Introduction, Chapter 2
I hope that the few things I have discussed up to this point prove informative, for they are, in my estimation, the formative facts of our very existence. However one who does not know his past will be doomed invariably to repeat it, and so I shall endeavor to encapsulate the history of the entire world, insofar as it is understood and known to me, with a few key events in the great ages. I trust my sources implicitly, but I urge you to take nothing as more than mere educated conjecture. There is no knowing for sure, the events of aeons past. However much I see truth, and sense in these events reflected in the world around me, there is no confirming these tales. So I shall pen this brief account, as it was told to me by my master, and as it was compiled by he and his master. To my mind at least this is the most complete list of the formative events of our time ever compiled in ink and parchment.

In the Beginning…


I have been told, by the leading theologians of our age, that the world began when the divhi known only as the Creator; first, most distant and enigmatic of the divh, brought the world into being. And in doing so birthed the other divh. Then, by some force the nature of which is beyond my understanding, the elementals spontaneously came into being and shaped a world like the one we live in. Eventually these elementals were bound by the divh and the world settled into a shape more solid and in less flux, and the divh placed creatures of their creation amongst the beasts of the land, and they came to be like them, and then the divh sent leaders crafted in their own images amongst the landsmen for them to emulate, and so the history we know begins.

I cannot speak to the truthfulness of this creation story, because many are told throughout the annals compiled by my predecessors, but this one is told by those better learned than myself in such matters, and seems common to many tales. The Ghanish mystics maintain that that souls of man and beast migrated from the shadow world into the light, where they built themselves vessels in which to walk in the light, and the wild Malorns of Arkenrecht believe that the earliest living things were ever-changing creatures called changelings who had slumbered, frozen in ice for centuries, and awoke unable to remember how to change, so these creatures took the forms of what they found around them and became stuck that way. However it is that you believe the world began, we know that it did and can be certain that the divh are at the root of creation.

The Age of Awakening, c. 1000 KS - c. 1300 KS


There was a time, after the binding of the elementals, when the divh placed the first races upon the two great continents of the Isle of Myr (Allornus) and the Isle of Men. The first of these changelings as they would becomes known, the Myrnamũn were allowed to go about as they wished, and settle whatever land took their liking, and they settled amongst the animals of the world, for then the court of the wild beasts was at it’s height, and slowly these changelings became like those beasts with whom they were most closely allied. The second group of changelings, the Men, were not given freedom of form as the myr were. Each of the six tribes of men was given a leader, and these leaders were gifted with form in the image of the divh themselves, that their tribe might emulate these leaders in likeness and disposition.

And so from the countless tribes of the myr many beast-races were born, from the bear-like Bärchak of the north, to their mortal enemies the wolf-goats known as Vargör, to the Caliban of the wastes, the Zard of the far west, the Kenu and Taruun of the Kelorn flats, the southern Urgrol, the Orkûn of the Inner Sea and the Birdmen of the eastern mountains, and countless other nameless tribes whom we know only by what they left when they departed this world for the shadow in the wars that the myr tribes waged.

Of the men, there were but six tribes, and while they grew to be very like their patrons, they did not make war upon one another, but rather coexisted harmoniously. For Men it was a time of great prosperity, and they learned to craft tools from stone and build structures to serve as their homes, and to trade with those who had what they did not, and countless other things that laid the foundation for civilization today. And all the time their patron divh watched over them.

As we all know, the tribes of men were the Haedar, the Nofo, the Malorns, the Ral, the Ghans and the Iri, and of them the Haedar under their patron divh Haederas were the most numerous and wealthy, and the men of the Isle looked to them for leadership and example.

Of the dwarf-giants - known as Mhulak in their own tongue – we know little at this time. Their history says that their ancestors, called Mariners left their homes far over the ocean some time during this age, and lost their way. Never to return to that ancestral land, and they have never found it since. If this is true they are surely the eldest race of this world.

The Age of Mortals and the Age of Bliss


Of these periods precious little is known, for the art of written history was not discovered yet, and the accounts passed down in story from father to son were lost, scattered, or confused in the chaos that would follow. But the Age of Mortals saw the ancestors of man and myr rise to prominence unseen since the elementals roved the world, while the Age of Bliss brought them prosperity, and while there was horror and bloodshed to earn such prosperity, as it seems there always must be, there was much to be had.

The Wastelands War, c. 2350 KS

Now at some time during the Age of Awakening there was a great war amongst the myr. In the south of Allornus, where the area commonly known as the Battle Wastes or Battlewaite now lies, lived the ancestors of the Caliban. They were a highly civilized race, but given to raiding one another and infighting. It seems that they were very proud and arrogant creatures, beautiful to behold in their own way and fine craftsmen. It is said that the caliban fashioned the first weapons, and even that they worked the first brass for their arms centuries before the Men or even the much-vaunted smiths of the Bärchak came to this discovery. At this time their homeland was not a wasteland, but a vast warm savannah stretching the length of the entire continent from the lands that are now Maldaakore to the north to where the Broken Kingdom of Arumthar lies in the south.

In the west meanwhile, in lands still unknown to Men to this day, dwelt another race of myr called the Zard. The Zard had cleaved to the Zmaj in the eastern mountains, thinking them divh, and were a lizard-like people themselves with scale and claw and hooked beak. Fearsome, and prolific, but not advanced like the Caliban, they were never the less even more numerous, and they were entirely united. With jealous eyes they looked to the Caliban to the east of their home for generations.

Eventually a great war-host the like of which the world had never seen, and seldom has since descended upon the Caliban’s savannah home. Scattered and disparate as they were, the Caliban were not prepared for this sort of onslaught. Myr for myr they were easily a match for one, or even two zard, but their ancestral enmities with one another meant that only tiny cells of Caliban attempted to hold against a veritable sea of enemies. However in their bitter defence the Caliban refused to give their enemy the satisfaction of conquest, sowing their once beautiful lands with salt as they were forced back. Choking the rivers with their dead, and leaving only a grey, dusty wasteland for the Zard to claim as their prize.

The war wages for generations, the Caliban were bitter and stalwart warriors and the Zard were poorly supplied, trying to hold useless lands, and fighting defenders holding their ancestral homes, but the Zard were so many and the Caliban so few. Over time the fighting changed the Caliban. They became creatures forged upon the anvil of battle with the hammer of savagery. As their great works, and their proud fortresses were toppled so they became horrible creatures, their past pride gone, replaced by a visage hewn by the ages to strike terror upon any who looked upon it. Their minds were made simple, honed to the razor-purpose of inflicting death. They became able to eat even ash, which was all that remained of their home, and to take any creature as a mate so that their kind would continue. The Caliban changed, they existed merely to survive, and surviving meant killing the Zard.

Slowly the Zard were forced back, slain in unthinkable numbers, but too slow of wit to turn and run, they were hewn down like wheat made flesh by a tide of myr savagery. And when they had claimed back their ruined home the Caliban stopped. Unwilling to force the matter further, they made their homes in ruined forts they no longer understood on the edges of the ruination they wrought. Their new path chosen for them by the first war. Of the Zard, precious little remained.

First of the Empires, c. 2530 KS on

However the shock waves of the Wastelands War were felt throughout Allornus. Suddenly the other myr saw united legions of zard, and what they had done, and now a great many of them saw even more frightening encampments of war-weary Caliban making new homes near their territories. Out of fear the myr began to gather together into larger and larger groups, first family units allying, agreeing to aid one another should their mutual territories be attacked, then in larger groups under ruling councils, until eventually great nations arose under the guidance of enormous councils of elders sometimes dozens strong.

This banding together escalated and escalated until eventually the myr formed the first Empire. The Matzan Empire was not an empire in the way we may think of it today, merely a group of small, allied nations who controlled large settled areas, and kept warrior men to protect them. As such the empire had dozens, perhaps hundreds of rulers, but between them they controlled the whole of the boarder with the Caliban Wastes. Eventually it came to be ruled over by a council of perhaps forty powerful myr, who met at a huge temple-city on the shores of the Inner Sea from which the empire drew it’s name, and drew together Kenu, Taruum, Orkûn and a few other now-dead myr under a single banner.

However this first empire was not to last. Too many voices ruled the actions of this massive coalition, their individual realm were weak and scattered, and after only a couple of generations there was total collapse. The council disbanded, with only those candidates of the Inner Sea Basin remaining united. That Empire continued for considerably longer, and while no history officially charts it’s collapse it was almost certainly a contemporary of the Kelorn Empire, which would become its inheritor.

The second empire of the myr, formed after another couple of centuries of disunity, was more organized, and as it came later it is known well to all historians. Who can truly claim to have never heard mention of the Kelorn Empire? The structure of this was far simpler. When the Matzan Empire collapsed many of it’s factions splintered off, and formed the earliest nations, under only one or two ruling bodies. This meant that the council of the Kelorn Empire needed only to comprise these few powerful individuals. In addition the Kelorn Empire was structured so that this body of representatives merely elected a ruling body of twelve priests, one from each of the races of the empire.

Only a few decades after the formation of this new empire its borders stretched into the fertile plains of the Taruun and Urgrol homeland, and represented the largest united body until the Magocracy. Together the Urgrol, Taruun, Kenu and Orkûn were the founding members of the Kelorn Empire – and it would endure longer than any nation before or since. Within a few centuries even the eastern Caliban tribes were a part of the empire, and a thirteenth Caliban priest took a seat on the ruling council.

The Age of Sundering


If the first age was the time of the rise of the myr, then the second age certainly belongs to the race of men. The ancient ancestors of today's landsmen lived a semi-nomadic life in extended tribal societies. They had discovered how to work clay into vessels and bronze into tools, and each of the tribes was mastering the crafting of those materials closest to their divh in nature, but with their allied divh as their masters there was no question of leadership, nor thought of war. The Isle of Men was bountiful and beautiful and without the dangers of Allornus to the north. However it would be the actions of men in this age that would forever change the world.

The age of sundering began with a single act, the horror of which still resonates down through the ages. The nofo, second tribe of the landsmen, and children of the great divhi Nofus were some of the first among men to discover certain powers associated with the passage of the soul to and from the other world which I regret I am unable to explain to you. In any case it seems that an elite caste had risen up amongst the nofo, either without Nofus' knowledge or with his consent, who were preoccupied with this lore.

On one fateful night these men crept to the place where Nofus meditated and murdered the divhi with long knives of polished volcanic glass. Then, as if this were not enough, the Nofo feasted on the flesh of their dead divhi before it had even cooled. And then they went forth with the remains of their meal and gave it to the rest of their tribe, lying that it was a boon from their master. In one night the Nofo sealed the doom of the landsmen.

Exodus of the Landsmen c. 3001 KS - c. 3012 KS

The very next day Haederas discovered his brother gone, and it did not take the mighty Divh long to discover the heart of Nofus hidden in the hut shared by the ruling Nofo. Great was his wroth, and many of the guilty were slain, while the horror of what they had done sunk into the remaining Nofo. However, empowered by the flesh and blood of their divh some of the conspirators had fled over the landbridge that then linked the Isle of Men with Ahlonia.

Haederas went to the other Divh to show them what had occurred, and in council it was decided that the Isle of Men would be forever lost to the landsmen, but Haederas, Malar, Rallah, Ghanda and Irik were given the chance to take their favourite people and flee the Isle of Men on the trail of the surviving Nofo.

After five days the remaining Divh and their chosen people had fled, leaving the rest as sacrifice to the wrath unleashed by the Creator. It seems the Mariners too were forewarned by some portent, because they fled the seas that were their homes and constructed the great deepings, but no other race of myr was prepared for what would come.

The landsmen tribes reached the shores that no longer stand, just south of the modern day coast of Ralstaa, and there the divh met in council and decided to each take their followers and go separate ways. Malar and Haederas would go west, Ghanda north, Irik would follow the coast south and Rallah would settle the lands where the land-bridge met the continent. While Ghanda settled just north of the mountains after a torturous trek through the Starwood, Haederas and Malar would go on to discover the Kelorn Empire, and while Haederas was granted lands to settle within the Empire in return for a pledge of allegiance, Malar pressed north.

The Descent, c. 3014 KS

The most major changes to the world after the sundering began were immediately apparent. For almost two centuries, at least by the accounts of the distant scholars of the Temple of the Old Divh, the earth shook, storms tore holes in the sky revealing the shadow-world's bleak, blood-hued skies beyond. Time ceased, and the sundering lasted many eternities in one place, but a mere moment in another. The dead were so many that their souls could not pass over and were trapped in their death throes for days, months, years, even decades. Mountains fell, lakes and rivers were torn into new shapes, the seas literally boiled, and rose up in mountain-ranges of froth and water and ravaged the coast, tearing the world to pieces as Allornus grew smaller daily as more and more of it was claimed by an angry sea. The earth grew mouths and screamed in pain, the clouds rained smoking blood, flesh turned to stone, and entire mountains turned to quivering flesh. Winds comprised of frozen fire stripped men to mere bones, and dull metal rain like daggers flayed those it struck. It was a time of unimaginable horror.

Malorn Odyssey and Malar’s Enslavement c. 3038 KS

The Malorns and the Haedar were shocked to find that there were already Landsmen settled in the lands of the Kelorn Empire. The Haedar were promised a prized piece of land in the centre of the plains that had once belonged to the now-absent Mariners, where they began a new way, harnessing the fast horses of the land, and exploiting the crops of bamboo and hemp the Taruun had discovered. Haederas became quickly respected among the council of the Kelorn Empire, and was even offered a place on the council, so in awe of the immortal earthly divhi were the Kelorn myr. Meanwhile Malar and his people turned down lands close to their kin the Haedar, choosing to continue their exile a time longer until they felt the sins of the Nofo had been properly atoned.

The Malorns wandered into the deserts in the in north of the Battle Wastes where the shadow world lies closest to the world of the living, in their exile, with the plan of finding and taming a new home in this wildest of lands, absolving themselves if their thrice-cursed race. However on their search Malar and his chosen people were drawn into the shadow world, for years and years they wandered in an ever shifting terrain, the written descriptions of which defy logic and belief, but eventually a new divhi came to the Malorns, speaking to them in secret.

After many more years the followers of this new divhi were many enough to overthrow Malar and his few remaining followers. Malar was bound or driven off or just killed depending on which account you read, and the followers of the new divhi Da'ak renamed themselves the Maldraks, and enslaved the remaining Malorns. Emerging finally from the Nightmare Lands under the leadership of their new priests, the Sanaks, the Maldraks marched north in force on the Taruun realm of Kel Tolum, utterly devastating the city and slaughtering it's populace. They then rename it Kel Maldrak, and the cult of Da'ak began taking hold. Keeping Malar's absence a secret, the Maldraks then allied themselves with the Haedrasians in order to make war on the Kelorns, by convincing the Haedrasians that they would never have equality as part of the Kelorn Empire, and that landsmen, with their own divh, have a right to rule.

The ruthless combat broke the back of the Kelorns within the first few years as the Imperatry Legions hammered their poorly militarized culture and the atrocities of the Maldraks sent more and more brave soldiers into all out desertion. While the coalition of the Maldraks and Haedrasians never truly beat the Kelorns this short war was almost certainly the event that doomed the Kelorns as a unified empire. Between the ongoing horror of the sundering and the predations of the landsmen seeking to claw what survived of the world away from its ancestral owners, the Kelorns fell utterly.

The Isle of Men is Unmade, 3101 KS

In the heat of the resettlement of the landsmen their ancient home, Isle of Men. was forever lost beneath the waves in an event that marked the height of the destruction of the sundering. The Mariners vanished beneath the earth mere months before the event, and that was the only warning Allornus had before a divh-forged cataclysm sunk that southern continent forever beneath the oceans, so in a rift of nothingness so vile even the seas could never fill the gap. The Ral and Ghans sufferd enormous losses, with entire cities falling into the seas. The dead could not be counted. The southern Kelorns and Irians too faced collapsing mountains and all-consuming seas. The land now called Ahlonia broke violently away from the southernmost of the Knives as the land bridge was wrenched under the sea, as did the northern land known as Nardaan taking sparse Imperatry garrisons with in. An immense part of the northern glacier broke away from the mainland and drifted out of history with it’s Bärchak and Kardesian inhabitants on it.

For years by some accounts, decades by others, and even centuries in yet others, the earth shook, storms tore holes in the sky revealing the shadow-world's bleak skies beyond. The dead were so many that their could could not pass over and were trapped in their death throes for years, mountains fell, lakes and rivers were torn into new shapes, sea rose up in mountain-ranges of froth and water and ravaged the coast, as Allornus grew smaller daily as more and more of it was claimed by an angry sea. Even time itself fractured, shattering like the potters art upon cold stone.

And then, as suddenly as it started, the sundering stopped, and the survivors saw the skies close and the dead rest and took stock of the new shape of their world, and who remained alive in it.

The Sundering Ends, 3190 KS

By the time the horror of divh-wroth calmed many races were gone totally from the face of Allornus. The Taruun and Mhulak had both totally vanished, though Caliban and Kardes remained here and there, the Kenu were far far fewer than they had been, many of the Kelorn-allied landsmen were persecuted by the Myr who were once their friends, blamed for angering the Divh. Many of the most powerful of the monsters of the Shadow World had escaped into the real world while the sky was exposed, and now ran riot through the ragged survivors. And to make things worse it was this moment that the An-Heir chose to show themselves. The descendants of the Nofo yet lived, though those guilty of the atrocities of divh-eating were blessedly purged from the world, and they had nought but hate for the world that condemned them for a crime they did not commit.

War between the Kelorns and the Haedrasian/Maldrak alliance was reignited with vengeful fury, with the An-Heir taking adding ferocity and fear to the Kelorn side. Soon the chaotic and single-minded creatures had begun to turn the tide of battle after battle, and where they won there were no prisoners, and none escaped. Few even knew there was an attack. But despite a great many victories it was too little too late, and as the Haedrasians pushed deep into the An-Heir lands, destroying deep, dark, primordial lands where they hid, they were forced to draw back more and more to hold their homes. And when they did the Kelorn forces collapsed without the vengeful passion of the faerie folk. Even today none have encroached into An-Heir land since they have been driven back, and many historians speculate that the last of them died out generations ago.

The Lizard Wars, c. 3382 KS - c. 3520 KS

Straddling the Age of Sundering and the Age of Descent, the Lizard Wars were the most destructive and large scale upheaval the continent had seen since the sundering itself. Under the incitement of the five Baalfr, the most powerful of the escaped shadow-creatures, the Zard marched again across the Battle Wastes and after ploughing through the depleted and savage Caliban they smashed into the last of the Kelorn nations. Unable to hold against this new enemy, and waging wars on all fronts the Kelorns crumbled and ran, their last councillors dissolving their ancient empire, and petitioning the Haedrasians for mercy. The Haedrasians and Maldraks met and defeat the Zard in an enormous battle around the Inner Sea region, but having fought together again after merely being allies the Haedrasians found the Maldraks much changed. The Maldrak war crimes horrified their Haedrasian allies, massacring Kelorn refugees and Zard soldiers alike with an unnatural glee and cruelty never seen in battle before. The Haedrasians did prove themselves to be the true children of the War Divh however, claiming most of the Kelorn lands, though these beast-nations proved almost impossible to govern or settle, and many were given independence as buffer-nations. The Haedrasians were slowly realizing that the Caliban and the Maldraks would eventually become a threat to them, and the immortal Divhi-Imperator Haedaras began to take measures to safeguard against these threats.

The Age of Descent


The Age of Descent is so named for the loss of the so much to the world, a descent into darkness after civilization was so harrowed by the sundering. And yet much had changed, and the progress could begin anew in the now cooling world. Technology and magic and wisdom quietly, and without fanfare slowly re-emerged all of the cultures of Allornus. With an explosion in populations as the An-Heir lands were tamed and the world tried to recover from the sundering, there was also a growth of ambition, and the birth of small battles forging small nations instead of mighty empires changed the politics of Allornus swiftly.

Landsmen nations began to form. The Haedrasians and Maldraks found their empires properly, uniting or conquering many small nations and incorporating them, and settling their warriors on defeated Kelorn lands. Meanwhile the nations of the myr were shrinking for a variety of reasons. The only beastmen who prospered were the Vargör, who consolidated their holdings throughout the southern and eastern coasts of Allornus, back to the mountains, with savage guerilla fighting in ruined territories where An-Heir once dwelt. However in the north-east the Ghans were also consolidating and making war with the most powerful of the Vargör. Meanwhile the Zard were finally defeated, and limped away to die in the secret west.

The Siele Wars in Ahlonia, 3721 KS - 4366 KS

Meanwhile the Ral, whose territory had been most depleted by the sundering, who remained sorely harrowed by the An-Heir, sallied forth to rediscover and settled the land of Ahlonia (my own home) and after a bitter struggle, prevailed in a conflict with the An-Heir who had held that isle, uniting with the native Goblyns that they found there in a campaign called the Siele Wars. The An-Heir were forced to shield themselves with powerful magic and retreat, but the landsmen quickly lost the narrow strip of An-Heir homeland in it's centre when their Goblyn allies turned upon them.

Ghanda’s Death, 3913 KS

Though the Zard were soundly defeated, the five Baalfr were still at large in the word, and began to look for new mortal servants to fulful their diabolical goals. To this end they began the corruption of the Ghans. They did so subtly, the Ghans had often communed with their Divh in drug-induced sleep, and the Baalfr merely took on the guise of servants of Ghanda and persuaded the Ghanish mystics to spread a tainted message, each time changed only a little so as not to be noticed, but over time sowing a terrible turning from the words of Ghanda.

The Divhi realized quickly what was happening, but still by the time he did the Baalfr had convinced many of his followers that the earthly manifestation of their leader was an imposter, and that the real Ghanda had ascended to a higher state. Ghanda's followers gathered at the city of Vo Caraval where the Divh took court, while the Baalfr's followers joined a large Vargor force near the southern boarder of the Frozenlands, and prepared of an earth-shaking war.

At the last moments however Ghanda looked at what such battles had wrought on the other races of Allornus, and relented. Under cover of night the Divh made his way to a secret place and there with his most powerful mystics he summoned the five Baalfr intending to do battle with them himself. The creatures proved stronger than the Divh had anticipated, or than he could defeat, and so in a final desparate plan he gave his life to defeat them, not killing the monsters but binding them forever to the shadow world, unable to enter the real world without mortal behest, and limited by even the weakest magic. Their might useless now, their guile was all that the Baalfr could use as weapons.

Ghanda then fell, almost dead, but his followers gathered around him and worked their most powerful magic, putting the Divh to eternal sleep in the moment of his death, and hiding him somewhere in the mountains in the north until the time comes that he will be restored to his people. Then they penned the history of the sacrifice the Divh made, and were all executed that none would ever find the Divh's defenceless remains and finally destroy him.

The first of the Landsmen to try to continue without their Divh, the Ghans were quyickly conquered and enslaved by the Vargor, and while some of their most elite and learned mystics escaped into Ralstaa, where they would found the infamous line known as the Devil Dukes, most of the Ghans devolved into little more than servants for the great Vargor nations of the east.

The Divide, 3981 KS

One of the final major events of this new age is known simply as the Divide. The Maldrak Sanaks were wiped out by a new cult devoted to Da'ak. Led by powerful Toldaks, they rediscovered the ancient magic of the Malorns, bonecrafting, and the Toldaks revealed the Divh Da'ak to the people for what he was, not saviour but malign and evil overlord, confident that after generation upon generation of teaching Da'ak's gospel the Maldraks would accept him readily. The Maldraks became just Draks, and in a protracted war the Draks with an army of shambling corpses and worse horrors fought their way into Kal Maldrak and razed the city, reconsecrating it in the name of Da'ak and not under the false names the Divh had used.

The Maldrak Emperor Kalis Fuge was catatonic at the time, but his bastard son Casador, who had taken control of the city, and had been the most fearsome opponent of Da'ak's cult, surrendered the city and threw open the gates of his palace, betraying all of the Maldrak people. Then, with the Maldrak Empire, re-dubbed Maldaakore, firmly in their control the Draks marched to the Still Peaks at the boarders and began to build fortresses in the passes out of the salt flats, days ride back from the edge of their territories.

The Haedrasians took the bait and attacked, losing countless legions in the salt flats and eventually being brutally massacred by the combined forces of the Drak regulars and their armies of unliving soulless bodies. This was both the first defeat that Haedrasia ever faced, and also the root of one of the most enduring and bitter enmities in history. Bloody war would rage between the two great empires for over a century, but the Draks had no interest in territory, and could not be drawn from their mountain fastnesses, and every legion that died on the field of battle or in the salt flats rose again to strengthen the Drak ranks.

Eventually, at the now infamous Battle of Baragau Gul, the Haedrasian forces were caught in the pass benieth the fortress between the returning forces of Casador and the garrison at the fortress in what they had believed to be a surprise attack that would take the pass. Every paladin in Haedrasia save those who garrisoned the Unchallenged City died and arose as a servant of the Drak priests. Haedrasia pulled back and established a fortified border. The salt flats were left as a no-man's land and an uneasy standoff was achieved, with war raging up again every few decades, but neither side able to destroy their enemy.

The Age of Legend and the Age of Ascent


The Ages of Legend and of Ascent are respectively so-called for a number of reasons, first given these names because they have slipped from history into legend, and then for the ascent of both the mhulak back into the light, and the earthly divh Rallah and Irik into the sky, both ascent and legend are terms that have come to refer the Legacy of one man: Aulandor Rage. It is in this time that Landsmen cultures rule Allornus, and the rise and fall of their empires shapes the landscape. It is the first age of Men, with the Beastmen into forced into mediocrity and decline, and even the vengeful An-Heir hiding from the world.

Rallah and Irik’s Ascent, 4031 KS

Rallah mourned the loss of her brother Ghanda and the now apparent disappearance of Malar, and in her sadness she grew tired of the world, and the sun that had been her charge in the world grew dark. Rallah travelled west to meet with her brother Irik, and both agree that it was time to return to the heavens, and leave the affairs of man to men. Then, while Irik readied his people for a life without his eternal and divine presence Rallah went north to meet with Haederas in the Unchallenged City. There she told him that their time is over and they must return to the heavens or be trapped between this world and the next like the Baalfr, but Haederas, bitter with defeat and fuelled by the might of his Empire and the belief that he alone could defeat the agents of Da'ak, only scoffed. So Rallah and Irik returned to the sun and stars and Haederas remained in the world, as the last of the earthly Divh. Rallah’s empire collapsed into warring states within a few generations and Irik's shrank to become suspicious and insular communities fixated on racial purity, casting out all of those whose blood is perceived impure.

Aulandor Rage’s Empire, 4590 KS

The world was left for a little, with an uneasy standoff between the two remaining Empires, and the steady decline of the other empires of men into obscurity. But then it came to pass that a sage named Aulandor Rage rose up in the fractured Ghan states. Aulandor Rage was a Kelorn Landsmen by descent, many claim that he was a native of Arumthar, first of the meritocracies of Allornus and one of the strongest surviving Kelorn states. Others place his origins further north around the Inner Sea. But whatever his birthplace it is in the Ghan states that he first appeared.

Rage was charimatic, but also powerful. He was gifted with termendous elemental powers, more powerful than had been seen in a very long time in the world, perhaps since the time the elementals were free. Rage quickly united several nations under his banner and the Dux of the Ghan states quickly fell in line behind him, claiming him to be the second coming of Ghanda. The Devil Dukes of Ralstaa also threw in their lot with Rage, as did the eastern Vargor.

Rage marched through the mountains into Haedrasia. Hais campaign was a short one, culminating with Rage meeting Haedaras himself at the gates of the Unchallenged City. The city never fell to Rage, but rather Rage bound the powers of the Divhi in the same way Ghanda had bound the Baalfr, and the Haedrasians pledged themselves to Rage in return for their leader's wellbeing. The Emperor Haedrian the six hundred and forty second escaped into exile and hid and waited.

The Kelorn states all swore their alleigence quickly, and many in western Haedrasia were granted their freedom, pushing the Haedrasian boarders well back from the edge of the Battle Wastes to where they lie today, and the Irian and Vorgor nations of the Southlands also fell on bended knee before Rage. While the Devil Dukes struck out again and again the rest of Ralstaa remained mainly free, and similarly Rage never led a campaign against the Caliban or further west. There were skirmishes with Maldaakre, but here also the uneasy truce along the boarder was held.

Rage made his capitol in the Unchallenged City, and ruled for some eighty years. He called his empire the Magocracy and it was ruled by the greatest minds of the age, empowered by Rage on merit alone. Rage himself died peacefully in his bed, after a life that, while long, fell well short of the magical extensions achieved by even more modestly learned mages.

The Mhulak Return, 4676 KS

Meanwhile the rightful Haedrasian Emperor Marius, grandson of Haedrian, was born in a mhulak deeping in the Kharakums where Haedrian had taken shelter. Marius was somehow able to convince the mhulak that they should aid him in reclaiming his Divhi-given birthright. Possibly fearing that the magocracy might cement men’s control of Allornus, the mhulak of the Kharakums met in a great council and agreed that it was time to return to the world they had abandoned, and while they would not fight they agree to use their knowledge to equip the Haedrasians to reclaim their empire and free the War Divh, giving their technology and persuading the barchak master smiths and even the kenu and goblyns to aid them.

Tunnelling into the Eternal Palace with aid from the Mhulak while his allies distracted Rages forces, Marius freed the imprisoned Divhi, and in turn Haedaras strode out and wiped out the rulers Rage had left even knew he was in danger. The Imperatry Templarate of Haedrasia was reformed by the allied forces under Marius' command leaving a world that is both the same and different to that before Rage. The Haedrasians conceeded much of their territory back to their Beastman allies, especially in the old Kelorn lands, where the territories had become functional and often powerful nations. The Ghans were now free of Vargor rule, and only the Devil Dukes in Ralstaa, the Kings of Arumthaar and a few smaller magocracies in the Inner Kingdoms remained as testament to Rage's Magocracy. In Haedrasia Marius' closest lieutenant Si Vonor was mandated to institute the Lictors to destroy all of the blasphemous and dangerous lore collected during Rage's reign.

The Defeat of the Vargör, 4740 KS

In an effort to retake control of their ancestral homes, the Ghans stayed unified after the collapse of the Magocracy. They were turned down in petitioning the Mhulak for aid similar to that which they gave the Haedrasians but still the Ghans eventually rose up to defeat their former Vargor masters, assuming the reigns of their empire and dividing it amongst their warlords. These warlords, or Dux, feeling themselves undefeatable decided to make war on the Haedrasians, and in doing so and lose much of their newfound lands.

In victory the Ghans completely enslaved the Vargor race. The creatures were no longer allowed to band together in groups, and had their own culture totally stripped from them. And they were bound in servatude to the Ghans. At first they Vargor were just conscripted into the armies, and used to throw at the Haedrasian legions to save Ghan lives, or else rebuild the Ghan cities and fortresses that had been torn down or rebuilt in the period of Vargor rule, but after a generation or two, once the Vargor spirit was truly broken then they also became household servants and drussards for the monied Ghan nobles and traders.

Arumthar’s Collapse, 4780 KS

The most powerful of the tribeless landsmen magocracies to remain after Rage's death was Arumthar, which controlled the majority of the southern coast of the Shattered Empire region. In an event prescribed to the anger of an unnamed Divhi the entire ruling caste was mudered over a single night, and their magical devices all failed. Great hovering cities suspended on narrow silvery chains from the tops of mountains crashed to the earth as every magician in Arumthar was killed and their spells unravelled suddenly and violently.

In the vaccume of power left by the absence of the mages minor warlords rose up to take control of scattered refugee settlements, however there was a great need for protection and goods in a nation bereft of it's ruling class. Many of the guild of the Shattered Empires bless the day that Arumthar broke becuse it created a gap they could fill with their soldiers and goods, and once they were no longer needed they were too powerful to replace.

Ralstaa’s Reunification, 4890 KS

Meanwhile in the wilds of Ralstaa a mercenary captain named Viran Uth-Rallis emerged. Claiming to be a descendant of Rallah's royal line, long thought dead, Rallis conquered the old Ralstaan kingdom from boarder to boarder with an ever-growing army at his back reunifying it as an odd amalgamation of independent kings rather than an empire.This 'High Kingdom' was more like the leagues of old than the empires of men, with independant Kings having the right to make their own laws, and even to make war on one another if they so chose. Legitimate or otherwise, he founded a dynsaty that reigns to the present day.

Age of Legacy


The current age, a mere century and a half old, has come to be known as the Age of Legacy, for in it we reap the rewards of our ancestor's sacrifices, enjoy the fruit of their labours to civilize the world, and yet still we bear the yolk of their sins, and suffer the lashes that are their retributions. It is a time for turning away from the past, and welcoming the world anew. A world where the divh are leaving us, growing more distant by the day, and one where mortal beings must vie to be their inheritors.

The Division of the Ghans, 5020 KS

In an event not too far displaced from today the Ghans were divided. Since the death of Ghanda in the last age, his priests called mystics had recieved word from their Divhi in the form of dreams. They founf their way into the dreams of the sleeping Divhi and divined his teachings from his often confused sleep. There had long been debate about whether these dreams ment anything, whether Ghanda was truly their source, and worse still, whether Ghanda was even still alive, bound in the moment before death.

This came to a head when a new cult worshipping a group of powerful nature spirits rose up in the Ghan outlands. The popular cult spread like a wild fire through dry brush, and soon confrontation between the two factions turned violent. Eventually the two factons split the Ghan race in half. The cultists became Caroghans and degraded into savages, living in the wilds and trying to wipe out their counterparts completely. They massacred their Vargor slaves, and took to wearing monstrous costumes sewn together from the skins and horns of the most savage wild animals of the east.

Meanwhile the old ruling class became the Visghans. They took refuge in the palaces and promenades of the inner parts of their ruined cities and began to wallow in their wealth. With the bulk of the Vargor coming to their service for fear of the Carroghans the Visghans became immensely wealthy, and indulged in month long parties while the Vargor prepared their meals and manned their walls and the Carroghans burned the outer cities and hunted those who had not taken refuge.

Eventually the Carroghans retreated into the wilds, leaving smoking ruins behind them, but by then the Visghans could not bring themselves to look upon the ruination that was once their culture, and stayed in their palaces, walling up the windiws that looked out over ruined plazas and fallen buildings, and pretending that the world was as it has been. Even today their opulence and wealth is known the world over.

Present Day, 5145 KS

An Introduction to the World of Allornus
Chapter 1 Chapter 2 Chapter 3 Chapter 4