History of The Ashen Lands

The Ashen lands have experienced 4 accepted epochs that can still be remembered - The Forgotten Age, The Grand Age, The Broken Age, and The Barren Age (that is, the current age).

The Forgotten Age

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The Forgotten Age, the earliest age current civilizations can still find references to, was said to be filled with advanced societies. Civilizations filled with magic-infused machinery, organized armies, and broad-spanning empires of law and order. It is widely seen as the last time the Ashen Lands have seen peace and stability. More improtantly, it was the last time the Lands have not seen war.

  • -500 BR

    -1 BR


    The Great Empire

    The Grand Empire was the central civilization and cultural force of the Forgotten Age. Centering its rule in the city of Din. The empire was fabled for its powerful wizards, rigid military, and extensive codex of laws. Indeed, many consider The Grand Empire to be the life's peak in the Ashen Lands

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    The Great Empire
  • 0 BR


    The Rupture
    Era beginning/end

    The Rupture marks the end of the Forgotten Age, and with it the ushering in of the Grand Age (although many consider this a misnomer).   It was at this time that a great meteor entered the Ashen lands. Crashing onto the city of Din it, wiped the grand city off the map, along with upwards of 15 million people, in one single instance. In its place lay a great cater. In its center, a boulder made of what is now called "star dust", which would be central to bringing forth the Great Age and the eventual stigmatization of magic.   14 more starrite meteors woudl descend upon teh Ashen lands. However, of the 15 that wrought destruction, 2 remain to be unfound.

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    The Rupture

The Grand Age

1 AR -> 802 AR

The Grand Age, heralded by the Rupture, saw great duchies and strong monarchies vying for power, figures larger than life slaying beasts larger still, knights defending the weak and pursuing all that is good, and legends of dark forces mothers still use to scare children to sleep at night.

  • 15 AR


    Annihilation of Tratore
    Disaster / Destruction

    A warm summer day, early in the Grand Age. A young boy by the name of Josiah found himself upon a handful of Starrite while playing in a river that flowed through the nearbyu city of Tratore. Having heard the legends that surrounded the powerful mineral, he tried his hand at an incantation he had heard the local wizard use - light. Within an instance, a searing light found itself blooming in the sky above Tratore. Growing every brighter, the orb engulfed Tratore and the surrounding hillside. A moment later, it subsided, leaving only a crater.

  • 17 AR


    Creation of the Magisterium Magicum

    With the rise of the new material Starrite, came the rise of magic users - and its devastational effects. In the hands of a novice, a firebolt could become a fireball, a chromatic orb would become an orb of annihilation.   It became quickly obvious within the Ashen kingdoms to regulate the substance, and thus the Magisterium Magicum was borne.

  • 209 AR


    The 3 Staves of Dominion are formed

    In the depths of the Tower of Law, in the city of Polare, the heart of the Magisterium Magicum, 3 starrite staves are said to have been formed.   According to the legend, these were formed under the leadership of archmage Heraldus the Flow-weaver, who then scattered the staves into another plane. It is prophecied that the one who may beckon forth, and summon, the 3 staves will have the power to bend the Ashen lands to their will.

  • 325 AR


    King Eltius folds the Trilean Paper

    King Eltius, monarch of the elf civilization of Ilians, folded the Trilean paper in 325 AR. This cemented his place in the annals of Ashen Lands. By utilizing the Starrite to manipulate the artifact, he was able to fold and release its powers unto himself, and ascended. However, he could not handle the influx of magic, and would be corrupted over the course of the next two centuries, until he embraced his final form - archlichdom.

  • 415 AR


    Invasion of the gnomes

    As the grand age was born, one could say the legends needed forces of evil for good to fight against. And so enter the gnomes, one of two main antagonists within this age (the other being the nighthumans). Coming from lands beyond the Dwarven mountains to the north, it is said they entered in the dead of night on cold winter's day. By the time the sun rose, the horizon was filled with pillars of smoke, where humans, elves, and orcs alike lay dead and burning. By nightfall the next day, they were gone yet again.   Over the course of the next 150 years, they would conduct similar raids , quickly earning the moniker "Scourge of the Ashes".

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    Invasion of the Gnomes
  • 420 AR

    487 AR


    The Life of Sir Ilya

    Sir Ilya, born near the apex of the Grand Age, would become a reknown knight and hero among the people, continuing into mythology even to the Barren Age.   The knight slew dragons, saved villages, and most importantly fought against the invading gnomes that would come to be the downfall of the Cleopheh kingdom.     As a reward of his heroism, the elder dragon Ember was said to have given him two artifacts, only known as the Eye of the World's Soul and the Shroud of Num's Passage. It has never been discovered what these artifacts truly were, only that they protected Sir Ilya until they were stolen in the dead of night by an unknwown thief. They have never been recovered.   Sir Ilya would die in battle against a Gnomish captain years later, sacrificing his life to provide the Four Oath Sages time to escape an ambush.

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    The Life of Sir Ilya
  • 733 AR


    Migration of the Elves

    Late in the Grand Age, the Elves began to migrate to the Glacier Archipelagos, although recent witnesses have not been able to find evidence of their living there besides strange stone buildings.

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    Migration of the Elves
  • 750 AR

    780 AR


    The Fall of Sir Grant

    Sir Grant, a paladin of the Dwarven mountain duchies, was a dwarf of nobility that rivaled the heart of Sir Ilya. Known for felling the Wydean Tyrant beasts, forging an alliance between the dwarves and orcs, and his ability to wield the Markand blade, he was as strong as he was virtuous.   Yet, as dusk began to fall on the Grand age, so too did his heart. Arriving too late to his mountain home, he watched in horror as fires consumed all he loved - the result of a raiding band of nighthumans. As he listened to the screams of his kinsmen, his heart grew cold and hungered for veangance. Within a week, the river Theb ran red with the blood of his enemies. However, it was not without cost. It is said that the blade of Markand fed off the energy of the slain, and torn his soul asunder. Legend has it that he still roams the Dwarven mountains as an undead, his dry bones creaking and rattling with thirst for blood. The blade of Markand for the taking to those brave enough to fight him.

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    The Fall of Sir Grant
  • 780 AR


    The Rise of the Nighthumans

    In the eves of the Grand Age, a new threat arose within the Ashen Lands - the nighthumans. A cruel race of hybrid human-horrors, they combined the intelligence of a sentient race with the nightmare-inducing terror of celestial aberrations.   The first sighting within the Dwarven Kingdoms would mark what would eventually become the end of the Grand Age.   In some dark corners of taverns and inns, whispers may speak of the idea that nighthumans were created, by whom it may be unknown, in an attempt to get revenge on the Dwarves for allowing the gnomes to pass through their lands unawares.

  • 781 AR

    801 AR


    Thios chooses a vessel
    Celestial / Cosmic

    In the spring of 781, Thios, the god of light, chose a vessel to assist in the onslaught of the nighthumans. Brandt, a farmer outside the crater of Din, ascended into semi-godhood. Wielding a blue-flamed light blade, now named the Blade of Eternal Flame, he sliced through nighthumans as though they were water in the palm of his hand. However the ascension was not without cost. The glorification consumed his mortal body, and 20 years later, standing at the precipice of the city of Polare onlooking the hordes of nighthuman and gnomes, he burnt from the inside out. It was at this time the Cracking began.   The sword has since been lost to legend and ruin.

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    The Vessel of Thios
  • 802 AR


    The Cracking of Hope
    Disaster / Destruction

    In the depths of the city Polare, sits a crystal infused with Starrite. Tended to by the highest archons of the Magisterium Magicum, it is said the incantations they spoke promoted a sense of peace and hope throughout the Ashen lands. One may even say that the entirety of the Grand age, its great legends, heroes, and even villains, all originated through the power and emanations of this Hope Crystal. Yet, in 802 AR, the nighthuman plague, now allied with gnomish raid parties, arrived at the steps of Polare. No hero, legend, or knight could stop the breach of the horde, and in the winter of 802 AR Polare fell. And with it, the Hope Crystal cracked. The pulses of magic energy that poured out were deeper and darker than any night the Ashen Lands had seen. The peoples felt a despair no nighthuman or gnome could inflict.     It was with the Cracking of Hope, that the Grand Age ended. And so came the Broken Age.

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    The Cracking of Hope

The Barren Age

0 BA - 233 BA (Current)

The Barren Age. The fitting consequence of the Broken Age. The races, wary of the destruction and loss they have felt, begin and attempt to rebuild. Small villages and towns dot the vast map of the Ashen Lands, with only caravans and trading posts to connect them. Some tell of cities beginning to be formed, while others tell of the hordes laying ruin to them.The monsters and nightmares lurk just outside the torchlight, waiting for a split-second dimming to seek their bloodhsed.

  • 0 BA


    Founding of the Paladins of the Ashen Order
    Founding

    The Broken Age has few records, and even fewer still know how long it lasted. However, one thing that ocurred in this desolate times is for certain - the creation of the paladins of the Ashen Order (and with it, the conclusion of the Broken Age). Founded by Weill the Empty, a man of choice words and choicer still decisions, he created the paladins as a means of recreating hope in the harsh lands of Ash. Undergoing the motto "do what one must, protect what one must", the paladins are a stoic group of holy warriors, pledgling their life to the Krewsa, the god of emptiness and duty. While what one may consider to be duty may be subjective, one cannot deny they are a means of order, and perhaphs hope, that wrought in the new age.

  • 39 BA


    The Caravan Network
    Founding

    In the early days of the Barren Age, the Ashen paladins assisted the four trade kings, Tulip, Juren, Wacha, and Beret, in forming a caravan network. This was instrumental in beginning to provide support to each village and town, providing stability essential to prolonging the current age.

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    The Caravans