As time progressed each of the races found their niche magically as well as economically.
The nomadic orcs turned their attention to the world of spirits becoming powerful summoners and shamans.
The elves continued delving into the secrets of nature becoming masters of shape shifting and healers without peer.
The dwarves’ talent for engineering and crafting was reflected in
their arcane endeavors, as they became artificers producing many
wondrous works from their workshops.
Man started as the
jack-of-all-trades of the arcane world but finding links between the
other race’s lore he began breaking new ground becoming the first called
wise ones or wizards.
The gnomes in their practical homey ways
never really took magic seriously except as entertainment. It is not
surprising that the most renowned magi of the gnomes were illusionists.
Three major events marked the transition into what is commonly called the Age of Great Magics.
The first occurred as one of the orcish herdsmen, following some
strays wandering far into the north, were caught by a freak blizzard.
Wandering in search of shelter he came to what he assumed was an
overhang from a rock wall. Using this shelter he settled in to ride out
the storm. As the storm passed and a new day arose he found his rock
wall was actually one of a pair of huge statues. As he stepped back to
take them in he made another discovery, the land as seen between the
statues was different from the rest of the tundra. Walking between the
statues he found himself on a vast windswept plain under a burning sky.
Far in the distance he could make out a tall tower silhouetted against
the horizon. As he traveled north to the tower it became clear that it
was higher and farther away than he first thought. After three days
travel it became apparent that it was not one but two twin spires that
rose from the vast plain.
Out of supplies the herdsmen turned his
path south and came again to the statues and eventually back to his
tribe. Word of his discovery soon spread and in short time groups of
explorers headed north to seek the secrets of the spires.
Eventually the spires were reached and found to rise almost two miles
upward from the plains. Fierce winds swept the higher reaches of the
peaks making it impossible to ascend by magical means. A vast complex of
tunnels and traps honeycombed the base of the mountains and many
scrolls and tomes were discovered hidden within. The greatest treasure
though was found in a central chamber of the right hand mountain, a
passage to the summit of the spires. There was found a bridge spanning
the gap between the peaks and what appeared to be a sealed temple on the
far side. After many years and countless lives had been sacrificed to
the task the seals were finally broken and the inner wards passed. There
within the temple were found three great artifacts known only in the
most ancient records of the El-Dren.
The first was a huge crystal set
in a mithriel base. When invoked the crystal allowed the user to view
any place in time he might desire.
The second was a pool where one could cast his perceptions to any point in the world with the slightest thought.
The
last was a vast throne set with gems and covered in forgotten runes and
glyphs. This last was the most important for from the throne one could
summon the very essence of the world’s life to do his bidding. This
power manifested as a blazing sword spoken of in the El-Dren legends as
Ar-Live. The Sword of Ar-Lon.
The names of the explorers who achieved
the shrine are lost to history as they also discovered the risk in
using Ar-Live. The more they used it the closer they came to being
consumed by its power. And in the end they departed this existence in a
massive fireball that killed them all.
In time other explorers would
find smaller towers and fortresses dotting the vast plain and these
would reintroduce the magic of the Ya-Wen to the world.
The second
event to herald the age was the rise of the dwarven kingdom of Kanathar.
Already prosperous from the reserves of precious metals buried deep
beneath their realm the kings of Kanathar sought to bring greater glory
to their realm.
Already gods from all over the cosmos had been
attracted to Ar-Lon and every changestorm brought new races and with
them the belief that allowed new deities access to the world.
One
night the king of Kanathar had a visitor. Passing all his guards and
coming to the king’s inner sanctum the visitor laid a proposition before
the dwarven lord. Many of the gods had recently fought over a far world
all but destroying it and the people they had wished to convert in the
process. These beings were so shaken by the aftermath of their war that
they sought to prevent it from occurring again. To this end they would
put forth a proposition to the dwarven lord. He would build a vast city
of temples where any god might be worshiped and all could vie without
bloodshed for followers. In return the gods would bless Kanathar for as
long as they maintained the city and turned no cleric away and denied no
gods their temple within the complex.
The king saw at last the great
work he had sought for his realm and swore himself and his line to the
pact. As he spoke the words a great earthquake shook the land and
continued for several hours. As it subsided the dwarves witnessed a
marvel, in a single night the top of their highest mountain had been
sheered off and a vast mesa was left in its place. Here the king
revealed all that has passed in the night and set his people to the
building of the temple city.
In time clerics came from all corners of
the world bringing their faith and seeking a place in the new city. And
as promised, peace reigned within the city, even between orders that
had sworn to eliminate each other.
And so one of the great wonders of the world came to be, the Great Temple City of Kanathar.
As
the city grew so did Kanathar’s influence until most of the kingdoms of
the valley did at least lip service to the dwarven throne. Eventually
in the second century of the city the king began using the title of
emperor and the Empire of Kanathar was born.
As Kanathar arose men
from the outside world began returning to the valley bringing news of a
human empire that ruled beyond the barrier range. First came clerics
seeking a place in the temple city. Soon traders and eventually settlers
followed them. In time the imperial settlers claimed the lands closest
to the great passes and the beginnings of a city arose from the trading
post that the early merchants had built. In time this would become the
city of Urf Durfal and the main stronghold of the Empire in the valley.
Unfortunately
not all that came with the settlers were good. Among the earliest
travelers was a young mage outcast from his order and hunted by the
imperial legions for hideous crimes. He traveled far to the north first
to place as much distance between himself and the empire as possible and
then, hearing of the discoveries from the northern regions he set out
to find some relic or knowledge to defend himself from his pursuers.
No records tell of what passed in the northern wastes but some 20 years later the orcish tribes tell of its aftermath.
Riding
out of the wastes on a great beast the mage came to the grasslands
south of the western Dragonreach Range. Here he began a terrible ritual
that blackened the skies for a full month. When the sun once again broke
through a great lake was revealed and a large island ringed by a vast
wall lay in its center. No sign of the mage was to be found but great
clouds of black smoke rose from within the walls and anyone foolish
enough to attempt to cross the lake were set upon by great beasts
residing within the waters. In time the orcs steered clear of the
fortress and guided their herds south giving it a wide berth.
Aside
from the endless smoke nothing came or went from the dread fortress for
almost 10 years. Then, in a single night, a bridge appeared linking the
island to the shore. Across the bridge poured a terrible army of
infernal creatures driving all before them as they swept out onto the
plains. The orcs were caught unprepared for the onslaught and fled as
best they could to the east and the relative safety of Zirkast. In less
than a single season the orcish tribes were decimated with more than 7
in 10 either killed or captured by the infernal horde.
The pursuit of
the tribes gave the dwarves and humans time to rally their forces and
in the fall of that year they met the horde on the northern plains of
Zirkast. A mighty battle ensued and in the end only the intervention of
the priests from the temple city turned the tide and sent the horde back
to the dark fortress.
Though battles would be fought on and off for
years the horde would hold the northern plains and the range of the
dwarven mountains would prove the barrier to their advance. The captured
orcs were either sacrificed or converted by the Dark Lord and soon
formed the core of his army much to their cousins’ sorrow. Much of the
bad reputation orcs have developed over the years goes back to this
time.
Over time the fortress became known for dark magic and bloody
rituals. Many times during the years armies would march north to lay
siege to it but it was never to fall. Even at the end of the age the
only reason the Dark Lord fell was because he was caught outside of his
Citadel of Blood and slain.
These were the events that opened the age
and lead to the greatest discoveries and feats of wonder since the time
of the Movement. In the next few posts I will look at a few of the high
points before dealing with the events that ended this age and set the
stage for the times since.
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