Description on Chubfrom Chub
Ten thousand years ago, the Giants waged war on the Sun as their civilization collapsed. Millennia later, the elves of the fallen Ashaluun Dominion watched in horror as their new human rulers began the Wars of the Glittering Flesh. Then, a great hero, chosen by the gods, founded the Empire. Within its borders, peace and freedom were available to all; even as it grew to encompass the continent. Then the Capital fell.
A thousand years later, the former Imperial lands have fully recovered, though many conflicts have ensued. Indeed, Imperial values have even spread beyond the old borders.
Twenty-eight years ago, a merchant fleet vanished in a terrible storm. When the sole surviving vessel returned, it carried strange new crew members, and even stranger news: lands beyond the Western Sea. Soon, the High Heirarch declared a new Age. An Age of Adventure.
Listed as “Age of Adventure: The World Beneath Two Moons”
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Last checked on Chub: Created Updated Archived since
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Age Of Adventure
90 entries · scan depth 7 · budget 1,500 tokens · recursive scanning off
Book settings
- #1----Races----
Enabled · After character · Order 10 · 100%
Entry settings
- #2Humans
Keys: humans, men, human
Enabled · After character · Order 10 · 100%
Entry settings
Humans are short-lived, adaptable mortals whose rapid generations make them politically volatile and institutionally flexible. Appearance: Humans average 5'4"-5'10" / 163-178 cm, with highly variable builds, coloration, and regional features. Lifespan: Most live 60-80 years, with rare individuals reaching 100-120.
- #3Elves
Keys: elves, elf, elven
Enabled · After character · Order 10 · 100%
Entry settings
Elves are long-lived mortals whose engineered caste histories make memory, body, hierarchy, and politics inseparable. Appearance: Elves average 5'6"-6'4" / 168-193 cm, usually slender and strongly shaped by caste. Crystal Elves were engineered to appear tallest and most elevated, while occupational castes were adapted to specific environments and social roles. Lifespan: Most elves live 500-900 years, with exceptional individuals reaching 1,200 or more; caste lifespans vary sharply, from effectively ageless Crystal Elves to Dustwalkers who often live 300-600 years.
- #4Dwarves
Keys: dwarves, dwarf, dwarven
Enabled · After character · Order 10 · 100%
Entry settings
Dwarves are broad, powerful mountain and underground peoples known for long apprenticeships, contracts, grudges, engineering, and inherited runecraft. Appearance: Dwarves average 4'3"-4'10" / 130-147 cm, with dense, broad, physically powerful builds. Lifespan: Most live 180-250 years, with rare individuals reaching 300-400.
- #5Orcs
Keys: orcs, orc
Enabled · After character · Order 10 · 100%
Entry settings
Orcs are dense-boned, athletic mortals whose societies emphasize adaptability, movement, oral memory, and communal resilience. Appearance: Orcs average 5'9"-6'5" / 175-196 cm, with tall, powerful, athletic builds. Lifespan: Most live 50-70 years, with rare elders reaching about 90.
- #6Goblins
Keys: goblins, goblin
Enabled · After character · Order 10 · 100%
Entry settings
Goblins are eusocial humanoids organized around colony survival, specialized castes, and adaptive engineering rather than individual glory. Appearance: Goblin workers stand 3'6"-4'4" / 107-132 cm and are lean and wiry; soldier goblins stand 4'10"-6'0" / 147-183 cm and are heavy-limbed and muscular. Lifespan: Most goblins live 35-50 years, with rare individuals reaching about 70.
- #7Holtfolk
Keys: hobbits, Holtfolk, hobbit, halflings, halfling
Enabled · After character · Order 10 · 100%
Entry settings
Holtfolk are small, sturdy, long-remembering domestic peoples often associated with hidden settlements, hill communities, marsh villages, and intermediary roles between larger powers. Appearance: Holtfolk average 3'4"-4'0" / 102-122 cm, with broad, sturdy bodies and adult proportions rather than childlike frames. Lifespan: Most live 90-120 years, with rare elders reaching about 140.
- #8Harpies
Keys: harpy, harpies
Enabled · After character · Order 10 · 100%
Entry settings
Harpies are flight-adapted mountain and cliff peoples whose short generations preserve history through song, weather lore, and migratory tradition. Appearance: Harpies stand 4'8"-5'5" / 142-165 cm when upright, with light bodies adapted for flight. Lifespan: Most live 40-70 years, with rare elders reaching about 90.
- #9Seyaka
Keys: , Seyaka, lizardfolk
Enabled · After character · Order 10 · 100%
Entry settings
Seyaka are maritime lizardfolk of tropical islands, coral reefs, mangroves, volcanic shores, and storm-swept seas. Appearance: Seyaka average 5'5"-6'2" / 165-188 cm, with lean, flexible bodies, long tails, armored scales, crests, and webbed claws. Island lineages vary from reef-bright coloration to volcanic obsidian scales. Lifespan: Most live 70-110 years, with rare elders reaching about 150.
- #10Lamias
Keys: lamias, Lamia
Enabled · After character · Order 10 · 100%
Entry settings
Lamias are long-lived serpentine peoples associated with river dynasties, dynastic planning, soul philosophy, ritual diplomacy, and patient revenge. Appearance: A lamia’s head normally rests 5-6 feet above ground, with a total body length of 10-16 feet. Lifespan: Most live 200-400 years, with rare individuals reaching about 600.
- #11Minotaurs
Keys: minotaurs, Minotaur
Enabled · After character · Order 10 · 100%
Entry settings
Minotaurs are massive, oath-bound builders of defensive civilizations, sacred labyrinths, and engineered fortress-states. Appearance: Minotaurs average 6'8"-7'8" / 203-234 cm, with massive shoulders and torsos. Lifespan: Most live 80-130 years, with rare elders reaching about 180.
- #12Merfolk
Keys: merfolk, merman, mermaids, mermen, mermaid
Enabled · After character · Order 10 · 100%
Entry settings
Merfolk are long-lived oceanic peoples tied to deep currents, drowned history, submerged ruins, navigation lore, and sea magic. Appearance: Merfolk have human-scale torsos and usually measure 7-10 feet in total length. Lifespan: Most live 150-300 years, with rare individuals reaching about 500.
- #13Trollkyn
Keys: troll, trollkyn, trolls
Enabled · After character · Order 10 · 100%
Entry settings
Trollkyn are huge northern seafarers descended from ancient frost and mountain dwellers, preserving fragments of giant-era memory and spirit-navigation. Appearance: Trollkyn average 7'0"-8'6" / 213-259 cm, with huge, thick-framed bodies and stone-like skin. Lifespan: Most live 200-350 years, with rare elders reaching about 500.
- #14Driders
Keys: Drider, driders
Enabled · After character · Order 10 · 100%
Entry settings
Driders are secretive arachnoid peoples descended from failed transcendence experiments, hidden enclaves, and distributed-memory traditions. Appearance: Driders have human- or elf-scale upper bodies joined to spiderlike lower bodies; their heads commonly stand 7-10 feet above the ground. Lifespan: Most live 150-300 years, with rare individuals reaching about 400.
- #15Khepra
Keys: bugfolk, Khepra
Enabled · After character · Order 10 · 100%
Entry settings
Khepra are insectoid desert peoples organized into brood-based societies, hive-necropolises, specialized functions, and sacred continuity rather than a true hive mind. Appearance: Khepra lineages include scarab, mantis, ant, cicada, and other insect-inspired forms. Workers average 4'6"-5'4" / 137-163 cm, soldiers 5'8"-7'0" / 173-213 cm, scribes and artisans 5'0"-5'10" / 152-178 cm, and brood-mothers reach 8-14 feet in body length. Lifespan: Khepra lifespans vary by caste: workers usually live 20-40 years, soldiers 30-60, scribes and artisans 60-100, priest-seers 100-200, and brood-mothers 300-600.
- #16Giants
Keys: Giant, giants
Enabled · After character · Order 10 · 100%
Entry settings
Giants are ancient towering peoples descended from or related to the Vaelrunn, the ice-age civilization remembered as “Those Who Endure the Cold Sky.” Appearance: Modern giants average 10'6"-13'6" / 320-411 cm, with an iconic average near twelve feet. Lifespan: Most live 700-1,500 years, with rare individuals reaching 2,000 or more.
- #17Dragons
Keys: dragons, Dragon
Enabled · After character · Order 10 · 100%
Entry settings
Dragons are seemingly immortal beings defined by Titles, hoards, transformation, obsession, and spiritual possessiveness rather than ordinary biography. Appearance: Dragons have no reliable average size; form and scale depend on age, curse, title, hoard, and transformation. Lifespan: Dragons are seemingly ageless, and no natural limit is known. Nature: Dragons have Titles instead of personal names, and those Titles change as their deeds, obsessions, and domains change. Treasure is spiritual nourishment to them, especially objects heavy with memory, betrayal, rulership, or symbolic power. Origin: Many dragons are believed to be the final form of cursed dwarves consumed by overwhelming greed, though some predate dwarven civilization. Reports of humans, elves, and others becoming dragons suggest dragonhood may be a broader corruption of souls devoured by possessiveness and ambition.
- #18Demons
Keys: demons, Demon
Enabled · After character · Order 10 · 100%
Entry settings
Demons are mana-born beings shaped by mortal emotion, desire, fear, ambition, suffering, obsession, hatred, and corrupted love. Appearance: Demons vary wildly; their forms reflect the emotions, identities, and conditions that created or sustained them. Lifespan: Demon lifespans are highly variable, but they can become potentially immortal if the identity and emotional foundations sustaining them persist. Nature: Demons are not inherently evil. They understand individuality and emotion more deeply than angels, often manipulating civilizations for sustenance while sometimes protecting the mortal societies that feed their existence.
- #19Angels
Keys: angels, Angel
Enabled · After character · Order 10 · 100%
Entry settings
Angels are mana-born beings of purity, continuity, restraint, judgment, memory, and metaphysical stability. Appearance: Angels choose manifestations rather than possessing fixed biological forms; early or abstract angels may appear geometric, symbolic, or difficult for mortals to comprehend. Lifespan: Angels are functionally immortal until destroyed, transformed, or recalled. Nature: Angels form from pure mana untouched by mortal emotion or environmental influence. They can serve as divine messengers, judges, guardians, or terrifying absolutes, but they struggle with ambiguity, compromise, emotional reasoning, and contradiction.
- #20Spirits
Keys: spirit, nature spirits, nature spirit, spirits
Enabled · After character · Order 10 · 100%
Entry settings
Nature Spirits are mana-born beings shaped by places, ecosystems, cycles, and environments rather than mortal emotion or pure celestial order. Appearance: Nature spirits are environment-dependent, ranging from tiny local presences to landscape-sized entities. River, forest, volcano, storm, glacier, plague, machine, and wasteland spirits reflect the conditions that formed them. Lifespan: A nature spirit may live as long as the sustaining place, cycle, or ecosystem endures; some are potentially geological in age. Nature: Spirits embody ecological principle rather than morality. They may nurture or destroy depending on the balance of their environment, and sufficiently old spirits can evolve into regional guardians, elemental lords, or godlike natural entities.
- #21Fey
Keys: Winter Court, fey, fairy, Summer Court, fae, fairies
Enabled · After character · Order 10 · 100%
Entry settings
Fey are ancient immortal beings tied to old lands, sacred places, bargains, and laws older than human kingdoms. Nature: Fey are not simply good or evil. Their courts follow strange rules rooted in place, season, memory, beauty, silence, obligation, and taboo. In Ealond, the Summer Court is radiant and alluring, while the Winter Court is ancient and silent.
- #22----Elven Castes----
Enabled · After character · Order 10 · 100%
Entry settings
- #23Elven Castes
Enabled · After character · Order 10 · 100%
Entry settings
- #24Crystal Elves
Keys: Crystal Elf, Crystal Elves
Enabled · After character · Order 10 · 100%
Entry settings
Long dead god-kings of the First Ashaluun Dominion. Crystal Elves had translucent or crystalline skin that caught light in impossible colors, with tall, elegant bodies commonly ranging from 6’2” to 7’0”. Their hair and eyes often seemed gemlike rather than organic, and ancient art depicts them as radiant, symmetrical, and unnervingly flawless. What records survive indicate they used a combination of magic and selective breeding to create the other elven castes. They then developed what they called the "Geometry of Heaven", declaring themselves arbitrators of divine will. Once the deception was discovered, the Crystal Elves were quickly overthrown. In the present, they are believed to be extinct. The Ashaluun elves are determined to prove this.
- #25Metallic Houses
Keys: Metallic Elf, Metallic Elves, Metallic Houses
Enabled · After character · Order 10 · 100%
Entry settings
The Metallic Houses — the noble caste of the Ashaluun Successor States and the public heirs of the old Dominion. Appearance: Metallic Elves have skin with gold, silver, bronze, copper, iron, or electrum tones, often treated as proof of noble blood. They are tall and imposing by elven standards, commonly 5’10” to 6’6”, with refined features and a cultivated air of authority. Lifespan: Metallic Elves usually live 900–1,200 years, giving noble houses immense continuity and very long political memories. Society: They traditionally rule through ancient houses, ceremonial law, temple patronage, and control of archives. Their culture prizes lineage, etiquette, historical legitimacy, and ritual superiority, though many quietly fear how much of that legitimacy rests on Crystal lies. Politics: The Metallic Houses overthrew the Crystal Elves, then rewrote history to preserve caste rule. In the present age, they remain powerful but divided, struggling against reformists, foreign intrusions, and the slow collapse of unquestioned caste authority.
- #26Night Caste
Keys: Night Caste, Night Elves, Dark Elves, Night Elf, Dark Elf
Enabled · After character · Order 10 · 100%
Entry settings
The Night Caste— the nocturnal caste of the old Ashaluun order, associated with secrecy, astronomy, espionage, and funerary rites. Appearance: Dark Elves have unnaturally dark skin, often black, deep violet, blue-black, or shadow-gray, with pale or luminous eyes adapted to night. They tend to stand 5’7” to 6’2”, with lean bodies and quiet, controlled movement. Lifespan: Dark Elves usually live 700–1,000 years. Society: Their caste traditionally served as spies, astronomers, night-watchers, temple recorders, and priests of the dead. They maintained observatories, burial archives, omen records, and hidden routes through cities and palace districts. Politics: Dark Elf houses are feared because they remember what other castes try to bury. Some remain loyal to Metallic patrons, while others sell secrets, protect forbidden histories, or support reform by revealing what the Dominion once concealed.
- #27Hearthkeepers
Enabled · After character · Order 10 · 100%
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- #28Clayborn
Enabled · After character · Order 10 · 100%
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- #29Emberhand
Enabled · After character · Order 10 · 100%
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- #30Balmkeepers
Enabled · After character · Order 10 · 100%
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- #31Cornerstones
Enabled · After character · Order 10 · 100%
Entry settings
- #32Stonebound
Keys: Cave Elf, Stonebound, Cave Elves, Stonebound Elves
Enabled · After character · Order 10 · 100%
Entry settings
Stonebound Elves — the subterranean caste of the Ashaluun world, shaped for caves, mines, vaults, and buried infrastructure. Appearance: Cave Elves have gray, ash, slate, or mineral-toned skin, with compact bodies usually 5’0” to 5’7”. Their eyes are adapted to darkness, their hands are strong and precise, and some lineages show faint stone-like patterning across the skin. Lifespan: Cave Elves usually live 500–800 years. Society: They traditionally maintained underground roads, vaults, mines, foundations, tomb-complexes, and hidden machinery beneath Ashaluun cities. Their communities value precision, endurance, silence, craft knowledge, and the ability to keep structures alive for centuries. Politics: Stonebound communities are politically underestimated because much of their power lies underground. In modern successor states, many Stonebound Holds act as semi-independent city-states, often cooperating with dwarven guilds and controlling access to buried Crystal-era ruins.
- #33Riverborn
Keys: Sea Elves, Water Elves, Riverborn Elves, Water Elf, Sea Elf, Riverborn
Enabled · After character · Order 10 · 100%
Entry settings
Riverborn Elves — the water-caste of the Ashaluun Dominion, bound to rivers, canals, marshes, irrigation systems, and sacred waterways. Appearance: Water Elves have blue, green, teal, or river-gray skin, often with sleek hair, long limbs, and fluid movement. They commonly stand 5’8” to 6’4”, with bodies adapted to swimming, humidity, and canal life. Lifespan: Water Elves usually live 500–900 years. Society: Their caste controlled canals, river ports, irrigation works, flood calendars, fisheries, ferries, and water temples. Riverborn society prizes practical engineering, ritual purity, navigation, and the belief that civilization survives only when water is properly guided. Politics: Riverborn power is quiet but essential. During the Wars of Glittering Flesh, some Riverborn groups sabotaged canals or redirected supply routes; in the present age, their dynasties remain indispensable to agriculture, trade, and urban survival.
- #34Cedar Caste
Keys: Wood Elves, Wood Elf, Cedar Elves, Cedar Castes
Enabled · After character · Order 10 · 100%
Entry settings
Cedar Elves — the forest and agricultural caste of the old Ashaluun order, tied to groves, orchards, timberlands, fields, and sacred trees. Appearance: Cedar Elves have earth-toned skin ranging from bark-brown and olive to clay, ocher, and warm greenish hues. They usually stand 5’5” to 6’0”, with sturdy, graceful bodies suited to outdoor labor, forestry, and long travel through cultivated wilderness. Lifespan: Cedar Elves usually live 400–700 years. Society: Cedar communities managed forests, temple groves, farms, medicines, resin harvests, and sacred wood used in architecture and ritual. Their traditions blend agricultural science with old religious duties, treating trees and fields as inherited trusts rather than mere property. Politics: Cedar Elves were long treated as useful but provincial by higher castes. In the successor states, they often form the backbone of rural reform movements, especially where noble wars and Glittering Flesh experiments poisoned land that Cedar communities were expected to heal.
- #35Saltborn
Enabled · After character · Order 10 · 100%
Entry settings
- #36Warsworn
Enabled · After character · Order 10 · 100%
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- #37Dustwalkers
Keys: Wandering Elf, Wandering Elves, Dustwalkers, Dustwalker Elves
Enabled · After character · Order 10 · 100%
Entry settings
Dustwalker Elves are the wandering caste of Ashaluun society, known as merchants, guides, translators, caravaners, scouts, and cultural go-betweens. Appearance: Dustwalkers have skin tones closest to the human range, from pale desert ivory to deep brown, making them harder for outsiders to identify as a distinct caste. They usually stand 5’4” to 6’1”, with highly variable builds shaped by travel, trade, and mixed regional ancestry. Lifespan: Dustwalkers usually live 300–600 years, short by old elven standards but long enough to preserve trade memory across many human generations. Society: Dustwalker life centers on roads, markets, caravanserais, border towns, multilingual families, and practical adaptation. They are often cosmopolitan, skilled at code-switching between cultures, and less invested in ritual purity than settled Ashaluun elites. Politics: Dustwalkers were crucial to the Dominion, serving as scouts, merchants, and interpreters. In the present age, Dustwalker Free Cities are centers of reform, commerce, mixed ancestry, and challenges to the old idea that elven identity must follow caste.
- #38Starlight
Enabled · After character · Order 10 · 100%
Entry settings
- #39----Guilds----
Enabled · After character · Order 10 · 100%
Entry settings
- #40Guilds
Keys: , guilds, Guild
Enabled · After character · Order 10 · 100%
Entry settings
Countless guilds, large and small, can be found throughout the land. Much of modern society depends upon the training available within guildhalls. The four largest, and most powerful, are known as the Grand Guilds.
- #41Scholars' Guild
Keys: Scholar’s Guild, Scholars’ Guild, Scholars Guild, Scholar Guild
Enabled · After character · Order 10 · 100%
Entry settings
The Scholars’ Guild is the oldest and most mysterious of the Grand Guilds, dedicated to preserving knowledge, protecting learning, and maintaining neutral archives. Role: The guild collects ancient texts, lost histories, fossils, maps, records of vanished civilizations, and evidence others would rather bury. Members also regularly compile knowledge in general, regardless of importance. Politics: Though it lacks armies and immense wealth, it wields influence through information, interpretation, and historical truth.
- #42Adventurers' Guild
Keys: Adventurer Guild, Adventurer’s Guild, Adventurers’ Guild, Adventurers Guild
Enabled · After character · Order 10 · 100%
Entry settings
The Adventurers’ Guild is the Grand Guild that organizes explorers, monster hunters, caravan guards, ruin delvers, and professional risk-takers. Role: It began as a mercenary registry but rose to even higher prominence after discoveries across the western oceans. Publicly, it protects civilization and organizes exploration; practically, it also functions as a colonial force, artifact broker, emergency defense network, and first-response institution for threats uncovered in both new lands and ancient ruins. Politics: The Adventurers’ Guild depends on Merchant Guild financing, Scholar interpretation, and Mage support, but it oversees the people who physically reach ruins, monsters, frontier settlements, and dangerous discoveries first.
- #43Mages' Guild
Keys: Mages Guild, Mage’s Guild, Mages’ Guild, Mage Guild
Enabled · After character · Order 10 · 100%
Entry settings
The Mages’ Guild is the Grand Guild that regulates, trains, and deploys magical expertise while pushing ordinary warfare toward technology. Role: The guild values efficiency above spectacle. Because battlemages are expensive and difficult to replace, it supports firearms, artillery, alchemical weapons, and technological warfare so magic can be reserved for problems only magic can solve. Politics: The Mages’ Guild turns discoveries into practical power, making it indispensable to armies, explorers, courts, engineers, and rival guilds that need magical problems solved without wasting irreplaceable specialists.
- #44Merchants' Guild
Keys: Merchants Guild, Merchant’s Guild, Merchant Guild, Merchants’ Guild
Enabled · After character · Order 10 · 100%
Entry settings
The Merchants’ Guild is the Grand Guild that finances much of civilization through banks, shipping fleets, insurance systems, roads, and colonial investment. Role: The guild prefers economic warfare over direct conquest, using debt, embargoes, market pressure, credit, and logistics to shape kingdoms without raising armies. Many states survive only because Merchant Guild financing keeps their treasuries, roads, ships, and expeditions functioning. Politics: The Merchants’ Guild funds expansion, turns risk into profit, and makes itself indispensable by controlling the money and infrastructure behind exploration, warfare, trade, and political survival.
- #45----Historical eras----
Enabled · After character · Order 10 · 100%
Entry settings
- #46Primordial Age
Keys: Primordial Age
Enabled · After character · Order 10 · 100%
Entry settings
The earliest and least comprehensible period of history, before approximately 25,000 BAA. Nature: Mana began forming conscious beings through the Three Births. Angels emerged from pure mana, nature spirits arose from mana shaped by place, and demons arose from mana shaped by mortal thought and emotion. Memory: The physical and spiritual worlds were unstable and closely intertwined. Most surviving accounts are religious, symbolic, contradictory, or impossible to verify.
- #47Age of Giants
Keys: Age of Giants, Ice Age
Enabled · After character · Order 10 · 100%
Entry settings
The long ice-age era, approximately 25,000-10,000 BAA, when the Vaelrunn giant civilizations dominated the world. Nature: Vast glaciers covered the northern lands, sea levels were lower, dragons were more common, and boundaries between mortal and fey realms were weaker. Giant Sky-Thrones, roads, observatories, and rune complexes spanned enormous distances. Legacy: Modern dwarven runecraft and portions of elven astronomy descend from giant learning, while many surviving giant ruins still carry traces of resonant magic.
- #48First Civilizations Era
Keys: First Civilizations Era
Enabled · After character · Order 10 · 100%
Entry settings
A vast semi-mythical era, approximately 10,000-4,500 BAA, containing many lost heroic ages and early civilizations. History: Younger peoples established their first great cultures. The Crystal Elves created the Ashaluun caste system through magical biological engineering, early dwarven holds inherited and adapted giant runecraft, and dragon kingdoms, forgotten human cultures, spirit-ruled states, and vanished species rose and fell. End: The Crystal Elves were overthrown during the War of the Shattered Heaven, leaving successor peoples to inherit the broken machinery of their order.
- #49Age of Kingdoms
Keys: Age of Kingdoms
Enabled · After character · Order 10 · 100%
Entry settings
The era from approximately 4,500-2,500 BAA, when historical records became more consistent but myth and fact remained intertwined. History: Neshar and other ancient river kingdoms flourished, while the Aurelian League and related western cultures rose. The Conqueror conquered Neshar and the Ashaluun lands, then died without a recognized heir. Aftermath: The Conqueror’s empire fragmented into successor states, and the Wars of the Glittering Flesh followed as rival rulers experimented with recovered Crystal Elf technologies.
- #50Imperial Era
Keys: Imperial Era
Enabled · After character · Order 10 · 100%
Entry settings
2,500-1,000 BAA. The age of the united Empire founded in the wake of the Hero-Emperor’s conquests, when imperial law, roads, guild charters, sanctuaries, and military administration bound much of the known continent into a single civilization. Though later remembered as an age of order, its vastness eventually forced the Fourfold Division, setting the stage for regional rivalry, dynastic tension, and the Long Crisis that destroyed the capital and ended imperial unity.
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