History

Human history is laid down as a series of dates in relationship to the Searian calendar, which bases its first day upon the founding of Seawn. Kæryn, Wilder, and the Broken Tribes all use this calendar as well, for its simplicity and ease of communication.

## **Priori Mnemonus (PM)**

### Pre-History and the Great Deliverance

Un creates
the great Weave, which surrounds all things, and Time, which moves all things
forward. His companions, Kaos and Io, give birth to seven children and placed
within them the first godsparks, granting them divinity and making them the
progenitors of the gods. These deities are Seane, the eldest brother and high
god, Dyanæ, Bilé, Roan, Emanyn, Fergus, and Annwn. They are given the great
mountain, Æden, as their eternal home.

Before
long, these first gods begin to bear children of their own, learning that they,
too, have the ability to create and confer godsparks, though lesser to their
own. Siyri is born to Dyanæ and Seane. Qord is born to Annwn and Bilé. The
twins, Arwin and Caradoc, are born from the adulterous pairing of Dyanæ and Bilé,
causing a long-lasting rivalry between Seane and Bilé, and Dyanæ and Annwn.
From this animosity, three more godsparks were created, "vengeance,"
"repentence," and "balance," though they were not yet given
form.

In an
attempt to win Siyri's attention, Fergus gathers together precious metals from
his mines on Æden and creates five metallic creatures, which he names dragons,
to give her as a gift. Jealous of Fergus' craftsmanship and wanting Siyri for
himself, Qord steals the dragons and corrupts them, draining them of their
metallic luster. His perfect creations spoiled, Fergus gifts Siyri with his
prototypes instead, each almost as perfect as those stolen by Qord. When Qord
unveils his own dragons, the chromatics, born of jealousy, become envious of
the metallic dragons' luster and attack them. Siyri locks the violent chromatic
dragons on an island amidst the chaotic storm of reality and keeps the more
peaceful metallics, and act which infuriates Qord.

Giants,
the mortal children of Kaos, are given control over the primordial chaos of the
material plane in his name. The pandemonium that surrounds reality begins to
spawn aberrations of its own, such as the aboleths, naga, and Yuan-Ti serpent
folk, each of which forge their own kingdoms on the ever-changing surface of
the embryonic world at its center. For thousands of years, that world is
embroiled in bitter wars between the abberations, the giants, and the chromatic
dragons as they all try to expand their territories and attain supremacy.

Discontented
with the chaos and darkness of the world, Seane leads the gods in revolt
against their father. Kaos is overthrown and nearly destroyed, leaving behind only
his hand, as true disorder can never be truly eradicated. Dyanæ locks away the
Hand of Kaos in a magical box called the Cask of Sear. Fergus forges a
mechanism to secure the cask with eleven locks and eleven keys, each of which
must be turned simultaneously to unleash Kaos. The keys are given one to each
of the gods, and the cask is placed in the temple of Seane.

With
Kaos bound, Fergus seizes control of the giants, forcing them to use their
skills as craftsmen to forge the primordial chaos into a stable world of the
gods' design. The demonic lords of the Yuan-Ti are locked away, and the
serpent-folk flee into the catacombs beneath their cities only to be found and
put into an eternal sleep by the gods. The aboleths and naga flee to dark
places deep beneath the surface of the stabilizing world, seeking to hide
themselves from the wrath of the gods and avoid the fate of the Yuan-Ti.

With
her husband's blessing, Dyanæ creates the Danaans in her image to watch over the
natural order of this new world, locating them in the places where she sees
the most beauty, the forests and the seas. Seeing the work of Dyanæ, Fergus abandons
the unruly giants and creates his own people, the Ædar, to build great cities
and forge masterpieces of engineering. Emanyn creates the Tritons to tend his
seas, submerging them beneath the waves.

Spared
from her husband's fate, Io watches her children work, seeing things that they
do not. She watches Fergus and his servants mine chaos and force it into
conformity, but she knows that it cannot be so easily tamed, especially with
her husband to control it. She recognizes that Un's time is not an ally to this
stability, and that the ordered world will quickly fall back into chaos through
its ravages. To protect the work of her children, Io transforms herself into
the energy of pure order and infuses this new world with her own essence,
bringing stability to its creation.

Kaos
reduced to near nothing and imprisoned and Io absorbed into the creation of the
gods, Un removes himself from the Weave lest either fate becomes his own. His
last act is to infuse the threads with the bulk of his power, enough that his
creation can never be completely unmade. Diminished such that he believes
himself beneath the notice of the gods, Un retreats across the planes on a
journey to attain all the wisdom of the multiverse, an unnamed Seeker wandering
across eternity for all time.

### Circa 7500

The Schism - Influenced by the machinations
of Bilé as he presses his power inward from the poles of the world, the stout
folk begin to expand their cities into places the Danaans consider sacred to
Dyanæ. Annwn secretly manipulates the Danaans to attack the Ædar and skirmishes
begin to take place, eventually building into a full-scale war. Hostilities
continue for fifty years before the god Roan intervenes to protect the world as
a whole from destruction. The Ædar agree to continue their expansion *under* their mountain cities, to avoid
Dyanæ's natural world. The Danaans agree to remove the most sacred places of
Dyanæ and Emanyn separates the Faerie Isle and the shores of Ancellyon from the
continent of Ceilar to ensure peace. As punishment for driving the conflict,
the World's End Mountains are raised to restrict the eternal cold of Bilé's
domain to the farthest southern reaches of Ceilar.

### Circa 5500

Birth of Humanity - Despite their
physical separation and the cessation of open hostilities, a 500 hundred year cold
war continues to exist between the Danaans and Ædar. In an attempt to force
compromise and cooperation, Roan creates another mortal race bearing aspects of
both the Danaans and the Ædar. He calls them "humans" and grants them
dominion over the open places between the mountains of the dwarves and forests
of the Danaans. The humans are charged with keeping the peace by providing a
perspective of common understanding to the elder races.

Declaring
that a world completely free from conflict would disrupt the cosmic balance,
Annwn intervenes in the creation of humanity and demands that they be given a
shorter life span to limit their capacity for long-term change. Secretly, she
sees the more-rapid acquisition of their souls as a chance to grow her own
power. Dyanæ and Fergus, both concerned that humanity will grow to replace
their creations, unwittingly concur.

### Circa 3000

The Legend of Evaddnayrag - In time
immemorial, a bridge to the Pit was created by the demon lord Abraxus intent on
the destruction of the mortal world. The portal was opened in the heart of the
Danaan lands of Ancellyon, and the fae warriors were the world's first line of
defense. Danaan warriors stood shoulder to shoulder against the demonic hordes
and their orc conscripts, clerics and wizards entrenched behind the lines
throwing magic to support the foot soldiers. Ancellyon is ravaged by the demon
hordes, its once great forests devastated by the onslaught.

The
war was dutifully chronicled by the Danaan scribe Evaddnayrag, herald of
Eladrya man Evaryal, Sunspeaker of the Second Kingdom. His love for the
preservation of knowledge was second only to the love he had for his queen. His
love was kept unspoken, held only within his heart, because she was already wed
to a Danaan of noble birth. A common scribe and storyteller, Evaddnayrag knew
his destiny was only to serve by her side, the Sunspeaker's humble servant. As
her chronicler, it was his sworn and sacred duty to observe the history of his
people but to never interfere.

The
battle was finally won, or so the Danaans believed, on the fire mountain of
Athresil, as the heroes of the legend, Lyr Danyllen mac Siyreon, Knight Captain
of the Sunspeaker's elite guard, Faebhyan mac Llewryel, Ranger of the Eternal
Forest, Aerellyon mac Ulliadrigar, Evoker of the First Circle, and Habhelaen
mac Siyreon, younger brother of Lyr Danyllen, High Skygazer of the Goddess
Dyanæ made one last stand against the dwindling forces of Abraxus. Only
Danyllen and Aerellyon survived the day to accompany Evaddnayrag to the queen
to present her with the chronicle.

Just
as the Sunspeaker received the report of her people's victory, however, the
half-Danaan, half-fiend creature Imishael led a small force of demons against
the queen's guard. Using the distraction of the attack, an assassin hired by
Imishael fired a fateful arrow through the amulet of the Sunspeaker and into
her heart, killing her. In his anguish, Evaddnayrag broke his oath to only
observe and joined the battle. The demonic forces were dealt their final
defeat, but only at the highest costs. At the end of the day, even the greatest
heroes of the war had fallen. The great kingdom of the Danaan's in ruins, the
people of Dyanæ traveled west over the mountains to found a new kingdom on the
far coast of Ceilar. Evaddnayrag was left alone to tell the tale of their fall,
cursed to never find peace for violating his oath.

### Circa 150

The First Incursion of Kaos - Always
jealous of Seane's marriage to Dyanæ, and fueled with further jealousy over
humanity's dedication to the sun, Bilé steals the Cask of Sear and attempts to seize
his father's power for himself, to bring eternal winter down upon humanity. He
proves incapable of opening it on his own and enlists the aid of an ambitious
thief named Cymber, who claims she can help him. In truth, the human thief has
fallen in love with the primordial Kaos, who has been visiting her in dreams,
and she tricks Bilé into surrendering the box, which she promptly opens by
picking all eleven locks simultaneously.

Unleashed
once more, Kaos erupts with anger and seeks to destroy everything that his
"ungrateful" children have created. The human city-state of Sear and
the Eternal Mountains to its east sink beneath the Immortal Sea. Over half of
their populations are believed lost in the cataclysm.

Magic
floods into to the world, and the mortal inhabitants of the world begin
tampering with its powers to try to ensure their survival amidst the divine
turmoil. During this time, divergent races begin to appear among many of the
mortal civilizations, most notably the first halflings among the humans and gnomes
among the Ædar, but also many less civilized humanoids like orcs, gnolls, and bugbears,
on the surface world and beneath. Within the oceans, the Tritons begin to
encounter merfolk, but also locathah, sahuagin, and kua-toa.

Cymber
calls upon the power of Kaos to transcend mortality and become divine, his
reward to her for her service. Eventually, Dyanæ, Roan, Fergus, and Seane
recover the box and force Kaos back inside. Fergus inscribes runes on the locks,
preventing them from ever again being opened without their keys. During the
fall of Sear, Seane's followers are nearly eradicated and the god himself
severely weakened. To ensure that the mantle of leadership within the pantheon
does not fall into Bilé's hands, Seane names Dyanæ his successor.

### 149-1

The humans who survived the sinking of
Sear begin to wander the northern reaches of the Ceilar, recovering from the
loss of nearly half of their race. Unbeknownst to those wandering in the east,
those humans trapped in Sear and the stout folk trapped in the Eternal
Mountains when they sank into the seas awaken to find themselves in a new land,
far from their ancestral lands. The humans choose to settle where they awoke.
They dub the land Saeras, or "sunrise," believing it to be a gift
from Seane.

The
dwarves explore the mountains to the east and find the tunnels beneath to be
too unstable due to regular tremors and cave-ins. Some choose to remain in
those mountains, making a life on the surface of the high peaks, but others
long for their old life beneath the mountains. Those dwarves travel north along
the length of the continent until they arrive at the Fellhorn Mountains, called
such for the hostile goat-men that inhabit the peaks. Overwhelmed by the number
of the creatures and their familiarity with the geography and terrain, they
quickly retreat beneath the mountains and discover them to be stable, deep, and
rich in ore, with copper and tin common near the surface. Due to the metals
most readily available, copper and tin, they name their first settlement
Bronzeforge.

## **Sear Reckoning (SR)**

### 1

The surviving humans on Ceilar, called Searians in
remembrance of their once-great city, relocate to the mainland west of the
archipelago that was once the Eternal Mountains and found the nation of Seawn,
or "Memory of Sear." The Danaans begin to manipulate their hereditary
development along a variety of racial lines in an attempt to face the changing
world, developing offshoots which they refer to as "Sidh." The
surviving Ædar of the Eternal Mountains make their way to the surface where
they begin to build a new society with the few treasures they were able to rescue
from their once-great kingdom, that of the Firbolgs, or "bag
carriers." halflings and gnomes begin to integrate with the societies of
their "cousins" above and below the surface world. Evil humanoids war
against humanity on the surface and the Ædar beneath the mountains. In the
oceans, the Tritons wage war against the fish-folk, eventually finding peace
with the locathah, an eternal enemy in the sahuagin, and driving the kua-toa
into aquatic caverns beneath the surface world.

### Circa 200

The Searians begin to build ships and explore the
seas, leading to their first encounter with the Firbolg inhabitants of the
Sundered Mountains, formally known as the Eternal Mountains. An alliance is
formed. Searian shipwright technology improves vastly. During the early days of
exploration, Searians sailors push south in an attempt to map out the coastline
of Ceilar, but disappear in the icy waters south of the World's End Mountains.

During
this same time period, the Cabal is formed and magic-wielders of all kinds
gather together to learn and to teach and craft order from chaos.

Also
during this time, an Ædar mining colony delves too far under the mountains and
discovers… something. A dark power begins to corrupt and twist these dwarves,
who begin making raids against their Ædar brethren. Eventually, the Ædar push
them back and seal off all of the tunnels leading to the "Deep Dark"
home of these Derro, or "mad ones." They attempt to bring the Rock
Gnomes into their madness and, failing that, corrupt the gnomes with their
magic, creating the first goblins.

### 237

The Rakasta, refugees of a fleeing slavery on
another material plane, arrive on Tanicus and settle on an
uninhabited island north of Ceilar that they dub "Rakastan."
Their culture begins to evolve separately from that of the Tanican races of the
southern continent.

### 340

A small cadre of Rakshasa slave hunters track down
the escaped Rakasta. Seeing an opportunity to grow their own power, the
slave-hunters fail to report their findings and instead re-enslave the Rakasta,
setting themselves up as their Imperial house and divine rulers. A period of
great oppression and darkness descends upon the Rakasta, who live only to serve
their evil masters.

### 363

Lwnasidh sailors attempt to explore beyond the
Eyes of Gehenna. Their boats are damaged during the attempt and forced off
course. They survive to reach dry land, but the explorers find themselves
stranded in the marshlands south of Saeras on the continent of Thyrin. Unable
to sufficiently repair their boats and lacking the tools necessary to build new
ships capable of surviving a journey past the Eyes, the Sidh settle in the
drier expanses of the forest to the east of the swamps.

### 370

The Saerasi Revolution - The humans of Saeras
first discover signs of Sidh in the forests to the southwest. Having grown
paranoid in their isolation, the Saerasi military class fears that the
"savages" have arrived as a foothold for invasion while the more
socially-minded ruling class wishes to pursue trade and diplomacy. When Saerasi
scouts are killed while investigating the Westwillows -- both sides claiming
the other as the aggressor -- the military class declares war. The nobility,
however, chooses to debate the situation, believing the "attack" may
have been a misunderstanding. Impatient and unforgiving, the military moves
without the authority of the nobility, resulting in a conflict between the two
classes. The military rises against the nobility. Dissenters are exiled across
the channel to the island north of Saerasi, and the military prepares for war.
The Sidh, however, foresee the dangers of an overwhelming force from the
northeast and flee to the west, settling in the thicker, unexplored Murmuring
Forest. The exiled nobility and intelligentsia of Saeras eventually grow to
form their own society, the island nation of Naicha.

### 400

The Sidh of the Murmuring Forest, having been
forced to abandon their camps to the southeast, facing possible pursuit by the
aggressive humans to the east, and believing that rescue is now improbable at
best, decide that the best defense against the more populous Saerasi is to
disappear into the forest. They choose a simple, nomadic lifestyle, living off
the land and allowing the mazes of trees to be their first line of defense.

### 499-501

The First Dragon War - Frustrated at the rising
stability of the mortal world, the young god Qord journeys to the Dragon Isle
and collects five evil dragons, one of each color, and combines their essence
with that of a powerful devil, creating the draconic eidolon Tiamat. Qord
unleashes her upon the chromatic dragons, whom she quickly enslaves. Fueled by
her own evil ambitions and Qord's mischief, she leads the evil dragons in an
attack against the mortal world.

The
metallic dragons are enlisted by the gods to help protect humanity, but they
prove no match for Tiamat. Siyri, knowing that Qord desires her, goes to him to
try to bargain with him. Instead, high on the devastation his dragons are
causing, he brutally forces himself on her. While he sleeps, she manages to
escape him, stealing the ritual he used to create Tiamat in the process.

Siyri
retreats to the Dragon Isle and calls upon the eldest of each of the metallic
dragons, her gifts from Fergus, and begs their aid. With their consent, she
uses their essence and that of a powerful deva to create her own eidolon
Bahamut, the platinum dragon, and names him as General of the good dragons.
With Bahamut leading them, the good dragons turn the tide of battle.

Qord
is captured by the gods of Light and sentenced to imprisonment in a crystal
coffin. The gods of Darkness reject this punishment, claiming it will cause a
cosmic imbalance, until Siyri volunteers to be imprisoned as well. Roan agrees
to serve as their warden and the three gods, the draconic eidolons, and all of
the surviving dragons save one are locked away from the mortal world in the
depths of Dragonloft Mountain.

One
ancient red dragon, barely alive, falls into Baator during the final battle and
is believed lost. Before being imprisoned, however, Tiamat secretly charges her
own fiendish creation, a powerful "rust" dragon, as guardian over the
metallic dragons, hoping to one day free her children while keeping her
metallic rivals imprisoned.

### 502-600

The survivors of the Dragon War undergo a time of
reconstruction and repopulation. The disappearance of dragons allows the
creatures to begin a fall into myth, with their existence being ascribed to
"ancient times." A group of heroes who would come to be known as the
Founders, Prince Ioffren Oakheart, Sir Ezekiel Mordholt, bard Sercha Wayminder,
druid Aidran Skywarden of Dyanæ, and Cabal abjurer Tomas Tamewater, campaign to
purge the eastern lands of Seawn from a collective of  werewolf tribes.

Oakheart
rallies and consolidates the dwindling militias of the eastern settlements and,
under his leadership, the strike into the depths of the forest where the tribes
have gathered. During the fight, Oakheart uses the Chalice of the Moon to force
the lycanthropes into their human forms, and Mordholt plunges the silver sword *Eiryabern* through the heat of the Alpha
of Alphas, bring the unity of the tribes to an end.

The
werewolves are cut down, the few survivors scattered into the night, and the
eastern settlements come together to form the Duchy of Highspire. The following
years are spent forging alliances across the northern expanse of Ceilar that,
in 600 SR, officially forms into the Grand Duchy of Seawn, united with Ioffren
as its Grand Duke. Under the guidance of Mordholt, the Knights of the Chalice
are founded as the nation's elite warriors and defenders of the dukes and their
duchies.

### 616

The Rakshasa emperor of Rakastan turns his greedy
eye to the south. The presence of the Cabal so close to Rakastan and the small
Rakastan numbers compared to the other races dissuade him from
launching an attack, but he begins to scheme. As his lust for conquest turns
towards the other races of Tanicus, Imperial control over the Rakasta begins to
slack, the emperor's sons each seizing more direct power over their cities and
the slave forces living therein.

### 704

The ancient red dragon in Baator, having escaped
the gods' notice by shapeshifting into an erinyes devil, catches the eye of a
pit fiend and is taken as its lover. It becomes pregnant and is forced to
return to its normal form to give birth. The pit fiend is enraged, but allows
its paramour to deliver its child. Driven more furious when it learns that its
"child" is a dragon egg rather than a devil, the pit fiend kills its
lover and hurls the egg from Baator. It lands, unbroken, on the material place
in a cavern beneath the Fellhorn Mountains on the continent of Thyrin.

### 705

Six months after arriving on Tanicus, the
half-fiend red dragon Pyrefang is born deep beneath the earth. She makes her
home near a magma pool and begins fighting for survival by hunting nearby giant
insects and other subterranean creatures.

### 847

The Duergar clan is exiled from the Ædar for
attempting a coup against the dwarven lords. They are driven deep beneath
Anarak. They disappear into the dark, pledging to return and reclaim their
power. They collapse the tunnels through which they escaped to protect
themselves from any Ædar who might come looking for them.

### 994-1007

The Raksta Revolution - Seeing that the
emperor's attention is no longer on his slaves, a Rakasta gladiator named Cho
Calish rallies his people against their Rakshasa masters. Through thirteen
years of war, the mortal forms of the emperor's sons are slain, casting their
spirits back into the outer planes. Finally, at the cost of his own life,
Calish dispatches the emperor Rakshasa, freeing his people.

The
ousted emperor vows to return, reclaim his slaves, and expand his empire.
Fearing that such a return could come to pass, Wu Jen working with the Suken
priesthood cast an ethereal mist over the isle to prevent the Rakshasa
from being able to locate their former empire.

The
Rakasta outlaw exploration beyond their island, carefully patrolling the waters
within the mists to prevent outsiders from finding them for fear that such
visitors could be corrupted and used to give the Rakshasa a path to return.

Rakastani
culture grows in solitude and evolves into a society completely unique of those
to the South. Samurai begin to take territories for themselves with the Suken
by their side, and petty squabbles between land barons begin to become the
primary concern of the Rakasta.

### 1007

The fiendish red dragon Pyrefang is discovered by
a tribe of troglodytes living far beneath the Fellhorn Mountains. After
suffering massive casualties at her hand, the troglodytes fall in worship of
the beast, leading her to their city as their goddess and master. The
troglodytes quickly succumb to the creature's power, and within weeks have
fallen completely under her thrall.

### 1114

The Searians, Stoutheart halflings, Ædar,
Firbolgs, Danaans, and their descended Sidh gather at the Great Conference of Highspire
where a formal alliance is established between the various races. The Highspire
Accord details the rules and rights of diplomacy, boundaries to expansion, and
standard laws and language to be utilized in common trade between races. After
almost 4000 years, humanity fulfills the purpose of its creation and
establishes peace.

### 1190

The bronze dwarves, or Værgar, begin to explore
the upper reaches of Thyrin in search of mountains in which to expand their
growing society. Instead, they discover the orcs of Kahn-Karath and engage in
repeated conflicts against the creatures. Skirmishes turn to war, and the Værgar
soon find themselves fighting alongside unexpected allies, the Goliath of the
Stonefang Mountains. With the orcs routed back into the desert, the dwarves and
Goliaths part ways in peace, both returning to their own range of mountains.

### 1218

The Wizards Exile - The Cabalists accidentally run
afoul of a hostile race native to the Astral Plane. They are quickly attacked
and a war begins between the wizards and the Githyanki, the magic of the Cabal
pitted against the innate, psychic abilities of the astral-dwellers. In an
effort to localize the battlefield and prevent another disaster like the Dragon
War, the Isle of the Cabal is surrounded with a wall of stone conjured through
the efforts of the assembled Cabalists. As a result, the war does little to
affect the outside world, but the lack of Cabalists over the next 500 years
leads the people of Tanicus to believe they've been utterly destroyed by their
own Art, and the Cabal and its wizards are relegated to myth and legend.

### 1318-1331

The Immortal War - A misunderstanding results in
the destruction of a Quasidh border settlement by Firbolg sailors. The Danaans,
quick to find insult from the stout folk, rally the Quasidh and battle the
Firbolgs for supremacy on the Immortal Sea. With the help of the Searians,
peace is finally achieved and the war comes to an end. The Lwnasidh and Grynsidh
remain neutral in the conflict, making them second-class citizens in the
Danaan's opinion. The class conflict that grows from this continues for
centuries, until the Second Incursion of Kaos unites the Sidh.

### 1356

The Grand Duchy of Seawn sends its first explorers
into the wild southern regions of the continent of Ceilar. Very few return, and
those who do have little good to say about it, bringing word of enormous beasts
and terrible monstrosities living in the deep wilderness.

### 1368-1370

The War of Fire and Steel - Allied with devils,
salamanders, and magmin, the Duergar return to make war on the Ædar, attacking
Anarak and Merak in simultaneous, surgical strikes. Over the next two years the
war rages, ultimately turning against the Duergar when the salamanders and
magmin, their resources stretched thin and investment in the war diminished,
return to the magma pools deep beneath the surface. With the help of the
Fergian giants and the combined might of the dwarven clerics, the Ædar drive
the devils back to the lower planes and force the Duergar from their lands.
Over the next centuries, the Ædar send hunters and scouts into the depths to
hunt the surviving Duergar, stopping only when they are satisfied that the last
of their enemies has been captured or slain.

### 1384

Learning of the Værgar while trading with the Goliaths,
the Dragonborn of Drakona send emissaries to the bronze dwarves. The
ambassadors encounter a party of dwarves under attack from a grouff goat-man
hunting party. The Dragonborn aid the dwarves and the two races become fast
allies. In short measure, the two races are working together to craft fine
armor and weapons combining dwarven craftsmanship and Dragonborn magic.

### 1400-1406

Working together, a Conjurer named Caralos and a
Transmuter named Mauric escape the Great Stone Barrier by way of a random
teleport that carries them deep into the southern wilds of Ceilar. Their
escape, however, exposed them to extraplanar magic that maddened them and
twisted their friendship into a bitter rivalry. The two built shelters, then homes,
then towers, trying to outdo each other at every turn until their rivalry
turned into a bitter conflict between the former friends.

### 1413-1415

The Coming of the Wild - Seeing a chance to take
revenge on Dyanæ by destroying one of her purest, most untouched wildernesses,
Annwn uses the animosity between the Cabalists in the south to tempt Caralos
with an offer of final victory over his Mauric. Following her whispered
instructions, Caralos tears open the veil between the planes and releases great
hordes of demons into the wild, believing he can control them.

The
resulting bedlam transforms Caralos' tower into the Hell Gate, destroying the
land for hundreds of miles in every direction and briefly overlays several
pockets of the outer planes over the material plane. Weakened by the madness
and destruction, Dyanæ is abducted by her sister and taken to Gehenna, where
Annwn locks her away with the intent of usurping her position of chief among
the gods.

In an
unprecedented show of cooperation, Bilé and Seane work together to rescue Dyanæ
and help her end the chaos before it can spread across the entire continent. The
three deities create a divine border to the north, beyond which the chaos
cannot escape. Most humans of the time are unaware of this occurrence.

In
order to drive back the Abyssal forces, Mauric uses his powers to mutate thousands
of wild beasts and monstrosities into an unruly army of his own. Through the
intervention of the celestial host, led by the archangel Az, the majority of
the demons are driven back through the Hell Gate. The creatures mutated by
Mauric are further transformed by the chaotic energies of the battles, but are
contained in the southern wilderness by the same barrier that retains the
unstable magic.

When
the veil between the planes is stabilized, a race of small, quick-footed
creatures that appeared during the conflicts and hid from the warring forces, are
trapped on the material plane, their separation from their native plane tearing
away their memories of home. They flee to the north where they eventually
settle on a long, slim island off the shores of Seawn and Quickling society is
born.

Both
Caralos and Mauric disappear in the final battle when Mauric shatters Caralos' *staff of power*. The land remains warped
by the energies of the Hell Gate, unstable magic further transforming the land
for centuries after the end of the war. Over the next two centuries, the region
becomes a rite of passage for the Sjornian barbarians south of the World's End
Mountains.

### 1469-1471

Word of the treasures being created through the
combined crafts of the Værgar and the Dragonborn reaches the troglodytes living
far beneath the bronze dwarves. Pyrefang, enticed by the description of such
treasures, rallies his faithful servants to travel into the tunnels above.
Within two years, Pyrefang and his troglodyte forces -- bolstered further by
local tribes of kobolds -- conquer and enslave not just the bronze dwarves, but
also their Dragonborn allies in Drakona. The Dragonborn slaves with chromatic
ancestry are given positions of authority over the metallic Dragonborn and Værgar.
This begins the reign of Pyrefang in the north, which will last for over one
and a quarter millennia.

### 1520-1523

The War of Love - A Searian man named Tannen and
Wysdderal, a Lwnasidh diplomat, fall in love and, despite their inability to
bear children, decide to remain together. This union offends the Danaans who
immediately send a "rescue party" to Seawn to recover Wysdderal. This
kidnapping begins an 8 year war between the Danaans and Lwnasidh and an army of
Searians and Firbolgs

The impetus of the war is all but forgotten as
old enmities rise anew, but cease fire is eventually achieved. Unfortunately,
Wysdderal is a casualty of the war, bringing Tannen such despair that he ends
his own life. As a part of efforts to form a lasting peace and heal the wounds
of the war, a law is established allowing interspecies unions with familial
consent to prevent such future "misunderstandings."

### 1573

The Rakasta navy encounters the Firbolgs when a
dwarven ship drifts into the mists surrounding Rakastan during a storm. The
catfolk sink the Firbolg ship, resulting in a short series of naval battles involving
Firbolg and Searian ships that end with the establishment of a neutral zone in
the water surrounding the mists.

### 1609

Kronus is born in the city of Shar. At the age of
seventeen, he is knighted into the Brotherhood of Arwin. Two years later, Sir
Kronus leads an expedition into the southern lands seeking a place for a new
Abbey to Arwin. After three years in the wilderness, he founds an abbey on the
north-easterly border of the Wilderlands.

Later
that year, one of his scouting parties encounters a Sjornian hunting party
stalking monstrosities in the Wilderlands. The barbarians attack and a series
of battles breaks out. The Brotherhood of Arwin sends reinforcements to prepare
for a crusade against the savages. Meanwhile, the Sjornians return to the
tundra south of the World's End Mountains, seeking reinforcements of their own.

### 1620-1628

The First Saerasi-Nachaen War - The Naichaens
build the city of Caedon directly opposite a straight from the Saerasi city of
Vataern. The leadership of the two cities begin negotiations for the
construction of a bridge across the straight to connect the two societies and
attempt to begin to heal the rift between them formed with the Naichaens'
exile.

Unfortunately,
the emissaries for the two nations disappear mysteriously and the populaces
begin to lay blame. This results in the Saerasi deciding that the Naichaens
cannot be trusted, leading to an invasion of Caedon by a Saerasi legion. The
first Saerasi-Naichaen war, fought on land and sea, lasts for nearly nine
years.

Unfortunately
for the Saerasi, whose superior ground forces dominate the initial invasion,
the Naichaens possess naval superiority, preventing Saeras from landing
reinforcements or maintaining supply lines. The Saerasi finally withdraw
completely from Naicha, declaring a stalemate, ending the war without
definitive resolution.

### 1632-1635

The First Sjornian War - For four years, war rages
between the Brotherhood of Arwin and the Sjornian barbarians in the northern
reaches of the Wilderlands. Before long, the entirety of the Brotherhood
descends into the wild regions to bolster Kronus' forces against a
seemingly-endless flood of barbarians. The Sjornian forces are routed into the
Wilderlands and Kronus firmly establishes himself as the leader of the
Brotherhood of Arwin. Kronus and his advisors decide to establish a permanent
fortress to serve as a sentinel against future barbarian invasion.

### 1636

The New Kingdom - Kærn Kronus is founded as an
advanced base for the Brotherhood of Arwin. Over the course of the next two
decades, central Ceilar north of the Wilderlands is further explored and tamed
and more Kærns are built, each named for its first commanding Paladin. The
Kingdom of Kæryn is declared by Kronus, the first High King. It consists of
Kærns Kel, Killian, Kinder, Kronus, and Korinna.

### 1661

The High King Lost - Kærn Kronus, its High King,
and all of its inhabitants mysteriously disappear without a trace. After a
decade of searching, Kærn Kel is adopted as the new capital of Kæryn and Kel I
is declared the new High King.

### 1694

The Coming of the Corsair - Pirate raiders,
claiming to be servants of the Pirate King of Corsair, begin raiding ships on
the Immortal Sea. Their base is eventually located, but its proximity to the
Dragon Isle and the dangerous currents and reefs that surround it ensure its
security. The Searians and Kæri begin to coordinate patrols with the Firbolgs
to protect shipping vessels, but raids continue and escalate in response.

A privateer
force led by Searian captain Donovan Trask is enlisted to support the patrols.
Trask's privateers, working with a Firbolg captain named Kreed, gain the
cooperation of Lwnasidh sailors, bolstering their force and driving the pirates
back to the island of Corsair. Severe damage to pirate ports and port towns
reduces the frequency and potency of their raids, though pirate attacks
continue off and on for half a millennium as the Corsair buccaneers prove
difficult to completely exterminate.

### 1699-1702

The Second Sjornian War - Sjornian long-boats
begin attacking ships of the still-weakened Kæri navy along the southern shores
of Ceilar as barbarian warriors skirt the western shore around the Wilderlands.
A force of paladins, sailors, and soldiers from Kæryn coordinate to engage the
barbarians, resulting in four years of skirmishes.

With
no end in sight, the Kæri are forced to enter into an accord with the Sidh, who
send troops to the continent south of the Sjornian camps, initiating a war on
two fronts that eventually forces the barbarians to retreat into the
Wilderlands. Those who survive the Wilderlands withdraw back to Sjornia.

### 1711-1716

The Re-Emergence - The Great Stone Barrier is
shattered through concentrated efforts of the Cabal and their once-great island,
now a broken archipelago stabilized by arcane magic that they call the
"Cabalist Stones," is returned to the world. The sudden reappearance
of the Cabalists is met with suspicion by the people of nearby Norenwell on the
mainland.

The
efforts of several young Cabalists, Garren Vistani, Amera Thorne, and Shane
Nevenfell, to free the city of Norenwell from a the menace of a
nightmare-inducing creature called a Feyr help to soften the distrust of the
locals. Over the next half decade, the Cabal and representatives of the Grand
Duchy work to reintroduce the wizards to the world.

### 1722

A century after their war with the Saerasi, the
Naichaens decide that it is safe to begin exploration of the northern and western
reaches of the Thyrin mainland. Their scouts discover Pyrefang's kingdom and withdraw
to the south, running across the Wyrnsidh in the Murmuring Forest. The Naichaen
explorers do not get quite the welcome they were hoping for but eventually,
through careful and patient interactions, reach an understanding with the elves
that allows trade, albeit restricted, between the two peoples.

### 1738-1740

The Second Incursion of Kaos - Mallorian mac
Dworddyan, a Lwnasidh conjurer bent on overthrowing the Danaans, and his mate
and co-conspirator Melaryss man Ullaryen, steal the Cask of Sear fom Seane's
temple on Æden. They bring it to the Danaan capital of Mydderil. Through sacrifice
and invocation, the duo call upon the goddess Cymber and, with her eager help,
open the Cask.

Mallorian
tries to seize control of the power of Kaos, but instead the energies of the
Cask tear open the veil between the material and lower planes, unleashing
fiendish and abyssal hordes upon the Faerie Isles, even as Cymber uses her
powers of deception to obfuscate the Faerie Isle to hide her latest attempt to
use the Hand of Kaos to resurrect the lost god.

The
Blood War of the devils and demons rages across the Faerie Isle, and the
devastation grows over the months that follow, sundering the Faerie Isle and
sinking large sections of the mainland, turning the ancient land into a chain
of smaller islands. Mallorian mac Dworddyan is killed during the destruction of
Mydderil. A human abjurer named Devin Vistani and his compatriots, present on
the island as a diplomatic envoy from Seawn when the incursion begins, manages
to alert the gods of Cymber's doings.

Following
the instructions of the god Seane, they depart from the islands on a quest to
find the legendary Redsteel Torch of the Eternal Flame with which to dispel the
demon prince Annyoch from the Isles. Meanwhile, the archangel Az leads the host
to the islands to bring order. Az determines that there will be no end so long
as the generals of Baator and the Pit lead their forces into battle. Deciding
that the well-organized devils are the greater threat, Az sides with the demons
to overcome the archdevil Zekoath and his forces.

Once
the devils have broken, Az turns his forces on their demonic allies as Devin
and his party arrive with the Redsteel Torch to banish the demon prince leading
the abyssal armies. Despite victory over the forces of the Pit, the archangel
is taken before the gods to be tried for allying with the enemy. Angry at this
"betrayal," Az and a force of his celestial loyalists strike against
the gods, but is quickly subdued. The angels are scattered across the cosmos,
and Az is locked in a prison from which he cannot, under his own power, escape.

The
power of Kaos is ultimately contained, but not before the voice of the
primordial deity speaks a curse against the gods, prophesying their eventual
decline. Tellys mac Arddwyn, a Danaan bard and companion of Devin, opens a
portal to Elysium through which the Danaans, their life-forces waning in the
aftermath of Mallorian's machinations, escape to Elysium where they can recover
their strength, abandoning their Sidh servants.

One
of Tellys' students, a Lwnasidh named Teryss, remains behind imprisoned in a
painting to await their return to the Isles. With the Danaans safely away,
Devin, the Sidh, and the abjurer's remaining companions dispatch the last of
the demonic hordes and ward the islands from their immediate return. However, a
permanent weakening of the veil amidst the fallen city of Mydderil allows the
ocassional fiend to slip through, and magical measures are taken to ensure that
the creatures cannot range far from the ruins.

Melaryss
man Ullaryen, condemned for her part in initiating the Incursion, is believed
killed while trying to escape, though her body is not found. The Sidh begin a
long period of reconstruction, seeking to stabilize their society without the
leadership of the Grey Elves. The assistance of the Cabal in cleansing the
island of the chaotic and extraplanar energies plaguing it results in the
introduction of Sidh wizards to the Cabal for the first time, and the
membership and power of that organization grows.

### 1740

Melaryss man Ullaryen, having been nearly killed
while attempting to escape via teleportation, awakens on the shores of Saeras.
Having heard prophecies intended only for the ears of gods and having received
her own visions from the energies of Kaos involving her daughters and
grandchildren rising up to conquer the Sidh, she is overwhelmed and decides to
disguise herself among the humans and lay low while she finds her feet.

With
the Danaans gone from the world and the Sidh freed from their mastery, Melaryss
festers in her exile. She sees herself and her late husband as the liberators
of their people, but those same people condemned her for being tricked by the
goddess Cymber, the mistress of deception. Furious with her people, who she
believes should be hailing her as their hero rather than villain, and the
Princess of Lies, she begins plotting her eventual conquest of the Sidh and
revenge against Cymber.

After
several years among the Saerasi, learning their traditions and manipulating her
way into the company of the Primus, she teleports herself to the underground Bahnsidh
city of Evernight, posing as a lost Sidh, freshly awakened and without
memories. Using Evernight as a secret base of operations, she begins working
both in Saeras and among the Bahnsidh to plan her long game of revenge and
conquest. Key to her plan is the other besmirched hero of the Incursion, the
archangel Az.

### 1838

The Murder of the High King - Kennic I is assassinated
by his cousin Kernan, a fallen Paladin serving Caradoc. Gavin Vistani, son of
the hero Devin, his wife Allura Thunderwold, Lady Jhezra the Knight of the
Golden Griffin, and several of their friends discover and defeat Kernan in the
Wilderlands, where he is trying to open the Hell Gate to destroy Kæryn. Lady
Jhezra, who was serving as a double agent working for Kernan, is the only
casualty from the investigating party, throwing herself into the River of
Lament in the Wilderlands to escape shame and dishonor at the hands of her
companions. Kel III, Kennic's ten year-old son, takes the throne of High King
with Gavin Vistani as his chief advisor. The head of the Vistani family becomes
the hereditary Royal Vizier of the Throne of Kæryn.

### 1898-1947

Kel III dies, leaving the throne to his daughter,
Kalliana. The first High Queen falls in love with her vizier, Pendin Vistani,
and they produce two heirs, Kel and Kallysta. When Kalliana dies at the age of
40, leaving the throne to her son, Kel IV. Kallysta, the older of the two
children, leaves to form her own Kærn, but disappears on the journey. Kel IV
leaves the throne to avenge his sister's "death," but is seduced and
killed by a succubus called Shellaera.

### 1948-1978

The Years of Mourning - Following the disappearance
of Kel with no heir apparent, Kæryn enters into a period of 30 years of
mourning before a new High King would be selected. A descendant of Korrina is
chosen, but on the day of her coronation, Kel V appears to claim his father's
throne. The Royal Vizier, Dorria Vistani, confirms his parentage through magic,
and Kel V is crowned.

### 1981

The Fall of the Demon King - Dorria Vistani is
assaulted and murdered in the High King's palace. Her brother, Kevin, and
several of his companions investigate her death and discover that her killer, the
High King Kel V, is the half-demon son of Kel IV and Shellaera the succubus.
The companions eventually succeed in destroying the succubus and banishing Kel
V to the lower planes, after which Kevin and his allies set out and locate
Kallysta, who has been in hiding for 33 years. Before the end of the year,
Kallysta is crowned high Queen of the theocracy.

### 2014

Saerasi scouts enter the eastern reaches of the
Murmuring Forest seeking locations for advanced bases for use against the
Naichaens in the event of war or invasion. They are discovered by the Wyrnsidh,
and their bodies are left bound to trees at the forests' southeastern edge as a
warning to others that might consider invading the domain of the wild elves.

### 2083-2085

The Third Sjornian War - A fleet of barbarian
ships secretly makes its way up the western coast and begins attacking the
southern reaches of Kæryn. The Sjornians are defeated by the Brotherhood of
Arwin and a united army of Kæri, Searian, and Firbolg sailors and soldiers, but
not without cost. High King Kennic II is killed in battle with the Sjornian
warlord. His young son Kavrin becomes High King. Kavrin's reign is short,
however, as dies in a riding accident after only two years on the throne. His
younger brother Kel is anointed High King. He is given the name Kel V in denial
of the reign of the Demon King.

### 2098

With the assistance of Lachysis man Melaryss,
daughter of Melaryss man Ullayryen and Mallorian mac Dworddyan,  the Demon Annyoch is returned to the world in
the service of the eidolon and would-be goddess Phaedra, half-divine daughter
of Bilé and a Danaan woman. Lachysis believes that the would-be goddess will
help her get revenge on the Sidh for the perceived ostracism that she has suffered
from her people because of her infamous parentage.

Phaedra,
however, attempts to use the demon to overthrow her father Bilé and usurp his
portfolios. A Cabal-cleric of Cymber named Jade is sent to retrieve the Heart
of Annyoch, an artifact to which the demon lord's life is tied, and destroy it.
Along the way, Jade meets the god Seane, who warns her that Cymber is hiding
something from her and that she is being used. Jade converts to Seane's faith
and changes her name to Amber. Working with her companions, the ranger Daelen
Proudmoore, the warrior Karn, and the conjurer Nicodemus, Amber overcomes the
forces Lachysis and retrieves the Redsteel Torch of Seane with which to melt
the frozen heart of the demon lord.

The
companions release Teryss, the Lwnasidh bard, from the books of Tellys and
discover the location of the last Danaan residing on Tanicus, Phaedra's mother.
Using secret knowledge long held by the Danaan woman, the heroes travel to the
sunken temple of Seane in ancient Sear and seek out the Eternal Flame from the
First Temple of the Sun.

With
the Redsteel Torch lit, the companions travel to the ruins of Mydderil on the
Faerie Isles. Together, they destroy the demon Annyoch forever. During the
final battle, Nicodemus is lost and Daelen is given the title "Phoenix
Lord" through invocations to Seane, but he does not learn of his full
potential until the following year.

### 2099

The Year of Two Suns - Phaedra uses the demonic
energy released by Annyoch's death and the small spark of divinity granted her
by her father to become a second sun in the sky, diminishing Bilé, forcing away
winter, and attempting to overpower Seane. Through a number of battles and
travels to the outer planes, Daelen, Jade (no longer hiding from Cymber behind
the name Amber), Karn, and a priestess of Fergus named Myrna defeat Phaedra and
cleanse the sky of its second sun.

In
the process, Seane regains much of his lost power and Phaedra is relegated to
serving as a demigoddess in her father's realm. Lachysis, captured alive and
now a prisoner of her countrymen, is exiled from the Faerie Isles for her
crimes. Karn returns to his native Kæryn where he founds Kærn Karn, the first to
be founded by a king who is not a paladin, on the northernmost border. Myrna
founds a great temple to Fergus at Kærn Karn, where she pursues Karn until he
finally marries her in 2106.

Daelen,
who was slain in the final battle, is reborn through the power of the phoenix
within him. He ascends to the power of a demigod to offset Phaedra, serving as master
of Seane's clutch of sacred phoenixes. His last act on the mortal plane is to
return Nicodemus to the life through the same fires that renewed him. Jade and
Nicodemus leave Tanicus to explore the outer planes.

The
Saerasi, having long claimed to be the chosen of Seane, take the appearance of
a second sun as an ill omen. Seane's priesthood on Saeras invokes their deity
but find him silent, his attention focused on the troubles with Phaedra. When she
falls and the second sun fades from the sky, the Saerasi believe that is was Seane
that was overcome, and his priests begin to seek answers.

Unaware
that he is being manipulated by Melaryss man Ullaryen, the eldest of Seane's
seers is given a vision of the future wherein a new god rises to bring death to
the old gods. Preferring to side with the god that the clergy see as the
eventual victor, their sect of the Saerasi church chooses to forsake Seane and
turn their faith to this new god, and the Cult of Az is born on Thyrin.

Seane's
power eventually returns to his faithful as the god regains his strength, but
the seeds of Az's worship have already begun to take root. The church forsakes
the sun god, declaring him "weak," and within a century has
completely dedicated itself to the worship of their new god.

### 2100

Seeking to understand the occurrences of the
previous year, Naichaen sailors set off from Thyrin to explore the seas to the
east. Before they can reach Caeilar they encounter the pirate fleet of the
Corsair, leading to a number of conflicts between the pirates and explorers
until the Naichaens choose to return to their island to entreat the navy for
help. The navy intercepts the approaching pirate fleet, sending them fleeing
back to their hidden islands. Given the size of the pirate fleet and the ever-looming
threat of the Searasi, the navy declares the seas to the east unsafe and
exploration is temporarily suspended.

### 2106

Her plans underway, Melaryss man Ullaryen seeks
out her exiled daughter Lachysis, hoping to win her to the cause. When she is
rejected by her daughter, Melaryss assumes the form of a Lwnasidh woman and
returns to the Faerie Isles in secret. She finds what she believes to be a
suitable mate and gives birth to a second daughter, Isanna man Melaryss, who
she believes will mother the children she needs for the culmination of her
plans.

### 2123

The Return of the Demon King - A Kæri blacksmith
named Urdith together with a priestess of Dyanæ named Kenna and the enchantress
Madelynn Vistani uncover a plot to overthrow the High King by agents of the
half-demon Kel. Their efforts to thwart the assassination take them to the
Wilderlands, where they seek the Hell Gate. Once there, the companions forge a
hammer in the fires where the energies of Baator meet those of the Pit that, through
their combined crafts, can shatter the demon's armor.

The
hobgoblin assassin Wren, sent to stop them and destroy the magical stone key to
the weapon's creation, falls in love with Madelynn and betrays Kel and his
plans. Kenna, revealing herself to the daughter of King Karn I and heir to his
thronw, brings the might of Kærn Karn against the half-demon's armies. Using
the ensuing battle as a distraction, the companions to infiltrate the army's
camp and confront Kel. The half-demon is returned to the Pit and his army
routed. In the year the follows the battle, Wren and Madelynn disappear
together and Kenna and Urdith are wed in a royal ceremony.

### 2148

The Summer of Snow - Pierce Valin, a Searian
ranger, meets a young druid named Wrynn and her ape companion Godo. She informs
the ranger that she has seen him in a dream, and that the two must travel to
the lands of the Ædar to avert a coming cataclysm. The two set out to discover
the reasons for the vision, eventually falling in with an Ædar berserker named
Bædic and his companion Kaden Salazar, a Kæri warrior.

Together,
the four uncover a plot by the death knight Lady Jhezra, reborn after her
suicide three centuries before as the Knight of the Rusted Sword, the undead
druid Karlov, corrupted into lichdom by the machinations of the undead
blackguard, and a fallen ranger and worshipper of Bilé called Krager to bring
about eternal winter on Seawn using a relic of Bilé known as the Chimes of
Winter.

Under
Jhezra's thrall, the lich seeks to end the "blight" of humanity on
the natural forests and plains of Seawn, returning the land to its once
pristine state by destroying what he believes to be the heart of civilization. Pierce
leads his companions against the undead legions of death knight and defiled
druid, destroying Karlov and his forces and bringing to end the worst winter in
the history of the Grand Duchy. Krager is killed in the battle and Lady Jhezra
disappears, believed killed during final confrontation.

### 2276-2278

The Second Saerasi-Naichaen War - Having taken
considerable time building and improving their ships for naval conflict, the
Tricaea and Primus finally decide to make a move on the island of Naicha.
Invading Saerasi ships are spotted by a Naichaen naval patrol and the battle is
quickly joined. The war takes place primarily on the open water until Saerasi legions
finally make landfall on both the eastern and western shores of Naicha.

The
war is joined on land, and the Saerasi quickly gain the advantage. Ephus and
Caedon are occupied, and Saerasi forces begin to march on the Naichaen capital.
It begins to look like the legions of the Saerasi might claim total victory
over the Naichaens, but that imminent victory is brought to a sudden halt by
the reawakening of the chromatic dragons in the war's second summer.

When
the chromatic dragons pour into the world, those who arrive on Thyrin quickly
find themselves faced with the ancient fiendish red dragon Pyrefang, who
jealously guards her lands to the north, so they turn their attention to weaker
prey, striking south into the Murmuring Forest, Saeras, and Naicha. The Saerasi
forces on the island are forced to retreat back to the mainland to defend their
homeland, bringing a swift end to the Second Saerasi-Naichaen war.

### 2278

The Reawakening of Dragons - While searching for a
friend who has gone missing, a young Paladin named Karik Dragonhall, together
with his childhood companions Jak Storm, Kylie Westholme, and the conjurer
Aneirin MacDeniol, discover the Gauntlet of Hope and uncover the secret of
three "lost" gods, unknown to humanity since the Dragon Wars. Following
an ancient text hidden within the gauntlet, which would become known as "the
Dragonhall Prophecy," the companions, joined by Lwnasidh minstrel
Merwyddina man Seannyris, quest to find these lost gods from their eternal
prison.

During
their journey, they continually battle the forces of a mysterious cleric called
"the Lady of Anguish," who wears the Gauntlet of Despair and seeks to
free only her patron deity, Qord the Defiler, leaving the other gods locked in
their prisons and tipping the cosmic scales in favor of the gods of shadow. The
companions succeed in releasing all three gods, which also results in the
reawakening of the long-sleeping dragons.

The
chromatic dragons are released into the world, but the goddess Siyri warns her
champions that the good dragons remain imprisoned by Qord and his demonic eidolon
Tiamat. Siyri charges them with freeing the metallic dragons and restoring
balance to Tanicus. While seeking information on how to fight the dragons and
free those still imprisoned, the companions travel to Elysium to seek the
guidance of the long-exiled Danaans.

The
actions of Jak Storm working as an agent of the goddess Cymber, however, cause
the Danaans to see Siyri's champions as enemies. They are quickly captured and sentenced
to execution for crimes against the Danaan race. A battle breaks out and the
companions escape with the information they need and, thanks for Jak's actions,
a significant portion of the Danaans' treasury, drawing the rage and ire of the
long-forgotten race.

This
hatred is further fostered when the Lady of Anguish, with Karik's younger
brother Kolen in thrall, visit the Danaans on the heroes' heels. Under the
Dragonhall banner and possessed by the intelligence of a malevolent, sentient
greatsword, Kolen slaughters dozens of Danaans claiming that his actions are in
"retribution for the affront against Karik and the House of
Dragonhall."

On Tanicus, heroes rise up on both
continents and the island nations to battle the draconic forces, but the price in humanoid life and damage to towns and cities is significant until the release of the metallic dragons the following year.

### 2279-2280

The Second Dragon War - Bolstered by the awakening
of the chromatic dragons, the long-imprisoned god Qord wages war across Tanicus
and Æden in an attempt to seize power over all creation. Evil dragons ravage
cities from Rakastan and the Faerie Isles to Ceilar and Thyrin in a quest to destroy
any who would stand with the gods against them. With little in the way of
allies, the Rakasta are nearly annihilated by the onslaught. The mainlands and
Faerie Isles fair better as old allies come together, but even they are on the
verge of ruin against an overwhelming enemy.

The
Cabalists close their schools and lock the Stones to join the battle in Æden,
itself. Powerful individuals from all of the Tanican races follow suit, even as
the champions of Siyri quest to release the metallic dragons. Cymber attempts
to seize the opportunity to foster enough chaos to open the Cask of Sear, but
is stopped when Jak Storm, her agent among Siyri's champions, turns against her,
warning the gods of her intentions.

The
arch-necromancer Lorca Morvaine chooses to side with Qord and aids the Lady of
Anguish against the champions of Siyri, but is dispelled to the negative
material plane when Aneiron MacDeniol shatters his Staff of Power. The heroes
eventually make their way to Dragonloft Mountain where they confront the
demonic rust dracolich Ferroxus. Defeating him, Siyri's champions awaken
Bahamut and the metallic dragons, and the tide of war turns sharply against
Qord and his minions.

The
gods and freshly-awakened good dragons bring the war to a quick end, but at
great cost. In the final moments of the war, the Lady of Anguish, whose true
identity was revealed to be an eidolon named Catira, finds and seizes the
wandering godspark of "vengeance," lost from Æden as it wandered the
cosmos looking for a physical form for millennia. Claiming it, she absorbs its
power and inserts herself into the pantheon, succeeding in disrupting the
balance where Qord's ascension could not.

The
gods of light and balance are forced to recover the other wandering godsparks
and use them to empower eidolons of their own, creating the gods Myrddin and
Riva.  Cymber and Qord are both stripped
of some of their power in punishment for their parts in the war, and several
more eidolons are granted a small fragment of their godsparks and empowered as
minor deities to ensure balance. Tulani, king of the Eladrin, Faylinn,
headmistress of the Cabal, and Nephys, mummy queen over the sands of the
Rakastani desert, are deified to round out the new, bolstered pantheon.

### 2281

Karik Dragonhall and his new bride, Merwyddina man
Seannyris, travel to Elysium to make amends with the Danaans only to discover
that their entire culture seems to have disappeared. While they travel the
planes, Siyri rewards Karik and Merwyddina for their service by fine-tuning the
physical characteristics of humanity and the Sidh, making the two races
biologically compatible. Sidhborne children begin to appear on Tanicus, the
first being Kersi Dragonhall, eldest daughter of the two heroes.

### 2282

Led by a vision secretly sent to him by Melaryss
man Ullaryen, a Searasi priest named Areth leads a number of missionaries on a
journey across the sea despite the rumors of pirates with enough strength to
hold back the Naichaen navy. They are surprised to encounter no pirates, but
take this as a sign of their new god's favor.

The
missionaries eventually find shore in Seawn, and discover a nation similar to
their own also rebuilding after the Second Dragon War. In rural areas, they
encounter peasants disillusioned with the gods after the destruction wrought
over the previous years, ripe for conversion to a new god destined to supplant
the old pantheon, and the Cult of Az finds its first foothold on the continent
of Ceilar.

### 2283

The Lwnaisdh dedicate a new knighthood in Tulani's
name, the Knights of the Elder Wood, to work alongside the Knights of the
Silver Swan. While the Silver Swan concerns itself with the defense of the Faerie
Isles, the Elder Wood knights are chartered as explorers and outriders into the
sylvan places at home and on the continent.

Meanwhile,
the new goddess of magic appears before the assembled Inner Circle of the Cabal
to outline new rules governing the Laws of Magic under her divine rule. The
very nature of magic is changed throughout Tanicus in response to her
direction, with more rigid rules and ordered methods of controlling the Art.
Intending to ensure that order can be sustained, the Enchanters, Conjurers, and
Abjurers work together under orders of the Cabal to construct the Great Wall,
barring entry or exit from the Wilderlands. The Inner Circle creates a special
team of Cabalist whose sole purpose is the stabilization of the Wilderlands.

### 2285

Having learned their forgotten history during the
events of the Second Dragon War, discovering that they first appeared in the
material plane in depths of the Wilderlands, a contingent of Quickling pilgrims
travels to the Great Wall of the Cabal to support the cleansing of the
Wilderlands and seek the truth of their plane of origin. On the shoreline to
the west, they found a settlement known as Thotherplace and begin farming,
fishing, and distilling water to supply the Cabalists who guard their ancestral
homeland. The Great Wall of the Cabal is completed in 519 KF.

### 2288

Moon dogs summoned by
the Danaans formerly living in Elysium, appear on Tanicus and begin to hunt for
the champions of Siyri. They are intercepted and destroyed by Aneirin MacDeniol
just outside of Kærn Korinna. Kylie Westholme, cleric of Siyri and MacDeniol's
former paramour, treats his injuries but upon returning the next day to check
on him discovers that his tower has disappeared, its master with it.

### 2297-2303

The War of the Frozen Dead - A floating stronghold
ruled by a powerful lich necromancer-cleric of Qord, the massive iceberg known
as the Isle of the Frozen Dead is preemptively attacked by an organized force
of gold dragons seeking to weaken the influence of the dark god on the mortal
world. The lich is slain, as are the majority of his minions.

In the aftermath, the iceberg, destabilized by the
fires of the gold dragons, sinks beneath the ocean taking hundreds of undead
with it. A year later, waterlogged and frenzied, the "surviving"
undead of the Isle of the Frozen Dead appear on the southern shores of Sjornia.
They begin attacking Sjornian settlements, raising the ire of the barbarians,
who blame the northern people for the acts of their dragons.

To make matters worse, Lorcan Morvaine appears in
Sjornia, destroyed and remade by the energies of the negative energy plane, and
seizes control of the directionless undead. The self-proclaimed Lich King
utilizes them to attack and plunder Sjornian villages. The Sjornians send two
white dragons against the Necromancer, only to have both slain and re-animated
as Zombie Dragons.

Several nearby villages, pledge allegiance to the
Necromancer for their own protection and turn against their own people. Some of
the barbarians fall back across the mountains, striking north and encountering
Kæri sentries. The warriors surrender to the patrol and before long news of
their plight begins to filter into the north.

Within a few weeks, the northern nations realize
that the chaos south of the World's End Mountains is the result of the gold
dragon's campaign, and forces from Kæryn, Seawn, and the Ædar travel south to
rally the Sjornians and join the battle against the Lich King. Over the next
few years, the combined forces of the north and the barbarians force the undead
hordes further into the World's End Mountains, however every death on the side
of the Sjornians serves to bolster the Lich King's armies.

A stalemate is eventually achieved, and the Sjornians
declare victory despite having ceded nearly three-quarters of their country to
the undead. Some northern druids remain behind and begin to convert barbarian shamans
by the hundreds, attempting to create a lasting peace and understanding between
the barbarians and the northern peoples.

### 2305

The surviving Danaans, tainted by their
experiences during the Second Dragon War and further corrupted by the
machinations of the goddess Catira, return to the realm and settle on the islands
of Ancellyon. They rename themselves "Ancelyn" after the broken lands
they now claim as home and begin executing their plan to reattain heir former
glory, avenge themselves upon the younger races that they believe have wronged
them, and reassert control over their former servants, the Sidh.

### 2308-2310

The Third Saerasi-Nachaen War - With the Cult of
Az rising in power, the remaining clergy of Seane on Saeras determine that the
only way to reinvigorate faith in the sun god among the common folk is to prove
his power in final victory over the Nachaens. Still holding tenuous influence
with the Primus, they convince him that Seane has sent them a sign that it is
finally time to take the island to the north.

Having heard rumors of the disappearance of the
pirates, the Seanites advise the Primus to send his troops in a wide arc around
Naicha to attack from the north. This tactic surprises the Naichaens, and the
island of Thraece falls in a matter of days. As Naichaens turns their eyes to
the north, positioning a large portion of the navy to take back the island
city, Caedon is attacked from the south, giving the Saerasi a foothold on both
sides of Naicha. Forced to fight a war on two fronts, the Naichaen army moves
south while the Navy focuses its efforts to the north.

Again, despite significant losses on both sides the
war with the Saerasi seems to be a losing one. After two years of war, however,
the Saerasi Primus dies suddenly in his sleep. His young son, suffering the
loss of his father, his pulled in two directions by advisors among both the
Seanites and the Cult of Az, throwing the military class in disarray and
delaying decisive action long enough for the Naichaens to rally a resistance
movement in Thraece and remove the Saerasi presence there.

The Naichaen navy, freed from its siege, descends
to the southern side of the island and the war is quickly won, but at a heavy
cost to both sides. In the aftermath of the war, the new Primus blames the
church of Seane for the loss and establishes the church of Az the official
religion of the nation.

### 2310

Kole I dies in Kærn Killian and is succeeded by
his eldest son, Kole II. On the same night, Forgeking Donar of Anarak dies,
yielding the throne to his son, Durgen. In Kærn Korinna, Sidhborne diviner
Kendrick Dragonhall awakens from an ominous dream. Believing his friend, the
princess Korrine, is being threatened by an unknown source. Kendrick gathers a
group of his friends to investigate.

Together, they uncover and prevent a plot by the cult
of the goddess Nephys to assassinate the princess and spread a plague across
the entire city. Using the crisis in Kærn Korinna as a distraction, a thief
breaks into the Dragonhall estate and steals a silver coronet from the
treasury, a powerful magic item acquired by Karik Dragonhall during the Second
Dragon War, and flees to the south. Kendrick and his friends, certain that the
event is tied to the cult's plot, travel south to pursue the thief.

### 2311

The Worldquake - Kendrick Dragonhall and his
companions learn that the magical horn is actually a legendary artifact known
as the Coronet of Doom, said to be able to amplify the magic of anyone holding
it a thousand-fold. The horn is recovered, but not until afer an Ancelyn
warlock uses it to cause a massive quake across the entire continent, shifting
the seas, raising the continent, and joining the island of Ancellyon to the
eastern shore of the Ceilar.

The raising of the continent provides the Ancelyn with
a land bridge to Kæryn from which they can initiate their war on the Dragonhall
family and all of humanity. The quake also raises the Sundered Mountains above
the sea and the Long Isle becomes attached to Seawn's eastern shore. The port
city of Kærn Korinna becomes landlocked and the first line of defense against
the Ancelyn.

The quake causes planar disruptions across the continent
and its surrounding seas. A small archipelago appears to the southwest of the
Faerie Isles, which the Sidh name par-Serryss-lyons, "the Visiting Isles."
Kærn Kronus reappears on the shores of Lake Kharas and a Githyanki floating
fortress drifts out of the astral pland above the Forgotten Isle. The crimson
tower of Aneiron MacDeniol appears in the Wilderlands, imprisoning the Hell
Gate beneath it.

Kærn Karn disappears only to reappear three weeks
later at the southern border of Kæryn. Thyrin is spared the worst of the
worldquake, but feels it nonetheless. In Saeras, the Cult of Az uses the event
as a sign that Az is displeased with the outcome of the recent war, solidifying
the cult's hold on the young Primus.

### 2311-2314

The War of Vengeance - Bolstered by the armies of
the mad king Kronus I and the Githyanki, the Ancelyn make war across the
continent of Ceilar while forces of both the Ancelyn and the Lich King seek to
claim the Coronet of Destiny. The Lich King allies the Kingdom of the Frozen
Dead with the forces of Ancellyon, intending to bolster his forces with their
fallen and acquire the artifact with or without their consent.

During the course of the war, Kronus annexes Kærn
Kinder and the Searian city of Shar into his new "High Kingdom."
Erika, half-Sjornian/half-Kæri priestess of Myrddin and one of Kendrick
Dragonhall's companions, rallies the Sjornians against the Lich King and the
Ancelyn, helping to turn the tide of the war, and for the second time, Kæri and
Sjornians fight side by side. The Sidh of the Faerie Isles send the Knights of
the Elder Wood to reinforce the Kæri and barbarian forces and join the fight
against the Ancelyn.

The heroes of Kærn Korinna quest to find and
reassemble the five components of the Hammer of Fergus, the only relic known to
possess the power to unmake the coronet and break its power. They travel to
five towers -- the Bloodspeaker's Tower on Ancellyon, the Githyanki tower on
the Forgotten Isle, the Crimson Tower in the Wilderlands, Kærn Kronus, and the great
tower of Cabal -- to recover the pieces of the hammer, working with a Fergian
giant to re-forge the relic. Overcoming the forces aligned against them, they
travel to a frozen volcano in the northern reaches of the Kingdom of the Frozen
Dead and destroy the coronet.

The Ancelyn, Githyanki, and forces of Kronus are overwhelmed.
The High King sues for peace and declares independence from Kæryn, creating the
Kingdom of Korvis, and the Ancelyn and Githyanki retreat to their strongholds.
Aneirin MacDeniol declares himself governor of the Wilderlands and begins
working with the Cabal to bring the wild magic under control. Her mother slain
in battle, Queen Korrine I of Kærn Korinna is crowned with Kendrick Dragonhall
as her chief vizier and advisor.

### 2316

The Broken Tribes, tired of their endless war
against the forces of the Lich King, accept an offer to settle in the
southernmost reaches of the Wilderlands rather than return to the wastes of
Sjornia. The Governor of the Wilderlands welcomes them but warns them against
any further aggression against the north. Their new Chieftess, Erika
Brightmoon, promises that her people will follow the path of redemption.

In order to ensure rapid response should the
Ancelyn strike again, the Lwnasidh garrison tower of Eastwatch, near Seawn, is
repopulated. A new garrison town, Southwatch, is founded near the Wilderlands.

### 2320

The Primus of Saeras outlaws all faiths except for
the church of Az. Her foothold in Saeras fully secure, Melaryss man Ullaryen
travels to the Visiting Isles to begin the next phase of her plan. Opening a
portal to the swarmworld of the rudderkin, she releases a new force of chaos into
the world.

### 2345

Explorers from the Faerie Isles make their way to
the Visiting Isle. They discover the rat-like rudderkin swarming across the
island. The explorers barely escape with their lives and further exploration is
put on hold until the origin of the island can be determined.

### 2360-2363

With the help of the barbarian shamans and Lwnasidh
druids, the Cabal forces the chaotic, wild-magic energies back into the Hell
Gate, which remains locked away beneath the Crimson Tower. The Governor renames
the countryside Wilder, in memory of what it once was, and invites all who wish
to settle there, appealing strongly to those who do not feel like they
"belong" in the nations to the north. Adventurous Searians, Kæri, and
Quicklings jump at the free homesteading and chance for adventure in the
untamed land.

Over the next several years, the towns of New Hope
and Mountain View rise, the Quickling town of Thotherplace migrates downriver,
and the city of Sorrow's Edge is reclaimed from the wild and renamed Sorrow's
End. The Cabalist Stones are relocated to the southwest of the continent to monitor
the Wilderlands and ensure that magic remains stable… and to watch over
Wilder's new Governor who has a reputation as a bit of a maverick within the
Cabal.

### 2365

Queen Korrine of Kærn Korinna dies without an
heir, and her chief advisor Kendrick Dragonhall is named Regent. After a year,
the High King ratifies the Sidhborne diviner as the new King of Kærn Korinna in
recognition of his family's long history of service to the nation, making him
the first non-human to claim a throne of Kæryn.

### 2418

The kings of the Ædar and Firbolgs come together
and forge the "Alliance of Stone" which formally acknowledges the two
races as blood-kin, ensuring that they remain close allies despite being
separated by the continent.

### 2425

A child is born in Wilder with innate magical
ability. The Cabal investigates and discovers several other children with
similar gifts appearing over the next year. They declare that the unpredictable
nature of the children's magic is "untrainable," but several
Cabalists opt to remain in Wilder to monitor their progress. Over the next two
decades, the Council of Mastery determines that this new form of magic should
be allowed to grow and evolve on its own and the art of Sorcery is born.

### 2428

The Sidh races of the Faerie Isles officially
declare the Ancelyn "blood traitors" and close their borders to their
ancient brethren. The Brotherhood of the Silver Stag, an "unofficial"
unit within the Knights of the Elder Wood, is formed with the specific mission
of spying on this new threat and mastering techniques to prevent any further
Ancelyn threat to Tanicus.

### 2515

With neither of her daughters mated or producing
the grandchildren she needs to conquer the Sidh, Melaryss man Ullaryen takes
steps to accelerate her plans. Unable to reach out to Isanna because of the
increased vigilance and magical defenses on the Faerie Isles, she sends a dream
to her elder daughter Lachysis, pointing her to a hidden location and a plan of
revenge against the Sidh who exiled her from her home.

Lachysis believes that the vision was given to her
by the goddess Catira and returns to the Faerie Isles in secret. She discovers
the archdevil Zekoath, general of the forces of Baator in the Second Incursion
of Chaos, chained beneath a ruined temple on the archipelago's uninhabited
island. Using blood rituals revealed in her dream, she begins using the devil
to father half-fiend children that she believes will be her generals in her
eventual conquest of her homeland.

### 2520

After two centuries of peace with Saeras, the
Naichaens decide to send explorers to the east once more. Once again, they run
afoul of the pirates of Corsair, their fleet repopulated in the years since the
resurgence of dragons. Rather than falling to the pirates, however, the
Nachaens find themselves rescued by a Firbolg privateer named Grigni Ironsail
whose fleet has been charged with patrolling the Immortal Sea to discourage
priate activity.

Meeting with the explorers, the Firbolg helps them
plot courses that will take them around Corsair and its fleet. With the help of
the Firbolgs, the first Nachaens step foot on the shores of Ceilar, arriving in
the port of Highspire. They meet with the Grand Duke and begin negotiations to
establish diplomatic ties. They begin the formal diplomatic process, however
the long periods of unrest that follow on the mainland of Ceilar delay
execution of trade agreements and treaties for over a century.

### 2540

The Faerie Isles lose contact with Southwatch
tower. Scouts are sent to investigate but do not return. The Moonspeaker sends
a new garrison force to Southwatch, and within a season receives word that the
tower has been fortified and regular contact is reestablished, though it is two
centuries before the Sidh learn that the information they've been receiving is
false.

### 2553-2554

Searian Necromancer Zarek Mordholt, a descendant
of Ezekial Mordholt, embarks on a campaign of terror against the people of
Highspire to cover his own theft of the components necessary to achieve
lichdom. An apprentice of the Lich King, Mordholt seeks to gain control of
Highspire and thus Seawn as part of his master's quest for total domination of
the continent.

Four defenders of Highspire are granted an ancient
magical power, the Blackbriar Mark of Alenderil, by the spirit of Ezekiel
Mordholt and set against his evil descendant: Alester Myrbound of Myrddin, Ora
of the Low Ward, Quasidh-borne Thalia man Reilonwyn, and Brewmaster Brom of
Fergus. The company sets out to prevent Zarek's ascension to undeath and ensure
the North remains free of the Lich King's corruption.

While undertaking those duties, the company
encounters a group of goblins being enslaved by a warlock, Delilah Mankus, and
her ogre minions. In freeing the goblins, the dwarf Brom becomes entangled in a
series of events that eventually results in the founding of a goblin church of
Fergus. When the temple is dedicated, the Great Smith cleanses the goblins of
over two millennia of taint restoring nearly a thousand of those goblins to
their original, uncorrupted racial stock and the Rock Gnome race is reborn on
Tanicus.

Shortly thereafter, the company's opposition to
Mordholt spills over to the Cabalist stones where the school of necromancy, led
by Lucien Severius -- another student and sympathizer of the Lich King --
attempts to assassinate the Inner Circle of the Cabal in order to sow chaos and
advance Zarek's cause. When Severius is captured, a series of skirmishes
results in the exile of the necromancers from the Stones and the cabal.

Zarek eventually secures the ingredients for his transformation
and initiates a full-out assault against Highspire with the Lich King's backing.
During the siege, the company finds and engages with the necromancer face to face,
preventing his ascension and defeating him.

### 2556-2557

The Skink War - Bolstered by their dark "goddess"
Lapisarian Ceruleas and united at last in their worship of Tiamat, the united
tribes of the skinks step up their slave raids against the northern lizard folk
and nearby Searaian towns. In response, the G'kota reach out to seek allies
against their ancient foes.

The humans of Highspire, having felt the sting of
the skinks themselves, send forces to support the lizard folk as do the
Firbolgs and Ædar. The skinks are driven back and ultimately broken and
scattered when the Blackbriar Company slays great blue dragon that ruled them.
In the aftermath of the war, the G'kota people open formal diplomatic relations
with Seawn and the stout folk.

### 2562

The chromatic Dragonborn of Drakona, operating
under the direction of Pyrefang, send scouts to Naicha to investigate the
possibilities of invasion and conquest in light of rumors that a gold dragon
has taken up residence in the Hawkroost Mountains. The spies are discovered and
a series of skirmishes begin in the waters north of Thraece that continue off
and on without formal declaration of war over the next century.

### 2572

The Rock Gnomes formally meet with Firbolg and
Ædar leadership. The sordid history of the gnomes, goblins, and Derro are discovered
and discussed. The Ædar offer assistance to the Rock Gnomes in reparation for
ills long forgotten, sending craftsmen to assist in the completion of the
gnomish cities under construction, and the Gnomes are officially added to the Alliance
of Stone declaration of 2418 SR.

### 2575

Embassies for the Rock Gnomes and G'kota are
constructed in Highspire. Gnome embassies are also constructed in Summerset and
Midway. Additionally, the first formal temple of the Az is constructed in the
outskirts of Highspire and, over the next five years, similar temples are
constructed in Midway, Summerset, and Norenwell.

### 2597

The Kuo-Toa reappear in the bay of Highspire, this
time allied with the Sahuagin to the west. The two vile aquatic races stage an
attack on the Locathah fish men. A squad of Locathah led by Knight of the
Chalice Sir Oolosh Grollsoom slip through the Sahuagin lines and approach the Quasidh
and Tritons for aid.

The two races join the Locathah in their struggle.
The Sahuagin are assailed by the Quasidh and drawn off to face their most-hated
foes. Left without allies, the Kuo-Toa are forced to engage the Tritons and
Locathah on their own and are quickly overwhelmed. They retreat into the Underdark,
but not before swearing vengeance on their enemies and their former allies.

### 2603

With further assistance of the Ædar and Firbolgs,
the Gnomes open formal diplomatic relations with the humans of Wilder and
Kæryn. Over the course of the next decade the Gnomes enter into formal
alliances with the remaining human nations and become an uncommon, but not
unknown, sight in the cities to the south of their nation.

### 2612

Temples to Az are constructed in Wilder and in the
rural regions of Kæryn. The burgeoning religious movement is outlawed in the theocracy
as it claims to worship a deity that came before and supersedes the gods of
Æden. The cult clergy is forced out of Kæryn, the Azites fleeing south into
Wilder to bolster the power of the cult south of the Great Wall.

### 2629-2631

The War of Sword and Claw - After over one and a
quarter centuries, the Rakasta return to the devastated isle of Rakastan. These
cat folk, however, are not the same as those annihilated during the Second
Dragon War, but are once again under the dominion of the long-banished
Rakshasa. The cat folk strike south, invading the cities of Summerset and
Norenwell. The humans of Seawn call upon their allies for aid, and the Kæri,
stout folk, and G'kota stand united against this new threat, engaging in an ongoing
conflict with Rakasta armies and the mummified, undead servants of the Rakshasa
over the next three years.

### 2631-2633

The Kantrev-Kærn War - With Kæryn distracted by
the war in the north, the army of Korvis lays siege to Kærn Killian. The Kærns
are forced to recall their forces from the north to reclaim their territory,
weakening the allied forces efforts against the Rakasta invaders and prolonging
the war in the north. The Sidh send a force, including a contingent of Knights
of the Elder Wood, to assist the Kæri and be vigilant for potential Ancelyn
involvement.

### 2634

High King Kronus of Korvis, the "Immortal
King" is finally proven mortal and slain in battle by Sir Kennet
Dragonhall, Sidhborne Paladin prince of Kærn Korinna. The tide turns quickly in
the war and the Kæri and Sidh drive the Korvin armies back behind their borders.
Kronus' son Dukaid focuses the kingdom's main forces on solidifying his claim
to the throne among a myriad of Korvin nobility jockeying for power. Despite
the reconstruction efforts required in Kæryn, the Kæri prove to be loyal allies
and accompany the Sidh forces north to reinforce the forces warring against the
Rakasta. Before the end of the year, the catfolk are routed and forced to
retreat back to their devastated lands. The victory comes at a high cost
however and reconstruction begins across the continent.

### 2639

A pair of chromatic Dragonborn ships set off from
the eastern coast of Drakona and attempt to slip into Naicha from the eastern
shore in the shadows of the Hawkroost Mountains. The ships never encounter the
Naichaen navy, but also never return to Drakona, intensifying Pyrefang's
obsessive concern that a powerful potential enemy may have chosen those
mountains as its new home.

### 2644

Rudderkin begin to appear on the Faerie Isles.
Their mode of travel is unknown and attempts by the Sidh to determine how they
are arriving on the archipelago prove unsuccessful. In addition to hunting
stray Sidh far from their settlements the rat-men eventually begin raiding Sidh
towns, drawing the attention of the Knights of the Silver Swan. While they
defend Sidh settlements, the Elder Wood are called back to assist the Silver
Swan in striking back at the ratkin and seeking out their bolt holes.

### 2645-2646

With the nations to the north and central reaches
of Ceilar still engaged in heavy reconstruction, the Kingdom of the Frozen Dead
strikes in the south, storming out from the ruins of Sjornia to strike at
southern Wilder and the Warriors of the Broken Tribes. The settlement of White
Lake is destroyed and undead swarm over the World's End Mountains.

The barbarians settled in Wilder, with the aid of
the Cabal and warriors and sorcerers of Wilder, are forced to engage in a
bloody, costly series of battles. The Governor of Wilder chooses not to involve
his already battle-worn allies to the north, but puts out an open call to any
who would volunteer their assistance.

Heroes and volunteer forces from the north arrive
to assist, and the undead horde is eventually forced back into the mountains. Many
of the range's living residents and monsters, however, migrate to the northern
reaches of the mountains to evade the encroaching undead, becoming an
increasing danger to the barbarians and residents of Wilder.

### 2655

With the forces of the chromatic Dragonborn
focused on testing the defenses of the southern island and seeking the truth of
the rumors of a gold dragon on Naicha for nearly a century, the metallic slaves
in Drakona revolt. The rebellion lasts for only two months, however, before
being utterly quelled. The leaders of the rebellion are publicly executed in
the streets along with their wives and chidren. The chromatic Dragonborn
withdraw from their attacks on Naicha for the time being as they focus on
shoring up their hold on their homeland.

### 2666

A girl-child is born in Kantrev Kronus with
strange, demonic markings. She is brought to the temple of Roan for
dispensation, but before the priests can make a judgment on the child's fate a
herald of the High King arrives and declares her birth an omen, carrying an
edict from Dukaid I forbidding the sacrifice or exile of such a plane-touched
child.

Over the following years, more "blessed"
children are born -- many with developing horns and tails -- all falling under
Dukaid's "Edict of the Plane-Touched." Before a decade passes, over
four dozen such children are born, the phenomena becoming less and less rare.

### 2689

The Cabalists, still nursing their wounds from
their civil war and further weakened by the war against the necromancers of the
south, withdraw even further into the Cabalist Stones. Individual cabalists
become an unusual sight among the mundane world as they seek to recover and
bolster their strength.

The Illusionists, having remained mysteriously
absent since the Sundering of the Stones, reappear to assist with the
reconstruction but are met with distrust and, to some extent, disdain. The isle
of Illusion is moved some distance from the bulk of the Cabalist Stones and
they withdraw into their own school, separating physically and socially from
the other cabalists, but stop short of formally removing themselves independent
of the Cabal.

### 2717

The Knights of the Silver Swan and the Knights of
the Elder Wood work together to bring an end to the Rudderkin raids, and
although the creatures' origins on the islands remain a mystery, Isanna man
Melaryss and her husband Siavellyan mac Allerysil are implicated. They both
flee the Knights but Isanna is eventually captured and, fearing that her mother
will punish her through her daughter Taliessyn if she is interrogated, takes
her own life while being detained. Her young daughter is taken in by the Order
of the Duskblades, an order of arcane warriors that operate on the fringes of
Sidh society pursuing missions that the Knightly orders would consider
distasteful or dishonorable.

### 2719

Two centuries after the Naichaens first set foot
on Ceilari soil, the first Continental Conference is held in Highspire. The
Grand Duchess of Seawn, the vizier for the High King of Kæryn, and emissaries
of the Polisec of Naicha meet to establish formal trade and diplomatic
relations between the two continents. The common origins of the three peoples
are discussed and the first accords are signed.

### 2736

Having fully established themselves on the
mainland, and having rebuilt after the War of Sword and Claw, the Rock Gnomes
open formal diplomatic relations with the Sidh, accompanied by a Firbolg envoy.
The leadership of the Sidh quickly take to the new race, recognizing their
connection to the natural world through their druids and having heard many
tales of their contributions to the war efforts in the north. Construction on an
embassy for the Rock Gnomes is completed in the port city of Oakshadow in 2739
CR.

### 2740

Adventurers investigating rudderkin sightings on
an unpopulated island in the Faerie Isles archipelago discover the archdevil
Zekoath imprisoned beneath the surface of an ancient, ruined city. They learn
that a Lwnasidh sorceress has been using the devil to produce half-fiend
children from her own womb, and that those children are scattered across the
world guarding the keys that will allow the devil's material form to die,
sending him back home and eliminating the negative magical influence his
presence has had on the isles since his imprisonment during the Second
Incursion of Kaos.

Swearing to send him back to Baator and end the
threat posed by his presence and the sorceress' machinations, they set off to
find an artifact called the Book of Evaddnayrag which collects within its pages
all of history to the present day, seeking the locations of the four keys and
their guardians.

Once the book is found, the Duskblade Taliessyn
man Isanna learns that the sorceress they are hunting is her aunt, Lachysis man
Melaryss. The company's quest leads them across Ceilar, to the ruins of
Mydderil, into Ancellyon, and finally to the Forgotten Isle to confront the
four guardians and acquire the keys. Along the way the adventurers, known as
the Company of the Lightning Lord, free a tribe of lizardfolk in the Wintermoor
from the influence of a black dragon, travel through the Underdark to the city
of Evernight, open a gate to the Feywyld in the Blackspire Forest, and raid the
prison of Catra'zal in Korvis, freeing a number of prisoners from the custody
of Catira's church.

They also uncover the ancient prophecy of Kaos
warning of a decline in power for the gods and the rise of the gods' fallen
general during the Second Incursion of Kaos, the archangel Az, currently being empowered
by the worship of the cult of Az, unbeknownst to most of the cultists. The
party carries this information across the continent to the Great Conclave of New
Hope, preventing the cult of Az from being recognized by the Ædenic clergy as a
valid faith, spurring the mortal and draconic pantheons into combining their
forces into a single, cohesive body, and preparing those loyal to the pantheon
for the coming war.

In the early days of Spring in the following year,
2741, the Company destroys Lachysis and her pit fiend guardian and releases
Zekoath, sending him to back to Baator and freeing the Faerie Isles from his
presence. While they are fighting to fulfill their oath, Lachysis' mother
Melaryss brings about the culmination of centuries of planning, releasing the
fallen archangel Az from his prison, initiates a battle that culminates in the
death of the Sidh god Tulani, and brings forth those among the Host loyal to Az
initating his war against the gods and all life on Tanicus.

### 2741

The Third Incursion of Kaos - In response to
Az's release, Seane forces the gods to retreat to the material plane and locks
them out of their celestial homes. This makes them vulnerable to attack, but
prevents the archangel from warring on them in their home planes, where his
victory could be more absolute.

The Governor of Wilder attempts to summon Az to make a deal ensuring the safety og
his people, but when negotiations go poorly, he summons the stored power of the
Hell Gate to attempt to destroy the archangel. Az, instead, absorbs the power,
estroying the crimson tower and, apparently, the Governor. Wild magic is once
again released across the plains of Wilder. Using this newfound power, Az
confronts Fergus in a quest to create new weapons to use against the gods,
slaying the elder god and seizing part of his godspark. In response, with the
help of eighteen of her followers, the goddess Cymber opens the Cask of Shar in
an attempt to destroy the archangel Az. Unbeknownst to Cymber, this was part of
Kaos plan to destroy his children, and the Hand of Kaos attaches itself to Az's
stump of an arm, his own hand lost in battle with Tulani. Dyanæ arrives to
confront Az but is slain by the fallen celestial, some of her godspark stolen,
though part finds its way to her mortal eidolon Aeana. Cymber is also believed
slain, though this later proves to be a trick on her part.

A Grand Convocation is held at the Cabalist stones to unite the Cabal, the Circle
of Seven, and the Elementalists of Thyrin to common purpose, but Az appears at
the behest of his Saerasi agent and attacks, killing several members of the
Cabal's high council and the goddess Faylinn, though her godspark escapes him. The
Company of the Lightning Lord intervene between Arwinn and Caradoc, creating a
temporary alliance between those gods that prevents their destruction at Az's
hands even as they continue a quest to recover the fallen angel's lost armor
and weapons in order to find a way to destroy him.

While undertaking this quest, the Company awakens the primordial goddess Io, who
promises both her aid in the coming conflict but also consequences for the
surviving gods. This course of action marks Az for failure, so the archangel
kills the god Riva for his godspark, believing that it will allow him to
circumvent his fate. Riva, however, had a contingency plan in place in the
event of his death.

The Company seeks out Bilé convincing him to join the fight and preventing his
death at the archangel's hands. Thy also enlist the aid of Annwn, who promises
her aid if the heroes can acquire Az's weapon, the spear *Songunil*, and bring final death to the lich Melaryss, who has been
carefully hiding her undead nature.

The Company journeys to Thyrin to speak to Roan, during which time Az slays Siyri
and gains power over life. Seeking out Melaryss, destroying her and recovering
Az's spear, and traveling back to the Faerie Isles for the final confrontation
with Az, the Company is met by Annwn, who is immediately attacked by Az using
the power of life as a weapon. Before she dies, she tears open reality, joining
the material plane to the celestial realm and allowing the Company to
ultimately destroy Az and the last vestige of Kaos while their allies and the
remaining gods confront his myriad forces across the continents. The Age of
Æden comes to an end, the elder gods leave the world for the younger,
intermediate gods and their eidolons, and a new age begins.

### 2741-2790

The Great Recovery - Across both
Ceilar and Thyrin, the fifty-year period following the Third Incursion of Kaos is
a time of reconstruction and recovery. The forces of Ceilar return home from
the Faerie Isles to find their towns in ruins and cities severely damaged. The
Saerasi retreat back to their homeland leaving devastation in their wake on
Naicha, but the death of their would-be god leaves the southernmost nation of
Thyrin in disarray, and trapped in a diplomatic nightmare. And the aftereffects
of the Summer and Gloaming fae doing battle in eastern Ancellyon leaves much of
the Unseelie army trapped in the Blackspire forest, forcing the Ancelyn to
rebuild their cities in the mountains along the northern coast of the
peninsula.

New
lands are discovered in western Kæryn where ocean once was, the sundering of
the planes during the final day of the Incursion apparently completing the work
that the Worldquake began. Kærn Kel expands to claim the new land mass, and the
lines of the kingdoms are redrawn. Barbarians from what was once Wilder migrate
north, finding homes in among the more progressive southern kingdoms of Kæryn
and on the plains of Seawn. The northern kærns, however, with long memories and
a strong theocratic base, allow them to pass through their lands, but not to
settle down. Korvis, meanwhile, expands north of the Bridge Keep, establishing
Kantrev Killar on their northern border.

While
the bulk of the wild magic is cleaned up in Wilder, the lands remain shifting
and chaotic and the creatures that were born or bolstered amidst the Incursion
are great in number and uncontrollable in temperment. The people of Wilder,
most of whom began migrating during the Incursion, completely settle along the
western shores of the southlands. Among northern cartographers, their land
becomes known as the Troubled Lands of Wilder, and while their survival is
difficult, it is not without its rewards. The Cabalist Stones, though no longer
as populated as they once were, remain close by to aid in case of further
resurgences in wild magic.

With
the fey Halflings apparently gone for good, the refugee Rakasta of Miku are
granted deed over the former Quickling lands in eastern Seawn. Naming the land
Cho after their two greatest heroes, the Rakasta Suken priests work with
Abjurers from the cabal to create wards preventing Rakshasa from stepping foot
inside of their domain.

The
monks Ksena Rainborn of the Sandsea monastery and Cerin Icefall of the monastery
of the White Wolf travel across Ceilar and into Thyrin with a message of
cooperation and an end to the seclusion of the various orders. Representatives
from many monastic orders come together in eastern Kæryn to form the Monastery
of the Five Spires under abbotess Ksena and abbot Cerin.

The
bahnsidh, blessed with freedom from their light sensitivity by the eidolon
Aeana and harried by the drausidh now living beneath the surface, make way from
their subterranean domain to find homes in the forests of Ceilar and the Faerie
Isles. Calling themselves Saoirsidh, or "the elves that were freed,"
the rechristen their Shadowspeaker as the "Starspeaker" and open
trade with the Kæri and Searian peoples, as well as the surviving Wilder along
the western coast of Ceilar.

On
Thyrin, in 2750, the ancient, fiendish-dragon Pyrefang is slain and the bronze
dwarves and dragonborn freed from its influence. The grouff and troglodytes
flee onto and into the Fellhorn Mountains, and the metallic dragonborn rebel
against their chromatic slavers, eventually winning control of their homeland
of Zyr and banishing the bulk of the chromatics to islands off-shore. The
metallic embrace their exile, naming their new home Exillon, and swear to one
day take back their homeland from their former slaves.

And
on Saerasi, the eidolon Eshara, once-mortal daughter of the Primus, takes Az's
place as their new patron. The temples of the usurper are torn down and new
ones built in Eshara's name. Their worship of the goddess of storms strengthens
their relationship with the cloud dwarves that live amidst the eastern peaks,
buying the primarchy the first real allies that they've had in a long time.

### 2800

The Closing of the Gates - Without warning,
the Iron Duke of Barak-Alorak declares that the gates to the Ædar cities be
closed, claiming that the Third Incursion of Kaos once again proves the
fallibility of the Sidh and humans and their negative impact on the societies
of the stout folk. Many of the smaller outposts, closer to human society,
remain open to trade, but the nation's core is closed off from outsiders. Only
the Firbolgs, rock gnomes, and visiting emissaries from the Værgar and Thuirzar
are permitted beyond the gates.

### 2840

The Calling of the Sidh - Lwnasidh,
quasidh, and many sidhborne, especially first generation, living on Ceilar feel
a somewhat irresistible call to return to the Faerie Isles. The Saoirsidh seem
curiously unaffected by the impulse, and while the others begin returning in
droves, the blue-skinned starlight elves remain in their new homelands. A few
months after the strange summons begins, it fades, but all communication is
lost with the Isles, and attempts to navigate their but skill or magic prove
unsuccessful. The few Lwnasidh remaining on the continent have no answers, nor
do the Saoirsidh, and the mystery of the happening becomes legend.

### 2909 - 2910

The Kantrev-Searian War - In a
change of tactics, Korvis strikes north, hoping to annex additional land from
Seawn like they did when their kantrevs first appeared. Seawn calls on Kæryn
for aid, but the High King, concerned that the attacks on Seawn are meant to
distract him from his own borders, hesitates on committing troops. With the
help of the growing forces of Cho, however, the Korvin forces are pushed back
to Kantrev Shar and the resulting stalemate forces Korvis to withdraw.

### 2985-2990

The Troll Wars - A coven of hags in
the southern Brandywine Forest discover a mysterious, magical stone in the
Troubled Lands of Wilder that has a strange, mutagenic effect on creatures with
unstable anatomies. The mineral, which the Cabal now calls arcanium, serves as
a focus for magical energies, and the material harvested from the Troubled
Lands was infused with residual wild magic. The hags experiments with the
material include the exposure of hundreds of trolls to its energies, with a
myriad of effects that include growth of additional body parts, removal or
changing of vulnerabilities, enhanced regenerative ability, and changes in size
and strength. Empowered by the coven, the trolls ally with the ogres of the
Shifting Steppes, conscript the local hobgoblin and goblin tribes into service,
and attack the Wintermount region of southern Kæryn. Surges and declines in the
attacks occur over the next five years in a series of small wars ultimately
ending when the combined forces of Kæri paladins and war wizards break the
coven and destroy the hags' supply of arcanium, routing the troll forces into
the Troubled Lands.

### 2999

The Present
Day

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