Timeline
Forming of Lurra - 100000 B.F.W
Lurra was created by unknown beings.
Era of Eternal Storms - 99999 B.F.W - 98999 B.F.W
The dawn of the first global conflict on Lurra marked a turning point in its history. This was a time of tremendous upheaval, as all mortal races of the world found themselves locked in a bitter struggle that spanned a millennium. The war was not merely a series of battles; it was an era that fundamentally altered the fabric of Lurra.
It was during this epoch of conflict that the pantheon of ten gods was born. These divine entities emerged amidst the chaos, their ascension signaling the inception of their reign over Lurra. From their celestial domain, they would come to shape the course of the world in profound ways, influencing everything from the weave of magic to the affairs of mortals.
The conclusion of this millennial conflict brought with it the rise of the first nations of Lurra. These newly formed political entities rose from the ashes of the war, seeking to establish order in a world scarred by conflict. Among these nascent nations, the High Kingdom of Arvis emerged as a significant power. Its influence stretched far and wide, making it a formidable entity in the post-war landscape of Lurra.
The end of the first global conflict, therefore, did not represent merely the cessation of hostilities. It was a transition into a new age—an era marked by the dominion of the ten gods, the rise of sovereign nations, and the advent of new challenges and opportunities in the freshly redrawn world of Lurra.
Planemeld - 10005 B.F.W - 10000 B.F.W
Owing to the significant exposure of mortal races to arcane magic and their unchecked experiments, a series of unexpected consequences unfolded. Various outer planes, each a distinct realm of existence, began to bleed into the Material Plane, the world of physical reality on Lurra. This phenomenon, known as Planemeld, resulted in an unprecedented fusion of different realities.
The northern lands of Lothaycor, for instance, became intertwined with the Shadowfell, a plane of darkness and despair. This Planemeld dramatically transformed Lothaycor's landscape and marked the genesis of the region known as Angathor. The melding with Shadowfell influenced the physical and magical properties of the region, casting a pall of shadowy enchantment over the landscape and birthing a unique, blended environment.
Simultaneously, the realm of Arvis experienced its own Planemeld, merging with the Feywild. Known for its wild, untamed beauty and capricious magic, the Feywild imbued the landscape of Arvis with its distinctive characteristics. The resulting terrain was a blend of the Material Plane and Feywild, a mesmerizing hybrid realm that combined the solidity of the Material Plane with the whimsical, unpredictable nature of the Feywild.
This phase of Planemelding thus fundamentally altered the geography of Lurra, forever changing its physical and magical landscapes. The world became a complex tapestry woven from elements of the Material Plane and various outer planes, giving birth to regions of unique, blended realities. The exposure to arcane magic was no longer just an abstraction—it had tangible, transformative effects on the world itself.
Elven Schism - 10000 B.F.W
The Elven race, once a unified entity, found itself torn into four distinct nations due to escalating political conflicts and divergent religious beliefs. Each of these factions carved out its own unique identity and cultural narrative within the overarching Elven lineage, diverging from their common roots and shaping the future of their people.
The Dark Elves, with their brooding countenance and mysterious ways, settled in the shadowy realms of Angathor and the Underdark. These elves, shaped by the unforgiving environments they chose to inhabit, developed a deep connection with the darker elements of the arcane, infusing their culture and practices with its influence.
Simultaneously, the Wood Elves found their home within the verdant expanses of Mansdon. These elves, drawn to the natural world, formed a deep bond with the forests. Their practices and traditions reflected a profound respect for nature, entwining their existence with the cycle of the woods around them.
In contrast, the Snow Elves sought solace in the icy reaches of Engorr. Their culture was carved by the harsh winters and pristine beauty of their surroundings, creating a race of elves as resolute and enduring as the eternal frost that characterized their homeland.
Lastly, the remnants of the Elven population residing in Arvis distinguished themselves as the High Elves. Holding on to their ancestral lands, they positioned themselves as the custodians of traditional Elven heritage, taking pride in their deep-rooted connection to the Feywild-infused landscapes of their realm.
Thus, from the original Elven race, four distinct nations emerged. These factions, molded by their political ideologies, religious leanings, and the unique characteristics of their chosen habitats, charted their own paths, reshaping the cultural and political landscapes of the Elven race on Lurra.
Drahgorian Exodus - 4000 B.F.W
The culmination of the Blood War in the Nine Hells ended in a pyrrhic victory for the demons, forcing the displaced devils under Asmodeus to seek refuge. Their sights settled on the Material Plane's world, Drahgor, bringing with them chaos and devastation.
Drahgor's defenders - the stalwart dwarves, majestic metallic dragons, and fierce dragonborn - united against the infernal onslaught. Yet, the sheer might of the devil hordes threatened their very existence.
In this dire situation, the dragon pantheon of Drahgor intervened. They opened a divine portal to Lurra, allowing the endangered races to escape and find sanctuary.
The Drahgorian Exodus became a defining moment in cosmic history. The tales of Drahgor's brave defenders and their escape to Lurra are now legendary, symbolizing hope and resilience in the face of overwhelming darkness.
First War with Angathor - 0 B.F.W - 50 A.F.W
The Gates of Angathor, a formidable unnatural crystal barrier between the known world and the mysterious Dark Elves' realm, swung open for the first time in history. This marked the onset of an onslaught, as the armies of Angathor spilled forth, flooding the known world with their might and terror.
Despite the initial onslaught, Angathor was eventually defeated, its once-feared armies vanquished. In the aftermath of the conflict, the Gates of Angathor were sealed, marking an end to this dark chapter in Lurra's history.
In the wake of Angathor's downfall, the Kingdom of Venris ascended to prominence. Capitalizing on the power vacuum left by the conflict, Venris emerged as a new beacon of power and influence on the global stage.
Antadour suffered the destruction of Harfdour under Angathor’s invasion, while Venris helped defend its southern territories. Lord Arledge Argis, ruler of the city of Antadon, pledged allegiance to House Arenthon. His brother, King Arthron III Argis, regarded this as betrayal and unsuccessfully attacked Antadon. After that campaign, Arledge and King Arhnold Arenthon conquered the western Heartlands, Direshore, Antadon and parts of the mountains, establishing the Duchy of Antadon. The continued presence of Dark Elves compounded the kingdom’s collapse.
The aftermath of the war also brought about a stark change in the physical geography of the world. The Guardian Mountains, a once-peaceful and majestic range, were rechristened as the Dead Mountains. This shift in nomenclature reflected the severe impact of the war and the transformation of the mountain range into a grim reminder of the conflict.
Despite the desolation, the Rangers of the Dead Mountains found opportunity in adversity. On the ruins of the Old Kingdom, they established a quasi-state, a unique political entity that was part wilderness, part governance. This establishment represented a beacon of resilience and adaptability in the face of overwhelming challenges, embodying the tenacious spirit of Lurra's inhabitants.
Founding of Sahr Confederacy - 150 A.F.W
Exiles and outcasts from Quebis and Venris united to conquer the Sahr Desert and its native orc tribes. Their victory established the Sahr Confederacy in 150 A.F.W. This was a conquest of inhabited land, not the recovery of an ancestral homeland.
The Confederacy institutionalised slavery, becoming the first nation outside Angathor to do so. Its rule did not end all resistance: orc communities continued to resist Sahrian domination over the following centuries.
Crusade of the Ten Pillars and Founding of Kadilian - 900 A.F.W
Amidst the ongoing political oppression faced by the Cult of Kadilia within Sharmu’s own religious tradition of the Ten Pillars, a movement began to gather momentum. This was not merely a response to oppression but a call to honor sacred beliefs. Anamteris held special significance in their faith, being the legendary place where, according to the "Ten Pillars of the World", the goddess Kadilia transcended mortal bounds and ascended to the status of a greater deity.
In response to these oppressive circumstances and to protect their sacred site, the Church of the Ten Pillars took a momentous decision. They organized a crusade, an ambitious endeavor aimed at securing the land that bore witness to their goddess's ascension. Their objective was not merely to reclaim religious freedom but to establish a realm of their own, a sanctuary for their beliefs in a world that seemed increasingly hostile.
Emerging from the crusade, they founded the State of Kadilian. This new state, named in honor of their ascended goddess, served as both a spiritual bastion and a sovereign entity. At the helm of this nascent nation was the Archbishop of Kadilia, the spiritual leader of their faith. However, in this new political landscape, he assumed a dual role, serving not only as the spiritual head but also as the king.
Supporters of Kadilian regarded the crusade as the liberation of a sacred place and a triumph over persecution. Sharmu regarded it as an invasion and occupation. The establishment of Kadilian changed political control over the territory; these opposed interpretations belong to the parties to the conflict.
Fall of Kadilian - 1005 A.F.W
The assassination of King Benoit IV of Kadilian, who also served as the Archbishop of Kadilia, sent shockwaves through the southeastern regions of Sharmu. The dual role of King and Archbishop that Benoit IV held meant that his demise was a blow not only to the political stability but also to the religious leadership of the region.
Following this dramatic event, the once-firm grip of Kadilian’s rulers over southeastern Sharmu began to waver. The power vacuum left by King Benoit IV's death created an environment ripe for conflict, resulting in a short but intense war.
The crusaders, who had once secured their foothold in the region, found themselves at a disadvantage. Unable to maintain their control, they were driven back to Venris, their former stronghold.
Anamteris, held by Kadilia’s cult to be the site of her ascension, returned to Sharmian control. The city returned to being the imperial capital, reinstating its historical and spiritual significance in the geopolitical landscape of Lurra.
This chain of events, instigated by a single act of assassination, led to a major geopolitical shift in southeastern Sharmu. It underscored the fragility of power structures and demonstrated how rapidly the balance of power could swing, changing the destiny of nations and their peoples.
Quiet War (1003-1025 A.F.W)
The Quiet War was a conflict with Angathor that began with the Battle of Harfdour in 1003 A.F.W. and included operations against dark elven saboteurs. It continued alongside the separate war against the Sahr Confederacy in 1015–1020. The truce with Sahr did not end the Quiet War: the conflict with Angathor continued until the Gates of Despair opened in 1025 A.F.W., marking the transition to the open Second War with Angathor.
Battle of Harfdour - 1003 A.F.W
The Battle of Harfdour marked the first open eruption of the Quiet War and the fall of the old mountain capital into open catastrophe. When a rift was opened above the city, Harfdour became more than a battlefield - it became the site of a dark ritual, with the dead massed in ranks around its center and a greater power forcing its way into the world. In response, the Rangers of the Dead Mountains rode to reclaim their ancient capital despite being heavily outnumbered, knowing they had no second road left. The fighting that followed was brutal and desperate, culminating at the ritual platform where Eliendir Thorald, Darrig Lightstone, Elathir Timbervale, and Ergenos Argis broke through the dead and confronted the force at the heart of the rift. The city was not truly saved by arms alone, but by the closing of the rift itself, an act achieved by Ergenos Argis at immense cost. Yet Harfdour was not restored. Though the Rangers broke the immediate corruption and reclaimed the city from total loss, the capital was left shattered beyond use, its walls ruined, its streets choked with dead, and its future impossible to secure. The Rangers held Harfdour for less than a day before abandoning it once more, making the battle not a triumph of recovery, but a grim victory of survival.
War against Sahr Confederacy - 1015 A.F.W - 1020 A.F.W
With the increasing frequency of Sahrian raids along the coasts of Venris and Arvis, the regional stability began to teeter. The Free Nations, a collective of sovereign states, found themselves increasingly threatened by these aggressive incursions. These raids, originating from the Sahr Confederation, posed not just a risk to the coastal regions, but also a challenge to the security of the Free Nations as a whole.
In response to this escalating threat, the Free Nations launched a counteroffensive. This marked the beginning of a significant military campaign against the Sahr Confederation, intended to quell the coastal raids and reassert the Free Nations' regional dominance.
The Siege of Redstone Keep in 1019 A.F.W. belonged to this war against Sahr. Ergenos Argis and his companions defended the fortress against Sahrian forces. Its heavy losses contributed to the fragile truce of 1020 A.F.W., which ended the war between the Free Nations and the Sahr Confederacy, while the Quiet War against Angathor continued.
However, the invasion met with resilient resistance. Despite the collective strength of the Free Nations, the campaign ended not with a decisive victory but in a stalemate. The Sahr Confederation, despite facing a united front of several nations, managed to hold its ground.
This outcome highlighted the inherent power dynamics at play in the region. It showcased the Sahr Confederation's military strength and strategic resilience, as well as the Free Nations' determination to protect their territories. The stalemate underscored the complexity of the region's geopolitics, illustrating that the balance of power was delicately poised and susceptible to future shifts.
Slaughter in the Elven District — 1025 A.F.W
Fanatical Knights of the Holy Order of Kadilia attacked the Elven Cathedral in Antadon during a service. Duke Whyllis Argis banished the Order from his lands. The conflict involved the Cult of Kadilia and the High Elven tradition within the Ten Pillars.
Second War with Angathor - 1025. A.F.W - ongoing
History appeared to repeat itself when the formidable Gates of Angathor opened for the second time. The past scars of the initial invasion still echoed in the memories of the Free People, who now found themselves facing the same dire threat. This time, however, the challenge was augmented, with the Free People sandwiched between two formidable enemies.
On one front, the relentless forces of Angathor poured out once more, unleashing a wave of terror and destruction. The Free People, despite their courage and determination, found themselves locked in a desperate struggle to halt the advancing onslaught.
Simultaneously, the Free People found themselves under attack from the south. The Sahr Confederation, known for its practice of slavery, took advantage of this chaotic situation to launch their own incursion. The Free People, already stretched thin defending their territories from the northern invaders, found themselves precariously caught in a two-front conflict.
This dual-threat scenario has escalated the conflict to unprecedented levels. The situation remains volatile and fraught with danger, with the Free People continuing their fierce resistance against the invading forces on both fronts. The outcome of this ongoing conflict is uncertain, and its resolution will undeniably shape the future course of Lurra's history.
B.F.W - "Before First War"
A.F.W - "After First War"
The present year is 1025 A.F.W.