THE HISTORY OF ELANTHIA-Official Simutronics Documents!
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I. The Age of the Drakes (100,000+ years ago?)
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"Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no
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written records of this time, but paintings on the walls of caves, carvings on petrified trees and
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glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and
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starvation. Above all, the mighty wings and claws of dragonkind."
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-Lisandrych Illistim, First Master of Lore, Noble House of Illistim
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I.A. The Rule of Dragonkind
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From the dawn of time, none challenged the dragons. Intelligent, savage, and with powers
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beyond what men now name as gods, the drakes called all of Elanthia their own. The lesser races
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huddled in caves, hid in the deepest forests, or wandered as nomads. The drakes did not permit
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civilizations other than their own. So it had always been, and so it would remain. It was only the
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intervention of the drake's servants, the Arkati, that allowed the lesser races to survive at all. As
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old a race as the drakes themselves, the humanoid Arkati were lesser in both powers and
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numbers. But they aided the drakes, and in return, the drakes suffered the lesser races to live.
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I.B. The Ur-Daemon War
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All this ended with the coming of the Ur-Daemons. Now believed to be extra-dimensional
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intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately
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100,000 years ago. They fed on mana, both that contained in the land's natural mana foci and that
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bound around all life. There are no real records of the titanic battles fought between the Ur-
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Daemons and the dragons. Given the nature of the antagonists, it is doubtful that any histories
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could convey the scale of such a war. It seems to have lasted for at least several generations, as
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such were counted by our own ancestors, a span of at least a thousand years. In the end, the Ur-
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Daemons were driven back, making a final stand before the portal leading back to their own
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dimension. This final battle blasted the landscape for hundreds of miles, leaving it barren and
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lifeless. The drakes had won, but they had also lost. Most of their number had been slain in the
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conflict, and many others had been driven mad by an emotion none had known before - fear.
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Drake rule was shattered forever. Though lesser in number and weaker than their ancient
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brethren, the few dragons that survive today have not lost their appetites, and are still the most
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powerful and feared creatures on Elanthia.
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I.C. The Coming of the Arkati (100,000 years ago?)
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The land recovered slowly from the war. The Arkati worked to heal it. Long the dragon's
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servants, they had themselves learned how to manipulate mana. With most of the dragons dead,
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insane, or hiding, certain of the Arkati began to mold the land and its lesser races into their own
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likenesses. They who had been servants now played the part of master. These Arkati are those
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whom we today call gods. It is said that, in these early days, they walked the land as teachers,
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leaders, and guides. Imaera took the people of the forests, and taught them to be one with the
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land. Eonak showed the folk of the stone how to mine riches from the mountains. Oleani adopted
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the smaller folk of the valleys, instilling in them a joy for life and a special gift for growing things.
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Others of the Arkati chose not individual races, but seasons, emotions, or tasks to be their own.
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Kai accepted warriors of all sorts, and Lumnis embodied wisdom and learning. Ronan controlled
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the night, the time of dreams, while Phoen's was the warm sun of summer. Imaera chose the
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autumn, while Lorminstra reigned over winter, the season of death. The raging seas were Sharl
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domain. Jastev's followers celebrated visual arts, and developed a gift of prophecy, while his twin
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Cholen became the god of festivals and performing arts. Tonis, remarkable for his speed and
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determination, became the messenger of the gods. Over all of them ruled Koar, with a firm but
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gentle hand. Not all of the Arkati chose to help rebuild the land. Some had a different vision.
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Without the dragons controlling them, they began to strive against the others. Eorgina, Goddess
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of the dark, became their leader. Aligned with her were Ivas, mistress of seduction, Fash'lo'nae,
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master of the arcane arts, Andelas the Cat, whose joy is others' pain, and V'tull, the dark warrior.
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Also joined with Eorgina were Sheru, bringer of terror and nightmares, Mularos, who twists love
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to control and destroy, and Luukos, he who feeds on souls. The two groups grew further apart,
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as it was clear each regarded the land in a different light. Koar's faction saw it as a trust which
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had befallen them, the lesser races as children to be taught. The others saw the land as a stage for
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their own desires, its inhabitants as playthings, food, or worse. Strangely enough, the Arkati
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never came into open conflict. Some say that neither side trusted its strength to win the day.
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Others believe they simply await the appointed time.
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II. Second Age, The Elven Empire (50,000 - 20,000 years ago)
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Under the Arkati's tutelage, all the lesser races developed their own civilizations. But none has
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ever matched the great empire of the elves. The most magically adept of the races, they saw
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themselves as the natural heirs to dragonkind. The elves quickly spread from the deep forests in
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which they had always lived, staking claim to much of the known world.
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II.A. The Seven Noble Houses of the Elves
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"The lesser races live in savagery. It is only with the guidance of our own eternal empire that
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they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling
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themselves, they are rightfully grateful for our benevolence and aid."
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-Yshryth Faendryl, XIV Patriarch, House Faendryl
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The elven empire was centered on the Seven Cities, each built by and named for one of the seven
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noble houses. Each of these lines had risen to leadership of the elven peoples. Even today, most
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elves swear varying degrees of allegiance to one or the other. Ta'Faendryl, built by Korthyr
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Faendryl's line, was the capital city of the empire. Though all the houses were theoretically equal,
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most acknowledged the Faendryl as the natural leaders of the race, though some did so more
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grudgingly than others. No other house had mastered both spirit and elemental magic as well as
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had the Faendryl elves. Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a
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city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and
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female, enter the military at a young age, serving for some hundred years. Perhaps because of
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this, they are the haughtiest of the elves. They had little tolerance for the lesser peoples of the
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lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be
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tainted by others. They also chafed under the leadership of the Faendryl, believing the high seat
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should be theirs. The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center
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of elven politics. The Nalfein are fairly adept at everything, but they have always been the
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masters of stealth, whether in the field or the council chambers. Their politics are particularly
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ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to
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take up the life of a wandering merchant, traveling the world to trade in both goods and
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information. Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of
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the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a
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closeness and a love for the land exceeded only by the Sylvankind. They tend to be less haughty
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than members of the other houses, and have less of an imperial bent. They are typically
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appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai
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grow up to revere the hunt, and few can match their bowmasters. Bhoreas Ashrim's line took to
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the sea. None could match their skill with elemental magic, especially that of wind and water.
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They were said to have achieved control over the weather. They used this skill to master the
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waves, and they used their mighty city of Ta'Ashrim as a base for trading with some and raiding
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others. Coastal dwellers of the other races came to fear the warships of the "Sea Elves," as they
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were known. Though perhaps the haughtiest of all the elven houses, the Ashrim had little to do
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with elven politics - they considered the sea their kingdom, and cared little for the concerns of
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those on land. Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra
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is generally acknowledged as the center of elven culture, especially by the Loenthra. Though
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some do leave the elven lands to ply their trades as merchants or wandering bards, most
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Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying
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describes performing to an unappreciative audience as "casting pearls before dwarves."
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Ta'Illistim was founded by Linsandrych Illistim, the greatest scholar in elven history. Her house
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has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore.
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They are also extremely adept at the working of magical rituals, and the greatest artifacts
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produced by the elves came from the House of Illistim's laboratories. Though many Illistim
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choose a life of seclusion and study, some others travel the world in search of knowledge, both
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old and new.
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II.B The Sylvankind
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Sylvankind spring from the same roots as the elves, but they chose a different path. As the elves
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moved from their forests to build the Seven Cities, some stayed behind. These are the Sylphs. The
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Sylvankind care little for the world outside their forests. For them, the forests are the world. They
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retain a closeness to the land which approaches unity. A keen-eyed traveler can always tell when
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he approaches a forest of the Sylvankind, for the plants and trees appear both more lush and
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more dangerous. Few enter such a forest without the permission of its masters, and fewer still
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escape. Within these forests, the Sylvankind have built great hanging tree-cities. Some of their
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dwellings have hundreds of rooms, as they have grown over thousands of years. The race is
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ruled by a council of Hierophants, each of whom serves for his or her entire adult life. There is
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little for them to rule on, however, as the Sylvankind are generally of like mind. Few Sylvankind
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leave their forest homes. There is simply little to interest most sylphs "out there". Of course, there
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are some who feel the call to travel, whether out of curiosity, ambition, or an understanding that
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events outside the forests can threaten what lies within.
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II.C The Dwarves
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The dwarves also founded an empire, though one more limited in scope. They did not challenge
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elven control of the land, for the dwarves were more interested in what was underneath it. They
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made their home in the mountains. There, they found gold, silver, mithril and other materials.
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The vast underground cities of the dwarves were, however, little known to other races, for the
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dwarves allowed few to enter and see their riches. The dwarves were split into many clans, each
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dwelling in a range of hills or mountains. Ruling over all was the line of Khazi Khazar, who
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founded the greatest of the dwarven holdings, the city of Kalaza. His line served as the dwarven
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Overking for thousands of years. Little is known of most of these years, as the dwarves do not
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offer their history freely. Most of this history, however, involves their never-ending war with the
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other mountain-dwellers, the orcs. The dwarves have been battling orcs, and their larger thralls,
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the trolls, for generations. Though most dwarves remain in their clans, a fair number do travel
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the world. Dwarves are, by necessity, accomplished traders, bartering the riches of their
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underground kingdoms for food, cloth, and the like. They are also the world's best weapon and
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armorsmiths, surpassing even the skills of the Illistim elves.
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II.D The Humans
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The lot of the humans was a treacherous one in this age. The elves ruled the land, and they would
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permit no others to settle its more fertile areas. The Vaalor, in particular, have always gone out of
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their way to make life difficult for humans. Most humans lived a nomadic life, barely sustaining
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themselves in the barren lands they were permitted. Others served as slaves, beggars or thieves
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within the shadows of the great elven cities. Not all humans accepted their lot as thralls. Some
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rebelled. Many so-called rebels were little more than outlaws, more brigands than freedom
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fighters. Some few, however, actually achieved minor victories. The Black Wolves were one such
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group. Led by the wizard Aramur Forean, once a student of the Illistim himself, they actually
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drove the elves out of the area around what is now called Wehnimer's Landing. After one of their
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raids killed a young Vaalor prince, however, the elves hunted the Black Wolves down. The
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humans vanished into a series of caverns near the sea, and they were never heard from again.
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II.E The Giantmen
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The Giantmen developed a tribal society in the northern lands. These semi-nomadic tribes
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followed their herds' migrations, spending all but the winter season in warfare with each other.
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For there is nothing a giantman likes more than battle. These were, fortunately, limited wars. The
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tribes sought to best each other, seeking glory and joy, not to destroy other tribes. For while two
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tribes might be at war this season, they might be allies in the next. Some giantmen have always
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traveled the world, generally in search of a good fight. Many have made a life as a mercenary,
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and they can be found wherever there is the clash of steel and the cry of the battle-horn.
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II.D Halflings
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Halfling society has changed little since the second age. By then, they had developed a peaceful,
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agrarian society. The elves did not consider them a threat, and therefore left them to their own
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devices. This was fine with the halflings, who neither share nor understand the other races'
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ambitions to plunder the land. After all, soldiering is the sort of nonsense which could make one
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late for supper. Halfling villages are each governed by a democratically-elected mayor. Each
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village is independent, as there is no need for any higher form of government. Halflings
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themselves tend to stay in their villages, for few can bear to leave their families. However, they
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are also an extremely inquisitive people, so some do travel the world in search of adventure.
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III. The Age of Chaos (20,0000 - 5,000 years ago)
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The elven empire spanned the known world, and ruled for nearly 30,000 years. They believed
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none could threaten them. They believed this until they heard the name Despana.
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III.A The Undead War
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"Thousands of them! Ghouls, zombies, and worse, all blackened and half- rotten. They poured
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into the valley, an endless horde of screams, blood and stink. Now, we were all veterans of the
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orc wars, and we were ready for them.. But nothing could have prepared us for the banshee.
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" -Rhak Toram, Warrior of the Dusk Mountain Clan, survivor of Maelshyve
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Nobody knows just who or what Despana was. Her contemporaries believed that she came from
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the jungles said to lie beyond the Southron Wastes. She searched the land for the old places of the
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Ur-Daemons. Somewhere in what is now called Rhoska-Tor, her quest succeeded when she
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found the Book of Tormtor. The book was lost during the events which followed, so none can
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now be sure of its contents. It was said to be written in the language of the Daemons. Using this
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ancient work, Despana created the first of the Undead. Their numbers grew rapidly, and she soon
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had a vast horde of them to serve her. Their first task was to build the great keep of Maelshyve,
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where Despana took residence. From this keep, countless hordes of the Undead began their
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second task - the conquest of Elanthia. They were led by the arch-lich Dharthiir, who was said to
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be more than simply Despana's General. Dharthiir commanded many of the living, as well. Entire
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tribes of orcs, drawn by promises of conquest and plunder, swore fealty to him. They brought
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with them their traditional allies, the trolls. Many humans, too joined Darthiir's horde. Some
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came for silver, others to join any foe of the elves. The hordes struck first at the elven nations.
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Their progress was lightning fast, easily destroying what little resistance they met in the outlying
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provinces. The leaders of the elven houses were unable to organize any real defense. This was not
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due to a lack of means, but a lack of leadership. Each house wished the glory of vanquishing the
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Undead for themselves, and none would consent to have their troops led by another. And no
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house would commit troops to defend the territories of another. Within a month, the Undead had
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cut a swathe to the heart of the elven empire, threatening Ta'Vaalor itself. The Vaalor were led by
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Taki Rassien, wielder of the legendary veil-iron sword Aramier, and the greatest warrior of his
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time. He took the cream of the Vaalor armies to make a stand at the fortress ShadowGuard. With
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him went the Sabrar, a legion of elite knights that had never known defeat. Taki knew that, at
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ShadowGuard, the Vaalor would stop the horde. The battle of ShadowGuard lasted less than one
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day. The Undead destroyed the entire garrison, leaving fewer than a score of survivors. The elite
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Vaalor armies had been lost, along with Taki himself. At the time, this was considered the
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greatest defeat in the history of the elven empire. Modern scholars, however, point to the battle of
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ShadowGuard as the turning point of the Undead War. For several reasons, it marked the high
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point of Despana's campaign. First, the leaders of the other houses were shocked into
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cooperating. At last, the Faendryl were able to unify the command of all the elven armies and
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mount an organized defense. Second, Dharthiir himself was never seen after ShadowGuard.
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Tavern-tales hold that, at the last, Taki led the Sabrar in a charge at the heart of the undead army,
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and that he slew the lich. As none of the Sabrar survived the battle, this confrontation remains
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more legend than history. The battle of ShadowGuard also brought new allies. From Kalaza, the
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dwarven overking sent legions of his heavy infantry. The Giantman Warmaster ordered each of
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the tribes to support the elves. There were even small bands of halflings and sylvankind. Lastly,
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humans came to fight with the elves. Some were mercenaries, but others came for nobler reasons.
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Thus were humans the only race to fight on both sides of this war. The Undead advance slowed,
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then stopped. A stalemate was reached, with neither side able to push the other back. Daily
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charges across the lines of battle brought heavy casualties, but little progress. This state of affairs
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lasted for years. Finally, the Faendryl proposed a plan to end the war - a lightning strike at
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Despana's keep. They claimed to have discovered a secret that would destroy Maelshyve and its
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mistress forever. It was a new form of magic, one they would not reveal to any. The elven armies
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and their allies assaulted Maelshyve, and the attack went well at first. Berserking giantmen
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warriors broke the front lines of skeletons, zombies of ghouls, and a solid square of dwarven
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infantry battled back the orcish hordes. Slowly, they pushed Despana's forces back toward the
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keep. Then, Despana released the banshees. Their screams decimated the attacking forces, which
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fell back in disarray. For a moment, the battle appeared to be lost. The Faendryl chose that
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moment to reveal their secret, their new magic. Inscribing circles upon the ground, they
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summoned a flight of lesser demons to battle the undead hordes. Their foes fled back through the
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gates of the keep. The Faendryl then cast their final spell, causing the keep itself to implode,
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leaving nothing but smoke and rubble. Despana and her armies are said to have been utterly
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destroyed.
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III.B. Aftermath of the Undead War - the Age of Chaos
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The elves had won the war, but at great cost. Much of their empire had been sacked by the
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Undead. Their armies were nearly destroyed. But the political results were even more
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devastating. All the elven houses were appalled at the spells the Faendryl had unleashed. The
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summoning of demons was thought to be a particularly heinous act. Illistim mages pointed out
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the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere
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beyond it. The Vaalor and the Nalfein were also adamant on the subject, though some cynics
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have speculated that their motivations were not entirely selfless. The Faendryl argued that it was
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necessary, that Despana would have won without these magics. The other houses did not agree.
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They expressed their outrage by expelling the Faendryl from the empire. They were exiled to
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Rhoska-Tor, the barren, blackened land where Maelshyve had stood. Without the Faendryl to
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lead, the elven empire began to decay. The houses began an internal struggle for power, as each
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thought themselves the natural heir to the Faendryl's position. As they bickered, their empire
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slowly disappeared. The outlying territories declared themselves independent, or rebelled
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outright. To this day, the elves have not resolved their internal politics. The dwarven empire also
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fell as a result of the Undead War. Soldiers returning to Kalaza from the final battle brought with
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them more than tales of victory. They also brought plague, the sickness known as the Red Rot. It
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swept through Kalaza like a firestorm, killing over half the population. The dead included the
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Overking and his entire line. From that time on, each clan has ruled itself. The clans have become
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staunch isolationists, caring little for the politics of the outside world. Kalaza itself was hidden,
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its great gates buried under an avalanche of concealing stones. Only the dwarves now know its
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location. Without the elven armies to keep order, the land fell into anarchy. The next 20,000 years
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were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was
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dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is
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known. The fragments of song and story which survive tell of a very dark time, full of hunger,
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fear and little else.
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IV. The Fourth Age - The Modern Era (5,000 years ago - present)
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It is difficult to mark an end to the Age of Chaos. Most historians designate the modern age as
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beginning 10,000 years ago, but this is an arbitrary designation. Order was slow to return to the
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Land, with both the elves and the dwarves preoccupied with their own problems.
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IV.A The Dark Elf - Sea Elf War (5,000 years ago) In the aftermath of the Undead War, the
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Faendryl had been banished to the land of Rhoska-Tor, the barren and blasted land where
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Maelshyve had stood. Life in that place was never easy, for little grew there. Below the surface,
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however, the Faendryl found extensive networks of caverns. Not only did these provide shelter,
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but they also contained an unusually large number of mana foci. The Faendryl were able to refine
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their already- considerable talent for magic. This helped them survive. Slowly, the Faendryl
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began to change. Their features became even finer and sharper. Those living in the deepest
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caverns, those closest to the ruins of Maelshyve, found their skin darkening to a brown or black.
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As their aptitude for magic increased, they became physically weaker. The Faendryl also became
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increasingly bitter towards the other elven houses. Many believed that their exile had more to do
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with political opportunism than anything else. As they regained their strength, they began to
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look southward toward their ancestral home. Some counseled a war to regain it. Others within
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House Faendryl sought a peaceful reconciliation with the other houses. This included Rythwier
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Faendryl, XXXVII Patriarch of House Faendryl. He arranged to have his eldest daughter,
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Chesylcha, wed a prince of House Ashrim. She traveled to Ta'Ashrim, the sea-elf capital, with a
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wedding party numbering in the thousands. All hoped this would bring peace to the elven
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houses and help them begin the restoration of their empire. Chesylcha never made it to the
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wedding. There are as many stories about her death as there are storytellers. Whether it was a
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Nalfein or human assassin, or whether she simply fell ill, none are certain. Most believed what
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served their own ends. Within House Faendryl, those who had counseled war to regain their
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rightful place used the princess's death to begin one. The war began and ended with a Faendryl
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assault of the Ashrim home islands. Faendryl losses were horrendous. Their navies were no
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match for those of the sea-elves. However, a few ships did reach the harbor of Ta'Ashrim, and
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those few sufficed. The Faendryl's greatest spellcasters were on one of these ships. They struck at
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the Ashrim capital with the same spells they had used to destroy Maelshyve, but their abilities
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and knowledge had increased considerably. The sea-elves were not merely defeated, they were
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obliterated. Their home islands were reduced to lifeless, smoking rocks jutting from the sea.
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There were no known survivors among the Ashrim. Certainly, some must have escaped, simply
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by virtue of having been elsewhere. If so, they have remained hidden since that day. House
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Ashrim no longer exists. House Faendryl also ended, after a fashion, with the sea-elf war. After
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the Ashrim were destroyed, the other elven houses no longer considered the Faendryl to be true
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elves. Indeed, the changes in their physical appearance lent credence to this. Since that time, the
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Faendryl have been known to all as the Dark Elves.
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IV.B Dwarven-Giantman War (2,000 years ago)
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The Giantman had always been a nomadic people, but increasing contact with other races during
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the modern age has led some to settle down. Some tribes built cities, even becoming farmers.
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Other tribes retained the old ways, but their lands were becoming more and more crowded. They
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were forced to range farther and farther as they followed the seasons, their herds, and their
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endless wars. One tribe decided to build a settlement in an uninhabited mountain range. Within
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weeks, a dwarven army had appeared, seemingly from nowhere. The dwarves attacked
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immediately. At first, the giantmen considered the dwarves an amusement, more or less fat,
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bearded goblins. But they soon learned that, despite their height, the dwarves were nearly as
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strong as the giants, far more organized in battle, and armed with the finest weapons and armor
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their master-smiths could forge. This odd little war lasted the entire summer. The dwarves could
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not force the giantmen to retreat off the mountain, but the giants could not defeat the dwarves,
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either. In the fall, the giants decided to continue their migrations. They had not been defeated by
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the little people, but they never returned to that mountain, either. Before they left, they forged a
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compact with the dwarves there at the peak they called Sunfist. This peace has lasted thousands
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of years. The dwarven-giantman war remains unexplained. The giantmen never learned the
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reason for the dwarves' attack, and giantmen certainly need no reason to fight a war. The war did
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have an unexpected result, though. The dwarves and giantmen each gained the other's respect
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for their abilities in battle. Over time, they began trade. Today, the races are staunch allies,
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aligned more closely than any two other races in the land.
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IV.C The Rise of the Humans
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The Age of Chaos provided humankind not only with great dangers, but also opportunities. The
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elven armies no longer protected them, so they constructed their first fortresses. These fortresses
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eventually grew into towns, then cities. The humans developed a feudal society based in these
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fortress-cities. The largest of these cities was the port of Tamzyrr. The Overlord Selantha
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Anodheles, later the first Empress, extended its control to the surrounding baronies, and then
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further. Her own ancestry is unclear. Many say she was of mixed human and elven blood, a sign
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of elven meddling in human affairs. Indeed, it is hard to believe that her rapid series of political
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and military victories was entirely the fruit of her own talents, as considerable as they were.
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Eventually, the Turamzzyrian Empire grew to control nearly as much land as had the Elven
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Empire at its height. In the process, the humans have restored a measure of order to the land.
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Over the intervening centuries, other families have risen to challenge the Anodheles for control of
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the imperial throne, and it is not surprising to some that their number is not much greater than
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that of the existing elven houses. In fact, there are constantly new contending families which rise
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from obscurity to assail the circle of the empire's noble families, touting their lineage as being
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unmarred by elven blood and claiming a total freedom from elven influence. Some view the lack
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of refutation from the noble families as tacit confession of elven influence and support. For the
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past two years the Throne of Turamzyrr has been held by the Empress Mynal'lyanna. She is
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rumored to have the backing of a cult of Luukos. Two of those who contested her claim to the
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throne were struck down with diseases which defied all treatments, and one was attacked by
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undead in the first such attack ever recorded in the city of Tamzyrr. The victim was held in
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confinement until he displayed signs of the Curse of Luukos, and then was mercifully slain
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before the curse could fully manifest itself. A cold, and calculating ruler, Mynal'lyanna has
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vowed to extend the empire's holdings beyond the shores of this land, and to bring all inhabiting
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races beneath the rulership of the empire. Her supporters point to this openly anti-elven stance as
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proof that her rise to the throne is free of elven influence, and is a clear signal that the power of
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the elven houses is beginning to fade. Detractors suggest that her vow is a sign of her
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megalomania, and fear that the powers that back her are anything but human. In the two years
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since her rise to power, Mynal'lyanna's imperial troops have doubled in numbers. Used by
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former emperors to garrison the city and as shipboard troops to ensure the safety of coastal
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commerce, the empress has instead used her troops to isolate baronies which have failed to fulfill
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their imperial obligations. All of this has had an effect on even a distant frontier town like
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Wehnimer's Landing. Neighboring barons who have viewed the Landing as too distant and
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paltry to trifle with in the past are now reassessing the situation. Wehnimer's is a port town, and
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given the empress' vow to expand the empire across oceans, any port has a new potential for
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trade and a possible influx of imperial silver as new ships are commissioned. Also, with the
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empress' increase in troops has come an increase in the baronial taxes to support them, and every
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baron is now looking for any undeveloped source of income which might lie close to hand. Even
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if that source does not currently lie within his barony. Perhaps more significant to the daily life of
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those in Wehnimer's is the sudden influx of those displaced by the new policies which
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Mynal'lyanna has put in place. Non-humans have fled the inner regions of the empire as existing
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prejudices have been reinforced by imperial policies. And while those with money and influence
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have been able to purchase exclusions from certain new laws, the common folk of non-human
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races have been stricken with a series of prohibitions and restrictions that are pointless other than
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to humiliate and degrade.
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IV.D The Founding of Wehnimer's Landing (200 years ago)
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Wehnimer's Landing was founded 200 years ago, when Rone Wehnimer established a Wayside
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Inn on the road from the Darkstone bay to the heart of the human empire. It lies on the very edge
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of the human empire, and the town has become a center for trade between the humans, elves and
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other races. The Landing has always attracted a large share of adventurers, who come to the edge
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of civilization to make their fortunes. Rone himself grew restless. As his town grew into a city, he
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found his taste for adventure returning. He was last seen heading southeast with a pack-train of
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supplies. Many believe he sought Deepholt, the legendary underground city said to have been
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founded by Osriar Melenthrope. As neither Rone nor anybody else has ever returned from
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Deepholt, its very existence is unsubstantiated.
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IV.E The Krolvin Attack (150 years ago)
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Soon after Wehnimer's Landing was founded, the Krolvin were discovered. The human empress
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immediately dispatched three emissaries to make contact with the Krolvin and establish trade.
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These emissaries traveled through the Landing on their way to the Krolvin nation. The three
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emissaries returned in six sacks, borne at the vanguard of a Krolvin war-party. The Krolvin have
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no use for trade. They take what they want. The citizens of the Landing were hard-pressed to
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defend it. Though many accomplished warriors, wizards and the like called Wehnimer's home,
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they were vastly outnumbered. It appeared that the Landing would fall. Talbot Dabbings saved
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the day. As the gates were breached, the halfing warrior was able to slip past the enemy
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unnoticed. He made his way through the enemy lines in the confusion, heading toward the
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Krolvin war-leader. Leaping from his hiding place behind a water-barrel, Talbot slew the
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Krolvin. Two things then happened almost immediately. First, Talbot was killed. Second, the
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remaining Krolvin began to argue over who should be the new war-leader. This argument took
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over two days to resolve. By that time, the empress had sent reinforcements. The Krolvin boarded
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their ships and left - but few doubt that they will try again.
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