A venue for us to roleplay, write stories, and work out scenes that happen off-camera.
Thaladris is a small continent. It was devastated by the first godwar, which caused massive changes to its landscape. The bones of the earth break through the center of the land in Ivory Spires. Jagged mountain ranges, whose peaks are wreathed in magical mist, rise up past the forested lands. Seemingly bottomless lakes in the north and south are connected by rivers that cut through the land. Island nations dot the seascape of the southern coast and mysterious deserts blanket the lands to the east and disappear into the ocean.
Other lands unknown to the denizens of Thaladris exist, lying beyond the explorations of the most intrepid sailors, fastest gnomish airships, or even the magical scryings of the greatest archmages.
It is said that in the beginning, the elemental planes swirled around the void. These primal forces chased one another relentlessly until the divine spark was ignited and the first gods came into being.
These powerful celestials needed a home and discovered they had the power of creation. The gods drew the elemental planes together and, where the planes overlapped, the prime material plane was formed.
Delighted with the creation of their new home, the first gods continued in their work and created seas, sky, earth, volcanoes. They created the sun to light the day and the moon to illuminate the night. The seasons came into being and transitioned as each elemental plane swirled past the sun. Each god made their home in different lands of this world but soon grew lonely in their isolation. And so they created new beings. The Ancients, the titans, and the primordials. The dragons, the demons, the celestials. The fey, the beasts, and the monsters. They even created other gods. Then came the races of elves, dwarves, and orcs. Then came the gnomes, halflings, and humans.
The gods lived alongside their creations and taught them many things, including how to create for themselves. The gods watched in amazement as their children created new life themselves and went on to form civilizations, language, magic, and art.
The gods and their creations existed in elysian peace for some time until their children created weapons, conflict and war. The gods took up in this conflict, choosing the side of their favoured creations. Thus began the first godswar. The gods fought alongside their children, crafting mighty weapons and items for them. Their battles reshaped the world. Their battles created destruction, murder, and death. This was the time when good and evil came into being. The gods chose their alignments and formed themselves into pantheons. The godswar lasted for millennia.
It was not until the death of one of the first gods that the gods saw that their world was on the brink of tearing itself apart. The gods came together and discussed. They agreed to leave their world, each pantheon creating new planes for themselves. They would continue to watch over their world and their children but promised not to have direct interaction in the world itself. Instead they would act through intermediaries, and thus religion and clerics emerged.
Time passed and the world healed. Their creations grew and continued to evolve. The gods, distanced from the world in their pantheons, found their powers weakened without direct connection to their children. Those with more followers became greater and those with less became lesser. They vied for the attention of their children and fought among themselves for portfolios and believers. This continued for many ages and tensions grew amongst the gods. But the gods did not battle each other directly, preferring to have their followers battle in the prime material plane.
The Second Godswar It was not until a mortal soul slew the god who had claimed her as his consort and took his godhood for her own that the second war among the gods would occur. Through her actions, the Raven Queen showed the gods that their weakness could lead to their own deaths. And so the gods battled and consumed each other. Factions were formed and the gods continued to fight.
Over time, the many gods of the many pantheons would soon become only a handful, and the once mortal Raven Queen stood among them. The world saw the rise and fall of religions. The gods’ champions found the ancient relics used in the first godswar to battle amongst themselves. The violence of the godswar reverberated throughout the planes and the world was wracked and ravaged by cataclysms.
The remaining gods saw that their world and children were again on the verge of annihilation because of their actions. And once again the gods came together to meet and discuss and decide. Eventually, they decided that – in order for their creation and children to live – the gods must leave the world completely. They would bequeath their planes to their celestial children and venture forth into the nothing of the abyss to start anew.
The god known as Cyric knew it was his chance at dominion over the world. He planted the seeds of his plan through instilling his champions with a drop of his essence, turning them into his proxies and priming their mortal forms to become an avatar of a god. Through them he could return to world when all the gods had left and claim the world and all of creation unchallenged.
In what the mortals would call “The Sundering”, the host of gods left the world in an instant nearly 500 years ago. In the moments that followed, the only gods that remained were Cyric, the Raven Queen, Bahamut, and a few other gods who foresaw Cyric’s plan.
Each deity channeled their own entire divine essence into one of Cyric’s proxies, turning them into their own avatars. But none of the gods could have foreseen that their consciousness would become dormant – that their blazing divinity would become but a flicker within their earthly bodies. However, over the centuries that followed, this flicker of divinity would grow.
The gods would slowly regain consciousness within their earthly vessels, awakening from their slumbers… and the gods would soon walk the earth once more.
The age in which we currently find ourselves is referred to as the Third Age.
With the departure of the gods, the clerics throughout the planes lost their connection to the divine and their prayers were left unanswered. While clerical magic still remained in limited supply through holy relics, over the course of a generation, many divine relics were lost and the remainder were drained and made useless.
The denizens of the world lost faith in the gods and old religions died out and became nothing but myths and allegorical stories. It is rumoured, that some of the lost relics may have the power to restore the dead.
The druids, worshipers of nature, discovered their powers remained. Their worship of the ultimate divine relic – the world itself – was alive and continually renewed itself as long as it existed. But druids are rare and secluded isolationists and have become things of myth and legend themselves.
The first 300 years of the Third Age was considered a dark age. With the decline of the religious orders, there were no institutions to provide charity and help to the poor. Nor were there accessible centres of education or networks of consistent and timely information.
Over the years, the peoples of the world turned more and more to the wielders of magic to perform miracles and for healing salves and potions. And thus, the Colleges of Wizardry were established to formalize and regulate the training and practice of magic. Overseen by the bureaucratic University Arcana, the arcane arts soon became the realm of academics and bureaucrats. Admittance was exclusive but free for anyone with the gift for magic. Those without magical gifts could still attend these schools, provided that they could pay the exorbitant tuition.
The people then turned to the monks and their monasteries for wisdom and guidance. The teachings of the monastic schools of enlightenment came to fill the void left by the gods and have become the new religions of the world. Through the monks, the world discovered a newfound sense of self-reliance. It is rumoured that there are clandestine cults who worship the Old Ones who were imprisoned in the bowels of the Earth or banished to other dimensions during the first godwar. Others are said to worship the great Archfey as gods. And others have even come to follow worship demons, devils, and fiends.
In the past generation, Thaladris would undergo a kind of renaissance with its people turning their minds to invention and possibilities through discoveries in technology and magic.
The gnomes of Dusk Port invented airships (zeppelin-like constructs) for faster transportation throughout the Olrion Empire and each major city now has an airport, where travellers may buy passage at a premium cost.
Mages at the University Arcana proposed a theory 50 years ago that there may be other dimensions or planes of existence beyond this “prime material plane”. Very recently, an archmage has proven this theory by converting the mathematical equation into a spell, now called Planar Shift. The University Arcana has yet to sanction experiments of human travel through this spell.
The newest discovery has been “black powder”, an explosive byproduct of the Dwarven mining industry. Intrepid inventers and tinkerers have been exploring the applications of this newfound black powder, which has generally been used for excavation and demolition.
This is the world in which we find ourselves. The future of it is now yours to tell.
Hosted and narrated by:
Michael G (Ghirdietus)
Scenes played: 12
License: Community License