Welcome to The History page, here you can find a History recap through the ages
In Aetheria. the history is separated by Ages, Each age is 7 Centuries long! Towards the end of each age depending on what happens determines its name.
With each age lasting 7 centuries long, it's hard to get a full grasp of everything that happens, but to help the DM and its players get a basic understanding, this page tells you about the most important events that happen in each respective age
Understanding Time?
With Aetheria time separated by Ages and Century's how do the people count the years till the next age? or how does one tell what year it is?
Well its a very simple process here let me show you!
First we start with Naming The century and then after we name the age, for example It is the 6th century of the 2nd Age. The proper way is to name the century before the age.
Now that we understand how to properly name the century and age, how do we count singular years? well at the Start of every age the year starts at 001 and the count continues until the end of the century being 100 and then the process repeats.
when putting all together you will get something like this, "it is the 6th Century of the 2nd Age, on year 007. "
this format is the formal way to answer or write down what year and century it is.
Now their is an Informal way to tell the year as many take this to be the easiest way, its not much different from our formal writing but it flows better in conversation, when answering informally you simply state the century number and add C, then year, and age like this.
"Yeah its 6c 007, 2nd age."
For historical records time is kept simple the years start at 001 and continue to 700 completing the century.
Both ways equally tell the right information and now you understand Aetheria time!
When getting on the topic of Months, here in Aetheria there are no months, everything is described through seasons. Summer, spring, fall and winter.
when in conversation many will state that's its been a long summer or short winter ex... as the seasons have no set time and will start or end when the world around begins to change.
"the leaves have began to fall, finally it has been a very long summer."
In the world of Aetheria Weekdays have a differing kind of name from the ones we all know. same as ours their week is 7 days long.
1. Solarday
2.Emberday
3.Thundersday
4.Miday
5.Starday
6.Mysticday
7.Lunarday
Era of gods and men
The Golden Era
In ancient times, when the world was still young, the Sun and the Moon, after ending the Eternal Darkness, looked down upon the nascent lands. They saw the mortals struggling against the chaos, battling ignorance, weakness, and poverty. Moved by compassion and a shared desire to see the mortals flourish, they decided to create divine beings who would become the guardians of all, bestowing upon them the gifts of knowledge, strength, and prosperity.
The Sun, radiant and all-seeing, gathered its golden light and formed it into celestial fire. From this divine flame, it shaped the first of the gods, imbuing them with immense strength and resilience. These gods were given the power to protect, to heal, and to inspire courage. They came to Aetheria as warriors, healers, and protectors, bolstering their spirits and defending them against the forces of chaos and destruction.
The Moon, serene and mysterious, gathered its silvery light and formed it into celestial essence. From this divine glow, it crafted the second set of gods, endowing them with the brilliance of knowledge. These gods were given the wisdom of the ages, the secrets of the cosmos, and the understanding of the natural world. They descended to Aetheria as teachers, scholars, and sages, illuminating the minds of all the intelligent creatures and guiding them out of the darkness of ignorance.
Together, the Sun and the Moon then combined their lights, creating a harmonious blend of their divine essences. From this union, they fashioned the third and final group of gods, who were bestowed with the gifts of prosperity and abundance. These gods were endowed with the ability to nurture, create, and bring forth wealth. They arrived as artisans, builders, and farmers, teaching all the people of Aetheria the arts of cultivation, craftsmanship, and trade, ensuring that no one would suffer from want or scarcity.
Even still, the evil that controlled the land still lingered, waiting and growing in the depths of darkness. These horrors are called Dark Age Beast.
One of the gods' first divine acts was to uplift the dragon race. These titanic beasts, who once raged without reason, were granted thought, purpose, and language. Scales were imbued with enchantment, breath with elemental force, and hearts with honor. The dragons became the divine guardians of the land, soaring across Aetheria as protectors and judges. Under their watch with the Gods, the Dark Age Beasts were driven back to the blackest corners of the world. A Story known as the Singing Fires.
The dragons then became the first stewards of the mortal realm.
As these gods walked among mortals, they fulfilled their sacred duty to guide, protect, and nurture the Mortal realm. Under the benevolent watch of the Sun and the Moon, the world blossomed. Knowledge spread like wildfire, strength fortified communities, and prosperity flowed through the lands. The gods became the beloved guardians of all, their divine presence a constant reminder of the celestial love and care that the Sun and the Moon bestowed upon Aetheria.
The Gods Guided and nurtured for centuries. With their divine presents, there was no war, no famine; it was a Golden age. The era when gods walked among mortals is often nicknamed The Golden Era. At its Height, the Mortals and Gods' relationships began to turn; the Gods became content and, over time, lost sight of what they were sent to do in the first place.
But even divinity is not immune to pride. Over time, the gods grew complacent. Worship turned to vanity, and guidance turned to control. They created the Game of the Gods, a celestial tournament in which each God chose a champion to fight for their glory. What began as a test of honor became a spectacle.
Then, during the final game, a convergence unlike any seen before occurred. The sky darkened.
An eclipse.
From the rare union of Sun and Moon, a new force was born: The Eclipse, an entity neither god nor mortal, neither light nor shadow, but both. The Eclipse did not speak, but it offered a gift. A glowing, golden-black seed. This seed was planted deep into the heart of Aetheria by mortal hands.
From it, the World Tree began to grow.
The Tree offered everything that the gods could, but it did not ask, pry, or beg; it simply gave. this divide was the spark that soon caused the most important moment in Aetheria's History.
In time, God's lack of resolve began to create a drift between God and Man. Many no longer looked to the heavens for guidance, and soon, War began to spread like a plague, a brutal conflict where the gods tried to reclaim control, and mortals refused to surrender it. The World Tree became both sanctuary and symbol, a living declaration that Aetheria no longer needed divine rule.
Thus began the Gods & Men War
In the waning days of the Gods & Men War, the world stood at the edge of unprecedented change. The gods, who had ruled with unmatched wisdom, power, and occasional wrath, now found themselves facing mortals who no longer looked to them for guidance. The World Tree had taken root at the heart of the land, its branches stretching across the sky, touching stars and creating a vast, web-like network that channeled power into Aetheria.
At its core, the World Tree held the potential to give every race and creature knowledge, strength, and power, equaling or even surpassing the gods themselves. It was not only a beacon of strength but a symbol of liberation. For the first time in history, mortals, humans, elves, dragons, and many others felt what it was like to have the freedom to carve their own path. With this awakening came tension, a rumbling threat that grew louder as the gods watched their roles diminish.
The Great Uprising was the climactic turning point of the War of Gods and Men, a time when the gods' power faltered in the wake of the World Tree’s birth. The World Tree, a source of immense power, had awakened humanity and the Great Races, giving them the strength to challenge the gods' dominion. As divine influence waned, the Fallen Knights, once the champions of the gods, now their greatest enemies, rallied to strike the ultimate blow against their former masters.
At the forefront of this rebellion stood Apollo, the Knight of Wrath, a relentless force driven by divine betrayal and a burning desire for vengeance. By his side marched his fellow Fallen Knights: Dravian, the Knight of Grief, whose sorrow resonated like a mourning dirge; Calen, the Knight of Resentment, whose simmering anger fueled every step; Edith, the Knight of Betrayal, whose fury burned brighter than any flame; and Vexarion, the Knight of Regret, haunted by the gods' abandonment.
The Fallen Knights led their forces in an audacious assault on the Celestial Pier, the gods’ sacred home, said to float above the heavens. This bastion of divine power had long been thought unassailable, its gates guarded by celestial legions and ancient wards. But the Fallen wrath was unstoppable.
The battle was apocalyptic. Mortals, empowered by the World Tree, clashed with celestial beings in a storm of magic, steel, and fury. The Fallen Knights, with their unholy strength and indomitable resolve, carved through the gods' defenders, leaving devastation in their wake. Legend tells of entire constellations dimming as divine warriors were struck down, their essence unraveling under the Knights' assault.
In the heart of the Celestial Pier, the Fallen confronted the gods themselves. The heavens trembled as the Knights unleashed their wrath, striking down many deities and even slaying several of the Ancient Ones, primordial gods whose names have since been lost to time. The sheer magnitude of the uprising shook the very foundations of creation, threatening to unravel the divine order entirely.
Faced with annihilation, the surviving gods marshaled their remaining power. In a desperate act, they banished the Fallen Knights, tearing their wrathful souls from their armor and scattering them across the mortal realm, hiding them so they might never rise again. The cost of this victory was immense. The gods, weakened and diminished, abandoned the mortal realm, retreating into obscurity.
The Great Uprising marked the end of the gods’ rule over Aetheria. With their departure, the mortal races inherited the world, free to shape their destiny without divine intervention. Yet, the echoes of that fateful day linger, whispered in legends of the Fallen Knights and their wrath, a reminder of the price of divine hubris and mortal defiance.
Yet, one mystery remains.
The Eclipse, born of celestial balance, did not take sides. It did not fight. It simply watched. And though it vanished with the planting of the World Tree, its mark endures.
Some say the Eclipse still stirs deep within the Tree’s heart. Others believe it watches from the stars, waiting for a new age. Perhaps it is the true god of this world, a force beyond the divine, beyond mortal, guiding Aetheria from behind the veil of balance.
One thing is certain:
The world is no longer ruled by gods. It is ruled by choice.
First Age
The Age of Magic
Overview
Thus, at the end of the Gods & Men War, mortals stood on the precipice of a new era. A world where mortals controlled their own history, and where power no longer depended on worship, but on one’s connection to the mystical World Tree. Three Great Races led the charge around the World Tree, determined to shape a new era. The Elves, wise and attuned to nature's deeper currents, saw the Tree as a path to enlightenment. They believed in channeling its powers with respect, seeing themselves as guardians of this ancient gift. The Dragons, creatures of arcane wisdom and fiery might, were more cautious. Though they yearned to explore the power of the Tree, they understood its dangers and feared the chaos it could unleash if left unchecked.
But it was the Eutherians, the race born from the Tree itself, that represented the most intriguing and unsettling presence. They were beings of living energy, with forms and minds that evolved as the Tree did, pulsing with its magic. The Eutherians were new and alien, embodying the World Tree’s mysterious nature. They could communicate with the Tree directly, seeing and understanding things beyond even the oldest dragons' comprehension.
The Great Races gathered around it, bound by fragile unity yet filled with aspirations that would shape the course of history. The seeds of peace and conflict lay intertwined at the Tree's roots, promising a future where freedom, ambition, and destiny would meet in a world transformed.
The Elves, Dragons, and Eutherians created a tentative alliance called the First Pact, each seeking wisdom from the World Tree in their own way. The Elves took stewardship of the Tree’s sacred song, the Dragons claimed the skies as its watchful wardens, and the Eutherians vowed to bind knowledge and magic into the foundations of the world. Yet, distrust and ambition simmered beneath this union.
In Late Winter, Year 046, the dragons rose to greatness, and their culture and intelligence flourished following the First Dragon Broods. These broods were living citadels, guarded fiercely by elder wyrms.
In their ascension, the Dragons declared themselves protectors and Guardians, promising to drive back any threat from beyond the mortal veil. However, some of them became increasingly troublesome with the new found power.
The Eutherians, an ancient yet New group of beings, became masters of the art of magic. Their deep and strong connection to the World Tree, the source of their magic, allowed them to excel in it, and their vast knowledge of it transformed the world. They were able to perform tasks that were once thought impossible with just a snap of their fingers. This incredible power was not limited to them alone, as they generously shared their knowledge with many creatures.
In Starday, Late Spring, Year 220
Eutherians construct a vast crystal tower near the Tree named The Spire of Glass, infused with the magic of starlight. It became their central academy. A Place for all to learn, and among the many creatures who sought out magic, the Elves were particularly fascinated by the Eutherians' magical feats. Some dragons were even intrigued by this art and wanted to learn it.
The Eutherians spread far and wide across the land, they thrived, and in time they prospered. They established themselves in many different lands and taught their magical prowess to all who were willing to listen. The Elves, however, preferred to stay close to the Tree, studying the Tree and understanding its power and connection to everything. By the start of the 7th century, the world was in an age of magic, and the Eutherians continued to excel in it. They were spread across the land alongside many other humanoids who were learning and growing. Their magical feats were awe-inspiring and became the stuff of legend, inspiring many generations to come.
In the last century, before the beginning of the Second Age, the world underwent a profound transformation. The once peaceful atmosphere was disrupted by the increasingly aggressive and violent behavior of the dragons. The most powerful and intelligent dragons believed that they were superior creatures, once the very hand that protected and aided the Gods. They claimed that magic was theirs alone. However, the Eutherians disagreed and argued that the Tree's power was not the dragons' birthright but belonged to all creatures.
The dragons, outraged by the opposition, declared war on the First Bloom of Spring, Year 604, 7th century
They declared that if they couldn't have the Tree's power, no one could. Their call was not unanimous, for some dragons remembered the Pact, but enough bent the knee that war became inevitable. The age of uneasy guardianship was shattered. In the following years, the Dragons launched an attack on the People and the Tree. Mid-Summer, Year 61, 7th Century. They declared that if they couldn't have the Tree's power, no one could. That evening, they descended from the sky in fire and blood, destroying the Spire of Glass, Homes, and other great monuments, and even parts of the World Tree itself were burned in the carnage. The Eutherians, who were closely connected to the Tree and felt the attack, declared war on the dragons. The war was long and brutal, with many creatures caught in the crossfire.
In the High Summer, Year 693, 7th Century, Several dragons rose above all others in the war and fought fiercely against the Eutherians. Over time, they were known as the Dragon Lords. However, three dragon lords turned on their kin when they saw the devastation caused by the conflict. As the tide of the war began to turn against them, the Eutherians proposed a new form of magical machine that could target specific creatures and steal their essence, killing them in the process. The council favored another option, and the Eutherians left the meeting furious.
On the Last Frost of Winter, Year 700, the dragon army led by Balerion, a Ruthless warlord and royal blood to the First Dragons. He had made their final move. The attack was in full swing, and the elves knew that they had to defend the Tree at all costs. Strangely, the Eutherians were nowhere to be found. The elven elders sensed a coming storm, and they could feel the horrible magic radiating from it. The Eutherians went ahead with their plan, and it backfired, causing a massive storm that ravaged the land and killed all that came into contact with it. The elves and many other creatures who lived near the Tree knew that the end was inevitable. One of the arch mages in the elven council proposed a way to save the Tree and all who lived there. He crafted a spell that could move the ground beneath them and transport them to a realm between realms. The idea was a stretch, but ultimately, they had no other choice.
On that last day before the start of the second Age, all creatures who possessed magical abilities gathered around the World Tree. The air was thick with anticipation as they prepared to perform the Arch Mage's spell.
Thousands of creatures put every ounce of their power into the spell, and the ground beneath them began to shake. The chanting grew louder, and the energy within the group intensified. Suddenly, the ground around them began to lift, shattering the earth below and creating a massive crater.
The creatures continued to focus their power, and the crater was quickly enveloped by the sea. With one final push, the Elves and the World Tree disappeared.
The world was left in ruins, and a lifeless wasteland remained in the void that was once the site of the World Tree. Deadly storms and tsunamis ravaged the central lands, attempting to fill the void left by the disappearance of the World Tree. The once-beautiful landscape was now a shattered and dangerous place where only the bravest and most skilled creatures could hope to survive.
Summary of Impactful Events
1st Century of the First Age
-
Solarday, Early Summer, Year 001 — The Dawn of the Mortal Era
The Elves, Dragons, and Eutherians gather at the roots of the World Tree. The first pact is spoken: to guard the Tree and shepherd the mortal world together. -
Starday, Mid-Winter, Year 023 — The Birth of the First Elven Song
The Elves compose a hymn said to weave blessings into the roots of the Tree. It becomes the first recorded ritual magic of mortals. -
Thundersday, Late fall, Year 046 — The First Dragon Broods
Great nests are raised along mountain ridges near the Tree. The dragons claim dominion over the skies, though still in harmony with their allies. -
Starday, Mid-Spring, Year 050 — The Elves’ First Circle
The first Elven council forms to govern their people and keep their role as guardians of the Tree.
2nd Century
-
Mysticday, Early Spring, Year 115 — The Awakening of Rivers
Eutherian mages harness the Tree’s waters, causing rivers to swell and transform into lifelines of fertile valleys creating the great lake that feeds the tree's roots. -
Emberday, Autumn’s Crest, Year 141 — Festival of Blossoms
Elves and Eutherians begin an annual celebration at the Tree, marking the bond of races. Dragons oversee, lending a rare sense of unity. -
Lunarday, Deep Winter, Year 188 — The First Storm of Scales
A clash between two dragon broods shakes the skies for weeks. Though no lives are lost, the Elves note the rising pride of dragons.
3rd Century
-
Starday, Late Spring, Year 220 — The Spire of Glass
Eutherians construct a vast crystal tower near the Tree, infused with the magic of starlight. It becomes their central academy. -
Mysticday, Mid-Fall, Year 249 — The First Dream-Seers
Elves record visions of the future gifted by the Tree. Many foretell a coming storm of fire and blood. -
Solarday, Mid-Summer, Year 277 — The Dragons’ Test
Dragons demand trials of strength and courage for Eutherians who wish to learn draconic wisdom. The tests become legendary rites of passage.
4th Century
-
Mysticday, Late Fall, Year 309 — The First Breach of Trust
Dragons and Eutherians quarrel over the Tree’s power, splitting the alliance. -
Thundersday, First Frost, Year 322 — The Silent Accord
The Elves forbid the use of magic that alters the roots or essence of the Tree. The Eutherians quietly ignore this decree. -
Emberday, Mid-Summer, Year 347 — The Skyfire
A star falls from the heavens, lighting up the night sky. Dragons claim it as an omen of their destined supremacy. -
Lunarday, Late Winter, Year 389 — The Rootwatch
The Elves form the first standing guard dedicated solely to protecting the Tree.
5th Century
-
Solarday, Mid-Spring, Year 410 — The Bloom of Whitefire
A rare flowering of the Tree releases blossoms that glow at night. Eutherians harvest them, learning new forms of light-weaving magic. -
Thundersday, Autumn’s Peak, Year 436 — The First Wing-Clash
Dragon Lords begin formalizing dominance through aerial duels. Some dragons start to see themselves as rulers rather than watchers. -
Starday, Summer’s End, Year 459 — The Binding of Oaths
Elves and Eutherians swear magical oaths of cooperation. The oaths hold, but their words twist with interpretation over the centuries.
6th Century
-
Emberday, First Dawn of Spring, Year 502 — The Age of Magic Rises
Eutherians spread their teachings far across Aetheria. New mortal races emerge with sparks of magic humans, dwarves, Orcs any many others began learning fragments from their mentors. -
Mysticday, Mid-Summer, Year 541 — The Dimming of Dragons
Some dragons abandon their protective role, isolating themselves in mountains and hoarding treasures rather than defending the Tree. -
Lunarday, Late Fall, Year 583 — The Seeds of Doubt
Elves record the first act of forbidden experimentation on the Tree’s sap by a renegade Eutherian sect.
7th Century — The War of Dragons and Eutherians
-
Solarday, First Bloom of Spring, Year 604 — The Dragons’ Declaration
Dragons rise in open defiance, claiming the Tree as theirs. -
Starday, Mid-Summer, Year 611 — The Burning of the Spire
The Spire of Glass is shattered in a dragon’s attack, its shards scattered across the land. -
Thundersday, High Summer, Year 620 — The First Dragon Lords
Mighty dragons claim dominion as rulers of their kind. -
Emberday, Autumn’s Eve, Year 660 — The Eutherians
The Eutherian begin building a machine to end the war. -
Mysticday, Winter’s Crest, Year 671 — The Siege of the Ashen Hills
The Eutherians, with elven allies, rout a dragon host in one of the bloodiest battles of the war. -
Lunarday, Last Frost of Winter, Year 700 — The end of an Era
The Eutherians unleash their machine. It backfires, creating a magical cataclysm. Destroying themselves the Dragons any many others. Elves vanish with the Tree. The First Age ends
Second Age
The Cleansing
After the Cleansing, a catastrophic storm that devastated much of the world of Aetheria, the once-thriving land was left barren and broken. The people of this world had to start over from scratch, and their lives were forever transformed. The Cleansing also brought about the emergence of new life, cultures, and places, causing the world to be renamed Aetheria.
During much of the second age, the world was a place of rebuilding and healing as the people tried to pick up the pieces of their shattered lives. The absence of the World Tree made magic much more challenging to learn and harness, leading many people to abandon it altogether. By the 4th century of the 2nd age, the world had become stable, and tiny villages began to evolve into bustling cities as people of all kinds began to flourish in the new uncharted lands.
In the west, the Great Plains became a melting pot for all kinds of people, with diverse cultures and backgrounds converging in this region. In the south, a new rising empire was growing in Dornn, while in the east, the First Dwarves claimed their new home in the Dwarn Mountains.
The 4th-6th centuries, often referred to as "the booming," witnessed a significant population increase, leading to the growth of bigger cities and the emergence of many Nobel houses. These houses would rise and fall as they competed for power, creating a dynamic and ever-changing landscape. In the east, the Dwarves were progressing steadily and quickly became the first stable Nobel house. Down south, a religious empire was brewing, which was by far the most powerful and influential of the age. The new islands in the Derdeen Sea began to show life as creatures big and small wanted to explore the uncharted seas.
In the west, many Humans, Orcs, Halflings, and many others decided to venture into the untamed north wilds of Gibarra, looking for a new start and to get away from the clutter of the plains. In Dornn, the rising empire made its home in the new city of Eagle Hollow. Despite its harsh conditions, Eagle Hollow was a place of plenty with a rapidly growing economy, bringing life to the dangerous and harsh sands that covered Dornn.
By the end of the 6th century, the two most prominent houses were the Onyxbrow and the Covan. The Onyxbrow ruled the Dwarn Mountains north in Valain, and the Covan ruled Eagle Hollow in the Red Mesas of Dornn. Back in the early 4th and 5th centuries, people still struggled to find common ground in Gibarra, as no true leaders had emerged yet. However, many found success traveling north towards the uncharted Whitestone Mountains.
Towards the end of the seventh century, a prominent Nobel House began to make its presence known, signaling a new era of power and influence. Down south in Dornn, a rebellion was brewing. Eagle Hollow was plagued by political strife, and a council governed the city. After the council banned one of its members, many others resented the decision, and tensions escalated. A civil war was on the brink until, almost out of nowhere, the entire city was destroyed in one night. Thousands of lives were lost in a matter of hours, and the survivors were left to roam the deserts, hoping to rebuild a new home.
This catastrophic event would have lasting effects on the region as its survivors struggled to rebuild, and the world of Aetheria continued to evolve in unpredictable ways.
Summary of Impactful Events
1st Century of the Second Age
Solarday, First Dawn of Spring, Year 001 — The Cleansing Ends
The great storm finally fades. Survivors emerge from shattered lands, Entire regions lie barren, while new coastlines and rivers form where none existed before.
Miday, Early Summer, Year 014 — The First Seeds
Communities begin planting new crops in the Great Plains. Strange, resilient grains grow in the scarred soil, marking the first true sign of recovery.
Starday, Mid-Fall, Year 038 — The Gathering of the Broken
Refugees from across the land gather along the Aelwyn River, forming the first unified settlements after the Cleansing.
Lunarday, Deep Winter, Year 067 — The Last Witnesses
The final elders who remember the World Tree pass into legend. From this point, its existence becomes myth to many.
2nd Century
Emberday, Early Spring, Year 109 — The Stone Foundations
The first permanent cities begin construction, replacing survival camps with walls and organized streets.
Thundersday, Summer’s Height, Year 133 — The Hunt of the Great Boar
A monstrous beast ravages the Plains before being slain by a coalition of warriors lead by a band of Orcs. Its tusks become relics carried by the Orcs who helped slay it.
Mysticday, Autumn’s Crest, Year 158 — The Silent Winter
For the first time since the Cleansing, winter passes without storms. Many see this as a sign the world has begun healing.
Starday, Late Winter, Year 191 — The Wandering Bards
Travelers begin spreading songs, history, and news, helping unite distant communities.
3rd Century
Solarday, Spring’s Crest, Year 214 — The First Dwarven Return
Dwarves reclaim the Dwarn Mountains, carving new halls beneath the earth.
Emberday, Mid-Summer, Year 243 — Festival of Embers
The first shared festival of survival spreads across Aetheria, honoring those lost in the Cleansing.
Mysticday, Late Fall, Year 276 — The Forging of True Steel
Dwarven smiths unveil new alloys, ushering in a golden age of craftsmanship.
Lunarday, Deep Winter, Year 297 — The Plains Accord
Human, orc, and halfling tribes agree to temporary peace in the Great Plains.
4th Century — The Booming Begins
Miday, Early Spring, Year 312 — The Rise of Trade
Villages become towns, and markets flourish across the Plains and Dornn.
Thundersday, Summer’s Height, Year 339 — The Founding of Eagle Hollow
The desert city of Eagle Hollow is founded, quickly becoming a hub of commerce.
Solarday, Autumn’s Crest, Year 357 — The First Dwarven Crowns
House Onyxbrow rises as the first stable noble power in the east along with Steel Crows, Graybeards and Amber Lungs.
Mysticday, Late Winter, Year 381 — The Birth of Noble Houses
Families of influence across Aetheria begin formalizing their rule.
5th Century
Starday, Early Spring, Year 403 — Expansion of Eagle Hollow
Trade routes stretch across Dornn, bringing wealth and power to the desert.
Lunarday, Summer’s Height, Year 428 — The River Wars
Settlements fight over fertile lands and water.
Emberday, Autumn’s Eve, Year 452 — The Rise of the Southern Faith
A powerful religious empire begins forming in Dornn.
Thundersday, Winter’s Crest, Year 489 — The Derdeen Voyages
Sailors explore newly formed islands in the Derdeen Sea.
6th Century — Height of the Booming
Solarday, Spring’s Crest, Year 503 — The Rise of House Covan
House Covan becomes the dominant power in Eagle Hollow.
Starday, Mid-Summer, Year 529 — The Pact of Onyxbrow
The Dwarves unite under one banner.
Miday, Autumn’s Peak, Year 547 — The Northern Migration
Many settlers move toward the Whitestone Mountains.
Mysticday, Late Winter, Year 580 — The Birth of Coin
Currency begins replacing barter.
7th Century — The Fall of Eagle Hollow
Lunarday, Early Spring, Year 608 — The Dornn Rebellion
Political tensions rise as factions within Eagle Hollow clash.
Emberday, Mid-Summer, Year 610 — The Civil War of Dornn
Violence spreads through the city.
Thundersday, Autumn’s Eve, Year 612 — The Night of Ashes
Eagle Hollow is destroyed in a single catastrophic night. Thousands perish.
Mysticday, Winter’s Crest, Year 615 — The Age Ends in Silence
The survivors scatter across Dornn. The Second Age ends in uncertainty.
Third Age
Age of war
In the early centuries of the Third Age, Aetheria finally reached a fragile stability. After generations of rebuilding, new noble houses rose across the lands, carving their names into history through trade, diplomacy, and occasional conflict. These wars were small and brief, rarely lasting more than a few years, and were seen as necessary struggles in the shaping of a new world, the largest and most influential wars will be told here.
In Dornn, a powerful family emerged from the sands: They called themselves House Khafra Daora, and they claimed divine origin.
According to their own traditions, the founders of the house were said to be Children of the Sun, chosen by the solar deity to bring order to the harsh lands of Dornn. Whether this belief was truth, myth, or political theater mattered little. The symbolism proved powerful, and the people of the desert listened. The early Khafra Daora rulers combined religion, military strength, and clever diplomacy to unite the scattered peoples of the region. At the time, Dornn was not a single nation but a loose patchwork of desert tribes, merchant cities, oasis settlements, and wandering caravans after the fall of Eagle Hollow. Each community survived largely on its own, bound only by fragile trade agreements and seasonal alliances.
Through a mixture of alliances and conquest, they began bringing these settlements under their banner. Some cities welcomed their rule willingly, drawn by promises of protection from raiders and access to expanding trade networks. Others resisted and were subdued by the growing Dornnish armies. Within a few decades, the Khafra Daora influence spread across the Red Mesas, establishing fortified trade roads and securing vital water sources between oasis settlements. But their greatest achievement was the founding of a new capital. At the heart of the desert, the Khafra Daora began constructing a city unlike any other in Dornn. They named it Jade City.
Built along a vital crossroads of caravan routes and protected by the towering red stone cliffs of the mesas, and only a matter of miles from the Jade Gulf allowing for over sea trade, Jade City quickly became the political and spiritual center of the region. Its architecture reflected both faith and power. The Building of Jade city took Generations slaves and religious believers alike spent their entire lives building this soon to be World Power.
Built upon a mesa column the massive sandstone walls protected the city from desert raiders. Towering sun-temples rose above the skyline, their polished stone reflecting the desert light for miles. Water reservoirs and aqueduct systems were engineered to sustain the population even during the harshest droughts. Merchants soon flocked to the city, bringing goods from across Aetheria. What began as a fortified settlement grew into a thriving desert metropolis. Jade City became a symbol of stability in a land that had known little of it.
By the middle of the 2nd Century of the Third Age, House Khafra Daora had achieved something that had never existed before in Dornn. They united the desert.
Caravan cities, oasis villages, mining settlements in the Red Mesas, and wandering tribes were all gradually brought under imperial authority. Some leaders bent the knee willingly, recognizing the benefits of centralized rule. Others resisted and were defeated in short but decisive campaigns across the desert. One by one, the independent cities of Dornn fell into the empire's sphere of influence. Trade roads were patrolled by imperial soldiers. Bandit clans were driven deep into the dunes. Taxes began flowing into Jade City, funding further expansion and strengthening the empire's military. Within a few generations, the Khafra Daora had transformed Dornn from a fractured desert frontier into a unified and formidable power.
Thus was born the Dornnish Empire, For the first time in recorded history, the harsh lands of Dornn were governed under a single banner. While Eagle hollow was revolutionary for its time it was a city of unified houses and a elected court a stark contrast to the Empire. From the burning sands of the Red Mesas at the center of it all stood Jade City, the shining capital of the desert empire, where the banners of the Children of the Sun flew high above the sands and everyone bowed down to the Empire.
Meanwhile, in Valain, the once-untamable jungles began to yield to civilization. Settlements formed along riverways and ancient ruins, and new human settlements began to form along the Delta marshes although the Lizardfolk natives were apprehensive and many small conflicts ensued, but the new growth of peoples brought new prosperities and trade to the region.
In the late 4th century of the Third Age, tragedy struck the Dwarven Kingdom of the Dwarn Mountains. King Thallium V, a wise and stabilizing ruler, died after a long and grave illness. His passing shattered the delicate unity of the dwarven people. His twin sons, Prince Orin and Prince Doren, were vastly different in nature. Orin was a builder, a visionary who believed in unity and cooperation. Doren was a warrior, proud and ambitious, convinced that dwarves were destined to rule through strength. Tensions quickly escalated. In the final breaking moment, Doren attempted to murder his brother while Orin worked within the forges of Fort Astragoth. Though the attempt failed, it divided the kingdom.
Orin fled with loyal followers into the jungles of Valain, using the dense rainforest as cover. Doren seized control of Fort Astragoth and declared that dwarves were no longer mere miners and craftsmen, but conquerors destined to claim all Valain. Doren marched north and captured the human settlement of Edgewarf, establishing it as a stronghold. Beyond it, he created the North Slums, a brutal labor camp for dissenters and prisoners. There, he uncovered ancient Eutherian scripts and used them to forge the first Warforged, mechanical warriors without fear or mercy.
With this new army, Doren began conquering the region, taking Marleme and Delta Marsh, seeking both resources and control of movement across Valain. What had begun as a royal succession crisis soon evolved into something far darker. Doren, now crowned king of Fort Astragoth, no longer sought merely victory over his brother. He sought domination over all of Valain.
As the war dragged on, Doren’s ambition grew unchecked. His Warforged armies expanded, his conquest spread, and the jungles that had once resisted dwarven control became his greatest obstacle. In a ruthless bid to break the resistance and fuel his war machine, Doren ordered a devastating campaign that would forever scar the land. Doren commanded his Warforged legions to march deep into the rainforests. There, using alchemical fire and engineered flame devices derived from stolen Eutherian knowledge, they set the jungle ablaze. For weeks, the sky above Valain burned red.
Thousands of acres of ancient rainforest were destroyed. Entire villages vanished in the inferno. Creatures that had lived in harmony with the land for centuries were driven from their homes or perished in the flames. The once-living jungle became ash and blackened stone. The devastation was not merely strategic it was symbolic. Doren declared that the age of nature’s rule had ended and that the dwarves would reshape the world as they saw fit. But this act had consequences he could not foresee. Rather than breaking resistance, the Great Burning unified it. Survivors from countless tribes gathered in fury and grief. The Lizardfolk, jungle clans, and scattered peoples of Valain who had once remained neutral or divided now saw Doren as a threat to all life in the region. It was this moment that gave Orin the leverage he had long needed. Where once he had struggled to gain trust, now leaders came to him willingly. They saw not just a prince, but a protector. Through shared pain and purpose, Orin forged a powerful coalition of dwarves, humans, jungle tribes, and other peoples. Among those who rose to prominence during this time was Clan Zubi, whose guerrilla tactics and deep knowledge of the land made them one of the most effective forces against the Warforged. The fires of the Great Burning did not go unnoticed.
From the western mountain ranges of Valain, the Aarakocra observed the devastation. These sky-bound watchers had long remained distant from the conflicts of the ground races, serving as guardians of balance and messengers between distant lands.
The burning of the rainforest was seen as a violation of that balance. For the first time in generations, the Aarakocra chose to intervene. They began secretly relaying intelligence to Orin’s forces, scouting Warforged movements, mapping safe jungle paths, and carrying vital resources between allied camps. Their ability to move unseen above the canopy gave Orin a strategic advantage that Doren could never fully counter. Over time, the Aarakocra became one of the most crucial elements of Orin’s war effort, transforming scattered resistance into coordinated strikes.
Some histories would later claim that without their support, Orin’s victory may never have come.
Years into the war, Orin gathered strength in the south. He led a daring northern strike to free the enslaved dwarves. What they found was horror. Thousands had died from neglect. Enraged, Orin ordered the execution of Doren’s followers in the camp. This night became known as the Slaughter of the North Slums.
Doren responded swiftly, and the brothers finally clashed in open battle. Though Orin had no plan to fight directly, he delayed his brother long enough for reinforcements to arrive. The tide shifted, and Doren retreated, but the war grew more brutal than ever. During this time, a small jungle village known as Clan Zubi rose in defiance. They mastered guerrilla tactics, using the terrain to overcome the slow Warforged. Their victories sparked widespread rebellion across Valain, weakening Doren’s grip. Encouraged, Orin abandoned his cautious strategy and began preparing for a decisive end. In the early 5th century, Orin unveiled a new invention: the first firearm, a musket capable of piercing heavy armor. With dwarves, humans, jungle tribes, and even defected Warforged, he launched a final assault. The siege of Fort Astragoth lasted for days. Supplies ran low. Doren’s forces faltered. In the final push, Orin and his closest warriors reached their father’s grave. There, they found Doren, gravely wounded but still standing. He spoke no words. He simply looked upon the statue of their father and smiled before collapsing.
With Doren’s death, the Dwarven Civil War ended after twelve long years, forever changing warfare and the balance of power in Aetheria.
By the mid-6th century of the Third Age, House Sylla had become the undisputed master of naval trade across the Derdeen Sea. Their fleets controlled major shipping lanes, protected merchant vessels, and taxed sea traffic with calculated precision. They were known as the Raining Kings of the Sea, their banners recognized from the west coast to the east and to the farthest isles.
But rising from the black cliffs of Black Tide Rock an Island in the northern Derdeen sea, a new noble power began to challenge that dominance, House Halbrook. The Halbrooks believed the Derdeen Sea was not Sylla’s to rule, but theirs to inherit.
Growing trade disputes erupt between King Alaric Sylla, the reigning naval monarch of House Sylla, and Lord Edric Halbrook, ruler of Black Tide Rock. Halbrook vessels begin intercepting Sylla trade routes under the claim of “maritime taxation rights." The two leaders meet aboard a neutral vessel in the Derdeen Sea. A formal maritime boundary is drawn. Tensions cooled. For four years, uneasy peace holds. Trade resumes, but both fleets quietly expand.
At the Twin islands known as The Twins, tragedy strikes.
A Sylla warship, The Golden Horizon, commanded by Prince Caelum Sylla, son of King Alaric, is ambushed in the Night. The reasons for the ambush are still unknown as The Golden Horizon had no cargo. The vessel and its crew were doing a routine patrol when vessels flying Halbrook banners attacked and sunk the ship. Prince Caelum died in the burning wreckage. With reports stating four ships ambushed Caelum they were doomed from the start. House Halbrook after reports and threats found their house. Edric denounced these claims swearing the attacking ships was stolen and falsely flying their colors. Alaric and his 3 remain sons did not believe these claims and prepared for war.
House Sylla had the backing from their Allies such as House Gendry from the city of Salt coast and House Sterling of the Twins.
House Halbrook gathered a large number of free cities and small houses to their cause naming some like House Blackwood of Shoal, House Silver Peak of Iron Reef and many sell swords or pirates paid to aid.
By all accounts Sylla and its allies were vastly out numbered. Alaric called to aid other nobles houses with naval power such as house Tully but they found it best to avoid unnecessary conflicts. The Tully's territory's were far east and to send help would take time, and money that the Sylla house did not have.
The War will soon be named The War for the Tides.
While the conflict is written as four years of political clashes the true battles raged on for an additional 2 years making the conflict a 6 year long struggle of power. There are 7 naval battles that took place through the 2 years, the death of Alaric's son Caelum is stated as the first, the second was a battle called The Sylla Retaliation. King Alaric orders his Three sons Beric, Jace, and Alaric II to immediate retaliation. Three Halbrook trade vessels are seized and burned in open waters near the Island of Pike.
At the end of the almost 2 years of naval warfare Alaric gathered his remaining Troops as well as the reinforcements he received from House Barron, Alaric and his now two Remaining sons Alaric II and Jace prepared for the final assault that would end the war, The Battle was named Siege of Black Tide. The plan was a full scale invasion.
On the day of the invasion Jace and his platoon of 15 ships siege the castle from the waters edge, all the while Alaric II took a sloop with Sylla marines around the back to make landfall on Black Tide Rock. House Halbrook had put strong defensive walls and blockades keeping them safe from the barrage of cannon fire, but they did not plan for a group of specialized warriors to take them out from the inside.
On Emberday, Mid-Spring, Year 046 Lord Edric Halbrook makes a final stand within the basalt fortress of Black Tide Keep. After weeks of siege, and Alaric's men breaking the defense and attacking internally the castle falls.
what follows is a dark time often ignored by scholars to not damage the Sylla name but in Alaric's rage Black Tide Rock is destroyed and House Halbrook is erased from noble record.
In the late 7th Century of the Third Age, while Valain still reeled from the Dwarven Civil War and the Derdeen Sea smoldered from the Sylla–Halbrook conflict, the western continent of Gibarra entered its own season of unrest.
The city of Northgrove, the Northern frontier stronghold built on resilience and unity between orc clans and mixed settlers, suffered under a brutal cycle of winters often called the long Winter. Crops failed. Game thinned. Trade caravans from the south arrived less frequently as the hard winds and snow made travel almost impossible.
With the Longer Winter came sickness. A deadly virus called Frost skin, had ravaged the Northern people. A virus that takes away your energy, it saps away the heat in ones body making them feel cold as stone. The head of the orcs Uhulla Orthon old but wise fell ill to the sickness and when she died her Nephew Torrvan Longtusk of House Orthon took leadership. Uhulla's Son had died 5 years ago in a hunting accident his son khan Orthon was only 7 years old to young to lead.
Torrvan was not merely a skilled warrior and hunter he was warlord, he was a master of rhetoric and fear. Broad-shouldered, scarred, and unyielding, he spoke not of survival, but of destiny. He claimed the orcs of Northgrove had been pushed to the edges of prosperity while southern houses fattened themselves on trade and goods.
He declared that the orcs were not meant to endure the constant struggle of the north and that his people deserved better lives, these words would be the start of something that would soon become a stain upon the Orthon name.
Torrvan’s greatest weapon was not his war hammer, it was propaganda. He spread stories that House Barron had denied trade aid to Northgrove. That southern lords viewed orcs as beasts. That humans prospered while orcs starved. Whether these claims were lies, distortions, or half-truths no longer mattered.
Fear turned to anger.
Anger turned to unity.
Moderate voices within Northgrove were silenced. Some disappeared. Others bent the knee. Within a few short years, Torrvan had transformed Northgrove from a struggling frontier city into a militarized state and as the long Winter came to an end opening the roads south, Torrvan made his move.
Small settlements heading down south were struck in the night. Farms were burned. Grain stores looted. Non-orc settlers were enslaved or slain. Torrvan framed these raids as reclamations “taking back what was stolen.” Refugees flooded to Stormpoint, bringing tales of brutality. House Barron demanded answers. The Head of the Barron house at the time was a Nobel Honest Man named Braun Barron. Braun had sent messengers north to meet and discuss diplomatic solutions with Torrvan but Braun never received a response.
The following weeks were just the calm before the storm. Early in the morning Torrvan sent a raid to the town Red Rock, nestled at the base of the northern mountains, Torrvan's forces came through a forgotten cave passageway. Laying siege to the town. The poor farmers and miners had no way to defend themselves. The attack was swift and merciless. The town fell within hours.
Red Rock became a strategic outpost and symbol of northern dominance this was Torrvan's first play and the moment the war truly kicked off. With Torrvan's forces now gathering at Red Rocks neighboring settlements and cities began to prepare their defenses for War.
In the following Weeks Torrvan's greed consumed him and he marched his army south to take Forrd. Intel had been gathered and sent to Braun who gathered his forces to intercept Torrvan.
This was the first true battle of the North South war, Battle of Forrd. Torrvan's forces were pushed back by the NorthStar guild and Barron forces. For Torrvan it was a grueling defeat, this loss gave Braun an edge to end the war before anymore damage could be done.
Braun preposed to meet Torrvan to find a diplomatic way to end this war before it truly set off. To his surprise Torrvan responded. Torrvan agreed to a meeting preposing a truce, but it was a trap. Braun traveled by carriage occupied by his personal Guard and close political advisors. The Plan was to meet at Red Rocks. When Braun arrived Torrvan was not present went asked to wait for his return Braun a Honest and Nobel man believing in the truce at hand set camp outside Red rocks. What followed that night is known as the Torrvan Massacre. Torrvan and his elite troops Attacked the camp killing everyone even Braun. From eye witness reports Braun was shot down by 4 Cross bolts in the back when fighting Torrvan.
This decision made Torrvan a feared man and with the head of the Barron house dead their rule fell to his son John Barron who was only 16 years of age. Now he had to take up his fathers mantle to defend the south. Many did not believe John could finish this war and many more allies felt that he was not fit to rule, but with John being the only child of Braun and Braun's older brothers both dead it was his right. At the Hight of summer John Barron despite the banter had rallied many houses to his cause including House Sylla, House Richter, and House Stoneskin. This meeting is often called "The Stallions Decree."
Intel had been gathered that Torrvan was moving his troops down the Western coast in hopes to catch the Barrons off guard believing John was too inexperienced for a head on battle. Little did Torrvan expect John to not only catch his troops off guard but out smart him in the process. The battle was another loss for Torrvan.
For 2 years, the war dragged on. Orc warbands clashed with human and allied forces. Neither side could secure victory. John now 18 and a seasoned warrior made a push to secure Red Rocks and force Torrvan north. This battle is one of the most famous battles of the North South War. John had sent only 3,000 to face Torrvan's suspected 10,000 Men a battle that seemed to be a suicide. When the Men met in the open fields Torrvan's brutality came threw, when Barron men were told to retreat Torrvan took the bait and gave chase to kill all the survivors. This was Johns plan all along and what came next was swift and efficient.
In the Forest cover John rode with is remaining 8,000 troops all Cavalry and his remain 3,000 Foot soldiers. The surprise and rush of men and horse crushed Torrvan's army what remaining men fled north this battle was soon named the Storm of Hoof and Steel securing Red Rocks.
Summary of Impactful Events
1st Century
2nd Century
Solarday, Early Spring, Year 107 — The Sun-Born Claim
A rising noble family in the Red Mesas declares themselves House Khafra Daora, proclaiming descent from the divine power of the Sun. Through both religious influence and military strength, they begin uniting scattered desert tribes under a single banner.
Emberday, High Summer, Year 112 — The Oaths of the Red Mesas
Several oasis settlements and caravan cities swear allegiance to House Khafra Daora after the house defeats a coalition of desert raiders threatening the region. This marks the first major consolidation of power across the Red Mesas.
Starday, Mid-Fall, Year 118 — The First Sun Legion
The Khafra Daora form the first organized desert army known as the Sun Legion. Their disciplined forces begin patrolling caravan routes and protecting merchants, bringing stability to trade through Dornn.
Mysticday, Early Spring, Year 124 — Foundations of Jade City
Construction begins on Jade City, a fortified desert capital built along the most important caravan crossroads in Dornn. Massive sandstone walls and sun temples begin rising from the desert sands.
Thundersday, Late Summer, Year 131 — The Oasis Campaigns
Khafra Daora forces launch campaigns to secure vital water sources across Dornn. Several rival desert lords are defeated, and their territories are absorbed into the growing Khafra Daora domain.
Lunarday, Deep Winter, Year 137 — The Caravan Compact
Merchant guilds formally recognize Jade City as the central trade authority of Dornn. Taxes and tariffs are now regulated through Khafra Daora officials, dramatically increasing the house’s wealth and influence.
Emberday, Mid-Spring, Year 142 — The Sun Throne Proclaimed
The Khafra Daora ruler formally declares the creation of the Dornnish Empire, proclaiming himself Emperor of the Red Sands. Desert tribes and city-states are unified under imperial law.
Starday, Late Summer, Year 148 — The Desert Unification
Remaining independent cities and villages across Dornn are brought under imperial control through diplomacy and military pressure. Resistance collapses as imperial patrols secure trade routes and water sources.
Mysticday, Autumn’s Crest, Year 189 — The Shining Capital
Jade City is completed as the imperial capital. Its towering sun temples, fortified walls, and vast markets make it the largest city in Dornn and the symbol of the empire’s power.
Solarday, Last Light of Winter, Year 190 — The Empire of the Red Sands
By the end of the 2nd Century of the Third Age, House Khafra Daora controls all of Dornn. Caravan roads, oasis settlements, mining towns, and desert cities now fall under imperial authority.
The Dornnish Empire stands as one of the most powerful and stable realms in Aetheria.
3rd Century
4th Century
Solarday, Early Spring, Year 378 — Death of King Thallium V
King Thallium V of the Dwarn Mountains dies after a long illness. His death fractures the unity of the dwarven kingdom and ignites tensions between his twin sons, Prince Orin and Prince Doren.
Thundersday, Mid-Summer, Year 379 — The Broken Forge
Prince Doren attempts to assassinate Orin inside the great forges of Fort Astragoth. The attempt fails, but the dwarven kingdom divides. Orin flees south into the jungles of Valain with loyal followers.
Mysticday, Late Fall, Year 380 — The Crown of Iron
Doren seizes control of Fort Astragoth and proclaims a new doctrine: dwarves are no longer mere craftsmen but conquerors destined to rule Valain.
5th Century
Emberday, Early Spring, Year 402 — The March of Warforged
Using stolen Eutherian scripts discovered in the North Slums, Doren unveils the first Warforged, mechanical warriors forged for conquest.
Starday, Mid-Summer, Year 403 — The Fall of Marleme
Doren’s armies capture Marleme and Delta Marsh, establishing dwarven dominance over key trade routes of Valain.
Thundersday, Late Summer, Year 404 — The Great Burning
Doren orders the rainforest set ablaze using alchemical fire and Eutherian flame devices. Thousands of acres of jungle are destroyed.
This act unites the tribes of Valain against him.
Lunarday, Early Fall, Year 405 — The Sky Messengers
The Aarakocra of the Western Peaks intervene secretly, providing intelligence and supply routes to Orin’s coalition forces.
Mysticday, Mid-Winter, Year 407 — The Slaughter of the North Slums
Orin leads a daring raid to free enslaved dwarves. Discovering mass death from neglect, Orin orders the execution of Doren’s loyalists.
The massacre becomes one of the darkest nights of the war.
Solarday, Early Spring, Year 410 — The First Gun
Orin unveils the first firearm, a musket capable of piercing heavy dwarven armor.
Thundersday, Late Summer, Year 412 — Siege of Fort Astragoth
Coalition forces of dwarves, humans, jungle tribes, and defected Warforged lay siege to the capital.
Lunarday, Early Winter, Year 412 — Death of Doren
Orin finds his brother wounded before the statue of their father.
Doren smiles but says nothing before collapsing.
The Dwarven Civil War ends after twelve years.
6th Century
Solarday, Early Spring, Year 537 — Rising Trade Disputes
House Halbrook begins intercepting Sylla trade vessels, claiming rights to maritime taxation.
Mysticday, Mid-Summer, Year 538 — The Sea Pact
King Alaric Sylla and Lord Edric Halbrook meet aboard a neutral ship to negotiate sea borders. Temporary peace is established.
Starday, Late Summer, Year 541 — Attack of the Twins
Prince Caelum Sylla is ambushed and killed near the Twin Islands.
The Sylla warship Golden Horizon is sunk.
Emberday, Autumn’s Crest, Year 541 — The Sylla Retaliation
King Alaric orders three Halbrook trade ships burned near Delta Marsh.
The War for the Tides begins.
Starday, Mid-Spring, Year 542 — The Red Current Clash
Jace Sylla engages Halbrook forces led by Captain Rowan Halbrook the Eldest son of Edric Halbrook
Mysticday, Late Fall, Year 543 — Night of Black Lanterns
Sylla marines destroy Halbrook dockyards under cover of darkness.
Thundersday, High Summer, Year 544 — Battle of Shattered Mast
The largest naval battle of the war, Dozens of ships are lost for both Houses
Lunarday, Early Winter, Year 545 — Stormbound Pursuit
Beric Sylla takes a small fleet of ships to destroys the Halbrook dreadnought Black Sovereign in a lightning storm, Beric Sylla completed his goal in destroying the dreadnought but he and the ship now lay at the bottom of the ocean
Solarday, Early Spring, Year 546 — Invasion of Black Tide Rock
King Alaric launches a full invasion of Halbrook territory.
Emberday, Mid-Spring, Year 546 — Fall of Black Tide Keep
Lord Edric Halbrook is defeated, The island is destroyed. House Halbrook is erased from noble record.
7th Century
Lunarday, Deep Winter, Year 688 — Death of Uhulla Orthon
The respected matriarch of House Orthon dies from Frost Skin illness.
Her nephew Torrvan Longtusk assumes leadership.
Mysticday, Mid-Summer, Year 690 — The Words of War
Torrvan spreads propaganda claiming the south starves the north.
Thundersday, Early Fall, Year 691 — The First Raids
Northern warbands begin attacking southern settlements.
Solarday, Early Spring, Year 692 — Fall of Red Rock
Torrvan captures Red Rock through a hidden cave passage.
Starday, Mid-Summer, Year 692 — Battle of Forrd
Barron forces and the NorthStar Guild repel Torrvan’s southern advance.
Mysticday, Early Fall, Year 692 — The Torrvan Massacre
Braun Barron travels to negotiate peace but is ambushed by Torrvan in the night. Braun Barron is killed.
Emberday, Late Fall, Year 692 — The Stallions Decree
Sixteen-year-old John Barron rallies allied houses including Sylla, Richter, and Stoneskin.
Thundersday, Mid-Summer, Year 694 — The Storm of Hoof and Steel
John lures Torrvan’s army into a trap near Red Rock, John's Hidden cavalry charges forward and crushes the northern forces.
Years 695–003 ( into the 4th Age )
War spreads across the plains. Neither side gains decisive advantage.
4th Age
The New Age
By the early years of the Fourth Age, the western lands of Aetheria had grown weary of war.
For more than a decade the Great Plains had known little peace. Villages had burned, fields had gone untended, and entire generations had grown to adulthood with only the memory of battle.
Trade across Gibarra had slowed to a crawl. Merchant caravans refused to travel north, fearing raids by warbands loyal to Torrvan Longtusk. The once prosperous frontier settlements that connected Northgrove and Stormpoint had become ghost towns or military encampments. Both sides were exhausted. Among the southern cities, voices began to rise demanding an end to the conflict. Even many within Northgrove whispered that Torrvan’s endless campaign had brought only ruin.
But the war could not end while Torrvan lived.
By this time John Barron was no longer the uncertain sixteen-year-old who had inherited leadership after his father’s assassination. At twenty-six years of age, he had spent nearly half his life at war. Years of campaigning had hardened him into a disciplined commander. He had studied every raid, every skirmish, every mistake made in the early years of the war. Unlike Torrvan, who relied on overwhelming ferocity, John learned patience and strategy. He knew that the war would not be won by defending the south. It had to be ended in the north. By the end of winter the council at Stormpoint had a single decision had been made:
The war would end with one final march north.
In the closing weeks of winter, Barron’s coalition army began its slow advance toward Northgrove territory. Their destination was the Boreal Forest, a vast northern woodland that marked the natural boundary between the southern plains and the northern frontier. Within the forest lay a strategic crossing known as River Fork. Where two great rivers joined before flowing south. The Northern Bridge was the only bridge in the north a strategic chock hold, Control of this crossing meant control of the entire region. Torrvan understood this as well. Rather than defend Northgrove itself, the orc warlord marched his armies south to meet Barron before the coalition could reach the city. The final confrontation was inevitable.
The two armies met beneath towering pines along the frozen banks of the River Fork. The forest changed the nature of the battle immediately. The thick trees and tangled roots made cavalry nearly useless. Horses could not maneuver through the dense woodland. Both sides were forced to abandon mounted combat and fight on foot. The battle quickly devolved into brutal close-quarters fighting. Axes clashed against shields. Spears thrust through the mist of cold breath. War drums echoed through the forest while the river carried the sounds of battle far into the north. For hours the lines shifted back and forth through the trees. Neither army could break the other. Then, as the battle reached its peak, two figures found each other in the chaos Torrvan Longtusk, towering above most warriors and wielding a massive war hammer forged for crushing armor, carved a path through Barron’s soldiers as he pushed toward the center of the battlefield. There he encountered John Barron. The duel that followed would become legend across Aetheria. Torrvan’s war hammer struck with terrifying force, splintering shields and shattering the ground where it landed. Each swing carried enough power to kill a man outright.
John fought differently. Where Torrvan relied on brute strength, John fought with precision. His sword, a long blade said to carry an ancient blessing began to glow faintly with golden light as the duel progressed. Witnesses would later claim the light reflected off the frost-covered trees like sunrise breaking through the forest.
Blow after blow rang out between steel and hammer. Torrvan’s strikes forced John back again and again, until the two stood on the muddy banks of the River Fork itself. Then John changed his stance. As Torrvan swung his hammer in a crushing overhead strike, John stepped inside the attack. In one fluid motion, he raised his blade and delivered a single decisive strike. The golden blade, said by eye witnesses and reports glowed brighter than the sun an cleaved clean through Torrvan Longtusk. The orc warlord fell where he stood. The death of Torrvan sent a shock through the battlefield.
For years the warbands of the north had been bound together by Torrvan’s strength and Fear. Without him, their unity collapsed almost instantly. Some warriors dropped their weapons. Others fled to the Far north. Within hours the battle had ended. The War of North and South, a conflict that had raged for more than a decade was finally coming to a close. khan Orthon now 19 years of age and the new successor of House Orthon bent the knee to John officially ending the 12 year long war and bringing a new era of peace.
After years of Conflict the world is now stable for now, Its now the 2nd Century of the 4th Age on year 008 ….This is where your story begins!
This is the time to travel the world, try new things the possibilities are at your finger tips, do you take a Nobel path or a Dark clouded path or even walk the fine line between? its all up too you now. Gather your gear ready the party and go Explore!
Summary of Impactful Events
1st Century
Years 095–003 ( into the 4th Age )
War spreads across the plains. Neither side gains decisive advantage.
Solarday, Early Spring, Year 004 — The March North
John Barron forms a grand coalition with House Sylla and western cities.
Thundersday, Late Summer, Year 004 — Battle of River Fork
In the Boreal Forest near Northgrove, Torrvan and John meet in single combat. John’s golden blade cleaves Torrvan in two ending the 12 year long war and the northern army collapses.
Lunarday, Early Fall, Year 004 — House Orthon bends the Knee to House Barron
khan Orthon new successor of House Orthon bent the knee to John officially ending the 12 year long war.
2nd Century
3rd Century
4th Century
5th Century
6th Century
7th Century
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