THE HISTORY OF ELANTHIA-Official Simutronics Documents!

I. The Age of the Drakes (100,000+ years ago?)
"Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no
written records of this time, but paintings on the walls of caves, carvings on petrified trees and
glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and
starvation. Above all, the mighty wings and claws of dragonkind."
-Lisandrych Illistim, First Master of Lore, Noble House of Illistim

I.A. The Rule of Dragonkind
From the dawn of time, none challenged the dragons. Intelligent, savage, and with powers
beyond what men now name as gods, the drakes called all of Elanthia their own. The lesser races
huddled in caves, hid in the deepest forests, or wandered as nomads. The drakes did not permit
civilizations other than their own. So it had always been, and so it would remain. It was only the
intervention of the drake's servants, the Arkati, that allowed the lesser races to survive at all. As
old a race as the drakes themselves, the humanoid Arkati were lesser in both powers and
numbers. But they aided the drakes, and in return, the drakes suffered the lesser races to live.

I.B. The Ur-Daemon War
All this ended with the coming of the Ur-Daemons. Now believed to be extra-dimensional
intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately
100,000 years ago. They fed on mana, both that contained in the land's natural mana foci and that
bound around all life. There are no real records of the titanic battles fought between the Ur-
Daemons and the dragons. Given the nature of the antagonists, it is doubtful that any histories
could convey the scale of such a war. It seems to have lasted for at least several generations, as
such were counted by our own ancestors, a span of at least a thousand years. In the end, the Ur-
Daemons were driven back, making a final stand before the portal leading back to their own
dimension. This final battle blasted the landscape for hundreds of miles, leaving it barren and
lifeless. The drakes had won, but they had also lost. Most of their number had been slain in the
conflict, and many others had been driven mad by an emotion none had known before - fear.
Drake rule was shattered forever. Though lesser in number and weaker than their ancient
brethren, the few dragons that survive today have not lost their appetites, and are still the most
powerful and feared creatures on Elanthia.

I.C. The Coming of the Arkati (100,000 years ago?)
The land recovered slowly from the war. The Arkati worked to heal it. Long the dragon's
servants, they had themselves learned how to manipulate mana. With most of the dragons dead,
insane, or hiding, certain of the Arkati began to mold the land and its lesser races into their own
likenesses. They who had been servants now played the part of master. These Arkati are those
whom we today call gods. It is said that, in these early days, they walked the land as teachers,
leaders, and guides. Imaera took the people of the forests, and taught them to be one with the
land. Eonak showed the folk of the stone how to mine riches from the mountains. Oleani adopted
the smaller folk of the valleys, instilling in them a joy for life and a special gift for growing things.
Others of the Arkati chose not individual races, but seasons, emotions, or tasks to be their own.
Kai accepted warriors of all sorts, and Lumnis embodied wisdom and learning. Ronan controlled
the night, the time of dreams, while Phoen's was the warm sun of summer. Imaera chose the
autumn, while Lorminstra reigned over winter, the season of death. The raging seas were Sharl
domain. Jastev's followers celebrated visual arts, and developed a gift of prophecy, while his twin
Cholen became the god of festivals and performing arts. Tonis, remarkable for his speed and
determination, became the messenger of the gods. Over all of them ruled Koar, with a firm but
gentle hand. Not all of the Arkati chose to help rebuild the land. Some had a different vision.
Without the dragons controlling them, they began to strive against the others. Eorgina, Goddess
of the dark, became their leader. Aligned with her were Ivas, mistress of seduction, Fash'lo'nae,
master of the arcane arts, Andelas the Cat, whose joy is others' pain, and V'tull, the dark warrior.
Also joined with Eorgina were Sheru, bringer of terror and nightmares, Mularos, who twists love
to control and destroy, and Luukos, he who feeds on souls. The two groups grew further apart,
as it was clear each regarded the land in a different light. Koar's faction saw it as a trust which
had befallen them, the lesser races as children to be taught. The others saw the land as a stage for
their own desires, its inhabitants as playthings, food, or worse. Strangely enough, the Arkati
never came into open conflict. Some say that neither side trusted its strength to win the day.
Others believe they simply await the appointed time.

II. Second Age, The Elven Empire (50,000 - 20,000 years ago)
Under the Arkati's tutelage, all the lesser races developed their own civilizations. But none has
ever matched the great empire of the elves. The most magically adept of the races, they saw
themselves as the natural heirs to dragonkind. The elves quickly spread from the deep forests in
which they had always lived, staking claim to much of the known world.

II.A. The Seven Noble Houses of the Elves

"The lesser races live in savagery. It is only with the guidance of our own eternal empire that
they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling
themselves, they are rightfully grateful for our benevolence and aid."
-Yshryth Faendryl, XIV Patriarch, House Faendryl

The elven empire was centered on the Seven Cities, each built by and named for one of the seven
noble houses. Each of these lines had risen to leadership of the elven peoples. Even today, most
elves swear varying degrees of allegiance to one or the other. Ta'Faendryl, built by Korthyr
Faendryl's line, was the capital city of the empire. Though all the houses were theoretically equal,
most acknowledged the Faendryl as the natural leaders of the race, though some did so more
grudgingly than others. No other house had mastered both spirit and elemental magic as well as
had the Faendryl elves. Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a
city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and
female, enter the military at a young age, serving for some hundred years. Perhaps because of
this, they are the haughtiest of the elves. They had little tolerance for the lesser peoples of the
lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be
tainted by others. They also chafed under the leadership of the Faendryl, believing the high seat
should be theirs. The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center
of elven politics. The Nalfein are fairly adept at everything, but they have always been the
masters of stealth, whether in the field or the council chambers. Their politics are particularly
ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to
take up the life of a wandering merchant, traveling the world to trade in both goods and
information. Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of
the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a
closeness and a love for the land exceeded only by the Sylvankind. They tend to be less haughty
than members of the other houses, and have less of an imperial bent. They are typically
appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai
grow up to revere the hunt, and few can match their bowmasters. Bhoreas Ashrim's line took to
the sea. None could match their skill with elemental magic, especially that of wind and water.
They were said to have achieved control over the weather. They used this skill to master the
waves, and they used their mighty city of Ta'Ashrim as a base for trading with some and raiding
others. Coastal dwellers of the other races came to fear the warships of the "Sea Elves," as they
were known. Though perhaps the haughtiest of all the elven houses, the Ashrim had little to do
with elven politics - they considered the sea their kingdom, and cared little for the concerns of
those on land. Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra
is generally acknowledged as the center of elven culture, especially by the Loenthra. Though
some do leave the elven lands to ply their trades as merchants or wandering bards, most
Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying
describes performing to an unappreciative audience as "casting pearls before dwarves."
Ta'Illistim was founded by Linsandrych Illistim, the greatest scholar in elven history. Her house
has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore.
They are also extremely adept at the working of magical rituals, and the greatest artifacts
produced by the elves came from the House of Illistim's laboratories. Though many Illistim
choose a life of seclusion and study, some others travel the world in search of knowledge, both
old and new.

II.B The Sylvankind
Sylvankind spring from the same roots as the elves, but they chose a different path. As the elves
moved from their forests to build the Seven Cities, some stayed behind. These are the Sylphs. The
Sylvankind care little for the world outside their forests. For them, the forests are the world. They
retain a closeness to the land which approaches unity. A keen-eyed traveler can always tell when
he approaches a forest of the Sylvankind, for the plants and trees appear both more lush and
more dangerous. Few enter such a forest without the permission of its masters, and fewer still
escape. Within these forests, the Sylvankind have built great hanging tree-cities. Some of their
dwellings have hundreds of rooms, as they have grown over thousands of years. The race is
ruled by a council of Hierophants, each of whom serves for his or her entire adult life. There is
little for them to rule on, however, as the Sylvankind are generally of like mind. Few Sylvankind
leave their forest homes. There is simply little to interest most sylphs "out there". Of course, there
are some who feel the call to travel, whether out of curiosity, ambition, or an understanding that
events outside the forests can threaten what lies within.

II.C The Dwarves
The dwarves also founded an empire, though one more limited in scope. They did not challenge
elven control of the land, for the dwarves were more interested in what was underneath it. They
made their home in the mountains. There, they found gold, silver, mithril and other materials.
The vast underground cities of the dwarves were, however, little known to other races, for the
dwarves allowed few to enter and see their riches. The dwarves were split into many clans, each
dwelling in a range of hills or mountains. Ruling over all was the line of Khazi Khazar, who
founded the greatest of the dwarven holdings, the city of Kalaza. His line served as the dwarven
Overking for thousands of years. Little is known of most of these years, as the dwarves do not
offer their history freely. Most of this history, however, involves their never-ending war with the
other mountain-dwellers, the orcs. The dwarves have been battling orcs, and their larger thralls,
the trolls, for generations. Though most dwarves remain in their clans, a fair number do travel
the world. Dwarves are, by necessity, accomplished traders, bartering the riches of their
underground kingdoms for food, cloth, and the like. They are also the world's best weapon and
armorsmiths, surpassing even the skills of the Illistim elves.

II.D The Humans
The lot of the humans was a treacherous one in this age. The elves ruled the land, and they would
permit no others to settle its more fertile areas. The Vaalor, in particular, have always gone out of
their way to make life difficult for humans. Most humans lived a nomadic life, barely sustaining
themselves in the barren lands they were permitted. Others served as slaves, beggars or thieves
within the shadows of the great elven cities. Not all humans accepted their lot as thralls. Some
rebelled. Many so-called rebels were little more than outlaws, more brigands than freedom
fighters. Some few, however, actually achieved minor victories. The Black Wolves were one such
group. Led by the wizard Aramur Forean, once a student of the Illistim himself, they actually
drove the elves out of the area around what is now called Wehnimer's Landing. After one of their
raids killed a young Vaalor prince, however, the elves hunted the Black Wolves down. The
humans vanished into a series of caverns near the sea, and they were never heard from again.

II.E The Giantmen
The Giantmen developed a tribal society in the northern lands. These semi-nomadic tribes
followed their herds' migrations, spending all but the winter season in warfare with each other.
For there is nothing a giantman likes more than battle. These were, fortunately, limited wars. The
tribes sought to best each other, seeking glory and joy, not to destroy other tribes. For while two
tribes might be at war this season, they might be allies in the next. Some giantmen have always
traveled the world, generally in search of a good fight. Many have made a life as a mercenary,
and they can be found wherever there is the clash of steel and the cry of the battle-horn.

II.D Halflings
Halfling society has changed little since the second age. By then, they had developed a peaceful,
agrarian society. The elves did not consider them a threat, and therefore left them to their own
devices. This was fine with the halflings, who neither share nor understand the other races'
ambitions to plunder the land. After all, soldiering is the sort of nonsense which could make one
late for supper. Halfling villages are each governed by a democratically-elected mayor. Each
village is independent, as there is no need for any higher form of government. Halflings
themselves tend to stay in their villages, for few can bear to leave their families. However, they
are also an extremely inquisitive people, so some do travel the world in search of adventure.

III. The Age of Chaos (20,0000 - 5,000 years ago)
The elven empire spanned the known world, and ruled for nearly 30,000 years. They believed
none could threaten them. They believed this until they heard the name Despana.

III.A The Undead War
"Thousands of them! Ghouls, zombies, and worse, all blackened and half- rotten. They poured
into the valley, an endless horde of screams, blood and stink. Now, we were all veterans of the
orc wars, and we were ready for them.. But nothing could have prepared us for the banshee.
" -Rhak Toram, Warrior of the Dusk Mountain Clan, survivor of Maelshyve

Nobody knows just who or what Despana was. Her contemporaries believed that she came from
the jungles said to lie beyond the Southron Wastes. She searched the land for the old places of the
Ur-Daemons. Somewhere in what is now called Rhoska-Tor, her quest succeeded when she
found the Book of Tormtor. The book was lost during the events which followed, so none can
now be sure of its contents. It was said to be written in the language of the Daemons. Using this
ancient work, Despana created the first of the Undead. Their numbers grew rapidly, and she soon
had a vast horde of them to serve her. Their first task was to build the great keep of Maelshyve,
where Despana took residence. From this keep, countless hordes of the Undead began their
second task - the conquest of Elanthia. They were led by the arch-lich Dharthiir, who was said to
be more than simply Despana's General. Dharthiir commanded many of the living, as well. Entire
tribes of orcs, drawn by promises of conquest and plunder, swore fealty to him. They brought
with them their traditional allies, the trolls. Many humans, too joined Darthiir's horde. Some
came for silver, others to join any foe of the elves. The hordes struck first at the elven nations.
Their progress was lightning fast, easily destroying what little resistance they met in the outlying
provinces. The leaders of the elven houses were unable to organize any real defense. This was not
due to a lack of means, but a lack of leadership. Each house wished the glory of vanquishing the
Undead for themselves, and none would consent to have their troops led by another. And no
house would commit troops to defend the territories of another. Within a month, the Undead had
cut a swathe to the heart of the elven empire, threatening Ta'Vaalor itself. The Vaalor were led by
Taki Rassien, wielder of the legendary veil-iron sword Aramier, and the greatest warrior of his
time. He took the cream of the Vaalor armies to make a stand at the fortress ShadowGuard. With
him went the Sabrar, a legion of elite knights that had never known defeat. Taki knew that, at
ShadowGuard, the Vaalor would stop the horde. The battle of ShadowGuard lasted less than one
day. The Undead destroyed the entire garrison, leaving fewer than a score of survivors. The elite
Vaalor armies had been lost, along with Taki himself. At the time, this was considered the
greatest defeat in the history of the elven empire. Modern scholars, however, point to the battle of
ShadowGuard as the turning point of the Undead War. For several reasons, it marked the high
point of Despana's campaign. First, the leaders of the other houses were shocked into
cooperating. At last, the Faendryl were able to unify the command of all the elven armies and
mount an organized defense. Second, Dharthiir himself was never seen after ShadowGuard.
Tavern-tales hold that, at the last, Taki led the Sabrar in a charge at the heart of the undead army,
and that he slew the lich. As none of the Sabrar survived the battle, this confrontation remains
more legend than history. The battle of ShadowGuard also brought new allies. From Kalaza, the
dwarven overking sent legions of his heavy infantry. The Giantman Warmaster ordered each of
the tribes to support the elves. There were even small bands of halflings and sylvankind. Lastly,
humans came to fight with the elves. Some were mercenaries, but others came for nobler reasons.
Thus were humans the only race to fight on both sides of this war. The Undead advance slowed,
then stopped. A stalemate was reached, with neither side able to push the other back. Daily
charges across the lines of battle brought heavy casualties, but little progress. This state of affairs
lasted for years. Finally, the Faendryl proposed a plan to end the war - a lightning strike at
Despana's keep. They claimed to have discovered a secret that would destroy Maelshyve and its
mistress forever. It was a new form of magic, one they would not reveal to any. The elven armies
and their allies assaulted Maelshyve, and the attack went well at first. Berserking giantmen
warriors broke the front lines of skeletons, zombies of ghouls, and a solid square of dwarven
infantry battled back the orcish hordes. Slowly, they pushed Despana's forces back toward the
keep. Then, Despana released the banshees. Their screams decimated the attacking forces, which
fell back in disarray. For a moment, the battle appeared to be lost. The Faendryl chose that
moment to reveal their secret, their new magic. Inscribing circles upon the ground, they
summoned a flight of lesser demons to battle the undead hordes. Their foes fled back through the
gates of the keep. The Faendryl then cast their final spell, causing the keep itself to implode,
leaving nothing but smoke and rubble. Despana and her armies are said to have been utterly
destroyed.

III.B. Aftermath of the Undead War - the Age of Chaos
The elves had won the war, but at great cost. Much of their empire had been sacked by the
Undead. Their armies were nearly destroyed. But the political results were even more
devastating. All the elven houses were appalled at the spells the Faendryl had unleashed. The
summoning of demons was thought to be a particularly heinous act. Illistim mages pointed out
the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere
beyond it. The Vaalor and the Nalfein were also adamant on the subject, though some cynics
have speculated that their motivations were not entirely selfless. The Faendryl argued that it was
necessary, that Despana would have won without these magics. The other houses did not agree.
They expressed their outrage by expelling the Faendryl from the empire. They were exiled to
Rhoska-Tor, the barren, blackened land where Maelshyve had stood. Without the Faendryl to
lead, the elven empire began to decay. The houses began an internal struggle for power, as each
thought themselves the natural heir to the Faendryl's position. As they bickered, their empire
slowly disappeared. The outlying territories declared themselves independent, or rebelled
outright. To this day, the elves have not resolved their internal politics. The dwarven empire also
fell as a result of the Undead War. Soldiers returning to Kalaza from the final battle brought with
them more than tales of victory. They also brought plague, the sickness known as the Red Rot. It
swept through Kalaza like a firestorm, killing over half the population. The dead included the
Overking and his entire line. From that time on, each clan has ruled itself. The clans have become
staunch isolationists, caring little for the politics of the outside world. Kalaza itself was hidden,
its great gates buried under an avalanche of concealing stones. Only the dwarves now know its
location. Without the elven armies to keep order, the land fell into anarchy. The next 20,000 years
were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was
dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is
known. The fragments of song and story which survive tell of a very dark time, full of hunger,
fear and little else.

IV. The Fourth Age - The Modern Era (5,000 years ago - present)
It is difficult to mark an end to the Age of Chaos. Most historians designate the modern age as
beginning 10,000 years ago, but this is an arbitrary designation. Order was slow to return to the
Land, with both the elves and the dwarves preoccupied with their own problems.

IV.A The Dark Elf - Sea Elf War (5,000 years ago) In the aftermath of the Undead War, the
Faendryl had been banished to the land of Rhoska-Tor, the barren and blasted land where
Maelshyve had stood. Life in that place was never easy, for little grew there. Below the surface,
however, the Faendryl found extensive networks of caverns. Not only did these provide shelter,
but they also contained an unusually large number of mana foci. The Faendryl were able to refine
their already- considerable talent for magic. This helped them survive. Slowly, the Faendryl
began to change. Their features became even finer and sharper. Those living in the deepest
caverns, those closest to the ruins of Maelshyve, found their skin darkening to a brown or black.
As their aptitude for magic increased, they became physically weaker. The Faendryl also became
increasingly bitter towards the other elven houses. Many believed that their exile had more to do
with political opportunism than anything else. As they regained their strength, they began to
look southward toward their ancestral home. Some counseled a war to regain it. Others within
House Faendryl sought a peaceful reconciliation with the other houses. This included Rythwier
Faendryl, XXXVII Patriarch of House Faendryl. He arranged to have his eldest daughter,
Chesylcha, wed a prince of House Ashrim. She traveled to Ta'Ashrim, the sea-elf capital, with a
wedding party numbering in the thousands. All hoped this would bring peace to the elven
houses and help them begin the restoration of their empire. Chesylcha never made it to the
wedding. There are as many stories about her death as there are storytellers. Whether it was a
Nalfein or human assassin, or whether she simply fell ill, none are certain. Most believed what
served their own ends. Within House Faendryl, those who had counseled war to regain their
rightful place used the princess's death to begin one. The war began and ended with a Faendryl
assault of the Ashrim home islands. Faendryl losses were horrendous. Their navies were no
match for those of the sea-elves. However, a few ships did reach the harbor of Ta'Ashrim, and
those few sufficed. The Faendryl's greatest spellcasters were on one of these ships. They struck at
the Ashrim capital with the same spells they had used to destroy Maelshyve, but their abilities
and knowledge had increased considerably. The sea-elves were not merely defeated, they were
obliterated. Their home islands were reduced to lifeless, smoking rocks jutting from the sea.
There were no known survivors among the Ashrim. Certainly, some must have escaped, simply
by virtue of having been elsewhere. If so, they have remained hidden since that day. House
Ashrim no longer exists. House Faendryl also ended, after a fashion, with the sea-elf war. After
the Ashrim were destroyed, the other elven houses no longer considered the Faendryl to be true
elves. Indeed, the changes in their physical appearance lent credence to this. Since that time, the
Faendryl have been known to all as the Dark Elves.

IV.B Dwarven-Giantman War (2,000 years ago)
The Giantman had always been a nomadic people, but increasing contact with other races during
the modern age has led some to settle down. Some tribes built cities, even becoming farmers.
Other tribes retained the old ways, but their lands were becoming more and more crowded. They
were forced to range farther and farther as they followed the seasons, their herds, and their
endless wars. One tribe decided to build a settlement in an uninhabited mountain range. Within
weeks, a dwarven army had appeared, seemingly from nowhere. The dwarves attacked
immediately. At first, the giantmen considered the dwarves an amusement, more or less fat,
bearded goblins. But they soon learned that, despite their height, the dwarves were nearly as
strong as the giants, far more organized in battle, and armed with the finest weapons and armor
their master-smiths could forge. This odd little war lasted the entire summer. The dwarves could
not force the giantmen to retreat off the mountain, but the giants could not defeat the dwarves,
either. In the fall, the giants decided to continue their migrations. They had not been defeated by
the little people, but they never returned to that mountain, either. Before they left, they forged a
compact with the dwarves there at the peak they called Sunfist. This peace has lasted thousands
of years. The dwarven-giantman war remains unexplained. The giantmen never learned the
reason for the dwarves' attack, and giantmen certainly need no reason to fight a war. The war did
have an unexpected result, though. The dwarves and giantmen each gained the other's respect
for their abilities in battle. Over time, they began trade. Today, the races are staunch allies,
aligned more closely than any two other races in the land.

IV.C The Rise of the Humans
The Age of Chaos provided humankind not only with great dangers, but also opportunities. The
elven armies no longer protected them, so they constructed their first fortresses. These fortresses
eventually grew into towns, then cities. The humans developed a feudal society based in these
fortress-cities. The largest of these cities was the port of Tamzyrr. The Overlord Selantha
Anodheles, later the first Empress, extended its control to the surrounding baronies, and then
further. Her own ancestry is unclear. Many say she was of mixed human and elven blood, a sign
of elven meddling in human affairs. Indeed, it is hard to believe that her rapid series of political
and military victories was entirely the fruit of her own talents, as considerable as they were.
Eventually, the Turamzzyrian Empire grew to control nearly as much land as had the Elven
Empire at its height. In the process, the humans have restored a measure of order to the land.
Over the intervening centuries, other families have risen to challenge the Anodheles for control of
the imperial throne, and it is not surprising to some that their number is not much greater than
that of the existing elven houses. In fact, there are constantly new contending families which rise
from obscurity to assail the circle of the empire's noble families, touting their lineage as being
unmarred by elven blood and claiming a total freedom from elven influence. Some view the lack
of refutation from the noble families as tacit confession of elven influence and support. For the
past two years the Throne of Turamzyrr has been held by the Empress Mynal'lyanna. She is
rumored to have the backing of a cult of Luukos. Two of those who contested her claim to the
throne were struck down with diseases which defied all treatments, and one was attacked by
undead in the first such attack ever recorded in the city of Tamzyrr. The victim was held in
confinement until he displayed signs of the Curse of Luukos, and then was mercifully slain
before the curse could fully manifest itself. A cold, and calculating ruler, Mynal'lyanna has
vowed to extend the empire's holdings beyond the shores of this land, and to bring all inhabiting
races beneath the rulership of the empire. Her supporters point to this openly anti-elven stance as
proof that her rise to the throne is free of elven influence, and is a clear signal that the power of
the elven houses is beginning to fade. Detractors suggest that her vow is a sign of her
megalomania, and fear that the powers that back her are anything but human. In the two years
since her rise to power, Mynal'lyanna's imperial troops have doubled in numbers. Used by
former emperors to garrison the city and as shipboard troops to ensure the safety of coastal
commerce, the empress has instead used her troops to isolate baronies which have failed to fulfill
their imperial obligations. All of this has had an effect on even a distant frontier town like
Wehnimer's Landing. Neighboring barons who have viewed the Landing as too distant and
paltry to trifle with in the past are now reassessing the situation. Wehnimer's is a port town, and
given the empress' vow to expand the empire across oceans, any port has a new potential for
trade and a possible influx of imperial silver as new ships are commissioned. Also, with the
empress' increase in troops has come an increase in the baronial taxes to support them, and every
baron is now looking for any undeveloped source of income which might lie close to hand. Even
if that source does not currently lie within his barony. Perhaps more significant to the daily life of
those in Wehnimer's is the sudden influx of those displaced by the new policies which
Mynal'lyanna has put in place. Non-humans have fled the inner regions of the empire as existing
prejudices have been reinforced by imperial policies. And while those with money and influence
have been able to purchase exclusions from certain new laws, the common folk of non-human
races have been stricken with a series of prohibitions and restrictions that are pointless other than
to humiliate and degrade.

IV.D The Founding of Wehnimer's Landing (200 years ago)
Wehnimer's Landing was founded 200 years ago, when Rone Wehnimer established a Wayside
Inn on the road from the Darkstone bay to the heart of the human empire. It lies on the very edge
of the human empire, and the town has become a center for trade between the humans, elves and
other races. The Landing has always attracted a large share of adventurers, who come to the edge
of civilization to make their fortunes. Rone himself grew restless. As his town grew into a city, he
found his taste for adventure returning. He was last seen heading southeast with a pack-train of
supplies. Many believe he sought Deepholt, the legendary underground city said to have been
founded by Osriar Melenthrope. As neither Rone nor anybody else has ever returned from
Deepholt, its very existence is unsubstantiated.

IV.E The Krolvin Attack (150 years ago)
Soon after Wehnimer's Landing was founded, the Krolvin were discovered. The human empress
immediately dispatched three emissaries to make contact with the Krolvin and establish trade.
These emissaries traveled through the Landing on their way to the Krolvin nation. The three
emissaries returned in six sacks, borne at the vanguard of a Krolvin war-party. The Krolvin have
no use for trade. They take what they want. The citizens of the Landing were hard-pressed to
defend it. Though many accomplished warriors, wizards and the like called Wehnimer's home,
they were vastly outnumbered. It appeared that the Landing would fall. Talbot Dabbings saved
the day. As the gates were breached, the halfing warrior was able to slip past the enemy
unnoticed. He made his way through the enemy lines in the confusion, heading toward the
Krolvin war-leader. Leaping from his hiding place behind a water-barrel, Talbot slew the
Krolvin. Two things then happened almost immediately. First, Talbot was killed. Second, the
remaining Krolvin began to argue over who should be the new war-leader. This argument took
over two days to resolve. By that time, the empress had sent reinforcements. The Krolvin boarded
their ships and left - but few doubt that they will try again.


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reserved. The GemStone ® III game is copyright © 1987-2000 Simutronics Corp. All rights
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