init
This commit is contained in:
commit
971e49db5c
246 changed files with 93082 additions and 0 deletions
|
|
@ -0,0 +1,11 @@
|
|||
### **Durnhelm the Builder (c. 450 - 980 F.A.)**
|
||||
|
||||
**Race:** Dwarf
|
||||
**Titles:** The Mountain-Father, Forgewright of Kordrumm
|
||||
**Notable Achievements:** Founder of Kordrumm, Architect of the Deep Roads, Master of Stonecraft
|
||||
|
||||
Durnhelm the Builder was a legendary dwarven engineer credited with constructing the first great underground stronghold of [[Kordrumm]], which became the model for future dwarven cities. Known for his unparalleled stonecraft and metallurgy, he pioneered structural reinforcement techniques that allowed dwarves to expand deeper into the mountains without risk of collapse.
|
||||
|
||||
His greatest achievement was the design of the Deep Roads, a network of subterranean highways that connected early dwarven settlements, allowing for trade and safe passage beneath the surface. Though much of his work has been lost to time, his methods are still studied by dwarven masons and his name is invoked in rituals of stoneworking.
|
||||
|
||||
Legends say he discovered something buried deep beneath the earth, a forgotten ruin or a power source that fueled his most ambitious projects, though his records were sealed away after his death. Some believe [[King Rangrim the Unyielding]] later uncovered this secret, using it to forge his war machines.
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
### **King Rangrim the Unyielding (c. 2620 - 2750 F.A.)**
|
||||
|
||||
**Race:** Dwarf
|
||||
**Titles:** The Unifier, Forgefather of Baltun’ia, The Mountain Tyrant
|
||||
**Notable Achievements:** Conqueror of the First Age, Founder of the Dwarven Empire, Master of Warcraft and Siege Engineering
|
||||
|
||||
King Rangrim the Unyielding was one of the most consequential figures in Baltun’ia’s history, leading the War of Unification (2650 - 2699 F.A.) that ended the First Age and ushered in the dwarven reign of the Second Age. His conquests reshaped the balance of power on the continent, dismantling ancient alliances and absorbing rival civilizations under dwarven dominion.
|
||||
|
||||
Born into a minor but fiercely ambitious clan within the deep halls of Mimfjell, Rangrim distinguished himself as a brilliant tactician and relentless warrior. He rose to prominence during The Mountain Wars (c. 2600 F.A.), where he consolidated the fractured dwarven clans through military might and political cunning, claiming the title of High King of the Mountain Holds.
|
||||
|
||||
### The War of Unification (2650 - 2699 F.A.)
|
||||
|
||||
Rangrim believed that the world was weak without a single guiding hand and that the dwarves, as the most industrious and disciplined race, were destined to rule. His campaign to unite Baltun’ia under his rule was brutal and efficient:
|
||||
|
||||
- March of the Iron Host – Rangrim assembled the greatest dwarven war machine ever seen, incorporating siege engines, war [[Automatons|automatons]], and stone-forged constructs. His armies marched from the strongholds of [[Mimfjell]] and [[The Weald]], conquering city after city.
|
||||
- The Sundering of [[Tirn’ael]] (2675 F.A.) – One of the most devastating battles of the war, where Rangrim’s forces shattered the ancient elven enclave of Tirn’ael, forcing its survivors into exile. This marked the first large-scale use of runic war magic.
|
||||
- The Breaking of the Riverborn Confederacy (2685 F.A.) – Halfling and gnome merchant-princes resisted dwarven taxation, leading to a prolonged siege of Hearthhollow. Rangrim’s forces burned the city and seized its vast wealth, crippling economic opposition.
|
||||
- The Last Stand at Tythirion (2699 F.A.) – The final battle of the First Age, where a desperate alliance of elves, halflings, and gnomes attempted to stop Rangrim’s advance. The battle ended in a decisive dwarven victory, marking the complete conquest of the Free Peoples.
|
||||
|
||||
By 2700 F.A., Rangrim stood as the undisputed ruler of Baltun’ia, ushering in the Second Age under dwarven rule.
|
||||
|
||||
### Rangrim’s Rule and Legacy
|
||||
|
||||
- The Founding of the Dwarven Empire – Rangrim centralized dwarven governance, establishing an empire ruled from the great city of [[Kordrumm]], which became the seat of power for dwarven kings.
|
||||
- The Age of Iron and Law – Rangrim standardized dwarven rule, enforcing strict governance over non-dwarven subjects. His laws were rigid, his taxation harsh, and his rule absolute.
|
||||
- The Automaton Legions – He repurposed ancient automaton technology into his war machine, creating golems and siege constructs to maintain order and crush resistance.
|
||||
|
||||
While some saw Rangrim as a necessary unifier, others called him a tyrant who broke the spirit of the Free Peoples. His reign sowed the seeds of rebellion, which would later erupt into the [[The Revolt of the Free Peoples|Revolt of the Free Peoples]] (500 - 600 S.A.).
|
||||
|
||||
### Death and Myth
|
||||
|
||||
Rangrim ruled until 2750 F.A., dying at the age of 130. Some say he died peacefully in his throne, while others claim he was assassinated by a dwarven rival who feared his growing paranoia. His tomb has never been found, leading to rumors that his body and armor were sealed away in a hidden vault, awaiting the day when he might rise again.
|
||||
|
||||
His legacy remains a defining force in Baltun’ia’s history—a ruler of iron will, whose conquests forged an empire, but whose brutal rule ignited the flames of future rebellion.
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
### **Mireth Silverbranch (c. 300 - 1120 F.A.)**
|
||||
|
||||
**Race:** Elf
|
||||
**Titles:** The First Seer, Keeper of the Ley, Voice of the Eldertrees
|
||||
**Notable Achievements:** Codification of Elven Magic, Founder of Tirn’ael, Master of the Threefold Mysteries
|
||||
|
||||
Mireth Silverbranch was a revered elven mystic and scholar, instrumental in codifying the first structured magical practices among the [[Elves|elves]]. She was the founder of [[Tirn’ael]], the first great elven enclave, where she established the [[Arcane Concord]], an institution devoted to studying ley lines and refining ritual magic.
|
||||
|
||||
She is credited with defining [[The Threefold Mysteries]], the foundational principles of elven spellcraft:
|
||||
|
||||
1. The Moon’s Reflection (Illusion and Divination) – Understanding the unseen forces of magic.
|
||||
2. The Rooted Vein (Nature and Druidic Magic) – Weaving nature and magic into a single force.
|
||||
3. The Eternal Flame (Evocation and Elemental Mastery) – Harnessing the raw power of the world.
|
||||
|
||||
Mireth was said to have a deep connection to the [[Eldertrees]], the ancient and sentient trees believed to hold the oldest memories of the world. Some claim that near the end of her life, she walked beyond the veil, vanishing into a glade of silver-barked trees, never to be seen again. Her teachings, however, became the foundation of elven magical study, influencing countless generations.
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
### **The First Council of Elders (c. 480 F.A.)**
|
||||
|
||||
**Members:** Unknown (believed to have included representatives from [[Elves|elves]], [[Dwarves|dwarves]], [[Halflings|halflings]], [[Gnomes|gnomes]], and [[Feykin|feykin]])
|
||||
**Titles:** The Keepers of the Accord, The Founders of Order
|
||||
**Notable Achievements:** Establishing the first recorded diplomatic summit, Laying the foundation for the [[Pact of the Clans]], Mediating early territorial disputes
|
||||
|
||||
The First Council of Elders was a legendary gathering of the greatest leaders of the early First Age, convened to settle rising tensions between the developing civilizations of Baltun’ia. While their names and individual accounts have been lost to time, their influence shaped the course of history.
|
||||
|
||||
Held at a neutral location, possibly a long-vanished valley or hidden glade, the Council sought to prevent escalating conflicts between the growing settlements. From their deliberations, the first structured agreements on land division, trade, and non-aggression were drafted, later evolving into the Pact of the Clans (1200 F.A.).
|
||||
|
||||
The Council is believed to have introduced:
|
||||
|
||||
- The First Accord – A loose but recognized division of lands among the major races.
|
||||
- The Oath of Peace – A sacred agreement that violence would not be the first resort in disputes.
|
||||
- The Elders' Edicts – Principles of governance that became the basis for early laws and traditions in multiple cultures.
|
||||
|
||||
Legends claim that some mystical element was present at the gathering, perhaps an ancient entity or force guiding the negotiations. However, the site of the First Council has never been found, leaving many to wonder whether it was merely myth or a hidden truth buried beneath the passage of time.
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
### **Kordrumm: The Seat of the Dwarven Empire**
|
||||
|
||||
**Type:** Mountain Fortress-City
|
||||
**Founded:** c. 890 F.A. (expanded into the Imperial Capital under Rangrim in 2700 F.A.)
|
||||
**Notable Features:** The Forge-Temples, The Iron Keep, The Deep Gates
|
||||
**Status:** Absorbed into [[Mountainvale]]
|
||||
|
||||
Kordrumm is the greatest of the dwarven cities, a vast underground stronghold that served as the seat of dwarven power for centuries. Originally established as a fortified mining and smithing hub, it was later transformed into the imperial capital under [[King Rangrim the Unyielding]] during the Second Age.
|
||||
|
||||
### Structure and Layout
|
||||
|
||||
Built deep within the [[Mimfjell]] mountains, Kordrumm is a labyrinthine metropolis, descending through multiple levels carved directly into the mountain stone.
|
||||
|
||||
- The Iron Keep – The central palace and former throne of Rangrim, a colossal stronghold reinforced with rune-etched steel and blackstone.
|
||||
- The Forge-Temples – Enormous industrial halls where priests and smiths work in tandem, forging weapons, armor, and war machines through divinely inspired metallurgy.
|
||||
- The Deep Gates – A series of heavily fortified tunnels connecting Kordrumm to other dwarven strongholds and the legendary Deep Roads, a vast subterranean highway system.
|
||||
- The Hall of Edicts – A grand chamber where Rangrim once dictated laws, now a historical relic used by scholars and political advisors.
|
||||
|
||||
### Kordrumm’s Role in the Dwarven Empire
|
||||
|
||||
During the height of dwarven rule, Kordrumm was the heart of governance, industry, and military power. From here, Rangrim and his successors dictated laws, taxation, and war campaigns.
|
||||
|
||||
- Center of Innovation – The city housed engineers and artificers, developing early [[Automatons|automatons]], rune-forged constructs, and advanced siege weaponry.
|
||||
- Military Stronghold – The fortress was considered impregnable, with layers of defensive gates, siege weapons, and hidden escape tunnels.
|
||||
- Cultural Symbol – To dwarves, Kordrumm represented unity and power, while to the conquered peoples, it was a symbol of oppression and dwarven dominance.
|
||||
|
||||
### Decline and Legacy
|
||||
|
||||
After the Revolt of the Free Peoples (500 - 600 S.A.), Kordrumm lost its position as the center of the world, though it remained a formidable stronghold. The city still thrives today under the new name of Mountainvale, but its halls are quieter, its forges no longer fueling empire, and its influence overshadowed by the rising power of integrated city-states.
|
||||
|
||||
However, many whisper of forgotten chambers and vaults deep beneath Kordrumm, where Rangrim’s greatest secrets remain buried, waiting to be rediscovered.
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
### **Tirn’ael: The Lost Enclave of Elven Mysticism**
|
||||
|
||||
**Type:** Elven Arcane Enclave
|
||||
**Founded:** c. 720 F.A.
|
||||
**Notable Features:** The Starlit Spire, The Weaving Glades, The Moonwell
|
||||
**Status:** Destroyed in 2675 F.A. during [[King Rangrim the Unyielding|Rangrim]]’s conquest; remnants still hidden in [[The Weald|the Weald]]
|
||||
|
||||
Once the jewel of elven civilization, Tirn’ael was an arcane sanctuary and mystical city built deep within the Weald, renowned for its scholarship of magic, communion with nature, and mastery over ley-line energy. It was a place where the material world and the arcane intertwined, home to the first formal elven magical academies and revered for its celestial observatories and enchanted groves. The mother city of the [[elves]].
|
||||
|
||||
### Structure and Layout
|
||||
|
||||
Rather than traditional stone walls, Tirn’ael was woven into the very fabric of the forest, with living trees, floating platforms, and starlit walkways forming its foundation.
|
||||
|
||||
- The Starlit Spire – A towering crystalline structure, said to be aligned with the stars, used for divination and celestial magic.
|
||||
- The Weaving Glades – An intricate network of enchanted trees and shimmering pathways, where mages and druids wove spells directly into nature.
|
||||
- The Moonwell – A sacred pool, believed to hold visions of the past and future, used by high seers for prophecy.
|
||||
|
||||
### Tirn’ael’s Influence in the First Age
|
||||
|
||||
- The Birthplace of Codified Elven Magic – The great mystic [[Mireth Silverbranch]] developed [[The Threefold Mysteries]] here, shaping elven magical traditions.
|
||||
- A Hub of Learning and Diplomacy – Scholars, diplomats, and envoys from various races sought Tirn’ael for magical study, mediation, and celestial guidance.
|
||||
- Guardians of the Ley Lines – The elves of Tirn’ael maintained ritual wards and seals across the continent, ensuring that wild magic remained stable.
|
||||
|
||||
### The Fall of Tirn’ael (2675 F.A.)
|
||||
|
||||
During Rangrim’s Conquest, Tirn’ael became one of the greatest obstacles to dwarven domination, as its mages and warriors fiercely resisted.
|
||||
|
||||
- The Siege of Starlight – Dwarven siege engines bombarded the enchanted forests, cutting off the city's ley-line connections.
|
||||
- The Sundering of the Moonwell – Rangrim’s forces shattered the Moonwell, severing the seers from their prophecies and destabilizing the city's magical defenses.
|
||||
- The Great Exodus – As defeat loomed, the remaining scholars and mystics fled into the deepest parts of the Weald, vanishing into legend.
|
||||
|
||||
### Legacy and Mysteries
|
||||
|
||||
Though Tirn’ael is considered lost, some fragments of its magic still linger in the Weald, and many believe that hidden ruins, forgotten spells, and exiled descendants remain scattered throughout the forest. Occasionally, adventurers claim to see ghostly lights and hear whispered voices where the city once stood, as if the echoes of its knowledge still persist.
|
||||
|
|
@ -0,0 +1,130 @@
|
|||
The First Age marks the true beginning of recorded history in Baltun’ia. With no memory or knowledge of what came before, the mortal races arose in a world that had long been untamed. The land, still reshaped by the mysterious vortex in the Shallow Sea, was wild and filled with both danger and opportunity.
|
||||
|
||||
This age was defined by the emergence of the first settlements, the slow mastery of magic, territorial disputes, and the rise of the first rulers. It ended in bloodshed with Rangrim’s Conquest, the first major war that would lead into the long rule of the dwarves.
|
||||
|
||||
---
|
||||
|
||||
## The Early Days (1 - 500 F.A.)
|
||||
|
||||
### The World After the Unknown
|
||||
|
||||
The First Age began in isolation and ignorance. The mortal races—[[elves]], [[dwarves]], [[halflings]], [[gnomes]], and [[feykin]]—each formed scattered communities, unaware of the scale of the world around them.
|
||||
|
||||
- A Wild and Unclaimed Land – The terrain was dominated by untamed forests, towering mountains, deep swamps, and vast plains, with no cities or nations to govern them.
|
||||
|
||||
- A Lack of Knowledge – Without written records, the early peoples relied on oral traditions, myths, and primitive symbols to pass knowledge from generation to generation.
|
||||
|
||||
- Early Magic and Mysticism – Magic existed but was unpredictable, treated as a superstition rather than a controlled force. Druids, shamans, and rune-carvers were among the first to experiment with its potential.
|
||||
|
||||
- The First Settlements – Villages and camps formed along rivers, sheltered valleys, and fertile plains, often in proximity to ruins they did not understand.
|
||||
|
||||
|
||||
### Key Figures of the Early Age
|
||||
|
||||
- [[Mireth Silverbranch]] (Elven Mystic, c. 300 F.A.) – One of the first elves to establish a codified system of magic, developing rituals that would later influence elven spellcraft.
|
||||
|
||||
- [[Durnhelm the Builder]] (Dwarven Engineer, c. 450 F.A.) – Credited with constructing the first true dwarven stronghold, developing techniques for underground habitation.
|
||||
|
||||
- [[The First Council of Elders]] (c. 480 F.A.) – A legendary meeting of early leaders to settle disputes, though no written accounts confirm what transpired.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## The First Settlements and Rise of City-States (500 - 1500 F.A.)
|
||||
|
||||
As villages grew, they became centers of culture, trade, and power. This era saw the first organized societies, where leaders emerged to maintain order.
|
||||
|
||||
### Major Early Settlements
|
||||
|
||||
- [[Tirn’ael]] (Elven Enclave, c. 720 F.A.) – A mystical sanctuary within the Weald, where elves first harnessed ley-line magic and built the first living city intertwined with nature.
|
||||
|
||||
- [[Kordrumm]] (Dwarven Stronghold, c. 890 F.A.) – The first true dwarven city, delved deep into the mountains, setting the foundation for later dwarven civilization.
|
||||
|
||||
- Hearthhollow (Halfling Trade Hub, c. 970 F.A.) – A bustling marketplace along the Jessergate Delta, making the halflings early leaders in commerce and trade.
|
||||
|
||||
- The Arcanum Halls (Gnome Workshop, c. 1020 F.A.) – A gathering place for scholars and tinkerers, where gnomes experimented with alchemy and mechanisms.
|
||||
|
||||
|
||||
### Early Political Structures
|
||||
|
||||
With settlements growing in power, governance became necessary. Different species approached leadership in their own ways:
|
||||
|
||||
- Elves – Ruled by councils of elders who prioritized wisdom and long-term vision.
|
||||
|
||||
- Dwarves – Clan-based leadership, where a ruling thane or king maintained order.
|
||||
|
||||
- Halflings – Community-driven governance, where influential merchant leaders held sway.
|
||||
|
||||
- Gnomes – Loosely organized guilds and scholars led their early society.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## The Pact of the Clans (1200 F.A.)
|
||||
|
||||
As tensions rose, the first continent-wide diplomatic event took place: The Pact of the Clans. Representatives of major settlements gathered to negotiate the division of land and resources.
|
||||
|
||||
- The First Accord – Defined loose territories: elves in the forests, dwarves in the mountains, halflings in the plains, gnomes in the valleys and deltas.
|
||||
|
||||
- The Oath of Peace – Sworn between leaders to prevent all-out war, though conflicts still simmered.
|
||||
|
||||
- The Pact’s Weaknesses – While it prevented immediate large-scale war, individual rulers and clans often disregarded the pact in favor of personal ambition.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## The Rise of Kingdoms and Expansion (1500 - 2600 F.A.)
|
||||
|
||||
With territories loosely established, kingdoms and factions began to rise, seeking greater power.
|
||||
|
||||
### Key Developments
|
||||
|
||||
- Dwarven Engineering Flourishes – Great stone cities were built, forming the foundations of future dwarven kingdoms.
|
||||
|
||||
- Elven Mysticism Advances – Ritual magic became structured, with arcane academies forming in secluded enclaves.
|
||||
|
||||
- Halfling & Gnome Trade Empires – Merchant networks expanded, connecting settlements across Baltun’ia.
|
||||
|
||||
- The First Mercenary Companies – Small warbands began to emerge, marking the beginning of organized military forces.
|
||||
|
||||
|
||||
### Rivalries and Conflicts
|
||||
|
||||
Despite the Pact of the Clans, conflicts erupted:
|
||||
|
||||
- The Border Skirmishes (c. 1750 - 1900 F.A.) – A series of wars over trade routes and expansion.
|
||||
|
||||
- The Mountain Wars (c. 2000 F.A.) – Rival dwarven clans fought for control of underground resources.
|
||||
|
||||
- The Gilded Feud (c. 2200 F.A.) – A long conflict between halfling merchants and dwarves over taxation and control of trade roads.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Rangrim’s Conquest and the End of the First Age (2650 - 2699 F.A.)
|
||||
|
||||
The First Age ended with one of the most significant events in history: the rise of King Rangrim the Unyielding, a dwarven warlord whose ambition knew no bounds.
|
||||
|
||||
### The War of Unification
|
||||
|
||||
- [[King Rangrim the Unyielding]] (c. 2620 F.A.) – A charismatic and ruthless dwarven king who believed the only path to true civilization was total unification.
|
||||
|
||||
- The March of the Dwarves – His armies swept from [[Mimfjell]] and [[The Weald]], conquering rivals with brutal efficiency.
|
||||
|
||||
- War Machines of Old – His engineers developed devastating siege engines and rediscovered lost crafting techniques.
|
||||
|
||||
|
||||
### The Fall of the Free Peoples
|
||||
|
||||
- Elven, gnome, and halfling alliances crumbled under dwarven military strength.
|
||||
|
||||
- The Last Stand at Tythirion (2699 F.A.) – The final battle where the remnants of the Free Peoples fell to Rangrim’s forces.
|
||||
|
||||
- End of the First Age – By 2700 F.A., the dwarves had claimed dominion, ushering in the Second Age under dwarven rule.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Legacy of the First Age
|
||||
|
||||
The First Age left a deep imprint on the world, shaping the civilizations that followed. Though many of its kingdoms have fallen, their influence lingers in forgotten ruins, surviving traditions, and long-lost treasures still waiting to be uncovered.
|
||||
Loading…
Add table
Add a link
Reference in a new issue