EA NOTES

 

Main Rulers of Old Empire lands.

BF: None

1-2416 YE: Old (Imarran) Empire.

2416-2536: Dark Empire of Hel (Red Wizards)

2536-2600: Albines in Imarr/Chaos Empire & local warlords elsewhere.

2600 YE to 2729 YE: 'Pax Albina', Albine Empire.

2729+: 'Time of Chaos', mostly local warlords.

 

Ea Timeline

(Dates prior to 1 YE are primarily speculative and/or legendary).

The Creation of Ea

In the beginning in the days before time 
The light was alive with the essence of power 
And from that power were born beings who lived on the edge of eternity 
And they spread their wings and soared through the ancient air 
And the beating of their wings made the winds 
And from the winds came the seas 
And from the seas came the life of the Ea…


Ea Timeline

(Dates prior to 1 YE are primarily speculative and/or legendary).

ca 3 Billion Years BF: Ea and its Solar system form out of planetary accretion disk withiin the Sorn Galaxy.

ca 2 Billion Years BF: First single-celled organisms evolve.

ca 200 Million Years BF: Multi-cellular life develops in Ea’s oceans.

50 Million Years BF: Life flourishes in Ea’s oceans, begins colonisation of the land.

20 Million Years BF: Massive planetoid impact wipes out 99.9999% of life on Ea, knocking planet 55 degrees off its axis.

3 Million Years BF: The Eldren of D’sst-Zroi, fleeing the great wars in their home dimension, settle upon a primaeval world. It will one day be called Ea. They terraform Ea, stabilising the still-devastated planet, altering its axis of rotation, erecting the Kronosphere and seeding the continents with new life. 

2.999 Million Years BF: Birth of Doomstar. At age 15 Doomstar slays his father D’sst-Zroi, and war breaks out among the Eldren. The Subsequent Eldren Wars annihilate life across the southern hemisphere.  
One band of survivors under Thri Coreth abandon technology, and settle on the northern continent, ‘Home’.   The other surviving group is the eventually ‘victorious’ (albeit radiation-sterilised) Xira faction, who settle at Xir in the Isles of Bone, a city which will endure for three million years. 

2 Million Years BF: Flourishing Thri Corethi (known as Sithi, or Sidhe) civilisation spreads slowly across the Northern Continent and associated lands.  At this time the Sithi still live for over 10,000 years.

1 Million Years BF: Divisions amongst the Sithi lead to civil wars and a decline in numbers, coinciding with increasingly harsh Ice Ages.

750,000 BF: Another major meteor strike destroys the remnants of the Sithi-Eldren civilisation, survivors revert to barbarism or wait to die.  Surviving Sithi groups centre on what is now Alfheim and in the Forest of Faerie, Farsorland.  

745,000 BF: Fearing the end of sentient life on Ea, the Eldren of Xir transfer primitive Grugach ‘proto-Eldren’ from their home plane to replenish the decadent Sithi.  They bring mystic beliefs in gods and demons, such as their ‘Creator-god’ Corellon Larethian.  Some Grugach interbreed with the Sithi, creating the Elven race.  Other Sithi retreat from the mortal realm into the land of dreams, becoming the Daoine Sidhe.

200,000 BF: The Xir Eldren develop or import a variety of other sentinent species, notably the Fir Bolg.  The first Dwurfolk awaken on Ea.  According to their beliefs, awakened by the breath of Moradin, ‘Soul-Forger’.

100,000-50,000 BF:  Numerous other races, including humans, appear on Ea.

20,000-15,000 BF: On southern Ea the ancient quasi-human Empire of R’ylNobe is said to have ruled much of the Known World from the City in the Cracks (believed to lie somewhere in the Coast Range). The R’ylNobeans are believed to have been quasi-humans from another dimension, like the later Trogaarans.  They rule largely unopposed over primitive subarctic human and nonhuman tribes, who worship them as gods.

END OF THE PENULTIMATE ICE AGE

13,000 BF: End of an Ice Age.  R’ylNobe declines as the rising waters flood much of its easterm empire, and the R’ylNobeans retreat to a decadent existence within the remnants of their ancient subterranean halls.

12,200 BF: Beginning of the first Alfin and Dwurish civilisations on Northern Ea.

11,300 BF: Alfin sailors reach the coasts of what is now Trafalgis, named Arthanwin by the elves.
They spread inland, into the primordial forests, and begin construction of the great city of Sarû.

11,100 BF: Alfin explorers press south, founding the realm of Angârin, centred on what is now the
Great Forest of Angar. Dwarven colonists accompany them, searching the southern lands for gems
and ore. 

11,000 BF: Splits in the Alfin and Dwurish races.  On the northern continent, some Alfin and Dwurish clans turn to worship of the ancient Demon Lords, precipitating a genocidal war.  War spreads across both continents. Many terrible monsters are released upon the world. The Dark-Alfin seize much magic and power from the now-decadent R’ylNobean civilisation, occupying its last territories in the Coast Range.  Only R’ylNobe itself survives, a shadow of its former glory.

Dark-Alfin sorcerors, using captured Alfin and Dwurish victims, create such things as the orcs and goblins, twisted parodies of creation. In Arthanwin, the Light Elves fortify Sarû, building a mighty fortress to withstand the Dark-Alfin hordes. 

10,100 BF: The Alfin and Dwurish followers of the Demon Lords are defeated by the armies of the
Light, commanded on the northern continent by the elf heroes Corethion and the first Thrin. They flee into the mountains and caverns of the earth. In Arthanwin they retreat beneath the mountains of the Yurons, and the Coast Range. They will become Duergar and Drow.

10,000 BF: Rise of the Kopru Empire along the coasts of southern Ea.

9,000 BF: On the southern continent, the First Kingdom of Arypt appears along the northern banks
of what is now the Mosquito River. 

BEGINNING OF THE LAST ICE AGE

8,500 BF: Initially elven colonists flock from the cold reaches of the Northern Continent, but as Arthanwin too becomes ice-encrusted, most are driven south. Some remain at Angarin, others continue south, encountering the Aryptians and the Kopru. Most eventually revert to near-barbarism, only at Angarin is a modicum of ancient Alfin culture retained.

8,000 BF: Ice gradually enfolds much of the World, to a greater extent even than the preceding Ice Epochs.

7,000 BF: Retreat of the Kopru from their northern dominions. They begin training the human
Azcans to rule in their stead.

6,000 BF: First Kingdom of Arypt at its height. Azcan Empire expands.

5,000 BF: Arypt becomes cool and arid. Low rainfall forms the mythical "northern desert" of the Nubians.

4,000 BF: Furthest extent of Ice Sheets. Climate warms, increased snowfall, forests spread north.

3,000 BF: The Last Ice Age nears its end, the human tribes of the Marrakan peninsula begin their
northward migrations.

END OF THE LAST ICE AGE.

2,800 BF: Malgedan Empire outpost of Trogaar established on Ea, in a largely uninhabited area of fertile lakes and plains in the cenre of the Southern Continent.

Northern continent - Farsorland is roamed by primitive human tribes worshipping a Mother Goddess.  Elves dwell in the Forest of Faerie, while there are scattered dwarven populations in the mountains and hills.

2,625 BF: Northern tribal migrations. First Kingdom of Arypt falls. Azcans decline.

2,500 BF: Wanderings of the Imarri. The priest-prophet Pavar ascends Mt Geimod in the Dosk
Heights, returning with the Tablets of Reason, and word of the Ten Great Gods. 

2,400 BF: The Northmen (Nari) are forced to leave their ancestral hunting grounds, by flooding and
pressure from the Cycli tribes to the south.

2,300 BF: The legendary 'First King', Imarr, is sent on a quest by his patron deity, the Sky God
Oloron. He finds the Sceptre of Eternity, hidden in an Eldren tomb deep beneath the Ankan Range.
The Nari are defeated by the Colladi, and forced to flee into the Coast Range. Their trek
across the mountains lasts several years, attacked by giants and the evil Dark-Alfinfolk
(Drow). They reach Imgart, and begin to spread out to west and north, fighting against the orcs and goblins in alliance with the Dwurfolk.

2,278 BF: Imarr, "The Eternal City", founded by southern migrants from what is now Van Karti’s
Land. The First King blinds and imprisons the malign demon-god "The One Who Is", in caverns
deep beneath the city. Imarr rapidly becomes a centre of trade and commerce, ruling about 150
miles along the Imarr River.

2,250 BF: Fall of the interplanar Malgedan Empire.  Kingdom of Trogaar on southern Ea survives as a succesor-state.

2,125 BF: Northern Continent.- Rise of the Elven and Dwarven civilisations, beginning of the Age of Glory 

2,000 BF: Second Kingdom of Arypt. Rise of Judai in Southlands. The first Norsemen enter Trafalgis, encountering the Light-Alfinfolk, the Arthanwin. They find the ruins of a huge fortress at the head of Saru Fjord, and call it "Sarukar".

1825 BF: Northern Continent -  Men are recognised as a third civilsation by the Elven and Dwarven races, and enter into a triple Alliance with them.

1625 BF: Northern Continent - Domain of the Triple Alliance of elves, dwarves and men spreads across the Great Continent/Home.

1,500 BF: The Fen-Nari Norsemen settle the Great Yittran Valley. The land beyond the western
mountains is already inhabited by dwurfolk and powerful orcish tribes. The Fen-Nari have reached the
limit of their expansion.

1450 BF: Northern Continent - Triple Alliance encounters the rising Halfman race, some skirmishes.

1,400 BF: The town of Imarr-Gart ("Imarr-Fort") is founded by merchant traders from the coastal
kingdom of Imarr to the south.

1,300 BF: In Trafalgis, the Norse hero Erik Skallagrimson uncovers the mighty weapon Bloodhammer.

1,288 BF: Erik Skallagrimson ambushes and defeats the Wir-alte ("High Villages") tribes at the Falls of
Golkar, establishing the power of Borna. This date is generally considered to mark the beginnings of
Trafalgan history. 

1,200 BF: Norse sea-raids against Imarr.

1175 BF: Northern Continent - Halfman population increases.

1173 BF: Northern Continent - A catastrophe beneath the Underdark sends many evil humanoid races fleeing to the surface.  Many centuries later it is revealed that this was due to a temporary Alliance between the drow, duergar and derro - the losers of the Alignment Wars - in imitation of their overground brethren, in a war against their erstwhile slave races the orcs, goblins, bugbears, kobolds et al.

1,118 BF: Norse raiding-fleet defeats and sinks an Imarran flotilla, with death of King Ralpheson
Albrennar. His son Alsan succeeds him.

1,112 BF: Norse invasion fleet led by exiled Jarl Halgrin Bloodhammer conquers Imarr, Halgrin
becoming King Halgrin I. Influx of Norse and the warlike Bloodhammer kings mark the beginnings
of Imarr’s military greatness. As Imarr’s power expands, she comes into conflict with the powerful
city-state of Doskan ("The City of Silks"), just over one hundred miles to the south.

1,000 BF: Bloodhammer Kings rule in Imarr. Climate turns dryer.  The Second Kingdom of Arypt declines and falls.  To the west, the Kingdom of Trogaar also slowly succumbs to desertification.
Foundation of coastal city of Marrak in the Southlands. 

998 BF: In the Northwoods, the old Dwarven Kingdom of Thorvik falls to evil forces from the Underdark.  Survivors migrate to the Far Hills, where they will survive until 2559 YE (the Rain of Colourless Fire).

963 BF: Death of Desv, last High Priest of Trogaar.

910 BF: Northern Continent - Rise of the Humanoid kingdoms, beginnings of a three-way war between the  humanoids, halflings and man-elf-dwarf Alliance.

810 BF: Imarran King Joldech Bloodhammer III ambushed and slain during expedition into the Sorganzorro Marshes. The Bloodhammer is lost.

793 BF: A succession of poor harvests, and the weak, tyrannical, King Joldech Bloodhammer IV,
have greatly weakened Imarr. An element of Imarrans seeking to regain their ancient ‘liberty’
contact King Balfouris of Doskan, and promise to betray the city to him if he attacks. Balfouris
agrees to do so in return for various territorial and trading concessions, Imarr is captured amidst
widespread desertion and treachery. Joldech IV is executed, and the Bloodhammer line brought to
an end. King Balfouris decides to incorporate Imarr into his domain. This causes widespread
outrage.

792 BF: Eldaran Relstar, a noble adventurer and possible descendant of the Albrennar line, leads a
popular rebellion which expels Doskan forces from Imarr. Balfouris counter-attacks in strength. On
the only bridge over the Imarr River, the hero Davaran holds off the entire Doskan army until his
compatriots have weakened the bridge. Davaran is slain by Balfouris, but as Balfouris leads his
forces over the bridge its centre collapses, killing Balfouris and the cream of Doskan’s heroes.
Eldaran I is crowned King of Imarr, founding the Relstar line. Under their leadership Imarr
becomes the most powerful local state.

700 BF: Kostar "the Wolf" liberates Marrak from Doskani occupation.

450 BF: In the face of increasing incursions from western barbarian tribes, driven eastward by the
emergent Kingdom of Kormyr, Imarr, Doskan, the northern city-state of Vanton, and Vanton's colony
Westgate unite to form the Coastal Alliance. The Kingdom of Imarr is soon clearly predominant.
Mount Fire is first heard of around this time, a strange volcano rising above the forested plains of
south-west Kormyr. It is said to be inhabited by yellow-skinned humans from the Heavenly
Mountains to the west.

324 BF: Doskan attempts to leave the Coastal Alliance, is defeated and occupied by Imarr.

265 BF: Imarr disbands the Alliance, incorporating Vanton and Westgate into her Kingdom, which
continues to expand.

126 BF: Northern Continent - War reaches a climax.  Triple Alliance is shattered at great cost to the Halfmen; humanoid hordes conquer most of the overground.  Many human peoples flee the Great Continent to the island of Farsorland, mingling with the native tribes.

110 BF: The Sultan of Marrak sends tribute to King Cordren Relstar III of Imarr.

1 BF: At the Battle of Bloody Fell (in modern Colladel) a vast barbarian army is smashed by King
Ralpheson II Relstar. With the utter defeat of the most powerful barbarian tribe, the Colladi, Imarr's
domain leaps westward.

1 YE: King Ralpheson II, having received tribute from subject peoples as far west as Deepwater
Lake, north to the Sorganzorro Marshes and south to the Aryptian Hierate on the northern banks of
the Mosquito River, proclaims himself Emperor of the Heartlands. 

FOUNDING OF THE OLD (IMARRAN) EMPIRE.

Over the following centuries the Imarran Empire increases its rate of expansion. The reputation of
its armies spreads widely.

10 YE Northern Continent - Halfmen drive back the poorly led humanoids; the races of the Alliance form separate nations, still weak.

94 YE: The Chieftains of the Bretanian tribes submit to Imperial rule. Arypt is firmly conquered.

119 YE: Emperor Dartan Relstar "The Great" conquers the Kingdom of Kormyr and begins subdual
of the Northlands and the semi-nomadic Chakka tribes.

145 YE: Northern Continent - Humanoids, elves, dwarves and men realise the threat of the Halfmen, and war against them fanatically in the Race War.

260 YE: The Beskarni and Carthaki barbarians are conquered by Emperor Hytirus Relstar XI.

300 YE: Northwoods and Vantouch become Imperial provinces. Do Chaka becomes a Protectorate.

395 YE: Northern Continent - Humans, dwarves and elves are victorious over the Halfmen at the Great Battle, Halfman power crushed.  End of the Race Wars and beginning of Age of Magic on Northern Continent. 

425 YE: Norse (Tra'Falgeri) settlers are expelled from the lands north of the Sorganzorro Marshes
by Emperor Hytirus XX, the area becomes the Province of Imgart. The Cyclades Isles are
conquered, with the exception of Shapelings' Isle, the domain of an invisible sorcerous race.

440 YE: Emperor Ralphisus VI declares that the Empire has reached its "natural limits".

463 YE: Van Karti, an adventurer and malcontent, leads colonisation of the southern savannas
beyond Marrak. "Van Karti's Land" is soon incorporated into the Empire.

495 YE: Northern Continent - Dwarven, elven and halfman populations have been decimated by the war.  Men are populous but divided; humanoids prey on their weakened kingdoms.

600 YE: Following campaigns against various borderland tribes by Emperor Dartan II, the Empire
reaches its greatest extent. The Relstar Emperors' domain contains all lands bordered by the
Yuron-Heavenly-Atkolel Mountains to north and west, the Ankan Range and Mosquito Jungle to the
south. The Empire has reached its "natural limits".

895 YE: Northern Continent - The Art of Magic reaches new heights in the city-state of Akorrov.  Rising ‘Ostlander’ Norse kingdoms on the eastern side of the Great Continent, possibly of Trafalgic origin.

THE GOLDEN AGE.

1,000 YE: Census puts the population of the Empire at 16,000,000, Imarr alone at 500,000 and
growing. The long, slow decline of the Old Empire is commonly reckoned from this time.

1,208 YE: The two-thousand year old Relstar line, now ancient and enfeebled, ends with the death
of Hytirus Relstar XXIII. His Chamberlain-Marshall becomes Emperor Maxim Jadestone I.

1,360 YE: Judaicism, an obscure monotheistic religion of the Southlands, comes to sudden
prominence when from amongst its adherents comes a prophet known as Christ ("The King"). The
Judaic authorities, the Sanhedrin, regard Christ as a serious threat to their authority, and the
Imperial Southland Governor, Marcus Tallimus, is somewhat reluctantly forced to execute him
(1363 YE). However the Christian creed, which denies the validity of other "gods", spreads rapidly
across the Old Empire, as it is now beginning to be known, despite widespread persecution.

1,395 YE: Founding of the Albine Empire on the northern continent by Zandor Albinus, later demigod, uniting the western city-states.  Zandor’s home city of Akorrov becomes the Albine capital.  The halfmen are viciously persecuted; other races begin to recover, and populations shift.

1,500 YE: The lich-sorceror Shinta the Undying establishes a rule of terror across Imgart Province.
One known as Kolltirion is believed to have been among his adherents.

1,544 YE: In Imgart Province, Shinta is defeated in a campaign led by Christian crusaders from the
south, eventually perishing in a titanic magical battle high in the Yurons, which also claims the lives
of almost all his foes.

1572 YE: Emperor Maxim VI Jadestone is baptised a Christian, and Christianity becomes the
official religion of the Old Empire.

1,600 YE: City of Relain founded upon the site of the capital city of the old dwarven kingdom of
Thorvik. 

THE TROUBLED YEARS. 

1,735 YE: The Great Demon Tashket, son of Lord Umalu, arrives in the Forest of Beskarn, where
for a thousand years he will feast upon three maidens by the light of each full moon.

1,760 YE: Northern Continent - Ostlander Norse voyages of discovery.  They begin settling the island of Farsorland, founding the Kingdom of Varmarshan, and spreading across the isle. 

1,800 YE: A decline in the Imperial northern garrisons and overpopulation among the Trafalgic
Norse brings down Norse invaders upon the Old Empire.

1,813 YE: City of Imgart falls to the Norse. Widespread devastation of Imgart Province.

1,830 YE: The writings of the Carthean philosopher Plautonus on democracy and national
self-determination receive widespread acclaim in his home Province, but are largely ignored in
Imarr.

1,835 YE: Norse take the Colladel cities of Vanton and Westgate, pressing inland.

1,844 YE: The full might of the Trafalgic and Imperial fleets clash in a great sea battle east of
Imgart. Both sides are devastated and greatly weakened, the Empire claims a narrow victory. 

1,846 YE: Perann, governor of Imgart Province, defeats and expels the Norse invaders, despite not
receiving any help at all from the Empire. Later, there are rumours that Perann had discovered the
ancient grimoires of Shinta the Undying, and that it was Shinta's sorcery that secured this victory.

Perann proclaims his province an independent Duchy, ruled by himself.

1,848 YE: Perann's magical powers and his well-drilled native soldiery decisively defeat Imperial
invasions from the sea and across Blackrock Pass.

1,849 YE: Cartheos rises up against the greatly weakened Empire, expels Imperial troops and
becomes a Republic. The worship of Carthea, the old Carthaki mother-goddess, is revived as the
"goddess of Democracy", pledged to protect her people.

1,850 YE: Emperor Tardin I Jadestone concludes Treaties of Independence with Cartheos and
Perann's Duchy. Perann soon becomes known as "The Immortal". He will rule Imgart for six and a
half centuries.

1,854 YE: Overking Marragis the Peacemaker of Trafalgis unites the Trafalgic kingdoms, and
directs their energies westwards towards the Wildlands, held by giants and goblins, and to the
Makyan plains beyond. Unified "Kingdom of Trafalgis" established.

1,900 YE: In Imgart, Duke Perann's campaigns against the orc tribes drive many north into
Trafalgis, where they overrun the Wirralte hills. Marragis fights back.

1,907 YE: Overking Marragis of Trafalgis dies in his sleep at the age of 104.

1,950 YE: Norse defeat the Makyan horse tribes on the western plains, beginnings of Settlers'
Country. The horse tribes are gradually driven southwards.

2,000 YE: Census puts the population of the remaining Old Empire at only 14,000,000, but that of
Imarr alone at 1,000,000.

2,060 YE: Northern Continent - Waves of Albine settlers begin colonising the northeastern shores of Farsorland, driving back the local humanoid kobold, gnoll and other tribes.  Aided by the local dwarves, over the next century they found the realms of Corrun and Thoris.

2,161 YE: Thrin the Brave, later God of Swords,  born in Farsorland (Varmarshan?), off the northern continent.  After his clan are massacred by demons he is taken in by Paladins dedicated to the Norse god Tyr, and raised in their Order.

2,182 YE: Coronation of Emperor Heshkatl XII Jadestone, Imarr.

2,198 YE: Coronation of Emperor Hehtuatl Jadestone, Imarr.

2,200 YE: The Rhino Rider tribes, displaced by the southward migrations of the Horsemen, arrive
in Swordsman's Gap. Initially, smallish Rhino Rider forces crush the Imperial infantry formations.

2,215 YE: Fall of Temple of Ksarul at Jarrakig, in the Atkolel Heights north of Swordsman's Gap,
reason unknown.

2,222 YE: Fall of the Caliphate of Algarin, in the Southland Province.

2,250 YE: Rhino Riders reach the banks of the River of Red Agates, and the borders of the Great
Forest of Angar - the elven realm of Angarin.

2,292 YE: Gallak the Magnificent born in Albine Empire, on the northern continent.

2,302 YE: Using cavalry-based tactics, the Imperial legions succeed in driving the Rhino Riders
back into Swordsman's Gap.

2,311 YE: Coronation of Emperor Maxim Jadestone XIII.

2,329 YE: Coronation of Albine Emperor Gallak the Magnificent in the Albine Empire, northern
continent.

BEGINNING OF THE MODERN ERA.

2361 YE [1986 AM]: The explorer Yurak Farranger arrives in Vanton from the Northern Continent. News of him and his homelands soon reaches the Imperial Court at Imarr.   

Graz’zt cuts off Ea from the Upper Planes, preparatory to his planned invasion.  On Farsorland, northern Ea, the Daoine Sidhe appear to the elven knight Thrin the Brave of Corrun, warning him of the Dark Rise on Irillian. In the Albine Empire, campaigning against the Mesta Desert nomads is cut short as Demon Lord Kostchtichie Ice Gnoll armies launch a massive invasion of the Northern Frontier, beginning the DemonWar.

2362 YE:  Northern Continent - White Doom armies of Kostchtchie sweep overr the Albine Empire, slaughrtering all resistance.  They sack the Albine city Enkadross, turn the city of Deff into a charnel outpost of the Abyss, sack Fladomir.  Demons swarm into Ea, the lands where they stalk become twisted and corrupted as the stuff of Chaos encroaches upon the fabric of reality. 

2362 YE: Farsorland - Jarcuth & the Darksword knights attack Thoris, which resists fiercely.   Akorrov surrenders to Kostchtchie.

2363 YE [1988 AM]: Farsorland - DemonWar continues.  Thoris is invaded by Jarcuth under King Harcoth Lordogre, aided by demonic forces of Kostchtchie under the Balor-demon Kolgritch..   At the Battle of Rovil Crag the army of Thoris is annihilated, although Kolgritch is dispelled by the Paladin Vordrin’s final blow.

2364 YE: Northern Continent - most of the known world has fallen to the demons. The Albine Emperor Gallak  and two companions embark on a perilous trek across the Astral void to seek aid from the Upper Planes.  He succeeds, and the forces of the Solar Al-Kamirion intervene against Chaos.  With the aid of Ea’s greatest surviving heroes the demon princes Kostchtchie (by planetar Dorakin) and Lolth are banished back to the Abyss.  Graz’zt defeats the planetar Malphirion & Solar Al-Kamirion before returning to the Abyss, his attention diverted by more pressing matters - and being unwilling to face three planetars out for his blood (Dorakin & 2 others).

2365 YE: The northern continent has been wracked by the Demon War, as Gates spew out demonic hordes and raw chaos-matter across the continent, ending the Age of Magic and destroying most of civilisation. Albine civilisation has been severely damaged, but survives.  Much of the eastern realms are either twisted by Chaos or sunk beneath the waves.

2366 YE [1991 AM]: On Farsorland, thanks to heroes Thrin & Darra the Principality of Corrun is victorious over humanoid forces of Jarcuth, Corrun merges with devastated Kingdom of Thoris.  Thrin becomes king of Corrun-Thoris.

2367 YE [1992 AM] The island of Farsorland is cloaked in stasis-sleep by Demon King Graz’zt, failing to trap Thrin.  Demon War ends with the Graz'zt-Thrin Treaty, ratified by the Norns (Fates). 

2376 YE: Old Empire - Death of Emperor Maxim Jadestone XIII, beginning of the Successor Wars between his sons Beorsk, a warrior, & Joltane, a powerful mage.
 
2384 YE: Death of Beorsk, end of the Successor Wars. The Makyan Rhino Riders have
overwhelmed all Do Chaka. Joltane becomes Emperor. Joltane rewards the loyal city of Relain
(pop 8,000) by making it capital of the Northwoods Province, and it groes rapidly in size, reaching
a population of 24,000 by 2416 YE.

2399 YE: Emperor Joltane marries Kamina.

2400 YE: Rhino Rider army besieging Scorn'el defeated.

2402 YE: Mad wizard Rathlin the Foul takes Greymare, is quickly expelled.

2403 YE: Joltane defeats Kioldrin IV, Grand Duke of Bretania, treacherously allied to Beorsk's son
Hrograr.

2416 YE: INVASION OF THE RED WIZARDS. Imarr falls. The last Jadestone Emperor, Joltane,
flees to the Forest of Angar, and is assassinated there. Fall of the Old Empire. Beginning of the
DARK AGE OF HEL. 

2418 YE: The Arch-Lich(?) Kolltirion is crowned Hel-Emperor in Imarr on Christmas Day.

2,419 YE: Red Wizard force unsuccessfully besieges Relain.

2420 YE: Bretania revolts against the Red Wizards. Republic of Cartheos decides to assist the
rebels. The Western Alliance is formed, beginning a century of bitter war.

2421 YE: Relain joins the Western Alliance/Alliance of Cartheos.

2422 YE: Cartheos defeats a huge Rhino Rider army at Ar'el. Western Alliance takes Kormyr and
Do Chaka.

2428 YE: Army of Hel under Norakar is destroyed by Alliance forces near Deepwater Lake.

2434 YE: Forces of demon-god Thanatos defeat Alliance force at Vantouch, hold the cities and
Provinces of Relain & Vantouch. 

2435 YE: Mongali Horde under Gorbla Khan bursts out of the west, smashes the Makyan horse
clans, and incorporates them into the Mongali Empire.

2440 YE: Approximate date of the founding of the Kingdom of Thrinia, on the northern continent.

2446 YE: Mongali & Makyan horse-riders defeat confederation of Makyan Rhino Riders, Impala
Herders and Sable Clan at Lake Arukai.

2448 YE: Makyan Rhino Riders join forces with the Western Alliance.

2468 YE: Death of Gorbla Khan, divisions amongst the Mongali Khans.

2482 YE: Joltane the Bold, heir of the Jadestones, uncovers the Crown of Goodly Might.

2484 YE: Thanatos appears in his Hold and leads his forces against the Alliance. Kills Archmage
Sardak, Joltane, and Pope Hirimus, head of the Christian church in the Alliance.

2485 YE: At Siege of Carthan, the Goddess Carthea appears and defeats the demon-god Thanatos &
his armies. His Hold (based on Relain) collapses, and Cartheanism rapidly replaces Christianity
throughout the Western Alliance.

2486 YE: Red Wizards take eastern Kormyr & Relain.

2488 YE: Alliance takes Vantouch.

2492 YE: Alliance takes city of Relain from the Red Wizards.

2493 YE: Alliance retakes Cormyr, Kolltirion retakes Bretania, with much slaughter. Alliance
begins subdual of Relain Province (Northwoods).

2500 YE: Red Wizard & Norse attack Perann's Duchy. Perann flees.

2502 YE: Red Wizard conquest of Perann's Duchy (Imgart) completed, inc Manheim.

2507 YE: Red Wizards take city of Deepwater.

2510 YE: Hel-Emperor Kolltirion allies with the Mongali under Khargor Khan. 

2514 YE: Khargor becomes Kha-Khan of all Mongali.

2515 YE: Mongali Horde takes all Do Chaka beyond the River of Red Agates, destroying an
Alliance army that includes the elven army of Angar, and the last of the Makyan Rhino Riders. 

2516 YE: Mongali slaughter all male elves in the Forest of Angar. Mongali take rest of Do Chaka,
Red Wizards and Thanatics take Relain and Vantouch, but in a great battle they fail to take Ar'el,
capital of Kormyr.

Thanatic forces emerge from the Underdark beneath Relain, capturing the city.

2517 YE: Red Wizards take Kormyr, but a desperate Alliance thrust takes Imarr! Femalia
conquered by Red Wizards' Norse allies.

2518 YE: Early in the year, the Arch-Lich Hel-Emperor Kolltirion, founder of the Red Wizards, is
assassinated by the hero-deities Thrin & Darra. Hel vows eternal vengeance upon them. Carnac
becomes Hel-Emperor. Red Wizards retake Imarr from Alliance forces.

2519 YE: Fall of Cartheos, end of the Carthean-Hel war.

2524 YE: In Trafalgis, Thorfinn the Usurper overthrows King Gustavus, a pawn of the Red
Wizards, and becomes King.

2525 YE: In the Abyss, the demon-god Thanatos is destroyed by the hero Parrax.

2528 YE: Demon King Graz'zt allies with the Red Wizards.

2530 YE: Red Wizards conquer Relain from the last of the Thanatics, and take Do Chaka from the
Mongali - all the lands of the Old Empire are theirs at last! Graz'zt rules part of the Northlands.

2531 YE: Archpriest Tazarnus of Hel is slain by Storrax (later known as Mortis), then working for
the Powers of Concordance, trying to rescue Princess Leiana, last of the Jadestones. In the Tower of
Death on Red Wizards' Isle, Princess Leiana is sacrificed to Hel on Midwinter's Day, in a
ceremony which guarantees the Red Wizards the support of Hel forever. A rescue atempt fails,
Serven the Grey is captured by the Red Wizards, and turned to Hel.

2532 YE: Demon-Queen Lolth slain by Serven the Grey, one of a party sent by Hel & Graz'zt.

2536 YE: Red Wizard champions Relgar Doomlord, Serven the Grey, and Dorvar Zertek perish
while trekking through the Yuron mountains to Trafalgis, after encountering four red dragons. Mortis
Deathlord escapes, and returns to destroy the dragons two decades later. The elite Red Wizard
Hel-Legions invade Trafalgis, 100,000 strong. In the first battle, Hel appears and defeats the Solar
Al-Kamirion. Mortis Deathlord slays the Trafalgan King, Thorfinn the Usurper. But then the
Hel-Legions' assault on the Sarukar Fortress fails disastrously, with tens of thousands dead.
Imperial forces are forced to retreat to Imgart. Around 75,000 Red Wizard troops have perished,
plus a similar number of Trafalgans.

Albine/Thrinian Coalition armies (numbering about 60,000 Albines & 30,000 Thrinians) land in
Trafalgis and sweep south, capturing Mortis Deathlord and smashing the Imperial armies half a
million strong. Emperor Carnak is killed, at the cost of the Albine hero Skartan. Imarr falls to the
Coalition. 

END OF THE DARK AGE OF HEL.

2537 YE: Albine/Thrinian Coalition forces defeat the last of the Red Wizard Imperial armies east
of Scorn'el. The Empire of the Red Wizards is over. The only senior surviving Red Wizard,
Dormithrax, escapes vowing eternal vengeance. Albine forces retain a presence at Imarr - the
Albine Protectorate - but most Coalition forces are soon withdrawn from the southern continent.

2540 YE: Graz'zt's demons and Chaos Horde sweep through the Northlands - Relain, Manheim etc.
Mongali Horde sweeps east into Do Chaka and Bretania.

2555 YE: Mortis Deathlord slays the Demon Lord Baphomet, an enemy of Graz'zt.

2556 YE: The Chaos demi-god Mortis Deathlord assassinates Khargor Khan. Mongali Empire
fragments. In the Southland Desert, Marrak allies with Graz'zt. Graz'zt sends 12,000 vulture-demons
under Mortis Deathlord to destroy the nomad armies of the Lightbringer, under the Prophet
Moharad, that threaten Marrak. In a battle near Marrak, 180,000 men perish, some 20,000 survive
to flee homewards. The Hashishim, a secret cult of assassins, flee to the Dosk Heights and maintain
the Lightbringer religion.

Total destruction of the city of Femalia, near Manheim, by the Chaos Horde of Graz’zt, following
its rebellion.

2557 YE: Off the northern continent, the island of Farsorland is awakened from two centuries of
Stasis-Sleep.

2558 YE: Serven the Grey 'raised' by the Demiurge Basiliv. Serven is later forced to become a
minion of Graz'zt.

2559 YE: Demon King Graz’zt brings down the Reign of Colourless Fire upon the Republics of
Cartheos and Kormyr, and the dwarves of the Far Hills, creating the Sea of Dust. His Chaos Empire
conquers Colladel, the Mongali Empire, etc. Only the Albine Protectorate of Imarr, including
Doskan, remains free.

2560 YE: Chaos Empire of Demon King Graz’zt rules from the Citadel of Chaos, across most of the
lands of the Old Empire. Mortis Deathlord breaks the Graz'zt-Thrin Treaty, Graz'zt destroys him. 

2565 YE: Vanton and Westgate revolt against the Chaos Empire, joining the Albine Protectorate.
On the northern continent, the demigoddess Darra destroys the half-orc demigod Fangor. The
Fangorian orcs ally with the Albine Empire.

2592 YE: In the Ankan Range Mts south of Swordsman’s Gap, the Fane of Baalzebul releases the
Great Plague upon Ea. Millions die. The Albine Protectorate around Imarr institutes a ruthless
quarantine program, and survives. The Chaos Empire is destroyed.

2595 YE: The Great Plague starts to die down across southern Ea. In Albine-ruled lands a
vaccination program has alleviated the worst of its effects.

2598 YE+: Albine power expands across Ea, takes Relain from Graz'zt, defeating the Fane of
Baalzebul, the Priest-Kings, and many other foes, their flying-ships exploring and scouting most of
the planet’s northern hemisphere, but avoiding the Kopru Empire along the south edge of the
southern (Imarran) continent. 

BEGINNING OF THE GOLDEN AGE OF THE PAX ALBINA.

2620 YE: Albine forces capture the Mongali capital Arukan.

2640 YE: Formal declaration of the Pax Albina.

2650 YE: Albine Emperor Gallak gains full use of the Star-Magic from the Sorn, a race of humans
who dwell amongst the stars.

2651 YE: In Akorrov, Albine Emperor Gallak The Magnificent ascends to divinity. Coronation of
Emperor Sharvak and Empress Medina, a Sorn-human.

2700 YE: The Albines open up the frontier beyond Swordsman’s Gap to colonisation, pushing back
the Mongali.

2720 YE: The god Mirv Sheelon attacks the Tower of Death on Red Wizards’ Isle, destroying the
Eye of Hel artifact. In response, Hel herself appears and destroys Sheelon. The Albines are at last
able to conquer the Isle, scattering the minions of Hel. Some flee to catacombs beneath Imarr.

2721 YE: Kadai Khan raises a Mongali Horde, capturing the city of Arukan and overrunning the
Western Frontier beyond Swordsman’s Gap. Albines begin construction of the Brightstar Wall.
Beneath Imarr, the Red Wizards attempt to change the past, using the Sceptre of Eternity, but Thrin
prevents this and kills their leader Dormithrax. The Archmage Marradin becomes leader of the Red
Wizards. Thrinian Mining Lands overrrun.

2722 YE: On northern continent, the Chaos horde of the Corpse Tearer attacks Thrinia from the
Chaos Mts, but is defeated, both sides suffer heavy losses, and the Rockheim dwarves reclaim the
southern Mountains of Chaos.

2723 YE: The god Thrin sends mercenary heroes to attack the Red Wizard lair beneath Imarr,
which the Red Wizards then abandon. On the northern continent, Thrinia re-occupies its Mining
Lands.

2724 YE: The god Thrin and the Eldren renegade Doomstar destroy the Eldren at Xir, causing the
Darkrise. The stars shift in their orbits, the Albines’ Star-Magic fails. During Darkrise the Albine
Emperor Sharvak Brightstar causes the death of 50,000 Dark-possessed troops while defending
Akorrov. Sharvak abdicates, is succeeded by Almin, who begins the Persecutions of the temples of
Thrin and Carthea. At Thrin’s behest Doomstar destroys the chief Albine gods Anu and Marduk,
plunging the Empire into chaos.

2725 YE: Thrin kills the Albine devil-god Druaga. To prevent all-out war between Thrinia and the
Albine Empire, Almin is forced to abdicate, and is replaced by Emperor Kragon, a reverer of
Girru. Persecutions end. On the southern continent the Mongali Horde under Kadai Khan invade and
conquer Settler’s Country, defeating the Settler’s Army under War-Jarl Ulfius, who wields the
legendary Bloodhammer. The battle leaves over 140,000 Settlers and 30,000 Mongali dead.

The Mongali Arch-Sorceror Omazad has them begin the study of ship-building.

Brightstar Wall completed.

2727 YE: Albine Navy sink several Sea-Mongali ships, but are unable to effectively blockade
Settler’s Country. Mongali pirates are becoming a considerable problem on the coastal trade routes
of the southern continent.

2729 YE: The Bloodhammer Uprising led by Lord Tarkane & Lord Ulfius Bloodhammer expels the
Albines from Imarr. Albine counter-attack fails, with heavy losses. 

 2730 YE: The Albine Emperor, Kragon, orders a total withdrawal from the southern continent,
beginning the TIME OF CHAOS. In Imarr, Tarkane crowns himself Overking, and vows to restore
the ancient Imarran Empire. 

War breaks out across the continent. Doskan and the Duchy of Gordava are among those who
oppose Tarkane, while the Sultanate of Marrak allies with him against their ancient Doskani foes.

2731 YE: Initial battles between Imarr & Marrak vs Doskan & Gordava prove inconclusive.

2732 YE: Makyan barbarians begin to flood into Bretania through the mountain passes.  The Mongali roam unopposed through Do Chaka.

2735 YE: Mount Fire conquers the Palaces of Hawk & Crane.  Overking Tarkane's flotilla sweeps the Imarr river clear of Gordavan forces, opening it to trade from Scorn'el to the sea. In Beskarn, Yukio the Godslayer slays the Great Demon Tashket with the Black Spear.  In the catacombs beneath Imarr she later slays the ancient demon-god The One Who Is, the Black Spear drinks His soul (5/7).  In the Northlands, the Destroyers' forces sweep south from the Citadel of Chaos across the old frontier, sacking Arkastin, Tholkan and Balfrinr (11/8).   Lord Ashtaroth returns to the service of Chaos.  Marrakan armada defeats the Doskani Fleet off Sasan (12/9).  Relain defeats an army of Chaos at Khelm’s Ford (27/9), in a battle in which Sol the Defiant slays Ashtaroth’s minion Princess Serivalle.  Gordava eventually falls to Tarkane’s forces.  Yukio is killed by the elite soldiers of Mt Fire, who seize the Black Spear.  Sir Alidarn of Tholkan gains Skafloc, the White Spear, and leads the army of Relain against Chaos.  Alidarn is made a Lord of Relain.

2736 YE: In the Northwoods Relain’s forces under Lord Alidarn campaign against the forces of Chaos, driving them back in many savage battles.  Doskan is attacked by both Imarr and Marrak, and is soon besieged.  Overking Tarkane demands the Doskani Queen Khelia as his slave.  Ulfius Bloodhammer is made Arch-Duke of Colladel by Tarkane.

Notes on North Ea history

The time from about 500 years following the end of the last Ice Age (ca 2600 BF on North Ea) was a golden era referred to as the ‘Age of Glory’, lasting 2,500 years. It was a period of exploration and colonistion, although no lasting contact was made with the Southern Continent. It ended with the genocidal Race War in which the then-dominant Halfling species was defeated and almost wiped out by an alliance of the other three major races; with humans gradually emerging as the new dominant race; elves and dwarves being largely confined to their ancestral homelands Rockheim & Alfheim.

The following period is referred to as the Age of Magic, when the art of wizardry developed in the western city-states bordering the Mesta Desert, culminating in the formation of the first human Empire, the Albine Empire, by the Archmage Zandor Albinus, proclaimed in 1020AM /1,395YE , completed ca 1086AM /1461 YE. It also saw the growth of human kingdoms across the Great Continent/Home, small human states in Farsorland, Westland, the Eastern & Western Isles, and the consolidation of Veridor under its own Emperor and Shogun.

The explorer Yurak Farranger finally made contact with the Southern Continent (Old Empire) in 2361 YE, immediately prior to the DemonWar.

The Age of Magic is generally reckoned to have lasted 2000 years and ended with the apocalyptic DemonWar ca 1990AM /2365YE, which destroyed most of the eastern lands of the Northern Continent. Some sages reckon time from 1986AM /2361 YE as New Era (NE), but the southern continent YE system is the most commonly adopted.

 

 

Imarran Mythology

The ancient Imarrans never developed much in the way of a detailed mythology, and their approach to religion was decidedly syncretistic, happily adopting the gods and demons of the other tribes, and, later nations, into a sprawling, shambolic mythos entirely lacking in any semblance of internal cohesion. In such circumstances it is hardly surprising that the fierce monotheism of Christianity should sweep aside most of the older gods, and rule unchallenged for more than a millenium, until replaced by the dualism of Hel & Carthea. Now, in the 28th century YE, with the decline of Cartheanism and the weakness and disarray of the Albines' pantheon, some of the ancient cults seem set to rise again...

Ksarul.

One of the ten "Great Gods" that the legendary priest-prophet Pavar revealed to the People of Imarr upon his descent from Mount Geimod (somewhere in the Dosk Heights) during their Time of Wandering before the foundation of the Eternal City, he is both the cosmopolitan god of knowledge, and the reclusive Lord of Secrets. His cult is strong in Bretania, especially Ankheight, where 'tis said that the Archduke is attended by His azure-robed advisors. In addition, the Bloodhammer Imperialists in Imarr pay especial reverence to Ksarul, as they plot to overthrow the Albine dominion and re-establish the ancient Imarran Empire. He is said to have secret fastnesses in the northern provinces.

Avanthe.

Another of the "Great Gods". As a nature/fertility goddess, connected with the female principle and the cycle of the seasons, Avanthe is primarily worshipped in rural, agricultural areas, particularly throughout the Heartlands and the border with Bretania, where her priestesses sometimes come into conflict with the Old Religion of the Druids, still followed in remote glades and woodlands. She is less revered in harsher climes, and almost unknown in the cities. A popular farmers' deity, despite her low profile. She is said to send the rain that nurtures the grain, the sun that ripens it, and the frost that prepares the ground for next year's planting.

The Elemental Princes.

Elementalism is said to have come originally from the far west, what is now known as the Lands of the Priest-Kings. Originally an independent pantheon, in Imarran beliefs it was rapidly assimilated into the native Imarran mythos, with the four princes assigned roles as cohorts of various of the Great Gods. Thus Sashelas was associated with Belkhanu (but later Avanthe, in her role as a water-goddess), Kakatal with Vimuhla, Oloron with Hnalla. Grom was originally associated with Avanthe, but due to a "falling out" between them, was later aligned with the Marrakan god/demon Akresh, while Avanthe gained the services of Sashelas The four princes are worshipped primarily at the Temple of the Four Elements in Imarr.

Minor Powers

Adelmar: His origin is obscure, later associated with the Pavarite god Hru'u. Some believe he was originally chief deity of the Doskani pantheon.

Akresh: Doskani god of thunder, the mountains and wastelands, associated with warfare as the "Invincible Lord". Also well-known to the Marrakans.

Engala: Lord of the Undead, associated with Sarku. Probably Doskani.

Eldyr: Doskani god of enchantment and deception. Sometimes associated with Dlamelish.

Hragahl: Doskani god of intellect, also lightning.

Kesh: Snake-god of confusion and terror, probably Marrakan in origin. Associated with Pavarite goddess Dlamelish

Kojuro: Originally a war-god of the Chakka nomads, later associated with Swordsman's Gap in Do Chaka, defender of civilisation against the barbarian hordes! Thus cohort to the Imarran Great God Karakan.

Kyrax: Storm-god of the Chakkas, probably original head of the Chakka pantheon.

Sarasathsa: Chakka (?) goddess of hidden knowledge. Occasionally associated with Ksarul.

Tsienra: "The Lightning Tiger", Marrakan war-god, perhaps even head of pantheon. Enemy of Kesh.

Ulamu: Doskani god of pain/chaos, associated with Adelmar & Hru'u.

 

The Demon Lords

It is believed that the "Demon Lords" of Old Empire mythology originated as (or been adopted as?) the tribal totems of various clans; Marrakan, Doskani, Chakkan, and probably Imarran too. Thus, they are very old, and have probably existed in one form or another since before the last Ice Age (which on the continent of the Old Empire ended around 3,000 BE). By contrast the Pavarite "Great Gods" have a clear, albeit mythological, time at which they were first "discovered" - Pavar's ascent/descent of Mt. Geimod (tentatively dated to around 2500 BF).

Syncretism

There is some evidence that the ancient Chakkan totem-gods were known to the peoples of the east - the Imarrans and Doskani - although not widely worshipped. This lends credence to the theory that at one time the Imarrans, Doskani and Chakkans may have been closely related tribes, along with perhaps the Comyri, Colladi and Carthaki, with origins distinct from those of other modern nations. But thousands of years of pre-history undoubtedly muddied the waters of belief considerably.

The "Azcans"

Very little is known of this pre-historic culture of olive-skinned, brown-haired humans who once dominated the Marrakan peninsula, not even their true name. They may have been contemporaries of ancient Trogaar, far to the west, but the ruined remains of their culture show little Malgedan influence. Rather, they appear to have been a human subject-state of the Kopru Empire, a tool by which their inhuman allies could dominate far inland during the cold climate of the last Ice Age (c. 8,000-3,000 BE). The ancient Azcan pantheon appears to have been headed by Qetzalcoatl. At one time, the ancestors of many modern nations may have been subject-tribes under Azcan domination. If so, it can be speculated that the changing climate provided the impetus for them to flee the Azcan yoke (c. 3,000 BF) and move northwards in search of their own lands. Certainly, the Azcans appear to have been a cruel and sinister people. Their dark-shadowed ruins may be found from amidst the southern jungles of the Marrakan peninsula, as far north as Izul-Cthar in the Southland Province, which may have marked the northern extent of their domination.

The Marrakans

According to Marrakan legend, their ancestors once dwelt on the southern fringes of the Marrakan peninsula, slaves of cruel and inhuman masters - the Kopru. After a great uprising (c. 2,600 BE) they fled northwards, by sea, using flimsy rafts which took them along the coast until they reached the site of the modern City of Marrak (c. 2,550 BE), where they landed and began to establish themselves, spreading out across what was then a temperate and fertile plain. The ancient Marrakan gods included Coatelqeh and Nebrovelent, who may have been Aspects of the Azcan deities Chalchiuhtlicue and Mictlantecuhtli respectively. There was also considerable intermarriage and syncretism with the Doskani, who dwelt to the west, such that some clan totems, for instance Akresh, cannot easily be identified as originally Doskani or Marrakan in conception.

Some Marrakans became followers of a prophet called Judai, who preached the existence of One God, and travelled south-west (c. 2,000 BE) in search of a "promised land". The Judaic tribes later gave rise to Christisanity, as well as monotheist cults amongst the non-Judaic nomad tribes. Urban Marrakan culture, however, has remained fairly secular, and has readily accepted whatever deities are currently dominant - Pavarite, Christian, Norse/Helist, and currently the Albine pantheon. However, there are rumours of ancient cults still dedicated to Tsienra, Kesh, and other Demon Lords.

The Aryptians

The Aryptian civilisation, lying along the northern shore of the lower Mosquito River, does not appear to be of native Ean origin. It seems to have emerged almost fully-formed at some point in the ancient past, perhaps as early as 9,000 BE, and continued almost uninterrupted for thousands of years, dominating a considerable area, until swamped by invading tribes from the south around 3,000-2,500 BE, sending it into permanent decline. The Aryptian pantheon is headed by Ra, important deities include Osiris and Isis. There appear to have been considerable cultural exchange with the Azcans, both cultures built pyramid-structures of considerable similarity, as do the Kopru.

The Black Tribes - the Nubians.

It is thought that the ancestors of the modern inhabitants of Van Karti's Land and the northern parts of the Mosquito Basin may once have inhabited a desert that divided the jungles to the south, ruled by the Azcan Empire, from the temperate forested river-plain of Ancient Arypt. Their shamanistic, spirit-based culture had its own pantheon, including Olorun/Oloron. Old legends of the Nubians are of wars with the Aryptians, and the sinister powers of Aryptian sorcery. The northwards migrations of the Imarri, Doskani et al seem to have had little effect on them, perhaps because their lands did not seem sufficiently desirable.

________________________________________________________________________

Recovered by Albine forces from amidst a cache of yellowing parchment in a vault beneath the Temple of Hel, Red Wizards' Isle, 2727 Y.E:

****************************************************************

THE GODS OF THE ANCIENTS.

By Khezris San, Sage of Doskan, faithful servant of the Keeper of Secrets.

Written in the 15th year of the Emperor Heshkatl XIIth Jadestone, 2197 Y.E.

Long have I studied, amidst mouldering tomes in musty vaults, where none of human-kind had stood for a thousand years and more! May it please you, O Prince, to know of the gods of our forefathers, the Ten, and the names they were known by before ever our eternal Empire was born...

The Lords of Light & The Lords of Darkness.

1. Hnalla, Supreme Principle of Good.

2.. Hry'y, Supreme Principle of Evil.

3. Karakan, The Lord of War, Master of Heroes.

4.Vimuhla, Lord of Fire, Power of Destruction and Red Ruin.

5. Thumis, Lord of Wisdom, Hidden Seeker of Eternal Knowledge, Sage of the Gods.

6. Ksarul, Ancient Lord of Secrets, Master of Magic.

7. Avanthe, Maid of Beauty, Mother of Devotion.

8. Dlamelish, Greed-Eyed Lady of Fleshy Joys, Mistress of Demons.

9. Belkhanu, Lord of the Excellent Dead, Opener of the Gates of Heaven.

10. Sarku, Master of the Undead.

Minor Gods.

It is said that each of the Lords had a faithful minion-deity. I know of only one, the Most Excellent Gruganu, Black Sword of Doom, Warrior-Liegeman of Ksarul, He of the Terrible Aspect.

The Pariah Gods.

A most unholy trinity, cast out from the bosom of their fellows for the most unspeakable acts: The One Who Is, The One Other, and the Goddess of the Pale Bone.

*********************************************************************

D.M's Notes.

Most of these erstwhile deities had been largely forgotten for well over a thousand years.

1. Hnalla, Supreme Principle of Good. Greater Power, NG. Served by Oloron.

2. Hry'y, Supreme Principle of Evil. Greater Power, NE. Served by Ulamu.

Little is known of these two, who appear only as abstract forces in legends. Possibly names for the Overgods Ormazd/Ixion and Ahriman/Thanatos. Hry'y may be an older name for Adelmar.

3. Karakan, The Lord of War, Master of Heroes. Lesser Power, LG.

Served by Kojuro the Swordsman.

4.Vimuhla, Lord of Fire, Power of Destruction and Red Ruin. Lesser Power, CE.

Served by Kakatal the Flame-Prince.

5. Thumis, Lord of Wisdom, Hidden Seeker of Eternal Knowledge, Sage of the Gods.

Greater Power, LG. Served by Hragahl.

6.. Ksarul, Ancient Lord of Secrets, Master of Magic. Greater Power, LE.

The Doomed Prince of The Blue Room, sunken in deep stasis-sleep. Served by Gruganu.

7. Avanthe, Maid of Beauty, Mother of Devotion. Lesser Power, NG.

An Aspect of the All-Mother.

8. Dlamelish, Greed-Eyed Lady of Fleshy Joys, Mistress of Demons. Lesser Power, CE. Served by Kesh.

9. Belkhanu, Lord of the Excellent Dead, Opener of the Gates of Heaven. Lesser Power, LG. Possibly Extinct. Served by Sashelas.

10. Sarku, Master of the Undead. Lesser Power, NE.

An older name for Engala?

There are also believed to have been at least five "Grey" or Neutral gods, some of whom are still remembered as Demon Lords - Akresh (served by Grom), Kyrax, Sarasathsa, Tsienra.

Imgart Province

During the Last Ice Age, the ancestors of the modern Northmen, the Nari, roamed a coastal land of tundra and pine forest, where now lie the Cyclades Isles. They fought with orc and neanderthal tribes, and lived in fear of the Invisible Race - the ancestors of the Shapelings - who fought with stealth, and death in the night.

As the climate warmed, the better-armed and organised Cycli tribes pressed in from the south, while the Northmen's coastal realm suffered ever more severe flooding. They were driven north, and, defeated in battle by the powerful Colladi tribes, were forced into the bleak heights of the Coast Range Mountains, skirting the melting, treacherous ice of the glacier that then covered the Sorganzorro Marshes.

Those who survived this terrible joourney must have thought they had reached paradise when they beheld the green pine forests of what is now south-east Imgart, for the glaciers had melted earlier here, warmed by winds from the eastern sea, and this land was uninhabited by any human - although orcs, Dwurfolk (dwarves) and goblins dwelt in the deep caves, and Frost Giants still roamed the peaks in great numbers.

The journey-hardened Norsemen were not to be deterred, and had soon carved out a growing realm, often in alliance with the Dwurfolk. Their numbers increased rapidly. Some pressed westwards, skirting the Grand Yuron mountains, while others moved north along the coast, entering the lands of south-eastern Trafalgis and encountering a small Alfinfolk (elf) population, who claimed descent from those who had come in ships from a land far across the sea..

This split in the Northmen's migrations was the beginning of the distinction between the Imgart tribes - the Fen-Nari ("Men of the Marsh") - and the Tra-Falgeri, the people of Trafalgis.

"Tra-Falgeri" is believed to mean "Those Who Crossed the Falger", probably a river, or some other dividing mark.

Interestingly, the noble House of Algeri, whose lands lie in Imgart's Trafalgan March on the border with Trafalgis, claim direct lineage from those who reached the Falger, but did not go further.

Pre-History.

c. 12,200 BF: Beginning of the first post-Eldren Alfin and Dwurish civilisations on Northern Ea.

c. 11,300 BF: Alfin sailors reach the coasts of what is now Trafalgis, named Arthanwin by the elves. They spread inland, into the primordial forests, and begin construction of the great city of Sarû.

c. 11,100 BF: Alfin explorers press south, founding the realm of Angârin, centred on what is now the Great Forest of Angar. Dwarven colonists accompany them, searching the southern lands for gems and ore.

c.11,000 BF: Splits in the Alfin and Dwurish races - some turn to the worship of the ancient Demon Lords. War spreads across both continents. Many terrible monsters are released upon the world. Dark-Alfin sorcerors, using captured Alfin and Dwurish victims, create such things as the orcs and goblins, twisted parodies of creation. In Arthanwin, the Light Elves fortify Sarû, building a mighty fortress to withstand the Dark-Alfin hordes.

c.10,100 BF: The Alfin and Dwurish followers of the Demon Lords are defeated by the armies of the Light, commanded by the elf heroes Corethion and the first Thrin. They flee into the mountains and caverns of the earth. In Arthanwin they retreat beneath the mountains of the Yurons, and the Coast Range. They will become Duergar and Drow.

c.8,500 BF: Beginning of the Last Ice Age. Initially elven colonists flock from the cold reaches of the Northern Continent, but as Arthanwin too becomes ice-encrusted, most are driven south. Some remain at Angarin, others continue south, encountering the Aryptians and the Kopru. Most eventually revert to near-barbarism, only at Angarin is a modicum of ancient Alfin culture retained.

Ice enfolds the World.

* * *

c.3,000 BF: The Last Ice Age nears its end, the human tribes of the Marrakan peninsula begin their northward migrations.

c. 2,400 BF: The Northmen (Nari) are forced to leave their ancestral hunting grounds, by flooding and pressure from the Cycli tribes to the south.

 

c.2,300 BF: The Nari are defeated by the Colladi, and forced to flee into the Coast Range. Their trek across the mountains probably lasted several years, attacked by giants and the evil Dark-Alfinfolk (Drow).

They reach Imgart, and begin to spread out to west and north, fighting against the orcs and goblins in alliance with the Dwurfolk

c.2,000 BF: The first Norsemen enter Trafalgis, encountering the Light-Alfinfolk, the Arthanwin. They find the ruins of a huge fortress at the head of Saru Fjord, and call it "Sarukar".

c.1,500 BF: The Fen-Nari Norsemen settle the Great Yittran Valley. The land beyond the western mountains is already inhabited by dwurfolk and powerful orcish tribes. The Fen-Nari have reached the limit of their expansion.

c.1,400 BF: The town of Imarr-Gart ("Imarr-Fort") is founded by merchant traders from the coastal kingdom of Imarr to the south.

c.1,300 BF: In Trafalgis, the Norse hero Erik Skallagrimson uncovers the mighty weapon Bloodhammer.

1,288 BF: Erik Skallagrimson ambushes and defeats the Wir-alte ("High Villages") tribes at the Falls of Golkar, establishing the power of Borna. This date is generally considered to mark the beginnings of Trafalgan history.

_______________________________________________________________________

Encounters

If you feel your PC is being neglected, you're welcome to roll on one

of the following encounter tables, and let me know the result/write

up what happens when your PC first has the encounter. Notes are

in D&D format. Typically a D&D 0th-level character would be a 15-pt character

in my S&S rules. 1st level = 16 pt, 2nd level = 17 pt, 3rd level = 18

pt, and so on.

Wilderness Encounter Table.

Encounter Table. (d8 + d12).

Check 4/day, 1 in 12 chance, or as desired.

2: Red Wizard Necromancer (50%) or Demonist (50%), Lvl as Adventurer. 25% 1-6 minions.

3: Adventurers, 1d8. Level: 60% 1-3, 25% 4-6, 12% 7-9, 3% 10-12.

4: Knights, 1d4 Fighters. Level as Adventurers. 50% chance 2d4 F0 guards each.

5: Pilgrims, 1d20 F0. For every 5, 50% chance 1 Pr 1-2, 25% chance 1 Pr 3-5.

6: Wandering Priests, 1d3 Pr 1-4.

7: Cavalry patrol, 18 F1, 2 F3, 1 F5 Lieutenant. 25% chance 1 Pr 2-4.

8: Slavers, 2d6 F0, 80% chance 1d20 slaves. Leader F2-4 or T2-5. Leather.

9: Brigands, 1d8 F0. 25% chance per 4 of: 1 F1-3, 1 T1-4. Leather or Ringmail.

10:Merchant, T1-4. 1d3 wagons, each with F0 driver & 1d4-1 F0 guards. Chain.

11:Farmers, 1-6 F0.

12:Messenger, 1 F0. 25% F1-4. On fast horse.

13:Minstrel, 1 F0. 25% Bard, Level as Adventurer.

14:Wolf, 2d6.

15:Assassin, 1. Level as Adventurer.

16:Pelgranes, 1-12. WD 58/33.

17:Shapelings ("Invisible Race"), 1-10. WD 54/38. 50% friendly, 50% hostile.

18:Wolfwere, 1-3.

19:Trist, 1: WD47/33. 75% chance of 3 Minions, 25% each is an Adventurer.

20:Demon, Old Empire. WD 48/32.

Demon Subtable (d10).

1: Gremlin, 1-4.

2: Sraim, 1.

3: B'Krath, 3.

4: Rult, 1.

5: Stalker, 1.

6: Porphyr, 1.

7: Amorph, 1.

8: Pazuzu, 1-2.

9: Hell-Hound, 1.

10: Succubus, 1.

 

 

Priests (AD&D Notes)

 

Priests of UKKO Spell List.

As per "Unearthed Arcana" cleric.

1st level:

Bless, Ceremony, Combine, Command, Create Water, Cure Light Wounds,

Detect Evil, Detect Magic, Endure Cold/Heat, Invisibility to Undead,

Light, Magic Stone, Penetrate Disguise, Portent, Precipitation,

Protection from Evil, Purify Food & Drink, Remove Fear, Resist Cold,

Sanctuary.

 

2nd level:

Aid, Augury, Chant, Detect Life, Dust Devil, Enthrall, Find Traps,

Hold Person, Holy Symbol, Know Alignment, Messenger, Resist Fire,

Silence 15' Radius, Slow Poison, Snake Charm, Speak with Animals,

Spiritual Hammer, Withdraw, Wyvern Watch.

 

Priests of Ksarul

Ksarul is the god of power through hidden knowledge. He is mostly worshipped in the cities, but also in hidden and remote places.

Alignment: Lawful Neutral or Lawful Evil (Ndalu Society).

Abilities Required: INT 9 WIS 9. WIS 16+ gives 10% x.p. bonus.

His priesthood is currently male-dominated, though women are eligible.

Special Abilities: Control Undead.

Weapons Allowed: Any hammer, staff, rod, staff-sling, sling, dagger, whip, morningstar

Armour Allowed: Any. Must always wear mask in public.

79 spells total.

Experience Required: Standard.

Spells by Level.

1st Level. 2nd Level. 3rd Level.

1. Ceremony Augury Feign Death

2. Command Detect Charm Locate Object

3. Detect Evil Find Traps Speak with Dead

4. Combine Know Alignment Glyph of Warding

5. Detect Magic Silence 15' Radius Cure Blindness/Deafness

6. Detect Poison Enthrall Cure Disease

7. Cure Light Wounds Slow Poison Negative Plane Protection

8. Invisibility to Undead Fire Trap Dispel Magic

9. Endure Heat/Cold Resist Fire/Cold Protection from Fire

10. Protection from Evil Dust Devil Remove Curse

11. Penetrate Disguise Hold Person Remove Paralysis

12. *Darkness Heat Metal *Continual Darkness

13. Pass Without Trace Withdraw Animate Dead

14. Portent Magical Vestment

15. Remove Fear Create Vorodla

4th Level. 5th Level. 6th Level.

1. Spell Immunity Air Walk Find the Path

2. Abjure Magic Font Aerial Servant

3. Detect Lie Quest Word of Recall

4. Divination Atonement Blade Barrier

5. Tongues Plane Shift Heal

6. Cure Serious Wounds Flame Strike

7. Neutralize Poison Commune 7th Level.

8. Protection from Evil 10'r. True Seeing 1. Astral Spell

9. Protection from Lightning Cure Critical Wounds 2. False Vision (W5)

10. Evoke Demon (WD48/34) Raise Dead 3. Contact otr Plane (W5)

11. Free Action Dispel Evil 4. Legend Lore (W6)

12. Create Hra 5. Gate

13. Indigo Vallation 6. Resurrection

*Reverse form only, counts as ½ spell. 7. Restoration

8. Symbol

The Goddess Avanthe

Lesser Goddess, NG (L). Plane: Twin Paradises. HP 335.

Maid Of Beauty, Mother of Devotion, Avanthe is the goddess of everything female, the cycles of life, nature, and agriculture. She is the goddess of the common farmer, and is widely worshipped in the villages of the Heartlands, Bretania, Do Chaka and Colladel. Almost extinct in the latter years of the Old Empire, and almost ignored by the Red Wizards, Her worship has grown slowly but steadily during the Pax Albina.

She is commonly depicted either as a maid holding a sheaf of corn, or as a matronly woman carrying a basket laden with ripe fruits and vegetables.

Worshippers' Alignment: Any.

Priestesses of Avanthe.

Female only. WIS 12+ CH 12+. Lawful Good or Neutral Good.

Races: Human, half-elf or halfling. NWP: Agriculture.

Duties: Guidance, marriage. Equinox ceremonies. Vigilance against threats to the community, especially food or children.

Weapons: As cleric. Armour: Chainmail or lighter.

Spheres of Influence: All 5, Creation 5, Divination 21, Plant* 11, Healing 6, Protection 19, Animal* 9, Sun* 3, Weather* 3, Charm* 4. 86 spells total.

*Minor access only.

The Gods of the Makyans.

Name Alignment Plane Hit Points

1. ERITHA, Goddess of the Herds. Greater. N Beastlands 400

2. The Animal Kings, Rhino, Llama etc. Demi. N Beastlands c.200

3. Shakka the Storm Bull. Eritha's Champion. LG Beastlands 369

& qv Amerindian Mythos.

Makyan Earth Runes.

Each rune must be inscribed on a willing recipient by a priest using magical earth-loam, and last for 24 hours or until activated.

Pr2: The Song of Earth Power.

Casting Time: 1 hour.

Components: V,S,M.

The material component is fresh Earth from the priest's home territory, scooped from the ground as part of the spell.

This spell ceremony enables the priest to create enough Earth-Loam for one Battle Rune (see below) which must be applied within 1 hour.

No clothing may be worn over the battle runes, no more than three runes per area. Inscribing a rune takes 1 Turn. Activating a rune takes concentration and counts as an action - though it can't be disrupted, and as many runes as desired may be activated in 1 round. Active runes glow faintly. After the time limit expires they fade away.

Pr 1: The Rune of Little Healing.

On chest above heart, when activated restores 1d8 hp to recipient.

Pr 2: Luck Rune.

On chest. Recipient makes all attack rolls, saving throws, DEX checks etc at +2 for 1 Turn, but all failed rolls of "1" or "20" are fumbles. Does not affect damage.

Pr 2: The Rune of Storm Bull.

Must be applied to recipients' chest by a priest of Storm Bull. When activated the warrior enters a battle-frenzy, base AC goes to 7, he strikes at +2 to hit and damage for 1 turn, and is immune to mind attacks.

Pr 2: (Animal) Movement Rune.

On legs. When activated, recipient gains movement rate of priest's totem animal for 1 turn, eg 15" for buffalo, 24" for antelope.

Pr 3: The Rune of Clay.

On chest. Recipient gains a +4 AC bonus vs crushing & smashing attacks for 1 turn. May not be used at same time as Granite rune.

Pr3: The Rune of Granite.

On chest. Recipient gains a +4 AC bonus vs slashing & piercing attacks for 1 turn.

Pr 3: Terror Rune.

On face. When combined with battle-cry etc, enemy within 60' must check morale at -2 or flee in terror.

Pr 4: The Rune of Truth.

On forehead above eyes and down nose. When activated, gives recipient detect lie for 1 turn.

Pr 4: The Rune of Big Healing.

On chest above heart, when activated the receiver regains 2d8+1 hp.

Pr 5: Death Rune.

On both forearms, when activated receiver does +2d6 damage with all melee attacks for 1 Turn. Anyone slain by recipient during this time is permanently dead.

Pr 5: Fate Rune.

On face. When activated, recipient is calm and collected, immune to fear, mind magic & pain for 1 hour, and able to function fully at negative hps (though strenuous actions double rate of loss). A character reduced to negative hps will collapse when this rune wears off.

 

Priests of Thrin.

Alignment: Lawful Good - should only use reversed spells in extremis.

Abilities Required: STR 16 or DEX 16 or CON 16, WIS 14.

Special Abilities: Turn Undead, Immune to Fear, Lvl 6 Att #3/2, Lvl 12 Att #2.

Weapons Allowed: As Cavalier, longsword preferred.

Armour Allowed: Any, full plate preferred.

Spheres: All, Astral, Combat, Divination, Guardian, Healing, Necromantic, Protection. 66 Spells Total.

Experience Required: +50%.

Spells by Level.

1st Level. 2nd Level. 3rd Level.

1. Bless Augury Prayer

2. Command Detect Charm Locate Object

3. Detect Evil Find Traps Speak with Dead

4. Purify Food & Drink Know Alignment Glyph of Warding

5. Detect Magic Silence 15' Radius Cure Blindness/Deafness

6. Detect Poison Wyvern Watch Cure Disease

7. Cure Light Wounds Slow Poison Negative Plane Protection

8. Invisibility to Undead Aid Dispel Magic

9. Endure Heat/Cold Resist Fire/Cold Protection from Fire

10. Protection from Evil Remove Curse

11. Hold Person Remove Paralysis

12. Light Imbue With Cavalier Ability Continual Light

13. Mimic Cavalier Summon Steed of Quality Greatsword

14. Weaponsharp

15. Icelance

 

4th Level. 5th Level. 6th Level.

1. Strength (W2) Animate Sword Enchanted Weapon

2. Firelance Blade of Doom Sword of Sharpness

3. Detect Lie Acidlance Thunderlance

4. Divination Atonement Blade Barrier

5. Tongues Plane Shift Heal

6. Cure Serious Wounds Flame Strike Word of Recall

7. Neutralize Poison Commune

8. Protection from Evil 10'r. True Seeing

9. Protection from Lightning Cure Critical Wounds

10. Raise Dead

11. Dispel Evil

12. Air Walk.

 

 

Priests of Odin

Alignment: Any, NG or N preferred

Abilities Required: STR 9+ WIS 9+

Special Abilities: +1 hp/level, THACO as Fighter. Turn Undead.

Weapons Allowed: Spear, Bow, Dagger, Knife.

Armour Allowed: Chainmail or lighter, Shield.

Spells: 70

Experience Required: Standard

Spells By Level

1st Level 2nd Level 3rd Level

1.Bless Spear of Odin (as Magic Missile) Know Rune

2.Combine Interpret Runes Inscribe Rune

3.Detect Evil Bless Rune Hold Animal

4.Read Languages Charm Person or Mammal Summon Insects

5.Animal Friendship Messenger Prayer

6.Invisibility to Animals Speak with Animals Locate Object

7.Locate Animals or Plants Chant Speak with Dead

8.Magical Stone Augury Meld into Stone

9.Detect Magic Detect Charm Protection from Fire

10.Detect Poison Find Traps Stone Shape

11.Detect Snares & Pits Know Alignment Water Breathing

12.Locate Animals or Plants Dust Devil Water Walk

13.Create Water Spiritual Hammer Dispel Magic

14.Endure Cold/Heat Resist Fire/Cold Magical Vestment

15.Protection from Evil Withdraw Negative Plane Prot.

16.Sanctuary Remove Curse

17. Remove Paralysis

4th Level 5th Level 6th Level

1.Detect Lie Atonement Find the Path

2.Divination Flame Strike Speak with Monsters

3.Reflecting Pool Commune Anti-Animal Shell

4.Tongues Commune with Nature Aerial Servant

5.Prot. fr. Evil 10' r. Magic Font Animal Summoning III

6.Prot. fr. Lightning True Seeing Animate Object

7.Repel Insects Anti-Plant Shell Conjure Animals

8.Spell Immunity Dispel Evil Weather Summoning

9.Abjure Animal Summoning II Word of Recall

10.Animal Summoning I

11.Call Woodland Beings

7th Level

1.Holy Word 4.Succour

2.Exaction 5.Heal (must sleep 10 days after casting)

3.Gate

 

Priests of Thor

Alignment: Any non-evil, CG preferred

Abilities Required: STR 16+ WIS 9+

Special Abilities: 5th level: Summon Rain over 1 acre 12th level: Lightning Strike for 1d4 dmg/level. Turn Undead.

Weapons Allowed: Any hammer

Armour Allowed: Chainmail or lighter, Shield.

Spells: 77

Experience Required: Standard

Spells By Level

1st Level 2nd Level 3rd Level

1.Bless Berserk Know Rune

2.Combine Interpret Runes Inscribe Rune

3.Detect Evil Bless Rune Hold Animal

4.Command Charm Person or Mammal Summon Insects

5.Remove Fear Messenger Prayer

6. Fist of Thor Locate Object

7.Shillelagh Chant Speak with Dead

8.Magical Stone Augury Meld into Stone

 

13.Create Water Spiritual Hammer Dispel Magic

14.Endure Cold/Heat Resist Fire/Cold Magical Vestment

15.Protection from Evil Withdraw Negative Plane Prot.

16.Sanctuary Remove Curse

17. Remove Paralysis

4th Level 5th Level 6th Level

1.Detect Lie Atonement Find the Path

2.Divination Flame Strike Speak with Monsters

3.Reflecting Pool Commune Anti-Animal Shell

4.Tongues Commune with Nature Aerial Servant

5.Prot. fr. Evil 10' r. Magic Font Animal Summoning III

6.Prot. fr. Lightning True Seeing Animate Object

7.Repel Insects Anti-Plant Shell Conjure Animals

8.Spell Immunity Dispel Evil Weather Summoning

9.Abjure Animal Summoning II Word of Recall

10.Animal Summoning I

11.Call Woodland Beings

7th Level

1.Holy Word 4.Succour

2.Exaction 5.Heal (must sleep 10 days after casting)

3.Gate

Priests of Hel. (V.2)

Alignment: Neutral Evil - should only use healing spells on others in extremis.

Abilities Required: WIS 9. WIS 16+ gives 10% x.p. bonus.

Special Abilities: Control Undead, use two blades, up to longsword & shortsword.

At 9th level become immune to disease.

Weapons Allowed: Any sword, dagger, dart, mace, morningstar.

Armour Allowed: Any, but armour heavier than chain forfeits use of two blades.

82 Spells Total.

Experience Required: +10%.

Spells by Level.

1st Level. 2nd Level. 3rd Level.

1. *Curse Augury Feign Death

2. Command Detect Charm Mass Bane

3. Detect Evil Infected Wounds Speak with Dead

4. Combine Know Alignment Glyph of Warding

5. Detect Magic Silence 15' Radius Cure Blindness/Deafness

6. Detect Poison Enthrall Cure Disease

7. Cure Light Wounds Slow Poison Negative Plane Protection

8. Invisibility to Undead Fire Trap Dispel Magic

9. Endure Heat/Cold Resist Fire/Cold Protection from Fire

10. Interpret Runes (NR/27) Know Rune (NR/27) *Bestow Curse

11. Bless Rune (NR/27) Hold Person Sap Strength

12. *Darkness Bleeding Wounds *Continual Darkness

13. Bleeding Touch Inscribe Rune (NR/27) Animate Dead

14. *Putrefy Food & Drink Curse

15. *Cause Fear

16. Painful Wounds

17. Minor Negation

4th Level. 5th Level. 6th Level.

1. Spell Immunity Air Walk Find the Path

2. Summon Shadow Magic Font Forbiddance

3. Detect Lie Quest Word of Recall

4. Divination Atonement Blade Barrier

5. Cloak: Shifting Shadows Plane Shift Heal

6. Cure Serious Wounds Flame Strike Blessing of Niflheim

7. Neutralize Poison Commune 7th Level.

8. Wave of Pain True Seeing 1. Astral Spell

9. Protection from Lightning Cure Critical Wounds 2. Earthquake

10. Evoke Demon (WD48/34) Raise Dead 3. Exaction

11. Strengthen Bone Wraith's Form 4. (Un)Holy Word

12. Slow Death Hidden Champion 5. Gate

13. Winds of Pain Undead Regeneration 6. Resurrection

*Reverse form only, counts as ½ spell. 7. Restoration

8. Symbol

9. Curse of Niflheim

 

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