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History of the Tondene Empire

Sequence of events of the last 800 years or so.

  • 21000 BFE

    20400 BFE


    The Reawakening of the Elves
    Era beginning/end

    In the distant past, Elves were industrial. As in relatively high levels of technology (petroleum, coal, steam power). Having long lives, however, they began to see (and predict) what they were doing to the environment, which, to them, was an aspect of the Eternal, and thus sacrosanct. They were destroying the very thing they revered, and it shocked them to the core.   Thus began the Atacoivië, or "Reawakening", an ultimately successful social engineering project which saw the Elven retreat from high technology and a renewed embrace of pastorialism. While they still refine their techniques in plant breeding and the magical arts, they have forsaken the false allure of higher technologies.   The knowledge they had is not lost; it is hidden away, used primarily as a source of what knowledge to look out for and to cull when necessary. The responsibility of this is given to a small group of watchers called the Ministry of Serendipity. It is their job to watch out for, and protect from, the dangers of high technology. And yes, that means that they are actively preventing certain inventions from being made. This group is highly secretive, even from other Elves; most Elves have no clue they exist. Other races have absolutely no clue they exist. They work in very subtle and secretive ways.

  • 13000 BFE

    802 AFE


    The Scourge is imprisoned in the moon Jypra
    Era beginning/end

    Back in the days when the only fully sentient races were the Elves and the Kler'naktha (the Humans, Hobbits, Orcs, and Dwarves were at the Stone Age; and the Goblins and Aarakocra not even that) the Elves managed to imprison something they called Nehtareä in a crystal prison on the smaller of the two moons. They used ancient magic rituals that no one seems to remember.

  • 12999 BFE


    The Order of Galatha is formed.
    Founding

    This is the Order that was formed after the Scourge was imprisoned in the moon Jypra by the Elves a dozen millennia ago.   The Order is very old, but has been hit by a lot of setbacks in all that time, mostly due to shifting politics and the rise and fall of countries and empires. For a long time, Elves were supreme; but their birth rate is so low that the other, “younger” races overtook them. The Order struggled to survive during this time, despite losing libraries worth of information and a wealth of institutional knowledge. But they did manage to save a few important historical volumes that detailed what happened when the Elven mages and the Elven population cast a ritual spell that imprisoned the Scourge in the moon. What they don’t have is details on what that ritual actually was. They know it existed, but they have no idea what it was, or how to duplicate it.

  • 37 BFE

    11 /6

    Gishi Tondene is born.
    Life, Birth

    Gishi Tondene, later King Tondene of Araterre, is the person responsible for founding the Empire.

  • 15 BFE

    1 /1
    24 AFE


    Gishi Tondene is crowned King of Araterre
    Political event

    Gishi Tondene becomes king. And he has a plan: he wants Araterre to be strong.

    More reading
    The Tondene Empire
  • 14 BFE


    King Tondene starts funneling money into the military.
    Civil action

    Wanting a stronger country, and having a tendency to think in the long term, King Tondene starts a military R&D program.

  • 13 BFE

    1 /7

    Emperor Gishi Tondene marries Hanna Yannick, daughter of Duke Forten Yannick.
    Marriage

    King Gishi knew he needed heirs. There were several young women of the proper class and stature, and he threw many balls to attempt to figure out which one would be his wife. Hanna Yannick proved to be the one.   The wedding was a huge affair, held outdoors, at the end of winter, when it was slightly cooler. The weather cooperated: the sky was cerulean blue without a single cloud in the sky. Thousands of people, from all walks of life, were in attendance, even if only the nobility could enter the temple, where the actual ceremony took place.

  • 12 BFE


    Araterre develops a steel making process as a result of the R&D program
    Scientific achievement

    The steel making process makes steel a lot cheaper and easier to make, giving the Araterre military an significant advantage in armor and weaponry. Blacksmiths are trained to use the new material, and given funding to produce large amounts of war materiel.

  • 11 BFE


    Araterre invades a neighboring Dwarven nation, seizing control of a pair of iron mines.
    Military action

    In the mountain range near the Araterre was a Dwarven nation. Their primary export was iron, dug from two prolific mines. King Tondene wanted them. In a multipronged assault, he overwhelmed the Dwarven resistance, and takes both mines. The Dwarves are, of course, unhappy about this.

  • 10 BFE


    King Tondene begins stockpiling weapons and armor.
    Military action

    Utilizing the two iron mines stolen from the neighboring Dwarven nation, King Tondene begins a massive buildup of war materiel, primarily weapons and armor. Which is good, because the angry Dwarves try, unsuccessfully, to take back their mines, since they had been mining there for generations.

  • 9 BFE


    Military buildup of troops and ships begins.
    Military action

    The king begins having his shipwrights start building up a navy. He also starts building up his army. These forces are trained and tested by defending the iron mines and the border forts, which suffer raids every few months.

  • 7 BFE

    25 /5
    7 BFE

    31 /10

    Araterre conquers Orc nation
    Military action

    The Orc "nation" had been comprised of several small tribes, loosely allied as a federation. King Tondene's army took it piecemeal, without much difficulty. They attacked the tribes during the day, when Orcs are weaker, and fortified themselves at night, when the Orcs were stronger.   These Orc tribes lived in what is now Hearavgizan, Kresh, Dhogash, and Port Karn (once called Pias Ukaduikm, then later Port Kharneth, which was then shortened to Port Karn). There were other tribes, now lost, their cities swallowed up by centuries of jungle growth. Those cities were Pulgozurana, Gijak Balorat, Gultur Votar, and Ukavrong Krah.

  • 6 BFE


    Dwarves and Orcs given citizenship
    Political event

    King Tondene realized that subjugated races wouldn't make his nation strong. So he made the conquered people citizens, with all the rights therein. Needless to say, it took the Dwarves and Orcs by surprise; the Dwarves because they had never heard of such a thing, and the Orcs because it never would have occurred to them. It took them a while to integrate into Tondene society, but they eventually managed. It was this decision that cemented the plans for the Empire.

  • 6 BFE

    33 /10

    Birth of Gishi's firstborn, Ayrlyn
    Life, Birth

    The woman known to become an empress is born. She is Gishi's firstborn.

  • 3 BFE

    1 BFE


    Araterre invades a river valley inhabited by Elves
    Military action

    The Tondene generals take the Elven lands in much the same way they did the Orc nation a few years previously: piecemeal. Since Elves typically live in small villages, they didn't have the numbers to win against the much larger, better equipped Tondene Army and Navy. The Elves had significantly more magic, but most of it wasn't battlemagic, and they eventually lost the war. They continued to wage guerilla warfare for the next two years. Imperial losses are high, due to withering volleys of arrows from hidden archers. But soon the Elves are overwhelmed.

  • 1 BFE


    Elven guerrillas are finally stopped, Elves given citizenship.
    Political event

    The guerilla warfare (which the Elves were really good at) went on for two years, and did significant damage to the Imperial forces. It was stopped by a combination of attrition and diplomacy. Elven losses became too much to sustain hostilities. The Elves got the same deal as the Dwarves and Orcs: "Join us, or continue fighting, and at some point you will lose." Despite the concessions they eventually had to make to end the fighting, the Elves relented and reluctantly joined the Empire, albeit not without some major squabbles amongst their people.

  • 0 BFE

    19 /2

    Founding of the Tondene Empire, and creation of the Citizens’ Council, an advisory group subject to the Emperor.
    Political event

    King Tondene declares himself emperor, and founds the Tondene Empire. He also forms the Citizens' Council, a body of about six hundred nobles, merchants, craftsmen, and laborers. They are chosen from all walks of life, and serve as an advisory committee. subject to the Emperor. They act as a very important barometer for the whole country, and the Emperor usually at least listens to them.

  • 4 AFE


    A nation of humans, Chakkad, falls to Tondene invasion.
    Military action

    Shortly after declaring the existence of the Tondene Empire, plans were made to expand. Striking southwest towards some volcanic mountains, the Tondene forces engaged with the small nation of Chakkad, situated in the foothills. The fighting was brief; the Imperial Army overwhelmed the unprepared defenders, taking thousands of prisoners when they surrendered. The Tondene generals had specific orders to be as generous in their surrender terms as was deemed reasonable. Emperor Gishi Tondene knew that his empire would only hold together if he didn't have civil wars and unrest undermining it, so he made sure that the conquered foes had minimal reason for hatred. By offering generous terms, he was able to generate enough goodwill to make the transition to being part of the empire a little more palatable.

  • 4 AFE

    31 AFE


    The Orcs of Grummsh Elaka begin border raids from up the Altasirya River valley.
    Military action

    The Elven nation centered around what is now Knightsmill (conquered by the Tondene Imperium in 1 BFE) had an Orcish neighbor to the north: Grummsh Elaka, a federation of Orc tribes. For many generations, the Orcs living upriver on the Altasirya raided the Elven villages, sometimes winning, sometimes losing. When the Imperium took over, that stopped, for a while, as the Imperial forces enforced the borders. But they soon relaxed their vigilance, as more and more Imperial might was needed elsewhere.   The Orcs stepped up their attacks and raids, especially after 10 AFE, when news of the Dwarven campaign reached them. Thinking (rightly) that the Empire was weakened--and this was reinforced by news that the Empire was unwilling to fight another war, this time with Goblins--they stepped up their raids, thinking that they could get away with them. The death of Emperor Gishi Tondene in 24 AFE only cemented this idea, causing a further increase in border raids.

  • 5 AFE

    7 AFE


    A pause in expansionist warfare
    Civil action

    Expansionist warfare pauses. Consolidation of “spoils” and “nation building” takes precedence, as does rebuilding the army. Towards the end of 7 AFE, the Empire attacks a second Dwarven nation.

  • 7 AFE

    9 AFE


    After vicious fighting over 3 years, the second Dwarven nation falls.
    Military action

    Striking north of the southern part of the Altasirya River Valley, the Tondene Imperial Army attacked the Dwarven nation under the Mêlekurad Mountains. The fighting was the fiercest that the TIA had encountered so far, and casualties were high. This was primarily due to the tunnel defenses of the Dwarves, which act as a continual chokepoint for the duration of the fighting. Only the experience fighting Dwarves a decade earlier allowed them to win at all, and it took three years before it was finally over.

  • 11 AFE


    A Goblin nation, the Tiikili Confederacy, is assimilated by diplomatic means. Goblins join as citizens.
    Political event

    Reeling from the casualties of the conqest of the Mêlekurad Dwarves, and needing to rebuild te military forces, the Emperor sent his diplomats to the Tiikili Confederacy, a nation of Goblins. After months of negotiation, the Goblins agree to join the Empire, and Goblins are officially given full citizenship rights.   The Tondene Empire is now comprised of all of the major races: Humans, Hobbits, Elves, Dwarves, Orcs, and Goblins.

  • 12 AFE

    24 AFE


    Emperor Tondene focuses on consolidating his empire.
    Civil action

    Being multiracial, the Tondene Empire struggles with the racial tensions of its citizens. His councils are busy drafting universal laws, and dealing with conflicting regional laws and traditions. There are race riots here and there, mostly in the larger cities and towns, because that is where most of the races interact and come into conflict with one another.   At this early stage in the empire, most areas are still populated based upon their pre-empire species distribution. There hasn't been a lot of mixing in residential areas, and the various races and tribes still hold to their traditional ways.   At first, the Imperial Councils are pretty harsh in punishments regarding many of these racial crimes. This is due to a couple of things; one is inexperience with these kinds of problems, the other is the desire to demonstrate that everyone--regardless of race--is an Imperial citizen, and should be treated as such. There are a lot of executions and incarcerations during this time, as traditions clash with the new laws.   Despite all of the difficulties, however, the racial tensions begin to ease slightly after a decade or two, and increased interaction and diversity begins to be more common.

  • 15 AFE


    Destruction of Pulgozurana
    Disaster / Destruction

    In 15 AFE, the Orcish city of Pulgozurana was attacked by an unknown creature, who killed most of the population. No one knew where this thing came from; it just appeared one day, slaughtering any person it could get to. The survivors fled to neighboring towns, regardless of which Orc tribe lived there.

  • 16 AFE


    Destruction of Gijak Balorat
    Disaster / Destruction

    Gijak Balorat, of all of the local Orc cities, had an advantage. It had the ears of Kruge, the Orcish aspect of the god of the earth. Known as Grome by the Humans, Khuz'dun by the Dwarves, and Pagiili Taavirl by the Goblins, Kruge was the patron god of Gijak Balorat. The Orcs of Gijak Balorat had been sacrificing war prisoners and criminals and slaves to Kruge for centuries.   In 15 AFE, two decades after being conquered by the Tondene Army and becoming part of the Tondene Empire, some dangerous creature attacked the area. Neighboring cities and towns were attacked; thousands died. It seemed unstoppable. The shamans of Gijak Balorat asked Kruge for assistance, and it was given--at a price.   A way to stop the creature was found, but it would require the deaths of most of the townsfolk. As that was the likely result regardless, if this creature continued its rampage, they agreed, and using the town's population as bait, the shamans managed to trap the creature, ending its reign of terror.   However, there wasn't much left of the town, and the survivors filtered out to surrounding towns, putting themselves far from the source of bad memories.

  • 16 AFE

    30 AFE


    The Abandonment of Ukavrong Krah
    Disaster / Destruction

    The destruction of Pulgozurana, despite being a rival tribe's city, hit Ukavrong Krah hard, as survivors of the attacks filtered in, asking for sanctuary. Sanctuary was given, the rivalries of the past momentarily set aside given the circumstances.   There was an unknown, dangerous beast out there, killing anyone it could get its claws on. It seemed unstoppable.   It made several attacks on the people of the city, killing hundreds, until it went elsewhere. But the damage had been done, and Ukavrong Krah never really recovered. Over the next decade or so, people left for other areas, and the town slowly withered and died.

  • 24 AFE

    16 /8

    King Tondene dies; as per his wishes, a party is held as his funerary rites
    Life, Death

    Due to a lifetime of bad diet, lack of proper exercise, and bad genetics, Gishi Tondene dies of congestive heart failure. Per his wishes (and as stipulated in his will), the palace throws a big party in his honor. This party, held on the 16th of Emerging, becomes tradition, then later it is enshrined as a holiday, "Emperor's Day".

  • 24 AFE

    16 /8

    Gishi Tondene's daughter, Ayrlyn, becomes Empress at the age of 30.
    Life, Career

    Emperor Tondene had two children, a girl and a boy. Being the eldest, Ayrlyn was raised and expected to be Empress one day. She had been taught how to fight with various weapons alongside her younger brother, statecraft, diplomacy, and the various strategems used by the royal houses. Gishi had done everything he could to make sure Ayrlyn was ready for the role once he was gone. She had been an apt pupil, despite originally not wanting anything to do with the "yucky mind games" of the nobility, which, unfortunately for her, were all too common.

  • 26 AFE

    28 AFE


    Empress Ayrlyn invades the Barrow Monarchy.
    Military action

    The Barrow Monarchy was a small nation made up primarily of Humans and Hobbits. Despite watching their neighbor assimilate nearby nations, the attack still takes them by surprise. This is due to some clever trickery on the part of the Empress’ diplomatic corps. After the first few battles, however, they rally and start putting up a pretty good defense against the Empire. The battle of Broken Hill was a bad start for Empress Ayrlyn's reign. It was the first major battle in a generation, and it showed. The army had gotten lax; it's string of victories had made it complacent. And the Barrow Monarchy took full advantage of it. The kingdom, situated to the west of the northern arc of the Melêkurad Mountain range, was filled with normally peaceful, agrarian folk. But they had a lot of pride: in themselves, and what the humans and hobbits, together, had accomplished. And they weren't terribly eager to give it all up to a bunch of crass invaders. And that attitude lasted for three full years. During that time, the beaten Tondene Imperial Army regrouped, retrained, and reasserted itself. Taking their initial loss as a tactical and strategic lesson, they beat back the defenders village by village, until the Barrow Monarchy threw in the towel. The kingdom surrendered in 28 AFE, effectively disbanding the nation and becoming an annexed province of the Tondene Empire.

  • 28 AFE


    The Barrow Monarchy surrenders
    Military action

    The surrender terms were not favorable to the Monarchy; they were made into an example. The Empress had to make it clear that she was a strong ruler and that the loss of her father did not mean the loss of the Empire and it's goals.   Most of the military leaders of the Monarchy were put to death, both as an example and as a way to prevent any former citizen of the Monarchy from forming a competent rebellious fighting force. Thousands died, and the city plazas ran red with the blood of the Barrow Monarchy's finest soldiers.

  • 29 AFE


    Empress Ayrlyn creates the First Cohort
    Founding

    Still smarting from the loss at Broken Hill and the subsequent dragging-out of the war, Empress Arylyn creates the First Cohort, hand picking the first Orcs to be part of it. This served several purposes. First, it created a powerful battalion of shock troops. Second, it quelled a possible civil war, because the Orcs had been feeling like second class citizens, and they didn't like it. Third, it created the Royal Guard, whose members are pulled from the best of the First Cohort. And fourth it gave young Orcs something to aspire to. Orcs all over the Empire consider this to be a great honor, and compete hard to become a part of it.   The First Cohort is made up entirely of Orcs. All tough, all experienced, and all drawn from the cream of the crop of other military units. They act not only as shock troops, but the best of the best act as Royal Guardsmen, guarding the royal family day and night. Their training is rigorous, and they are often sent in to situations that would seem insurmountable. Yet, somehow they manage to usually pull victory out of the most unlikely situations.   The First Cohort is supported by several other cohorts; these provide the logistics and specialties that the First Cohort lacks due to it's focused charter. These cohorts are rotated out and replaced every five months (semi-annually). This allows a greater number of the military units to work with the cream of the crop of the Tondene Imperial Army, providing greater motivation and experience. It is a great honor to serve alongside the First Cohort, and it is the one of the highest compliments that can be paid to a non-Orc military unit.

  • 31 AFE


    A second Orc nation, Gruumsh Elaka, is conquered
    Military action

    Farther up the Altasirya River was an Orc nation by the name of Grummsh Elaka. LIke most Orcs, they valued strength, and had been raiding the frontier edges of the Empire for two decades, once the Elves further south had been assimilated. The Elakans looked at attacking the "Great Empire" as picking a fight with the biggest guy in the schoolyard, and proving their mettle by fighting him. For over twenty years, while the Empire was busy gaining territory elsewhere, quelling internal conflicts, or consolidating, the Orcs of Grummsh Elaka nibbled at the edges of the Empire by raiding border settlements. And during this time, the Empire couldn't really fight back, because they had more important things to do.   But Empress Ayrlyn didn't ignore the messages coming in from the north. When she had the chance, she made that Orcish nation her next target, and she led with the First Cohort. It was their first use on the battlefield. These highly trained, elite Orcish shock troops first attacked in the late afternoon, when many Orcs are asleep and before they are really active. They slaughtered the relatively untrained warriors of Grummsh Elaka, and demonstrated the difference between soldiers and warriors. The warriors of Grummsh Elaka were fearsome fighters, but they fought primarily as individuals. The soldiers of the First Cohort, on the other hand, worked as a unified team. They destroyed and routed the Elakans, and made them look like amateurs.   In village after village, the Imperial forces crushed the defenders, overwhelming them in both numbers and skill. The Empress was not playing around. The campaign lasted only four months before the Grummsh Elakans surrendered. The elite Cohort was the primary reason the Empire won; it was as much a propaganda victory as it was a strategic one. The elite corps not only were victorious militarily, they managed to convince their foes that surrender was in their best interests, thus preventing tens of thousands of more deaths.

  • 34 AFE

    17 /8

    Birth of Jerick, Ayrlyn's first (and only) child
    Life, Birth

    Jerick is born in the spring. For whatever reason, Ayrlyn never had a second child. She did have two miscarriages, however.

  • 37 AFE


    Malasul’abbad, a Dwarven nation, after years of trading with the Empire, asks to join, and is accepted.
    Political event

    Malasul'abbad, a Dwarven nation beneath the volcanic Malasul'abbad Mountains, decides to join the Tondene Empire. The political leaders, seeing what the Empire had been doing, and feeling it was only a matter of time before they were attacked by them, decided to save a lot of lives and become peacefully annexed by the Empire.   This wasn't without a great deal of debate, however. It was a decision that the Dwarves kept secret for three years as they debated the pros and cons of losing their national identity and becoming citizens of the Empire. Eventually, they chose the latter, but not without quite a few Dwarves vehemently rejecting the decision.   Those rebellious Dwarves would spend the next few years causing all kinds of trouble for the new Dwarven Imperial citizens. Mostly nuisance attacks, raids, theft of supplies, and a general rise in various kinds of criminal activity. While the local Dwarves were mostly able to contain the problem, Imperial forces from outside the Dwarven undercities were sent in to help quell the discord. Mostly this was in the form of Imperial Dwarves from other parts of the Empire, but it also included several companies of Imperial troops, made up of various races.

  • 45 AFE


    Windkindle falls, after having its king assassinated, and most of its nobles killed.
    Military action

    Windkindle, a monarchy populated primarily of humans, was a nation to the west of the Malasul'abbad Mountain range. For the last five or so years, the Tondene Empire was dealing with internal affairs, after their annexation of Malasul'abbad. They had no intention of going into a full out war, but they had another option.   They sent squads of assassins, killing the king, the seven dukes, and eight of the ten counts, along with most of their immediate families. It was brutal, but effective, although to be honest, Empress Ayrlyn only did it based upon the advice of her Grand Vizier, Servalan. Grand Vizier Servalan had been advocating this kind of action for years, and he finally was able to convince the Empress. It was successful, and saved a lot of lives by annexing the kingdom without massive amounts of bloodshed. The Empire quickly moved in and assimilated the population, who had been wracked by three months of chaos and anarchy due to the lack of governmental control.   But it never sat well with Empress Ayrlyn. It opened up the option by others to do the same to her, which she didn't appreciate. Due to this, she increased the amount of security in the Royal Guards.

  • 51 AFE


    First major naval battles occur near what is now Kelarith, invasion of the two nations, human and goblin, follows.
    Military action

    The first major naval battle the Tondene Imperial Navy fought was off the coast near the city of Kelarith, capital of the republic of the same name. It happened at dawn, almost by accident, as there was a heavy fog tha limited visibility to less than a hundred feet. Galleys collided, rather than rammed, and troops swarmed across the bulwarks to fight their opponents hand to hand. The Kelarithian forces withdrew, escaping in the fog.   Days later, the two forces would clash again, this time with better visibility. The ships maneuvered around each other, attempting to ram, while archers on both sides lofted shafts to strike the enemy. Both sides took heavy losses, but the Tondene Imperial Navy won.   This cleared the seas around Kelarith, allowing Tondene forces to attack via the sea while the army attacked overland, from the west. But they were too far north, and actually entered the Goblin Tribal Hegemony of Kopeki, instead of lands held by the Kelarithians. Now the Imperium had two enemies to fight.

  • 54 AFE


    Subjugation of Kelarith.
    Military action

    Kelarith, despite being a small polity, was supported by its neighbors while it fought off the forces of the Empire. It made the Tondene Imperial Army and Navy fight for every inch of ground it lost, to bloody effect. It managed to last for three long years before finally having to surrender. Surviving Human military units flee into the neighboring Goblin country, where they bolster the Goblin forces.

  • 57 AFE

    4 /8

    Empress Ayrlyn dies due to poison delivered by an assassin’s blade.
    Life, Death

    Empress Ayrlyn was a hard woman, who could be ruthless when she needed to be, and often seen as cruel and powerhungry by her detractors. While some of that is true, she was also thoughtful, forward thinking, and a brilliant strategist. Overall, her subjects thought she was a decent ruler.   One night, an assassin managed to get past all of the guards (some suspect that it was one of her guards) with a poisoned knife and stabbed her in her bedchambers. The assassin was never caught. The identity of the killer is still considered one of the biggest mysteries in the history of the Empire.

  • 57 AFE

    6 /8

    Empress Ayrlyn's son, Jerick Tondene, is crowned Emperor.
    Life, Achievement/ Win

    Jerick Tondene was 23 years old at the time of his crowning. While groomed for rule since he was a young child, one is never truly ready to become an Emperor. There were a lot of things he had to get caught up on. His first few months were quiet as he was brought up to speed on all of the various wheels and cogs that made up the machinery of empire.

  • 57 AFE

    25 /8
    70 AFE


    Emperor Jerick focuses on internal affairs
    Civil action

    He focused first on internal infrastructure: administration, bureaucracy, roads, and taxes. Then on roads, bridges, water and sewer systems. Fortunately, his late mother had set up good advisors to whom to delegate tasks. Agriculture, manufacturing, and trade all improve, if slowly and in fits and starts. Being young, Jerick is naive as to how politics and governments work, so he is repeatedly faced with systemic inefficiencies, so he asks a lot of questions that no one had bothered to ask before. Many systems are upended as their procedures are questioned and modified.   He is also something of an idealist, and during this period of time sets up systems to crack down on corruption, which had become rife in the Empire due to so much attention on expanding the borders. Internal policies had become neglected; and bribery, regulatory capture, and graft had become all too common. The new emperor focuses on these things in order to root them out.

  • 58 AFE

    16 /2
    64 AFE

    35 /3

    Emperor Jerick begins plans to seek out and destroy all assassins’ guilds.
    Miscellaneous

    Emperor Jerick, now fully informed on the doings of his empire, is free to put into action his revenge for the murder of his mother, Ayrlyn. He has his agents gain information on everyone associated with any of the many assassins' guilds. He doesn't do anything for a couple of years, except gather intel. Once he has enough information on almost all of the members of the various assassins' guilds, he sends his army to eliminate them all. It takes several years before they are all rounded up and executed, and there are rumors (likely true) that some managed to evade capture and death. But there weren't enough to make any of the guilds survive.   The assassins' guilds were out of business. Emperor Jerick was pleased, his revenge nearly total, and very, very satisfying.

  • 63 AFE


    Emperor Jerick marries the Countess Mina Waterstone
    Marriage

    It was a marriage of convenience. And while the couple respected each other, it would be dishonest to say that they loved each other.

  • 64 AFE


    The City of Gultur Votar is Abandoned
    Plague / Epidemic

    The Orc city of Gultur Votar, the capital of the Boar Riders Tribe, was hit by an epidemic that even the vaunted Orcish resilience and healthiness couldn't stop. It cut right through their immune systems, killing over 25% of the population of the city and the surrounding areas. It was a fairly fast killer, so even though several victims managed to escape the area into other centers of civilization, the epidemic didn't get to spread too far.   Trade had been drying up, and political forces were encouraging Orcs to leave and move north, towards the growing city of Port Karn. It was only a matter of time before Gultur Votar was abandoned, and left for the jungle to swallow.

  • 64 AFE


    The assassins’ guilds destroyed, Emperor Jerick creates the Fist of the Emperor.
    Founding

    His revenge upon the assassins' guilds for the death of his mother complete, Emperor Jerick authorizes a sanctioned, government-run group of assassins. He calls them the Fist of the Emperor, and he intended them for use primarily within the borders of the Imperium. Much like his mother, he had an aversion to using assassins as a foreign policy tool, preferring more standard military actions.   While open to all citizens (in theory), the Fist of the Emperor is comprised mainly of Orcs, Humans, and Goblins. Hobbits, Dwarves, and Elves didn't seem all that interested in becoming hired killers of this sort.

  • 65 AFE

    26 /9

    Jerick and Mina have a son, Kevyn.
    Life, Birth

    Kevyn is followed by a pair of sisters, one of which lives to become an adult. The other died of a congenital disease at the age of twelve. The healers were unable to heal it.

  • 69 AFE


    The Emperor purges several “corrupt” nobles.
    Civil action

    In any government body, corruption is inevitable. The Empire was no exception. Emperor Jerick knew this, and had been watching it happen his whole life, both before and after he became emperor. But he didn't have to like it. The Fist of the Emperor was one of his methods of controlling that corruption.   Some of the nobility were more corrupt than others. He made examples of them by having them assassinated: some quite publicly, others apparently died of "natural causes". But it was a purge, nonetheless, and many nobles and powerful merchants died. Some of his victims were actually corrupt, some were just “no longer necessary”. And some he was forced to leave alone, because taking them out would have been overly disruptive to the workings of the Empire. Those nobles were still punished, but in less public ways.

  • 70 AFE


    Military recruitment campaign begins.
    Civil action

    His house in order with the removal of most of the most corrupt political actors, the Emperor begins a heavy military recruitment campaign.

  • 71 AFE

    73 AFE


    The Empire reorganizes its military
    Civil action

    Emperor Jerick and his advisors reorganize the military to better take advantage of the multitude of races that are in the Empire. Elves, for example, tend to end up as scouts, snipers, and archers. Orcs make good shock troops, heavy infantry, and night fighters. Goblins make good scouts and infiltration crews. Dwarves make good combat engineers, infantry, and defensive fighters. Humans make good all-around soldiers, administrators, and cavalry. Hobbits, make good scouts, missile troops, and mounted archers (and camp cooks).   Of course, there are always individual strengths and weaknesses, but the generals had been wanting to really take a look at the way the military had been organized for a while. They had seen what the First Battalion had been capable of, and wanted the military in general to take some lessons from that.   One thing they do not do is to enshrine any kind of discrimination as to race versus ability. They don't want to limit their military, and if an Orc is skilled in archery, he can be an archer. The one exception, due primarily to tradition, is the First Battalion, which remains Orc-only. That doesn't mean that discrimination didn't exist; People are people, and hate is hate. And some hate takes a long time to die. It's just not military policy.

  • 75 AFE


    Emperor Jerick begins expanding the borders again.
    Military action

    The military reorganized to be more proficient, the Emperor decides it's time to expand the Empire. Forces are mustered and shifted towards the southern reaches of the empire, focusing on the Werecelusindi River Valley.

  • 76 AFE

    87 AFE


    War of the Seven Nations
    Military action

    A series of wars with neighboring nation states, with mixed results; three more nations fall, but four others join into an alliance to fight off the Tondene Empire.   The Werecelusindi River Valley was a collection of small nations. As the Imperial Armies poured through the valley between the Zirinibâr Mountains and the Malasul'abbad Mountains, they found themselves in the midst of a large number of small nation-states. Most had mutual protection pacts, as not all of them were always friendly to each other, and constant, low level conflicts were common.   Things changed when the Tondene Imperial forces came knocking, however, and local disputes were put aside to fight the much greater threat that the Empire represented. Thus began the War of Seven Nations, which had as their populations all of the major races.   The end result was the assimilation of three of the nations, and the remaining four nations forming an alliance that was to provide quite a bit of trouble for the Empire.

  • 88 AFE

    98 AFE


    The Ten Years War
    Military action

    An allied set of nations, comprised of Humans, Orcs, Dwarves, and Elves, manage to not become part of the Empire for a whole decade. The death toll is incredible, on both sides.   Ten years of fighting had both sides having victories and defeats. The Allies were fighting for their lives; the Imperials had been fighting for twenty years, and were getting a national case of battle fatigue.   In the end, the greater resources of the Empire allowed them to last long enough to actually win the war, but it was very, very costly.

  • 88 AFE

    14 /5

    Emperor Jerick dies of complications from a war wound.
    Life, Death

    Towards the end of the War of Seven Nations, in 87 AFE, the Emperor made a personal visit to the front lines. It was a mistake, and one that he readily acknowledged. The enemy chose that time to attack, no doubt in an attempt to maybe kill the Tondene Emperor, since he so conveniently made himself available. They came close to doing just that, and managed to wound him in the leg with an arrow. It was a major, but not fatal, wound, which caused him to limp. The arrowhead must have nicked a nerve, because the emperor complained of numbness in the leg.   It wasn't until about six months later that the damage to his leg became a fatal flaw. He was walking down some stairs when his foot, mostly numb, didn't get placed properly on the stair tread, and he fell, cracking his head on the cobblestones below. He died of head trauma shortly afterward, at the age of 54.

  • 88 AFE

    20 /5

    Jerick's son, Kevyn, is crowned Emperor.
    Life, Achievement/ Win

    Following the death of his father, Kevyn is crowned Emperor, at the age of 24. He inherits a war, but hits the ground running, having followed the events of the last eleven years very closely.

  • 99 AFE

    110 AFE


    Emperor Kevyn reroutes a large portion of military spending to reconstruction.
    Civil action

    Roads are built, buildings and bridges are rebuilt, and social programs get a big funding boost. Infrastructure becomes much, much better (cynics say this was solely for the purpose of setting up supply line logistics). And, over the long term, they aren't wrong. But that is oversimplifying things. Emperor Kevyn wasn't an idiot; he saw what more than two decades of constant fighting did to his empire. It was in shambles: the towns and cities had been neglected, the economy was a mess, supply lines disrupted, and merchants were looking not only for goods to sell, but markets to sell them to. Those markets didn't really exist because so much effort was put towards the wars that everything else went by the wayside.   Emperor Kevyn realized all this, and made it a point to remedy the situation as best as he could by redirecting tax monies away from warfighting and towards infrastructure. He opened schools, and built housing for the disabled veterans of the War of Seven Nations and the Ten Years War. He made it a point to take care of the veterans who had sacrificed so much for the Empire. In many cases, he hired the disabled vets to do other work, such as road and bridge building, food production, or even desk jobs, if that was all they could manage. Emperor Kevyn is called "The Soldier's Emperor" for this reason.

  • 101 AFE


    The First Rebellion begins.
    Revolution

    It started with disgruntled Orcs, who had as a leader Mokk the Thinker. He realized the wisdom shown by Emperor Jerick when he took advantage of the varying races’ abilities, and strove to do something similar with his rebellion. He made diplomatic overtures to Elves, Dwarves, Goblins, and Humans. His message hit a nerve: there was low-level but widespread dissatisfaction within the Empire. Listening to his various advisors, he keeps the rebellion low-key while he builds support.   He was also advised to take things slow because the current political trend was less towards the military, and more towards the people. Striking immediately would have changed that dynamic, and it was in the Rebellion's interests to have the Imperial government build up the infrastructure and better support the citizens. This was a two-edged sword; on the one hand, it helped the people, which is what Mokk and his Rebellion had as their goal. On the other, it made the Empire look better, which siphoned away support as people's lives became marginally better.

  • 103 AFE


    The Rebels make their first attack.
    Revolution

    Rebels raid an armory, and the weapons and armor there stolen to arm the rebels. The perpetrators are not immediately found. The defenders were taken completely by surprise; Mokk and his advisors had kept a very low profile indeed.

  • 104 AFE


    The Rebels start to actively proselytize.
    Revolution

    They are trying to change hearts and minds. They have some success, and they gain active converts and some passive supporters. The Empire begins to take notice, especially when it becomes clear it isn't a local problem, but an Empire-wide one. Mokk and his supporters had been very careful to secretly spread the movement before drawing attention to themselves.

  • 105 AFE


    The First Battle of the Rebellion.
    Military action

    Wanting to make a big impression, Mokk arranges to attack a military convoy carrying monies earmarked for the payment of Imperial soldiers in the northern areas. Unfortunately for Mokk and his erstwhile rebel soldiers, it was a trap: one of the “active converts” was a spy, so the Empire’s generals knew all about it, and were ready for the ambush. The attack is thwarted, and the rebels withdraw, but not before taking 15% casualties. Mokk begins rooting out spies out of his organization, with some success.   Four months later, he tries again, and this time he succeeds, netting a pretty large amount of loot to fund his campaign. This victory also gains him notoriety and converts to his cause.

  • 106 AFE


    Rebels attack the Naval yards in Knightsmill
    Military action

    Bolstered by the new wealth, the Rebels attack the Naval yards in Knightsmill, sinking 34 warships at the docks. This was 40% of the naval strength along the Altasirya River, so it was a pretty big defeat for the Empire. River piracy surged, and trade was disrupted in a major way. Emperor Kevyn is forced to redistribute his naval forces from the coastal areas inland; while the river piracy is reduced, smuggling at the coast increased. There were several other incidents, both sides winning some and losing some.

  • 107 AFE

    38 /2

    Mokk is killed in a raid on a military warehouse.
    Life, Death

    Needing war materiel, Mokk and his rebels attack a military warehouse. Unfortunately for Mokk, he is killed in action.   Command of the Rebellion goes to Goshen Felde, a human from Windkindle and previously Mokk’s First Advisor. Felde immediately attacks four targets at once, all over the Imperium in an attempt to throw the Imperium into chaos. It works, to an extent. The Emperor, who had thought little of the rebellion, wakes up to the idea that it might be bigger and more threatening than he thought. He beefs up the defenses on military targets. Felde responds by raiding tax caravans and redistributing the money back to the people. This hurts the Imperium (marginally; the amount of money he stole was a drop in the bucket) and gains the rebellion support.

  • 108 AFE


    The Rebels manage to turn several companies of soldiers to their side.
    Revolution

    This had been in the works for the last two years, and it finally bore fruit. The rebels had turned several commanding officers to their side, and they in turn had been convincing their troops as to the rightness of the cause. Six companies defect, "deserting" their posts and joining the rebels.

  • 108 AFE


    Battle of Shiik'tavi and the Siege of Yahajilik
    Revolution

    This was the first set-piece battle of the Rebellion. After several companies of Imperial soldiers defect to the Rebel side, they clash with Loyalist forces on the plains outside of the city of Shiik'tavi. The rebels lose over a third of their forces, and they fall back to Yahajilik, where they regroup.   The Siege of Yahajilik commences, with Loyalist troops investing themselves around Yahajilik. It lasts about a month before the rebels send out a small suicide force, distracting the Loyalist Imperials and allowing the bulk of the Rebels to escape to the river via hidden tunnels.

  • 109 AFE


    Childless, Emperor Kevyn adopts a young Orc.
    Life, Relationship change

    The healers determined that Emperor Kevyn couldn't bear children. For a while, it wasn't too much of an issue, but soon pressure built to have a designated heir.   One of his best friends was a member of the Royal Guard, chosen from the First Battalion, an Orc by the name of Krûg Darkaxe. Krûg was also someone whose opinion mattered to Kevyn, and so was an advisor on a great many things. In Orcish terms, Krûg was brilliant, if not on the stronger side. He used his wits to win, and this made him extraordinarily valuable.   When Krûg died during an assassination attempt on Kevyn's life, Kevyn swore to take care of his young son. Krûg, dying of his wounds, assumed that his son would just be "taken care of", in the sense of a simple stipend. But to Kevyn, it was much more, and he actually adopted the four year old as his own son, in honor of his dead friend. He even had the dead guard's wife (and mother of the boy) come to live with him in the royal wing of the palace.

  • 109 AFE


    Rebels try to assassinate the Emperor.
    Political event

    The Rebels attempt to strike at the heart of the Empire by trying to assassinate Emperor Kevyn. It fails when the assassin is caught in an antechamber by the Imperial Guard. A second assassin is killed an eightday later. Two eightdays after that, an assassin manages to kill two of the Emperor’s advisors. Emperor Kevyn makes it a point to capture, kill, or otherwise eliminate the Rebels. He utilizes the Fist of the Emperor, who start eliminating Rebels left and right. He also authorizes martial law in every city, town, and hamlet. The Rebels, for their part, are keeping a low profile, but that just means that they are never anywhere in strength. Imperial military patrols sweep through cities throughout the Empire, arresting and killing Rebels and dissidents (and a few of the innocent).   Felde is killed by accident: trying to escape a military squad who was raiding the tenement he was staying in, he goes out the window to the ledge, but loses his grip and falls three stories, breaking his neck. With his death, and the constant military raids on civilians in order to root out rebels, the Rebellion disbands. The military sweeps continue for another three months.

  • 110 AFE


    The First Rebellion ends.
    Political event

    After several months of not having any Rebel attacks, the Emperor declares that the Rebellion was over, and that the glorious citizens of the Tondene Empire had triumphed. Marshal Law is revoked, as are any curfews, at least at the national level. Some towns and cities have curfews that linger a bit longer.

  • 111 AFE


    Emperor Kevyn goes back on the offensive.
    Political event

    Having ended the Rebellion and wanting to expand the borders of the Empire, Emperor Kevyn goes back on the offensive by utilizing propaganda that makes it seem as if they are just being defensive. Meanwhile forces are drawn up in the northern parts of the Empire, primarily in the area around what is now the town of Traeki. From there, they moved into the mountains, taking first the surface agricultural towns, then filtering into the Dwarven tunnels.   As is usual with tunnel fighting, the Dwarves mount a stiff defense, killing about five Imperials for every fallen Dwarf, but the Imperial forces had managed to get intel on where the capitol was, and targeted that first, hoping to cut the head off of the snake. It worked, and the Imperial forces got lucky, capturing the Dwarven queen and her retinue of nobility. They managed to force her to surrender, which she did, tearfully, feeling like she failed her subjects.   The Dwarven nation of Ghazil Dûm falls, but only after dealing heavy losses to the Empire.

  • 124 AFE

    8
    125 AFE

    /2

    Series of Orcish raids along the northwest border.
    Military action

    After a series of orc raids along the border, the Emperor authorizes an invasion into the orc lands of the Muzgash Autocracy.   At this time, the northwest border was a prairie inhabited primarily by Goblins, the lands added to the Empire in about 11 AFE. For over a century, the Orcs further west in the grasslands had only occasionally raided the Tondene Empire lands. Then a more aggressive than normal Orcish Chieftain took control of the Council of Clan Chiefs. Garzil Bloodthews was ruthless, brutal, and knew it was only a matter of time before the Tondene Empire decided to annihilate her nation.   So she consolidated the different clans of the Muzgash Autocracy into a solid fighting force. She had gotten wind of rumors that the Empire was on the march again, and that it was likely that the Muzgash Autocracy was a primary target. So she set her army loose on the mostly-Goblin towns of the Empire. If the Imperials were going to take down her nation, she was going to make them pay for it. And, deep down, she knew that her small nation wouldn't be able to hold out for long against the full might of the Empire. But she couldn't stand by and just let it happen. Her pride wouldn't let her.   Taking the towns also gave her a more defensible position, one that she used to great effect. And in the process of breaching those defenses, the Empire had to damage or destroy their own settlements.

  • 124 AFE

    10

    Battle of Lorgashbur
    Military action

    After a series of small skirmishes along the border with the Orcs of the Muzgash Autocracy, the Tondene Empire is met by a large force of Orcs in the vicinity of the town of Lorgashbur.   Led by Garzil Bloodthews, the Orc forces number over eight thousand, mostly heavy infantry, but with a large corps of heavy cavalry and several companies of archers.   The Imperial forces number twelve thousand; a battalion of heavy infantry, several of light infantry, several of light cavalry, one of archers, two of slingers, and several companies of skirmishers.   The Orcs charged into combat after dusk, thus reducing the ability of most of their enemy to see well. But the Imperial Army, as part of Jerick's reorganization, had made sure that every company had a few Orcs in it, to provide direction in darkness. These Orcs were well-trained, their jobs specifically to take command at night if their company was attacked. They responded quickly to the Muzgash attack.   The Muzgash charge was lead by their heavy cavalry, followed by the howling mob of heavy infantry. They struck the Imperial lines near, but not at, the center of the Tondene formation on the left flank, digging into the lines of light infantry in the increasing darkness. Despite the valiant efforts of the Imperial Orc captains, and the volleys of arrows and sling bullets ripping into the charging Orcs, the Muzgash forces break through the lines of infantry and into the missile crews. The Imperial heavy infantry wheels to try to contain them, but the Muzgash cavalry cuts through the archers and slingers, outrunning the defending Imperial heavies.   The Muzgash heavy cavalry circles around, and strikes the flanks of the Imperial forces that are trapped between them and the Muzgash heavy infantry, which is now engaged with both the light and heavy Imperial infantry. The Imperial volleys of missile weapons slack off, not wanting to hit their own troops in the melee.   The fighting lasts all night, with the Muzgash Army driving the Tondene Imperial Army into a retreat, with casualties near 25%.

  • 125 AFE

    2

    Battle of Gorbagash.
    Military action

    Following the loss at Lorgashbur, the Tondene Imperial generals decided to make every effort to attack, rather than defend. Another night battle would be disastrous.   The Battle of Gorbagash was nowhere near that city. It was actually a series of wide-ranginig attacks in the area nominally controlled by the the Orcs of that city. Scattered about the area were numerous villages and towns. The Imperials made those towns their targets, attacking in the morning, when the defending Orcs were at their worst.   For a while, they bypassed the main Muzgash army, which had dealt them such a vicious blow a couple of months earlier, by sending a portion of their fighting force to stir up trouble and make the Orcs think they were attacking in the Lorgashbur area. Secretly, the Imperials moved north, striking on the far northern side of the Muzgash Autocracy. This kept the main Orcish force too far away to defend Gorbagash effectively, and the Imperials crushed the much smaller forces of the defenders.

  • 125 AFE

    4
    125 AFE

    /9

    Battles of the Altasirya River, Empty Plains, and Muzgash.
    Military action

    A series of battles that take place in the northern reaches of the Muzgash Autocracy, as the Imperial forces march southeast towards the Orc city of Muzgash, the capitol of the Muzgash Autocracy and seat of the Tribal Council. For the most part, the Imperials win the battles, forcing the Orcs back towards their capitol.   The Battle of Muzgash itself ends in the Siege of Muzgash, which lasts for six months.

  • 125 AFE

    8
    126 AFE

    /4

    The Siege of Muzgash.
    Military action

    After the Battle of Muzgash, the Orc forces retreated behind the stone walls of Muzgash. The Tondene Imperial Army settled down into a siege. The siege lasts from the spring through the fall, and despite their tenacity, the Orcs ran out of food. The Orcs from the western lands tried several times to attack the Imperial army, but never managed to drive away the besieging forces.   Desperate, the Orcs leave the city via the river, filtering out of the city via stealth. Many are killed trying to escape, but enough make it out to flee into the western highland scrublands. The city of Muzgash falls to the Imperials.

  • 126 AFE

    10

    The orc lands become part of the Empire.
    Military action

    After the Fall of Muzgash, the remaining Orcs of the Muzgash Autocracy fled into the scrublands to the west, where they dug in. There were several small battles, skirmishes, and engagements for several months before they finally surrendered.   This surrender only happened after Garzil Bloodthews fell in battle. With her gone, the morale of the remaining partisans dropped, and the resistance soon crumbled.

  • 127 AFE


    The Tondene Empire invades the Aarakocra Northern Expanse.
    Military action

    During the Muzgash Campaign, the Imperial Army had occasionally seen large birds circling high above them. Sharp-eyed Elves noted that they had tools.   Intrigued, Emperor Kevyn decides that he wants them to be a part of the Empire, and sends out scouts to find out where they come from. The reports come back, stating that these "Skyfolk" live in the mountains that form the northern spine of the continent. The local non-avians (a mix of Humans, Goblins and Orcs, living in small, autonomous villages in mountain valleys) call them "Aarakocra", and the the mountains simply as the "Aarakocra Northern Expanse". They trade with the Aarakocra, and while the Aarakocra tend to keep to themselves, they tend to not be warlike.   The locals also mention that there were other Aarakocra living far to the south, but while there were few ties between the two enclaves, their flight ability allowed them to travel and communcate when necessary.   Excited, the Emperor sends in the army to take the rough, mountainous territory.

  • 130 AFE


    The Tondene Empire withdraws from the Northern Expanse.
    Military action

    After several years of not getting very far, the Tondene Empire withdraws from the Northern Expanse.   The landscape is harsh, cold, and unforgiving. Moving military equipment through them difficult and tiring. Altitude sickness degraded the fighting ability of the army, and trying to fight a foe that can fly an exercise in futility. Needless to say, it was not a successful campaign, despite all of the efforts by the generals, who were actually quite skilled.   The few engagements that they were able to force upon the Aarakocra were marginal wins at best. While the Aarakocra were, individually, fairly fragile, their ability to stay far above any return fire tipped the battles in their favor. Only by surprising them while hunting left the Imperials with any wins at all, and those were minor.   They did find out a few more things about the skyfolk, however; mainly that their society was made up of a mostly-autonomous set of small tribes, usually numbering in the few dozen.   They also found out about two other types of creature who live in the mountains: whistlers and roarers. The whistlers were small, pterodactyl-lilke animals that used fire for propulsion. They ate insects and carrion. The roarers were large, loud beasts with ravenous appetites and jet propulsion. They are also the source for the odd, string-like cloud formations above the mountains that were occasionally visible.

  • 131 AFE


    The Northern Expanse asks to join the Empire
    Diplomatic action

    In a move that surprises the Emperor, the Northern Expanse asks to join the Empire. Thinking it’s some kind of trap, the Citizens’ Council balks and dithers, and Emperor Kevyn agrees, thinking it's too good to be true. In his mind, there hadn't been enough Imperial victories to have forced them into a diplomatic solution.

  • 132 AFE


    The Aarakocra become citizens of the Tondene Empire
    Diplomatic action

    Finally realizing that the Sky Folk are serious, the Aarakocra become citizens of the Empire.   The Sky Folk realized that the only reason the invasion of their lands failed was due to the Imperial forces A) attacking before they were fully prepared; and B) having a failure of proper logistics. The Aarakocra were not prepared for any kind of war; their numbers were too few, and they lacked the training to be proper soldiers, despite many being able to fight. If the Empire attacked again, properly prepared and supplied, they would win. The only thing the Aarakocra could do would be to give ground and retreat, losing what few numbers they had and having their nestings and rookeries destroyed.   So they opted for a diplomatic solution. And despite the Empire's initial reluctance to believe the Sky Folk were serious, they persevered, and eventually convinced their expansionistic neighbor that they were indeed serious.

  • 133 AFE

    21 /3

    Emperor Kevyn dies of natural causes.
    Life, Death

    After 45 years on the throne, the Emperor dies quietly, in his sleep at the age of 69.

  • 133 AFE

    26 /3

    Emperor Kevyn's adopted son Grim Darkaxe (an Orc) becomes Emperor.
    Life, Achievement/ Win

    Grim grew up in the palace, at the feet of the Emperor, his adopted father. He was smart, had excellent tutors, and learned quite a bit of statecraft. On the whole, he was well-liked by the people in the palace, despite being hot-tempered and strong-willed. While his tendencies would get him into trouble, he accepted the discipline his mother and the Emperor showed him. He even understood the reasons behind it. It was just that sometimes he couldn't help himself.   By the time he was an adult, most of those stubborn tendencies were under control.

  • 134 AFE


    Emperor Grim goes through several sets of advisors.
    Civil action

    Emperor Grim, while intelligent for an Orc, is still hampered by his hot tempered Orcish blood. The Empire founders while Grim goes through several sets of advisors, mostly due to the biases of the potential advisors, who thought that Orcs were too brutish to know how to rule properly.   That kind of attitude didn't sit well with Grim, and he wouldn't stand for it. He freely admitted that his temper could get away from him, and he also freely admitted that he was "as stubborn as a stunned donkey". But he wasn't stupid, and he was able to logically argue circles around most of his so-called advisors. And the Royal Guard backed him up. They had served with Grim's birth father, who had been greatly respected, and had all helped raise him as the Emperor's heir. It took a while before he was able to settle on a set of advisors that he could work with.   During this time, the Empire ended up having to run itself, for the most part. The Emperor was too busy with his internal affairs to spend much time dealing with the minutia of running an empire, and left it to the Grand Dukes. For the most part, they did a fine job, just keeping things at a status quo ante. In a sense, it is one of the strengths of a feudal system of government.

  • 136 AFE


    Emperor Grim's advisors urge him to go to war
    Military action

    His advisors urge Emperor Grim to go to war against the three remaining nations on their portion of the continent. He does so, capturing two of the three before taking several arrows to the face, chest, arms, and legs.   Emperor Grim, leading the western army himself (suggested by his advisors as a way to both increase morale and to show how good a leader he was), attacked from three directions: in the west, he attacked the Elven Nation centered on Eccalithui via the desert; he attacked the Human nation on the northeastern coast via land and sea, and sent the third part of the army through the mountains, utilizing the Dwarven tunnels cutting through the cities of Ghazil Dûm.   The humans were overwhelmed quickly, their small army no match for the Imperial hammer blow of overwhelming force.   The Elves, masters at camouflage and archery, were more difficult, despite the ambushes and surprise attacks via the mountain tunnels. Fighting was fierce, and the Imperial forces lost a great number of soldiers to the arrows and blades of the Elves. This was also the first time a great many Elven Wardancers were fielded at once, and despite their individualistic ways, fought together quite well, cutting through the Imperial forces like a hot knife through butter on a hot day. But the relatively low Elven population was their primary disadvantage, and despite heavy losses to the Imperial forces, were forced to surrender. It is during the latter parts of the Elven campaign that Emperor Grim Darkaxe takes the mortal wounds that result in his death.   By the time the Elves and Humans were conquered, the Orc nation north of the Elves was too strong to fall to what was left of the Imperial Army.   Patting themselves on the back, the advisors make Kevyn’s nephew, Alystan Lambent emperor, beginning the Lambent line of emperors.

  • 142 AFE

    146 AFE


    The War of the North
    Military action

    Emperor Alystan conquers the last of the nations in the area the modern Tondene Empire comprises. It takes a few years, but he conquers the Humans near Blacktree, the Goblins of Magokk, and the Orcs of Harbag, which had held off Grim's armies.

  • 147 AFE

    170 AFE


    “Reign of Peace”, aka “the Reign of Alystan”.
    Civil action

    Alystan works very hard at combining the cultures conquered by the Empire into a single whole. Slavery is abolished, not that it was all that widespread at this time. Infrastructure is developed and constructed, mostly on the theme of “One People, One Empire”.

  • 180 AFE


    The Rooks are created
    Political event

    Emperor Alystan renames the Empire’s spies “The Rooks”. They are well-trained in both spy craft and combat, amongst a few other things. They are recruited from all walks of life, and from all different races. Most are taught at least three languages. Some are peeled off of the Fist of the Emperor.   Where the Fist of the Emperor's mandate is to apply force where necessary, the Rooks have a more subtle charge. They are primarily information gatherers. Sometimes that requires some force, but it isn't their first choice. If they can get in, get what they need, and get out, all without anyone knowing about it, so much the better. Stealth and secrecy are their bywords.

  • 184 AFE

    18 /6

    Emperor Alystan dies in a carriage accident
    Life, Death

    Emperor Alystan dies when his carriage horses get spooked, run off with the carriage careening behind them, and fail to make a turn, tumbling down a slope. They were spooked by a mage, who cast the Panic spell on them. While the Rooks and Royal Guard suspect foul play, they come up with nothing but rumors. Whomever had done the deed had hid their tracks very well indeed.

  • 230 AFE


    Attack on the Kingdom of Darach
    Military action

    Abortive attack on the Kingdom of Darach; it doesn’t go well, and the Tondene Empire pays retributions as a political apology.   Emperor Jonn Lambent, grandson of Alystan, had heard tales of past wars, and had been entranced by their glory. Being rather impulsive, he attacks the Kingdom of Darach with a hastily put-together force. The Dwarves of Darach prove their mettle, however, and withstand the invaders even before the invaders get underground. The Imperial Army goes home in shame, and the Empire is forced to pay retributions as an apology.

  • 279 AFE


    An attempt to take over the Firelands fails, miserably
    Military action

    An attempt to take over the Firelands fails, miserably. The Firelands are a Dwarven nation south of the Tondene Empire, in a very geologically active and volcanic mountain range.   The Fireland Dwarves are known for their clever machines, and have pioneered inventions in ventilation, plumbing, and seigecraft. They also had another trick up their collective sleeve.   The Dwarves had developed the crossbow, which they called "hand ballista" or "miniballista", unbeknownst to the rest of the world. This, along with the choke points that tunnel fighting makes inevitable, meant that they could focus their fire. And they had some pretty heavy crossbows, and teams of people to load them for each crossbowman. The lead crossbowmen were getting off a shot every three seconds, grabbing a fresh crossbow, aiming, loosing, and handing it to a loader and grabbing the next one.   The Tondene Imperial Army retreated, having lost about 10% of their forces.

  • 290 AFE


    Hurricane destroys the city where Port Bormand is now.
    Geological / environmental event

    Hurricane destroys the city where Port Bormand is now, mostly through flooding, but the high winds didn’t help much either. Port Karn and Umberpearl also suffered severe flooding, but nowhere near as bad. There is severe damage to property, and thousands die.

  • 295 AFE


    The capital is officially moved to Adayn
    Political event

    Due to the massive damage to the capitol city (where Port Bormand is now), the Empress chooses to relocate her court to Adayn, a city on the northern coast of the continent. The weather is much cooler and more temperate, with occasional snow in the deepest of winter. The Empress had been complaining for years about the heat, so the massive damage done due to the storm was a perfect reason to finally pack up and leave.   Moving the court takes a fleet of boats, and several years to complete. Many nobles are unhappy with the decision, as many are forced to leave their ancestral lands. But the Empress lets them know that moving is "completely voluntary", and that if they don't want to come, they don't have to. Of couse, that isn't a choice at all, since they were there to run the government, and they wouldn't be able to do it effectively from the other side of the Empire.

  • 315 AFE


    Dwarven smiths in the Empire figure out how to make crossbows.
    Technological achievement

    Tondene Imperial soldiers had not been able to capture any working examples of crossbows from the Firelands. They did have eyewitness accounts, however. These were used to independently develop the invention, along with the metallurgic knowledge of an appropriate steel alloy for the springs.

  • 376 AFE


    The Second Rebellion begins
    Revolution

    This time it is started by disgruntled Elves living in the forest along the Kikraadi River. Complaining mainly about perceived racial inequalities (and actual damage to their environment in the form of clearcutting to make crop and pasture land), they mount a very effective offensive against settlements along the lower Kikraadi River. Hildon, Allenglade, and Wash take the brunt of the attacks. They attack at night, with longbows, and rarely stuck around to fight it out with Imperial troops. Guerrilla warfare was their go-to tactic, and it worked, for a time.   While there was a bit of racial inequities (mostly social, along the lines of "oh those are just a bunch of rural rubes"), the primary complaint was about the damage to the natural world. For the Elves, this was religion, and their shrines were being desecrated. They could also extrapolate, and the pace of clear-cutting to support the ever-increasing population of the various races disturbed them greatly. Especially with respect to the Empire, which, unlike any other nation, was multi-racial, geographically huge, and relatively stable politically. All of which pointed to environmental problems in the future. This sense of the future that the Elves had was exacerbated by their sense of time; to them, entire forests were being clearcut in the blink of an eye. It didn't take much imagination to see the pattern, and the inevitable results.

  • 377 AFE


    Series of attacks by the Elven rebels.
    Revolution

    Attacks by the Elven Rebels pretty much shut down the lower Kikraadi River, damaging trade and cutting into the capital city’s economy. This continues for over a year and a half.

  • 379 AFE


    Second Rebellion ends
    Revolution

    Second Rebellion ends when Emperor Halleck Lambent burns several Elven villages (and the surrounding forest) to the ground, killing thousands of Elves. The resulting wildfire burned 150,000 acres (234 square miles).   The Elves reconsidered their lifestyle within the Empire, and found that it wasn’t all that bad…and certainly better than charred wood and ashes. The Emperor had, in effect, held the forest, which the Elves revered, for ransom. Once the Elves had capitulated, he showed mercy, letting them all go home (if their home wasn’t ashes), and giving some concessions regarding what had caused them to rebel in the first place. New laws were put in place to protect the lands from wanton destruction and development.   Emperor Halleck was ruthless, but practical, a trait common in the Imperium’s rulers.

  • 453 AFE


    Badenland attacks the Tondene Empire
    Military action

    The kingdom of Badenland attacks the northwest portion of the Tondene Empire, annexing a portion of the their lands. The Tondene Empire sends diplomats to try a non-violent solution in order to get their lands back. They are not successful. The nobility of the Empire is stunned by the response, with the most common response being "What in the hells are they thinking?"

  • 455 AFE


    The Imperium takes the annexed piece back
    Military action

    Not only do they get their lands back, but they invade the country, destroying its army and burning every naval warship to the waterline. They then withdraw back to their own lands, leaving the ruined country. They leave with a warning to the leaders of Badenland not to ever do that again, or they will burn every village, town, and city to the ground.

  • 456 AFE


    The Essimine Monarchy is founded.
    Founding

    The Essimine Monarchy is created out of the ashes of Badenland. The old rulers are ousted in a coup, ostensibly for being utter idiots and attacking the largest and most powerful polity on the continent. The Essimine family becomes the new dynasty, and focuses on being friendly to its much larger neighbor.

  • 677 AFE


    The city of Hollenholt burns down due to a fire
    Disaster / Destruction

    The source of the blaze is unknown but presumed to be due to an impromptu street brawl involving mages. Due to lack of evidence, no mages are convicted. Only the keep survived. It has since been rebuilt.

  • 802 AFE

    34 /9

    Jypra, the smaller moon, explodes.
    Disaster / Destruction

    The Crystal Moon (Jypra) explodes, scattering shards of crystal all over the planet. Panic ensues; “End of the World” prophesies abound. Riots, borne out of panic and fear, happen all over the world. Elves tell frightening stories about some of their mythologies regarding a Fell Beast that had been imprisoned in the moon. “Jypra’s Ghost” (its new name since it blew up) begins to show its wings as debris spreads out in its orbit.   When the moon exploded, there was also a mana pulse that radiated outward. This pulse caused magic active at the time to exhibit odd behaviors, mostly detrimental ones. When the mana power surge coincided with a spell being cast, the spell overcharged, accelerating, increasing, and modifying the way it functioned. This usually resulted in disasters of various severities, including the Great Burning, a severe forest fire that destroyed the Elf town of Celumarauca.

  • 802 AFE

    35 /9
    804 AFE


    Increased amounts of falling stars and meteor showers.
    Celestial / Cosmic

    As the pieces of Jypra de-orbited, they fell to Velyri as rains of fire. Many were crystal shards, but most was simply regolith. In any case, the skies were very interesting at night.

  • 803 AFE


    Rumors about some Elven Dark God.
    Cultural event

    Rumors about some Elven Dark God start to spread. Many think it has to do with the Fell Beast of their myths. These rumors involve sentient sacrifices, the rise of various cults, and the rise of murder and mayhem.

  • 803 AFE

    879 AFE


    Shards appear all over the landscape.
    Geological / environmental event

    Shards appear all over the landscape, most thickly clustered on the shorelines. This is because living creatures that interact with them are "urged" to collect them and bring them to areas of higher shard fragment density. So sea creatures carry them to the shoreline, or swallow them and beach themselves.

  • 804 AFE

    879 AFE


    People start noticing the crystalline shards.
    Cultural event

    No one seems to know what kind of crystal they are, except that it is something like carborundum, but filled with fractures, making them rather cloudy-looking. Jewelers scoff at any suggestion that they could be used for jewelry, as they aren’t all that attractive or noteworthy. Some people start speculating that the timing seems suspicious, and think that the crystals might be connected to the loss of Jypra, which now looks like a fuzzy cloud.

  • 805 AFE


    There is a noticeable rise in cultist activity.
    Cultural event

    “Death” cults, “End of the World” cults, and “We have all sinned” cults seem to be the most common.

  • 806 AFE


    It is discovered that shards cannot be enchanted.
    Discovery, Scientific

    Enchanters try, unsuccessfully, to use a crystal to make a Powerstone. The spell just never seems to “take”, even when a crystal can be found of sufficient size in carats. They also try to test it’s alchemical inertia, finding that it is extremely high; reducing the alchemical inertia to a level that would allow enchantment is deemed financially dubious, at best. When combined with the propensity of these crystals to have so many flaws as to make even fist sized pieces useless makes enchanters disregard their use for enchantment purposes.

  • 807 AFE


    People start noticing that the highest proportion of shards appear on beaches.
    Cultural event

    It is assumed that the ocean washed them up onto shore. The crystals are collected as items of curiosity. At this point, no one had noticed the odd behavior of sea creatures with regard to the shards.

  • 812 AFE


    Most of the new cults disappear.
    Cultural event

    Most of the new cults disappear, either through merging with other cults, or lack of interest. The Cult of the Awakening becomes prominent. This cult encourages people to collect the crystals, saying that they contain “energy”. Mages disagree with this notion, having experimented upon them and found nothing but a residual trace of magic, which is much like most places and materials on Velyri.

  • 815 AFE


    The Awakeners start using public relations techniques.
    Cultural event

    The “Awakeners” start promulgating the idea that having crystals will “awaken your inner mind” and let you “see the reality behind the reality”. Their numbers increase, slowly at first.

  • 817 AFE


    The Cult of the Awakening gains legitimacy.
    Cultural event

    The Cult of the Awakening gains legitimacy as more and more people flock to it. Every member is given a shard of crystal on a necklace as a symbol of devotion.

  • 820 AFE


    Discovery that shards can connect to other shards.
    Discovery, Scientific

    People start noticing that some crystals connect to other crystals. Sometimes, a little bit of magic happens.

  • 822 AFE

    22 /3

    Volcanic eruption in the Firelands
    Geological / environmental event

    Mount Ereghûl blows its top. Pyroclastic flows destroy four Dwarven surface towns in the nearby valleys, and ash is spewed over the southeastern portion of the Tondene Empire. The Republic of Norossin, Maegorod Confederacy, the Firelands themselves, the Parliament of Tomikki, Lerindol, and the Upland Domain. Crops in those areas are stunted, and harvests are bad. Food shortages happen in most of those areas, and many die of starvation. Being primarily carnivorous, the Goblins of the Parliament of Tomikki are relatively unaffected, although their herds take a huge hit.

  • 828 AFE


    People actively start collecting the crystals.
    Cultural event

    Beachcombing becomes common.

  • 830 AFE


    Invention of the Game of Shards
    Cultural event

    The Game of Shards starts to become popular as a tavern game. At first, it is pretty friendly, as the shards aren’t valuable; it’s pretty much like penny-ante poker in that sense.

  • 835 AFE


    The Cult of Awakening starts hosting Games of Shards.
    Cultural event

    The Cult of the Awakening starts hosting Game of Shards events, moving from town to town.

  • 838 AFE


    The shards become more valuable.
    Cultural event

    People start valuing the crystal shards more; this causes the Game to be more “high stakes”. And because it is starting to become a more high stakes game, violence starts increasing around the shards. Pickpocketing and theft rates also start to increase.

  • 842 AFE


    Certain government agencies notice the extent of the Cult of the Awakening.
    Cultural event

    Certain “aware” groups (most notably the Rooks) begin to notice that the Awakeners are a cult with global reach, not just local. It is discovered that the Cult of Awakening has branch offices on all continents and in just about every country.

  • 844 AFE


    The global reach of the Cult of Awakening is discovered.
    Cultural event

    The Rooks determine that the various Cults of Awakening are really all just parts of the same organization. This causes concern amongst people with a sense of politics. The question is raised: “What are they after?”

  • 845 AFE


    Certain behavioral traits are shown to be connected to the shards.
    Cultural event

    Some people start noticing a certain set of behaviors connected to the shards of crystal and the game that developed around them. The Cult of the Awakening launches a counter public relations campaign to downplay this (after all, they are making bank on the hosted events).

  • 846 AFE


    An eyewitness account that an Elven myth is connected to the shards is unearthed
    Discovery, Scientific

    A Rook operative gets in contact with an ancient Elf who recounts a story told to him by his grandfather two thousand years ago. It involved the mythology about a Fell Beast, called Nehtarëa imprisoned in Calanorië (Jypra), and how the Elves were responsible for putting it there. The operative reports this to his superiors, but the story is discounted as being just a myth.

  • 847 AFE


    The Game of Shards starts to become a societal problem.
    Cultural event

    The Game of Shards starts to become a problem as people begin starting fights over who won. There is also an increase in theft of shards, muggings to steal them, and break-ins.   The Cult of the Awakening try very hard to break up fights and combat crime. They are very public about this, both from PR reasons, and economic ones. But it is sort of a losing battle.

  • 848 AFE


    People start migrating to coastal cities.
    Population Migration / Travel

    There is a noticeable increase in migration to coastal cities. Coastal cities start to become more crowded.

  • 849 AFE


    Homeless problem in coastal cities rise.
    Cultural event

    The homeless problem in coastal cities sees a steep rise as housing capacity falls short of the incoming inhabitants.

  • 850 AFE


    Shards are recognized as being a problem.
    Cultural event

    The Shards have come to be recognized as a very big social problem, as they seem to be making people do rather questionable things. People notice that it’s becoming an obsessive problem with many people. Crime continues on its upward climb with respect to shards.   Some Elves again try to tell people about their stories regarding Nehtareä, the "Slayer of All Creation", and its imprisonment in the moon Jypra. The stories mostly fall on deaf ears, and “so what?” is the most common response. After all, there is no evidence that any “fell beast” or "Slayer of All Creation" is roaming around killing people.

  • 854 AFE


    First "Shard Riot".
    Political event

    First “Shard Riot” occurs in Port Bormand as mass brawls erupt in the streets, with people demanding more and more shards. It is quelled only by the rather harsh use of force by the City Guard. Hundreds are left dead, several hundred wounded.

  • 856 AFE

    859 AFE


    Several Shard Riots occur.
    Political event

    Several “shard riots” occur in various cities, mostly coastal ones. Like the first of them, force is used to quell them. Unlike the first time, however, there is more restraint used by the City Watches, and the death toll, per event, are much lower than in Port Bormand. In fact, one of them, in the town of Rackhash, on the northern coast, is quelled when a pair of mages put most of the fighting mob to sleep.

  • 860 AFE


    The Cult of Awakening starts holding "Biggest Shard" contests.
    Cultural event

    The Cult of Awakening starts holding a different kind of event: this one is more of a “who has the biggest shard” contest, as pieces have been recombining for a while and are getting to be quite large in some cases.

  • 861 AFE


    The Rooks change their opinion about Nehtareä.
    Cultural event

    A pair of old Elves show up at Rook headquarters in Adayn. They tell the Rooks that the mythology about the Fell Beast isn’t myth at all, but history. And that the Fell Beast is free, and trying to rebuild itself. The Rooks nod politely and send them on their way.   They are believed, but in the interest in public safety, their story is kept secret, except to the Rooks.

  • 862 AFE


    Rooks begin tracking the larger shards.
    Civil action

    The Rooks step up their efforts to track the larger shards. The pattern of increased criminal activity also hasn’t been overlooked by them. They coordinate with the City Guard in the major cities to crack down on shard-related crimes. They are also paying attention to international shard-related events. They are seeing similar things happening in other countries.   What is missing in the other countries, however, are the stories being told by the Elves (with the exception of the few Elven countries, that is). So the Rooks feel that they at least have an advantage in that sense. Not that it has done them any good thus far....

  • 865 AFE


    The Rooks begin collecting shards.
    Civil action

    The Rooks begin gathering shards themselves, and sequestering them in deep caves. This is tricky, since the agents gathering them have to be carefully “de-addicted” of them. Protocols are developed to handle the shards, although they are ineffective at best to combat the mental nudging the shards cause. The best defense is to not be in contact for long, so the protocols include many changes of personnel along the route to sequestering. These sites are kept very secret.

  • 867 AFE


    End of the fall of Shards.
    Celestial / Cosmic

    Shards have pretty much all de-orbited. The number of falling stars returns to natural levels.

  • 870 AFE


    The Rooks experience an unfortunate incident
    Disaster / Destruction

    The Rooks made a miscalculation in their sequestering scheme, and didn’t keep all the shards separated. A chain of shard combinations results in two large pieces combining in one of their sequestering caverns. This caused a series of magical effects that caused cave hydras and cave centipedes to go crazy and attack whatever moved, and caused several mazeworms to form in adjacent cave areas and cause the deaths of several agents. The mazeworms resulted in the sequestering caverns to be unreachable for several months until the mazeworms could be take care of.   As it turns out, this was a good thing, as too many shards had been kept too close together down there, and the inaccessibility of those caverns forced the Rooks to find a few more caves, and change some of their procedures. Shards are now kept separately in sturdy boxes, preferably metal.

  • 871 AFE


    Second sequestering cavern complex opened by the Rooks.
    Civil action

    The Rooks open a second sequestering cavern complex, keeping the shards they collect in different chambers as much as possible. No one is allowed down there alone; even pairs are discouraged. Trios are preferred to avoid stupid mistakes and sabotage.

  • 872 AFE


    Largest shard known is discovered.
    Discovery, Scientific

    The Awakeners discover that the largest shard is in the Small Kingdoms, and is the size of a wagon. It is no longer easily moved. They create a museum around it, encouraging people to come and take a look at it. And if they bring shards of their own, so much the better.

  • 874 AFE


    The Museum of the Shard starts to become a popular destination.
    Cultural event

    After a rather slow start, the Museum of the Shard in the city of Penderkith in the Small Kingdoms begins to attract a great many people, many considering it to be similar to a hajj. The Awakeners continue to garner more converts to their religion. Called “Cuivienyarna”, which in Quenya means “Legend of the Awakening”, it stresses having a mind open to new possibilities, helping others open their minds, and being successful in life. Its message has a good response from the people.

  • 875 AFE


    The Tondene Emperor becomes an Awakener
    Religious event

    The Emperor of the Tondene Empire becomes a member of the Awakeners. Fortunately for the Empire, the official position of the Empire on religion is “to each their own”, although Emperor Kenryth does suggest that becoming an Awakener would be a good thing. Several of his advisors do so, some do not. The Rooks actively discourage becoming members, although their effect is limited amongst the Emperor’s advisors. The Rooks also do not mention their sequestering efforts to anyone in the government, risking treason.

  • 876 AFE


    The Imperium starts getting expansionistic.
    Civil action

    Emperor Kenryth begins to think that expanding the borders of the Empire will garner him more shards.

  • 877 AFE


    The Imperial armed forces begin to plan for expansion
    Civil action

    Plans are made to begin enlarging the military, for when they will be used to expand the borders of the Empire (and gather any shards they can get their hands on). It is a busy time for the officers in charge of logistics and strategy. The generals also begin making various plans for both invasion and responding to the effects of invasion. Most of the generals think it's a bad idea, but they don't really mention their opposition.

  • 878 AFE


    Military recruitment increases.
    Civil action

    Training the new recruits happens apace. Stockpiles of weaponry and supplies are created. Quite of bit of the government’s money goes into this, including much of the Emperor’s Privy Purse. Diplomats from other countries protest, knowing that the relative peace that has existed is being strained.

  • 879 AFE

    15 /1

    Present day
    Gathering / Conference

    It is shortly after the new year has turned. The summer solstice was almost two weeks ago, the heat of summer is palpable, and farmers are preparing for harvest. Neighboring countries are nervous about the Empire's plans. No one knows what Emperor Kenryth's next move is going to be. Forces along the northwestern border and the south border of the Empire are being reinforced.