Civil War. An attempt by the dwarves of Bleton to retake Ironaxe Clan from the drow is repulsed. Mystic attacks begin upon priests of the temple of the Sun. Ularrin temples all over Jerranq are desecrated. A glabezru attacks the Temple of the Sun in Algol City. A crack appears on the face of the sun.

5510A.D.: Jerregobe is framed for an assassination attempt upon the life of the Emperor of Antorium by a marilith agent of the Deceiever. He is imprisoned and then spirited away to the dungeons of Yeenoghu. War between the Empire and its neighbours is averted and the marilith is found out and driven from the Imperial courts. Cromwell the paladin leaves the heroes and joins with Sir Gangerholt of Beregos to try to rescue Jerrgobe. Mystic attacks begin against the priestesses of Dhalis, goddess of the Earth.

5511A.D.: The heroes locate the final tower of Flupnir and slay the cambion Nangir who was preparing a ritual to create a Maug scion of Orcus. The empty shell of a being slated for the ritual accompanies the heroes. The heroes destroy a potent scrying device in the tower and then discover the secret of the tower that deciphers the scrap of leather taken by Jerrgobe in Algol City in 5504A.D. Large forces of the Deceiver muster in the Wolf Lands.

5512A.D.: Sir Gangerholt and Cromwell rescue Jerregobe from the clutches of Yeenoghu. The Deceiver, having weakned the power of both sun and earth, gouges a great rift of earth and tosses it into the air, until it fully blocks out the sun, throwing the entire world into perpetual twilight. He then unleashes his forces upon the mortal lands, attacking across his frontiers and through drow tunnels, many of them not heretofore known by the Free Folk. Meanwhile, the heroes trek across Morakki lands towards the Vingariku coast.

5513A.D.: The forces of the Deceiver advance precipitously, overruning most of Imtorr and Jerranq and marching towards Antorium and south towards Wyr and Iligor. The Free Folk form a high council comprised of most of the remaining powers opposing the Deceiver and try to chart a course of action. Jerregobe hints to the council that there is a hope to prevail, but it is distant and may not arrive in time. The heroes reach the Morakki coastline and, in a magical boat, make their way to the Lost Isle.

5514A.D.: The heroes solve the test of Flupnir and recover the final Gem of Power. They are transported to the high council in Bleton and reveal that they possess the final Gem of Power to awaken the slumbering gods. The council decides to send the heroes with the gem through the Underdark to the Woods of Terror and thence to the Hall of Slumber. Meanwhile, a massive army of the Free Folk will assemble and march on Mordasht to divert the Deceiver. Bahamut reveals himself and pledges his dragon kin in support of the final battle. The heroes enter the Underdark and make their way through the Drow Empire. The final army of the Free Folk march north and fight tremendous battles, forcing many of the Deceiver's forces to leave off from the now defenseless lands and harry the advancing army. The Free armies arrive at Mordasht and begin a massive battle. The Morakki arrive in the midst of the battle and lend great support to the Free Folk. Using wild magic, they wound or slay several Maugs. Many dragons, good and evil, are slain. The heroes emerge from the Underdark and traverse the Woods of Terror. There they defeat an ancient evil and rescue an elvish spirit and are rewarded with artifacts of great power. The heroes then defeat Demogorgon's most faithful servitor, a great two-headed wyrm, and finally confront Demogorgon himself. The scion of Orcus rescued from the the clutches of the cambion Nangir drinks pure essence of Wild Magic and grows into Maughood. The scion then fights Demogorgon and is slain, but the battle allows the heroes time to flee. The heroes arrive at the Hall of Slumber and Wish the Gem onto an enchanted arrow shaft. Princess Imerika shoots the Gem into the doors of Slumber and wounds the outstretched hand of the Deceiver. The doors to Slumber open and the gods emerge. The Deceiver is taken in godly chains back into slumber, along with many Maugs. The gods decree the slumber should continue, and they solidify the barrier set up by the Deceiver between Therra and the netherworld and banish the demons and devil that had been summoned to Therra by the Deceiver. Some Maugs flee to the netherworld, while others remain unaccounted for. The armies of the Deceiver scatter. The gods grant the heroes the Kingdom of Slumber. A new age begins.

The Age of Redemption (1N.S. - present):

The world had just experienced the greatest battles witnessed by the non-divine. Hundreds of thousands of beings perished in the War of the Gem, and the lands are wasted by warfare and the lack of sunlight. Mass starvation sets in, mitigated somewhat by the work of many clerics casting prayers for food and water. Onlor, relatively untouched by the war directly, works hard to provide food to export to the starving. Nonetheless, a great many thousands more perish in the years following the war. Fortunately for the goodly folk, the minions of the Deceiver suffer as much or even more, for they do not have priests to cast blessings to sustain them. In addition, the Morakki, though they suffered from the lack of sunlight as well and still reserved dislike of the Westerners, also manage to help thwart catastrophic famine and plague during the first few years after the war.

Over the course of the next two decades, things begin to turn to normal. Fertility is restored to many lands, and the gods bless the free races with bountiful yields of both crops and children. The first ten years mark a period of general rebuilding of structures and infrastructure and mark governmental efforts to restore order to the nations. The next ten years mark a period of expansion for many nations to reclaim lands previously lost to the Deceiver.

23N.S.: Vilgum invades the Death Marches, intending to rid the land of its evil overlords.

24N.S.: The Lost Kingdoms enter the war between Vilgum and the Death Marches on the side of evil.

25N.S.: General War breaks out, as the Near Coast, Bleton, and Iligor join Vilgum against the alliance of the Lost Kingdoms and the Death Marches. Naval units blockade the Lost Kingdoms.

26N.S.: Evil sea creatures in the Vorineer Ocean attack the naval bloackade of the Lost Kingdoms and reduce it significantly. A massive glacier appears in the heart of Kirvar's Canton in the Kingdom of Slumber. The Heroes of the Gem slay the menace behind the attack, the Fimbul, but the glacier remains. Toward the end of the year the General War devolves into a stalemate. Dwarves retake a portion of ancient Helkazum and begin to mine its precincts.

28 N.S.: Tensions flare between Wyr and Vosh-gerr, erupting into several large-scale melees.

29 N.S.: The conflict between Wyr and Vosh-gerr is ended by the mediation of the gold dragon Erekose.

30 N.S.: Emperor Harmonium III of Antorium dies, succeeded by Emperor Harstynious III.

32 N.S.: The demoness Lolth is slain by the Heroes of the Gem and members of the Riverine Merchant House. A drow civil war erupts shortly thereafter.

 

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