Timeline

## **- ??? - cca. 12,000 years ago**

The Starshapers, after a dispute over the purpose and value of life that resulted in a civil war and thinned their numbers, come across <THE PLANET> at the climax of a Voidspawn corruption - the invasion is in full force, Voidspawn are overruning the planet, and a massive Ring around the world is under construction, the sight of which was what drew the Starshapers' attention to it in the first place. With them they bring the Outlanders - an uplifted and enlightened race, among which are Kadrun and Xyrein. Should the Ring be completed and activated, the Void God would enter through and collapse the Aether, warping reality with such potency and to such a degree as to consume untold stars, and existence itself in due time.

The Outlanders land on <THE PLANET>, construct the Installations and their respective Pillars - of Winter, Spring, Summer, Autumn, and <LIFE> whose task will be to stabilize the ravaged ecosystem and optimize conditions for life, then establish contact with the surviving civilizations, and begin stemming back the Voidspawn tide while evacuating civilians, meanwhile, the Starshapers are neutralizing the Ring and prepaing it for deconstruction when they come in contact with divine presences beyond the Aether - the <FIRST GODS>, and the stars bleed in war. Events of this <WAR IN HEAVEN> unfold in such a way that the Starshapers and <FIRST GODS> - a group of ancient deities whose ability to influence the material world is contingent on the Aether's stability - vanish.

With the Ring's construction only temporarily halted, the fighting on the ground turns against the mortals when civil war shatters their alliance in the wake of misunderstandings regarding the future of the planet, the purpose of the Installations, and manipulation at the hand of the Khobotasts - a perfidious race with molluscoid features who reside in the deep waters. The Outlanders subjugate the mortals and retreat with the survivors to the Installations, which are already healing the Aether, but it is too late - the Aether is both too torn for a timely mending, and the Ring is too close to completion. After the ten Keepers of the five Installation convene, Kadrun and Xyrein speaking for the Installation of Winter in the northern reaches of the future continent of World's Crown, the last of the Outlanders' war ships take flight in a suicidal mission to destroy the Ring, but fail.

The Ring, however, nonetheless collapses in a miraculous endeavor launched by the dwarves, who, riding upon the backs of great dragons, bring the Glassium Portal to the melting point just as what is believed to be Void God's finger enters the world - a titanic worm leaps into the air and bites it, glassifying and creating the future <GREAT PIT> with its fall. Faced with overwhelming Voidspawn outside the installations and without the manpower to stop them, the Outlanders reconfigure the Pillars and purge the surface of Voidspawn - and consequently life.

With the Pillars renewing the Aether, and thus making the surface safe for habitation, the races which the Outlanders saved are re-seeded across the planet, their memories wiped. It was with this effort that humans, elves, trolls, and dyrwyds survive the Ring War. Dwarves, under mysterious circumstance, appear in the northeastern Red Wastes and Ashlands of Eastcrowns as azdal, south of the newly forged Glasslands - the result of the Ring's glassing of the whole region. (Centaurs are possibly an unnatural creation as well). The <BUG BOYS> survive the reorigination by hybernating in the depths of their underground realm for <UNKNOWN TIME SPAN>, as do the Khobotasts.

The Outlanders then sleep away the ages in special chambers whereby their minds are linked and their psychic presences wander the Aether, mending it repeatedly and guarding it from Voidspawn. The five AI's of the five Installations are tasked with monitoring the surface and chronicling the evolution of life, directing the attention of the Outlanders when needed, who regularly awaken every few centuries to convene.

The soul of <LORKHAN>, likely the last vestige of the Starshapers, incarnates as the Three Ternions, the future gods of the Triune, and the souls of 7 (originally 6? retcon?) <FIRST GODS> incarnate as well, one of which is Anuwyn, the future god of the elves. These demi-gods roam the early world and lead civilizations, becoming mythical figures, and with time take their place in their own divine realms.

The survivors of the <FUCKERS>, the race that led the mortals against the Outlanders and went to the greatest lengths to wrestle the Installations from them, is deemed too dangerous for re-seeding and transformed into automatons in penance, forevermore to guard the Installations as obedient drones.

## **- cca. 5,000 years ago**

Through many millennia, the baroque mechanisms of the Installations and their Pillars gradually gave way to wear and tear, and the Aether is at an all time thinnest since the days of the Ring War. The AI's awaken and brief the ten Keepers, who in turn convene, analyze the data, and face an impasse at the question of what to do with the world. One side, including Xyrein and the Keepers of the Installation of Autumn and Spring, suggests that they ought to establish a stronger presence on the surface and rebuild their own civilization, arguing that they cannot otherwise patch together the Aether. Void storms are already sweeping over populated regions and marking mortals, and this will eventually put the planet in jeopardy. The other side, including Kadrun and the Keepers of the Installation of Summer and <LIFE>, swear on the Outlanders' prerogative of protecting life from a distance. Though the faction of Starshapers that cherished life triumphed in their kind's civil war, this discord now continues with their masterless servants. It is ultimately the AI's whose votes settle the dispute; all but the AI of the Installation of Winter side with the non-interventionists

## **- cca. 5,000 - 3,500 years ago**

In the <ELVEN FOREST> of northern Quenyar, marked elves rise into a caste of their own - the future Highborne. Gradually, they come to dominate tribes as chieftains. Word of these blessings from birth reaches tribes far and wide, and spawns polarizing attitudes - in some communities, marked children are kept under constant vigil and ignorance of their powers, whilst in others they are treated more as tools than people, and are fought over. The Highborne master the art of bending the world around them through magic; they bend wood with twisted magics, hew stone and give shape to marble with time into great mansions, whilst also directing the marked craft uses towards warfare in a bloody age for the elves, during which they garner the favor of Anuwyn.

In the southern reaches of the <ELVEN FOREST> and the northern strips of the <CENTRAL DESERT>, the primitive trollish tribes diverged into two great sorts - the stouter, blue-toteal-skinned type, known in the future as marsh trolls and ranging through the forests that will one day become the <ZANGARMARSH>, and the leaner, green-to-yellow-skinned kind, known in the future as sand trolls and settling the great central and north-central desert and savannah. Naturally short-lived and surrounded by ferocious predators and beastly races, marked trolls form a religious caste known as masters of the shape - combining magic with trolls' inborn capacity for rapidly acclimating to outside factors, they experiment with flesh and make an art of it. In turn, non-marked trolls follow their example as best they can, developing a cult worship of well-sculpted physiques.

Along the great island of <EASTERN KYONIAN ISLAND>, the archipelago of <THREE KYONIAN ISLANDS>, the eastern continental coast of Kyonia, the <ITALIAN BOOT>, the <HOOKNOSE\_PENISULA>, and the <NILE VALLEY> to the north, humanity is split into two great ethnic groups - the Kyonians to the south, across whose lands rise dozens of tribal empires, mainly dotting the coasts, and the <EGYPTIANS> to the north, who cultivate the delta of the <NILE> and gradually expand far to the west, where they come into contact with the centaurs. The <EGYPTIANS> are consolidated under a high king, to whom a hundred lesser kings pay tribute along the great river. Under an enlightened dynasty, in a land with food aplenty, the arcane powers of marked ones are directed towards arts - great citadels are raised from the dunes in the nobles' honor and streams are redirected to their abodes. In their sparser lands, the more militant Kyonians fight over resources and dominance of the <AEGEAN SEA>; they build larger ships and become excellent fishermen and sailors.

Throughout the length of Quenyar's southern shore, centaurs dominate the land as formidable hunters. Faced with the same limitations from a lack of suitable draft animals as the rest of Quenyar, centaurs overcome this hurdle through their unique biology, developing and expanding agriculture early as best as their homeland, poor in rivers and rich in rocks, allows. The great canyon of <ORGRIMMAR> is settled, to be inhabited without interruption for thousands of years and to serve as the race's capital. With time, the centaurs expand eastwards and come into contact with humans - a fateful moment for both the centaurs and central Quenyar.

The dyrwyds, from atop their citadel that will one day become the Tower Society, rule over the <DALARAN ISLAND>, where Triunism appears around this time, and stretch their civilization across central Westcrowns. A scholarly, treant-like and peaceful folk, the dyrwyds theorize on cosmology and gaze into the night sky. Elaborate, bark-like labyrinths and tall, woody towers are risen throughout the these lands, some of which still stand today as feats of their magical prowess. It is from their astronomic records that the Grey Star is known as such in today's Westcrowns, the modern Westcrowns motif and legend of the green knight is after their likeness, and dyrwood, a bark-like material that is stronger than steel, too is their legacy. It is believed they could manipulate life with magic.

Ancient human tribes in the Dunnerlen Steppe make a nomadic living leading huge herds of horses to graze, eventually binding into a loose confederation based on mutual, pastoral traditions - the ancestors of the modern Dunnmen. Other tribes and clans rise, unite, and fall in the lands that will one day be Welscond, Royce, <LAND BEYOND THE EASTERN MOUNTAIN CHAIN>, and <QUEL'THALAS>. The dyrwyds steadily spread Triunism to humans and establish a hegemony over Westcrowns with their centralized, more advanced, and magically more adept society. The rate of markings among mankind as a whole is thrice as rare, and their skill is dwarfed a hundred times.

The <TRIPLE-FINGER MOUNTAIN CHAIN> separates the human tribes of Eastcrowns and two large groups develop; the ebony-skinned <ZULUS> of the lands of <TIMBUKTU> to the east and south, and the brown-skinned <ARABICS-VOLUXOI> to the west and north. The <ARABICS-VOLUXOI> settle the eastern half of the <KUL TIRAN ARCHIPELAGO> and the Roycemen from Westcrowns settle the western half, merging into a distinct culture over time. Like in Westcrowns, markings are rare and sorcery is underdeveloed.

In the central and south-eastern fjords of World's Crown, the Uvar tribes of humans eke out a living. Winter encroaches from the north and as the decades pass, more and more land is lost to the Great White, and the Uvar retreat to the southern coasts. Out of necessity, they man and set off several expeditions in search of greener pastures.

## **- cca. 3,500 - 2,500**

No longer few and scattered, the Highborne firmly establish themselves as the ruling caste of all elvenkind, and several cities rise as the centers of their civilization. A long era of political maneuverings and occasional wars ensues, ending with the formation of a united elven state ruled by several Highborne houses, and governed by their Highborne magisters.

A series of skirmishes between marsh troll towns and southern elven holdings serve as the catalyst for the Highborne's expansionist ambitions. A slow, grueling war ensues, and the elves' progress grinds to a halt in the depths of <ZANGARMARSH>, which is still a forest at this point in history. The trolls are finally broken when the powerful magister <DUMBLEDORE>, spearheading an amphibious invasion from the eastern coast, initiates a flood of tsunamis with thousands of his fellow Highborne. The ensuing chaos wracks the trolls' organization, morale, and forever alters the landscape - transforming the land into what it's like today.

Some time after first contact, Kyonian humans take an interest in the potential that the physical prowess of centaurs bestows upon them, who astonish them in turn by trading the agricultural fruits of their labor. Slavers from the city-state of <SPARTA>, in tandem with a number of nobles, send out several expeditions westward into the deserts between their native, eastern shores and <Queenyar's southern shore>. Visiting camps by oases and several lesser towns along the way, they capture and bring home the first centaurs - thieves they spare or whose indentured freedom they purchase, marooned travellers whom they recruit, and hopeless beggars wide-eyed at the prospect of starting a new life in a distant, greener land.

The Highborne Empire grows, eating up swathes of Quenyar over the centuries and constructing several large cities - part forward bases and colonies, part resorts for the magisters in the freshly conquered exotica. The sand trolls join their marsh kin as subjects of the Empire. This expansion halts before the <CENTRAL QUENYAR MOUNTAIN CHAIN>.

As the Empire swells, so too does its appetite, and with time their mastery over magic, thus the megalomanic Magister <Lorthalas> leads a massive undertaking that warps the very land - rivers are rerouted from <ZANGARMARSH> to fertilize the desert, and a huge, three mile wide pass is made through the <CENTRAL QUENYAR MOUNTAIN CHAIN>, where the very mountains are flattened. So as to capitalize on this, and facilitate trade across the gargantuan expanse that was Imperial territory, The <HIGHBORNE HIGHWAY> project begins.

The <HIGHBORNE HIGHWAY>'s paving halts momentarily as it passes through the <GREAT CENTRAL QUENYAR DESERT>. The violent shaping of the land rouses the <BUGBOYS>, who perceive the elves as unwanted and dangerous trespassers at best, and invaders at worst. Diplomacy fails and a prolonged war begins, a war that the Highborne Empire painstakingly wins - the <BUGBOYS> yield the surface, the <HIGHBORNE HIGHWAY> is extended to Quenyar's southern shore, and safe trade begins with the centaurs. Stations are set up along the <HIGHBORNE HIGHWAY> to deter and defend against <BUGBOY> raiders, whose inroads unto the surface are commonplace to this day.

The <GREAT PIT> and the adjacent Glassium deposits are unearthed around this time, and the <GLASSIUM-PRISON CITY> is built. The great eratochs, dubbed the kings of the desert, are tamed by sand trolls. They are subsequently used for trading along the ever dangerous but straightforward and masterfully paved <HIGHBORNE HIGHWAY>. Magisters design the <GLASSIUM REACTOR> and it powers a huge arcane dome around the city. This invention is replicated on a smaller scale and interspersed across the stops/check points along the <HIGHBORNE HIGHWAY> as added protection against <BUGBOY> raids and bandits.

## **- cca. 2,500 - 1,500**

The Uvar discover and chart the northernmost tips of Westcrowns, and migrate there in several large waves over a couple of centuries. Mingling with the small native populace, they spread across the two peninsulas that will one day be known as the Twin Peaks.

After negotiations with the <Egyptians>, a joint effort between their mages and Highborne magisters is made. The <Nile> is extended deeper into the desert and the <HIGHBORNE HIGHWAY> follows it. While not subjugated, the <Egyptians> quickly fall into the Highborne's sphere of influence - a conscious move by High King <PtolemDack>, who judged that there would otherwise be war.

With the discovery of life magic, the magisters of the Highborne Empire raise and perfect undead servants, which gradually push out many tasks that non-Highborne elves, centaurs, and trolls occupy. Unemployment and civil unrest follow on one hand, but jubilation on the other as all former indentured servants are freed, bringing an end to slavery within the Highborne Empire. The magisters put a hold to further conquests for some time, however, out of concern that it would only take a little to tip the erratic, newly jobless masses into rebellion.

The city-state of Ilouza rises to preeminence in all of Kyonia, rivaled only by <SPARTA> with its disciplined army and <ATHENS> with its unsurpassed navy. Centaur slavery drives and triples their agriculture and industry. Under the pretense of benevolent emancipation, the <Egyptians>, who are officially only loosely affiliated with the Highborne Empire and its centaur subjects, come to wage war against the Kyonians, which they ultimately lose.

Across central and northern Eastcrowns, the azdal awaken. Rising from the earth, they flood the Slaglands, Red Wastes, and <Wildhammer Azdal Coastal Homeland>. Primitive but massive and surprisingly united, the azdal drive back all <Eastcrowns humans> that oppose them. Tales speak of their very skin erasing every magic that touched it, and the presence of an Azdal host made tapping into the Aether thrice as difficult. In turn, they themselves harbored no marked ones, which to this day is true.

The legendary Uvar hero, Styrmar Rhoke, is exiled for <FUCKING>. On a doomed voyage, he sails across the Westcrowns' western coasts and runs aground on the shores of the Azdal Wastes. There he travels the desert and runs into the <SECOND ILLIAD WAR>, becoming entangled with the azdal and integrating into their culture over many years. Learning their language, he tells them tales of a great green land north of the colossal <THANDOL SPAN>, of walking and talking trees, and boundless rivers and lakes. Visibly different from <Quenyar humans>, the azdal treat him as a peculiarity and immortalize him as a hero when he <DOES SOMETHING EPIC>. Styrmar Rhoke returns to the Twin peaks and brings with him an escort of azdal, and the craft of forging stronger and unrusting steel. He establishes his own dynasty and rules the Twin Peaks. The skalds compose an epic poem in his story's honor - the Secret of Steel.

The details are lost to history, but something happens to the dyrwyds and they vanish, leaving behind the feats and wealth of their civilization, and the faith of the Triune. Without their enlightened hegemony and conscious blocking of the institutionalizing of dynasties and crown, but with their invaluable scripts on magic, human marked ones learn their secrets of sorcery and plunge Westcrowns into war. Hundreds of marked heroes and villains shatter the realm into just as many nations, and the Firstcrowned rise. It is around this time that Rolling Thunder and Warcraft materialize on the <DALARAN ISLAND> and in the <AZDAL WASTES> respectively.

In the aftermath of their triumph against the <Egyptians>, a wedge is nevertheless driven between the Kyonian city-states over command troubles and scandals during the war, and disagreement on the question of how best to defend Kyonia in the future. The Kyonians form three leagues, each headed by one of the great three cities - Ilouza, <ATHENS>, and <SPARTA>, stemming from how the lesser cities' armies were combined into three such independent but cooperating hierarchies based on their proximity to the former three.

On a trip to the <GLASSIUM CITY>, Lavothrakos of Ilouza brings with him his two sons, Autolykos and Hypereus. The young Autolykos adventures into the <GREAT PIT> and discovers the Gazing Glass, but a sudden sickness befalls him, which he is assumed to have contracted from spending too many hours around <GLASSIUM>. They return to Ilouza and magisters soon arrive after them. They either sensed a strong presence on Autolykos, and followed for curiosity's sake, or had already known about the Gazing Glass, and Autolykos had in fact stolen it. Regardless, Lavothrakos refuses to either sell the tool despite the elves' brilliant offers, or to believe the premise that the Highborne already claimed it and that thus his son is a thief.

The <Egyptians> declare another war of emancipation against the Kyonians, and the centaurs this time join them. The Highborne ambassadors reneg any association with the centaurs. The <SPARTANIC LEAGUE> meets the centaurs in battle on the ground and routs them, meanwhile the <ATHENIAN LEAGUE> sinks two <Egyptian> fleets. These victories are thanks to Lavothrakos's predictions of the movements of armies and courses of navies, but in truth Autolykos sees everything through the Gazing Glass. Lavothrakos opts to keep its existence a secret.

Despite these losses, the centaurs and <Egyptians> are relentless. The centaurs burn to free their chained brothers and sisters, and the <Egyptian> high king is given no choice by the Highborne magisters. Faced with such stiff opposition, and without the knowledge of the Gazing Glass, the <SPARATNIC LEAGUE>'s and <ATHENIAN LEAGUE>'s morale wavers as their losses pile up. All the while, Lavothrakos sends comparatively miniscule forces, convinced that they are impervious with the Gazing Glass, and not wishing to deplete his manpower for the aftermath, as his allies will learn of the Gazing Glass sooner or later.

Highborne ambassadors meet with the two kings of <SPARTA> and the demarch of <ATHENS> and paint the situation as such - Lavothrakos thieved an artifact from them and is now using it to destabilize the rest of Kyonia, and ensure Ilouzan hegemony. Through shrewd diplomacy, they turn the two leagues against Ilouza. With the weakening of <SPARTA> and <ATHENS>, however, five other city-states emerge as their rivals, and the system of leagues is abandoned. The war of the Seven Against Kyonia (or Seven Against Ilouza) begins.

The azdal assert their dominance over the Slaglands and the majority of the Red Wastes. Faced with dwindling resources as their population burgeons, they march on the <THANDOL SPAN> with a strong host. The <Arabic-Voluxoids>'s lush lands to the south of the Red Wastes are deemed not worth the effort, by comparison, for the realm beyond the <SPAN> is remembered as peaceful and bountiful in Styrmar Rhoke's tales.

The expedition comes across the humble beginnings of what will one day be Kosmopolis somewhere half-way along the <SPAN>. Establishing a foothold here, the azdal form a supply line and make inroads into <ROYCE>, its dry deserts giving way to a hot, rocky mediterranean as they advance north. Here they come across a land divided - two Roycemen kings have put aside their differences to do battle with an invading Welscondian war lord, the future Firstcrowned <DICKARD>.

The azdal rout the Roycemen armies, put both their kings in chains, and <AZDAL LEADER TITLE> Khunerrar meets and beats the Firstcrowned <DICKARD> in single combat, whose men interrupt the duel. He survives with one eye and one arm fewer. The azdal set up a provisional government and gradually entrench themselves in Royce. Word spreads to the rest of Westcrowns of the invaders.

The battle rages across Kyonia and the Ilouzans are driven back to their city's walls. Here a long siege begins, and Lavothrakos orders his conjurers to study the Gazing Glass, that they might gaze into the future. The city is still supplied via seas where Hyperion crushes a third <Egyptian> fleet. Each of the eponymous Seven leads the assault on one of the seven gates of Ilouza. By the beginning of the 10th year, only one gate still stands, yet the Seven's manpower is depleted.

At their wit's and strength's end, the Seven convene with representatives from the Highborne Empire. Hoping for their support, word of uprisings and <BUGBOY> invasions across the breadth of the Highborne Empire instead reaches them, and the war is declared lost. Their armies pack up and leave, and Ilouza is triumphant. Amid the celebrations, however, a massive delegation from the Seven comes bearing news of the war raging across Quenyar, and how it will affect Kyonia, but also gifts, so that the Kyonian people may once again unite and even strike at those who deceived them while the iron is hot.

One most outstanding gift among them - a colossal, wooden centaur - is symbolically towed through the last of Ilouza's seven gates by a hundred slaves. Come nightfall, several men climb out through a hidden compartment in the wooden effigy, take over the walls and raise the gates for the returned army of the Seven - Ilouza burns. (alternatively it is a stone centaur instead, with no garrison, and it comes to life and SHREKS the gates and walls allowing the army outside to burst in maybe this is much cooler and not a blatant plagiarism of the trojan horse?)

In the midst of the bloodshed, however, Lavothrakos is mortally wounded. His conjurer-mystics urge the furious Autolykos and Hyperion to flee, to set sail with however people they might yet safe. Their navy is yet strong and the Gazing Glass, they say, will guide them away from disaster and to glory. On his deathbed, Lavothrakos beseeches his sons to guard the family and bids them farewell. With the Gazing Glass in hand, the two brothers rally the survivors of the burning city and set sail on a fateful voyage.

## **- cca. 1,500 - 1,000**

Khunerrar's Azdal beset Welscond and the former dyrwyd heartlands of Westcrowns, and make steady conquests of both. The <WILDHAMMER AZDAL> sail across the <NARROW SEA> and make landfall on the shores of Dunnerlen. With most of the Dunnermen gathering in the northwest, the Azdal colonize the south-eastern peninsula and the eastern coast.

Under the guidance of the conjurer-mystics and their interpretations of the Gazing Glass, the Kyonian exodus fleet sets sail northeast and makes landfall in the <BAY OF WOLVES>, whereupon they hastily erect a small fort, the ancient foundation of the future megalopolis of Tyrmeseus, and scout this new land through the far-seeing lense of the Gazing Glass. Autolykos, Hyperion and their few Kyonians are dismayed that they traded one land of death and misery for another, but the mystics urge them deeper into the land.

The Garren tribes of the region that today is <QUEL'THALAS> open negotiations with the Kyonians after a brief cultural exchange where Autolykos and Hyperion demonstrate their lycanthropy, and the deeply religious chieftain Rath Wolfscar becomes their closest advisor. The otherwise fierce Garrens, whose culture venerates the wolf, are quick to pledge their loyalty to the two brothers following their chieftain's example. Through them the Kyonians learn of Westcrowns' landscape, its people, languages, and history. The fabled dyrwyds are of peculiar interest, and the mystics beseech Autolykos to venture to their ancestral home, though the Garrens tell them it is long overgrown.

On their way through <QUEL'THALAS>, the Firstcrowned <IVAN THE TERRIBLE> takes note of these strangers from across the world. <QUEL'THALAS> is divided when he orders the <Dickards>, <Klords>, and <Autists> to root out this rebellion among the Garrens, while he leads the greater bulk of his army east to join the fight against the azdal. Again Autolykos's and Hyperion's lycanthropy, the former's deft hand in magic, the rich equipment and discipline of the small Kyonian army, and the divine ramblings of their mystics win over the chieftains.

All of <QUEL'THAlAS> is soon under Kyonian leadership, and the native folk is eager to rid themselves of <IVAN THE TERRIBLE>. Making hay while the sun shines, they plunge into the heartlands and bring the Kyonians to the <DALARAN ISLAND>. They come across the <CULT OF SEED> occupied with unearthing and studying dyrwyd artifacts, among them an arcane sphere. When the leader, <BRUNGUS>, panicks and attempts to activate the object, it bursts to thunderous life - but not because of him. As if it had a mind of its own, the sphere rolls towards Autolykos, and the cultists bend their knees to Autolykos, wielder of Rolling Thunder.

The Firstcrowned halt the azdal advance at the base of the <ROYCE MOUNTAINS> and erect the ancient fort that will one day be the capital of the kingdom of <ALTERAC>. Khunerrar focuses efforts on the lowlands of the east, when word reaches him that the Firstcrowned are battling among themselves, when in truth it is the people themselves that are divided. More and more switch sides over to the Kyonians, and at last the Kyonians clash with the Firstcrowned themselves. The first and bloodiest application of Rolling Thunder, it goes down in history as a day when the skies crashed and lightning annihilated the Firstcrowned host. The Firstcrowned themselves either fall in this battle or flee and regroup, but all are killed by the time Autolykos unites half of Westcrowns.

Tolerating the native traditions and religions, wielding Rolling Thunder, and overthrowing the Firstcrowned, Autolykos eclipses his elder brother as the first face of this new order. Nonetheless, Hyperion stays loyal to his brother and they rout the azdal, though in truth, it is Rolling Thunder that decimates the dragonmen. The <WILDHAMMER AZDAL> already settled in Dunnerlen are given clemence in turn for information on the <BRONZEBEARD AZDAL> and <DARK IRON AZDAL> lands and plans across the <SPAN>. The chieftains of Westcrowns attend the coronation of Autolykos, where both Triune priests and Kyonian mystics crown him, and he proclaims the foundation of the Tyrmeidian Imperium.

The new Tyrmeidian legions, recently organized by Hyperion, are ferried across the <NARROW SEA> where the <WILDHAMMER AZDAL HOMELAND> is invaded. Already chafing under the yoke of the <DARK IRON AZDAL>, <AZDAL LEADER TITLE> <BRUNG> of the <WILDHAMMER AZDAL> brokers an early peace with Autolykos and informs him of an ancient relic worthy of his arcane pursuits - Karduikan, in the azdal tongue. Autolykos spends weeks studying this colossal golem, meanwhile Hyperion takes the reins of the campaign. One day, Autolykos combines the boundless sight of the Gazing Glass and living lightning of Rolling Thunder, and activates the golem, today most commonly known as Warcraft.

Against the reality-warping threat of this construct, which the azdal had long known in their lands and had developed their own mythologies surrounding it, the Red Wastes and the Slaglands fall, absorbed by the Tyrmeidian Imperium. The <WILDHAMMER AZDAL> continue to inhabit the south-eastern and eastern shores of Westcrowns and gradually more migrate there, but the <BRONZEBEARDS> and <DARK IRONS> keep to their homelands, though they now pledge fealty to a human.

It is around this time that Autolykos dreams of the Three of the Triune and accepts their faith, becoming Arakhas. Upon the shoulder of his construct, Arakhas clears a path through the dense jungles of <SOUTHERN EASTCROWNS>, bests the Magus of the Lonely Tower, and adds <STORMWIND> and the other kingdoms to the Imperium. <KUL TIRAS> follows suit. In the peace that follows, Warcraft traverses Westcrowns and Eastcrowns, shaping infrastructure such as the Tyrmeidian Highway. Arakhas becomes reclusive and studies the cosmos, and conflicting reports about his presence arise - records claim he was consistently at three places all throughout his reign.

Arakhas and Warcraft inexplicably vanish one day, and Hyperion succeeds his brother as autokrator. <THIS PERIOD IS PRETTY VAGUE>. The installations, having noticed the disturbance in the Aether that came with the activation of Warcraft, convene and act too slowly, and the golem slips out of their grasp before they can learn more. Contact between the Two Crowns and and Quenyar grows and trade is regulated.

The Highborne Empire, relatively stable and prosperous ever since the uprisings that coincided with the Seven Against Kyonia decades/over a century prior, is destabilized once again when an odd object materializes somewhere in Quenyar's deserts - the colossus, Warcraft. Magisters from all across the empire flock to investigate as word reaches the Crowns. Arkantos, Aiax, and Menophthalmos, the three potentates of the Tyrmeidian Imperium ever since the <TRICAPITAL CRISIS>, unite their banners after <ONE OF THEM> confirms Warcraft's return via the Gazing Glass, organize a massive armada, and set sail for Quenyar and for Warcraft. The installations, this time prepared, send out a clandestine expedition to secure the golem in what will be known as the <TRIPLE DICK STYLE>.

The <TRIPLE DICK STYLE> war ends with the defeat of the Highborne Empire, the costly loss of the Outlander expedition, the damaging of the Installation of Summer, the <NUKING> of the <GLASSIUM PRISONER CITY> (maybe not), the subsequent weakening of the Aether and a steady rise in markings, the growth of the Tyrmeidian Imperium across all of Quenyar under Arkantos, further narrowing of the gap between the continents, and the rise of Kosmopolis as one of the largest and indubitably the most diverse cities in the Imperium.

## **- cca. 1,000 - 500**

With the shedding of the Aether, the cosmoscopes of the <LEGION> detect the <PLANET> and establish contact with the Highborne. Clandestinely a portal between worlds is established, and exchange of culture begins. The <LEGION> takes a keen interest in dormant Warcraft, and the individual <DREADLORD>, the leading race of the <LEGION>, who will one day become the Grey Wanderer, crosses over with a mission to investigate. Things go awry when a civil war breaks out, possibly incited by the <DREADLORDS> themselves.

Quenyar separates from the Tyrmeidian Imperium, and the Highborne attempt to reinstate their old empire, starting with the elvish lands, only to be rebuffeted by the rest of elvenkind. A civil war breaks out which the Highborne lose, but not before Anuwyn unleashes a plague. Forced into exile, the Highborne exodus is threefold - with Galadir Telvoran sails the majority, to the island of <ATLANTIS>, with Thanderas Telvoran travels the second largest grouping, to the distant, ancient Highborne city of <ELDRE'THALAS>, and with Anuwyn comes Cyrion Telvoran and only a fraction of the Highborne, to a beacon in the far north that calls to them.

The Highborne in Eldre'thalas settle peacefully, content with seclusion. The largest group stops in <ATLANTIS> before moving on to Tyrmeseus - the Tyrmeidian Imperium's capital is barely garrisoned as its legions are away in the east, suppressing a new azdal invasion and secessionist sentiments across the rest of the Crowns. The city falls and the whole peninsula follows, as does the empire. The esoterics make landfall on the shores of the frozen roof of the world - World's Crown, where they discover the beacon - a massive, mystical temple, half-buried in the icy depths, filled with otherwordly abominations not meant for any eyes. The Highborne annihilate the majority but imprison a few for study.

With the sealing of the cross-plantery and cross-dimensional portal, Warcraft has disappeared as well, and the tides of war have washed away much of the Aether. The Outlanders double their efforts to contain it, but void storms give birth to ten times as many marked ones as before, and they fuel the wear and tear of the Aether. Much of the world suffers from Voidspawn incursions as new nations and magical societies are born.

In an age of constant crises, mages both rise to lead the common folk and ravage their lands in Westcrowns. Among these marked ones, however, a new order is born to watch the realm - the Nameless (Tirisfalen) (Or they are an older order and date back to the Tyrmeidian Imperium?), with headquarters somewhere in the mountains of the Twin Peaks. The mortifying tale of the Terror Riders is born in this era - four cultists who led a dark crusade across Westcrowns after a terrifying mission that took them to World's Crown, where they gazed into the Void and lost their minds, only to return addled and hungry for bloodshed. The Order of Nameless is left with only two, one of whom fades to obscurity hunting down the only escaped Terror Rider - the Lord of Bones.

With the continent's eventual stabilization, many kings, fearful for the future of their dynasties after the extinction of many noble lines at the hands of rampant wizards, come together with the Nameless and form the Order of the Tower, also known as the Tower Society. Centered in the old citadel of the dyrwyds on the <DALARAN ISLE>, henceforth all marked ones are sent to the Tower - a sanctuary and prison both, where marked children are raised, taught, and interred into the order, from which they normally never depart without good reason. The Nameless keep in touch with the Headmaster and typically recruit from the Tower Society's most promising ranks.

The Kingdom of Aldervas dominates the heartlands of Westcrowns and the Archtriunist crowns King <KRAL> as Scion of Arakhas, whereafter most of the realm is subjugated and the Third Kyonic Empire is proclaimed. The make-up changes several times in the future through rebellions, secessions and such.

Concerned with the eminent power of the Tower Society, and faced with a rising need for distracting the imperial nobility from their crab-mentality court intrigues, Emperor <WISEMAN> establishes a new order, framed as a revival of an ancient legend about a dyrwyd sect - the Paladins. Tensions arise but the attempt is a success and regions of recruitment are demarkated between the Towerists and the Paladins. The Paladins revere the legend of the Green Knight, study and practice magic on a much more physical level, bear the word of the Triune faith, and go on crusades for the reconquest of the holy city - Tyrmeseus.

## **- cca. 500 - 0**

The Installation of Summer malfunctions from irreversible damage suffered during the <TRIPLE DICK STYLE.> and the Aether is torn over the region of <FUTURE ORCISH HOME.>, through which Voidspawn pour into the world and corrupt the land. The <EGYPTOIDS> create an army of mummies and send them to purge the region, but anomalies from the Installation's continued breaking warp space and time and the <FUTURE ORCISH HOME> is avoided by travelers, thought cursed and lost.

Another anomaly destabilizes the Aether and off the eastern shores of Quenyar appear a thousand ships bearing visitors from across the sea - or so the people of the world come to believe, as do the visitors themselves claim the same. These are the orcs, fleeing their own dying world, and they land on the <CURSED FUTURE ORCISH HOMELAND>, where the Installation's latest glitch stabilized both the Aether and the land itself, incorporating it into the normal flow of time and space. The orcs liquidate the Voidspawn in a quick but bloody war and settle the land, whereafter they spread across the whole peninsula all the way into the savannahs to the west, and make contact with the trolls.

The <AKAVIRI INVASION> hits Eastcrowns. A spider-like folk mentioned in ancient Highborne annals dating back to their empire on Quenyar, the <AKAVIRI> land on the <THREE DICK ISLES> off the eastern coast of <STORMWIND>, and quickly sweep through the land. Blessed with multiple arms and eyes that see in the dark, they make a fearsome name for themselves by waging war in the night. For mysterious motives, they establish a provisional government and demote the native populace to second-class citizens but not outright slaves, and make their way north into the Red Wastes.

The azdal beat the <AKAVIRI> to a bloody crawl but gradually are pushed back all the way to the <SPAN>. However, as this is happening, the <AKAVIRI> invade the <KUL TIRAS ARCHIPELAGO> and use it as a staging ground and stepping stone for their invasion of Westcrowns, which appears to be their goal. They raid Tyrmeseus in the night and break into the mainland of <QUEL'THALAS>, where the 7th Crusade for the Reconquest of the Holy City of Tyrmeseus is still underway.

## **Year Zero**

THE PSYCHIC DOMINATOR DISASTER

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

## **DON'T BOTHER WITH THIS BELOW IT'S NOT FINISHED/OUDATED/A MESS/DON'T BOTHER WITH THIS AUTISTS**

- cca. 12,000 – The Ozbarai

- ??? – The Elven Empire subjugates the Centaur

- ??? – The Elven Empire subjugates the Trolls

- ??? – The Elven Empire's expansion stops at the Dunes in southern Kalimdor

- ??? – The legendary hero Arakhas leads the survivors of Kyonios on a voyage to Westcrowns

- cca. 1,500 – Kyonian Empire is formed

- cca. 1,100 – Hundred Years' Turmoil, destabilization of the Kyonian Empire

- cca. 1,000 – Legion invasion, fall of the Elven Empire

- 987 – The Banishment, Highbourne migrate to Westcrowns

- 981 – Conquest of Tyrmeseus, fall of the Kyonian Empire

- 980 – The Age of Kingdoms begins, hundreds of petty nations rise and fall from the ashes of Kyonios, the Triune's influence falls to several nations and a new wave of paganism spreads over the realm

-724 – Fall of the Ozbar Empire

- 601 – The Kingdom of Mirosal rules most of central and eastern Westcrowns, having conquered it in the name of the Triune, X is finally proclaimed Emperor of the Second Kyonian Empire

- 383 – The Great Scattering of the Orcs, arrival on Kalimdor

- 40 – The 7th Crusade for the Reconquest of the Holy City of Tyrmeseus

- – The Akaviri Invasion of Eastcrown