History of Dharrenal

The Dawn Age (~6,000 years ago)
The elves were the First of the god's children to awaken in the world. According to elvish lore, they awoke within the ancient, verdant forests of Ilan. They lived a simple existence among the trees under the light of the stars for a time before the Archeart and the Wildmother made themselves known to them. While several elf tribes left with the goddesses to see the gleaming, golden city of Seraphel, where the gods dwelled, many chose to remain in the forests. These elves would be become known as the Sun Elves.

The Verdant Expanse has been considered the homeland of the elves since time immemorial, and any elf found anywhere in Tyrind would acknowledge that fact with no hesitation.

The elves did not have a name for the lands in which they lived, as the concept of naming land did not really make sense to them. It was their home, it was the land, and no real differentiation was needed. There has been much poetry and art created by the elves, longing for this time long since passed.

The War of Wood and Stone (~5,400 years ago)
The dwarves are said to have been created by the Allhammer, upon the Anvil of Creation. Imbued with knowledge of craftswork and invention, the dwarves would spend centuries wandering the subterranean world of the Underdark, facing the horrors of the Primordials that dwelled here. These legends are gathered in more detail in the dwarven epic poem known as The Quest for the Sun. When the dwarves came to the surface, the seven surviving Clans constructed ships and sailed across the waters to explore the world that the gods had made. Three of these clans--the Longbeards, the Firebrands, and the Hammerhands--would land on the shores of western Dharrenal. The elves, curious about these newcomers, went to investigate. The dwarves, who had spent so long fighting for their freedom against the twisted abominations of the Underdark, lashed out against the elves and killed their scouting party. The elves were enraged at such a brazen action and vowed to avenge their fallen brothers and sisters. War had come to Dharrenal.

The War of Wood and Stone were carried out over several centuries in a series of conflicts, some lasting between months to decades. These skirmishes, battles, and campaigns were bloody and sowed the seeds for hostility and distrust between elves and dwarves even today.

The First Men
Humankind awoke on another, distant shore. Legends differ as to how the first humans came to be, but it is known that the Andals first landed upon the continent's eastern shores. They quickly settled among the eastern plains, building cities and establishing roads along the coast to connect their towns. They were superstitious and wary of outsiders, due to the unstable nature of the young world.

Human explorers would eventually travel westward, beyond the mountains, and come into contact with the elves. They would become fast friends, seeing the elves as teachers and mentors. Of course, there were also humans who saw the dwarves as worthy mentors and allies. Humans would join the War of Wood and Stone, fighting on both sides of the conflict. Notably, the city state of Oliad fought alongside the elves while their rival, Sarda, would side with the dwarves.

The Dawn War (~4,300 years ago)
The war would end abruptly when the Primordials tore their way into the Material Plane, intent of rending reality asunder and consuming all that was. The gods rallied their forces, including the elves and the dwarves and humans and the beastfolk awoken by the Wildmother, to fight back and save the world from the horrors of the Primordials. Much has been written and said discussing this conflict by other, worthier scholar. So this account will not go into the details of this conflict, though it should be noted that the Dawn War had four profound effects on Dharrenal itself. The first was the creation of the Mourning; the desert in what is now the southern Ozmit Empire where magic is still wild and unpredictable.

The second was the establishing of the Oliad Empire and the crowning of King Artesius. The third was the coming of the first Dragons, who clawed their way to the surface from deep beneath the mountains in the south. The volcanic eruptions that resulted covered much of the modern day Lucain Coast in volcanic ash, which today has resulted in it becoming a fertile region.

The fourth, and likely the most impactful, was the splitting of the Sun and Moon Elves, and the founding the Moon Elf realm of the Xandir Imperium. Due to religious disputes (the details of which are disputed today), the Moon Elves left Ilan and traveled eastward, founding a realm of their own in the shadows of the mountain. While the Moon Elves fought alongside the Children of the Gods, their future was dark and filled with blood and tragedy in ample supply.

This war was earthshaking, literally, and resulted in the sinking of entire continents. The conflict ended with the Siege of Seraphel, wherein the city was nearly overwhelmed, only to be saved at the last moment when the gods raised it out of the waters, turning it into the floating city that it is known to be today.

The Mortal Accords
After the Primordials were sealed away and peace returned to a nearly shattered world, the people of Dharrenal reached a truce in regard to their old disputes. The elves, dwarves, and humans came to an agreement known now as the Mortal Accords. Each of the races were given their own land and realms, and agreed to cooperate should another emergency arise. The Sun Elves, of course, stayed in the western reaches of the continent. The great elf city of Elvhanen was founded and Queen Illandra was named the leader of the Sun Elves. The Moon Elves refused an attempted reunification and chose to remain in Xandier under Exarch Vandra the Queen of Night.

The dwarves, led by the newly crowned High King Thrain, settled beneath the mountains and claimed the North as their domain. They would create vast underground cities they called Thaigs, which were connected by subterranean passages called the Deep Roads that criss-crossed across the continent. These connected cities were collectively known as the Iron Empire.

The humans, at least the Andals who had fought in the Dawn War, would remain in the Eastern Plains. Oliad would remain the dominant power among human culture for centuries, absorbing city states and growing in both power and influence. The heroes of Oliad are featured in countless works of art, including poetry, statues, and song. The details of Oliad's history is far too expansive to go into detail here.

The Silver Age & The Sundering
The silver age of the world was full of many wonders, legendary heroes, and the rise of arcane magic. The gods lived in the floating city, guiding the mortals to a new age of enlightenment. Unfortunately, little concrete information remains of this time.

Unknown to even the Dawnfather, a number of gods were infected and poisoned by the darkness of the Primordials. These gods were twisted and changed, becoming heinous reflections of their former self. These dark gods were called Titans and declared war on the gods and upon all mortalkind. This event resulted in another worldwide conflict called The Sundering, which drastically altered the shape of the world and nearly brought the gods themselves to their knees. Much of mortal history and culture was lost during the Sundering. It is notable that the Moon Elves, as well as the orcs and a number of other intelligent races, chose to take up arms against the gods and sided with the Titans. This betrayal has earned the Moon Elves the mistrust and enmity of most other people across Dharrenal, especially the Sun Elves.

The lands of western Dharrenal were the epicenter of the Sundering's destruction. Rocky ranged of mountains were sundered, entire landscapes burned, and hovering seats of power crashed down from the sky. The gods would craft weapons, armor, and other tools for mortals. They were imbued with a spark of their own divinity, allowing mortal heroes to wield the power of the gods against the evils of the Titans. These items are known now as Relics.

The gods, in a final desperate act to defeat the Titans and save their creations, sundered their connection to Tyrind. This resulted in the exile of the gods; no longer would they walk among their children or be able to directly interfere in their affairs. A magical barrier was erected, which would not be able to allow any deity--whether god or titan--to reenter the Material Plane again. The gods were forced to make their domains in the heavens and the abyss, and their mortal children were left to pick up the pieces.

In the Wake of the Sundering (~1,000 years ago)
In the wake vast destruction of the Sundering (see here) and the exile of the gods, those who remained began to emerge from the ash and shadows to reclaim and rebuild their world. Across the continents, many took the pieces of their past and sought to forge a new future. This section will focus on the rebirth of the deeply scarred land now known as Dharrenala, the site of the most terrible conflicts of the Sundering, where the echoes of those deadly battles linger to this day.

After the Sundering, the lands of Dharrenal became wild and perilous, filled with monstrosities and spirits that prowled its broken lands and shattered mountains. The land's new denizens reclaimed the newly untamed realm, hunting those not clever enough to hide. The masterless creations of the Titans ruled their territories, establishing themselves as the living gods of these lands.

As the dust settled, mortals grasped as what they could from their bygone lives and hid in fear of what would come next. Those of faith dealt with the sense of failure and abandonment, while enlightened scribes mourned the loss of their research and the great magical secrets that has enabled the previous age to rise to such prominence. Others picked up what they could from the ruins and chose to start anew, hoping their descendants would learn from their mistakes.

Over these early centuries, collectively called the Dark Age, the scattered survivors fought back the terrors that stalked the abandoned lands of Dharrenal, continuing to endure and build new societies, civilizations that eventually reclaimed the lands and brought the world into this modern age.

The Calamity War (~400 years ago)
Up until this point, the past 600 years of Dharrenal history had been constant struggle, conflict between warring powers. Ambition leading to ruin, and bloodsoaked fields littered with fallen soldiers. But that changed when the Demon Prince awoke. Nobody is quite sure how or why, but what is known is that a seal was broken and the Demon Prince crawled out from the Abyss, bringing an army of demonic horrors with him. He first arose in modern-day Nyavka, and invaded Dharrenal with the destructive force of an unstoppable hurricane.Mortalkind was caught off unaware, lost in their own turmoil. City after city fell to the Demon's host. Despite valiant efforts by the elves to muster a defense, it seemed nothing would be able to stand to the Demon Prince. The Moon Elves erected a massive wall around their entire border. Fields burned, people were scattered into the night to be hunted and consumed by demonic monsters. Even the orcs and the goblins sided with the Demon Prince, eager to get revenge for their defeat in the Sundering.

But all was not lost. When hope seemed to be near the edge of shattering altogether, the remaining kingdoms of Dharrenal united in an alliance known as the Golden Unity. Led by great heroes, wielding the Relics of the Sundering to push back and strike down the Demon Prince's generals. Slowly, mortals began to gain ground in the war. Paladin orders charged onto the fields of battle, armor gleaming in the sunlight atop their powerful steeds. Elves developed new magical spells and rituals, their aerial cavalry overwhelming the dragons who had chosen to side with the Demon Prince.

Finally, in the fields of Nyvka itself, the Golden Unity managed to strike the Demon Prince down, sealing them back into the Abyss once again. In the wake of the war, the name of the Demon Prince was purposely forgotten. The Golden Unity would survive; a promise to remain allies in the event a similar incident may come.

The defeat of the Demon Prince and the establishment of the Golden Unity marks the year 01 DR (Dharrenal Reckoning).

Rise of the Dwendiir Dominion (~700 years ago)
In the Kamondash Valley, in what is now regarded as the southern reaches of the Ozmit Empire, the numerous decades following the Sundering left the landscape blackened and inhospitable. The remaining people struggled for food and shelter as they wandered the rocky hills for centuries. Nomadic sects of halflings and humans defended themselves against the hungry beasts and lingering evils threatening their homesteads, and fought with one another for fertile farmland.

Small civilizations began to form amid the chaos, but it wasn't until the central township of Ardonil was established as a safe outpost that the unification of the Kamondash Valley began. Helmed by the Dwendiir family, supposedly of noble blood from before the Sundering, a guarded community with an organized military was built in the center of the valley about seven hundred years ago. It became both a haven for the struggling masses and a center for agricultural expansion. Increasing their strength with each generation, this movement guided by the Dwendiir family became known as the Dwendiir Dominion, stretching across the southern reaches of the continent.

Not all agreed to join the dominion, however. Some outliers rejected Dwendiir interests, such as the Saltmarsh Alliance, who would unify through their own self interest and founded the kingdom of Polczeck.

Founding of the Ozmit Empire (~500 years ago)
In the frigid fields of the Starlit Hills, the survivors of the city of Fologrod scraped by in the snow for centuries, clutching their surviving scrolls and fragments of history. They established the dour outposts of Winterhaven and Yrros, but it wasn't until they wandered into the Ruby Wilderness that they found fields fertile enough to make a new society.

Founded atop the ruins of an ancient city and in the shadow of the massive black spires of the Pillar of Wisdom, the city of Tolstov rose to become the hub of Andal culture. Now that they no longer had to struggle to survive, their leaders argued over how best to establish a centralized government. Some wished for a republic, while others sought a theocracy under the priests of the Dawnfather.

Eckhardt Ozmit, a respected merchant and trendmous force behind the construction and expansion of Tolstov, wished to institute a monarchy with his family at the head. Debate spun wildly for over four years, while Eckhardt privately made deals with the heads of the emerging guilds, using promises or blackmail to secure their cooperation. With the resounding support of the flourishing guild heads, the throne was established.

The Kamondash War (156 DR)
In the wake of the Calamity War, Dharrenal was again scarred and dangerous. The Ozmit Empire began to absorb lesser fiefdoms and other human realms into their own empire, "for the safety of their people". So it wasn't long before the expanding borders of the Empire began to push against the Dwendiir Dominion. An agreement was brokered to avoid conflict as long as favorable trade could be established and maintained. As two of the most recourse-rich nations in central Dharrenal, there were factions eager to discover each others' weaknesses. Rumors of the discovery of a massive platinum mine only stoked the fires.

Religious leaders throughout the Ozmit Empire rebelled against the emperor's religious restrictions. Internal strife and insurgent action turned bloody when the zealous leaders of varying faiths attempted, and failed, to usurp the throne for their council. An angered Emperor had the rebellious priests executed and a series of even stricter religious laws. This caused further uproar among the populace, but the Emperor's spies discovered the seeds of this outrage, and the religious rebellion, were planted by the Dwendiir Dominion. Publicly exposing the plot, the Emperor outlawed the worship of any god he felt threatened civilized life. He redirected much of the people's fury by proclaiming the Dwendiir Dominion an enemy of the Empire. By year's end, war was declared. Meanwhile, the Dwendiir Dominion was dealing with the refusal of the outlying villages to accept their rule in a time of brewing hostility. They eventually drove these villages into the mountains, just in time to hear the horns of war blowing from the empire to the north. The violent conflict known as the Kamondash War lasted over sixteen months and cost the lives of many soldiers and innocents on both sides of the Kamondash Valley.

The Dwendiir Dominion lacked the unified military force of the empire. When a major military push left the capital city of Arondil occupied by the empire, Baron Ivar Dwendiir met with the Emperor to negotiate peace. During this meeting, the Baron and his entire family were executed. Their bodies were displayed publicly along with the narrative that they had attempted assassination of the emperor during the peace talks. Disheartened and bereft of leadership, the Dwendiir Dominion came to an end, as did the war.

To prove his benevolence, and to avoid future uprisings, the Emperor declared that all citizens of the former dominion would keep their lands, businesses, and homesteads. No soldier would stand trial or be punished for their previous allegiance. Life would go on as it had, except for the implementation of Imperial taxes, laws, and oversight across the valley. Outlawed religious iconography was destroyed, crops and goods redistributed according to the needs of the empire as a whole, and life slowly returned to normal for the people of the valley.

This set the Ozmit Empire on the course to truly become the dominant power and political force that it is today.

The Crimson Midnight (181 DR)
Not a quarter of a century after the Kamondash War ended, a smaller, internal conflicted rocked the capital city of Tolstov. A number of noble houses with a strong history of studying the arcane arts began to compete with arcanists from the former Dwendiir Dominion. Throughout the lands of the newly expanded empire, these houses escalated subterfuge and espionage against one another until the rivalry exploded into magical conflict in the streets of the capital itself.

The events of the Crimson Midnight destroyed entire buildings and maimed innocents caught in the crossfire. The struggle ended with all involved shackled and brought before the emperor. After much deliberation, an agreement was reached that would absolve those involved of punishment in exchange for direct subservience of the crown and the goals of the Empire. Establishing themselves as the Arcanum Mysterium, this council of mages became a powerful tool for the empire to maintain its position as the dominant force in Dharrenal. One of the most important contributions was in creating the Legion of Imperial War Wizards, and for the expansion of the Arcane Academy in Fologrod.

Modern Ozmit Empire
For three hundred years, the empire has expanded and prospered. The current year is 412 DR. The third emperor, Emperor Vladamir Ozmit, increased the military power by establishing the stronghold of Heaven's Deep and re-forged a powerful trade alliance with the dwarves. Much of the empire's military focus over the last century has been skirmishes with the Xandir Imperium and the savage creatures that roam Nyavka. Emperor Theodrich Ozmit, the fifth emperor, was known for his benevolent nature and brokered a partnership with the cities of the Lucain Coast without bloodshed and ushered in new opportunities for trade. The sixth emperor, Willam Ozmit, managed to absorb the Principality of Ooros into the Empire, establishing the noble House Ors and granting them oversight of the Vale of Flowers (to the displeasure of other noble houses).

Other emperors have come and gone, but few have made as an immediate and lasting impact as the eleventh (and current) Emperor, Alden Ozmit. In assuming the throne in 380 DR, Emperor Alden demonstrated his love of spectacle and social manipulation by instituting town criers across the empire to spread Crown-approved news. With the aid of the Arcanum Mysterium, he has captured the imagination of the masses with well crafted tales of his deeds, proclaimed by town criers in every town square.

Seeking to bury dissent against the crown, the Emperor has started to use the empire's spy network to seek out sources of unrest, and punish those responsible. Public holidays and celebrations are given greater funding to quell the masses and distract the people from the growing taxation implemented across the valley. This allows the emperor to rise in popularity while also ruling with a far more ruthless and self-serving agenda than most before him.

Emperor Alden does not maintain the isolationist worldview of his predecessor. He has established trade with not only neighboring kingdoms like Vanar and Polczek, but also directly with the city of Seraphel, with the distant continents of Eleroth, Zhao-Tian, and Maezar, and is even sending out explorers to establish new colonies for the empire in distant Casmaron. To this end, he has also ordered the construction of dozens of Airships for use of transporting goods, soldiers, and explorers to distant lands in a fraction of the time traditional methods would take.

History of Madash (Western Dharrenal)
Throughout the history of Dharrenal, the western regions have largely been wild and inhabited almost exclusively by the elves of Illan. The west, sometimes called the Realm of the Sun or the Lands of Fairsummer, have been peaceful, prosperous, and the seat of elven power on the continent.

The Unification of Hlondeth and the Founding of Polczeck (~550 years ago)
The Hlondeth Alliance encompassed a group of city states situated in western Dharrenal, founded by human settlers in the wake of the First Giant Wars in the north. The three major cities with any semblence of power were known as Dirkwall, Anders Veil, and Hightown. Each was led by a titled official, but were not a unified nation. The people of Hlondeth were independent minded descendants of tough barbarians, and this loose confederation rarely united on any matter. In the event of aggression from a foreign power, however, they were able to assmble a formiddable force.

A problem across the Alliance lands were dragons and lizardfolk, and the people of Hlondeth gained fame as dragon hunters. Even the elves had to acknowledge the sheer skill the Hlondans had when fighting against draconic foes, felling a number of drakes in the mountains, swamps, and fields. Mages even crafted Dragonsbane weapons for the nobles and champions to wield in the event of dragon attacks.

When the Dwendiir Dominion began its rise to prominence, Hlondeth feared invasion from their superior force. So, after a moot in which the major nobles discussed possible solutions they would eventually choose to unite, forming the nation of Polczeck. Dirkwall was chosen as the capitol city. Polczeck played an important role during the Calamity War: namely, they led the hunting parties to slay the dragons that allied with the Demon Prince. While dangerous and costly, their contribution is considered vital to the success of the Golden Unity.

In modern Polczek, the assassination of King James has led to a civil war. Thirty years ago, the king was poisoned and riddled with arrows and the ambitious Bertand Yaczik, the mastermind of the coup, was crowned as king. King Bertrand is a harsh ruler, but the region has enjoyed peace under his rule. In the last six years, however, King James' daughter Celeste has raised a rebel faction that aims to depose King Bertrand and reestablish the "rightful' bloodline with Celeste as ruler.

History of Elidash (East-Central Dharrenal)
The fierce powers released in the Calamity War tore through this once heavily forested region, setting ablaze a slow-burned arcane forest fire that smoldered for nearly a century, burning through the hearty trees like a plague of embers. The region was left desolate, ashes and dirt blown into dust and sand as the chill northern winds transformed the rolling hills into a desert ice and stone. Fleeing survivors fled into the snow-hooded mountains of the east, many freezing to death in the wind-battered valleys.

Xandir Imperium (~3,000 years ago)
Before the Dawn War, the realm of Xandir was founded after the Divergence; the Moon Elves' exodus from Illan. The chief of the Moon Elves, Leylas, was seduced in secret by whispers of the Primordial known as the Spider Queen. She would slay her wood elf kin and turn her back on the Archeart and all of the gods, leaving behind the land of their awakening and traveled eastward until the came to the roots of the Katol Mountains. In the shadows of the dense forests and the towering mountains, the Moon Elves built their capitol of Ghor Eiros. The kingdom was ruled by a dynasty of queens and noble circles of magic users (which would eventually become the noble houses).

Furious at the murder of their kin, the wood elves of Illan waged war upon the drow in a century-long war known as the Kin War, which ended in the death of Leylas. The Moon Elves would raise massive walls, enclosing off their realm and blotting out the light, living in the darkness under the rule of the Spider Queen. More than a thousand years later, the gates to Xandir would open as the drow rode into battle alongside the forces of the Primordials.

Much of Dharrenal was scarred and devastated following the Dawn War, and Xandir was not excluded. Though unlike many of powers of the time, Xandir would manage to survive the end of the war and rebuild. Their society became even more xenophobic, launching raids on nearby settlements to abduct slaves. They believed that magic was a favor of the gods and refused to acknowledge their underclasses. The Court of Stars was made up of the most skilled and the wisest magic users. The Queen was selected not through blood, but through magical power; she who was most skilled at the arcane arts would earn the right to rule. When the Sundering occurred, the drow once more chose to stand against the gods. Their homeland would be the site of one of the final battlegrounds of the Dawn War, and subjugated to such intense destruction at the hands of the warring powers that when the dust cleared, eastern Dharrenal was nothing but a cracked, ashen wasteland and Xandir reduced to rubble. The cities of the moon elves lay cursed, abandoned, and broken while lingering demons and monsters fled to the surrounding cliffs and blackened marshes.

Discarded abomination seeped from beneath the ruined earth, climbing even into the mountains where forgotten creations of the Primordials were locked away. Throughout this wasteland, scattered bands of aimless moon elves and beasts and goblinoids battled for shelter and sustenance. These nomadic tribes fought against the harsh conditions for more than a century, only able to develop small bastions of civilization among the ruins and harsh wilderness.

But amid the ruins of Ghar Eiros, a group of moon elves unearthed the ancient Mythallar; large magical jewels that were said to be able to channel the arcane power of creation. Through the Mythallar, they turned to the teachings of Labelas--a mysterious entity known as the Lord of the Contiuum. Guided by the Mythallar, they survived the harsh winters and reclaimed the halls of Ghar Eiros. Renaming the city Ghar Labelas, the leading houses helped to build a new nation of Moon Elves.Those who remained loyal to the Spider Queen were driven from Ghar Labelas and they fled beneath the earth, settling somewhere in the depths of the Underdark. Using esoteric magics that were unknown to even the elves of Illan, the Moon Elves purged their realm of monsters and human tribes, terraforming the landscape into something that would perfectly suit their needs. Even the beasts and birds and the flora became strange, and there is little now in Xandir that resembles anything natural.

Xandir worked to bring unity to the ravaging hordes across the realm, taking on the new moniker of the Xandir Imperium. Dormant evils continued to rise from beneath the marshes and badlands, spreading chaos and battling with the warriors who called the surrounding badlands and deserts their home.

Today, the Xandir Imperium looms as a sleeping giant, seen as a threat to all of Dharrenal. Moon Elves are distrusted and maligned, and the neighboring kingdoms of Vanar and the Ozmit Empire are always on the watch for the machinations and schemes of the drow. In the past century, the Ozmit Empire has clashed with the Xandir Imperium; small skirmishes and slain soldiers on both sides deter expansion from either power. Each faction keeps a close eye on the other.

Recently, Emperor Alden's interest in Xandir has led to increasing curiosity about the source of the drow's mysterious magical abilities. Many fear another war may be on the horizon.

Ellaesmyr (114 DR)
Amid the charred remains of the burning forest that filled the sky with smoke for a century, one section of the woods defied the flames and held firm against the inferno. This patch of idyllic green endured, a sanctuary for the wood elves and fey creatures who held fast and hoped for a miracle. Sensing that the blessings of the Wildmother and the Archeart had kept the heart of the forest alive and unharmed, the elves built a new home among the ancient groves.

This region, the Qwenluthil Forest, the elves would build the stunningly beautiful city of Ellaesmyr. From the surrounding ashes, the fey magics brought forth new life and lead, expanding the border of the forest over the centuries to reclaim a bit of the cursed ground and purifying it. Their ultimate goal is to purify the entirety of Nyavka. Druidic forces and powerful fey enchantments were laid throughout the twisting paths of the forest to protect the elves as they expand, the central trees reaching magically enhanced heights as homes and halls extend high into the boughs. The elven city stood as the height of civilization in the east.

The Lament
It is still unclear what triggered the event; whether it was some knowledge-hungry sage or arrogant sorcerer was delving into a forgotten tomb or some long-dormant evil was awakened, the source of the Lament is unknown. What is known is that in the year 289 DR, suddenly and without warning, a purple-gray cloud crept into Ellaesmyr and engulfed it entirely. Many elves choked and died on toxic fumes, while others were twisted and warped and driven mad, transforming into the terrifying fey abominations known as the Fomorian (or "Masked Ones", for the crude wooden masks they each wear). Trees bent and warped, leaves withered, and strange bramble growths reclaimed the forest floor.

This corruption spread throughout the entirety of the Quenluthil Forest, decimating the population. Some tried to flee, and some even made it to Vanar or Slazka to the west and north. Others fled into the mountains to the east, or tried to flee into Xandir. The dwarves of Kal-Hirod, or Duskhame in the tongue of humans, took pity on the survivors and allowed a number of refugees to live among them. This changed the course of Kal-Hirod's history, forming a union of elf and dwarf culture that has produced artists whose skill is second to none. Craftsmanship within Kal-Hirod is unequaled, though they rarely trade these goods outside of the city (apart from the odd stolen artifact).

Small excavation parties are occasionally sent into the corrupted forest--now called the Gnarlwood--to search the ruins of Ellaesmyr in an attempt to understand what happened. Unfortunately, a small township of criminals has risen in the westernmost reaches of the Gnarlwood, just beyond the reach of the Ozmit Empire. In addition to the dangerous denizens of this corrupted thicket, which is known as Lac Rouge, there are numerous raiders and thieves seeking relics from the ruins of the forest, escalating conflict throughout the region.

Histrory of Tadash (Northern Dharrenal)
Northern Dharrenal is cold and inhospitable. Even in more peaceful times, survival here is a struggle against the elements, beasts, spirits, fey, and other nightmares. Only the hardiest can survive here, which explains why much of the region is sparsely populated aside from a few major population centers.

Vanar, Alfine, and Slazka make up the majority of the north. Their histories will be elaborated at a later date.

History of the Lucain Coast
While destruction came to the farthest reaches of the world during the Sundering, the lush, tropical lands and scattered islands of the Lucidian Ocean off the southern coasts of Dharrenal thought they might fare better than most. While they removed from most of the central fury, the region's civilizations were still destroyed by massive floods and endless waves of ocean-dwelling horrors and leviathans. Immense tidal surges left the peninsula drowned and empty, and much of the once prosperous, tropical land arid and unfarmable. The islands to the south were largely consumed and navigable by only the most skilled sailors. Eventually, the waters would subside and nature reclaimed the lands.

A massive blue dragon known as Naust the Thundering Dirge declared himself the defacto godking of the peninsula. For many centuries afterward, the peninsula was known as Naustland and the Thundering Coast. The latter nickname is still widely used even today.

The Black Dynasty (~1,000 years ago)
Life in the arid peninsula was harsh and unforgiving. It was in the chaos that the Sundering brought that a new power rose--the Black Dynasty; a line of cruel Pharaoh Lich-Kings who drained the land of life and established the City of Dread, Xhohax, from which they ruled unopposed for centuries. When the dragon Naust arrived not long after, they entered into an understanding. Both parties deeply hated the other, but found it more mutually beneficial to be allied for the time being.

The Ki'Nau (~1,000 years ago)
The few scattered survivors of the floods found shelter among the higher jungles of the Swaivan Islands and the Sunrise Islands, gifted with the bounty of a plentiful and tropical environment. These seafaring people rebuilt among the islands and took the name Ki'Nau, a Sylvan word meaning "Water Children". Though the floods had long passed, the deadly seas and flourishing horrors of the wild were still persistent threats, even throughout the islands. Each generation struggled to survive the elements that crushed their boats and the predators of the jungles and ocean depths.

Over time, an older mind began to call from the waters and entered their dreams. This powerful being, neither god nor titan, spoke of his own divinity and power, and promised protection to the Ki'Nau people in exchange for worship and sacrifice. The Ki'Nau accepted the persuasive entity as a protector, allowing the Deep One (as outsiders came to know it) rose up as guardian of the islands. With time, the Ki'Nau became a proud society of sailors and warriors, establishing dominance over the region for centuries.

The Azure Alliance (~500 years ago)
Around -170 DR, an exploration vessel from the distant land of Maezar was nearing the end of its provisions when it reached the Swaivan Islands. Discovered and captured by the Ki'Nau, the desperate explorers made trade offerings of foreign jewels, spices, and fine silks. This diplomatic approach won over the leaders of the Ki'Nau, and alliance was established with the Maezari travelers to return with more goods and establish a trade outpost, which was to be named Zadar. This agreement was known as the Azure Alliance (as the color blue is sacred to the Maezari, a convention and tradition that would continue with the region's descendants in the modern-day Lucain Coast). During this time, a cruel seafaring culture called the Jabari had made the long and arduous journey from Casmaron (though this was not known at the time) and discovered the Ki'Nau, and they coveted their prosperous homesteads and sea-gathered jewelry. They began a series of assaults and raids, killing and kidnapping many of the Ki'Nau under cover of night. The Maezari guilds who had sent the explorers agreed to send naval support, but it was the Deep One who ultimately annhilated the Jabari's fleet and send them back to Casmaron.

Having lost a portion of their fleet against the Jabari, the remaining Maezari established a number of small settlements across the islands to aid in trade and to protect merchant ships. The Ki'Nau leader kept a tentative peace with the foreigners, but the Deep One began to whisper in his ear, desiring to conquer the Maezari, who refused to renounce the gods and bow to him. These tensions came to a head when a secret sect of the Cloaked Serpent were given a task by their deranged Titan patron: destroy the Deep One for his insolence. With the aid of a powerful cult and the archeological guild from Maezar, a series of temples build to the Deep One were razed and the land corrupted. It is said that the Deep One entered into a state of slumber beneath the waves with the deaths of his priests and the destruction of his temples. They say that one day he will awaken and unleash his wrath across all of Tyrind.

The Battle of Sacred Waters (~325 years ago)
With time, the Maezari merchants and Ki'Nau interbred and began to grow their own sets of traditions that were a blend of their respective cultures. They began to found cities and settlements along the coast on the peninsula proper, which brought them into conflict with the dragon Naust as well as the forces of the Black Dynasty. The largest and most important of these inland settlements was known as Auros, which was at that time the center for the culture south of the Dawnrise Mountains. The Lich-King of the Black Dynasty proved to be the city's most determined and ruthless foe, and conflict was common and persistent.

Then came a hero named Eclesus Azuro, the Blue Storm. Born a lowly slave boy in Auros, Azuro earned his freedom in the Stormwind Arena and left Auros with a band of companions to become wandering mercenaries. With time, his reputation and skill grew and earned his nickname of the Blue Storm when he slew the dragon Naust and fashioned a spear from its teeth and armor from its scales.

Having witnessed the atrocities of the Black Dynasty through his travels and over many battles, Azuro returned to Auros after slaying the dragon and appealed to the Ecclesiastic Pansophical for them to march on Xhorhax. He had killed one god king and aimed to kill the other, but felt that he needed the backing of an army if he hoped to do so. The council refused, fearing an all-out siege. They would go on to forbid him from doing so himself. With no other option, Azuro raised only a small army of sellswords, priests, journeyman paladins, pirates and Ki'Nau natives he had befriended through his journeys, and his own mercenary company,. and marched on the city. They arrived at the gates of the city and Azuro sent the Lich-King a gift--a crate filled with the heads of his lieutenants; vampires who ruled over the lands directly beyond the walls. A note had been nailed into the forehead of the greatest of them, which reads: Leave now or join your friends.

What followed was a week long siege that broke through the gates and through the winding, maze-like streets of the city. Azuro's strength and courage pushed his men onward, stoking their resolve to fight through hordes of slaves and undead. Even the gods seemed to bless the assault, as on the morning of the third day, a torrential rainfall began, the strongest in over a century, and the rain was said to have somehow been holy water.

Azuro and his closest companions entered the Ziggurat of the Lich-King at sundown on the fifth day. At dawn of the seventh day, the banners bearing Azuro's crest--a gleaming, blue sun--were hung from the towers. The remaining dead crumbled to dust. Azuro tored down the ziggurat and, on its consecrated remains, built the sprawling Cerulean Palace--the symbol of peace and heroism.

The new free city was named Ibrido, which means "Sacred Waters" in the tongue of the people of the peninsula. Ever since, the city has grown considerably in size, power, and influence. The ruling family are still the bloodline of the hero Azuro, and is known as the Azure Dynasty.

Birth of the Lucain Concord (~300 years ago) At this time, the city of Dar as-Sakhr in Maezar had named the mysterious Sultan al-Assad al-Zahir as their new emperor. In the transition, the Maezari colonists now living along the coast demanded independence from Maezar, as they had more or less developed their own soceity. The Sultan eventually accepted the request, and the emancipated people were granted independence and a mutually beneficial trade was established. The free people renamed the peninsula as the Lucain Coast--derived from Luca, the local word for "Free", and Lucain itself translates to Free People.

Over the following centuries, more port towns would develop and the cities already established flourished and grew. They grew into independent city states, and trade routes expanded along the Lucain Coast. The emerging guilds consolidated enough power to become the region's ruling class: the Lucain Concord.

The concord works together to keep the surrounding region under their watch, setting trade laws, and guiding the fortunes of those who sail their waters. The blend of cultures that forms the coast creates a diverse community where the arts are lauded and coin is the true king. However, the shadow of the Shadowmen Syndicate continues to infiltrate the city streets, while the pirate alliance known as the Revelry has risen to harry trade routes and rebel against the concord.