The Sundering

### Effects

Following Avarus Gehenna's spell other magic users worldwide felt their magic and wards suddenly fade, and experienced a strange gravitic pull to the centre of the spell itself, almost as if their very skin was magnetised. Those unfortunate enough to be close to Avarus's experiment were flayed alive, or simply disintegrated entirely. The lucky ones, simply lost some or all of their, ability to use magic. The part of them that was the weave, was seeking to join the whole, returning to the begining - and end of all things.

Upon forcing the weave covergence into himself, fusing himself with the essence of creation, the spell cascaded with instant silence in the vicinity on the material plane, followed by a deafening magical wind pulling inwards and tearing the air from all directions, in an instant Avarus had ceased to exist. At least on this plane. Once the magic had finally spiralled inwards to a point, portals began to close and open sporadically, as if the Weave and the doorways between the planes had somehow been damaged, broken even. Finally the great sea began flooding in from all available areas on the material plane, not to mention the earth and water plane themselves also being ripped into material reality, filling the void created with a new sea between the two newly formed continents. As the waters settled, great stormclouds had formed and the waters remained tumultuous with the roiling portals and magical energy.

Some say the whispers of Avarus' incantation could still be heard by magical users across the lands, some historians claim it is only a myth and he was in fact destroyed. No one knows for sure. A mystery to be uncovered surely.

Following the sundering, the absence of magic lasted for a hundred years before it started to come back in drips and drabs. Those who had only partially lost their magic were reduced to parlour tricks, and only those who relied on divine magick of a patron could call for Aid. This time was known as the great void.

### The rise of Dulandir

Many warned against the uses of magic and the destruction it could bring, severe punishments began in some of the former land of Andrenar, its claimed descendents becoming hardened warriors as they now needed to defend themselves without magic. Eventually this led to a new religious order, the "Sine Magica", created by Dulandir the Brave.

Dulandir was a warrior first, then a king, hardened from fighting the beasts spawned from the sundering following the death of his family at the hands of fiends from the 9 hells themselves. He rose from a simple mercenary life, to a leader of his own troop "Erdu's Edge". In the years that followed, he drew the attention of many dissidents that either despised magic and its use, or simply those that had become refugees as a result of the cataclysm that tore the world. The movement had gained such momentum that in the years that followed, Dulandir was able to launch a holy crusade for his new Empire and Theocracy in the name of Sine Magica, a world without magic so that none may suffer at its hands again.

In the years of his rule in the Northern provinces of the newly formed Western Continent, many were arrested, and bound with magical tattoos that prevented casting, other magic users that were loyal to Dulandir were brainwashed and used as weapons agaisnt their magical kin in the crusade for purity and "safety". To them, freedom was less important than the safety and compliance of those in their theocracy. This was a moral "kindness" in their eyes, a gift for those who were unable to protect themselves against the chaos Magic could bring.

He stated that only those who can defend themselves without magic may inherit the Earth and that the Sundering was a punishment that the God Erdu wrought upon his brother Corellon the god of magic, slaying him in battle for giving magic to the races and using it with wanton disregard. With a single strike of his sword they believe Erdu split the Earth, a stark reminder for the punishment of avarice and hubris when using Magic without due care. Many believe this to this day in Dulandir

### Current State of the Kingdoms

Others welcomed magic, trying to usher back the innovation and peace of the old world, even though it would be a mere echo of what it once was. Perhaps this time it would be different, but there was only one way they could find out

Nearly 800 years later, the world is changing again, new Alliances formed, the grip of war on the doorstep of many.

In the Western Kingdoms, the Elves of Edhet fight back against a rampant Dulandir, rising to control and curtail magic after a near 1000 year campaign against it. The mysterious Tiefling empire of Demet seeks to establish a foothold in the new world through economical dominance.

In the East, the Oston Alliance has formed to protect and establish a kingdom and ideals once lost, such concepts as unity amongst all races and a return to the times of old. The Dwarves of Dunnirs Dain lie entrenched and solitary in their mountain homes, hoarding vast wealth and avoiding the affairs of the outside world. The heroes of this world will write its future.