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The Ageless Age & Origination

Considered incomprehensible to mortals, the Ageless Age is the beginning of time, before the existence of any plane. Creation stories differ, but most agree that in the beginning (oft called Origination) were the Eldest, which embodied various core characteristics of our particular plane. Descended from them were the Fae and spirits. Over time, these deviations finally led to the creation of mortals, and the cultivation of the Homelands.

The Wars

While conflict was not new to the mortal races, none had yet waged war: none had truly believed themselves better than the others. While it was generally accepted by most that the Eldest worked in harmony with each other, the Drow viewed things differently. They believed that Sho’thar was the greatest of the Eldest, the most superior being of all living things- and that they alone were her chosen, destined to rule. Thus began the spark of conflict, culminating in a series of wars spanning thousands of years.

For thousands of years, the Drow battled to unite all under Sho'thar's darkness. After the First War, they succeeded: the Drow established themselves as the leaders of all mortals, and maintained order via fear and swift punishment to those that opposed them. But after 800 years of tyranny, the High Elves rose up and led a rebellion against their oppressors, leading to the Second War. A narrow but resolute victory against the Drow was won and freedom regained. In the peace that followed, the Allied Empire was formed and the land was prosperous. The remaining Drow fell into the shadows and all but disappeared. 

Yet, the Drow had not given up their plight. In the shadows, they worked their connections, gathering allies quietly under the radar of the High Elves’ sharp watch. They coerced some human clans to fall into the shadows with them, promising power... and creating the Grehlok. The Third War broke out as the Drow attacked, leading their army of Grehlok, Trolls, Orcs, Norraht, and conspirators. Unlike its predecessors, this fight was not just between  Elves: it and touched every corner of the Homelands, involving all peoples. After two short decades of bloodshed, the Allied Empire prevailed.

Tired of the war, loss of life, and needless violence, the Allied Empire issued a decree that all Drow and their accomplices were to be exiled or killed on sight. They were forced to take to the seas and travel to the unknown regions, now called the lands of exile. The loss was great, and souls were heavy at the toll of the great war- but what followed was 700 years of true peace. The war became a faded memory, and the Allied Empire prospered

once more. But.. nothing could have prepared them for what would come.

To see a map of the Homelands and some additional lore from just before the Age of Fire, please see the Homelands Lore page.

The Age of Fire 

Dragons did not exist in the minds of mortal races until they arose from the bowels of the earth itself– creatures so large that they blocked out the sky when they flew over a city, breathed fire so hot it melted stone and turned trees to ash, and possessed an unending hunger for destruction. The Allied Empire united to face this new enemy, but all attempts failed: no mortal weapon or spell could pierce their hide. The lands burned and its people scattered: those that ran made for the coast and ships headed to sea to escape their burning world– and thus began the Age of Fire. 


These ships sailed for the only other continent known… the lands of exile. There, they once again faced their ancient enemies– the Drow, and the descendants of those who had been exiled with them. With the landing of those initial ships and ensuing battle for territory, The Fourth War had officially begun. Even now, the war rages on: Allied Forces of Elendari, Fallen Sword and any other willing Homelanders fight against the Exiled Forces who had lived free from Allied influence for hundreds of years. 

Caught in the middle of this war are the desperate refugees of the Homelands, now trickling in on progressively dwindling ships to the few remaining safe ports in these strange lands. One such port sits next to a small refugee community, nestled precariously between the ever-changing lines of Exiled and Allied territory.


This is New Haven, and this is where your story begins.

The gameworld is currently in the year 6 A.F. (After Fire).


The Eldest are the oldest known beings of existence, said to live within the very fabric of this plane. Generally it is believed they exist in harmony with one another, and the domains they represent are universal among all peoples. How the Eldest are worshiped or interpreted, however, varies greatly between cultures- even those of the same race or region might have extremely different views regarding the Eldest.

Though rarely seen, the Eldest have been rumored to take physical form when they deem necessary to communicate to their followers. They can take any shape and any gender, though tend to represent their respective powers. It is said that those that dedicate their lives and their life studies to a particular Eldest will come upon their blessing.​

Ordin the Eldest of Mentality

Ordin is known to be wound into the thoughts and minds of all living beings. It was Ordin that first gave origin to consciousness and thought. Through their mastery, all living beings were able to explore cognitive thought. They are also said to represent a universal consciousness, and those that study the ways tend to focus on the manipulation and sharing of the mind.

Sho’thar the Eldest of Darkness

Sho’thar is said to live in all dark places – from the faintest shadow, to the deepest depths of the sky. Those that study this path find ways to meld themselves to the darkness. Due to their unfortunate association with the Drow, Sho'thar is often treated with suspicion, but even so: many respect the rest and protection the night can bring.

I’nil the Eldest of Light

I’nil is the very embodiment of light. They are considered the absolute opposite of Sho’thar. Most generally believe that Sho’thar and I’nil exist in harmony, taking their respective watches over this plane in the night and day. Those that follow I’nil typically try to bring joy and peace to those around them.

Memnis the Eldest of the Elements

Memnis represents all the elements of this plane. From fire to earth and water to air, Memnis is woven into all of these basic foundations.  They are  known to be the foundation of mages in the mastery of elemental power. Many Wylde Elf enclaves credit Memnis with their connection to nature, while Dwarves regard them as the Great Forgemaster.

Noktal the Eldest of Death

Respect for Noktal is held in quiet reverence. It is said it is this essence which harbors, protects, and transports the soul to the next plane. While those that wish to harbor Noktal's power generally study the destructive arts, they are also known as a bridge to spirits which have passed. Most believe they are part of the balance of life, and those that seek favor may find ways to either bring crippling destruction on their enemies, or ask favor in ferrying the souls of the dead to rest.

Kierna the Eldest of Life

Kierna is considered the counter to Noktal, in the sense that they balance each other. Kierna is considered the gate keeper to bring life into this plane of existence. Their power is often called upon to rejuvenate the living and is often associated with restorative and healing powers. Many Rygg consider themselves the "children of Kierna," specially created to bring life to the oft-forgot underground.


The Fae are considered the direct descendants of the Eldest. Closely resembling their predecessors, the Fae were also near-pure embodiments of their particular traits, but deviated slightly. They are believed to be the 

spiritual embodiments of the aspects that surround them. Almost every aspect of the living plane has a corresponding Fae such as mountains, rivers, sunlight, fire, darkness, wind, and many more.

Unlike the Eldest, Fae are both spiritually and emotionally tied to the elements that surround them, and are far more subject to interacting with moralkind. They are known to be swayed by their emotions, drawn to great acts of both mercy and jealousy. It is not unheard of for a Fae to become corrupted. Fae are considered completely immortal: they do not age, and no blade or poison can kill them. But, theory exists that they are not entirely impervious to the hand of mortals. 

While very few have seen an Eldest, many have seen a Fae. Sightings are still considered rare, but often enough to know there are many that inhabit this plane. When making themselves known to mortals, they often appear similar to otherworldly elves. Fae commonly take other forms, blending in with the element or environment they embody- or stay completely invisible, heard only as a whisper in one’s ear. 

Far more approachable than the Eldest, there are many stories of Fae and mortals interacting... for better or for worse. There are those that make pacts with the Fae: whether a Wylde Elf enclave pledging their lives in service to the Fae that inhabits their territory, or a Fae granting her powers in blood pacts to the Drow, fueling their more delicate and dark rituals. For good or ill, Fae are powerfully connected to the very fibers of the plane of the living. They tend to show favor to those who prove to be willing allies, or bring misfortune to those who seem less than cooperative. Little is known about just how complex and deep their power can reach, except that mortalkind knows only a taste of what they are capable of achieving.



Similar to Fae are spirits- far less powerful, but far more common. Spirits can appear in many different shapes and forms: some appear similar to mortalkind, but with animalistic aspects such as hooves, beaks, fur or horns. Others appear monstrous. One might speak eloquently, while another might prefer riddles, and yet another communicate only with chirps. A spirit might operate beneath a Fae, embodying and protecting more localized areas such as a particular groves, lake or tunnel. Some wish to cause chaos, others wish to spread love, and still more simply wish for a little mischief. It is not uncommon for spirit to be mistaken for a Fae, or vice versa. 


Magik & Leylines


Magik (spelled magic or magick in some contexts) is merely a form of expression. When learned to be expressed properly, it can be used to channel power in a variety of ways. Some use certain words and phrases to channel this power into spells, while others utilize enchanting to imbue channel it into or through weapons and objects. Some weave into song, or distill it into potions and salves, or summon it via complex rituals. A select few can even channel power via blood: their own, or someone else's.


There are many stories questioning how magik itself became so widely used amongst all peoples, the greatest of which includes the tale of the first sorcerer: Magi. Followers of Magi called themselves mages, and through the years the name stuck to everyone that practiced the art. But as the years progress, fewer and fewer remember its roots.

It is well known that magik flows freely through the many Leylines that criss-cross our world, stretching from the Homelands to even the land of exile. honestly i don't really understand what leylines are. are they physical tunnels? weird rivers of magic? whomst. what. something about how if too much power is drawn from one, they can get burned out and shitty. something about how points where they intersect are powerful


gonna be honest, honeybuns, i don't fuggin understand essence.

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