History of the Elven Races
It is impossible to explore the intricacies of such a long lived race as the Elves without crossing the dangerous border between historical events and politically correct morality. My goal in this short essay is to be factual and to the point - to provide the historical skeleton and leave you to fill in the muscle, skin and organs yourself.
I feel it is almost an error to refer to the Elven peoples as a single race. Never has there been a more diverse and radically opposed group of mortals. In my humble opinion, what is so fascinating about the Elven folk is that as a whole they represent all facets of mortal existence.. betrayal, seclusion, celebration of life itself, a near religious admiration of art and beauty, burning rage.. all can be found within the distinct sub-races of Elvenkind. The dichotomy which exists within but a single race of "Elves" is at once spiritual, emotional and even physical. But the first step to exploring this spectrum is to learn of their past and the events which helped shape their current destiny.
The Grey Elves
A millennium ago there were only the Grey Elves. perpetually shrouded in mystery, little is known of this originator of all the Elven folk. Where they came from or how they came into existence is unknown to even the other sub-races of today. Back then, as today, the Grey Elves saw themselves as the paternal race, the protector, scholar and judge of all the "lesser" races. At the onset of recorded time, there was only the Grey Elves. Next to appear on the surface world were the Dwarves, who refused the Grey Elven offer of sanctuary and tutorage, and they retreated into solitude beneath the mountains to the East. They were more successful with the next races to make their appearance, the Avians, the Savar and the Hoblings. All made their home within the protective arms of the Grey Elves before venturing out onto their own and forming their own domains with the blueprints given to them by their former mentors. Many races refused and even rebelled against the molding hands of the Elven, including the orcs, goblins and other "greenskins". The last race to make their appearance was humanity. They initially accepted the Grey elven offer of temporary sanctuary but quickly began to resist the "brainwashing" and learned instead to resent their "captivity" and "masters". "We shall be no one's pet" became the infamous rallying cry, which for the first time stunned the Grey Elves into a near fatal mistake - they simply refused the humans their freedom. From the Ivory heart of the Grey Elven capital, violent and merciless rebellion erupted. Fully unprepared for such a brutal uprising, the humans drove into the very chambers of the High Council of Light itself - murdering each member where they sat. In shock the remaining parliment fled to the deep woods instead of defending their city.. and under the starry sky they held a historic council while the light from their precious capital burned on the horizon.
The remaining parliament quickly divided into five factions. The decisions that were made that day would shape both Elven and world history permanently and would give birth to each of the elven sub-races.
One faction desired to understand the actions of the humans, and even went so far as to sympathize with them. They wanted to grant the humans their freedom and establish a strong foundation with this race so full of life. They believed that the humans held something that they did not - a lust for existance that was at times difficult to invoke in a people that possessed a lifespan of almost a thousand years. They followed the humans as they migrated West, and eventually founded the Kingdom of Suvant. These elves are now what we refer to as the High Elves.
A second faction believed that they had failed utterly and completely, and the actions of the humans was a sign of this. Somewhere they had lost their path. They wanted to examine their methods and their goals, speaking morally, spiritually, physically and headed East toward the mountains to began a period of isolation. When they finally emerged again they were what we now know as Stone elves.
A seperate culture of Stone elves emerged along side them, the Wild elves, who embraced the intensely passionate life of the humans. Looked down upon by the "true" Stone elves as being random and without purpose, the Wild elves sought to live life to the fullest in every waking moment, to never feel regret or apologetic for what one truly feels.
A third faction had had enough of the "lesser races" altogether. These Elves packed up and headed north until they literally and figuratively ran out of land to travel upon. They felt not that they had made a mistake with the humans, but instead that the humans were simply trash that would burn themselves out. These Elves felt that the lesser races did not deserve the attention of the original race, and wanted nothing ever to do with them again. They felt that even having contact with such races tainted the purity of the Elven soul. Little did they realize at the time that the betrayal of the humans would pale in comparison to the horror of the Mistress of Pain, who ironically melded into their superiority a tainted bitterness and sense of desperation. Such a combination drove the Ice Elves to such an extreme that many even today doubt their blessed presence upon the world will last much longer. These, of course, were to evolve into the Ice Elves.
A fourth faction burned with rage. How dare such an imputant, repugnant, ignorant lesser race draw a blade against the Elder Race. They left and fortified themselves in massive underground complexes and began research into the dark arts of magic, assassination, poison and warfare, all the while building a truly awesome arsenal of weaponry, manpower and unholy alliances. The "Wars of Retribution" these elves would inflict upon the human race for the next thousand years forced the humans to pay a heavy price indeed, nearly eliminating them completely from the face of the world. Thus was born the Dark Elves.
In all the hate, darkness and pain arose a culture of Dark Elves that some say went too far. They emerged from the underground caverns and headed to the north west, finding themselves an island to call their own. These "Shadow Elves" begin a journey of enlightenment involving hallucinogenic drugs, a communal society and a bizarre and often misunderstood worship of moonlight itself.
A fifth and final group watched and listened to the desires of the brethren. When all was said and done, they simply remained, fading back into the Great Forest, unseen again for hundreds of elven generations. Recently however, they have begun again to involve themselves in world politics, gently and subtly steering the fate of both kingdoms and races as a whole. It appears that the Grey Elves have returned once again, if one believes the rumours, for better or for worse.
Life among the great powers were just getting used to peace since the end of the Eastern War, and everything was finally getting back to normal. The Eastern War has been over for almost 5 years now, and few believed that hostilities would soon break out again. The Eastern war was called thus because of its outbreak on the eastern side of the continent, and all of its major battles taking place in that region.
Berphaunt had decided it needed the fertile lowlands possessed by Clan Sprawn, and taking them would be far easier than an attempted expansion into the Grey Elven forest. However, what changed the Eastern War into something other than yet another new hostility between Berphaunt and Clan Sprawn was the Clan's recent diplomatic successes. Soon after the outbreak of the war, Clan Sprawn found itself weak to invasion by sea, the trip between Berphaunt docks and Sprawn lands being rather short, so the Clan called upon its newfound alliance with the Republic of Duvain.
Duvain had continued to grow quickly in both financial and military fields, and prided itself with a new and powerful fleet at the onset of war. Duvain agreed to Clan Sprawn's request for aid and sent nearly half its fleet to protect Sprawn waters from hostile Berphaunt ships. This act concerned Berphaunt who had found its land campaign dragging to a standstill and saw invasion from the sea as being the most efficient means to an end. Battles at sea between Berphaunt and the Republic of Duvain were not long off. With its shores now protected, Clan Sprawn could concentrate all of its military forces to repelling the invaders from its northern lands.
After brilliant defeats handed to the Berphaunt navy in the waters off the northeastern coast of Sprawn's lands from Duvain ships, Berphaunt began to worry about a newly created second front at sea. Calling upon the might of Tiefanue's Royal Navy, (and shared plundering of the Orcish lands once the war was won), Berphaunt offered a new test of Tiefanue's superiority at sea. With Tiefanue's ships engaging Duvain defenders, Berphaunt could concentrate on crushing the Orcish defenders once and for all. However, much to the world's surprise, the Duvain navy's success at sea continued, and they beat Tiefanue's ships not only away from Sprawn soil, but all the way back to the Western side of the continent.
Fearing that their navy would drag a war back to their own soil, (which would not impress the peasants to say the least, since most were confused as to why Tiefanue was fighting in a war half a world away in the first place) the Duvain navy forced Tiefanue's exit from the war. With the seas off of Clan Sprain's eastern coast now crawling with close to 200 Duvain warships, a counter-attack was staged. With its supply routes in danger, the Queen of Berphaunt was forced to pull her forces back across the boarder. With the invaders dispelled, and a attack on Berphaunt soil a real possibility by Duvain warships, a cease-fire was signed.
The Tiefanue navy lay bloody-nosed in her harbours, Berphaunt troops stood on the very soil they owned at the beginning of the war, Clan Sprawn left with a mere 1/3rd of its army remaining, and Duvain the new ruler of the seas. The Kingdom of Gerdain had watched the war above its homeland with suspicious but neutral eyes, and Suvant had written so many formal letters of shock and repulsion at the "barbaric, unannounced attacks" to Berphauntit was wondered if there was any paper left on Suvant shelves. Shortly after the war, the "Triple Alliance" was formed between the Republic of Duvain, the Kingdom of Tiefanue and the Kingdom of Suvant. Although in writing an alliance of economic support, it did not take a political expert to realize it was a three-pronged guard against a routed but still dangerous Berphaunt military.
Now with the Triple Alliance formed, Clan Sprawn still allied with the Republic of Duvain and the Kingdom Gerdain neutral, all remaining major powers stood poised against any further aggression on the part of Berphaunt. Shortly thereafter the Queen of Berphaunt died of her 'illness', and King Louis took the throne with wounded pride for his kingdom and looked back to the Orcish lowlands with brooding eyes. When he stood on his palace's higher balconies on clear days he could see new Duvain merchant ships sailing untroubled off the coast, to Sprawn ports and beyond. He was determined to return honour to his beloved nation, sought revenge against those that had shamed it and wanted to claim those lands his mother had been denied.
King Louis of Berphaunt sat brooding on his throne for three years.. much was on his mind. He had felt that his own personal pride and ambition as king, as well as the pride of Berphaunt needed to be proven and restored. He was deeply offended by the Triple Alliance. How dare such powers defile the will of his nation against that of an Orcish Clan. He placed the entire blame for the Triple Alliance on the Duvain, and he accused them of trying to "impose their law" on him and of telling him what he should do. He railed against their "insupportable vanity" and "bad faith" and was angry at their "ingratitude" toward Berphaunt, since they were originally a colony of his Kingdom. All his royal and religious prejudices came to the surface against a republic who were claiming the right to "act as a great power because of their commercial success". He came almost to believe it was his moral duty to destroy their state and to subject them to some form of monarchical authority.
King Louis told his people that the Republic of Duvain needed to be taught a lesson, and a harsh one. He stated in public that Duvain was not a respectable power because it wasn't a monarchy, only a federation of "business men and fish merchants". He said in his famous speech in the spring, regarding Duvain's involvement in the Triple Alliance: "It did not belong to merchants, themselves usurpers, to decide in sovereign manner the interest of the greatest Kingdom in the known world." His advisers told him that they now believed Duvain had surpassed Berphaunt in trade, and the Noble Coffers were running dry, risking finance for the army and the rebuilding of the navy. Although Berphaunt had been setting up state-funded industries and overseas companies, his commercial enterprises had had only limited success, because Berphaunt traders had found it difficult to establish themselves elsewhere in the world, and markets were quickly being dominated by the Duvain. Louis believed that there was only so much trade to go around, and the only way to gain a larger share was by taking it from the Duvain. Louis told his financial advisers that the Republic as a whole must be crushed to break their economic power, and to regain the Berphaunt's monopoly on trade to finance an invasion of the Orcish lands. Later in the year he met with King Roland of Tiefanue and stated that it was the Duvain who had "insolently participated in forcing Berphaunt to put a stop to their conquests in the War of the East." He told his advisers a month later that the world no longer respected Berphaunt might, and a demonstration was in order. Despite his desire to extract revenge on the Duvain Republic, more than anything Louis' goal was to conquer the Orcish lowlands, but this was impossible due to the Triple Alliance. He could find no allies to support him in a direct attack against clan Sprawn. In fact, due to complications such as the Triple Alliance he was bound to find himself fighting against most of the continent. Since attacking Duvain solved personal as well as more domestic related problems (such as the economy) perhaps an indirect route to Sprawn lands was the better path. But most of all he would capture those Orcish lowlands, and swore to his people and his Gods that it would be done in his lifetime, by his hand.
King Louis' financial advisers were in troubled times. They needed to balance the budget, get the monarchy out of debt, rebuild the navy by stimulating commerce and industry, augment foreign trade and lighten the burden on the peasantry. Although they didn't want a military war with Duvain, Louis was all too agreeable to their suggestion of instituting extensive tariffs against Duvain. Preliminary tariffs were quickly followed by far more rigorous ones. When the world looked upon these tariffs with a suspicious eye, Louis proclaimed they were nothing more than "A perpetual and peaceful war of intelligence and industry between nations." Little did they know it was the first step in a brilliant and massive undertaking to wrest the Sprawn lowlands from its Orcish possessors.
The Republic of Duvain was not threatened by the tariffs. They now found themselves in a virtual monopoly in trade with every major nation on the continent. In an brazen and defiant manner, they retaliated by refusing access to any of their ports any ship flying the flag of Berphaunt. Considering the extent of their merchant navy and their stranglehold on trade, this act effectively barred Berphaunt trade ships from virtually every major port in the world. The Duvain saw themselves in a superior position - both financially and politically, and were not about to bow to such pressure from the Berphaunt. Chief Spokesman Witt thought that a peaceful tariff war would bring Berphaunt to their senses. They knew that Berphaunt were attempting to form a Dwarven alliance against them, and yet they felt Berphaunt was in no position to threaten, especially with the Triple Alliance acting as a political shield against any Berphaunt aggression.
At the end of the year, Berphaunt found itself in a tighter economic position that it had been in the past, but King Louis acted like he had expected this and told his people at the new year's speech that "We are on the verge of the greatest period of our beloved kingdom's history." He secretly told his advisers that tariffs were only a partial answer and that Berphaunt's economic success could only be assured by the military destruction of the Duvain and the forcible seizure of their commerce. He told his court "As we will destroy Clan Sprawn on land, we must destroy Duvain at sea. The Duvain have no right to seize all trade." Thus, it began.
King Louis began the new year by sending a long letter to King Roland of Tiefanue. He reminded him that it had been Duvain that "had made shambles out of the great Royal Tiefanue Navy in the previous war." He also stated that it had not been long since the now abandoned "Green-Skin Alliance" between Berphaunt and Tiefanue was inacted. Tiefanue responded that it would never consent to an allied war against Clan Sprawn and wished Berphaunt luck in their tariff war with Duvain. Little did Louis realize that Roland had other matters on his mind at the time.
The Kingdom of Duvain began to receive disturbing news from spies sent to Berphaunt. Chief Spokesman Witt started to believe that perhaps the tariff war was merely the start of something greater, as he knew that King Louis knew Berphaunt could never win in such economic wars with Duvain. The Duvain had little army, as they felt it would serve as a refuge for William of Orange's sympathizers, so they relied on a strong navy. The urban participate (which dominated the politics of the republic) harbored a distrust of the House of Orange which they had deprived of its influential military offices and which the young William aspired to regain. They thought that their strongholds and fortresses off the coast would hold any invaders, and that their navy was strong enough to deal with the Berphaunt fleet until the rest of the continent could be brought into the conflict. Clan Sprawn agreed with this concept and was perhaps secretly thankful that the Berphaunt had turned their aggression toward the Republic of Duvain. Thus, Sprawn "concluded" an alliance with Duvain, agreeing to aid them but not enter any wars that broke out directly.
Before Berphaunt's military forces could be unleashed King Louis put his men to work to destroy the Triple Alliance. This proved a fairly easy task, undertaking it was largely a question of cash.
The King of Tiefanue was beginning to find himself verging on a war within his own boarders. He secretly wanted to restore the Church of Light to his rather faithless kingdom. He wanted to blend religion with state, which was an idea so outrageous that he couldn't even present the idea to his full council. In the summer of this year he sent the Earl of Arundel on a secret mission to Berphaunt seeking support for a declaration of institution of the Church of Light. King Louis replied that he would support him but would not subsidize it unless King Tiefanue agreed to attack the Republic of Duvain. King Louis offered large amounts of cash, and even troops in case of opposition within the boarders of Tifanue. Of course, Louis knew that Tiefanue would never consent to an allied war against the Orcs. Thus, Tiefanue agreed to attack the Duvain and break the Triple Alliance in exchange for support from the East for a Church of Light based Tiefanue.
Tiefanue's defection from the Triple Alliance effectively dissolved it. Later in the year Suvant abandoned it as well. With its destruction Louis' only remaining worry was the attitude of the Dwarven powers. (Sprawn was now so militarily weak and divided by factional quarrels that she could be safely ignored and dealt with once the war had begun.) All it took to make the Dwarves turn a blind eye was a guarantee that no conflict would spill into their underground home.
Although King Louis welcomed and encouraged his financial advisor's views of the Duvain, as it coincided with his own wish to ruin them, he was not very interested in economic matters, and to fight a war simply for commercial gain would be to reduce himself to the level of the Duvain "fish merchants" he despised. He wanted to attack the Duvain to humble and even to annihilate an ignoble and heretical so-called relative who had insulted him. The war itself would also provide a further opportunity for him to prove his ability on the battlefield to his court by defending his honour and winning military glory. If this was not motive enough to escalate the war, nothing else would be.
War was declared first by the Kingdom of Berphaunt early in the year. A month later Louis left his palace to direct the campaign in person. He followed his armies throughout the war and took an active part in deciding the strategy that followed. The ships were loaded with troops and sailed south, then west with clockwork precision. In the summer Berphaunt troops landed on Duvain soil and invaded from the east, thanks to Tiefanue warships drawing Duvain ships away from her eastern coast. Over 100,000 Eastern Kingdom troops advanced rapidly across Duvain soil, taking some fortresses and avoiding others, as the enemy army, a quarter of its size, retreated in disarray. But Louis advanced too cautiously, worried about his supply routes, and the Duvain seized the chance to open the many dams and dykes and flooded their homeland. This saved their capital city, making it only accessible by sea. King Louis saw this as only a minor setback at the time.
Witt sent a letter to Louis, acknowledging he'd been beaten, and asked for peace. He desperately offered huge amounts of Duvain land, but their terms were quickly rejected. King Louis, now flush with victory, was aiming at the destruction of Duvain independence and taking over their entire commerce. Unfortunately, these dreams were not to be realized because of changes in the Republic of Duvain itself.
The military disaster had finally taken its toil on Witt, and he was forced to resign. He was dragged from his home and hacked to pieces in the streets of his capital city by panicked commoners. William of Orange sent his supporters to seize all positions of authority, and although his power would not last beyond the end of the war, he was now in total control of Duvain. William thought that there was no question now of accepting Louis' terms or even of trying for peace. He was determined to fight to the finish.
While the Berphaunt Kingdom waited out the winter for spring to continue her advance to final victory, William of Orange took this time to reorganize his military defenses and appeal for outside help. He essentially bought Clan Sprawn's army outright, and asked them to attack north, toward Berphaunt. He also began talks with the Dwarven empire and stirred their fears of a Berphaunt attack. He poured huge amounts of money into the navy, and fought Tiefanue to a standstill off his Western seas.
King Louis, now fearful of attacks on his homeland by Clan Sprawn, was forced to pull his armies back to the coast of Duvain. He had not forgotten that the Orcish lowlands were the goal in this war, but with Tiefanue becoming more of a liability than a ally, with Dwarven rumblings from under his very empire and with Orcish troops freshly supplied with new arms heading toward his southern boarder, King Louis stated "My allies are slowly becoming my enemies." By the end of the year, most of the Kingdom of Duvain lay in ruins, Berphaunt withdrew her troops to protect her southern borders once again, and the Kingdom of Tiefanue erupted into political-religious chaos.
With the war over on everything but paper, William of Orange was once again unceremoniously booted from office, and though many saw him as a hero, few trusted his motives. He was exiled to the southern end of the continent, off the island of Duvain and the Republic was re-established.
The Kingdom of Tiefanue spent most of the year in near revolt as King Roland established a hand-in-hand relationship between the Church of Light and the Throne.
Sprawn and Berphaunt battled throughout the year, with each side gaining and losing ground. By the end of the year new arms and armour were not enough for the smaller Orcish armies, and they were once again pushed back across their boarders. Although King Louis hungrily looked to invade, his people simply wouldn't allow it.. they were broke.
A quiet year compared to the actions of the last century.
Berphaunt : Broke, but slowly regaining her original position, King Louis feels his vengeance over the Duvain was successful. However, he still looks to the south and the Orcish lands, though it will be quite some time before he can rebuild his army to attempt such an endeavor.
The Republic of Duvain: Still in the rebuilding stage, although nearly completed due to the fact that almost none of their overseas investments or their monopoly on trade was affected by the war. Now more distrustful of other major powers, Duvain swears that no foreign power shall ever set foot on her soil again. However, Duvain will attempt to achieve this protection through stronger alliances than ever, and already diplomats have been sent off to every corner of the globe.
Clan Sprawn: Beaten down and divided, anything could happen within this nation. Many Orcs are not happy and perhaps the whole kingdom is on the verge of falling apart.
The Kingdom of Tiefanue: Although none of her homeland was touched by the recent conflicts, her navy has been shamed twice now. The Church of Light has gained immense power quickly, and there are many who are reluctant to accept this. King Roland has placed many Bishops in places of office, and although revolt is not a possibility, much effort has been placed in battling underground movements against the Church and State, some of which are believed to be supported by outside forces and opponents to the Church of Light.
The Dwarven Kingdom: Not happy about all the conflict happening above them, they now trust Berphaunt less than ever. They have been in contact with the Grey Elves, seeking their advice.
The Kingdom of Suvant: Little has changed within the Kingdom of the High Elves, and they remain as neutral in world affairs as always.
- Antioch attacks the Crossroads, wiping the trade center off the map and leaving it in ruins for many years. The attack begins at sunset and by sunrise it is over. Rumours abound of necromantic magic being used by the Antioch forces. There are no survivors.
- The Purple Clan establishes itself north of Berphaunt for its decade cycle, before moving on.
- It is rumoured that the dwarves of Gerdain unearth something unexpected in their deep underground homes. Something goes wrong and a large section of a valuable mithril mine is permanently sealed off.
- Tiefanue launches a major expansion along the coast, to the east of it's capital. Unopposed militarily, their borders soon touch the ruins of the Crossroads and they set to work consolidating permanent positions. The eastern tip of it's kingdom eventually ends in a small border town named Leighton.
- The Citadel of Tiefanue launches a surprise attack against the Ridge of Sindar. Marshaling their full manpower, Witchhunter General Malaki Veradis unleashes ritual divine magic rivaling the capabilities of the Conclave. It is said that the ensuing explosion (which destroys the Ridge and 90% of the Citadel forces) can be seen from Suvuant. Witchhunter General Veradis sacrifices himself and is possessed by unknown forces and flees in the confusion. The time immediately after the explosion is called The Fulmination, a torrent of cursed "Boneshards" rains down upon the Grey Elven forests, transforming and corrupting all they touch. Tiefanue scouts of the region report that a large tower of bone now stands, rising from the crater of the Ridge.
- Pirate activity off the east coast of Berphaunt has increased. Authorities believe a "Pirate King" has organized the rag-tag group of sea brigands that existed before into a wolf pack of ships, able to prey on military transports.
- The Savar race falls to a plague, necromantic in nature. Over the span of one night, seventy percent of the existing Savar die and are transformed into undead. The remaining felines hunt down and destroy their unliving kin, turning Felnir into a cursed city swarming with undead. Many speculate that this is somehow tied into the fate which befell the Grey Elves.
- The Kingdom of Suvant vanishes. No explanation is given, nothing but forest remains within their lands. The kingdom of Tiefanue expands to fill the new gap to the sea before another nation claims it.
- Unthar, a small independent town on the western border of Suvant, is overrun by undead. After months of fighting, the residents manage to reclaim their town, with the help of powerful clerics from the local religious seminary.
- The Ajaunti race has been forced to curse itself to save itself from the wrath of an unknown God. The Mother of all Ajaunti did the act to somehow avoid a race-wise annihilation. Details are sketchy, but it is thought that if it were not for the self-imposed curse there would be no Ajaunti alive today.
- Savar freedom fighters succeed in the siege of their own capital, reclaiming their homeland and begin to rebuild.
- The Council of the Oak is founded. Druidic in nature, this loose organization does not tie itself to any nation and proclaims itself the guardians of nature and ally of the Fae. They oppose necromancy and the destruction of the Grey Elven forests. Berphaunt labels them a terrorist organization after attacks on its lumber industry and places a bounty on the heads of its leaders.
- The remaining High Elves attempt to rebuild in the recently claimed Western Kingdom lands. They are persuaded by the military forces of Tiefanue to move off of the continent to an Isle south of the old Sindar. A number of independent towns in the area are annexed by Tiefanue.
- The High Elven refugee city of Day'ten is established and begins reestablishing political ties with other nations.
- The Kingdom of Berphaunt is unable to push their war with Clan Sprawn further into Sprawn lands due to a lack of funding. They send in the Conclave to deal with the problem instead. Through ritual magic, they construct a massive non-transparent "dome" over the heart of Clan Sprawn lands, which blots out the sun completely. It is rumoured that they then unleash something within (portals to the infernal planes or perhaps raising legions of undead) but since no one can see inside, let alone travel there, only the Conclave know for sure. This dome is called "The Wall of Seti".
- The Minotaur clans have established a full nation to the east of Jormunger, within the mountains. With previously nothing but warring factions, a self-proclaimed "Emperor" has risen to lead them to the glory they claim is their birthright. The kingdoms of Berphaunt, Tiefanue and Antioch have sent emissaries.
- At the moment of their defeat in a final massive battle, an Einher warrior, Thorson "Bloodeye" of Clan Gahighlyn, sounds an ancient Einher relic (The Battle Horn of the Einherjar). With all the clans rallying under his banner, he summons fallen warriors from Valhalla. The Einher and their seemingly undead kin, push back the Ice Elves to their frozen homeland, decimating their cities and scattering their forces. Thorson names himself King of the North.
- Berphaunt, no longer limited in it's expansion to the west by Clan Sprawn, quickly gobbles up valuable agricultural land to the west, matching Tiefnaue's bold strokes. As they have always threatened, they live up to their promise to the Grey Elves that one day their borders would touch the Grey forests, although the Grey Elves are not there to witness the event.
- The Purple Clan packs up and heads westward.
- Shiva creates a complex series of tunnels and caverns underneath Mount Vsinni carved from the very ice itself, a new homeland for the Ice Elves.
-The Conclave publicly congratulates the Einher for further demonstrating to the world that necromancy is a tool, and it is how you use that tool that determines if it is good or evil.
-The Kingdom of Tiefanue quickly follows by rejecting Thorson's claim as king and by charging him with the casting of necromancy. The Church of Light places a 1000 gold bounty on his head and publicly condemns all those who follow him
- It is said that contact with a Black Wyrm has been made somewhere within Tiefanue. The dragon, named Styphon had previously been sleeping and has now awoken.
- A Berphaunt lumber camp is set up in the southeast corner of the Grey Elven forests, against the coastline and next to the new Berphaunt borders. Contact is lost immediately. A week later the camp is found deserted with no signs of life.
- Through a series of experiments, magical scholars in Duvain claim to be able to prove that necromancy corrupts and destroys the world and the spirits which use it..
- The Purple Clan settles in the western foothills of the Maub'dib mountains.
- The Kingdom of Tiefanue places a 200 gold bounty on the head of an assassin by the name of Steiger, for a successful attempt on the life of relative of the king. It is unsure as to why the noble was targeted, but the bounty remains.
- A kobold of great power has gained a cult-like following in the lands east of the Grey Elven forest and has given some trouble to Berphaunt forces on their border. Going by the name of Fdule, he appears to be immortal and possesses immense psionic power and the favour of at least one Demon Lord.
- A splinter group of the Citadel appears, led by an ex-commander. Calling themselves The Burning, they consider themselves demon hunters and actively recruit from the common folk. They quickly gain a reputation of being without mercy, burning many a village for the crimes of a single inhabitant. The Church of Light officially condones their actions. Berphaunt places a bounty on the head every member, and reports that skirmishes between the Burning and Antioch patrols have begun to surface.
- It is rumoured that a powerful Witch by the name of Volanna has settled in the uninhabited forests to the east of Antioch. It is said she was banished from Berphaunt by the Conclave itself (which is an unusual act). Some say that the Conclave feared the repercussions of killing her outright.
- A Thieves' Guild successfully robs the Crypt of Rodnel (a previous king of Gerdain), which was heavily guarded by the dwarves. No Guild publicly takes responsibility, but a note is discovered within the tomb. What it said is not public knowledge.
- A plague breaks out within parts of the kingdom of Bakura.
- A dispute flares up between Gerdain and Berphaunt regarding the land righs of an above ground mine straddling both borders. Both kingdoms reject mediation and send military forces to the area in a show of force.
- Reports come into Leighton of a group of wild elves moving among the Grey Elven forest. Calling themselves "Nightrunners", they are said to have tamed wolves, and hunt in the darkness with pack-like tactics. They live within the forest in a constant state of war with the corruption within. They seek evidence that the Grey Elves remain.
- It is rumored that an island north of Melinda has become infested with Brood. Previously ignored due to their containment, a swarm of flying insects has been seen heading northward, as reported by a Duvain cargo ship
- It is said that the Church of Light possess an artifact belonging to the former Witchhunter General. It is said that the item was smuggled out of the forest and now resides within the hands of the church, but remains outside of Tiefanue.
- Local Leighton residents speak of "The Devil Tree", the dead husk of a tree possessed by an evil spirit. The tree is surrounded by mischievous fae who allow only druids to approach (lore states that it is even dangerous for them) and the fae tempt the druids to remain forever with them at the base of the tree.
- A call for heroes is made by the international forces of the Church of Light in hopes of bringing light to the shadows of the Grey Elven forests. Adventurers and Heroes from across the continent make their way to the base camp town of Leighton.
(Note : This was the 2008 Underworld season.)
- The nobles of Berphaunt, concerned that there is no heir to the throne, begin efforts to find a queen.
- The Conclave builds a tower in the Berphaunt city of Menosil, said to be the tallest building in the known world.
- King Louis authorizes the creation of House Itomis.
- Emperor Vzz'th Th'rill's son dies from illness, leaving no successor to the throne of the Maub'Dib Empire.
- Pirate Lords sack the free city of Korli, north of Berphaunt.
- The Citystate of Teris suggests the creation of a "World Council". The concept is rejected by Berphaunt, which refuses to join and effectively puts an end to the idea.
- It is rumoured that shamans from Clan Sprawn have escaped the Wall of Seti via help of Infernal forces.
- A large mithril vein has been discovered on Shadow Isle.
- It is believed that the Dragon Shiloth is pressuring Berphaunt to not send aid to Tiefanue in it's war with Styphon. King Louis has expressed frustration over the warning, but has agreed.
- A powerful lich is said to have occupied an abandoned castle northeast of the Republic of Duvain. Duvain requests the assistance of the Conclave to deal with the creature, but the request is declined.
- A portal opens up in the Spine Mountains. The Conclave sends a group of Magi to the area to investigate.
- Whispers of Werewolves in the forests southeast of Jericho make traveling merchants concerned.
- Jericho is attacked by forces loyal to a leader styling himself "Ishmael, servant of God."
- A sneak attack on the Mjoll city of Tubingen by the forces of Jormunger is thwarted by the white dragon Zsiera. The Einher of Tubingen finds the remains of the attack force two days later, including dragon marks in the snow.
- The construction of a large church to Abacus is completed in Gerdain. It is said that the steps that lead up to its golden doors are made of precious gemstones.
- Two mysterious and confused looking gnomes suddenly appear in the middle of a ceremony honouring the Great Dwarven Thane Valak Belstein. Before the honour guard could react, the gnomes escape in a cloud of steam.
- High Clerist Analred of the Church of Light passes away at the age of 76. It is said that during the funeral, his body was aglow in white fire and that his soul was taken to the heavens by two female angels.
- Citizens of Jericho attend a Masquerade Ball in the Fae Realm, hosted by the Lord of the Winter Court.
- The Pantherghast runs amok, killing as it pleases.
- Two mysterious spirits appear over Jericho, turn all of the living citizens undead, and restore the undead in Jericho's vicinity to life. The effect wears off after a day, and everyone returns to normal.
- The Conclave attempts to enslave citizens of Gargylen origin in Jericho, but is repelled.
- A group of leading citizens of Jericho leaves town and heads east on a mysterious mission.
- The Purple Gypsy Clan leaves Berphaunt and heads west toward Jericho and Antioch.
- The Council of the Oak meets in the forests north of Antioch to appoint a new High Druid. Many wild elven clans attend and provide protection for the ceremonies.
- A huge black iron ziggurat erupts out of the mountains near Maub'dib. Although it has a large door at the base, it does not open.
- Jericho sends forces to assist the Suvantian Army in clearing Tse Maigrindof of the undead that have overrun it, and in freeing the Green Dragon Suulazultsur from the corrupted henge at the heart of the city. In the ensuing Battle of Tse Maigrindof, they succeed at this, but as soon as Suulazultsur is freed, Ishmael's master, Inviticus, appears, slays her, and animates her corpse as an undead.
- Baraquiel Hopebringer of the Gray Elves is crowned as the new High King of Suvant.
- A "Killing Storm" strikes Mjoll for two weeks, killing thousands of Einher. Some whisper of Shiva's involvement.
- It is said that a little known Aspect was destroyed in a battle with a God of Light, in the mountains of Bakura. The Aspect's lower arm was severed, and now lives on in the form of a powerful artifact.
(Note: This was the 2009 Underworld season.)
- The new alliance invites Jericho to join them in creating a magical Curtain to stop undead from passing from the south. Jericho accepts.
- An expeditionary force from Jericho travels to Antioch and retrieves the first of four artifacts needed to erect the magical Curtain. Retrieving the artifact frees a powerful demon that it had been imprisoning, which proceeds to take vengeance against House Mesa, resulting in a change in Antioch's government.
- War is officially declared by Tiefanue on the Army of the Black Wyrm.
- The entire population of the Tiefanue town "Cirwo" is taken into slavery by Dark Elves from Antioch. The town managed to avoid Styphon's gaze, but Tiefanue's army no longer patrolled it's region. The town is left completely deserted.
- The Tiefanue towns of Atlitaia, Bolosur, Catherana, Estatrene and Sumantis fall to the Army of the Black Wyrm.
- An sect of holy knights serving Roland devote themselves to aiding in Tiefanue's defence against Styphon. Calling themselves The Order of the Shield, they are based in a monastery northeast of Tiefanue.
- Adventurers from Jericho are sent to Teris to retrieve the third artifact: a magical candy stick. Upon their return to Jericho, the expedition is ambushed by Ishmael and teleported to the Ridge, but they manage to make their way safely home.
- Unrest and security issues result in the majority of the farmers and tradespeople to abandon their homes and leave Jericho.
- Tiefanue has now lost 1/3rd of their lands to occupying forces of the Black Wyrm. Plans are drawn up to withdraw to their old borders and make a final stand with Castle Pembroke as it's command.
- The new sport of "Fire Ball" (a variation of dodgeball) is taking the continent by storm. Originating in Teris, amateur and pro leagues begin to pop up in most major kingdoms.
- Suvant makes public its decision to retain the military forces of Day'ten, as a defensive force. With the return of Suvant, they were going to have been disbanded, but they proved to be more competent then a simple peasant army.
- The undead armies of Inviticus finally march forth from the Cursed Forest and threaten to overrun Jericho and many other lands.
- The first wave of Inviticus' army assaults Jericho. During the ensuing Battle of Jericho, the Conclave uses the four artifacts to raise the magical Curtain successfully, creating the Beacon, which is placed in the center of Jericho. Most of the attacking undead are wiped out by the raising of the Curtain.
- The Tiefanue town of Ravin successfully defends itself against the Army of the Black Wyrm with the assistance of an Arch Angel of Light. However the town is surrounded and cut off from supply routes.
- The dark elves of Antioch have rebuilt most of their city. Golgotha has shrunk to 1/3rd of it's original size and seems to becoming a place of spiritual and religious importance.
- It is rumoured that powerful vampire families wage war in the shadows of the streets of Berphaunt.
- The population of goblins seem to have increased recently in the area of Jericho.
- A cataclysmic change in geography happens suddenly in Jericho. Buildings disappear, and the physical landscape is completely changed throughout the entire region, and everyone in the vicinity changes race. Rumour has it that a Blood Wytch, Volanna had much to do with this.
- The Brood hive queen in Jericho is killed, and so is the Blood Wytch Volanna.
- The government of Jericho changes. Suvant declares Jericho as part of their kingdom and sends Lord Councilor Jatar Sumendar to rule for the rest of the year. The outpost town seems to accept the new change.
- The Chinard Rehabilitation Institute is rediscovered, having surfaced during June's changes to Jericho's landscape, after 23 years underground. Four powerful beings escape, and wreak havoc on Jericho, until the citizens assemble and defeat them in battle.
- Angels of nearly every God band together in a vast angelic army to attack the Conclave all across the continent. Jericho's Mage's Guild is destroyed in the fighting.
-The plague originating out of Bakura has taken it toll on the numerous warbands in the area. Some warlords have left the area looking for battle in rich Berphaunt and a few Khans use this opportunity to seize control of huge amounts of territory and increase their armies.
-A Deep Dwarf giving himself the title of Great Khan emerges from the mountains with a large force and gathers many more under his banner. He is marching his men towards the area that Berphaunt and Gerdain are in dispute over.
- It is said that an Aspect in his realm awoke Rathenoch in a fury. A great eruption occurred leaving Avian towns covered in ash, while lava has poured from his mountain ever since. He pursued the God while his knights search for the artefact that was created from the Aspect's severed arm.
- The Angelic Host assaults the Black Tower and destroys it. The Gods Themselves, represented by Salam, step in and impose a peace settlement on both sides, ending the war between the angels and the Conclave. Berphaunt and the slaveborn Gargylen both reject the peace terms.
- A mysterious organization using strange technology recruits the slaveborn Gargylen army for an unknown purpose.
- The Second Battle of Jericho is fought. A raid by the slaveborn Gargylen temporarily disables the Beacon, allowing Ishmael to cross the Curtain and assault the town. In two days of fighting, Jericho's defenders manage to trap Ishmael north of the Curtain and defeat him.
- Werewolves raid Jericho and take a number of hostages, triggering a town-wide manhunt.
- Ishmael and the leader of the werewolves are both slain in battle by Jericho's defenders.
- Celebrations of Yule are halted in Jericho when the citizens are faced with a visit from Father Nicolai.
(This was the 2010 Underworld season.)
- The citizens of Jericho are invited to the World's End Tavern by the nobles of the Fae Realm to celebrate the birth of a fae-child.
- Dwarves from the Shattertarge clan invite Jericho to join them in festivities and games. The festivities end on a somber note when Magistrate Arthonnen Cilmion is found dead.
- The forces of Jericho successfully destroy a large vampire lair.
- Increased bandit activity along the road to Mea Visa prompts a response by Jericho's forces. In a battle at the Red Raven Tavern, Jericho's troops defeat both the bandits and a mixed band of greenskins from Clan Grosh.
- Green mists engulf Jericho, and residents vanish for several days under circumstances that no one in town can entirely recall afterward.
- (needs further update)
- A mysterious effect floods all of Jericho to a depth of three feet. In response, the Skein Dominion relocates the Beacon outside the flood zone, and Jericho begins to rebuild on a new site.
- Reann Tanna of House Tanna arrives to succeed Jatar Sumendar as Jericho's ruler. In his first act, he disestablishes the Church of Light and forbids the worship of the Gods in public or in groups. Personal, private worship is still allowed.
- Clan Grosh sends troops to harrass Jericho, in retaliation for the slaying of Grosh leaders at the Red Raven Tavern.
- Rhademia reappears in Jericho, and kidnaps a local Elven child. Forces from Jericho cross the curtain, and rescue the child.
- The undead Suulazultsur crashes into the Curtain, is disabled, and is eventually destroyed by Jericho citizens several weeks later.
- In the provincial capital of Mirhaven in Kalidor, the last elements of the 2nd Crusade of Estlemere; to reconquer and liberate that territory, is rallied around Duke Marston.
- Near All Hallows during a night-time raid on the town of Ravin, a foot soldier by the name of "Riktor" somehow manages to catch Palix off guard and destroys him, much to everyone's surprise. He is quickly escorted back to Styphon's lair. He becomes a hero within the Army of the Black Wyrm, and both a symbol and rallying cry.
- Ravin falls to Styphon's forces. News does not reach the outside world until February.
- The 2nd Estlemere Crusade arrives at the location of Sentinel Hill. A weekend long series of battles and encounters leads to their first encounters with what are called Stormbringer Druids. Also a warren of Fetch; Kalidorian Goblins; is "liberated" and pledges to further aid the Crusade.
- The 2nd Estlemere Crusade runs into its first raid of the savage creatures called the Flind. The encounter bogs down the caravan in deep winter snows, leading to short rations and confusion and panic within the civilian and professional ranks alike.
- In Wyndholme; the Capital of Kalidor; assassins strike at a meeting between senior representatives of the Church of Light. The head of the order of St. Roland is struck down, yet the Arch-Bishop and devote follower of Kael survives. Riots rage for several days across Wyndholme as accusations of heresy within the church sweep the city.
(This is the 2011 Underworld season)
- The 2nd Estlemere Crusade arrives at the fortified town of Heathbrett, only to find death and destruction of both Flind and defenders alike. Rumoured encounters with both the Fae and the Woad don't go as well as expected. And later a full battle is fought to clear the ruins of undead spirits.
- In Wyndholme; the Capital of Kalidor; the Council of the Ebon Bolt is called regarding issues within the Church of Light in Kalidor. The main topic of debate is worship of Roland and its place.
- The 2nd Estlemere Crusade battles their way into the depths of the Mines of Farrpitte on orders of Duke Marston to rescue his brother and missing scouts. A corrupted tribe of goblins controlled by Flind shamans serve to mask a lost treasure inside the mines. An ancient temple of Ryiak is found, only to be destroyed by fanatics of Kael in His Glory. Most of the Savar with the 2nd Estlemere Crusade abandon in disgust and make their way back to the Homeland to report their findings.
- In Wyndholme; the Capital of Kalidor; the Ecumenical Council of the Ebon Bolt is continued regarding issues within the Church of Light in Kalidor. All senior officials of Kael are recalled immediately to serve witness to Edicts to be pronounced regarding further worship of Roland within the Kingdom. Continued rumours of the harassment of "Heretics of Roland" continue to leak out of the Kingdom.
- Seris Vorr of the Skein Dominion betrays Jericho and, with the aid of an archangel of Malagant, steals one of the artifacts from the Beacon. The Curtain is weakened, but holds; the Beacon's defenses are entirely breached.
- Vampires under the control of House Tanna attack Jericho.
- A herald of Malagant appears in Jericho, and makes demands.
- A new Guildmaster of the Skein Dominion arrives in Jericho, and helps to repair the Beacon.
- The Tanna vampires and the agent controlling them are defeated.
- A communications portal opens briefly between Jericho and Farraglynn, and relations are established between the two towns.
- A tribe of barbarians in the service of Malagant attacks Jericho, and is defeated.
- Kobolds in Jericho attempt to destroy the town, and are thwarted.
- Spiders in Jericho capture a magically reincarnating cow, and multiply to great numbers.
- A mysterious army, purposes unknown, sets up camp near Jericho.
- The portal network established by the Skein Dominion partially activates for a short time. Through it, an expedition is sent from Kalidor to the aid of Jericho.
- Spiders are introduced to Lowgarynn through the portal.
- The Flynd attack Farraglyn, but are repulsed.
- The Duchy of Estlemere and its Dwarven allies cement their alliance with the marriage of Baron Caervalian and the daugher of a Dwarven Thegness. Woad Elves attempt to disrupt the alliance by kidnapping the new Baroness, but are thwarted.
- A powerful demon ravages Jericho, killing many.
- The spider population near Jericho returns to normal.
- The Battle of Farraglynn is fought. Estelmere and its allies suffer very heavy losses at the hands of a massive army of Flynd, but win the victory in the end.
- Ishmael reappears in Jericho, cured of undeath, and seeking redemption for his past misdeeds. A mysterious sequence of events grants him great power, and he departs to confront Inviticus.
- The Pax Morbidicus appears openly in Jericho for the first time since it sent Gargylen two years before, and makes demands.
- Jericho's Beacon goes dark, but the Curtain holds.