|
|
Picture your typical medieval fantasy world. That's not where we are. That was half a millenium
ago. The Jadiwan Continent of that time was the site of a flourishing
civilization. Humanity, allied with the long-lived elves, had
built up a culture that spanned the continent. The old human
nations still remained, retaining their unique character and
ethnicities, but more and more, they were growing together. A
dozen different tongues had merged into a Common language,
trade was extensive and common, and enlightened governments
solved international conflicts without (too much)
bloodshed. But almost 500 hundred years ago,
at the height of this golden age, something happened...
something called "Devastor". To this day, nobody knows
exactly what it was, but it toppled kingdoms, shattered and reshaped the
land, and threw all into chaos. Contemporary histories for
the month in which it occurred have been altered, with only
the word "Devastor" repeated endless times instead of their
original text. Even those nonhumans who were alive at the
time cannot say, for to a one they find they have no memory of
the month of Devastor. Their nations and societies completely destroyed, the
great "golden age" brought utterly to an end, humanity blamed
the nonhumans -- particularly the elves, whose single,
decentralized homeland suffered almost no damage. Armies of
half-mad humans, urged on by demagogues and opportunistic
racists, drove the elves back into, and then completely out
of, their ancient homeland. For a short time, the elves took
refuge with their traditional enemies, the dwarves, and that
legendary enmity transformed into a friendship forged and
tempered by the crisis. The elves, accompanied by dwarven
volunteers, then fled across the blasted wastelands left by
Devastor, seeking a place where they could make a stand. This
they did on the site of the modern Sylvan Confederation. At
that time it was not a plateau, but aiding the elves in their
defense were physical manifestations of several gods; one
raised the land 300 feet, creating the 120-mile cliff today
known as "Imre's Wall". In the end, the elves drove off the besieging humans, and
founded a new homeland. However, their exodus from their
original homeland proved to be the fulfillment of another
people's ancient prophecies -- the Yadhai, the Dark Elves, emerged
from their underground exile to reclaim the land where their
ancestors were created by the goddess Lindelona, and the land from
which they were driven millennia before. With the help of
their patron god Ntono, they
defended their claim against their human neighbors, and
transformed the primeval sunlit forests into a land of
disturbingly beautiful gloom. In the almost five centuries since these events, humanity has
rebuilt itself, starting with city-states which were later
subsumed into the new growing nations. These constantly war
over the lands that are slowly recovering from the effects of
Devastor, claiming vast tracts and sending in settlers to
cement those claims. Still, despite these efforts, the center
of the continent is still almost uninhabitable; the great
grasslands which have recovered are home to tribes of nomadic
humans, centaurs and orcs, who have steadfastly repelled the
efforts of the nations to annex their lands. Elvenkind, in order to maintain their defense against
periodic human predation, has developed a high technology and
an advanced knowledge of magic. Many of their greatest
achievements, such as the Wheelstones of Imre's Wall, blend
both in an amazing synergy. They trade their technical
knowledge with the dwarves, who often improve on the designs
and add their own innovations. Some of this technology has
leaked out to other lands over the centuries, so that humans
and other races now have flintlocks and other early TL5
equipment. In the mean time, the Dark Elves have established a land
of permanent gloom in the old elven homeland, with the help of
their patron god, Ntono. Goblin traders roam the nations; one
mountain range is claimed by dwarves, another by a nation of
dragons. Nomadic humans and centaurs run free on great plains
claimed by dozens of nations but controlled by none.
Barbarians of many races raid from deserted hill country, and
to the southeast, a land of orcs is raising itself to
enlightened civilization and is experimenting with
Athenian-style democracy. And spreading out on the west coast of the continent is
the Kironar Empire, a nation which has over the past few
decades taken over almost a dozen of its neighbors. Its
capitol city, Krane, is the center of a new renaissance of
human art and science. Its ruler, Emperor Brendan III, is human,
but is related by blood to the near-legendary Iaruwitha i reve Iborelyn,
the half-elven matriarch who leads the powerful Knights of the
Living Bough. Krane is also the center of the campaign; since its
beginning in 1994, the online game has revolved around the
adventure and intrigue to be found in this modern,
cosmopolitan human metropolis. Humans still distrust nonhumans; elves and dwarves both
are suspicious in return. Dragons are seen in the skies, and
mysterious creatures of power walk in the forests. Strange
things lurk in the Blasted Lands. Dark elves skulk in the
shadows of their cloud-covered nation. And over all, the gods
watch, and make their inscrutable plans. |
|
This web page is Copyright © 1994- 2001, Robert M. Schroeck. Narth and Narth 2000 are trademarks of Robert M. Schroeck. |
You are visitor number
|