- 498, Dvergheim
The northern svartdverg tribe fall under the influence of a sinister god called
Heimar. War breaks out between the svartdvergir and their allies and Dvergheim's
majority of Ymir loyalists. Despite some early successes, the followers of
Heimar are ultimately defeated. Instead of renouncing their faith, most svartdvergir
choose exile, fleeing to the peripheries of the dwarven realm, or to the sparsely
populated northern regions of Morak.
- 480, Rubaiyat
Rubaiyat and the nearby island of Arash are united under the rule of Akkad
. A period of prosperity follows on the desert continent, with trade connecting
its old cities, and new cities emerging along caravanserais and near oases.
The akkadians found the mainland city of Socora , using it as a base for swiftly
conquering the nearby regions of Khali and Ochre. They then march on into the
human lands inhabited by the horse-tribes of the Imric people. Following a
series of ruthlessly efficient military campaigns, they establish themselves
as the masters of present-day of Mercia .
- 450, Rubaiyat Main continent
Realizing that the akkadians pose a threat to them all, the mirdain, lithwen
and dwarves form an unlikely alliance with the northmen of Niflheim and several
mahirim tribes. The akkadian fleet is crushed by an alliance fleet, and Akkad
and Socora are placed under blockade.
Though they fight bravely, the akkadian campaign army is eventually slaughtered
by the numerically superior alliance forces. Following this defeat, akkadian
culture falls into a long decline, from which it is still to emerge.
- 413, Niflheim
The Ice Anvil clan unites the continent of Niflheim under their rule. Their
heroic leader, Skjalg Torsson, is crowned the first king of all northmen.
- 400, The Tribelands
The shaman-warrior Amurran conquers the central Tribelands and founds the
city of Red Moon . Initially, this first permanent settlement in the Tribelands
is little more than a fortress surrounding the Moontower, which is sacred to
the mahirim. In the following decades, however, Red Moon grows into a city.
Soon after, Amurran founds the Order of the Crescent. He charges its knights
with the task of protecting the Moontower against all non-mahirim intruders.
- 381, Niflheim
Skjalg Torsson dies of a sudden illness, leaving his four lieutenants in the
Ice Anvil clan to fight for the Niflheim throne. The northman kingdom succumbs
to a long civil war, and to this day Skjalg Torsson remains the only man to
have ruled a united northman realm.
- 300, Morak
A massive eruption of the Flaming Skull volcano is perceived as a divine signal
by the orks of Morak's Gutlands region. Seeing themselves as the chosen of
Azhi Dahaka, a previously obscure god of fire, they launch a particularly determined
campaign of conquest, eventually uniting all the tribes of Morak under their
rule.
Azhi Dahaka immediately begins influencing the orks through his priests, manipulating
them into becoming more organized and civilized.
- 290, Cairn
Outside the currents of history and trade, the native aernar of Cairn have
grown to be a deeply religious people. They are accomplished astronomers, who
regard the night sky as an open book, from which they read the nature of their
god and his works.
In 290, however, a horde of minotaurs invades Cairn, sweeping the feeble armies
of the aernar before them. Slaughtering and devouring civilians, the minotaurs,
who originated in the mainland wastes of Ochre, settle as conquerors in the
villages of the aernar. Some speculate that pockets of aernar refugees still
survive in Cairn's subterranean lands and in peripheral wildernesses.
- 280, Morak
The Gutlands orks establish a new, stone-built capital in the shadow of the
Flaming Skull volcano.
- 250, Morak
Azhi Dahaka's eternal enemy, Draupnir, begins his counter-work in the swamps
of Morak. He manifests among a race of lizardmen called the sadayel, and begins
teaching them magic and the ways of civilization.
- 213, Lyonesse
The nobles of Lyonesse rebel against the rule of the island-state's clerics,
who insist on strict adherence to the tenets of the Morganic faith. Tapping
into a thirst for personal freedom, the rebels swiftly gain support among broad
layers of the populace.
After a series of bitter defeats, the last of the traditionalist forces are
pressed into the southwestern corner of the island. At this critical moment,
the goddess Morgaine visits the leader of the remaining loyalists, Duke John
of Malregard, commanding him to lead his followers to new lands, where they
are to build a new kingdom bathed in her light. Hastily constructing a fleet
of ships, the Morganic loyalists set sail for the main continent. Glad to be
rid of the fierce duke, the victorious rebels do not follow.
Duke John and his war-hardened knights land on Imric soil, on the eastern
coast of Agon 's main continent. Swiftly defeating the local heirs to once-proud
Chaldea , they establish the city of Sanguine .
-210, Mercia
After a series of impressive victories against the Imric, John of Malregard
crowns himself the first king of Mercia - a new kingdom under Morgaine.
The remaining tribes of free Imric finally unite under a High King, called
Aur the Bold. Aur inflicts several bloody defeats on overstretched Mercian
forces, before being decisively defeated at the Battle of Dalriada. With the
last High King dead, the final vestiges of Imric resistance fade, and the kingdom
of Mercia now controls the old Chaldean heartland.
- 200, Morak
In their first major campaign under the banner of the fire-dragon, the orks
crush and enslave the svartdvergir tribes of northern Morak. For an orkish
endeavor, the campaign is remarkably well-planned, and unlike all previous
orkish invasions, it has direction and a defined goal.
- 190, Lyonesse
The island-state of Lyonesse is pulverized by a cataclysmic volcanic eruption,
which occurs with little or no advance warning. Few escape the destruction
as one of Agon's greatest nations is wiped from the face of the planet.
- 180, Mercia
While interrogating a number of cultists, the White Order learns that Malaut,
the Demon Prince of greed, has followed the Mercians to their new homeland,
establishing a stronghold in a mysterious place called the Shadelands. The
cultists claim that Malaut's feared lieutenants, the Below, have grown numerous
on the main continent.
- 150, The Tribelands
Inspired by civilizing impulses from the priesthood at Red Moon, the first
mahirim clans build permanent all-year settlements. Instead of following their
seasonal migrations, these mahirim begin to keep prey in spacious enclosures.
- 120, Morak
In a series of campaigns lasting more than five years, the orkish armies utterly
crush the largest goblin tribes of Morak. Countless goblins are enslaved as
a result, and the remaining semi-free tribes are forced to pay regular tributes
of fresh slaves to Flaming Skull.
Fuelled by the ambitious priesthood and a near-inexhaustible pool of expendable
slaves, the orks of Morak embark on an ambitious program of construction. The
towering city walls, royal castle and ziggurat at Flaming Skull are built,
and in the following decades, similar buildings appear in large settlements
throughout Morak.
- 100, The Tribelands
Reacting against the civilizing work of the priesthood at Red Moon, a growing
number of mahirim clans turn away from the worship of Leen and Neith, the divinities
that represent the moons of Agon. Instead, they turn to the worship of an ancient,
wild and cruel god called the Moon-Beast, and renounce all the trappings of
civilization.
- 90, Mercia
A long-simmering conflict between state and church escalates into full-blown
civil war. Both sides enjoy periods of success, but the end result is a stalemate,
with Mercia split in two parts, one controlled by the church leadership at
Dalriada, the other by the king at Sanguine.
- 85, Morak - Mercia
Led by Yrrak the Vile, a king of legendary strength and initiative, the orks
of Morak invade Mercia . Laying waste to the northern regions of the human
kingdom, they plunder and burn their way south towards Dalriada.
Realizing the grave threat to their nation's future, the Mercian factions the
Church and the Crown finally manage to negotiate a truce. United at last,
the Lightbringer and the King lead their troops toward the fire-snake banners
of the orkish army. After a series of fierce battles, the orkish campaign army
is decisively defeated at the Battle of the Still Waters.
- 78, Yssam
Appearing on the jungle continent of Yssam without warning, a Celestial Dragon
called Far-Loradain lays waste to the cities of the Ithwen elves. Within days,
and before help from Dvergheim and Mercia can arrive, the ancient cities of
the Ithwen have been torn to the ground. Desperate survivors flee towards the
main continent on cramped ships.
As the Ithwen flee, Far-Loradain returns to his slumber, in new lair at the
centre of the jungle continent. He has slumbered there ever since, and is the
only Celestial Dragon known to reside on Agon. To this day, nobody knows why
he came, or why he laid waste to the Ithwen nation.
- 52, Mirendil
The brave and beautiful Ilynna, mirdain crown princess, is killed during a
bold some say foolhardy attempt to steal the Silver Circlet from Melek.
Her intention is to return the Circlet to Myrthai, the elven god to whom it
originally belonged. Today, Ilynna is a treasured culture hero of the mirdain,
remembered in countless songs and stories.
- 45, Nagast
A terrible plague spreads through the lands of Agon, killing thousands of
people. Unstoppable by known medicine or magic, the disease eradicates villages
and decimates cities from Niflheim in the north to Akkad in the south. No cure
is ever found, but in the course of the next eight years, the disease slowly
fades away. Nagast is untouched by the disease, and mirdain officials claim
that the disease was created by the Unseen Radiance, a group of Deathless Mages
who serve Melek.
- 32, Yssam
Presumably at the behest of Azhi Dahaka, an Erodach called Iyrtan the Destroyer
begins establishing a kingdom of Fire Giants in the eastern regions of Yssam.
- 14, Morak
Led by a charismatic svartdvergir called Imrak, the slaves of Flaming Skull
rise in revolt. The rebellion swiftly spreads through Morak's central regions,
seriously threatening the orkish kingdom. Eventually, the elite Iron Orks subdue
the slave-rebels within the capital and capture Imrak, who is swiftly executed.
Parading Imrak's skull through the provinces, the Iron Orks eventually break
the remaining vestiges of resistance.
- 10, Dvergheim
Barin inherits the throne of Dvergheim. The young king immediately instigates
a program of economic expansion, while simultaneously giving engineers and
magesmiths semi-unlimited resources for research and development.
- 8, The Tribelands
Members of the Cult of the Moon-Beast assassinate a high-ranking leader of
the mahirim priesthood in his Red Moon home. It becomes obvious that mahirim
society is headed towards a final, potentially cataclysmic confrontation between
traditionalists and reformers.
- 6, Niflheim
The Ice Demon Illgarm arrives on Niflheim, and immediately begins forcing
the monsters of the interior to join the growing ranks of his army. He then
convinces the most powerful Northman leaders to join his cause, and begins
coordinating raids against southern lands.
- 4, The Moldar plains
In a single night, a black tower rises from a wall of rock in the heart of
the plains, raised by a powerful Deathless Mage called the Watcher. Shortly
thereafter, he invokes powerful magic, covering the surrounding lands in thick,
yellowy shadow and slowly suffocating all natural life. Fierce shadow creatures,
also called forth by the Watcher, begin to stalk the plains, killing all who
haven't yet fled. Within months, the Moldar plains devoid of life become
known as the Watcher Wastes.
In the time that has passed since, the Watcher has built a network of fortresses
under the Wastes, while summoning steadily more powerful shadow creatures to
stalk the surface. Many have tried to put an end to this growing threat, but
all have failed. Now, many fear that entire armies of shadow creatures will
soon be unleashed upon Agon, conquering all in the name of the Watcher.
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