Maps & Factions of the Dark Heroic Age

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The Beginning of the 3rd Heroic Age aka the Dark Ages (Years: 1337 E.C to 3523 E.C)

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1337 E.C to 1368 E.C (Empirica Calendar) - Declination of the Romalan Empire because the undead take over and death is swept across the lowlands, creating space for new races to appear such as orcs, goblins, trolls, ogres, gnomes etc etc. 3368 E.C (Elder's Calendar) - The Romalan Empire which was narcisstically renamed as the Nerolan dynasty falls ultimately. Nero even took up the title of "Nero Augustus". More undead invade the continent of Westardonia, after the after the defeat of Arthonidas and his brave Hero-Hoplites at Theomopylea. As more of Nero's failures were displayed, Nero Augustus got the name "Nero the Mad Emperor". The Romalan Empire is slowly overtaken by the Risen Drauguran Horde, thanks to Nero the Mad Emperor's ambition for power to become a god, he uses a book called the Necrodex. Nero's accomplishment of ambition backfires, opening a Rifting Abyss Portal between the living & the dead, causing a wave of a fatal cursed plague upon everyone to be turned into the mindless Risen horde of the Arch-Lich Emperor. Nero is killed due to his own narcisstic foolishness. This ultimately created the undead isles called Zor'Gol of which the undead slowly migrated there. The Locrium Necrogon Empire formed up. All matter of evil creatures also appear such as orcs, goblins, gnomes, trolls, ogres etc from these portals from the Rifting Abyss and took over what remains a wasteland in the lowlands of the once great ancient Kingdom of Valanor and the former Romalan Empire.

1368 E.C to 2266 E.C - For 57 years, there was peace until War finally came in the year 3266. Again, the 66 within the 3200 seemed to stand out to the prophets as a constant motif about the End Times coming forth. The years were also going forwards and backwards, concerning how history keeps repeatig itself. Man, Elves and Dwarves marched in a Sacred Alliance against the armies of evil. Together, in the lowlands that once belonged to Valanor, which now was taken by chaotic forces of darkness, they fought to retake their lands and for their peoples' freedom.

1369 E.C to 2500 E.C + (Empirica Calendar) - Backstory: The Rise of the Mortal Realms, Wars against the forces of evil, including the undead, Serpenoids, corrupted humans, orcs, goblins, trolls, ogres, vampires, and werewolves. The war doesn't stop as this is only the beginning of the end. This was known as the Pandemonian Invasion.. This was when the mortal realms first formed an alliance against evil; the combined forces of men, elves and dwarves. The second elected King of man, Gustaf Greifonbergen of the Kingdom of Valanor along with the first High Elven Prince Eldorvindel Celestiondiel(Ancestor of Eldrin) of the Grand Principality of Celestor and the first High King of the dwarves, Thangoldorf Runehammer (Ancestor of Thrangor) of the Kingdom of Thulamdor. It is ultimately believed that ever since the Rise of Nimrod, there was also the Rise of the Patrons of Old; Four heroes who became exalted after defeating Nimrod who returns as a demon prince later on. Their names,Magnar Greifonbergen the Pious,Chosen Champion-Priest of the Archangels & rightful wielder of the Aldenhammer, Archlen's Justice, who became Sacred Emperor temporarily of the united Valanor tribes, giving mankind the power to defeat evil more easily, after Gustaf insisted he wasn't worthy even though Magnar told him, one day, one of his descendants and more along the bloodline of his kin will prove worthy because Gustaf himself proved to be humble. The other patron heroes included Aelrindel the high elf warrior,  Grundalvir the Dwarf Axemaster & Aurora the high elf seer. The three monarchs of the three races saw these four heroes return when they ultimately fought against the forces of evil during the Pandemonia Invasion. But sadly, the Pandemonian Invasion ended the ancient Age of War-Heroes. The four patrons ascended to Heaven until needed again in Sol Eldium's Greatest Time of Need. The Greifonbergens are somewhat based off of the Cherusci tribe of ancient Central Westardonia, Valanor led by Arminius. The ancestors of the dwarves crafted and smithed the Aldenhammer, Archlen's Justice and also the Aldensword, Archlen's Truth. The Aldenhammer and Aldensword is passed down from Magnar Greifonbergen, who was the first Sacred Valoryan Emperor and who ascended into the Heavens. That is how the Valoryans came up with the title of "Sacred Valoryan Emperor." Magnar is an imperial patron war-hero of the Valoryans.

1230 E.C to 2300 E.C - Gustaf Greifonbergen earned the named "Gustaf the Humble" because of his humility towards refusing the title of Sacred Valoryan Emperor, as he believed he wasn't worthy. The title was given to the patron hero, Magnar the Pious, who accepted the title in order to secure a sacred tradition. Gustaf Greifonbergen's life span. His descendants extend all the way to Leothar's time starting from 3498 E.C and beyond.

3421 E.C - The Rise & Formation of the Kingdm of Nordica to the Far North
3423 E.C - The Dwarves reform into a thanedom below the far northern Kingdom of Northmen. After losing their King in the Age of Pandemonium aka the Pandemonian Invasion, the dwarves decided to use a new form of government....until they can restore the former glory of the Kingdom of the dwarves.

3300 E.C to 3498 E.C - From Gustaf's time to Leothar, many heirs descended from Gustaf only made it to King, until one became Sacred Valoryan Emperor. One they call, Maximilius von Magnardom of the ancient Greifonbergen tribe. In the year 3530 E.C, Maximilius von Magnardom was born and at 20 years old, he was elected King of the Valoryans. He marries a Bergundi Duchess named Maria from the Kingdom of Britonnia to further secure an alliance between the Britonnians and the Imperial Valoryans. Upon the Prophet's approval after much prayer, Maximilius proved worthy to ascend to the title of Sacred Valoryan Emperor and was crowned in the year 3470 E.C. This sacred tradition then became a sacred legacy for the ages to come that even Arminus, the First Elected King, who led the Greifonbergen rebellion way before that Gustaf never achieved due to his humility. But unfortunately, there was another rebellion brewing. Siegmund, who wanted the throne, declares war on his own father, Maximilius. Siegmund recruits men called Khuman and employs sorcerers of the forbidden arts. One of them called Maldagor. Slowly, this corrupts Siegmund and the Khumen with him, changing them from pure human to corrupt wicked humans.

3475 E.C - 3523 E.C - Uther was born in Uther Pendragon forms the Kingdom of Britonnia. When he was 20, he embarked on a sacred quest with his dukes to pursue the belief that the Lady of the Lake lived in Avalon on the Isle of Eyre. He discovered it was true and was told of many things to come by Evelyn. He didn't believe it until the Treaty of the Golden Harp was secured with a promise of marriage between his future son, Arthur and Brian's daughter, Guinevere/Selena O'Kelleaigh. At the age of 23 in the year of 3498, he married Ygraine and had a son born of magic named Arthur in the year 2499. Ygraine died at chilbirth and this makes Uther sad for about 5 years. He allies with the Irish in 2495 because of a shared prophecy being foretold by Evelyn, the Lady of the Lake. This Alliance was known as the Treaty of the Golden Harp. Uther invited Brian and his family to Camelot for a Great Feast. They enjoyed their time and were discussing the future of their children. Uther is betrayed within 3 years from 2495, when Tristan de Boi, outraged that Uther would ally with the Kingdom of Eyre, plotted to take him and the Irish High King, Brian O'Kelleaigh, down. Tristan de Boi challenged Uther the first time during the feast at Brian's castle, Cathair Dubhlinn. Uther declined and said the knight had too much to drink. Luckily, Brian also knew of the prophecy and warned Uther that it was coming to pass. The Princess of Eyre survives at the age of 8, saved by Merlin and was taken to the Lake of Avalon, where the Lady of the Lake looked after her for the next 8 years. However, Uther and Brian die, leading their men and fighting the forces of evil to the end, both secluded and outnumbered in the first Siege of Camelot and the Siege of Cathair Dubhlinn. Both died in the year 2523 E.C. The Irish King was just two years younger than Uther, who was 48. This Era of Conflict was known as the War of de Boi. This war ultimately lasted for 25 long years from 2598 until 2523, when Merlin finally managed to save Britonnia from collapsing by using his magic to thwart Tristan de Boi and his horde of undead. Merlin, at this time has yet to discover more traitors abroad.

3477 E.C - 3523 E.C - High King Brian O'Kelleaigh forms the Kingdom of Eyre. He and his wife at the ages of 21 to 22 in the year 2499 has a daughter named Selena O'Kellaaigh aka the next Lady of Eyre and the once & future High Queen Guinevere of Britonnia. At the age of 16 in the year 3513, Selena meets Arthur for the first time. Within 10 years, Arthur, after discovering the plot of Tristan de Boi, tells Selena aka Guinevere of what had happened to his father and to her parents. The two agreed to marry and to rule Britonnia together, bringing the Era of "The Dream of Albion" to life, as prophesied by the seer, the Lady of the Lake, Evelyn. In the year, 2524 is when they become the High King and High Queen of Britonnia, after Arthur drew the sword Excalibur from the stone in the forests of Avalon. At first, the other nobles were doubtful and eventually came to believe that he is indeed the once and future High King, resurrected to rule of all Britonnia, not just Albion. Britonnia includes the lands of the south across the Britonnian channel and Eyre.

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The End of the Dark Ages aka the 3rd Heroic Age (3523 E.C)

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## The Southern States

**Capital**: Mul

**Ruled by**: Pavel Fireforge, with a secondary council of delegates.

**Key Values**: independence, freedom of religion, trade and travel. Very pro-business.

The Southern States are a place where you can be anything you want: at least, that is how it is advertised. Many people find their start in the Southern States only to move on elsewhere. It's a capital of business, with institutions of sailing, science, religion and medicine thriving in their borders.

Their military is comprised of standard cohorts supported by a myriad of unusual mercenaries; barbarians, a dozen dragonborn, magisterial forces, the Purifiers of Byore, soldiers riding steppebeasts and and druidic support.

## The Steppe Kingdoms of Thunderstone

**Capital**: Thunderstone

**Ruled by**: Beorn, son of Beorn. Absolute tribal monarchy.

**Key Values**: military strength, individual strength, monolithic culture, nomadism and travel.

Still beset by the beasts left behind by the Scar, still fighting modernisation despite the work of Beorn Senior of the Loose Ends, the Steppe Kingdoms of Thunderstone thrive upon their monolithic similiarities.

Tribal culture has largely survived the onslaught of education and technology, and the totems, spirit animals and vision quests that mark life in the steppe remain ever-present, existing alongside the Emerald Rail and airships.

## The Solar Islands

**Capital**: Koshima

**Ruled** **by**: Otun Suoko the Wise, with representation from the other islands and Oestermark.

**Key** **Values**: pacifism, tradition, honour, isolationism and philosophy.

The denizens of the Solar Islands are no strangers to struggle and hardship, and consider their struggle the thing that has shaped them into a great nation. Ever troubled by war, internal strife, political conflict and deadly matters of honour and violence, the Solar Islands are far too concerned with their own matters to care much about the greater Continent.

Only Oestermark, a vassal town of the Solar Islands helmed by Otun Trystain, interacts with the old empire in any way other than trade and travel.

## The Harvest Council

**Capital**: Hawick

**Ruled by**: The Harvest Council itself; land owners, airship captains, etc

**Key Values**: progressive acceptance of other cultures, frontiersmanship, exploration and colonisation, agriculture and a bond with the earth you till, the simple life.

The Harvest Council is renowned for their agrarian know-how, their work ethic, and their sense of exploration. In a largely untamed wilderness, the towns of the Harvest Council stand as a testament to progressive acceptance and integration.

Nothing proves this more than their open attitude towards beings such as tieflings, and their allowing of worship of all forms, including demon pacts.

## The Herdsman's Moot

**Capital**: New Atlan

**Ruled by**: Keira Broadhelm

**Key values**: self defence, a strong navy, and keeping their distance from the strangeness of the Wildlands above them.

Those who dwell and thrive in the lands around New Atlan are those who know how to survive. Hunters, wildmen, Earthkin, druids and shapeshifters live alongside workers and bakers, farmers and builders.

They are a suspicious people – with most of their lands having been ravaged by plagues, however, it is surprising to see that the rat-folk have integrated well into new Atlan. The Herdsman's Moot is a place where self sufficiency is prized above all, and people are expected to take care of themselves and their neighbours.

## The Wild Lands

No data, currently a wild and untamed frontier land. Strange stones block the prayers of clerics, unusual wild folk stalk the landscape, and many of those who explore past the northernmost town of Eldergreen never return.

## The Temple States of Whitehallow

**Capital**: Whitehallow

**Ruled by**: The Council of Ten, currently led by The Golden Herald, Adrik Forgeheart

**Key Values**: religion and piousness, faith, collectivism and the greater good, sacrifice of the self to further the needs of the many, charity and inflexible, rigid traditionalism.

The Temple States are the most pious lands, blessed by the Ten New Gods. With the breaking up of the religious exclusivity that Whitehallow once enjoyed, several sects have broken away from Whitehallow proper and, whilst they still pay tribute to Whitehallow and send delegates to their council, consider themselves separate and in the worship of one god.

The Halls of the Champion, for example, is a fortress town where soldiers retire to teach other young adventurers how to fight and serve. Lightfall is a place of purification and redemption set atop a waterfall high in the mountains, where the days are longest. Many such god-inspired towns dot the landscape of the Temple States.

## The Vinyard Confederacy

**Capital**: Sarantja

**Ruled by**: House Dankleaf

**Key Values**: trade and economic power, soft power over others, militia training and swiss style militia of the people. Hatred of snakes. The most "Mediterranean" of the new states, eager to make alliances and colonise new areas.

Luxury is the keyword in Sarantja. It's a place of villas and landowners, where the wealthy live enjoying expensive hobbies, and the lower classes live well in the constant sunshine, under the watchful eye of landowners who answer to the ruling House Dankleaf

## The Parliament of Blades

**Capital**: The Delve (formerly Bailey's Delve)

**Ruled by**: The Sandpit Council, warriors who must fight for their place on the council.

**Key Values**: individual strength, the Spartans of the setting. Complete freedom, anarchy, freedom from rules and no policing. Ultimate libertarianism, anybody can own anything and you keep what you can protect.

The Parliament of Blades has minimal infrastructure in their lands, being relatively new. It's a pirate-state, led by the toughest thugs and smartest assassins who kill their way to the top. Everybody has the opportunity to rule, if they are prepared to risk the ascent.

From the Last Call to the Gladelands, most of the Great Desert is ruled by these thugs, who have gathered just enough economic and political clout to demand that others recognise them – and who is going to invade the Great Desert to root out a potential trading partner? Even if they do still use slaves, sell drugs, and kill people for entertainment.

## The Feylands

**Capital**: Moonglade

**Ruled by**: Archdruid Bretha Starkiller, representative of the Summer and Winter courts.

**Key Values**: magic and naturalism, druidism and planar exploration, inward exploration, etc. Very isolationist in their politics but happy to send people across the continent. Alien and with unknowable motives, nobody is very sure what to make of their magical, druidic ways.

Created after the defeat of the Devourer to give the Fey a mortal place to hide and live, the Feylands are a largely uncharted, completely wild land where animal, mortal, magic and fey live side by side.

Technology is shunned here, in favour of spiritualism, dreams, and the arcane. It is said that the Old Gods walk the forests of the Feylands – and that anybody who wanders in too far without permission, simply vanishes...

## The Republic of Caladan

**Capital**: Caladan

**Ruled by**: The People's Chamber, the High Council, two chamber system.

**Key Values**: education, science, invention, trade, futurism, trying things before they are properly understood, intelligence agencies and spying, etc.

A technological powerhouse, the Republic of Caladan has survived by sheer bloody minded ingenuity and science, using their master of the arcane to endure countless invasions, rebellions, and coups.

Richer and more powerful than ever, Caladan's rulers seems content these days to focus on science and magic, leaving the world to do what it will. They did, after all, rule half the continent not long ago – and it didn't seem to go too well for them.

## The Forgelands

**Capital**: Vaarentia

**Ruled by**: Envoy, a warforged ambassador who speaks for all golem-kind.

**Values**: research, understanding, data collection, science and experimentation, isolationism and secrecy.

After the Automaton Uprising and subsequent Golem War/Construct War, the Magisters of Caladan gifted the barren land south of the Freehold to the union of thinking, fighting and working machines. Many endured mandatory mind wipes and new writs in their heads to stop them from inflicting violence on any mortal.

So they have began to colonise the Scar. Their interests are primarily freedom, survival, and the answer to questions posed by their existence. This has led to allegations of questionable research within their borders. With no real need for farming, their lands are often called barren and unlivable.

## The Freehold

**Capital**: None

**Ruled by**: None. Watched over by the Order of the Red Path, led by First Warden Anavald Grunheim.

The lands once called the Scar remain a dangerous frontier, largely uncharted, dependent on volunteers and convicts to protect its few settlers.

For two years of service in the military or guard, the Freehold offers land and freedom, plus a new name and clean record.