The Timeline records plots that run over several months that generally accompany
and usher in large-scale changes behind the scenes. The driving force behind this
is the Mystic cabal. Mystics have a knack of getting even the higher level Immortals
involved.
Oblivion
5,300 AP
|
Centuries had passed since Zaikkra was banished from the realm. The toll of
the war was felt in a great many places. In the years that followed, many
wished for a calmer life.
But a strange entity came to Serin in secret: a creature from the void
known as Voraxen the Void Reaper. His whereabouts unknown, the Void Reaper
brought with him a powerful psionic object called The Oblivion Stone.
Whether on purpose or by accident, the power of the stone began to seep into
Serin.
Throughout Serin, portals to other planes began opening and
demons came pouring through.
|
The Broken Arch
4,750 AP
|
The relentless battles began by the Mystics of Arcana. All sides are
drawn into battle against the armies of chaos, united in one struggle
against a common lord of darkness.
|
The Invasion
4,700 AP
|
A fateful plan set in motion by the prideful Mystics of Arcana, jealous
of the strength of other cabals and the lack of respect from Serin for
its name. How their pacts with the demon underworld came to be, and
how they came to enslave all of Serin, before the breaking.
|
The Return
4,500 AP
|
As abruptly as they had left, two of Serin's missing
immortals, Stryth and Burzuk, finally returned to the
the realm. Confusion was abound, for much had changed
in their absence, and a great unease was felt. Stryth
finally deliberated that his blessing would be given
to Burzuk to control the fate of the realms, for he
did not like all he saw, especially in the heavens.
This period also marks the time of an ancient enemy
of Serin being awoken by its immortals.
|
New Horizon
4,000 AP
|
Odoacer leaves the realms behind to begin a search for
Stryth in the Ether. To preserve the realms, he leaves
them in the hands of Avindus, an ancient elf elder with
wisdom to rival his own. Dubbed the New Horizon, the
new immortal shakes the heavens, granting Lydana life
everlasting, while Lodur in response grants immortality
to the assassin Davairus.
|
New Thalos Falls
3,000 AP
|
Strange events transpire as a mystery immortal begins
to play pranks upon Serin. Mortals find themselves
attacking themselves, immortals bemused by events they
themselves cannot control. The chaos is tracked down
to a simple runed dagger, which somehow controls all.
Finally found, the beast within destroys New Thalos
and hides in the ruins. It is eventually killed, the
loss of Redalion the price. The mystery immortal then
reveals himself to be Lodur, a deity of chaos.
|
Taekir War
1,200 AP
|
The rise of Darkhan. Mirrored by the inactivity of
its mighty immortals, the realms fall under the cloak
of darkness as a scourge rains upon Serin. In the
turmoil that follows, Azonere, Carain, Khade, Myria and
Vamana are all dramatically killed. Their loss allows
Aberdour's rise to the heavens, by the hand of Odoacer.
The war is finally ended by Zandar, banishing his
accidental creation, at the cost of his own life.
His loss spurs Odoacer to find new immortals, Resatimm
of Unlife and Redalion, Ancient of War.
|
Dark Ages
1,000 AP
|
Crippled by unresolvable differences, the mightiest
immortals of the realms, Denadlyr, Rodyn, Zafrin and
even Stryth, leave for other planes. With Myria's
advancement into the heavens, followed soon by Carain
to oversee the new Herald cabal, Khade to administer
the cabal of assassin, and Vamana for Knight. Ultimately, the realms are left
in the care of Zandar and Odoacer, Stryth's right-hand
man, and recipient of all his power. Even so, without
Stryth around, things begin to dwindle, and though the
lands are shaped well, his loss is felt by all.
|
Second Age
1 AP
|
Second Age - the Great Purge. Stryth returns to a
land torn apart by chaos, and decides to wipe it
clean. From its ashes he and Zafrin introduce the
illithids, sliths, minotaurs and werebeast, while
bards and monk guilds are formed. In this great
destruction, clerics are burdened with the blame for
religion's failure to keep peace, and their guild is
banished forever. The Assassin cabal opens.
|
The Great War
5000 BP
|
The Battle for Greginsham. Post-war, giants are
split into fire, stone and storm, while elves find
themselves divided into elf and drow. Dwarves too
find themselves with an evil counterpart. Warrior
and mage guilds fracture into three parts, leaving
warriors, berserkers, rangers, and illusionists,
necromancers, and invokers. Clerics also fracture
into three guilds: clerics, healers, shamans. To
help restore peace, halflings are created by Stryth,
and the peaceful gnome Zandar finds immortality.
|
Alliances
10,000 BP
|
The Alliances. Cabals are formed, built upon the
powers of strange items of power. Allegiances are
forged and fought over. Intrigued by the cabals,
Stryth grants immortality to their leaders, Azonere,
Diocletian, and Odoacer, and to Zafrin, the eternally
chaotic thorn in their side. Paladins and dark-knight
guilds form, while the rogue guild splits into thieves
and shadows over differences in their clan behaviours.
|
Dragon Wars
12,000 BP
|
Serin's first global war. The majestic dragons
teach the immortals the folly of putting too much
power in the hands of the living. In the resultant
destruction, only four major towns survive: Valour,
Seringale, New Thalos and Darkhaven. The destruction
of Rakhashe's graceful draconian race grants the undead
opportunity to improve, and vampires are soon rumoured.
Sarich is immortalised for his influence in the war.
|
Chaos Reign
15,000 BP
|
Serin is challenged for the first time by the forces of undead.
Bastions of Light are destroyed, landscape is upheaved, and heroes
become great villians. Its a tale of murder, betrayal, and human
sacrifice. Unmissable.
|
Beginning
20,000 BP
|
The immortals Stryth, Virgil and Rakhashe add humans,
elves, dwarves and giants, and populate the world with
less intelligent creatures. To give them purpose they
also form the warrior, mage, cleric and rogue guilds.
Kallomar, eternally seeking to rile and stink the
lands for his own selfish reasons, introduces undead.
Denadlyr responds by creating the most feeble but
wise race that will ever grace Serin - the gnome.
|
Back
|