The Rift
The series of battles and campaigns known as The Rift is a turning point in the history of Kor'Dhuum. In fact, the date structure is built around the end of that conflict which heralded a time of peace, unity, and growth never seen before or since. The time-scale is typically based on Before the Rift (BR) and After the Rift (AR).
The Rift (-10 BR) occurred when occult and dangerous eldritch magics were uncovered by a death cult in the dwarven kingdom of Kar'Scaltia. The dwarven queen Haitia was instrumental in buying the remaining kingdoms time to ready their armies but at a terrible cost. The dwarven kingdom fell and Queen Haitia was killed. Nevertheless, she had accomplished the impossible and brought the disparate kingdoms together under a singular purpose: survive the death cult and send the fiends back whence they came.
The Rift continued for ten more years when at long last, the last of the portals were closed and the final death cult commander was slain. The surviving commanders and monarchs of Kor'Dhuum promised never to allow another thing like The Rift to occur and formed the Haitiatic Alliance in 0 AR. The kings and queens presided as equals and each vowed to support one another militarily and economically.
It wasn't a perfect system and, over the years, there were fallings out and skirmishes. But eventually, the idea took root and, cver many centuries, this alliance evolved into a democracy, overseen by the Haitiatic Council.
The Conflict
Prelude
The Unseen, a death cult operating out of the dwarven kingdom of Kar'Scaltia, found an eldritch fetish which they used to channel forbidden magic, opening gateways that allowed an army of fiends and abominations to flood into the mountains and valleys of Kor'Dhumm.
Deployment
While Queen Haitia of the dwarves bought time by cleverly tricking the cultists away from their borders, deeper into the kingdom, the remaining kingdoms rallied their forces and marched on Kar'Scaltia to form their counter-attack.
Battlefield
The campaign took place over the entirety of Kar'Scaltia. From the lowest tunnels of the deepest mines to the loftiest of windswept peaks. Through determination, luck, and tremendous bravery and heroism, the fiends were kept from spilling out of the mountains and into the Plains of Kor.
Outcome
An ecclesiastic order, the Knights of Redemption, form as self-stylized Mage Hunters. Magic goes underground.
Aftermath
The Haitiatic monarchies of the world unite into the Haitiatic Council. The founding of The City is a direct result of this.
Start Date
-10 AR
Ending Date
0 AR
Conflict Result
The kingdoms combine into the Haitian Alliance, Magic is outlawed from all but the ecclesiastic orders (and even then strictly regulated).
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