Pandemonium

In an age before ages, as the dust of the Fallen Ember settled, within the crater the border between reality and the demiplanes was in its infancy, and chaos reigned. The Essences clashed with one another, seeking to amass as much power as possible, harnessing the unbridled energies of the Fallen Ember’s being as a weapon. Among the siblings, only N and Lord discovered a shared purpose: to honor the Fallen Ember’s final will by creating a world full of life. Without their alliance, the material world of Hadavi might never have emerged, and the cycle of pandemonium would have echoed eternally. While the other essences squabbled, N nurtured the boundaries of the Sway, separating Hadavi from the demiplanes. Lord then conjured life from the void to fill the material world. As time elapsed, the boundary grew and the world thrived, but an unforeseen event occurred, one that Lord had not anticipated. A spontaneous creation emerged, bearing the likeness of the Fallen Ember: Humankind. With their arrival, the first age of Hadavi began.

Dawn of the Ages (1.a.)

In the nascent days of Embergrave, the First Age dawned, an era where the border between the material realm and the ethereal Sway was fragile and permeable. The world, young and untested, witnessed humanity in its formative years. The Inner Isles of Hadavi, cradles of civilization, were home to tribes who lived in deep harmony with their surroundings, their existence intertwined with the rhythms of the natural world.

These early societies, thriving in the heart of Hadavi, were akin to verdant oases amidst a wilderness of untold mysteries and dangers. Tribal cities, rich in culture and tradition, dotted the landscape, each a testament to humanity’s burgeoning connection with nature. Over time, these tribal communities explored the world and evolved, giving rise to ancient cities and empires, their influence spreading like a tapestry across all of Hadavi.

However, the First Age was not just a time of growth and discovery; it was an era besieged by otherworldly incursions. The Sway, a realm of boundless chaos and creation, spilled its inhabitants into the material world. This invasion was not of a singular kind but a kaleidoscopic array of entities from thousands of worlds brushing against Hadavi. Among these were enigmatic shapeshifters, demonic beings with infernal desires, devilish tricksters weaving plots of corruption, and fae-like entities whose whimsical yet often malevolent nature challenged the very fabric of reality. Humanity, in its struggle to survive, faced not only these threats but also the task of unifying its disparate tribes and empires.

The heroes of this age, born of necessity and courage, rose to confront these challenges. Often they ventured into the sway, some completely consumed by the otherworldly nature beyond the veil. Though, their battles were not only against the forces of the Sway but also for the unity of their people. They forged alliances with the natural world, embracing the elements and the creatures of Hadavi as allies. Together, they pushed back against the tide of otherworldly invaders, their efforts a symphony of human resilience and the wild’s untamed power.

As the First Age progressed, the burgeoning civilizations of humanity stood as bulwarks against the Sway, their expanding empires a testament to their triumph over the chaos of the other realms. The age of tribal chiefdoms transitioned into a golden age of empires, laying the groundwork for the emergence of the Kings of Rapture, and their central figure: Kunjirmos the Shimmer King.

Discovery of Spellcraft

In the twilight of the First Age, Kunjirmos, a youth of unparalleled intellect, walked a solitary path, his curiosity a beacon in a world still veiled in mystery. During these formative years, fate guided him to a crossroads of cosmic significance. He stumbled upon a being from the Sway, a dark wizard whose existence predated humanity’s grasp of magic. This entity, carrying the forbidden knowledge akin to a primordial gift of fire, sought entry into the material realm—a quest that ultimately led to its demise.

In the aftermath, a vocaleth, or what most know as a tongue demon, found itself trapped within the dark beings quickly decaying mouth. This encounter marked a first for humankind, a brush with a being that could unlock secrets forbidden to them. The vocaleth, seizing the opportunity, bargained with Kunjirmos from the dark beings dead lips. Tempted by the promise of arcane secrets, Kunjirmos made a chilling sacrifice, severing his own tongue to be the vocaleth’s new vessel.

In this grim exchange, the vocaleth gained a foothold in the material world, and Kunjirmos, a conduit for its existence. True to it’s promises, the demon imparted its former master’s secrets to Kunjirmos, igniting a pivotal shift in human history. No longer were they mere recipients of magical gifts; now, they could claim it, wield it, craft it from nothing. This moment marked both an end and a beginning—the end of mankind’s innocence and the dawn of a new era where magic was not bestowed, but taken.

Age of Nine (2.a.)

In the annals of Embergrave’s storied past, the Second Age stands out as a time of profound transformation, a period dominated by the enigmatic and formidable figure of Kunjirmos, known as the Shimmer King. His rise to power marked a dramatic shift from the harmonious unity of the previous age to an era defined by the ambitions of humanity’s new rulers, the Rapture Kings. This age was a departure from the celestial reverence of the past, instead carved by the aspirations and machinations of these nearly god-like sovereigns.

Kunjirmos, the Shimmer King, was a wizard of unparalleled prowess, whose mere name evoked both reverence and dread. His ascension heralded the dawn of the Rapture Kings, a line of potentates who would come to dominate the lands of Hadavi. Each Rapture King ruled over their domain with an iron grip, their unique and powerful wizardry leaving an indelible mark on the cultural and magical landscape of their kingdoms. This was a time when the mystical arts were not just practiced but harnessed to fuel the ambitions of these kings, their realms reflecting the abstract and often dark themes of their rule.

The reign of the Shimmer King was characterized by an oppressive and unyielding control over magic and its practitioners. Wizards, sorcerers, and other magic wielders found themselves ensnared in a web of servitude, their abilities exploited to bolster the power and influence of the Rapture Kings. The era was marked by grandiose displays of magic, yet these marvels were tainted by the vile ambitions they served, casting a shadow over the wonders they wrought.

As the Rapture Kings extended their dominion, their burgeoning power and the solidifying barrier between the material world and the Sway did not go unnoticed by the Inevitables. Sensing a threat to their own influence, these divine beings responded with a ferocious hostility. Unleashing their sinister creations upon the world, the Inevitables declared a war that would define the age. Some among them, driven by a dire need to reclaim their dwindling power, descended into the mortal realm, leading legions against the formidable Rapture Kings.

Thus, the Second Age of Embergrave became an epoch of unrelenting conflict, a dark period where the once unchallenged god-kings found themselves locked in a desperate struggle against the divine might of the Inevitables. Heroes of this age emerged from the chaos, their stories woven into the fabric of the era. They faced the dual threats of divine wrath and the overreaching ambitions of mortals who had ascended to near-godhood, their tales becoming legends of resilience and valor in the face of overwhelming power.

The legacy of the Shimmer King and his fellow Rapture Kings was one of awe-inspiring magic and oppressive rule, a reminder of the heights to which humanity could soar and the depths to which it could descend. Their reign, though marked by unparalleled magical achievements, was also a testament to the perils of power unchecked, setting the stage for the tumultuous ages to follow in the ever-evolving saga of Embergrave.

Viridian Epoch (3.a.)

Like an aggressive virus monstrous roots grew from rifts within the earth and began to spread at a rapid pace. Referred to as the “Viridian Creep,” anything natural they touched became enraged, and began to grow and change. The more inert the subject, the quicker the growth. Humans, animals, complex creatures, would get sick slowly, and transform over months, sometimes years, into a shape far more wicked as the root intended. While otherwise stoic trees, and even lumber touched by the root began to visibly grow, creak and groan, and creep forth pulled by their roots beneath the dirt, now a part of the invasive otherworldly root system.

The Wildwood

The Wildwood, once a network of diverse forests, became a singular, monstrous entity under the influence of the Viridian Creep. The native roots of trees and plants, infected by this otherworldly force, grew into fierce, unnatural forms. This transformed forest, now an extension of the Viridian Creep, slowly entombed the world, its growth driven by the virulent roots beneath. Extending from the inner continents, to the edges of their shores, the Wildwood encroached upon even the oceans, demonstrating the relentless and inexorable nature of this phenomenon. At the height of the third age even what were once the hardest grounds, resistant to this invasion, the rocky crags and mountainous regions, slowly yielded as the the Viridian Creep carried the wildwood on it’s relentless advance, reshaping the landscape and marking a new chapter in the conflict between nature and mankind.

Carrion Gods

The Third Age of Embergrave, a period already beleaguered by the relentless encroachment of nature, was plagued by an additional, insidious threat, looming in the shadows: the carrion gods. These entities, countless in number, and the weakest of the Inevitables, were more akin to demons than deities. In the initial half of the Third Age, they existed as mere whispers in the darkness, haunting the expansive and eerie forests, reminiscent of “old gods” shrouded in mystery and fear.

The carrion gods, born from a singular vile act, were siblings bound by a dark fate. Possessing the ability to consume one another and absorb their power, they embarked on a sinister hunt through the ages. This internal struggle among them, a macabre game of survival and empowerment, gradually intensified as the age progressed.Reveal

By the latter half of the Third Age, when only a handful of havens stood resilient against the Viridian Creep’s onslaught, these carrion gods had evolved into formidable beings, posing a significant threat to the already precarious balance of power.

During this tumultuous period, the Daughtermen, who had emerged millennia after the destruction of the Daughters of Dahmra and their liberation from magical shackles, played a pivotal role. They confronted the remaining carrion gods, wielding the power of the Luminarcanum in a decisive battle. Their victory over these malevolent beings revealed a startling truth: the Viridian Creep, which had so ruthlessly transformed the land, was in fact pursuing the carrion gods. With the demise of these vile creatures, the Viridian Creep receded, leaving behind a scarred world, but also a glimmer of hope. Though the daughtermen had vanqiushed not one, but two invaders upton their world, they unleashed a third.

Kunjirmos, the original creator of the Luminarcanum who had been thought to have been killed in the second age is revealed to have been trapped in the Sway. His quest of ascension continues, but trapped deep in the under layers of the sway he’s spent the millenia climbing through them to get back to material plane. The use of his book creates a feint link, enough for him to have influence over the daughtermen, and even empower them.

The Daughtermen, under the influecne of the shimmer king recognized an opportunity to control the new world as humanity remerged from the havens. They used the devastating consequences wrought by unchecked magic, and advocated a radical solution for the survival of humanity. They spread the word across the lands, decreeing that magic must be forsaken. This proclamation marked the end of the Third Age and heralded the dawn of the Fourth Age, a new dark era defined by the rejection of magical practices. This age was born from the ashes of the past, with the Daughtermen’s actions not only reshaping the immediate landscape but also setting a profound precedent for the future of Embergrave.

Thus, the Third Age of Embergrave, an era characterized by its battle against nature’s malevolent transformation and the shadowy carrion gods, transitioned into a Fourth Age of austerity and restraint. The legacy of the Third Age, with its tales of heroism, struggle, and the ultimate triumph over otherworldly horrors, would serve as a cautionary tale for future generations, forever altering the course of Embergrave’s history.

Era of the Shadowed Crown (4.a.)

An age shrouded in mystery and taboo, where the whispers of magic are stifled and the gods remain eerily silent. In this time of shadowed secrets and dark rituals, heroes navigate a world bereft of the Shimmer’s light. They delve into occult mysteries and confront the lurking horrors of a silent, watchful world. This is an era where the unspoken and the unseen hold dominion, and the bravery of heroes is tested against the backdrop of a world holding its breath.

The Luminous Awakening (5.a.)

A golden era of enlightenment, where magic weaves through the very essence of existence, granting mortals god-like prowess. This age is marked by grand inventions and the flourishing of arcane knowledge. Heroes of this time are embroiled in battles of wit and spellcraft, navigating a complex tapestry of magical intrigue and urban dynamics. The Fifth Age is a celebration of the arcane, a testament to the boundless potential of Shimmer and mind.

The Judgment (6.a.)

The Sixth Age brings a cataclysmic transformation as supernatural sandstorms engulf Hadavi, burying its past beneath layers of unyielding grit. This age is characterized by an unforgiving environment where fanaticism and savagery become survival tools. Heroes face moral dilemmas and the brutality of a world where nature itself seems to pass judgment on all who dwell within. Their stories are etched in the shifting sands, a testament to their resilience against the relentless march of judgment.

Days of Ruin (7.a.)

In this age of desolation, Hadavi is a vast sea of sand, full of relics and remnants, where the treasures of buried epochs are the pawns in the games of merciless warlords. Adventure and swashbuckling action abound as heroes navigate a landscape scarred by past glories and present strife. They drift the dunes and delve into the ruins of bygone ages, seeking fortune and understanding amidst the rubble. The Seventh Age is a tapestry of exploration and daring, where the past’s shadows loom large over a rugged, relentless present.