Post by Nazerine on Nov 30, 2011 13:34:43 GMT 10
"There are as many stories how Verenthia came to be as many societies that inhabit it, from the most prosperous and civilized human realms to shamanistic forest-dwelling lizardmen. Each religion offers its own accord though since the Imperial Empire was established in the very heart of the known land, its version of creation has become more prevalent." - Caer Ravenheart, Governor of Armelus. |
"Thy creatures run rampant in our lands. Their very essence, it is but a chance that they could destroy everything we have created." |
In the time before the ages...
Before any man or elf walked Verenthia, there was a time where the mortal realm and spirit realm were one. Gods and goddesses commanded the mortal realm from their utopian kingdoms in the heavens, guiding the hand of destiny over all creatures. Being perceived as the perfect creation, dragons were the only living beings that could match the gods in power and wit. The dragons were the guardians of the spirit realm, a world bound in magic and celestial harmony. These creatures were able to travel to different planes of existence, their forms unbound and ever-changing.
Fearful of the dragon's presence within the mortal realm, The Pantheon held a meeting of great importance. The Lord of Light, Thaumiel, protested to the pantheon that the existence of such strong bodies in the mortal world would tip the balance and push the world into chaos. The deities spoke and argued quietly among themselves, leaving the gods and goddesses on opposite sides of the debate. There were both those in favour and against the dominant spiritual presence, with the mortals deemed not ready to carry such a burden.
Thaumiel called the members of the Pantheon to a vote to decide the fate of not just the mortal plane, but of that to the connection of it's sister-plane, the spirit world.
The vote passed and the Pantheon, lead by Thaumiel, seeked to close the door between the spirit and mortal worlds out of the conclusion that it was too great a risk to keep it open. Those who did not agree with the plan to banish the dragons and spirits were forced from the heavens, believed to be seen as traitors to their cause and existence. They were thrown from the heavens to exile, to lead a cursed life.
The closing of the door between worlds caused a catastrophic event. The mortal world shook and trembled and a great purge flushed the land and sea. The tides rose and drowned the earth, forcing those from lands afar to seek shelter in higher places.
The Great Thaumiel saw that the remaining land seemed stubborn in regard that it would not drown and be washed like it's brothers and sisters. " Ye land who standth before me and my kin, it will be you who I will redeem. Thee will be blessed with a name and ye shall be called Verenthia, whose name will mean deliverance, in our tongue. "
"Ye land who standth before me and my kin, it will be you who I will redeem. Thee will be blessed with a name and ye shall be called Verenthia, whose name will mean deliverance, in our tongue." |
The Age of Earth (1 - 850 Years)
Cometh with the great surge of water, the land itself was replenished. Deserts turned to forests and plains offered greater, richer soil. It was a time of growth, and stemming forth from the destruction of the land came a new age.It was the birth of civilisation. The Imperial Empire of Man tread the land and rose new, mighty cities to be claimed in the name of the Lord of Light. The Empire was only matched in brilliance by the great Elven Cities which arose far quicker and taller than any work of man.
The Ice War, commencing in the north had recently taken a favourable turn in the dwarves playing field, and they up-rose to dominate the foes that had hounded them for many countless years, allowing them to reclaim their homeland.
At the same time of the great uprising of the dwarves, the baysaad of the forest united and fought against the elves to the east, where they triumphed effectively. All races, both great and small, stepped forward, either through labour or bloodshed. The Age of Earth was a time of great progress for all.
The Age of Fire (851 - 2500 Years)
Unfortunately, the times of greatness for all were short-lived. The arcane monoliths of the arcane elves crumbled, leaving thousands of homes destroyed and many homeless, forcing them to seek refuge within the kingdoms of man. As if a force unseen persisted to undo all the work brought upon by the new growth of the last age, people began to perish and wither.
New wars and conflicts stirred as the migration of man had angered the native races whom saw the laws of human rights and life as a threat to their traditions and lands.
The baysaad tribes split and many left the conflicts of the forest for a pilgrimage to the south where they erected the monolith Ekytol.
Halflings abandoned their fey ancestors and mustered together to form burrows. For them, it was a lucky time as disease, famine and death had not come to claim them. As the battles continued, the people of the lands suffered. A depression in the economy left many rebelling for more. The Elyzian kingdomship rose to face the imperial mother, for they had grown weary of their ways.
A great rebellion had awoken, leaving humans scattering across the lands in hope of finding a safe home. Though the war pushed the frontier of the imperial forward, ever vigilant to modernise and claim land in their king and lord's name.
The armies of man created the Holy Inquisition which lead the charge through the lands of heretics in the name of the greater good. The first to be pushed from their homes were the savage centaur of Midland, followed closely by the feral goblin tribes.
Meanwhile in Kildheimer, the dwarves salvaged the imperial sailors from their wrecked ships and cast them to the wilds after they had recovered. Ties were tense, but having no choice, the sailors and crews of the fleet were forced to defend for themselves.
They founded themselves as clans after the gods themselves spoke to them through the animals of the wilderness, thus gaining salvation.
The Age of Darkness (2501 Years - Present)
Modern-era Verenthia rests in an endless ocean that none have ever crossed. Thousands of races call it home, the most successful of which are the five mortal races. Verenthia remains largely unexplored despite the dominant push of the imperial civilization. The kingdoms of men continue to grow and sprout like seedlings to the present day. However, this conquest and humanized modernization of Verenthia is not agreed upon by all. Ancient races near and far have come out of their hiding holes and spoken up in protest to the invasion of their lands. As such, Verenthia is now a land of both prosperity and war; though with the races squabbling against each other, and amongst themselves, some have yet to address the elephant in the room.
A great force known as the Darkness or the Great Shadow has been devouring cities and lands ever since the chaos of the mortal races shook the land. Since that time, it had remained dormant, casting speculation among those with knowledge of it's existence into believing it was only a temporary force.
They were wrong.