Current Era

## Summary

The last 500 years of the world hasn't been named as an era as we don't know what this era is about until it's over. Various power struggles, lives and organizations came and went, and many people of the world are excited for what happens next. Others, who watch the signs of this world, are dreading what happens next...

## Timeline

### 4,500 M.E. - 4,525 M.E.

The first part of the era had the Mystic Directorate forming, gaining influence quickly, and getting many nations to adopt their set of rules as laws. The Elven nations were the first to adopt them. Dwarven nations were next, surprisingly, as their fear of magic made them eager to adopt laws that would prevent magic from getting out of hand.

There were still a few holdout nations, most of them the more chaotic nations: Sombra, Quilven, Falmar, and Nanda wouldn't sign what has become known as the Mystic Accord.

### 4,525 M.E. - 4,550 M.E.

After much chaos, civil war, and protests, the nation of Leithar is formed, breaking off of the nation of Falmar. The nation is mostly refugees and the government isn't very strong. However, one of the first things they do as a government is sign the Mystic Accord.

The present border between the nations of Tamil and Armel are established during this time. After centuries of fighting, giving, taking, war, peace, Tamil finally ends the war. Their warrior people begin to sell their services for coin and mercenaries become their biggest export.

### 4,550 M.E. - 4,575 M.E.

The area known today as Xaris was officially abandoned by the nation of Olminar, basically writing it off as a loss. Without the military might Olminar once had in eras past, they couldn't maintain a hold on the are nor could they keep it clear of the monstrous tribes that eventually took it over.

Antaril officially acquires the Olos Isles. This deal happened against the popular mandate of the people of the Olos Isles, but Antaril paid their leaders too much not to allow the takeover. This begins a long and bitter rivalry between the people. People of Antaril grow to think of the Isles as their territory and they are entitled to its lands, where as many of the citizens of the Isles believe and continue to fight for independence.

### 4,575 M.E. - 4,600 M.E.

Numerous battles in the Batu Mountains cause the Red Storm River to rune red with blood again after many years of peace. Factions in the area devoted to the Shadow magic from the Shadowfell and tempted by dark powers got into conflict with the local authorities, causing many deaths. This reminds the locals in the area who thought the region was no longer dangerous that danger still lurks in those mountains.

Formal cities and groups are formed by the local populations of Githzerai and Githyanki. In the northeast, the Githyanki gathered near the city of **Talal**, allying themselves with some of the less reputable sailors, forming a band of pirates. The group, called the Immortal Corsairs, turned the city into a pirate haven for years to come. In the southeast, the Githzerai formed their own city, **Jebeel**, and several monasteries popped up in the area. Some of the monasteries drew other races there to learn from the Githzerai monks.

### 4,600 M.E. - 4,625 M.E.

A large population of Gnomes moved above ground from the Nurak Mountains to form their own nation. Their major city, **Markhazad**, became the port for trade with the outside world. The nation wasn't taken seriously at first until several of Bronze Dragon families of the Nurak Mountains made themselves known as their allies.

The nation of Rylbin becomes the first nation in thousands of years to switch back to a theocracy. The church of Khanos now rules there, and the most elaborate and ornate mausoleums begin construction, and the city of **Karsa** becomes the center for the church of Khanos. Eventually the city and the nation are where many of the neighboring nations send their dead to be buried properly.

### 4,625 M.E. - 4,650 M.E.

The nation of Quilven erupts into a civil war. Both sides recruit more and more destructive mercenaries until all that are left are the warriors they hired. These evil and powerful mercenaries then take the nation by force. The nation is now a rough collective of warriors and barbarian tribes, many of whom are devoted to the evil God Xorlog. The neighboring nations begin to increase their fortifications in preparation for war.

Various dinosaurs are discovered in the plains nation of Felneroth. Word spreads quickly, attracting various big game hunters, druids, and even collectors who wish to take advantage of the situation. The government quickly realizes these creatures are a commodity (who may have been hiding underground and their presence is still a mystery). They outlaw hunting the creatures, and only licensed officials can trap them, breed them, or sell them.

### 4,650 M.E. - 4,675 M.E.

The Dwarves of the southern most Garmoth Mountains elect to form a city just outside of the mountains called **Karaz**. This becomes a hub of trade, mostly for Dwarven arms and armor, gems, and various other trade goods from the surrounding area. This leads them to claim the lands just to the east of the mountains for the Dwarven nation of Drukat, and leads them into a heated political conflict with Tamil to the east.

The nation of Mormar begins to grow in power and influence. The official reason is trade goods and the savy political and economical advisors of their king, but that isn't it. A powerful and widespread black market is booming in the city of **Kulnaur** called the Dark Exchange. They are the last stop before venturing east into the Falmar Desert and the residents don't mind venturing a mile or so into the desert so they can make an illegal deal in secret.

### 4,675 M.E. - 4,700 M.E.

Creatures from the underground series of tunnels suddenly attack in various fronts on the surface. These include Drow, Duergar, Orcs, Goblins, and many others. The world then realizes the attacks were staged and these underground tunnels are actually connected to one another, allowing these creatures to go underground and pop up anywhere in the world. These tunnels are named the Dark Catacombs, and a group is formed to study, research, and fight the evils of these catacombs. They call themselves the Righteous Vanguard.

Due to years of fighting with the untamed region known as Xaris, the nation of Valune began to be overrun with mercenary companies. They were hired to maintain order on the border so much, many of them opened up shop or moved shop to Valune. Several forts, **Fort Valu** and **Fort Lander** were built during this time. Also, the weak nation of Olminar made an arrangement to hire their mercenaries as their full time military.

### 4,700 M.E. - 4,725 M.E.

The nation of Ilvan becomes the second nation to return to the Theocracy since the Era of the Gods. The nation is devoted to Lorkayn, and pretty soon various libraries and museums are constructed they quickly become the one place in the world to collect and peruse almost all knowledge available.

The political conflict between Tamil and Drukat turned into a military conflict. Both sides clashed frequently at the border between the two nations, moving the border back and forth with each battle. The nation of Armel stepped in as a moderator and negotiated a end to the conflict, firmly establishing the border between the nations to the satisfaction of both people.

### 4,725 M.E. - 4,750 M.E.

Rumored to be an offshoot of the Dark Exchange, a group known as the Agents of the Quill began to makes its mark on the world. Gaining a reputation of killing anyone for a price, as well as being professional and discreet, made them the talk of the world in a few short years. Since their introduction around this time, they have gone quieter, but everyone knows they are out there and occasionally are reminded when someone seemingly untouchable ends up dead. Having no official affiliation with the Dark Exchange, they do seem to make their headquarters nearby and their founders did run in those circles.

A major blizzard hits the northern part of Thargorum, affecting Anduin and Tolmen the most. Their unstable farmland that only occasionally produces enough crops to make it worth their while was now looking even more destitute. However, a wizard named Llewyn Puric and his Weather League offered a solution: they could forge magical items that could control the weather for a certain radius. If a farm purchased enough of them, they could control the weather for their entire crop and produce them all year long. The Almonte Valley quickly filled up with them, some of them even sneaking into the fields of Tolmen farmers.

### 4,750 M.E. - 4,775 M.E.

The nation of Kenda, after years of building a reputation of fantastic sailors, officially changed their nation to a theocracy of Morkai. Almost immediately, their services were desired across the world. Olminar even contracted out their navy and trade to the navy of Kenda, who graciously agreed to this for a substantial cut of their trade profits.

The nation of Armel begins to open numerous resorts around Lake Orys to increase trade and tourism coin. They quickly become a rival resort destination with the Avrok Coast, causing various smear campaigns, occasional sabotage, and some shady business practices between the rival destinations that continue, more or less, to this day.

### 4,775 M.E. - 4,800 M.E.

The nation of Bravul forms an elite knighthood called the Bravulian Knights. Strict in their almost Paladin-like code, the nations fervent devotion to Gallant immediately made the knighthood the highest social and political position to hold in Bravul. The entire nation clamored to join, training mercilessly. Eventually, a nation know for their honor code and their dedication to Gallant were now known for their elite soldiers known as the Bravulian Knights.

The nation of Ainur becomes the next nation to convert their government to a theocracy, choosing to link their government to the church of Isbrea. Their devotion to the Goddess of beauty becomes a stark contrast against their neighbor to the east, who is constantly having issues with the creatures of the Shadowfell and followers of the Shadow magic. However, the nation suddenly has a concentration of good-aligned Fey that suddenly take up residence in their nation.

### 4,800 M.E. - 4,825 M.E.

An annual horse competition is won several years in a row by breeders from the city of **Sturmray**. Eventually their city and the plains of Calenlad slowly begin to gain notoriety for their horses, and even a breed of horses become known as "Sturmrays". The annual horse competition and race moves to **Sturmray** and has been held their ever since.

The rulers of Teth begin to start a tradition of seeking advice from the church of Ancillia, who make predicitions for the ruler on whether or not certain decisions will bode well or ill for the nation. Eventually a permanent position is established that is filled by the church of Ancillia who advises the king on various matters. Some influential citizens express wariness about this arrangement to no avail.

### 4,825 M.E. - 4,850 M.E.

The nation of Ebben changes over to religious theocracy, establishing itself as a nation devoted to Casdonna. This decision was mutual beneficial for the Elves who populate the northern part of the country and the mostly Human population to the south. The church unites the citizens of Ebben is a way that has never been seen in this are before, much to the surprise of the outside world.

The nation of Ylbis gets a new monarch. This one, however, plays up the belief that the reigning monarch of this nation is supposedly descendent from the Gods themselves. Claiming to be a Demi-God, the nation slowly changes and becomes relatively isolationist. This trend and belief grows stronger as each new monarch takes over in the upcoming years. Up until now, this "Demi-God" that rules Ylbis hasn't started conflicts with other nations yet.

### 4,850 M.E. - 4,875 M.E.

A small population of Centaurs cause some trouble in northern Pilva. A three way conflict erupts between the Verydian Elves of the forest, the Centaurs, and the Humans in the south. The Centaurs want to be left alone, the Humans feel threatened by their presence, and the Elves just want the Humans out of their forest. Eventually the Verydian Elves negotiate a truce so that the Humans will leave their forest as long as the Centaur abide by the laws of the land.

In the coastal city of **Habdor**, known for its exotic wares, it is rumored that the city somehow made a deal with a local school of Merfolk. The Merfolk scour the ocean for rare and strange items the city and merchants might find valuable and the city agrees to honor their rules of fishing and ocean travel. The deal is never officially declared by the government, but the it is generally well known around the world.

### 4,875 M.E. - 4,900 M.E.

The Gnomes of Nurak begin to hold annual Joke Festivals in their capital, **Markhazad**. The Bronze Dragons of the Nurak Mountains often join in and over the years it starts to attract a lot of random characters to join in the fun. People dress up in costume, strange exotic foods are tried, and pranks are constantly being pulled by the attendees.

The coastal city of **Galea** is isolated from the rest of the world by the Garmoth Mountains. Its only connection to the world is by boat, but the weather in the nearby ocean always seems to be turbulent. It is rumored, but never confirmed, that the city made a deal with the church of Tolujar, which took up residence in the city, and suddenly the oceans around the city became calm.

### 4,900 M.E. - 4,925 M.E.

The nation of Orma changes its government to a theocratic oligarchy, having representatives from each religion (good and neutral aligned, that is) have a seat on the council that governs the nation. The city of **Valya** becomes the center of all religious activity and many churches move their headquarters to the city.

The nation of Ulnar establishes itself as a mining nation after a few key discoveries in their mountainous area lead to several fortunes. Having a lot of minerals in those small collection of mountains and hills, the nation of Ulnar suddenly becomes a popular nation, even wealthy. The mining companies begin to hold most of the power there.

### 4,925 M.E. - 4,950 M.E.

The infamous and thought lost **Fort Ostoril** is discovered in the small forest on the western side of Armel, a long lost relic of the wars that took place between Armel and Tamil. Not sure where it had been all this time, the fort suddenly appeared again and was rediscovered. The fort instantly gets a reputation of being haunted or filled with supernatural traps or creatures. This immediately leads to rumors of it being filled with treasure as well. However, it is been mostly untouched since its rediscovery.

Combining the Dwarven ancient knowledge and the Human's adaptive thinking, smiths in the city of **Azul** combine forces and create a new type of steel called Azulian Steel. It is stronger but lighter than regular metals and quickly becomes very in-demand material for weapons and armor. The marketplace in **Azul** quickly starts to boom as it becomes the source of all the greatest Azulian Steel.

### 4,950 M.E. - 4,975 M.E.

The new monarch of the nation of Kombray becomes an evil dictator, almost overnight. The nation's relationships with other nations changes, especially when the new dictator, **Emperor Jandar Feng**, proclaims his hatred of all non-human races, starting a xenophobic policy of discrimination and violence that drives all the non-humans out as well as away from the nation.

A rivary in Quell between the city folk who live in the high population density area around Lake Quell and the farmers who populate the rest of the nation begins to grow. What is popular and good for the city folk (or "Lake People") is often famously bad for the farmers in the rest of the nation (or "Simple Folk"). That dynamic, and the label "Simple Folk", has created political divisiveness in their government

### 4,975 M.E. - Present

The nation of Welyn is one of the few around Kombray who are accepting refugees. Because of this, many stranges races like Kobolds, Orcs, Goblins, Half-Orcs, and Half-Elves begin small settlements in the nation. A strange alliance of Half-Elves and Half-Orcs lead to the forming of **Talperya**, or "The Half City." The government of Welyn quickly loses popularity for allowing the refugees in.

Various rumors abound in recent years:

* Valneska and the city of **Galea** have fallen deeper and deeper into their relationship with Tolujar, causing political strains as well as worry from neighboring nations.
* The nation of Armel has offered a large reward for anyone who explores and clears out **Fort Ostoril** of the dangers that lurk within.
* Various raids have been made into villages and areas of Leithar will an ominous calling card being left behind indicating that the slave trade of Falmar is still up and running.
* The monsters and beasts living in Xaris have been acting strange, moving about and migrating to strange places. Rumors of a powerful group of warriors and wizards trained in Shadow magic have taken up residence in the center of Xaris.
* A failed assassination attempt on the Emperor of Kombray shocked the world as the assassin was from the Agents of the Quill and almost nothing could stop them from completing their goal.