Age of Nobility

## Timeline

* In the beginning
* Age of Creation
* Age of Sorcery
* **Age of Nobility**
* The Time of Light
* Age of Glory
	+ The Fenulian Mirror
* The God War
	+ The Battle of Madness
	+ The Battle of Tarisios
* Time of Darkness
	+ *The Kingdom of Tragar*
* The Age of Expansion
* Time of Woe
* The Time of Ice
	+ Winter's War
	+ The Battle of Haelthorn
	+ The Fall of the North
	+ The Battle of Halman’s Farm
	+ The Reckoning
	+ Great Inundation
	+ *Hegemony of Basilea*
	+ *Golloch Empire*
* The Age of Conflict
	+ The Battle of Deep Chasm‏‎
	+ The Battle of Nathan Peak
	+ The Battle of Ironhold Bridge
	+ The Great Revolt
	+ Massacre of Perino
	+ The Battle of Black Pass
	+ The Abyssal Crusade
	+ Edge of the Abyss
	+ Invasion of the Halpi Mountains
	+ The Siege of Cwl Gen
	+ The Battle of the Bloody Steppe
	+ The Battle at Rhyn Dufaris
	+ The Battle for the Frozen Sea
	+ The Flooding of the Abyss
	+ Ice & Iron
	+ The Battle for Ravenswood
	+ The Battle of Andro
* **Now**

The Ahmunite Empire was founded in the **Age of Nobility**, a human nation dedicated to art, learning and science.

It was through merchant trade this that they grew through the **Age of Nobility** that by the time they entered into the Time of Light they were a powerhouse of merchant trade and a growing cog in the southern regions.

The Empire with all its learning and science designed and invented many devices of war, including the Crossbow, which they became skilled at.

In the Time of Light in Ahmun the Ahmunites flourished and prospered, and important cog in the southern regions, a great Empire, a prosperous, sprawling empire of merchants, art, learning and science, till the corruption of a warped idea set in.

Great war-barges of oar and sail, were built for war and trade, golden statues gleam in the sunlight upon the decks, showing off their wealth and superiority, the Jewels of Shobik crackling with barely contained energy.

Revering the dead and existence after death, it became fashionable for the noble classes to dabble in the art of necromancy, raising their most loyal warriors to serve again, under a rite known as Purification.

The great city of Nehkesharr grew under the toil of legions of undead slaves, till its power and size rivalled all, becoming a necropolis-city where the dead outnumber the living.

   The once-fertile land, was raped clean of its resources till it was a dry, arid black-hearted land. Purification spread with families ripped apart and parents doomed into eternal undead slavery.

Each night the Kings and princes of Ahmun turned their undead armies against each other over petty squabbles.

The Ahmunite Empire continued to consume itself, with the living seeking refuge in Northern regions, settling in Hokh-man. The Princes who led the exodus were hailed as saviours and God Kings of the people. These refugees made home in a new realm, Ophidia with it new laws to control the learning and practice of the once dark art.

The Ophidians saw the madness that had befallen south to Ahmun, the spread from the south need to stop. Using the most trusted and powerful magi, the God Kings summoned spiteful and powerful demonic djinn's.

Together they unleashed a biblical plague upon Ahmunite, sandstorms and insects, stripping them to bone and driving them back into the wastes of the their broken crumbling cities, then scoured from the face of the world.

The Ophidians had condemned an entire civilisation to an eternal torment of undeath, stripped bare for all to see as a terrible reminder to those who seek to abuse power and believe they can master both life and death. What was once a prosperous, sprawling empire of merchants, art, learning and science is now a shattered, bitter, hateful and smouldering lesson against hubris and conceit.

After centuries, the Ahmunites started looking again beyond their realm, the reasons why are lost and confused, be it too many of their gold and precious stones have been stolen by tomb robbers, or some fool inadvertently unlocked a hidden chamber unleashing the curse, or Akshun’arha, Carrion-Goddess messengers awoke the Ahmunites.

From this reawakening the Empire of Dust was born.

## Age of Nobility

### Settlement

* Mammoth Steppe
* Vestra-Ardovikia
* Ostra-Ardovikia
* Basilea
* Primovanta
* Valantora
* Damar Mountains
* Martolian Plains
* Bailean Massie
* Galahir the Great
* Primantor
* Halpi Mountains
* Brokenwall Mountains
* Dragon Teeth Mountains

### Inhabitants

Human

   The Grand Republic of Primovantor was the greatest civilisation not only of Man, but in all of Pannithor’s long history, covering a third of the known world dominating Elvenholme and the mightiest dwarf Holds in size, power and opulence. A full on united beniton of nations with an elected senate and headed by a High Consul, a beacon of hope against the relentless chill of Winter’s Age of Ice, the last era of the God War. The Celestians were friends to the learned scholars of Primovantor.

Primovantor covered much of the globe, and represented the very apex of humanity’s existence on Pannithor, rivalling even the ancient realm of the elves for size. Driven by their ever-present knowledge of their own mortality, humans sought the power of magic for their own ends. Art and literature were all well and good, but humanity sought dominion over life and death itself.

However, for a time, the empires of man and elf grew together in harmony, and the realm of Primovantor - the greatest empire of men ever known in the history of the world – grew ever outwards, covering a large proportion of the globe.

Even after nearly a thousand years the feats of magic and art are yet to match the previous republic.

Elves taught the Primovantians who in turn learned from them, the lands expanded by conquering them, but they were treated equally and were willing to serve and protect the Primovantor.

The High Consul initiated the ending of Winter, not seeing the fate that would unfold for their own land. By this time the God War had split the Celestians and ravaged the lands. Winter's War killed the Republic grinding the provinces north of the Dragon's Teeth to clay, the rich southlands drowned by the sea, what remained was Basliea with the twin cities of Primantor and the Golden Horn.

## Age of Nobility

### Politics / Culture

Rulers: Ophidian Empire | Factions: Ophidians

### Other Locations

* Ophidia
	+ Amaa-khopet
	+ Billa-Reffu
	+ Hokh-oul
	+ Hokh-tar
	+ Khotp-remun
	+ Mirquai
	+ Nidarqa
	+ Nem-krat
	+ Quaturu
	+ Sarhorrek
	+ Thataiza
	+ Ul'Arah
	+ Talonhok
* Wastes of Ophidia
* The Cracked Lands
* Southern Desert

Mountains & Woodlands

* Cradle of the Gods
* Pillars of Anokhet
* The Sentinel
* Wailing Spires

The Ophidian Empire was born out of the mass exodus of the living from the Ahmunite Empire, with the living seeking refuge in Northern regions, settling in Hokh-man. The Princes who led the exodus were hailed as saviours and God Kings of the people. These refugees made home in a new realm, Ophidia with it new laws to control the learning and practice of the once dark art.

The Ophidians saw the madness that had befallen south to Ahmun, the spread from the south need to stop. Using the most trusted and powerful magi, the God Kings summoned spiteful and powerful demonic djinn's.

Together they unleashed a biblical plague upon Ahmunite, sandstorms and insects, stripping them to bone and driving them back into the wastes of the their broken crumbling cities, then scoured from the face of the world.

The Ophidians had condemned an entire civilisation,the Ahmunite Empire, to an eternal torment of undeath, stripped bare for all to see as a terrible reminder to those who seek to abuse power and believe they can master both life and death. What was once a prosperous, sprawling empire of merchants, art, learning and science is now a shattered, bitter, hateful and smouldering lesson against hubris and conceit.

Although neutral in its outlook, in the ancient kingdom of Ophidia, all manner of vile magical practises are condoned and encouraged. Here, the unnatural arts are studied, like necromancy and demonology like any other school of magic, and skilled necromancers are awarded high status, and treated in many respects as priests.

Mastery over death has been an ambition of these strange peoples since the earliest days of humanity, with blasphemous text finding their way northwards.

Within the great temples the people are preached to by the necromancer-priests, conducting elaborate funerary rituals, summoning the mighty dead to walk alongside the living, so for a common man they see a measure of immortality.

Ophidia is unusual in that its armies comprise undead and living warriors marching side by side. Labours of the dead raise the monumental buildings, who toil longer and harder than a hundred times as many slaves ever could.

This wiki is not an official Mantic Games publication.