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Laughing Moon Official RPG Book
The Game
The Experience
The Setting
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Laughing Moon Official RPG Book
The Game
The Experience
The Setting
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The longest time period of the Laughing Moon world, this age is characterized by the appearance of the immortals and their rise to power. Some denizens of Mythren choose to worship these entities, while others aspire to seize that very power and rival those of immortal origins. As forbidden magic is eventually stolen by these ambitious mortals, the lands of Mythren are transformed into a battlefield where armies of angelic creatures are bound to Sorcerer Kings and Queens, all vying for control in an effort to solidify an undying destiny.

0—The First Gods

As the mortal races of Mythren begin to thrive on their own without the direction of higher powers, their cultures look away from long-held superstitious beliefs. Cities rise and dependence upon favors from on-high at last begins to fade. Without the faith of their followers, the First Gods, referred to in ancient mythology as Mother Moon and Father Sun, begin to diminish. Weakened and withered, the Mother and Father meet at a secret pool of water whose glassy surface once captured the first light of the Laughing Moon. Through the reflective surface they gaze beyond the physical veil of known reality and into the Dreamscape, a place where magic and dreams open gateways to countless other worlds. Together they swim to the center of the Moon Pool where their bodies intertwine in a blinding beacon of light. Their physical death sends powerful tremors throughout the interconnected worlds and shatter long-held wards upon those portals. Their bodies are consumed by the enchanted water, and left behind at the bottom of the pool is the last totem of their combined power: a metallic disc whose shape is the curve of the Laughing Moon encased within the outline of the sun’s corona.


 1—Ilianti 

Barriers between worlds weaken, and for the first time the immortal race known as the Ilianti take notice of Mythren. Unable to physically access this world, the Ilianti are forced to watch from afar, their interaction limited to visions and dreams sent from far beyond the borders of Mythren. Intrigued by the races indigenous to this newfound land, the Ilianti continue to influence mortals from a distance.


 12—Ilvastu

Escaping an ancient prison called the Warden’s Wall, trapped in a shadowy dimension known as the Dim, twelve prisoners known collectively as the Ilvastu Coven emerge from a frayed portal between worlds and first set foot upon Mythren. These twelve have conquered a previously unknown power known as “deathless magic,” granting them a form of immortality and a tremendous mastery over raw arcane energy. Realizing their powers far exceed those of indigenous races who live here, the Ilvastu begin to establish themselves as titans of magic. Their influence begins to shape the world of Mythren.


 120—The Qualen Veil 

The race of qualen forge a bridge from their immortal realm to Mythren by use of a secret gateway known as the Qualen Veil. Thousands of black and white-winged qualen pass beyond the Veil and into this new world, mingling with the mortal races.


 130—First of the Faithful 

The mortal races of Mythren begin to place their faith in the Ilianti. In exchange for their devotion, the immortals imbue tremendous blessings upon the faithful in the form of magical abilities. Some also turn to the Ilvastu, hoping to learn arcane secrets and power rumored to be at their fingertips. With the ability to walk freely among the mortals (humans, elves, and dwarves specifically) the Ilvastu gain a significantly larger following than the Ilianti, sowing the first seeds of jealousy among the immortal race of so-called “gods.”

 150—The Shepherd 

Though unable to physically affect the living world, the Ilianti, Securas, communicates with the races of ogran, elves, and humans by means of the natural elements. He speaks through the wind, the trees, the water, and the stones of Mythren. The ogran, a peaceful race who revel in their craftsmanship, call this spirit “the Shepherd,” and learn from Securas the power to bend the elements to their will.

 290—Ilianti Idols 

Communicating through their faithful, the Ilianti teach the dinowen elves how to fashion idols capable of housing their “divine” magic. These stone statues appear throughout Mythren, dedicated to several of the Ilianti and expanding their influence throughout various races and cultures.

 322—Mortal Fragility 

Necrolius, one of the Ilianti, becomes frustrated with the fragility of mortal lives, particularly humans whose lifespans are significantly shorter than elves. He begins to seek ways of prolonging life in hopes that those who worship him will serve longer. In these efforts, he spends some time with the Ilianti sisters Lacria and Krymara who have taken to healing the sick or wounded of the world. Necrolius asks if the sisters have the power to resurrect those who die, but the sisters call this an unnatural act and a manipulation of bandu. Necrolius begins his own endeavors in secret.

 340—The Fey Arches 

The thinning barriers between worlds continue to decay, leaving dangerous tears in the fabric of reality and allowing creatures from other realms to enter Mythren at will. The Ilvastu craftsman, Dercilean, constructs enchanted archways around these frays, transforming the rifts into magical portals between worlds. Hundreds of these archways are constructed throughout the lands, each housing and containing a fray. Over time the mortals learn to use magical talismans to open the portals and travel between worlds. The term “fey way” is applied to the gateways.

 580—Creation of the Avatars 

Frustrated with the Ilvastu’s ability to interact with the living world, the Ilianti strike a deal. They offer to share their knowledge of enchanting stone idols with their unique magic in exchange for an avatar created by the Ilvastu. Weaving their magic with power drawn from the Dreamscape, the Ilvastu conjure physical bodies capable of housing an immortal consciousness. The Ilianti are each granted one avatar, which at long lasts grants them the ability to walk among the mortal races. The process is tedious and exhausting and requires several years for completion. The Ilianti then reveal their knowledge of the “blessed idols,” which involves imbuing an inanimate object with a spark of their lifeforce. The Ilvastu soon begin to expand upon this knowledge.

585—Azhul, the Broken

Despite their reservations, the Ilvastu agree to finish the last of the avatars. All save for Azhul have been completed, but countless mortals warn that those who worship this particular Ilianti are filled with hatred and a lust for pain. As the Ilvastu dream his avatar into existence, Azhul, descends into the physical body too early, causing terrible deformations and resulting in a hideous form. Cruel, and filled with spite for all other beings, Azhul relishes his broken body and the terror it inflicts upon mortals.

 600—The Twilight Kingdom 

Uncertain of the growing powers upon Mythren, the Ilvastu, Khorrt, removes his most loyal followers from the lands and overtakes a new realm beyond the threshold of a fey way. He names this location the Twilight Kingdom, a place locked between the sway of the sun and the moon, and here he begins to incorporate stolen necromantic magic from the Ilianti, Necrolius, into his own arcane creations.

 789— Ashyrdican and the Dragons of Mythren 

Known as the first children, the dragons of Mythren remain mostly in hiding, preferring a solitary life away from the prying eyes and the greedy reach of mortals. Ashyrdican, one of the dragon-kin race called dragora, seeks out their whereabouts and activities. Of all twelve Ilvastu, Ashyrdican exhibits the greatest ambition and desire to harness and hoard magic. He is convinced that dragons, themselves immortal, must possess secrets of the ancient world which he greatly desires. Upon locating their lairs, he lures the males from their homes then slays them when out of sight from other dragons. He surreptitiously shifts the blame to wandering marauders and blood merchants. The female dragons learn of this then descend on human homes and towns near their hidden hollows. When the humans band together and begin hunting the dragons, Ashyrdican comes to the females’ aid. He offers to hide the dragons and protect their precious few eggs in exchange for their allegiance.

 899—Discovery of Eversteel 

Mithal and Tidas, sister and brother, are the first of the Ilvastu to discover a rare and precious metal they name eversteel. The twins are fascinated by its magical properties and intrigued to discover that the metal, when fashioned into weapon form, even has devastating effects upon immortals. Tidas begins experimenting with the precious metal, forging it into numerous forms.

 1201—Sinowen Exodus from the Dim 

After many centuries, the Ilvastu, Jezaphar, returns to her home of the Dim. Here she discovers that her people, the sinowen elves, are fighting a losing battle against a monstrous spider-demon called Ondoleus and her terrifying minions. Jezaphar reveals the whereabouts of Mythren to her sister, Siva-Ki. Knowing that the sinowen elves will be consumed by Ondoleus if an escape from the Dim cannot be made, the elves begin an exit strategy. In the wake of a final battle and terrible casualties, Siva-Ki follows her sister and leads the surviving sinowen elves through a fey way and into the underground reaches of Mythren known as the Deep. Here, the sprawling sinowen city of Veranous is built.

 1300—Rhaen Meets the Qualen Sershae 

The Ilvastu, Rhaen, meets the qualen, Sershae, in a valley near the Moon Pool. The two spend much time together, and bonds of love are forged. It is the first recorded instance of a qualen entering into a relationship outside of their own race.

 1380—Mastellyn 

In the northern reaches of the Elderon continent, the Ilianti, Indolus, lays the foundations of a city in the dinowen land. It begins to prosper and grow, and soon becomes a beacon of faith and knowledge among all elvenkind. The design is extraordinary, incorporating elements of nature, and providing sanctuaries for woodland creatures rather than displacing them from their homes.

 1403— The Exile of Azhul 

The influence of Azhul grows tremendously as desperate mortals quest for status and power otherwise unavailable to them. Those who seek his blessing are granted unequaled means of sowing pain and destruction, but at the cost of their undying loyalty. Realizing their mistake in allowing Azhul a physical avatar, the Ilianti come together in an effort to banish him. A tremendous battle is waged, led by the followers of Lycentia and Tembral. At last, the minions of Azhul are defeated and the Ilianti himself is banished. He flees to a remote desert called the Basklands. Unbeknownst to others, two of the Ilvastu, Apaphis the Warden, and Siranon capture Azhul. Unable to bring themselves to destroy the avatar, they instead choose to imprison him in an eversteel vault constructed by Mithal and Tidas. Azhul is trapped within his physical avatar and buried beneath the sands of the Basklands. He disappears from history for many centuries.

 1405—Cezares the Tigress

Over time the Ilvastu mastered the art of imbuing stone idols and statues with parts of their own, individual magic. This craft is perfected and expanded upon by the twelve, and they decide to use this ability on living creatures. The first of these, a tigress named Cezares, is enchanted by each of the twelve, transforming her into a bi-pedal creature imbued with great intelligence. The arcane ritual grants her tremendous strength and cunning, as well as immortality as slivers of the coven’s deathless magic are shared. She stands nearly seven feet tall in a perfect blend of animal and humanoid form. Her nobility and grace, however, are eclipsed by her keen intellect. Soon, Cezares breaks from her creators, filled with ambition that evolves into a dangerous zeal for dominance. The Ilvastu coven is forced to capture and imprison their creation and Cezares is bound to a circular device created by Dercilean that negates her strength and magic. Once shackled to the grimhold, no immortal is able to break the eversteel bonds. Here she is placed in a magic-induced sleep.

 1410—The Vastrals 

After the capture of the Tigress, the twelve realize that combining their magic in such a way upon a single creature produced a far more powerful and dangerous result than they had intended. It is decided that each of the Ilvastu will create their own, personal vastrals. With each individual imbuing their deathless magic upon selected creatures, the coven believes the result will yield tremendously powerful creations, but far less likely to exhibit the desire for conquest.

Called the vastrals, these animals are transformed into humanoid creatures, blessed with keen understanding, strength, magic, and immortality. Each Ilvastu is able to create no more than twelve servants without diminishing their own lifeforce. The creations are vastly different in their appearance and personality, but their loyalty to their creators is unwavering. Carrying the spark of their maker, the vastrals assume similar traits and powers. In this way, the Ilvastu coven extends their reach in Mythren and establish themselves as the titans they are believed to be by the denizens of the lands.

 1622—The Titan Cities 

Spreading throughout the lands, many of the Ilvastu decide to claim lands in their own name for the first time. The foundations of the “titan cities” are built, and soon the gates are opened to the people of Mythren.

 1811—The Evernight Breath 

The first vampires appear in Mythren. These creations of Necrolius, now known simply as Necris by those who worship him, are monstrous in their lust for the blood of the living, and far stronger than the average mortal. They are soulless, however, filled with evil hubris and hunger, and bound eternally to the will of Necris. These creatures begin to stalk the night and soon become his strongest minions. Their ability to not only feed upon mortals, but to turn them into vampires as well begins to increase the overall strength of Necris through the lands of Elderon. Rumor of the vampires’ existence begins to spread and a deep fear takes root.

In the Twilight Kingdom, Khorrt experiments with the stolen secrets of Necris and combines the dark necromantic magic that created original vampires with his own incantations. The result is the “evernight breath,” which allows Khorrt to offer vampirism to a willing victim. Unlike the more monstrous creations of Necris, those turned by Khorrt choose this path willingly and retain their own autonomy. Displaying tremendous strength, prowess, and innate magic, Khorrt further empowers them with knowledge of magic, if they choose to pledge their loyalty to him. Although imbued with these gifts, the vampires still hunger for the blood of the living, however, unlike the others who prowl the night in service to their Lord of Undeath, those with the evernight breath often choose livestock and wildlife rather than preying upon the denizens of Mythren.

 1888—The Totem of the First Gods 

As the other immortals seek to make their own claim on various spheres of influence within the mortal world, the Ilvastu, Jezaphar, seeks to uncover the knowledge and wisdom left behind by the First Gods. Very little is known of the original deities of Mythren, and piecing together what scraps of lore are left behind takes Jezaphar many years. Alone, she at last travels to the Moon Pool. Upon a clear night, beneath the light of the Laughing Moon, she kneels at the water’s edge and offers a prayer to the forgotten gods. A light emits from the bottom of the pool, and there glittering in the moonlight, Jezaphar discovers the last totem of the Mother and Father. The totem is in the shape of a small disc, designed as a sickle moon encircled by the sun’s jagged corona. Jezaphar hears the voices of the First Gods whisper through the totem. “The Chaos Sun and Laughing Moon is a key to the Wheelhouse: a reservoir of the truesource that weaves the powers of bandu and the Dreamscape together with the natural arcane elements of the physical worlds and mystical realms.” Amazed at this discovery, Jezaphar retrieves the totem and begins to study its unique properties in hopes of unlocking its secrets and incorporating what ancient magic is stores into her own magical spell casting.

 1984—Almyn 

A young woman is killed by a vampire of Necris, and her lover, a man named Almyn, comes to a temple of the Lord of Undeath in desperation. Necris deceives the man, claiming that he will bring his lover back from the dead, but only if Almyn first provides a favor. For centuries Necris has despised the Ilvastu, Khorrt, for his theft of hard-earned necromantic secrets. Now he plans to exact his revenge upon him, and Almyn is the key to that endeavor.

Almyn gains access to the Twilight Kingdom and steals a bone fragment kept in Khorrt’s care. One of the most prized possessions of the coven, this small piece, taken from a colossal skull in the Dawning Pool of the Dim, has long been in Khorrt’s keeping. This item is an integral component in the deathless magic the Ilvastu claimed before entering the world of Mythren and its loss is a dire blow to their legacy. Escaping the lair, Almyn fashions the fragment onto a metallic device with runes provided by Necris etched onto the shaft. With a turn of this “key,” the doorway between life and death is opened, and the dead may be resurrected.

Necris, however, curses the key so that its powers may only be activated once a sacrifice is made. The bone fragment must drink the lifeforce of one living before bringing one back from death. Afterward, both the user of this “key,” as well as the one who has been resurrected, will be doomed to bring about some future tragedy.

Blinded by his grief, Almyn attempts to use the key upon his lover, but discovers that Necris has already turned her into an undead abomination. She kills Almyn at the altar of Necris with his own device, and the cursed item, now known as the Key of Almyn, is set out into the world to reap chaos and sorrow.

 1999—Ilmorodun, the Fortress of Shadow 

Hunted by followers of Lycentia and Alurha, vampires are run out of the major cities and into the surrounding lands. Frustrated by this defeat, Necris is forced to relocate his servants or risk their annihilation at the hands of the opposing gods. Far to the north, across the sea from the elven lands, Necris claims a valley considered uninhabitable by the mortal races. Here the sanctuary of Ilmorodun is created, and soon becomes home to a variety undead.

 2102—The Vandi of Bendahal 

As other Ilvastu create permanent homes, Bendahal, an eternally beautiful woman enthralled by the people of Mythren, chooses instead to wander the lands openly with those who claim to be her faithful. She names these followers the “vandi,” a word that means traveling song in her native tongue, and together they share their tales, feats, and songs with all who will hear.

 2293—Neverial and the Temple of the Moon Pool 

The Ilianti, Neverial, known as the Lady of Secrets, gives birth to a child. The father is never revealed, though some believe it to be a fey creature, perhaps an Ilvastu, or possibly even another of the Ilianti avatar. To keep the child away from the eyes of other immortals, Neverial builds a temple over the hidden Moon Pool and surrounds it with enchanted arches that act as gateways between worlds. Summoning creatures from the portals, she bids them to watch over her young daughter.

 2299—The Oracle of Ghul Tulak 

The Temple of the Moon Pool is invaded by enemies of Neverial, and during the battle her child is mortally wounded. Desperate to save her, Neverial brings the dying child to the Moon Pool and summons the ancient magic that resides there. Harnessing power from the numerous gathered arches, Neverial ignores the warnings of the First Gods which echo up from the Moon Pool. The surge of magical energy is far too powerful for Neverial to control, and a devastating blast destroys the lands for miles, evaporating the Moon Pool and leaving a deep chasm in its place. A light appears in the depths of the abyss and Neverial, the sole survivor of the explosion, realizes that the lifeforce of her child has somehow fused with the unleashed energies. The result is an oracle unlike any Mythren has ever known. To protect this awakening sentience, Neverial rebuilds a temple around the chasm. She names it Ghul Tulak, which in the tongue of the Ilianti translates to “City of Secrets.” It is here that Neverial disappears.

 2302—Cities of Destiny 

The race of ogran, known for their tremendous skill in the manipulation of natural elements, are drawn into the construction of two major cities. The foundations of Mir Lante are built in the east and Omadon is built in the west. These “Cities of Destiny,” as called by their ogran builders, eventually become seats of power in the continent of Elderon.

 2568—The Island of Cepathia 

Upon an island in the western ocean, members of the Ilvastu coven join together to build a city where their loyal followers and vastrals are welcome. Despite the growing differences and rifts between them, all twelve unify in their efforts. The city is named Cepathia, and within its walls is built a great library that houses their histories, origins, secrets, and lore.

 2745—Murkel 

The Ilianti, Murkel, makes his home among orlock tribes in the Ulidion Hills. After some time, he calls upon orlocks, scads, gand, and trolls to pledge their devotion to him in exchange for blessings to their appointed shamans. Emboldened by their faith, the orlocks ravage the countryside and encroach upon the Mastellyn borders.

 2780—Battle of Kantomas Gorge 

After decades of battle, the minions of Murkel push further into the elven lands. The dinowen general, Gren-Greyl, leads an army from Mastellyn and confronts the orlock horde. A battle is waged in the Kantomas Gorge that rages for five days. Thousands are lost, but on the fifth day Gren-Greyl stands victorious and the minions of Murkel recede back into the hills.

 2920—The Monolith of Dusk and Dawn 

Noctivia, the Mistress of Darkness, creates several temples devoted to the night. She is well received and works in harmony with her sister, Alurha, the Giver of Dawn. A floating Monolith is constructed by the best craftsmen of humans, ogran, elves, and kheldan as a symbol of the unity of darkness and light. At dawn, it shines with a golden brilliance, and at nightfall it glows with gathered moonlight. Followers of both Ilianti converge here for worship.

 3101—The Vengeance of Murkel and the Return of Azhul 

Embittered by his defeat at the hands of the elves, Murkel seeks out Azhul who has long been imprisoned in the wasted deserts of the Basklands. He frees the Ilianti and the two forge an alliance. Azhul relocates to Elderon, disguised among the orlocks. Slowly, he begins to gain new followers, and the combined might of the horde grows. With newfound power, Murkel begins to plot his revenge upon the elves of Mastellyn.

 3118—Discovery of Ilmorodun 

With numerous stories emerging from the north telling of the monstrous vampires that stalk the night, Gren-Greyl and his son, Odraide, travel to those haunted lands to seek the truth behind the legends. Here they discover the city-sized fortress of Ilmorodun and its undead inhabitants. To their astonishment they discover the Ilianti, Noctivia, has a secret temple here in the city. Through her blessing the city and surrounding valley is embraced in unending darkness. Here in the shadowed valley, the vampires of Necris are no longer limited to the nighttime hours.

Still reeling from the theft in the Twilight Kingdom, Khorrt seeks to strike a blow against Necris. He finds the two elves and confronts them in along a desolate road. He bids them join his cause and offers them the gift of vampirism and immortality—weapons he claims that can be used against the Lord of Undeath. Both elves rebuke his offer, enraging Khorrt. A battle is fought between the two elves and Khorrt. Gren-Greyl is wounded and taken prisoner, but Odraide escapes.

 3119—The Burning of Mastellyn 

Word of Gren-Greyl’s capture spreads to the orlock horde amassing in the Ulidion Hills. Murkel and Azhul use this knowledge to incite their followers into a battle-lust, knowing that without their leader, the morale of the elves will be weakened. They march on the dinowen city of Mastellyn, and without their general to lead the army, the elves are outmatched. Fires rage in the city, but before the horde marches through the broken gates, Azhul sees the avatar of Neriah, the goddess of love and desire, who dwelt often with the elves and had made for herself a temporary home here. For the first time, Azhul finds himself enamored by such profound physical beauty and is rendered powerless by his awakening desire. Those who have received his blessing falter as his magic dissipates from them, granting the dinowen a window of opportunity. Taking up his father’s sword and shield, Odraide leads the last charge against the orlocks. They are driven back and crushed, but the city of Mastellyn suffers substantial damage from fire.

 3120—A King’s Promise 

Finorus, dinowen King of Mastellyn, vows to find new ways to protect his people against the growing might of evil immortals and their followers. He calls a secret council together to begin investigating a means of harnessing the “deathless” magic cultivated and used by the Ilvastu Coven. Through this magic he hopes to empower himself and his people to better stand against such immortal threats to their lands.

 3125—Noctivia’s Betrayal 

Alurha learns of her counterpart’s betrayal and her alliance with Necris in Ilmorodun. Mourning this betrayal, she removes her faithful from the Monolith of Dusk and Dawn, leaving it to the servants of the night.

 3128—Odraide and the Vandi 

After numerous failed attempts to rescue his father, Odraide implores King Finorus to march on the city of Ilmorodun. Still recovering from the devastation brought on by the orlocks, and spiraling into an obsession over the secrets of immortal magic, Finorus refuses Odraide’s pleas. Odraide strikes out on his own and later meets the vandi followers of Bendahal. Upon hearing his recounting of his father’s capture at the hands of Khorrt, they pledge to help the elf lord. The vandi invite Odraide to “join their song,” and in so doing, teach him the inherent magic as first revealed by the Ilvastu, Bendahal.

 3130—Rescue of Gren-Greyl 

Surrounded by vandi and muses, Odraide leads his legion of warriors into Ilmorodun in a final effort to rescue his father from Khorrt’s secret abode. Their arrival gains the attention of the guardians dwelling here, and soon swarms of vampires descend upon the vandi as the group approaches. A battle is waged at the foot of Khorrt’s castle hidden along the coast at the gates of a portal leading to the Twilight Kingdom. Although the vampires are filled with bloodlust, the voices of the muses enchant them, eliciting a new form of lust previously unknown to their kind. They crave not only blood, but the magic embedded within the vandi song. Sensing the peril of her people, Bendahal herself arrives at the gates of the castle and enters the battle. Her song reverberates in the shadowed fortress, breaking down the walls and filling those ensorcelled by the evernight breath with a sense of dread. Khorrt is forced to retreat to the Twilight Kingdom, vowing revenge upon Bendahal for what he considers to be a betrayal of their coven. Odraide finds his father shackled in the lowest dungeon of the castle. Gren-Greyl is at least freed from his long ordeal. Together, father and son return to their homeland where the vandi are welcomed by the elves.

 3200—The Coveting of Neriah 

For years Azhul has cast aside his obligations to those who pledged their loyalty, instead spending his time secretly stalking the Ilianti, Neriah, as she traveled the lands in her avatar form. His lust, a symptom of his avatar form, he is certain, clouds his mind sending him into reeling bouts of rage or desire. While watching Neriah bathe in a foothill stream, Azhul is attacked by wyvern. He slays the beast but is wounded in the process. Neriah finds him, bleeding and poisoned by the wyvern’s tail. Overcome by his vulnerable state, Neriah fails to recognize the disfigured avatar for what it is. Azhul trembles under her touch as she tends to his wounds, but upon regaining his strength, he is overpowered by his lust. Frightened by his sudden outburst, Neriah attempts to flee, but Azhul strikes her to the ground. Loyal followers of the Lady of Beauty rush in to help, but in a rage Azhul brutally murders all but one. The sole survivor, Mavistyl, watches helplessly as Azhul abducts Neriah into the abandoned orlock caves of the Ulidion Hills.

 3201—Abduction and Recovery of Neriah 

After exhausting his own means of rescue, Mavistyl seeks aid from the Ilvastu, Tendial. A beautiful creature, and the last of her elvenkind from a distant realm, Tendial had long ago bonded with Neriah and wept to discover her abduction at the hands of Azhul. Together they track Azhul to his lair and draw him out. Tendial fends off the monstrous Azhul but is eventually struck down and badly wounded herself. Mavistyl recovers the Ilvastu’s sword and enters into combat. He is mortally wounded but manages to strike Azhul a devastating blow. Mavistyl carries Neriah from the caves then dies in her arms at sunset. Tendial and Neriah bury the body together. Azhul, crippled by his injury, escapes under cover of night. Late in the year, Neriah travels to Neverial’s City of Secrets, and there gives birth to a child.

 3214—Baligoth 

Hidden in Ghul Tulak, Neriah brings her most loyal followers to her side and to them reveals the existence of her child. Named Baligoth, the boy is raised in the sanctuary of the Secret City by Neriah’s chosen few. At a young age, however, Baligoth exhibits cruel tendencies and a desire to inflict pain. Followers of Neriah speak with the Oracle and are warned that in the age to come, the child will reap great sorrow. Seeing his caretakers’ deep concern after their encounter, Baligoth confronts the Oracle himself at the age of thirteen. He learns the identity of his true father and that night escapes Ghul Tulak.

 3513—Breaking of the Monolith 

Devasted by the betrayal of Noctivia and reeling from the uncovered alliance with Necris, Alurha pledges to destroy the temples devoted to the night. The Dragon of Secrets, Ashyrdican, comes to Alurha and offers her aid in the form of his loyal followers, each knowledgeable in the arcane arts. In exchange, he asks for the sun-shaped holy symbol worn upon her avatar. Reluctant, but bent on retribution, Alurha agrees. Ashyrdican steals the magic from the totem, absorbing the power placed upon it. The effect is catastrophic for the avatar. Alurha’s physical body is robbed of its magic by Ashyrdican’s theft and withers to dust. Filled with her magic, Ashyrdican leads six dragons and a legion of his dragon-men, the ah-teen, to the Monolith of Dusk and Dawn. Now held solely by the minions of Noctivia, the dragon army is met by minions of the night and a battle ensues. By dawn the Monolith lies in shards and the followers of Noctivia are killed. Ashyrdican steals the broken pieces, certain that even sundered they contain powerful magic. The shards are hidden in the dragon hollows across the land.

 3580—Death of Gren-Greyl 

Gren-Greyl, known for his many feats of bravery throughout life, passes one autumn night in his Mastellyn home. Nearly the whole of the city attends his funeral. Notably missing, however, is King Finorus who drowns in his obsession regarding the capture and usage of immortal magic.

 3612—Vastos, Temple of the Vastrals 

The first vastral of each of the twelve Ilvastu meets in a secret council and jointly decide to build a temple of their own. Vastos, the Temple of the Vastrals is constructed in an island chain called the Mistlands far to the northeast. Here, the vastrals gather and fill the temple with magical knowledge and lore they have collected over the centuries. The temple becomes a home to the vastral’s own magical creation, the “vastrag.” These creatures, similar in form to the vastrals, have keen intelligence and nobility, but lack the vastral’s immortality and unique magic. The vastrags become disciples and curators of Vastos.

 3701—The Lord of Pestilence 

Plagued by minions of Khal Sun, the Lord of Pestilence, the students of magic in the city of Galbraith fall to disease and within a few months all are dead. Dark priests overtake the Bastion, a magical tower erected by the Ilianti, Morvia Kane, for magical study. The tower is converted to a temple of Khal Sun and here the Lord of Pestilence makes his home. In a rage, Morvia Kane arrives and confronts those who have killed her pupils. The priests perish under her magical attacks and Khal Sun himself is drawn out into open battle. The two Ilianti duel, and although Khal Sun is driven out of the Bastion and far from Galbraith, Morvia Kane’s avatar suffers from a withering disease brought on by her vile adversary.

 3742—Morvia Kane and the Secrets of the Vastum 

Now in his advanced old age, and alive solely through magical manipulations, King Finorus of Mastellyn is met by the Ilianti, Morvia Kane. Her physical body is ruined by the plague magic of Khal Sun, and her pleas to the Ilvastu Coven for healing have been ignored. In the last few decades, the withering spell placed upon her has destroyed her flesh, leaving her avatar with a monstrous and frightening visage akin to undeath. Morvia Kane negotiates with the dinowen king, and in exchange for his knowledge of regenerative spells, she will reveal a means for him to harness the very essence of immortal magic. Finorus agrees and Morvia Kane’s physical form is rejuvenated using stolen magic of the Ilvastu. Fully healed, she begins teaching Finorus the secrets regarding the creation of a node of power which she calls a “vastum.”

 3818—Grimhold 

King Finorus completes the process of transforming a stolen dragon egg into a crystalized vessel to contain immortal magic, as revealed to him by Movia Kane. During this process he is struck by an illness he calls the “dragon’s bane,” a curse he is certain was brought on by his close proximity to the egg following its theft from the dragon’s hollow. Knowing that he will die from this, Finorus reveals all he has learned to his son, Iridun. Believing that the completed vastum will heal his father, Iridun sends spies beyond their borders to learn of the forging of immortal bonds called grimholds. Within the year elven smithies and magicians of Mastellyn have completed their first—a great wheel-shaped device set with eversteel chains. Despite their efforts, Finorus dies before the year’s end. Iridun, now king, vows to complete his father’s work.

 3835—Sorcel 

The Ilvastu, Sorcel, comes to the dinowen lands upon learning of their secret inquiries into the deathless magic of her coven. As a succubus, she is one of the few of her race to mingle with mortals, and the only known “demon,” as they are called, to be a part of a magical coven. The elves are suspicious of her appearance here, fueled by rumor that a succubus is drawn to mortal desires, and fearing that she seeks to rob them of their magical endeavors. The elves attempt to hide their experiments and investigations into the Ilvastu’s knowledge of deathless magic, but Sorcel uncovers their work and flies into a rage, seeing this not as a desire to expand upon their magic, but an attempt to steal it and use it against them.

The elves retaliate and a battle ensues. Sorcel summons her allies and for days the fighting takes to the streets of the city. Learning of the battle, the elf lord, Odraide, now living with a clan of vandi beyond the elven borders, rides to his kin’s aid. The vandi combat the enemies with the enchanted songs taught to them by the Ilvastu, Bendahal. Invigorated by the vandi song, the elves take the upper hand. At last King Iridun captures Sorcel and drives out her surviving followers. Sorcel is taken as prisoner and bound to a grimhold.

 3840—Siranon’s Counsel 

The Ilvastu, Siranon, comes to Mastellyn to negotiate for the release of Sorcel. King Iridun listens to his counsel and agrees to release his prisoner given a few conditions. Sorcel is to be banished from the dinowen lands forever. And in exchange, Siranon will remain in Mastellyn and willingly help in the completion of the vastum. The agreement is made.

 3930—The Blood of the Immortals and the First Vastum 

Experimentation continues for years, but no means of harnessing the deathless magic can be found, save for the forbidden knowledge shared by Morvia Kane to Iridun’s father. The final and most important component in the vastum’s creation is the blood of an immortal, and only through this can a node of power be successfully constructed. Frustrated at his inability to work around this, Iridun betrays Siranon and binds him to the grimhold. The blood of the Ilvastu fills the crystalized egg, and just as Morvia Kane predicted, the vastum is infused with powerful magic previously reserved solely for immortal use.

 3944—Vandi Discovery 

 The vandi who remained within Mastellyn eventually discover the bound Ilvastu and learn of the vastum’s creation. They attempt to free Siranon but are foiled in their efforts by Iridun’s guards. They flee the dinowen city, and with them they take the stolen research of the elven king.

4000—Dawn of the Sorcerer-Kings

News of the vastum’s existence spreads across the land. Iridun chooses not to deny these claims, and instead embraces them. He names himself “Sorcerer-King of Mastellyn,” and begins to further empower the node in his possession by exploiting his prisoner. Siranon is bled at an accelerated rate, and now obsessed with the infusing of immortal magic, Iridun kills the Ilvastu and drains him entirely. The full power of the vastum is realized, and soon the rulers of Mir Lante, Galbraith, and Omadon begin crusades to create their own by the capture of dragon eggs and imprisonment of Ilvastu, qualen, or Ilianti avatars.

4006—Avarice and Betrayal

Kyth-Kalas, ruler of the city Mir Lante, meets in secret with Noctivia and vows to keep her avatar safe from hunters in return for the capture of Securas, known as the Shepherd among the denizens of Mythren. Noctivia agrees, thus betraying her own kind to the avarice of mortals. Noctivia, claiming she needs guidance in her efforts to break from the Twilight Kingdom, lures Securas to Mir Lante. Securas arrives, surrounded by his faithful ogran followers, all of which are in awe of the majesty of the great city. In their fateful meeting, Noctivia openly weeps, but nonetheless allows the capture of Secruas. To her horror, the ogran are killed by the elite guard of Kyth-Kalas. The true scope of Kyth-Kalas’s plan is revealed, however, when his guards also capture Noctivia and have her bound to a second grimhold. As a show of good faith, Kyth-Kalas presents Noctivia as a gift to Pharo, the king of Omadon. Both rulers begin the construction of their own vastums using the blood of the Ilianti avatars.

4055—Retribution of Fire

Enraged at the theft of their precious eggs, the dragons of Elderon emerge from their secret hollows and bring down a reign of fire. Cities of humans, elves, and dwarves burn beneath their fiery breaths. Ashyrdican begins visiting temples of great power then stealing the divine magic from the most prominent of faithful followers. It is an extraordinary arcane skill that allows for such theft, and Ashyrdican has mastered it entirely. He then transfers this stolen magic to his ah-teen soldiers, granting them what appears to be divine blessings and power. Terror reigns and the Sorcerer-Kings vow to end the nightmare by might or magic.

4090—The Ilianti and the Angel

Discovering the treachery of the Sorcerer-King Kyth-Kalas, the Ilianti take avatar form and meet in a secret council within the temple of Ghul Tulak. Many of them move to offer the Ilvastu to the Sorcerer-Kings in exchange for Securas and Noctivia. Lycentia, Neriah, Indolus, and Tembral refuse, stating if this matter is not settled now, it is only a matter of time before all immortals are hunted and destroyed. Arguments erupt and blame is leveled at Morvia Kane for her betrayal of the immortal secrets. She is banished from the council. The commotion in the quiet city awakens the Oracle, and for the first time, “Angel” appears. Projected as a young girl, Angel is a physical embodiment of the childish innocence and curiosity of the god-like Oracle itself. Hiding, she watches and listens as the Ilianti council breaks and secret alliances are made. When at last the Ilianti depart, Angel summons her caretakers. A race of shape-changing creatures called the feyen, these loyal followers are her perfect spies for the dangerous outside world. The feyen are sent out into Elderon where they assume the form of countless mortals then return to Ghul Tulak to whisper the collected secrets back into the Oracle chasm. 

4102—A Power Unleashed

A small group of Ilianti led by Lycentia align with Jezaphar, Rhaen, Dercilean, and Tendial of the Ilvastu Coven. Jezaphar travels alone to the Twilight Kingdom where she speaks with Khorrt and asks him to join their cause. Seeing the dire fate that awaits their coven, Khorrt agrees, and the minions of the Twilight Kingdom return to Mythren. United, they march on Mir Lante, bringing with them their faithful followers. Lycentia commands Kyth-Kalas to release Securas or suffer the wrath of the immortals. Kyth-Kalas appears on the city wall, the vastum held high. From its core a bolt of raw energy is emitted, and all who are struck by the blinding light are killed instantly. Tembral, called the Lord of War by his faithful, smashes the gates of the city with his eversteel hammer and a massive battle, unlike any Mythren has yet seen, is waged in Mir Lante for weeks. The Ilianti and the Ilvastu unleash their full power, devastating the outer wall of the city, even as their followers perish under the holy fire of the Sorcerer-King’s vastum. At last, Dercilean and Tendial break into the chamber holding the grimhold of Securas. The Ilianti is freed, but in their escape Tendial is mortally wounded, and later taken as prisoner by the elite guard of the Sorcerer-King. Though dying, she is bound to the grimhold and her life’s blood drained into yet another vastum. This vastum is taken by the court magician, Kladius, to a chamber far below the palace. Beyond the shattered gates of the city, Kyth-Karas enchants an arrow with the power of the vastum and fires it at Securas. The Ilianti’s avatar is struck through the heart, and dies instantly. Lycentia falls to her knees, weeping at the injustice. Their purpose thwarted, the immortal army departs Mir Lante, but in secret Khorrt remains behind. He walks the blood-strewn streets, offering his evernight breath to the dying in return for their loyalty. At sunset the dead rise as vampires and so begins the long “Red Night,” as the vampires feast until sunrise. Khorrt calls down crows and vultures at dawn which descend like a carrion plague upon the ransacked city. Escorted by his most faithful, Khorrt enters the palace of the Sorcerer-King and takes as prisoners the entire royal family. Some are given to his hungry servants while others are abducted to the Twilight Kingdom where their torment continues for many years. As the city burns, Khorrt confronts Kyth-Kalas whom he finds in mourning over his many losses. Pitiless, Khorrt plunges an obsidian dagger into his back. Taking the vastum from his hands, Khorrt unleashes its devasting magic upon him. The pure energy penetrates all of the Sorcerer-King’s magical defenses and burns the flesh from his body. Before leaving, Khorrt fashions a mask from the skull of Kyth-Kalas and returns to his domain of the Twilight Kingdom with the vastum in hand. From this point forward, Khorrt takes the title of Carrion King.

4180—Construction of the Towering Titans

Seeing now the scope of mortal ambition, the surviving Ilvastu spend years in the construction of colossal statues that house a spark of their immortal essence. Dercilean masters a means of magically carving the stone as the combined might of the Ilvastu harness the necessary magic to enchant the statues. The constructs stand hundreds of feet tall, and when activated, are capable of projecting a pulse of destructive power for miles. Called the “Towering Titans,” the Ilvastu move the statues into their respective cities as a last defense against any who might attempt an invasion. 

4185—Omadon Awakening

At an advanced age, Pharo, the first Sorcerer-King of Omadon passes his power and knowledge to his son, Pharzun, before dying. With the shadow of the Towering Titans now lingering over the lands and the memory of the siege of Mastellyn still in his mind, Pharzun redoubles the crusade against the immortals for dominance over the continent. Smaller vastums are crafted and given to the Sorcerer-King’s captains. Worn as powerful pendants around their necks, the captains extend their hunt for immortals to include the race of qualen. In Omadon, Pharzun discovers the vastum’s ability to link with a dragon’s mind and overtake it. He becomes the first of the Sorcerer-Kings to command a dragon then turn it upon its own kind. The lands around Omadon are at last freed from the fiery reign of terror as Pharzun seizes control. 

4186—The Breaking of Ashyrdican

Ashyrdican mobilizes an army of his dragonmen, the ah-teen, and moves on Omadon. Too late, however, they discover that the captains of Pharzun’s growing army now command their own dragons by use of their vastum pendants. The ah-teen army is destroyed before reaching Omadon and Ashyrdican himself is captured. Before being brought back to the city, he uses his magic to steal the power of one of the smaller vastums. Fueled with this, the Ilvastu escapes his captors and flees into the surrounding hills. Just as he attempts to slip into an open fey way, his body is burned by dragon fire. The soldiers of Pharzun re-capture Ashyrdican and bring him back to Omadon. Here the Sorcerer-King bleeds the dragora to create yet another new vastum, then bids his captains take Ashyrdican to a small fortress on a remote island hidden by a mountain lake. Here, in the secret prison known as Caster’s Rock, Ashyrdican is bound to a grimhold and locked deep within the dungeon where his power over the dragons is entirely broken.

4188—Faerlyn and Lorealian

The qualen, Faerly,n secretly marries the dinowen, Lorealian, from the city of Mastellyn. Forsaking her people, Lorealian flees her elven homeland to live in the high mountain reaches. For a time Faerlyn dwells happily with his beloved and despite the laws of his kind forbidding such a union, the two have a child. As the hounds of the Sorcerer-Kings draw near, however, Faerlyn knows that a safe place must be found, else his child will be hunted for her enchanted blood.

4190—The Warden and the Thrall

The Ilvastu, Apaphis, known by her coven as the “Warden,” is captured by the Sorcerer-Queen Tintavia of Galbraith. Not only is the Ilvastu imprisoned and drained of her enchanted blood, but an eversteel device called a thrall collar is stolen from her. The device was first forged by Dercilean and enchanted with powerful wards. When worn, the captive is forced to obey the commands of the captor. Even the immortal races are susceptible to these thrall collars. Tintavia tasks her own royal smithies with the creation of more of these devices as countless immortal prisoners are brought into the city. 

4197—Mir Lante Rebuilt

The reconstruction of Mir Lante at last comes to an end and the magician, Kladius, still in possession of a vastum, declares himself Sorcerer-King. To ensure his city’s safety, Kladius tames the dragon, Vordanahal, who is known for her reign of terror in the furthest reaches of the northeast kingdom. Kladius rides the dragon nightly across the lands, decimating those who dare challenge his rule with fire. 

4201—The Qualen Appeal

An enormous qualen council is held in the Temple of Vastos, protected by the guardians of the Ilvastu. Upon arriving, Faerlyn speaks privately with Tikreel the Ram, vastral of Dercilean, and asks that he house his wife and secret child here in the temple. Tikreel agrees and vows to keep his secret. The council is held and the qualen agree that they must intervene or see not only their kind, but all immortals hunted to extinction by the Sorcerer Kings and Queens. Emissaries are chosen to speak with the rulers of the Cities of Destiny. Faerlyn is selected for Mir Lante, Tir for Mastellyn, Sershae for Omadon, and Malidon for Galbraith. All four qualen bring the same appeal: release the imprisoned immortals and in exchange, the qualen will work side by side with the rulers and offer their magic as a means of extending mortal lives. Upon learning of this power held by the qualen, each ruler chooses to ignore the appeal and imprison the emissary. Tintavia of Galbraith ensnares Malidon with her first forged thrall collar, binding him to her will. News of the emissaries’ capture reaches Vastos and the qualen begin to align with other immortals in their efforts of war.

4208—Seeds of Persecution 

Desperate to see her husband again, Lorealian leaves her daughter in the care of the vastrals and sneaks into the city of Mir Lante. For months she dwells secretly in the city, searching for a way into the palace of the Sorcerer-King. Near year’s end, Lorealian at last gains entry and discovers Faerlyn shackled to a grimhold. She attempts to free him, but without the eversteel key, the bonds of the grimhold are impossible to breach. Faerlyn bids her leave, but Lorealian refuses to leave without him. She is discovered and in the ensuing battle, Lorealian slays numerous royal guards and soldiers before at last being captured. Kladius, the ruler of Mir Lante, has Lorealian brought to his throne room and commands his minions to raise the grimhold bearing Faerlyn so that the qualen can bear witness. Kladius declares Lorealian an interloper and murderer and sentences her to die. Before the sentence is fulfilled, however, Lorealian slips her bonds and attacks the Sorcerer-King with her bare hands. She blinds him in one eye then falls upon her shackled husband. Enraged, Kladius himself drives a sword through her as Faerlyn’s onlooking eyes cloud to black. Wordlessly Faerlyn stares at his wounded captor, covered in the blood of his mortal lover. It is in this moment Faerlyn vows vengeance not only upon the Sorcerer-King, but upon any mortal who dares to dabble in the stolen magic of gods and titans. 

4250—Razing of Galbraith

Rumor of the thrall collar reaches Pharzun of Omadon, Kladius of Mir Lante, and Iridun of Mastellyn. Ambassadors are sent to negotiate for the secrets of the thrall design, but Tantavia refuses to entertain their offers. The three Sorcerer-Kings come to Galbraith, each mounted on dragon-back and in possession of their vastums. Tantavia meets this threat by releasing her qualen soldiers, each bound by a freshly forged thrall collar. A battle ensues but neither the Sorcerer-Queen nor her immortal soldiers are a match against the dragons and vastums of their invaders. Tantavia is captured and the city is defeated. The resources of Galbraith are plundered and shared among the Sorcerer-Kings and her qualen soldiers are divided between them. At dawn, Tintavia is bound and chained in the center of Galbraith as her people flee in terror. The dragons unleash their fire upon the city, reducing it and its Sorcerer-Queen to ashes. The crafting of thrall collars spreads to the three remaining Cities of Destiny.

4282—A Warden’s Revenge

In the ruins of Galbraith, Apaphis is discovered, still bound to a grimhold. Freed at last, she returns to her city and closes the gates to all outsiders. Mad with a thirst for vengeance, she commands her vastrals to enter the Cities of Destiny and abduct anyone close to the royal families. These prisoners are brought back to the Ilvastu and locked away in hidden vaults where not even the confidants of Apaphis know to find them.

4299—Noctivia Unbound

Vampires of Ilmorodun slip into the city of Omadon under cover of night. At their hands, dozens of royal guards are slain, and just before dawn they enter the dungeons of the palace and free Noctivia from the grimhold. Though weakened, Noctivia uses her magic to extend the night, thus allowing her saviors the safety of darkness from the deadly light of the sun. Together, Noctivia and the vampires battle their way out and return to the undead city where Noctiva’s avatar is hidden in a secured vault and guarded by the most powerful of her servants. 

4305—Last Song of Bendahal

The vandi that once dwelt in Mastellyn alongside the dinowen elves begin their own dabbling into the stolen arts of Ilvastu magic. Discovered by their matriarch, the coven is branded “the morro,” meaning “the forbidden” in their tongue, and cast out of their clan. Jealous of the magic the Ilvastu know and keep to themselves, this morro coven plots to master the magic for themselves. Feigning repentance, the coven comes to plead their case to Bendahal, she who has shared her gift of song with the vandi for generations, then abduct her with a stolen thrall collar. 

Desiring only to drain enough blood from Bendahal to create their own vastum, the morro coven begin the magical ritual. Foreseeing the doom that awaits them all, Bendahal, bound to a grimhold, lifts her voice in song. The song echoes for miles, reaching numerous surrounding vandi clans and filling them with purpose. Knowing their time is limited, the morros redouble their efforts, but in their haste, accidentally drive an eversteel blade too deeply into their prisoner. Bendahal dies just as the additional clans arrive, prepared for battle. Horrified, the vandi drop their weapons and fall to their knees as the morros stare helplessly at the body of their once-beloved titan. 

As the vandi begin to recover and despair is replaced with a need for vengeance, the morros realize they must escape. Using the stolen secrets of the Ilvastu Coven, the morros open a portal to the Dim—a shadow realm that once held the coven as prisoners thousands of years ago. Before departing, the morros capture the grimhold and bring with them the bound body of Bendahal. The grimhold sinks into the Dawning Pool of the Dim, which, long ago, shared the light of Mythren’s own Moon Pool. The waters begin to work their healing powers upon Bendahal. In their greed and desperation, the morros attempt to harness this magic by use of their newly created vastum, but the spell-casting goes awry and what is brought back is a nightmarish doppelgänger of the Ilvastu. Still chained to the wheel-shaped device, the undead Bendahal begins to sing. The enchanted song, however, is not the mesmerizing and beautiful melody it once was, but instead, a twisted and corrupt perversion that kills the surrounding trees and turns the water of the Dawning Pool black. The pool spills over as the water rages forth, filling into a valley just beyond the Crookwood Forest. Her deafening wail fills the Dim like the shrill voice of a banshee. The morros are filled with this song and a new power is awakened within them. Their voices join that of the undead Ilvastu, mingling together in a dirge that is heard even by Khorrt in his Twilight Kingdom. Enraged at their act of selfishness but awed by the outcome, the Carrion King cannot bring himself to destroy the morros nor the undead monstrosity. A pact is made, and the shackled abomination is taken from the Dim and hidden within the Carrion King’s domain. In exchange, he allows the morros to return to Mythren, taking with them the dark magic and malevolent song that stirs inside them. Within the Dim, the waters of the pool remain dark and though they are still capable of healing, the Twilight Lake, as it comes to be known, spawns murderous counterparts of those who dare to bathe here. 

4376—The Everlong Corridor

With immortals being hunted and killed across the lands, the Ilianti take their surviving avatars to their most faithful followers and have them hidden away. Meanwhile, the Ilvastu Coven meet in council upon the island of Cepathia in the western sea. Here, Jezaphar reveals the Totem of the First Gods, the disc shaped as the Chaos Sun and Laughing Moon. Dercilean marvels at the totem and the tremendous magic contained within. Although he knows the magic cannot be reproduced, he believes that certain aspects of the totem’s magic might be unveiled, and perhaps combined with their own arcane power. Using the totem as a template, Dercilean crafts a talisman in its likeness. All twelve of the coven members infuse the talisman with their magic, and afterwards Dercilean takes the item once more to his forge. Within the year, the twelve Ilvastu reconvene in a secret location called the Everlong Corridor far below the surface world in the underground reaches known as the Deep. Their newly crafted talisman, the Twelve Forge Key, unlocks the only portal leading to this secret location. Feeling hopeless against the ambition and reach of the Sorcerer-Kings, the Ilvastu disappear into the Everlong Corridor for centuries. With the absence of both the Ilianti as well as the Ilvastu Coven, the Oracle of Ghul Tulak slips into a slumber.

4400—The Long Reach

The Sorcerer-Kings and Queens rule a virtually godless Mythren for an uncontested span of many centuries. Though their natural life spans are magically expanded by use of the vastum, immortality remains out of their reach. Their titles and power pass to their descendants and a legacy of tyranny encompasses the lands. The rulers empower their cities and begin campaigns of fear to keep the denizens under thumb. Jealousy breeds among those in power, and the Sorcerer-Kings and Queens of Mire Lante, Omadon, and Mastellyn come to suspect each other of espionage, propaganda, and theft regarding further experimentation and research of the vastums. Paranoia begins to seep into the minds of the rulers, resulting in laws and restrictions upon the people while armies of qualen are amassed using the thrall collars. Rumor of war begins to stir, and all the while the feyen of Ghul Tulak continue to do their work throughout this long reach of history. They gather the secrets of the Cities of Destiny and their maniacal rulers, then whisper these uncovered truths back to the dreaming Oracle. Battles are waged as the rulers test the strength of their armies and the weaknesses of their adversaries. And still the Sorcerer-Kings and Queens reach for immortality that remains tantalizingly out of their grasp. 

5004—Return of the Ilvastu

The Ilianti, Lycentia, awakens in her avatar form and travels to the Temple of Vastos where the surviving vastrals and their minions dwell. Here, she speaks with Raesor, the White Tiger of the Ilvastu, Jezaphar. He hears Lycentia’s pleas regarding the oppressed people of the lands, the injustice of the immortal enslavement, and the need to rally against the ruling tyrants. Raesor agrees to bring Lycentia to the secret gates of the Everlong Corridor, and here she is met by Jezaphar. The Ilvastu is inspired by Lycentia’s impassioned invocation, and vows to return with as many who will follow. It is agreed that the Sorcerer-Kings must be destroyed and their magic forever quenched. For the last time, the Ilvastu Coven emerge from their sanctuary and quietly begin preparations for war. 

5006—War Council of the Immortals

The Ilvastu, consisting of Jezaphar, Rhaen, Mithal, Tidas, and Dercilian convene upon Cepathia with the Ilianti, Lycentia, Tembral, Neriah, Lacria, Krymara, Indolus, and Tievral. All agree that a unified effort must be made if the grip of the Sorcerer-Kings is to be broken. Dercilean suggests the crafting of a new device that would grant an individual the power to negate magic. Additionally, Jezaphar insists that the way to break the tyrant’s rule lies with the liberation of the qualen. Armed with eversteel weapons, the qualen, while in thrall to their masters, pose a dire threat to any immortal. By freeing them, that threat will be turned upon the Sorcerer-Kings. The council agrees, but Dercilean, the forger of the thrall collars, explains that unless the specific key is used to unlock a thrall, only the magic of an Ilvastu is strong enough to break its bond. 

5008—Siege of Mir Lante and the Emancipation of Faerlyn

A massive army of immortals and their followers march on the city of Mir Lante and lay siege to its gates. Nets made of eversteel are launched at the waves of attacking qualen, and in this manner Faerlyn, leading the aerial charge of the Sorcerer-King’s thralled soldiers, is captured. Jezaphar breaks the thrall collar from Faerlyn, freeing him at last from his servitude. The additional captured qualen are also freed from their bonds. In speaking with Faerlyn, Jezaphar decides to bring him into the immortal’s inner council. He is named general over their armies, answering only to Lycentia.

5036—Completion of the Arches of Annihilation

After decades of work, Dercilean completes three magical structures he names Arches of Annihilation. The gift of power within, however, is accessible only to mortals. Any immortal attempting to cross the threshold suffers a shock of magical energy enough to kill them. Within, stands a piece of the ancient Monolith once used by the Ilianti Alurha and Noctivia. Stolen thousands of years ago by Ashyrdican and enchanted with his unique magic, the shards of the Monolith have been long hidden in dragon hollows across the lands. Having recovered three of these pieces, the Monolith fragments now offer a powerful enchantment to those who lay hands upon it. The three Arches are transported to secret locations outside Mastellyn, Mir Lante, and Omadon.

5044—First Reiners

Lycentia places Faerlyn in charge of her loyal followers, naming him High Justice. His soldiers, mortals consisting mostly of human and dinowen elves, simply call him the Judge. Faerlyn brings his captains to the hidden Arch outside of Mir Lante and one by one the soldiers pass into the dimensional pocket where the enchanted stone is housed. When they emerge, their faces bear a sickle-shaped mark upon the left cheek that begins to glow when in proximity of the forbidden magic stolen by the Sorcerer-Kings. More soldiers follow, numbering soon in the thousands. Faerlyn names them the Reiner Crusaders and they spread across the land in legions. As the enemy armies engage them, they capture thralled qualen and return them to Cepathia where the Ilvastu free them of their collars. Captains of the Sorcerer-Kings, bearing smaller vastums with lesser powers, find their magic ineffective against the reiners. Their dragon steeds are defeated, and the captains killed. The Crusaders, bearing the reiner mark, discover that the power they steal from any source is temporarily transferred to them. Armed with this magic, they make significant headway against the vast armies of Omadon, Mir Lante, and Mastellyn. Soon, Faerlyn frees the qualen Malidon and names him his second in command.

5070—The Inquisitors

Qualen across the land are freed of their bonds as the Reiner Crusaders break through enemy lines. Citizens of Omadon are recruited by the Ilvastu, Rhaen, who implores them to join the rebel’s cause. Working as secret agents within each city, the citizens deliver messages to the qualen still thralled to the city’s tyrant. Although they are helpless but to obey the commands of their captors, the qualen still retain partial autonomy. Equipped with information, many qualen find their way to safe houses where the Ilvastu await. Discovering this infiltration, Parselus, ruling Sorcerer-King, appoints his nephew, Phal-Zeron, as the Inquisitor General of Omadon. Phal-Zeron appoints numerous other inquisitors and together they begin a merciless hunt throughout the city for mortal or immortal traitors to the Sorcerer-King.

5075—Overreach

Apaphis, the Warden, is met in battle by Kal-Thane, son of the Sorcerer-King of Mir Lante who has marched upon her city. Known to be a cruel soldier, Kal-Thane has a reputation of torture and the cold-blooded killing of innocents. Upon seeing the terrible number of dead by Kal-Thane’s hand, Apaphis uses a recovered node amulet to lay waste to Mir Lante’s soldiers, including dozens of qualen. By the end of the battle, only a handful remain alive. Apaphis captures Kal-Thane before he can flee and slays his dragon steed.

5076—The Eversteel Edge and the Warden’s Wrath

Kin-Kathas, Sorcerer-King of Mir Lante, grieves over his abducted son. The vastral, Faya, is captured and tortured upon a grimhold. At last, she reveals the name of her maker and Kin-Kathas sends a legion of his qualen to the Warden’s home city. They strike hard, raining arrows down from high above the city and killing hundreds of citizens trapped within the walls. Enraged by the attack, Apaphis personally executes all of her prisoners, including Kal-Thane, and then climbs to the pinnacle of her temple. Here, she activates the Towering Titan, the colossal statue made in her likeness and imbued with a spark of her very lifeforce. The arm of the statue lifts high into the sky and sends out a deadly pulse of magic that destroys more than half of the attacking qualen. Exhausted from summoning the magic, she falls to her knees and is there met by the qualen general, Markael. He impales the Warden upon his eversteel blade and drops her body from the temple and into the city streets. Apaphis dies, her vastrals seized, and the city is overtaken.

5077—Tempering the Titans

Seeing the devastation brought on by the statue in the city of Apaphis, Faerlyn grows concerned this his kind will simply become a forgotten casualty of war. Hearing his concerns, Lycentia agrees to mediate a meeting with the surviving Ilvastu members. Faerlyn speaks with the council in Cepathia and asks that the Towering Titans not be used against the qualen. He reminds them that they are slaves to the Sorcerer-Kings against their will, bound by a device fashioned by the Ilvastu themselves. Lycentia urges them to find other ways to negate the threat without unnecessary bloodshed. Hesitantly the Ilvastu agree not to use their statues against the qualen for the time being.

5080—God Seats

Uncertain that the war efforts will prevail, two of the Ilvastu, Mithal and Tidas, convince Dercilean to utilize small shards of the ancient Monolith and craft weapons of last resort. Although reluctant, Dercilean at last concedes and creates two “God Seats.” Sculpted from gold-lined obsidian, the enormous chairs are each fashioned with twin polished Monolith shards, set within each arm. When activated, the God Seat will send out an enormous pulse of energy that steals all forms of magic from its source and then returns it back to the individual seated upon the chair. Filled with this god-like power, the individual, if able to survive the ordeal, wields this terrible and destructive force for a brief time. Mithal and Tidas bring the God Seats to their respective cities, and when the qualen armies descend upon them, neither hesitate to use their newly made weapons. The qualen legions are obliterated and thousands die.

5081—Dissension

Learning of the total annihilation of the qualen at the hands of Mithal and Tidas, discontent is stirred among the free qualen in service to the immortals. In a rage, Faerlyn confronts Lycentia, adamant that the twin Ilvastu sorcerers must pay for what they have done. The qualen were to be freed, and such wanton destruction makes them no different than the Sorcerer-Kings they have vowed to oppose. Lycentia urges Faerlyn to reconsider his position and stay the course, but Faerlyn refuses to allow the God Seats to remain in use when so many of his kind stand to be slaughtered by their power. Faerlyn breaks with Lycentia and takes with him his faithful Crusaders.

5102—Capture of Rhaen

While in Omadon, Rhaen confronts his captive qualen lover, Sershae, now general of the qualen army in service to Parselus. He attempts to free her, but his efforts are thwarted by the Inquisitor General, Phal-Zeron. Rhaen fails in his efforts to free Sershae and is himself made prisoner. Parselus binds him to a grimhold and flaunts the imprisoned Ilvastu as a warning to all who seek to betray him.

5105—Endurial

While held captive upon the Omadon grimhold, Rhaen is confronted by Endurial, the daughter and only child of Parselus, the Sorcerer-King. Endurial is drawn to the Ilvastu, and despite his longstanding love for the qualen Sershae, Rhaen finds himself inexplicably drawn to her. Over the course of several months Endurial visits Rhaen in the dungeons, eventually expressing romantic feelings for him. When tasked by her father to kill Rhaen and create a vastum of her own, Endurial instead frees him from the grimhold. The two flee the city together just as Sershae arrives to bear witness. Both Parselus and Sershae are enraged by the betrayal. Wanting revenge for being left behind, Sershae vows to bring Endurial back to Omadon if Parselus agrees to remove her thrall collar. Believing that her anguish will be all the bonds she needs, the Sorcerer-King agrees and by year’s end Sershae begins to plan her invasion of the city of Rhaen.

5106—Rhaen and Fire

Rhaen brings Endurial to his home city where his people give her a queenly welcome. Rumor of Sershae’s wrath soon reaches the city, and Rhaen’s two generals disagree on the course of action. One advises that the people flee for their safety while the other insists that Rhaen must activate Towering Titan statue that stands vigil over the city. Knowing that Sershae leads the invasion, Rhaen cannot bring himself to destroy her. The qualen legion, however, arrives early before the people have a chance to evacuate the city. Battles break out in the streets as the qualen descend in droves. Sershae captures Endurial, and rather than return her to Omadon as promised, the qualen casts her from the roof of the palace. Grieving, Rhaen activates his Towering Titan and emits a wave of fire beyond the city walls, incinerating thousands of qualen. He confronts Sershae one final time, then banishes her with his magic, sending her hurling through the night sky for miles. It is then he releases his hold on the statue’s magic and brings the wall of fire crashing back into the city. Rhaen, and all within, are destroyed and the lands for miles are scorched so deeply they never again produce life.

5109—The Tipping Point

Chaos breeds across the lands as deeply-rooted propaganda at last finds a tipping point. Mastellyn, Omadon, and Mir Lante wage war against each other even as the armies of the immortals continue their crusade. The Sorcerer-Kings themselves lead their armies into battle and the devastation in the wake of these confrontations is unparalleled. Thousands of qualen perish, but the civilian casualties are countless. The feyen of Ghul Tulak report their findings back to the Oracle, and for the first time in centuries the sentience within physically manifests in the form of Angel, a young child. As a personification of the curiosity and innocence within, Angel eagerly seeks news of the world beyond the City of Secrets. Hearing the troubling tales from the feyen, Angel finds herself frightened and worries what will happen if “Mother,” yet another personality of the Oracle, is awakened. Confused, Angel begins to ponder what it means to die, and whether or not she is, in fact, even a living thing. As she poses her questions to the darkness, a light appears deep within the chasm.

5114—Army of the Ram

Tikreel, the ram vastral of Dercilean, recruits a great army consisting mostly of humans and elves who have fled the tyranny of the great cities and seek to reclaim the lands. He targets the surrounding towns and locales of Omadon, knowing the city remains weakened in the wake of the many battles over recent years. A young girl named Vash in Tikreel’s ranks rescues dozens of qualen while part of an expedition into the hostile lands. Among these is Evangelion, who swears her service to Tikreel. Together, Vash and Evangelion lead assaults and rescue missions for six months, and their efforts bring hundreds of citizens far away from the reach of their oppressors. With mounting successes, the Army of the Ram drives further eastward toward Mir Lante in hopes of offering help and sanctuary to those trapped under the rule of Kin-Kathas. Although hundreds are moved to safety, the might of Mir Lante descends upon the army, led by the qualen general, Markael. A tremendous battle is fought along the Paladian Ridge and here Vash falls under Markael’s blade. Grief-stricken, Evangelion engages Markael in battle, and those that bear witness claim their eversteel blades light the night sky in showers of sparks which then set the ridge aflame. Evangelion is slain in the battle, and Markael, thralled by his Sorcerer-King, weeps as she plummets. Her blade falls to the ground where it is taken by the awe-struck soldiers, and shortly afterward Markael is at last captured. Upon the removal of his thrall collar he vows to help ignite the spark of revolution among those still shackled to mortal rulers.

5152—The Qualen Rebellion

The liberated qualen unify in a final effort to free their kind once and for all from the grip of the Sorcerer-Kings. Led by Faerlyn, Markael, Malidon, Chalise, and many others, the Unbound first set their sights on breaking the hold of Kin-Kathas in Mir Lante. Lycentia rejoins Faerlyn on the battlefield alongside Jezaphar. With a network of spies established by Jezaphar already at work within the city, the thralled qualen are able to organize a resistance effort despite their bonds. Although devastating battles are fought within and around the city, the efforts to liberate the qualen army of Mir Lante is successful. Dressed in his armor forged by the first Sorcerer-King, Fearlyn descends for the last time into the city that once enslaved him. He defeats the captains of the army and single-handedly slays the dragon, Vordanahal. With the gates of Mir Lante opened, Jezaphar enters the city and weaves her magic into the totem of the First Gods. The resulting pulse of magic breaks the thrall collars from all remaining qualen under the command of the Sorcerer-King. Word of the qualen exodus spreads throughout the lands.

5154—Destruction of Mir Lante

With Mir Lante brought to its knees, Parselus of Omadon decides to deliver the death stroke. The Sorcerer-King channels the ancient magic housed within the vastum and a shaft of pulsating light shoots high into the sky. Streaking like a comet across the lands, the magical fireball strikes Mir Lante in a tremendous explosion. The city is utterly destroyed in the blast, killing Kin-Kalas and tens of thousands of citizens living within. The fires of Mir Lante burn for years to come.

5167—Cepathia Lost

Fearful of the power held by Jezaphar following her actions in Mir Lante, Parselus aligns with Shendrial, Sorcerer-Queen of Mastellyn and a plan to break the coven’s power is set into motion. An interloper is sent into Cepathia, and a false beacon is activated, summoning the surviving members of the Ilvastu Coven. The Ilvastu and their vastrals return to the island, believing that one of their own has activated the beacon. With their enemies now gathered together in one place, the rulers of Omadon and Mastellyn use their vastums to send forth devastating beams of magic. Alerted too late to the treachery, the defenses of Cepathia fail to deflect the magical attacks. Desperately, Jezaphar attempts to summon the magic of the First Gods by use of the totem, but her efforts are only partially successful. The temple of Cepathia is struck and collapses down upon Jezaphar, crushing her. Jezaphar's broken body is recovered by her vastral, Raesor, and he carries her to the awaiting docks as the temple burns in a magical fire. Mithal is lost in the destruction of the island, and Jezaphar dies surrounded by her surviving vastrals as the ship sets sail. Her last breath is spent transferring the final spark of her essence into the Totem of the First Gods.

5173—A Restless Angel

Angel, a manifestation in child-form of the Ghul Tulak Oracle, learns of the countless deaths at the hands of the Sorcerer-Kings and Queens. The awesome power of the vastum is truly revealed, and Angel weeps in fear. Quietly, she whispers her fears into the vast chasm and the dim light within grows bright. Angel asks if she is mortal, immortal, or something different. She asks if she can die. She asks if there is something awaiting after death. The Oracle offers no answers, for it knows no more than the child. Angel disappears and the glow within the chasm becomes blinding.

5197—The Dominion Vault

Tremors rock the lands as the entity within Ghul Tulak stirs from a restless slumber. Magicians and scholars warn of a great awakening that will bring about total destruction. Their warnings, both in Mastellyn and Omadon, fall on deaf ears as the rulers bask in their apparent victories. Desperate to save what magical treasures they can, a secret coven begins hoarding scrolls, tomes, histories, relics, and items of power. The items are housed in a magical eversteel vault that is enchanted with powerful spells that will slingshot it through time. Once the vault is secured, a final ward is placed upon it allowing only the race of bundalins to freely enter and exit safely. Any others will be trapped within, but those humble enough to trust in the diminutive race of bundalins will have access the greatest secrets of the age.

5198—Awakening of the Oracle

Inevitably, Mastellyn and Omadon turn on each other. On the eve of the new year, the last march of the Dominion armies set out from their respective cities, intent on destroying the other and declaring unrivaled domination. This last declaration of war fully awakens the Oracle. Filled with limitless knowledge, the Oracle is plagued by two questions: can it die, and if so, what, if anything, lies beyond? Unable to see into its own future and provide itself an answer, the Oracle makes the only decision possible to ensure its survival and immortality. It determines that all who pose a threat to its existence must perish. The glowing light that burns within the chasm erupts into a column of white fire at midnight.

5199—Fires of Dominion

A pulse of magical fire unlike anything the world has previously known radiates outward from Ghul Tulak and everything it touches is reduced to smoldering ruin. The Dominion Vault of Omadon is activated just as the fires reach the city and disappears, taking with it the collected secrets and treasures for those in future days to recover. Omadon is struck first, followed by Mastellyn. Both cities are utterly demolished, and still the blast races across the lands. For thousands of miles the purging fires of the Oracle rage forth. Mortal ambition and immortal pride burn in the cleansing fires as the Age of Dominion meets its fiery end. As the screams of the dying fall to silence, the Oracle drifts back into a deep slumber as the Laughing Moon grins down beyond the ashen sky.



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