The Glory of Mhandelore
Complete History of Odao
Millions of years ago four divine beings; Oleria, Darigo, Anadera, and Oanis, traveled throughout the multiverse. They had seen all there was to offer, traveling from solar system to solar system for what seemed to be an eternity. Life for beings that have been around since the beginning of time was becoming a little redundant. They came up on a yellow star with a planet devoid of live, but promising in its location and size. Darigo convinced the others it was time to stake their claim in the multiverse and this rock, in a forgotten part of a nameless galaxy, would be their starting point. The others agreed and they named the planet Odao, an acronym of their own names.
In the beginning they built a city so beautiful and powerful they were sure it would last forever. Eternia was a masterpiece of architecture, from its strangely designed walls and towers to its beautiful surroundings, it was awe inspiring. Around the city they made mountains and forests with a crystal clear lake, on which was an island, where they brought life from everywhere they had been during their travels.
The gods took their material forms to celebrate their creation, each borrowing an element and creed as their influence on the realm. Oleria would be the mistress of water and guardian of the dead. Darigo, the master of minerals, was lord of earth and life. Anadera was the lady of the air and mistress of love. Finally Oanis, the usurper of fire, was the lord of conflict. Eternia was home to the gods and their creations for hundreds of thousands of years. It stood out on the world like a magnificent gem on a grey stone landscape; Eternia only covered about a thousand miles. For miles and miles the land was still devoid of life.
So the mothers and fathers of Odao went forth to create. Oanis and Darigo turned the planet to molten rock in order to form the continents. When the earth cooled Anadera created an atmosphere hospitable to most life forms while Oleria opened the gates to the plane of water and filled the planet. Then Darigo spread the seeds of life everywhere. Most life native to Odao sprang from Darigo but Oanis also created creatures he felt needed to exist to bring balance to the realm, not to mention entertainment. Titans and giants, orcs and goblins, and other monstrous races sprang from Oanis’ seed. Oleria populated the oceans while Anadera filled the skies.
Many creatures of Odao are not native but were brought there from other worlds and dimensions. The dragons were one of races that migrated to Odao, invited by Anadera to make a new home. They watched as the centuries passed while young races evolved or didn’t.
THE SEED OF EVIL
The gods traveled to the outer planes to exert their influence on the outsiders who showed interest in Odao. Those who resisted were barred from entering Odao or destroyed outright. When they returned it had been almost two thousand years and Odao was in utter chaos. A being in the form of a crystal meteor had fallen out of the sky, and became known as the Seed of Evil. The strange creature instilled rage in creatures prone to evil and had caused parts of Odao to fight amongst them selves. For hundreds of miles around the impact site the land was now tainted by this evil. The ground exuded a deadly vapor that became stronger and deadlier as one neared the Seed. When the gods went to confront the being they discovered that while it could not be destroyed, its influence was limited to emotional suggestion. So they instilled in the hearts of all living creatures the desire to stay clear of its resting place, now called the Pit. Some of the damage had been done and many races would forever be tainted by the Seed, driven mad with the desire to do evil.
After many ages things on Odao began to return to normal. Oanis and Oleria fell in love and she bore a child they named Eve. Eve grew quickly and developed a love for the woodland creatures who adopted her as their goddess. For another two million years the lands developed and the races of the planet came and went while others started anew.
Oanis became bored with the happenings of Odao; he had little patience for inferior creatures. A curiosity had grown in him, or was the Seed beckoning him to come discover its secrets. Regardless, he went and sought council with this perverse creature and the Seed knew many dark secrets it shared willingly, but conditionally. A rare ore on a far off realm was its only request and Oanis granted it with eager anticipation and was not disappointed. The Seed taught Oanis how to grow evil in the hearts of creatures of all kinds. It was not long before the others discovered the capitulation between their brother and the Seed, Oanis had gone too far!
The others expelled Oanis from Eternia, raising the lands around the fabled city on a magical plateau and excommunicating him and those under his influence. The Seed of Evil was by now able to influence its surroundings, making the very ground a part of him. It took the only resource it had within reach, the clay and stone surrounding it for hundreds of miles, and created a deadly wasteland even more dangerous than before. The Seed then built a fortress it would reside in and plan its next move. The stone and minerals around Seed became animated, floating and rolling around as if they were alive. The Seed has remained quiet ever since; some believe it journeys on another plane while others believe it has used its new power to draw on the life force of all living things. Still the Seed’s hibernation concerns the Gods.
THE DIVINE WAR
The First Great War, also called the Divine War, took place some five million years after the birth of Odao. Oanis had become consumed with hatred for his family and amassed a great army. Titans, giants, trolls, and many others of his children attacked Eternia. The First conflicts drove all of Eternia’s people from the city but Darigo planed for such an invasion, so when the city was raised a curse trapped them on the grotto. Oanis would not be imprisoned long though; he unleashed his fury on the city itself, destroying the towers and buildings. Anadera could not bear to see Eternia completely destroyed so she and the others released Oanis and his army, on the condition that the titans would have to remain forever. Oanis angrily agreed for he had no other choice. He then used the power to darken men’s souls to continue the war.
The conflict lasted for generations and was so fierce that it reshaped some of the continents while completely destroying others. Darigo and Anadera were slowly driven to the continent of Windaria, named for all the avian life found there. Oleria retreated to the oceans where Oanis had no influence; broken hearted, betrayed, and alone. Eve hid in the forests where her woodland friends could watch and protect her. Oanis now controlled most of the world, from the lands called Ozganith to Goreno and the Savage Lands, his rule was uncontested. The Lord of Fire then created Zalltork, a giant volcano island, as a display of his awesome power. Small islands were created from the incredible explosions and massive balls of lava Oanis threw from the bowels of the giant volcano. Not caring for the city he once called home, he built a keep in the volcano and a castle where he would preside over all of Odao. He then declared that the plane would be named after him, Oanis, since he was the one true lord of the lands.
Many a millennia passed before Oanis would conquer Windaria. Oleria kept his armies away as long as she could by using the power of the oceans but slowly, over many years, Oanis amassed his greatest creations and attacked. Darigo and Anadera didn’t have a chance with the Lord of War wielding such great power; they quickly fell under his control. So, some 80 millennia later, the world belonged to the God of Fire and War. All but the waters were under his control. He found his daughter Eve and when she would not obey his commands he imprisoned her. Oleria knew she alone was no mach for her husband, so she waited for an opportunity, knowing he could not come for her in the dark depths of the oceans. Anadera finally escaped Oanis’ control and fled to the ocean depths where Oleria gladly met her. The two goddesses knew of only one way to defeat Oanis, by combining their power they would drown him out.
Then began the Age of Rains where Oleria sent forth mighty storms to cleanse the lands and start anew. Oanis was immensely powerful and fought the storms with fire from Zalltork, his hatred for his old lover kept him fighting. Oleria also hated the father of her only child and would make him pay at any cost. In their battle rage the world was forgotten and almost destroyed. The quarreling ex-lovers knew nothing but hatred for one another.
Darigo did his best to preserve life on the plane, helping all the races to higher ground. Near the end of the Age of Rains, Anadera realized that they were not going to stop and all they had created was coming to an end, so Darigo went forth and saved what he could while Anadera traveled to the outer planes to look for a way to stop her kin. When she returned she had an ancient artifact, given to her by the Steward of the Station at the end of time. With this device she expelled her self and her kin from the plane, trapping them in another reality where they could no longer influence Odao. Darigo managed to save the lands that were not submerged or destroyed by the conflict and before he was banished he formed what lands that were left to suit those who survived. Most of the survivors wound up on Ozganith where they had the best chance to thrive. The other continents were thought to be lost or destroyed, but Darigo had saved many other landmasses and formed them to host life.
Then, the creators of Odao were gone. Eve, daughter of the gods, fell into a coma from the grief and the woodland creatures took her to her favorite forest; Oakenwood. There, they created a sanctuary where even the trees came alive upon her arrival and named it Livingwood. There, Eve could rest, protected from harm. Those left after the cataclysm knew Darigo was the only reason any of them had survived so they honored him by renaming the godless plane; Darigoone, for Darigo was the One who cared.
AFTER THE RAINSA new epoch where the fates of mortals lay within their own hands had dawned, and it was a troubled time. A new calendar would begin with year 1 signifying when the rains stopped and the gods left. Each island had what was left of the survivors and soon nations developed. Both good and evil went about starting over in the lands Darigo saved and shaped to help all races to exist and thrive. The lands of Goreno were in chaos, the Seed of Evil had fallen even quieter and the elves that retreated to the Skyreach Mountains were creating a new life and culture totally alien to the one they had always known.
In Windaria, Mandalore was built and a culture known only in a galaxy far, far away was being adopted by a people who were looking for a new way of life. The city was one of the first port cities built after the rains had stopped. There were rumors that a secret nation of dwarves, who were virtually unharmed by the war or the flood, was living in hidden caverns underneath the Great Barrier Mountains. Most creatures in Windaria fled to higher grounds during the rains, leaving cities like Enamar, which had been home to thousands for many millennia, under water. The buildings became dens of death, tombs where the sea life thrived and quickly consumed all that was left behind.
The beasts of the Savage Lands had survived the Age or Rains and the mountainous lands kept them above the new water level, but it isolated the lands with its new depths. The war was not fought anywhere near the Savage Lands so they remained as savage as ever, the secrets of the most dangerous lands in Darigoone were safe. The giants of Zalltork retreated to the highest reaches of the volcano that had become dormant after Oanis was banished from the world.
Ozganith became home to those who Darigo had gathered before he was banished. All the races he could save, good and evil, were brought here. The continent was broken into many islands, one harboring the ruins of Eternia which became the battle grounds for light and dark. Those who served darkness and chaos prospered and tried to consume all the land but mankind joined together to defend a place that would become known as Homeland, home to all who would defend her from darkness.
As the battle wore on, the Heroes of Light finally overcame the armies of darkness. Thanks to the bravery of one human named Homer von Holungrath who, with his mighty sword Lawgiver, dispatched Strashule, the Lizard King, by severing his arm, leg, and tail. With the aid of King Valisar, the Druids Oracle, the Sorcerers of Light, and thousands of elves and dwarves, Homer drove Strashule, the Darklords, and the Morlocks back to the swamp lands in the south. Strashule swore revenge on Homeland and Homer, promising the end of the line of Holungrath.
A strange race of elves migrated from another plane and conquered a chain of islands near Ozganith using the power of their gods. The Imrryrians brought their twisted pantheon to a godless realm where they immediately clamed the plane as their own. The islands became known as the Chaosium Archipelago and the races living on the islands were eradicated to make room for the master race. One of those races was the Khuo Dah’n, who were hunted down for sport throughout the multiverse as they fled for their very existence. The Imrryrian were ruthless, killing for pleasure, hunting down slaves, and establishing their dominance on Ozganith. Even the monsters of the realm feared the Imrryrians and their magic, summoning entire cities of demons and devils to their land. They also had with them the fiercest dragons ever seen, called Melnibonéan dragons, their ancient lineage was of black and bronze dragons. The dragons served riders who were Imrryrian and ruled by the von Dragoon family. King Sadric XV, who was immortal like his gods, declared Chaosium the new kingdom to rule over all of Ozganith.
The Chaos Wars began in the year 345, when Homer von Holungrath III brought the might of Homeland’s armies to the north east area of the mainland. Lawgiver knew the portal they had came through and summoned Akrin, the God of Law, to aid them in their fight against the Imrryrians and their gods. The war destroyed the lands and turned them to desert sand. Then, in Homelands darkest hour, the province of Honan Latar and Oakenwood, aided by Eve’s magic, drove back Sadric and his lord, Arioch. Akrin was able to establish a strong hold in the center of the archipelago; from here he was able to stop the expansion of Chaosium. An uneasy truce between the Imrryrian and Ozganith was established in 401.
The Lords of Chaos had grown bored of war and found other interests to occupy their time, mainly an island where a dimensional nexus opened up to thousands of worlds. There they would spend two millennia creating Milliworld, the City of Doors. During the time the gods were occupied with Milliworld, Sadric began constructing the Dragon Isle. His most loyal subject, Mordred von Dragoon, oversaw the creation of the volcano isle, raising it magically from the ocean bottom. Mordred’s brothers, Volk and Varro, were the greatest Dragon Riders known anywhere. They commanded five thousand of the beasts whose only weakness was their need for long rests, sometimes hundreds of years, so the brothers only commanded about three to five hundred dragons at any one time. Sadric’s most powerful sorcerer, Count Varamore, was allocated to the island of Chaosium were he and his apprentice, Necrophelius, worked to harness chaos. During an errand to Milliworld, Varamore discovered a dimensional door to another universe. Upon opening the door, he discovered a demon of immense power that called himself the Legion of One and enticed Varamore to serve his will, promising great power. Varamore enlisted the aid of his apprentice who recognized the demon as Djavaul, the Lord of the Undead. The two powerful sorcerers kept their new master secret from everyone for thousands of years.
Sadric continued to grow his empire, even forming a treaty with Akrin and trade with the Akrin Isles located in the Chaosium Archipelago. Akrin was also dealing with another, the One, who gave him technology unknown to this realm which the Lord of Law had helped to create in order to destroy Chaosium. Count Varamore planned to supplant his master and he would do anything necessary to succeed. It was in 4003 when Sadric declared he was Lord of Chaos and went to Milliworld to face the Gods of Chaos. With his new power to harness chaos, the Gods were no match for him so they bowed and swore allegiance to their new master. Mordred had been loyal and true but felt forgotten; Sadric was consumed with Chaosium and his new power, so Varamore saw the opportunity to win over Mordred to the power of the One. Now the plan a thousand years in the making had come to fruition. Sadric traveled the realm, meeting with all the lords of every kingdom and province, declaring Ozganith to belong to the Imrryrians. Even the power of Homeland could not match that of this one person.
Six hundred years went by and Sadric’s rule had been surprisingly just and honorable for his kind. The people of Ozganith had grown used to his control over all the lands when, in 6048, his dominion would come to an abrupt end. Mordred secretly betrayed his lord, placing a device in Chaosium created by Varamore, Akrin, and the One called the Justifier. It froze time on Chaosium, trapping Sadric and everything else on the island in temporal stasis. Sadric’s last act was to write in the clouds a message “One of your kind will cause your demise and destroy you, Lord Varamore.” Soon it was clear that Varamore and his new master were responsible.
The Church of the One was established and those who converted would become powerful undead, able to remain intelligent and immune to most cleric powers. Fear spread across the land and the temples of the One spread like a plague. The three brothers von Dragoon escaped to the isle of Commynion. Volk and Varro were unaware of Mordred’s betrayal so they went about establishing the resistance to Lord Varamore and his new general; Necrophelius. The Melnibonéan dragons would serve their masters Volk and Varro who commanded them to hide in the outer planes until a plan could be made on how to face the new threat of the Legion of One. Those left in Commynion knew they could not fight the magic of Varamore and his undead army. Led by Necrophelius, who was given special power over the undead, the Legions of the One marched in small platoons, infecting the lands as they moved. The von Dragoons went into action; Volk went to the outer realms to seek the Old Gods, banished by one of their own. Varro and Mordred gathered the most courageous of their kind; including the demons of Narjhan, and aid from the Lords of Chaos who hid like children from the One on Milliworld. They knew he would not return there because the door he came out of could be used to remove him from this realm.
Varro assembled a motley group of heroes to try and face Necrophelius and his undead. Elvis von Dragoon, Varro’s son, would follow his father and help put a stop to the nefarious Varamore as well as try to discover the secrets of this “One”. For twenty years the Champions of Commynion went after Necrophelius and his undead legions. More than once they seemed certain to capture or kill Necrophelius and or Varamore only to see them slip away as if they were always one step ahead of Varro and his son. Elvis saw his father die at the hands of an undead dragon named Fureak who was Necrophelius’ personal bodyguard. This enraged Elvis and he was driven to find the coward at any cost. Intelligence from Mordred located a secret lair in the deserts of the Barren Wastes, a temple that was being used to experiment on even stronger undead. It was the next step to increase the One’s power over the plane. Elvis took his sentient bow, Quick Razor, and went with the remaining heroes of Commynion to kill Necrophelius. It wasn’t until they were deep in the underground crypt that Elvis had realized that they had been betrayed by Mordred and that the crypt would be their tomb. The crypt had been filled with treasures and artifacts with the hope that they could be utilized against the enemies of the One. The battle went unnoticed with no word of the fate of Elvis or his party. Only Mordred, the Kin Slayer, knew that they had gone there and he was sure to keep the crypt secret.
During this time of inner conflict surrounding the archipelago, Ozganith began to recover from the Chaos Wars and powerful sons and daughters of the lands took their place on the mainland. One of these was Airanor, a powerful storm giant who, with help from Eve, formed the Guardian Oasis and created the Great Blue Lake. This is where he would form a base of operations for helping to control the spread of the One and stopping the expansion of Imrryrian control. Homeland was dealing with an uprising from the Dark Lords and Moorlocks. Homeland’s power was great and they had finally secured their place on the isle. With powerful defenses on all sides, the lands enjoyed almost two thousand years of relative peace but Strashule would not be forgotten. The lands of Honan Latar and Oakenwood were wild with all sorts of beings struggling to survive in small cities like Bole Espa, Vestenwood, and the Temple of Dreams. The temples were built by powerful magic users who would not be governed by others in their pursuits of magic. The temples were also a problem for Imrryrian expansion, blocking the main isle almost entirely from any more mischief from the Lords of Chaos and the One’s undead hordes. The storm giant Airanor was such an influence in the area that a city was built bearing his name in the Guardian Oasis. It was in that city that the storm giant met Nerue and his Traveling Freak Show; they would become friends in spite of Nerue’s race. Nerue was Imrryrian but appeared elven with the power of his spell weaver, Oliver. They spent many years traveling all over and acquiring new members for the show. Oliver was a seer and had told Nerue in dreams about certain people who would be needed for the greatest quest the world had ever known, but that was years away.
Volk von Dragoon returned with news that the old gods were still alive and that there was a way to free them but he knew nothing about what it would take. Mordred told the news of their brother’s demise and how Elvis had gone missing. Volk went out to find the truth of his brother’s demise and the whereabouts of Elvis. This gave Mordred more time to continue with his plans to aid Varamore and the One in their quest against the Lords of Chaos and the One had developed a plan to take Milliworld from them. On a day that became known as The Day of the Doors, the One combined his power with Varamore, Necrophelius, Mordred and an entire army of powerful undead. With incredible magic they managed to open every door in Milliworld. Out of the doors came creatures from every dimension, all knowing the demon lord Djavaul as the Legion of One. They drove the Lords of Chaos from Milliworld and settled there with Varamore as their leader. The One could not risk living so close to the dimensional nexus and the door that could trap him back on his original plane. Mordred’s betrayal had not yet been discovered and the One was worried about his allegiance to him so he commanded him to start a secret society of the One called the Black in Commynion. Mordred spent many years growing this society, meanwhile the Lords of Chaos returned to their archipelago, curious to the One’s next move.
THE BETRAYAL OF CHAOS
The Imrryrian people sought protection from the One and went to their gods for help. Arioch began looking for heroes to stand up to the growing threat. One of those heroes was the son of Mordred, Salvone, who was a young fighter with great promise. Mordred saw his son taking up the enemies’ mantle and he knew that things would go badly. The One sent his servant, Benson, a pit fiend who had been polymorphed into an imp. Benson brought the order to Mordred that he feared the most “Kill your wife and son so that the line of Dragoon would not threaten Varamore or the One.” Mordred could not bear to kill his son so he agreed to let Benson do it while he himself killed his wife. Mordred’s wife died fighting and succeeded in knocking off the Dragon Rider’s helm from his head. Benson was not so lucky, Salvone had allies.
A Demon named Xertaqua from Narjhan, Imish the half-orc, and Moonshlagg, a winged myyrrhn, were Salvone’s bodyguards. His long time friend, Yekcim the Bard, had a sentient mandolin that warned them of the danger so they fled to Salvone’s home to find his mother slain but his father’s helm was still there. Salvone donned the helm with its mysterious powers and went after answers. In a dungeon searching for answers, Salvone came upon a dwarf named Benjamin Bouldercarver. “Angry Ben” as he was now called told of the One’s plans to create powerful undead from demons and devils and how he had been betrayed by Necrophelius after building him a trap-laden dungeon guarding a spring that held an artifact from the old gods. He had been imprisoned here until he was now old and dying. Yekcim discovered the Fountain of Oleria where a potion of youth restored Ben’s years wasted in the dungeon. Ben then agreed to aid the heroes in their quest for answers. Other creatures also followed the heroes, hoping that Salvone was the one Sadric had predicted would slay Varamore. Salvone discovered his father’s treachery on the Akrin Isles where Yekcim learned how to stop the Justifier on Chaosium and free King Sadric.
When Volk discovered what his brother was up to he was in despair. The betrayal hurt him deeply, knowing that if he had not been off world he might have been able to stop his brother’s death. Volk went to Arioch and asked the god to create another Horn of the Drakes to summon aid from the dragons that were under a sleep spell created by Necrophelius. The horn was made to summon the dragons not under the control of Mordred, who was also a Dragon Lord. Necrophelius had turned an entire legion of them into undead dragons more powerful than three of their kin combined. The dragons summoned to Volk were those from the palace and those who were off the Dragon Isle when the justifier was activated. Ninety dragons against nine thousand, it would be impossible to confront them directly so Volk began a strike force that could help when needed. As long as the other dragons slept they could contest the armies that had been created by the One. Salvone discovered Volk’s fleet and they made plans to free Sadric by creating a diversion but they needed time to uncover the secret to traveling the Isle of Chaosium while it was under temporal stasis. Seven years of searching together yielded the knowledge they needed to traverse the isle.
Two hundred and seventy three years after Varro had been slain and Elvis had disappeared, Volk and Salvone’s heroes would face the traitors Mordred, Varamore, Necrophelius, and the One on Chaosium Isle. Varamore had a secret, a year before he had tricked the One into traveling to Milliworld. There he trapped the One back in the plane from whence he came, stealing his power over the undead as he was expelled. Varamore truly had too much power for a mortal so he transferred the undead control to Necrophelius, who had an affinity for the filth and would be more suited to control those who already served him willingly.
The battle on Chaosium lasted almost a year with both sides winning and losing conflicts, fighting in Milliworld as they slowly made their way to were Sadric was being held. Finally, with the help of Volk and the dragons he controlled, they met in the city of Chaosium. The final battle cost many lives. Xertaqua destroyed the justifier and killed himself in the process. Salvone died at the hands of Mordred, who struck the killing blow on his son. Varamore killed all but Yekcim and Angry Ben, who freed Sadric. He was weak so they fled the isle but managing to call on the lords of the elementals and ordering them to wreak havoc and allow no humanoid to dwell there. They then fled to Commynion where he would exact his vengeance on Varamore and his servants.
With the One gone, Varamore broke up the churches of the One, calling all who served to fall under his yoke on the Dragon Isle where they regrouped and began a campaign of expansionism. With the aid of the Gods of Chaos who had taken back the remains of Milliworld, Sadric fought off Varamore. Milliworld had been destroyed during the year-long campaign Salvone had waged against Varamore. No one could travel by sea anymore as the waters were filled with monsters that escaped during destruction of the dimensional city so it was impossible to keep a ship afloat. Even the beaches were dangerous, as monsters would attack from the seas, striking out to kill then retreating back to their watery home. Varamore took the Akrin Isles back from the Lord of Law, imprisoning him in a pocket dimension. Necrophelius continued working on the demon mummies that would help their unholy crusade against Ozganith.
THE CRUSADERS OF HOPE
A rumor began to spread that a powerful sorcerer was searching for the heroes who would drive Chaos from this realm and hearken the return of the Old Gods. It was said that this man new the secret to their return and that if they did, they would drive off the cancer that the Lords of Chaos had become. It took twenty years for Nerue to gather those who would become Crusaders of Hope. Cairn, the stone faced kelmain who slept in the earth below of Milliworld, was the first to be drug out and enlisted to the cause. Milo, the halfling thief and Ovalo, bastard son of an Imrryrian male and a raped slave mother were next found in Commynion. Kree and Sirus were in the demon city of Narjhan while Zaanephrim and Akrin were on the isle of Equor outside of the city. The group discovered the first artifact that would aid in the return of the old gods, a golden scroll case. After that, the heroes went to Ozganith and found the crypt where Elvis was entombed. With the help of Nerue and the magic bow, Quick Razor, Elvis was brought back. He joined the party more, than eager to take up arms against Necrophelius and Varamore and their new undead demons. Airanor helped the party by protecting the artifacts as the heroes found them. Others joined their crusade; Yekcim and Angry Ben helped, ready to rid their world of the undead hordes and Varamore for slaying their friends. Matilda, a fey centaur and druid, was one of Nerue’s attractions in his freak show and was instrumental in aiding the heroes by using the lands and animals. Zid was a satyr druid who joined the crusade after the destruction of the Temples of Dreams, helping Matilda and leading the party to Eve, daughter of the Old Gods.
Many adventures would follow, from going to Eternia, getting killed and meeting the Assembler at the end of time, to killing Equor and claiming her demiplane, all in search of the Golden Artifacts. Zaanephrim found the Sword of the Ancients, a titan named Zolindar who took sword form, to aid in the return of his creators. Even Strashule bowed to the power of Zolindar, giving up the last of the artifacts to free the gods. Volk and the Heroes went to the Dragon Isle and fought Judge Death and Mordred while Necrophelius and the other Judges of Destruction marched on Homeland.
In the end, Mordred betrayed Varamore in aiding his brother and nephew in capturing the incarnation of death and freeing the dragons from their control. Varamore had sealed off the outer planes but it was too late, the Old Gods had returned. They poured their power into Ovalo, wielder of the soul drinking sword named Bane. The son of a slave would defend homeland from its darkest hour. Ovalo drove back the Judges of Destruction and Necrophelius, who fled after their grand Army of Chaos was driven back by Imrryrian and Homelander working together. Homer von Holungrath XVII stood with Sadric XVII and together old hatreds were forgotten. Varamore had fled to Chaosium using his power and the Nullifier’s antimagic to create a stronghold where he would face the Crusaders of Hope.
Varamore destroyed the Nullifier to create a magic force field to block any outer realm influence. Arioch stole the life force of all the Lords of Chaos except Narjhan and fled to Milliworld. The soul of the god Narjhan came to dwell in Sirus who bore the Bucklers of Narjhan; the demon’s soul was tied to the magical armor. Aided by Kadar Mabat, who was subtly influencing all sides of this conflict, Arioch began calling the most powerful evils of the realm to be protected by the walls of Milliworld. Kadar continued to play all the sides until Varamore’s magic wall called the Chaos Spire went up.
The Crusaders dispatched Necrophelius and his armies with little problem. The Judges of Destruction were all but destroyed, only Vengeance remained and that was Varamore; he would not go quietly. Elvis got his justice for all those slain by the Undead Lord when Necrophelius was destroyed. A group of undead known as the Entourage was freed when he was killed and they swore their service to Elvis, Ranger of Light. The floating castle that was once a tool of evil was now being reprogrammed to be controlled by the crusaders to fight its creator. Varamore tried to put up a fight but the combined might of the world around him was too much. Elvis von Dragoon would deliver the final blow to the villain of villains, the traitor of traitors. Varamore’s last words would be “Don’t you know who I am?” as his heart was pierced by Elvis’ magic arrow. After Varamore’s death, Mordred returned to King Sadric to decide his fate for treason, Sadric condemned him to serve his dragons for the remainder of his years.
Meanwhile, Arioch completed his wall around Milliworld and had amassed an impressive and diverse armada of the dark hordes of chaos. Arioch himself had become completely invulnerable, wielding uncharted power; he would let the fight come to him on his terms. The old gods created eight titanic-sized golems that would guard the walls of Milliworld, keeping those with Arioch from leaving the Dimensional Nexus. The crusaders spent a short while helping rebuild some of the world’s more important locations before leaving for the Isle of Ancients to dwell with the Old Gods for a time. Arioch would not be completely shut out once the Assembler built a station in the atmosphere of Odao, he would eventually have his way in.
THE RETURN OF THE OLD GODS
After the Crusaders of Hope triumphed over the Lords of Chaos and Elvis von Dragoon fulfilled the prophecy of Sadric the XVI, the ancient gods bestowed four boons on the lands. The old ones were glad to be able to right the wrongs of the Age of Rains. The war thousands of years ago nearly destroyed the entire planet and the gods wanted to restore the lands to their original beauty.
Darigo, lord of earth and life, restored ancient and forgotten life destroyed during and after the Great War. There were many that were lost or forgotten, driven to extinction because of the gods’ hatred for each other. The Divine Cataclysm destroyed many forms of plant life as well and Darigo restored them all. The Lord of Life’s last duty on Odao was to administer the Test of Immortality to the Crusaders of Hope. Because of their efforts the gods were give a chance to return and make amends. The Heroes of Hope were ready and they passed their tests without any loss of life. It was decreed hence forth that they were the Pantheon of Hope, for it was the hope of all that they would watch over Odao and protect her from other divine influences and control. This was the Pantheon’s mandate to guard against planar interlopers and to serve their home realm as well as enrich their own.
Oleria, queen of the oceans and lakes, Mistress of Death and mother to all in death, called on the seas to lower. She opened a portal to the plane of water, a permanent gate deep in the ocean near the island now known as purgatory. The gate is sealed and only a god can open its powerful magic. Another portal also serves as the way to Veleron, the Outer Material Plane, home to the young pantheons. As the waters receded the land was restored. Seven thousand years and now it had reemerged for all to claim or conquer.
Then she awoke her daughter Eve who had been sleeping the past seven millennia in the forest of living wood inside Oakenwood. Daughter of Darigo and Oleria, she was able to help the heroes of Ozganith even while in the magical slumber that had befallen her when the god were stricken from the plane. The woodland creatures loved and protected Eve hiding her in the heart of the woods. When Oleria came, Eve asked to remain in the woods as the woodland’s protector. Eve, Queen of the Wood would use her power to promote life and protect those under her charge.
Anadera, goddess of air and love, used her influence over the other realms to seal off the other outer planes from Odao. A divine orb, wrestled from a slain Lord of Chaos by Zaanaphrim was the key. The orb would also be the foundation of The Cradle, the first plane on Veleron. Now the powers that had manipulated the world from Celestia to the Abyss were no longer a threat to anyone. Creatures from the outer planes could only enter Veleron Prime by the quasi-sun on the Cradle’s plane, “the only gate to their realm.” Then she caused a stirring in the hearts of all living things and for two hundred years a baby boom would populate the lands that had once been submerged, filling the realm with life and restoring what had been lost so long ago.
Oanis, lord of fire and war, only knew how to destroy but build he would. He created a great war tower to guard against Milliworld, protecting the entire plane. Arioch and his grand Hordes of Chaos were trapped inside the temporal walls of the city of Milliworld and would not threaten the plane so long as the tower stood. The question was “where did it stand?” The tower could travel magically to any location where the security of Odao was threatened. There Oanis’s own war machine would unleash what was necessary to thwart the threat. Colossal warrior, armada of battle hardened solders, or peaceful ambassador; the tower would provide. Milliworld sits on the largest dimensional nexus ever, so many portals to anywhere and everywhere keep the Tower of Oz busy.
After the Ancient Gods granted their gifts to Odao they turned their attention to the Pantheon of Hope, who was trying to create their own plane on Veleron. Called the Outer Material Plane, Veleron is home to the young gods. The plane was created by using the essence of a goddess of chaos, power from the ancient gods, and other mysterious artifacts found by Zolindar, the Sword of Ancients, and Yekcim, Knower of Secrets. Its power was immeasurable; Veleron could hold back the Nine Hells and the Abyss combined, reducing the other outer planes influence to an infinitesimal whim.
Then the Ancient Gods left the realm to its inhabitants, no longer interested in the affairs of humanoids, creating the Spirit Realm where they would tend to the souls of all those who died. After this, Ozganith had an age of peace. Its inhabitants were all weary of conflict so they began to rebuild, relocate and reconcile. Nations that were bitter enemies are now on much better terms. Homeland’s age of isolationism was now over. By 36 AR a treaty was signed by Homer the eighteenth of Homeland, Duke Orfris of Commynion, Hifarious the wise of Narjhan, and Airanor of the Guardian Oasis. The treaty allowed for nations to maintain their sovereignty, laws, and customs, while respecting other nation’s differences. Airanor’s age, wisdom, and power made him the obvious choice for Conservator of Ozganith.
The city of Arioch would not submit to the treaty. Its inhabitants were the remaining disciples of the Lords of Chaos, all holding onto their beliefs of superiority. Under the leadership of Bliferous, a powerful Imrryrian sorcerer, the city was mad a haven for despots and criminals. These citizens were a mix of creatures from Narjhan and other locations from the Chaosium Archipelago. Three hundred years passed before the city of Arioch became too small for its people and the walls seemed too confining. So the denizens of the city decided to conquer the lands around them. In 343 A.R. the War of Ways was waged. Narjhan was invaded and taken in less than a month before any help could come to the city. Hifarious, the old Minotaur lord of Narjhan, was thrown into prison, were he spent the next six years. Bliferous held Narjhan for those six years tearing the town apart from the inside out. Homer von Holungrath XX and the Knights of Homeland sought the aid of Bole Espa, a thriving metropolis. Together with the Guardian Oasis they crushed Bliferous’ great army, almost completely destroying the entire force. Bliferous fled the lands, retreating with those who were left, to the ice lands of Mortair. There they usurped the power from the lords of the city of Mortair who bowed and swore fealty to a force that wielded much power. Bliferous took up the mantle of Conservator of the Ice Wastes, protecting the natives while he began to amass new forces. The city of Arioch was now under Narjhan’s control and Hifarious knew that Arioch was incredibly fortified so he moved the kingdom to the new capital in Arioch.
In 389 AR the Writ was enacted. It provided for individual freedoms and liberties to all sentient creatures, humanoid and monster alike. This didn’t sit well with the traditionalists of Homeland and they refused to acknowledge monster races as equals in any way. A civil war erupted in Homeland, enveloping the nation in conflict. Homer the nineteenth witnessed his kinsmen killing each other over ideals that didn’t even affect their nation. After two bloody years, and no end in sight, Eve came forth with a host of woodland creatures. In a dramatic display on the steps of castle Holungrath she won the hearts of the people of Homeland. So in 392 AR Homeland adopted The Writ and it was written into law. The bonds between nations were strengthened by a common desire to coexist. Those who would not live under the new law were allowed to move. Fifty thousand souls relocated to the west coast, establishing Camber Bay and Ennis; costal port cities. There they thrived, taking slaves for labor and war from the wastelands. They established a totalitarian regime using their magic and skill to enslave lesser races and in fifty years the population was nearly a million strong, with their reach growing. Mortair was protected by the wastelands, enabling them to resist invasion. Along with the environment, Bliferous had his Horde of demons that could fend off the threat of the Camber Province.
THE CAMBER REGIME
In 420 AR the Camberians, under the leadership of a grey elf priest named Havinair Understar, conquered and claimed the lands of Fairwater Forest and Datdar Lake creating the Camber Province. The Hills of Glorim, home to the dwarven master forgers, helped to stop Camber Province. Fighting from their underground kingdom they stopped their advance in 425, drawing a line in the sand and daring the Camberians to cross it. Eve was so angered by the invasion that she called all the woodland creatures to leave the Fairwater Forest. Then she cursed the woods calling the darker forest dwellers to tend the forest. The undead left from Necrophelius’ armies came to dwell in the dense forest. They went to this refuge where they could dwell and not keep roaming; finally the undead would have a home. Vampires, lycanthropes, wraiths, all sorts of the vile creatures came to dwell in Fairwater Forest. Then Eve called the last of the undead sea life to Datdar Lake. Known as the School of Death, these creatures would feed on flesh like piranha to a carcass.
Havinair Understar was cleaver for his years, for he was young by elf standards, he called on Ovalo to aid his lands offering his very soul to the God of Power in return for power over the creatures in the woods. Ovalo poured his might on the Priests of Camber making Havinair lord of the province, and The Order the most feared of all the sects of priests throughout the lands. Maintaining control of the undead was easy, and the Order made arrangements with the more intelligent undead to guard and protect the Province. Now the Nation of Camber would be even more isolated and protected. For the past eight hundred years the Camberians have held their lands and have continued to thrive, their new influence would be at sea. In 1103 they aligned themselves with Strashule and the Dark Lords. The arrangement was strictly for business, as both saw the benefits of an alliance and both had no love for Homeland. Between Camber and Strashule’s Rouge Port the west coast was a dangerous place for outlanders.
Strashule had fled the Mortair swamps when the waters receded and the ice returned following the marshes as they went north. There he established the Strashule Marshes and took control of the Jungle of Dread. On the west coast of the Strashule marshes lies Rouges Port, Strashule’s kingdom. A dangerous place for outsiders, the port is enormous and continues down the coast where the River of Dread starts its path into the Marshes. The port is full of riches and magic to be sold, spent, or plundered by the people of the marshes. Rouges Port is nine hundred years old; the Dark Lords tend it and deal out their version of justice. All who enter the city must swear loyalty to Strashule the Lizard King or face the Dark Lords themselves.
THE WEST AND THE SEA
Pirates, monsters, and dangerous seas block off the elven Isle of Dawn. Inhabited by an ancient race of sea elves that migrated back to their old homeland when the waters sank, it was taken over by thousands of katoans who had to be run off before the elves could reclaim their lands back. The Isle of Dawn is ruled by Vermillion, King of the Sea Elves, and Queen Selma is a powerful sorceress. Worvish, Priest of Oleria, and Brim the brave also serve Dawn and their king. When the waters receded the sea elves’ ancient homeland resurfaced. The sea elves and their aquatic pets returned to rebuild their kingdom. By 220 AR the Kingdom of Dawn was reborn. The elves allowed select creatures to come dwell on the lands, primarily the high elves from Ozganith who established the city of New Dawn as their home and help defend the isle from their stronghold of Dawn Keep.
Many conflicts were waged between the elves and Strashule, for eight hundred years the elves fought the Lizard King’s advances and defended their homeland. Just when it seemed that Strashule was tiring of the long struggle, he aligned himself with the Camber Province. Now the conflict is as bloody as ever with suicidal slave ships from Camber Bay invading the gulf. The sea elves are strong and know they have the sea as their ally. Their magic and ancient knowledge predates even Strashule, it is rumored that they are one of the early races to come to Odao four million years ago. Called by Oleria to help guard and tend the seas, they do not fear Strashule or any ally he has, they know they will survive. Strashule hates New Dawn as much as he hates Homeland, but being thousands of years old he knows how to manage conflict, making it as profitable as possible. In 1147 Homer von Holungrath attempted to destroy the Lizard King and his Moorlocks. It was a bloody battle fought on the River of Dread with ships from Guan’s shipyards. It was the largest conflict in twelve hundred years, both sides lost thousands. Eve feared the conflict would imbalance the region so she made an offer to both sides that they eagerly accepted. She sent out her minions to the river healing all they could, five thousand were restored. Both kings called a stop to the fighting but still consider each other bitter enemies.
The Gulf of Oberdair has a small archipelago of islands and the largest has an active volcano on it. In the past three hundred years it has erupted sixty times, increasing the mass of the island to an inhabitable size. Strashule created a gate to the Elemental Plane of Fire in the volcano, inviting many elemental creatures to call the molten rock home. Strashule hoped that doing this would please his lord Oanis, but he didn’t plan for an Elemental King to come through the gate. Cosimair the colossal claimed the island as his own, burning a message in the side of the volcano that could be seen for miles. It reads “HERE CHAOS STILL LINGERS”. The fire lord has a whole host of minions who do his bidding and a race of salamanders that worship him like a god. Cosimair has aided Strashule but bows to no one. Strashule pays homage to the fire king by sending sacrifices and slaves to him. Cosimair’s true lord is Bolegrador who wants to help Arioch free Milliworld from its magical prison. This displeases Strashule who knows Oanis created the prison that Milliworld is held by. The Lizard King knows Cosimair has no chance of breaking the prison made by his lord, so he ignores the fire king’s warnings; that his lord Bolegrador will invade the realm and free the Lord of Chaos. This seems to be an idle threat considering that Bolegrador’s realm, the Abyss, is now severed from this plane, and it would impossible for him to reach this realm. Cosimair wields great power but is surrounded by water so he spends a lot of time in the plane of fire, enlisting fire creatures to his cause. He has discovered another gate in Zalltork inside the volcano and he plans to visit the giants there to form an alliance now that their god Oanis has abandoned them to their own devices. Cosimair has sent gifts to the Giant Lords in hopes of winning an audience with their king.
VORMAIR’S ARMADA AND BOLE ESPA
The shining city on the hill, Bole Espa is now the richest and most fortified city on the planet. After being destroyed by demon mummies during the Crusades of Hope, it took years for the people to rebuild. Two miles in diameter with three walls protecting its people, Bole Espa was now the greatest city in Ozganith, surpassing Homeland’s population by 116 AR. That same year the Republic of Espa was formed, and in 161 Mordred von Dragoon came to the city and was elected Steward of Espa and was recognized by all the neighboring states. With Airanor’s blessing Mordred lead his people south and east, his finest wise men brought Honan Latar into the fold adding its power to the republic and expanding the republic to the east coast. Eve came from Oakenwood to help in negotiations regarding laws and government in the newly adopted region. Her hand of friendship and love of the woods all around Honan helped those who questioned Mordred’s stewardship, recalling his past betrayals. With Eve and Airanor standing behind the disgraced Imrryrian the people of Honan Latar didn’t question his right to watch over the lands, but they did expect him to not over govern. Eve brought together the elders of The Temple of Dreams to form the Latar Senate to best represent the needs and interests of their kinsmen.
Rikend was established in 180 AR for exploration purposes as a port city, its beautiful magical ships defied logic and didn’t appear seaworthy. Vormair Rikend captained the Ocean’s Lady, a majestic warship known in many waters. Vormair’s heroics were many and his exploits were known everywhere. It seemed fitting that the port city be named in his honor. With help from Eve and the sea elves of Dawn, he created a fleet of magical warships known as Vormair’s Armada. The ships can travel the astral realm, elemental planes, and the Eternal River. It is rumored that the ships have even traveled to Celestia, led by Zaanephrim, to be blessed by the angels of the realm. While traveling the coast lands in 333 he discovered Vispa Cove and Vispa Jungle, but while adventuring in the jungle he was attacked by the inhabitants of the jungle. Thirty of his men were killed trying to escape the jungle and he was the only survivor. He recalled his attackers were all animals and that they were in some kind of rage. Many appeared to speak common and some were spell casters. He gave an account of a large snake with two heads calling him a “meat bag” and a small monkey making hand gestures that were like spell incantations. Either that or the monkey was giving him the finger. Regardless, Vormair was lucky to live through the event. He declared it The Jungle of Death and warned all to steer clear of this dangerous land. The animals haunted him for years, as he lost some good men and friends in the jungle. He often was heard saying that the jungle should be burned to the ground.
Yekcim, God of Knowledge, watched his old home become a great kingdom. This pleased him so he bestowed his wisdom on many worthy creatures of the lands. Through magic and warnings of danger he helped keep his homeland safe, visiting from time to time. He also warned Eve that Ozganith was not the only continent that was developing after the waters sank. He cautioned that the other nations would need protection from harmful influences and invaders from each others lands. Yekcim also aided Mordred, often coming with council or magical aid when needed. In 348 Homer van Holungrath came to Bole Espa for aid in fighting Bliferous who had taken Narjhan and imprisoned Hifarious. Mordred was glad to help the good king of Homeland, and in one year they all but destroyed the evil hordes of the city of Arioch. Mordred defeated Bliferous himself, driving him and what was left of his monstrous armies out of the lands. After his bravery Mordred was honored by Airanor and his kinsmen in a ceremony held to restore the shamed warrior’s good name. His title was now Lord Mordred von Dragoon, Hero of Ozganith.
In 408 AR Vormair’s Armada discovered Windaria’s lands young and untamed. Rikend brought news of the new world to Airanor and Eve, describing the lands and the islands around them. Mordred reminded them of Yekcim’s warning that he feared the inhabitants of Windaria would not receive outlanders well, and if the wrong people discovered the new continent they could cause problems before peaceful contact could be made. It was clear that some of the inhabitants of Windaria were long lived on the lands and their potential for power was great. It was imperative that the lands not fall into the wrong hands. Vormair Rikend was wise beyond his years and with insight from Yekcim and power from The Sorcerer’s Guild he and his mages helped create The Temporal Oceanic Wall of Displacement. Created with aid from the gods, the wall was placed on the ocean spanning over ten thousand miles long between Ozganith and Windaria. Any being or object crossing the wall up to six miles high would be teleported to the opposite side of the continent they were sailing from. This wall, with the aid of Vormair’s Armada, kept the nations from discovering each other for hundreds of years. Accidental discoveries were met with ridicule dispelling any suspicion. Rumors of magic activity helped to discourage travel towards open waters.
While protecting the waters around Ozganith, Vormair discovered a strange race living on an island between the two continents near the Temporal Wall. The Khuo Dah’n were hospitable at first, but soon it became clear that they had nefarious ideals. It was clear to the Khuo Dah’n that they were unique in their traditions and that their neighbors didn’t share their beliefs or like their customs. The outworlders were as smart as they were calculating; they knew that they must keep to them selves in order to survive. They created a society on their isle that lent to their strengths and fortified the isle with strange traps designed to repel invaders not kill them. They drew within the confines of their great isle and built their castle Azitep, capital city Jha’Garel and Yosel Keep. Vormair allowed them fifty ships for defense, assuring them that they would be protected by the Armada. An insult to the proud Khuo Dah’n who announced that the waters surrounding the isle belonged to them and travel through their waters would cost wayfarers a toll. Any one entering Khuo Dah’n’s empire risked piracy, abduction, kidnapping, or imprisonment. At first Vormair’s ships tried to take on the pirates, but the Khuo Dah’n were cunning and fierce warriors, well versed in their magic. Invading forces were dispatched by the outworlders with powerful divinations from far off realms, secret to all but the Khuo Dah’n. Airanor soon saw the Khuo Dah’n were best left alone, as they didn’t venture far from their isle in large groups, only the occasional adventurer out to learn the ways of the world alien to their own. The Khuo Dah’n were amazed by the temporal wall, respecting the power needed to create such a large magical construct, so they limited their raids to their own waters leaving Windaria unmolested.
THE ENCHANTED LANDS
Honan Latar began the new age rebuilding, another casualty of the Crusades of Hope. Forbodus, satyr hero of the crusades and friend to the Gods of Hope, was crowned Baron of Honan Latar. His first decree was that the old Temple of Dreams would not be rebuilt. The new temple would be built in Taronith. The ruins of the old temples were left as they were to remind those who would forget what could happen when magic went unchecked. No one was permitted to enter the walls without great purpose, for even in ruins the temples held limitless power. Powerful guardians kept the grounds protected, but fear of the temples made most of the neighboring inhabitants steer clear of its grounds. Forbodus was killed in 437 AR when a lone assassin attempted to invade the temple ruins. The mysterious invader was attempting to unleash Milliworld on the plane by displacing the golems guarding the giant city. After killing Forbodus, he was trying to contact Lord Arioch when Forbodus’ son stopped him with an arrow head thrown from fifty feet. The shot was one in a million and Forbodus II was now the guardian of the temple ruins. Airanor brought an ancient bow as a gift to the young satyr for his loss and bravery. He now was a hero to his people, Baron of Latar. Eve gave him the pan flute of the satyr forefathers. With these new relics of old, Forbodus would guard well the temple ruins as well as protect his people. In 1187 Forbodus the Great died of old age. His deeds were well known and his quality unquestioned. He left the mantle of protector to one of his sons, Forbodus III, passing on the gifts given to him. Forbodus III currently serves and protects the new and old temples with the help of Eve and the magical inhabitants of Honan Latar.
The city of Taronith is home to the Temple of Light, constructed to celebrate the new gods of this realm. The temple is thirteen levels high, with twelve levels to represent each of the young gods and their realms, and the thirteenth was to represent Odao, or Darigoone, the Prime Material Plane. The temple is massive, built on the coast and half of it sits in the ocean. The lower levels of the temple are designed to use the water of the ocean throughout the city. The water is magically made pure and drinkable by the priests of the temple. In 333 AR the final stone was set and priests of the new pantheon began to migrate to the temple. The city of Taronith grew, and when the word that some of the young gods had appeared at the temple the city became the place for study and worship. A university was built for all men of magic, attracting spell casters from all over Ozganith. Eternia University was named after the place where life began on Odao. Powerful wizards and sorceress came from all over this plane and others to study and teach their knowledge. Sectar the sphinx seer and Eve spent time in the halls of the university teaching and studying all the knowledge available at the largest university for magic in Ozganith. It was here at the school that the plans for the Temporal Oceanic Wall were designed. Yekcim, Elvis, Nerue, and Cairn erected another magical wall. The Mega Wall is alive, brought from another plane; it feeds on flesh regenerating damage as it eats. It has a horrifying appearance with the bones of its victims showing through the strange stone. So to say Taronith is a well defended city would be an understatement. It is governed by The Council of Ministers, thirteen high priests and the High Mages Guild from the university. Many who live in Taronith are common folk with great faith, or paladins and rangers on religious quests. Many people come to Taronith for mental and physical healing.
Vestenwood is located at the bottom of the Mor Tar Tar Mountains, south of Oakenwood and north of Woodlake. Vestenwood is home to The Rangers of Light who worship Elvis the Justifier. Iva’quis the gold dragon has protected Vestenwood for centuries. She came to serve Elvis after his heroics during the crusades. And when he passed the test to become a Ranger of Light she presided over the ceremony. She appears as an elven female, warm and inviting. She is known as the Lady of Vestenwood. Rangers and elves of all creeds come to Vestenwood from all over to study the ways of the light. An annual ceremony called The Blessing is held every year. The Trial of Light is administered by Eve, who started making the trip from Taronith or Oakenwood to preside over the potential servants of light soon after the pantheons left the realm. The dark elves of Oakenwood have fought with the rangers protecting their beloved Eve from Camber Province and the giants of Mor Tar Tar Mountains. Both have learned to respect the power of Vestenwood and Oakenwood. Most of the giants are neutral and only cause problems when disturbed.
Gugan in 730 used their superior warships to fight off an invasion of Khuo Dah’n who quickly discovered that the mainland would be a better ally than adversary. By 800 the Khuo Dah’n had started to adventure off their island and seek out the world around them. They still fiercely defended their island from offlanders and do not permit any visitors on the isle or in their cities. Many rumors about their isolationist ways have given way to speculation that the Khuo Dah’n were conspiring with the giants of Zalltork. Others suspect that they plan to invade Drakenark, theories that spawn from the paranoia Orfris has instilled in his people by forbidding the Khuo Dah’n in his lands, and his obvious hatred for those he calls the coloreds. The most compelling rumor is that the Khuo Dah’n live in The Jungle of Death and aligned with the mad mage who lives in Vispa cove. The reason for this suspicion is that they have been seen leaving the jungle unharmed, and dwell there with no threat to their welfare. In 908 Gugan was commissioned to build warships at Iva’quis’ request, they were a gift to Homeland to help their navy.
THE TAMING OF VISPA
In 785 strange occurrences began to come from the Jungle of Death particularly in Vispa Cove; many sailors had reported a small cottage at the bank of the cove signs in every languages warned of horrible death, lining the banks for miles. Any animals that were seen had strange appearances like snakes with wings, lions with heads of vultures, turtles with a shell and the body of a slug with legs, all appearing to beacon any on lookers to come to the cottage. Airanor was concerned with the bizarre happenings so he went to the cottage. Two years later he reemerged looking tired and much older. His words were short “the jungle and cove are hallowed ground forbidden to enter” Airanor was pleased that only two years had passed explaining that he had been in a different world for a life time. The only thing he would say about the cottage was that it belonged to Winston Wellingham III, a mighty mage who by most standards was insane. He had escaped from Eternia and was creating a home for his pets. It was evident that Airanor was no longer concerned with any threat from the forest as long as no one entered it. So he appointed elemental guardians to protect the borders. He never spoke of his time on the other world but he did go to Veleron, to The Cradle, where he spoke secretly with Elvis and Zaanephrim.
In 790 a port city was built on the north side of the continent. Drakenark was the project of Duke Orfris of Commynion, and Constable Kraquor. The city was built in the jungles of Draken where the tropical dragons dwell. Many lizard kind who refuse to serve Strashule live here. Orfris heeded Airanor’s warning about Vispa, erecting the city miles from the Jungle of Death. The Constables were put in charge of the city. Known for the charisma to get the most out of his men he governed the city for one hundred and thirty years. Then in 920 he was assassinated by the Khuo Dah’n when he violated the waters of their lands. Kraquor’s head was sent to the Duke, infuriating Orfris. His long time friend and loyal servant had been desecrated by the colored people. He knew of their hatred for Imrryrians, and hoped that he could convince Airanor to declare war against them. Revenge was not enough of a reason to declare war against a nation that had suffered so much at the hands of the Imrryrians so many years ago. Airanor took the opportunity to make bridges of communication with the Khuo Dah’n. That developed into friendship with the storm giant whom they had come to respect. As for Orfris he was alone in his desire for war. He returned to Commynion bitter and empty, declaring that Khuo Dah’n were not welcome in his province. Both the city of Commynion and Drakenark were off limits to the coloreds. He warned all of Ozganith that the coloreds were inferior and dangerous and must be dealt with lest they betray the good will of Ozganith. For now he obeys the will of the Conservator, Airanor, but many of the elected officials in Commynion’s province are suspicious of his actions as he seems consumed with the Khuo Dah’n.
The year 1000 was the year that the temporal wall went down. Many adventurers had come to Ozganith with stories of Windaria and its civilizations. Trade between the nations began and aside from a few skirmishes both continents are at peace with each other. Although at times the differences between the two nations foreshadow problems in the future. With the world in constant flux and so many threats encompassing the very existence of Odao, many creatures will be brought into events that will continue to shape the world. How these heroes and villains go about their paths on the plane will help to determine the fate of a world ripe with power and promise.
As Darigo and Anadera were driven back by the forces of Oanis, they called on the powers of the creatures of the lands of Windaria. Eve had a beautiful land called the Angor Oasis with powerful monoliths that drew on the power of nature to protect the lands. There she planned to help defend the lands from her father’s rage. Anadera went to Zatori, where a temple stood devoted to her, and called all the great sorcerers and men of magic that remained to fight for a free Odao. Her most trusted spell weaver was Raloron Longstar, who was programmed with the secrets of vast libraries and secrets. Of all of Anadera’s people, he was the goddess’s most trusted friend.
Darigo and his giants erected a stronghold within a small town called Nealon which had beautiful but powerful walls. The town drew the attention of all the great warriors and wealthy lords from all the lands of Windaria to create an army to protect the free nations from invasion. Darigo appointed the rank of commander to a dwarf named Hathgar Ironbeard and shared all his most guarded secrets to his family. The god helped them to build the secret halls of Khaz Mingor and its vast labyrinth of caverns. Teaching them from a tome of ancient engineering, they erected an iron palace into the side of a mountain in the Barrier Range to guard against intrusion in the beloved dwarven kingdom.
Anadera discovered in the northern reaches that a magical city had appeared which she recognized immediately. Though its walls were different and its towers were strange to her the city’s magical aura was unmistakable; Ambergrove. The fabled celestial city only appeared when a realm had developed enough legitimacy to draw the city to its dimension. She warned all the lands that they must defend themselves for their actions would determine if their realm would still continue to exist.
When Oanis finally amassed enough creatures in the south to threaten Windaria he made easy work of the southern region. He destroyed the Angor Oracles which protected the south and continued to grow an army. This bought Darigo and Anadera time to plan. Before the Iron Palace was raised its secrets were taken to Khaz Mingor where they would be safe from invasion. Hathgar stayed behind and fought beside his lord Darigo, building a fighting fortress in Nealon that he and three of his brothers used to defend Nealon. Zatori was utterly destroyed but before it was Anadera had the library burned to the ground, hiding many forgotten secrets from Oanis. Raloron was sent to find Ambergrove and when he did the city disappeared, not to return for thousands of years.
THE SECRET WAR
For many millennia there have been great underground civilizations growing, changing, and warring beneath the Barrier Mountains, the most prominent of which being the dwarven realms of Dal Ankor and its cardinal metropolis, Khaz Mingor. The dwarves have seen their share of strife and hardship but remain resilient throughout history.
There have been several intrusions in the kingdom by vile subterranean races in the ancient past, from troglodyte annoyance to minotaur destruction, but perhaps the most significant was the Infernal War. Details are hidden and much is forgotten but it is said that before the world experienced its rebirth there was a massive invasion of the underground dwarven realms by demons under the service of the demon lord Baphomet. They came from long forgotten caverns heading far to the east, some speculate even beyond the coast, perhaps underneath Minaros. They ravaged Dal Ankor for centuries but began to slowly lose power after the return of the old gods, with their abyssal portals closed and their hordes unable to maintain momentum with no additional demons to support them.
The demonic forces of Shubgottia, Baphomet’s layer of the Abyss, continued to threaten the underground for a few centuries more but their chaotic nature made them much less of a threat to the great dwarven war machine. While most have been hunted and destroyed over time, even today the occasional demons can be found within the cavernous depths of the Barrier Range.
THE HISTORY OF MANDALORE
Legend says that long before the age of rebirth a huge vessel which sailed the sky descended upon the land bringing a group of warriors from an unknown plane. These heroic figures taught the people their ways and helped in building a great city in their honor. Their magic was strange and powerful but ultimately lost to the ages. The city of Mandalore would be one of the only places to thrive in the difficult ancient times. After the waters receded the people found their city landlocked and facing an increasingly arid environment.
Before the desert claimed the central plains of Windaria were dominated by tribes of gnolls. These barbaric humanoids would constantly raid nearby communities until they attacked Mandalore, a grave mistake. The Mandalorian soldiers easily repelled the earliest attacks but grew tired of the harassment and struck back with tenacity, greatly suppressing the gnoll menace and establishing themselves as a force to be reckoned with.
In 530 AR a large neogi society was discovered in the foothills near the Bellagor Jungle. The explorers returned to Mandalore telling of the horrors seen there and upon further investigation it was decided that these evil creatures were too foul to let live. The council mobilized its army and went forth to deal with the neogi, raining down death and destruction on their entire civilization. Even the powerful mind-controlling abilities of these creatures were no match for the strength of the Mandalorian forces, and they were completely eradicated from the area without mercy. This absolute display of genocide shocked the world, not so much in sympathy for the hated neogi but in the effectiveness of Mandalore in crushing their enemies.
When Bel began expanding their empire through force Mandalore was caught in the struggle with Nealon. Many soldiers were employed in Nealon as mercenary guards and as the war began to shift in Bel’s favor the Mandalorians were honor bound to commit more troops to the conflict. After a long war Nealon finally fell at the cost of many Mandalorian lives. They would not seek retribution for an all out war with Bel would be costly and would probably end in failure against the massive armies of the empire. Many clans felt that Mandalore was far too involved in the military affairs of other countries and took the amount of mercenaries allowed to commit to foreign lands into serious consideration in the future.
The somewhat new dwarven nation of Forgekeep made contact with Mandalore in 8647 and would be the first to establish a long and lasting trade agreement with them. The dwarves actually came to Mandalore to begin what would be a strong alliance and offered to help in commerce and supplies for a people they considered brave and honorable, unlike some others who only respect them out of fear.
In 939 AR the Mandalorian Council entertained the idea of expanding their nation and found suitable lands to the west but encountered some groups of desert nomads who opposed conquest of their territories. Guerilla warfare against Mandalore became common with these people and the Mandalorians did little to fight back, merely keeping them at bay. Seeing some amount of justice in the actions of the nomads, the council decided to withdraw their efforts and reestablish the policy of keeping their borders close and intact.
Recently Mandalore has involved itself in keeping stray monsters from Ünderbheit at bay, something their forces find all too easy for now since it is so far away and few real menaces come this far north.
THE RISE OF BEL
The nation of Bel was informally established in 250 AR by Belius, a slave from Mandalore who led a revolt from his oppressors and escaped with his fellow workers away from the desert, heading for the fertile lands to the north.
For 3 years the small group of nomads endured a rough life in the central plains, having only a few dozen strong warriors able to protect against monstrous creatures, but they would pick up many other people in their exodus. Upon nearing the Valiar the elves saw fit to aid them in establishing a community on the Elandrel River due to their common foes, the goblin tribes whose lands they’ve passed through. Years of prosperity followed and with the passing of Belius the elders dubbed their fledgling town Bel, in honor of their heroic leader.
The lands were plentiful, with huge grain fields and abundant livestock, thanks to the hard working people. The town was overseen by a council of various family elders who would occasionally bicker over governing and the direction the city should be taking. In the year 385 AR a descendant of Belius and captain of the town guard, Radeus, saw an opportunity to lead his people to greatness and seized power from the council. His loyal militia and the townsfolk followed him due to his strength, charisma, and promises of wealth, thus beginning the autocracy that would rule Bel for years to come. With humans from miles around flocking to the area, Bel City grew and fortified itself until few monsters could challenge it.
In 526 the military presence of Bel was growing and exploration became necessary as the ruling family saw fit the need to expand, establishing an outpost in a village to the east which would become the town of Mae. Less than a decade later great riches of iron and gold would be discovered in the Barrier Mountains.
Crafter Hold would quickly come into being in 610 as a great industrious city, building weaponry for the Bel Army and fine jewelry for the wealthy, supplied by the mining camps of Ironbottom and the logging village of Prim.
The mighty Emperor Lucius became driven on conquering and set sights on Nealon, a rich and peaceful democratic city state known for fine textiles such as silk, renowned art, and advanced learning and technology. The invasion began in 674 and would last nearly to the turn of the century with the vast armies of Bel eventually defeating the Mandalorian guard Nealon employed. It was a somewhat hollow victory since the war was so brutal that most of the city was decimated in the process, leaving little of the riches and strength of Nealon for Lucius to enjoy. What would follow was a long period of development of rebuilding that would reestablish Nealon as a center for knowledge, now within the Empire of Bel.
The Nation of Enamar, a powerful and growing country of magic, saw Bel’s expansion and rumors of a preemptive strike on both uneasy sides became more common. The young King of Bel, Calicious, began fortifying its southeast borders and when tension was at its peak, launched an attack which would be driven back all too easily, as if the wizard rulers of Enamar knew it was coming. Their counterattack would be widespread and terrible, with sorcery and ruin delivered on the lands of Bel, but this would prove to be their downfall as they were worn too thin by their tactics of striking deep in the empire. When the wizards of Enamar finally subdued to Calicious he was hailed as their greatest hero, having stopped the harsh punishment they’d suffered at the hands and claws of man and beast from Enamar.
In 798 AR Calicious, the last Emperor of Bel, having no heirs and growing old, would use his influence and favor to pass rulership of Bel over to the Belian Senate, a move that would shock the empire. He prepared well and made sure that the transition to a Republic would be strong and lasting.
What would follow was a great period of wealth and expansion, with the people, or rather the aristocracy who represented the people, growing in power and influence. Political bonds would be made with the dwarves of Forgekeep, who helped supply Bel with the means to make their power known to the rest of the world. Conquest would be easy as Bel stretched westward, with the halfling town of Midelton surrendering without a fight (or a care) and little resistance towards the northwest, many even welcoming the safety and prosperity of the empire.
By the year 1000 the Republic of Bel had reached the sea when a new leader in the northwest, Volk von Dragoon, rallied the barbarians and sailors of Rondor against the occupation of Bel and began the Decades War which would eventually drive the empire back from the coast some 50 years later.
With their lands far and wide, conquest seemed more difficult for Bel as the governing of a large empire was monumental in task, so ended the expansion of Bel. The Republic would continue to grow in wealth and power as trade and political alliance with the gray elves of Valien and the dwarven kings of Forgekeep became stronger.
Now, with the great republic firmly settled as the center of power in Windaria, rumors are beginning to surface of Bel’s desire for the coastlands and their ability to take them. While the people of the empire deny this and talk of continued peace, their great military becomes restless.
THE SETTLEMENT OF FREEMONT
Freemont came about by people who were considered undesirable in the Republic of Bel. With the establishment of the new government after the passing of King Calicious, the Belian Senate sought to bring strict and complex law to their empire. Rogues and miscreants were no longer tolerated and lone spellcasters were suppressed to ensure no individuals could have enough power to disrupt the political power of the senators and aristocrats.
Many would flee imprisonment and execution by traveling into the Valiar Forest, but they found they were not welcome there either by the elves. Legend of a utopian paradise beyond the North Barrier Mountains arose among the criminals (calling themselves refugees) and they continued through the elven lands, causing small amounts of trouble the entire way.
Tired and unmotivated, a group of wizards settled within a northern portion of the forest the elves showed little interest in and, with the help of rangers and scouts, built a village named Freemont.
Over the years more scoundrels and rogues would call Freemont their home. With no upper class to exploit and weary from their travels, they would calm and build on the somewhat serene town, making it into a paradise of their own. Trade would be established between the Har and even with the elves of Valien, who had given up their distaste for the intruders who seemed to be less troublesome and with nowhere else to go, weren’t leaving.
THE FORMATION OF HAR MINYAR
The lands to the northwest are called Rondor, home to hearty sailors and passionate barbarians. For centuries these simple folk have carved a living out of the cold and rough lands overlooking the northern Narwian Sea. Few major cities had ever been built, but Brumheimr could be considered a decent sized town by the standards of the rest of the world, but small villages dotted the coastline around Rondor Bay.
The brumen of Rondor had one thing going for them, the sea. In the northern seas life is abundant and harvested en masse, with great netting ships sailing the waters, bringing back bountiful catches to the families waiting at home.
While there was an abundance of fighting and arguments within the clans and villages of the north, very little government ever came to be. Tribal priests and strong warriors ruled their own areas and the great goddess Oleria watched over all. Little would change for these people for a thousand years until the soldiers of Bel marched on their lands.
In around 980 AR the Belian Empire had begun its conquest of the coasts from the port town of Gris and up along much of the bay into Rondor. Gris was a port city on it’s own but with loose ties to the Nation of Falloran, and King Sen’el of would not aid them for fear of drawing Bel’s attention to Port Killian and Telgar, so it quickly fell to the empire’s forces. As the legion made its way northward the people of Rondor put up a good fight but couldn’t contend with the advanced Bel armies.
The slow but sure advancement of Bel continued for years until the emergence of the Imrryrian Volk von Dragoon, who had been wandering among the brumen as a prophet of new gods. Volk saw the aftermath of Bel’s occupation as villages burned and people starved, for the empire had no interest in anything but the sea. He called great heroes from unknown lands to him and protected the people of Rondor in his newly built city of Northgate.
Once all the barbarians and warrior priests of Rondor were brought together he took them, along with his highly skilled, intelligent, and powerful Minya, out from the great walled city and stuck back at Bel’s legions. The Minya were a very powerful and mysterious people, whose mystery were only exceeded by their power, and could not be defeated in battle. The people were encouraged and rallied behind Volk von Dragoon as they fought off Bel’s greatest soldiers, but they were vastly outnumbered and the war lasted for decades.
Finally, after fifty years of slowly pushing Bel back from the sea, the invaders relented and returned to their empire. The people of Gris saw Rondor and Volk as their saviors and pledged service to him, and many of the warrior priests of old Rondor remained in the area to build Ragehold, a great stronghold to defend against possible future oppression.
By 1079 AR the rest of the land soon fell together as a great nation with the building of another fortified city closer to Bel called Southgate and the establishing of the borders around the new dominion of Har Minyar, which is said to roughly mean “Home of the Brave” in some old forgotten language known to Volk’s people.
Volk von Dragoon would continue to rule over Har Minyar as its king at the insistence of the people, and would sire six sons and eight daughters of pure Imrryrian blood with his queen, Asteria, but this wonderful time would not last. On the eve of the New Year in 8900 AR Volk would disappear with no reason or word of his departure. Though Asteria seems to not mind his children are distraught and confused, as are the people of the Har.
The heroic Minya have disbanded and gone their separate ways, many traveling into the Valiar to live with the elves and others wandering off to lands far and near.
Now the rulership of Har Minyar is in turmoil as Queen Asteria has begun to retreat emotionally within herself, often sitting stone-faced on her throne for hours on end. The heirs to the throne begin to bicker amongst themselves about what should be the ultimate fate of the monarchy such as continued rule of Imrryrian blood, and if so, then which one? The warrior priests of Ragehold want to turn Har Minyar into a theocracy while some of the old Rondor villages consider self-governance among their individual tribes.
THE VENTURE BROS
In 826 AR the people living around Orpheus Bay lived a troubled life trying to fish the seas despite the threat of attack by monstrous serpents and creatures of the deep. Small villages dotted the coast but no major town or country had ever been established.
A generous scholar and adventurer of many talents, even some wizardry, arrived from the north with his two sons and led the people in creating a safe haven. Jonas Venture Sr. would help to build the town of Jonas and use his knowledge and talents to suppress the ocean’s menaces. In time the city would grow and its powerful fleet of ships kept the seas safe.
The eldest son, Jonas Venture Jr. was an intelligent and inventive young man who helped run the city and gave a great deal to make it a better place. But the younger son, Thaddeus Venture, was spoiled by his father’s wealth and accomplishments. Although he was always treated well, Thaddeus had it in his mind that people didn’t take him seriously and thought of him as a failure. He would constantly try to belittle his brother by grandstanding and seem to always fail in the end.
Jonas Sr. had foreseen his own coming death at the claws of a random dragon while hunting near the Brock Mountains. He told his sons of this and made clear his intent to pass the mantle of leadership of Jonas along to his first son, Jonas Jr. Thaddeus was outraged and swore he would one day become greater than both his brother and father, leaving to create his own city which he would name Venture.
While both Jonas Jr. and Thaddeus are now long dead, the animosity remains with their descendants and peoples of each city.
Aeons ago, when the planet was young, the land now known as Goreno was a lush paradise bursting with life of all kinds. From dense forests abundant with plant life to spectacular mountain ranges that extend to the heavens, nature’s beauty was everywhere. All kinds of different life forms evolved here, from prehistoric beasts to primitive humanoids. The land would continue to evolve and thrive for ages.
One day an immensely powerful and evil calamity fell from the sky. It burrowed its way into the earth, planting itself like a seed of evil in the planet. The initial effect of this evil came to the life forms inhabiting Goreno. The beasts and animals all became uneasy and migrated as far away as possible from the “seed”. The humanoids kept their distance as well, but even from afar, this unknown entity would slowly corrupt the minds of the savages until eventually they all began to fight amongst themselves. They separated racially, the elves with other elves, dwarves with dwarves, etc. Well the elves seemed to have the strongest numbers as they had thrived so well in the lush forests, so naturally they eventually annihilated all the other savage humanoid races from Goreno. Although they were the most advanced life forms in the land now, the elves did not evolve as one might think. They remained savage and corrupt, eventually becoming a naturally evil race. While they would continue to evolve with the rest of the planet, it somehow seemed that their evolution had changed from the way that nature had intended.
This Calamity from the Skies would also have very long term effects as well. For the next several million years it would slowly change the surrounding landscape; forming an enormous crater-like canyon that stretched from one sea to the other. Inside this canyon formed huge rocky spires and spikes that jutted from the earth like gigantic blades. Aside from that, massive gaping crags tore open, revealing pits of endless blackness, or volcanic pools at the bottom. To cross this Pit on the ground would be completely impossible without some means of magic, or teleportation, not to mention a resistance to the powerful evil aura surrounding it. Rocks of all sizes float around the area they roll, drift, and fly around with no real explanation why they have no aura of magic but can be controlled magically. And so the seed remained as ages passed. For aeons it tainted the creatures and the very rock it is buried under.
As for the savage dark elves that lived in Goreno, when the land was flooded, the ones that did not perish had to migrate to the mountains. It was a hated environment compared to the lush forests they previously called home, but there was little choice in the matter, it was either migrate and adapt, or die. The Skyreach Mountains literally became a large island during the time of the flood. The elves would survive here, and with the seed lying dormant they would actually advance into a less primitive and savage culture to a primitive kingdom, with leaders, elders, and even a king and queen. Although the elves evolved their culture and technology slightly in the time of the flood, their innate evil nature would remain, as the seed did impact their race for the millions of years prior.
After the Rebirth when the great flood waters finally receded, the dark elves happily migrated back to their ancient forest homelands. Some minor settlements remained in the mountains, but the majority of the population moved back to build their forest kingdom anew, more advanced than they had ever been before. But when the first scouting parties ventured near the pit, after all these millennia, they found that upon getting so close they could not go any further, the sense of impending doom had returned. When the most powerful of elves resisted the aura of fear and went into the pit returned, they were very different they had a strange dusty appearance and at night those who were near the elders would have very strange dreams. The elders who had come back convinced the tribes they were visions and used this power to control the masses. No living thing has ever ventured into this pit has come back the same if they came back at all. The Seed of Evil has awakened and those quasi-ghouls who have given their very souls to embrace the evil, that is the seed, now influence the king of the elves. Other mysterious behaviors have become evident as the quasi-ghouls have gained influence. They have utilized the floating stones of the pit and have bizarre beasts of all sizes to pull their floating Nightmare Chariots the beasts have the same dusty appearance as the Elders who serve the Seed.
THE CLAN OF MOG’RUK
In the year 420 AR an orc named Mog’ruk was born in the slave pens of Zalltork. This orc was taken from his mother and raised a slave. He was put to work at a very young age. As he grew up, the giants of Zalltork took notice that Mog’ruk excelled in the fields of masonry and architecture. One particular stone giant named Thootum was assigned to train the young slave. Being a master of masonry and architecture himself, Thootum decided to take Mog’ruk as his apprentice. As the orc matured and became a master of his trades like his teacher, the relationship became less and less like slave to master, and more like friend to friend. In fact they became quite close. After so many years of oppression and tyranny from the giant masters,
Mog’ruk decided to rally the orc slaves and try to revolt and escape. Thootum had grown weary of the other giants as well, and longed to be free of his duties to Zalltork. He also did not like the fact that his apprentice and friend remained a slave forced to obey every command ever given, so Thootum decided to help Mog’ruk with his escape plan. They secretly built a large ship, worthy to sail across the ocean, with most all the orc slaves from the immediate area. After several years of planning and building covertly, they waited for the perfect misty night, and laid their escape into action. It was successful without a hitch and their ship disappeared into the fog.
After sailing for many moons across the Arona Sea, the orcs and stone giant found landfall on the north shore of an unknown continent (Goreno). Their bodies were exhausted, as well as their food and water by the time they arrived, so they made an immediate camp where they could venture inland to find fresh water and game to hunt. Upon entering the forests of Goreno, the orcs encountered primitive elves, which were demented and evil in nature. These elves were not like other elves in the sense that they were very savage and sinister, at least in comparison to the rest of the elves in the world that the orcs had seen or heard of. Mog’ruk and Thootum did not like these evil forests full of sadistic dark elves, and had no intentions of trying to build any kind of settlements within their boundaries. After a short time, when they had gathered enough supplies to sail again, Mog’ruk’s tribe decided to sail down the coast in search of friendlier lands to inhabit.
Again they had to sail for a long time before they would finally find a suitable place to reside, but this time was not as hard, as they could stop and go ashore if needed. They continued sailing around the continent, stopping frequently to survey the land, until finally they noticed the forest density reducing and the land becoming more mountainous. When they found a large river draining into the sea, they decided to make landfall once more. This time the land greeted them with open arms compared to what they experienced in the forests. The rivers were bountiful, the surrounding hills rolled on for miles with no signs of the evil elves they had seen before. Hunting was good, with plenty of resources for building or anything else they might need. They built a settlement, and Mog’ruk dubbed it Tordo, after his new born son. And so The Clan of Mog’ruk was born.
With Mog’ruk and Thootum as leaders, this orc community thrived. Between the two of them, the orc and giant could design and build almost anything, given the tools and materials. So they were able to build a city with great defenses, that even if the elves did ever discover and attack, would hold up perfectly. Especially since from what they’d seen of the elves, their technology was severely lacking.
The clan of Mog’ruk started with approximately 200 orcs from the Zalltork Exodus, but by the time that Tordo was completed, their population had quadrupled. In this resource rich environment, the orcs multiplied very quickly. The culture of this clan of orcs was slightly different than most in the sense that they were quite civilized. They are also more intelligent than most orcs and place great importance on honor and dignity, as well as loyalty and respect. And as a whole, they are mostly of neutral alignment, not wanting to conquer anyone, but also not wanting to be anyone’s hero, they just want to live in peace and thrive in their own culture. And that’s exactly what they did; Mog’ruk had two wives, and bore them each two sons. This was pretty much the norm for any of the orc warriors.
As the city of Tordo grew in population, it became necessary to expand and search for other good places to build settlements. So Mog’ruk and Thootum took a large group and ventured northward on a mission of expansion. This mission would continue until Mog’ruk was an old man, and his clan consisted of 4 major settlements, named for his four sons; Tordo, Shurok, Jintar, and Fakun. Mog’ruk’s final wish was to build a fortified castle in the center of his lands, where he could watch over his people and reign as king. Of course his people loved him, and although Mog’ruk had grown old and wasn’t able to build the castle himself, the people did it by his will. His sons personally saw to its construction. By this time many giants of various races began migrating to the orc cities helping with the construction of the orc kingdom. The giants were mostly misfits or weaker kin who didn’t fit the mold that the lands of Zalltork required to maintain ones holdings and honor. A few clans of giants left Zalltork because they saw their kin going crazy with greed and power. These were the Stone Crusher clan and the Fire Carver clan these clans befriended the King to serve and protect the land promising to never claim any land or slaves but to live as equals.
Mog’ruk died of old age in his newly built castle, The Mog’ruk Stronghold. He died a very happy man. He was a hero to his people, and loved by all who knew him. He also proved to the world that even someone born a slave can be a hero, and even a small clan of orcs can build a kingdom.