The World of Valden
History of Farrin:
Year 0 (Epoch of Creation) – The 3 overdeities (Primus, All-Father, and Phoenix) create the world of Valden.
Year 1 – Primus creates the Deitic Court, All-Father creates the spirits, Phoenix shapes the lands of Josho. The spirit of Frost is accepted into the Deitic court under the name of Mrazmus. They are content to simply wander the world for the next few years, a mere blink of an eye for a deity.
Year 5 – The spirit of Dragon creates chromatic dragonkind as his own, direct children.
Year 10 – Elderfang creates the dinosaurs and by extension most of the animals in the world.
Year 395 – Dinosaurs quickly specialized into different forms (accelerated by deific hands) and the megafauna eventually lead to the animals we know today.
Year 400 – A meteorological event causes a drastic drop in bio-diversity, especially amongst the dinosaurs.. Some survive, others evolve into forms better suited to new environments. This storm radically alters a formerly lush patch of Farrin into an arid wasteland.
Year 450 – Exeters manipulations accidentally creates the Maelstrom, and it is revealed he is the cause of the earlier meteoric strike. The deities plan to offset the balance by creating new species that are capable of advanced intelligence.
Year 500 (Epoch of Birth) – Dorin Highfather creates the Dwarves. Feyn’riel creates the Elves. Snarl creates Orcs, goblins and the creature races, creates the disease of Lycanthropy. Jotun creates trolls and giants. Jayna creates the Halflings. Desmodus creates vampires and ghosts from his own shed essence and introduces undeath upon the world. Phoenix creates the Kami, the Vanara and Kitsune. Ouroborus creates snakes and vermin. Arbiter codifies the Mortal Codes of Alignment. Ilen formalizes arcane and divine magic into a form mortals can comprehend.
Year 501 – The quicker lived humanoids have rough and brutish lives full of constant feuding. The longer lived races work cooperatively to try their best to survive. They are at constant risk of death by weather, accident, starvation, or predation. The races outlook provides slow but steady advancements into early revolutionary technology.
Year 560 – Dragonkind reach the level of intelligence and culture they are known for today.
Year 750 – Vampires reach the level of intelligence and culture they are known for today. Their techniques and methodologies are well hidden from early humanoids. Vampires create an informal nation for themselves in what will become the Darklands, making a treaty with the lycanthropes and undead and bringing them into their fold. Jotun begins waging war against the All-Father and the non-evil spirits for control of the Throne of the World. While All-Father is distracted, Mrazmus spreads his influence over what will become Urlund. This process is incredibly slow, but he is able to gradually ice over the terrain.
Year 830: Humanoids discover due to a divine “accident”. They begin to abandon solitary lifestyles and band together in mixed groups of families, leading to the first shadows of civilization.
Year 1000 (Epoch of Discovery) – By this point, organized Languages are forming. Primitive tribes bound by race, family and proximity are founded. Stone is made into tools, including rough bludgeons and stone tipped spears. Warriors are primarily Barbarians. Sorcerers and Oracles are the most common users of magic, but some creatures are able to gain comprehension of Druidic power. Society as we know it is non-existent, food is acquired by hunting and gathering. Vampires and Lycanthropes are completely feral, only caring about feeding. Any conversions are accidental and unintended.
Year 1160 – Supernatural forces begin to take notice of mortal beings and a few lend their power to those capable of understanding it. Shamen are created. It is known that some plants have medicinal properties, and humanoids begin to formalize this knowledge.
Year 1245 – Dwarves create more sophisticated stone tools.
Year 1350 – Supernatural beings offer magical power to a select few, creating witchcraft.
Year 1428 – Woodcraft is now common and fletching is widely used. The creation of the bow gives rise to Rangers. Improved hunting techniques and knowledge of conservation and lead to more food and greater chance of survival.
Year 1500 (Epoch of Development) – The creatures of the various hells begin to take an interest in Valden. They create rifts to break through and enact their sick desires on mortals.
Year 1512 – Evil Outsiders are a widespread but poorly understood problem. Humanoids begin to take action to prevent danger.
Year 1515 – Escalating resistance by ancient Elves (Using little more than luck, savagery and the will to survive) forces the denizens of the under-planes to reconsider further incursions. Any further incursions are handled with brutal efficiency even at the cost of humanoid life. These warriors band together for survival, taking the name Nightbrothers.
Year 1568 – Some of the original practitioners of Witchcraft attempt to unnaturally extend their lives. They end up corrupted by dark forces, becoming the progenitors of Hags.
Year 1575 – Increased awareness of the supernatural leads to increased danger while feeding. Vampires fortify their holdings and remain on their own lands. Vampire spellcasters, as well as those from the lands of the undead, create a new race to raise as servants and livestock. They name this new race “Human”. Early after their creation, a fairly large group of Humans manage to escape. These ancient humans band together with Elven hunters of the Supernatural to establish what would become to known as the Nightbrothers.
Year 1630 – Humans still under control by the Vampires create the common language in order to communicate secretly between each other.
Year 1680 – Advanced tanning techniques allows for animal skins to be made into hardier and more comfortable clothing, forming the foundation for armor.
Year 1750 – The now mature second generation (and an emerging third generation) of Dragons become interested in the humanoids of the world, and assume mortal forms to intermingle. This arrangement is primarily a predatory one. The Draconic sorcerer bloodline is created and Dragon Disciples emerge. Some Draconic lore leaks into humanoid society and will eventually lead to scientific advancement.
Year 1800 – Primitive musical instruments become more common. Early humanoids note they can sometimes produce extraordinary effects through music. Bards and Skalds begin to form oral tradition.
Year 1812 – Products from nature are used to create the first pigments.
Year 1865 – Druids start to abandon traditional living arrangements and begin to form tribes made exclusively of Druids. They discover that they can bond with the domains of the natural world as well as specific animal companions.
Year 1878 – The first items made of cloth are created and quickly expanded upon.
Year 1900 – Dwarves discover the potential for metal tools while trying to shape fallen meteoroids into stonework.
Year 1920 – Humanoids experiment living in permanent locations for entire seasons without moving. Semi-permanent buildings are established.
Year 1940 – Formalized verbal language now exists for every humanoid race. Languages are shared and humanoids begin to learn the differing racial languages. Communication flourishes.
Year 1945 – Druids formalize the Druidic language.
Year 1970 – Humanoids begin to plant their own crops on a regular, scheduled basis and domesticate animals for food, work and companionship.
Year 2000 (Epoch of Civilization) – Horsemanship is perfected. Travel is revolutionized.
Year 2040 – Dwarves create sophisticated and permanent forges and discover techniques that allow metal to hold an edge for long durations, near permanent with upkeep.. Early martial weaponry and metal armors are created. Forgepriests gain divine powers due to fervent work to codify the art of forging. Through this, it is discovered that worshiping an idea or concept allows the person to gain power from it, giving rise to the first clerics. Hoes and primitive fences are shaped from metal components. Methods of sustainable agriculture and animal domestication are created.
Year 2080 – New weapons lead to new styles of combat, the fighter class is created.
Year 2120 – Dwarves first encounter abberations that live below the ground. They often war against them for control of underground tunnels.
Year 2154 – Early boats are perfected, rivers and lakes are now relatively easy to traverse.
Year 2178 – Clothing now made almost exclusively of linen materials, wool, or leather. Metal armors become more common.
Year 2200 – Food scarcity no longer a major concern. Early crop yields allow for a more balanced diet.
Year 2235 – Paper and Inks reasonably common.
Year 2250 – Scholars of language codify written script.
Year 2300 – Almost all humanoids create permanent settlements. Agriculture and Animal Husbandry are now common practice. Modern animals begin to emerge. Halflings choose to live a migratory lifestyle. Dwarves have become experts at forging and begin to mine for ore. Elves begin to cultivate what will eventually become the FaeSea. War rages in ancestral Urlund between Gods and their divine servitors. Some giants and trolls defect and move elsewhere. Mrazmus continues to engulf the land in ice.
Year 2335 – Improved boats, sails, and navigation techniques allow for dangerous but manageable open sea travel.
Year 2380 – Most humanoids are now multi-lingual. Inter-city trade begins to flow. This makes service based bartering more difficult. It is agreed that ores and gems are a representative monetary system and are used as currency. Trading for forged items, livestock and crops are also used when applicable.
Year 2388 – The Dragons take notice of the humanoids increased prosperity. They begin to attack them out of envy of their material wealth.
Year 2400 – Vampire controlled Humans, having gradually gained knowledge from their creators, flee their lands. Some go to islands to the south hoping that the bright days would protect them. Others simply flee into the wilderness, hoping that they will not be found by sheer distance. All-Father finally discovers the actions of Mrazmus and uses his full power against Jotun, and they are banished to the off-shore lands of Helheim. Many humans see this and flock to Urlund to protection. All-Father gifts them with fire and tasks the spirits to aid humanity and rebuild their war-ravaged lands. Some humans flee all the way across the continent and find haven in Josho. Appalled at the hidden actions of the vampires, many members of the deitic court ally with humankind, allowing them to advance to the cultural level of other races in a much shorter time at the cost of a strong racial bond.
Year 2401 – Humans populate an island about 90 miles away from the Darklands, naming it Kori.
Year 2402 – Urlund is officially named, her people declare their full worship to All-Father and the spirits. They fight to liberate the outlying lands of trolls, giants and monstrous creatures.
Year 2442 – After decades of vicious fighting, the lands surrounding the Throne of the World is liberated by the Ulrundic people. They begin to build permanent civilizations.
Year 2450 – A silver scaled dragon named Bahamut rebels from the evil ways of chromatic Dragonkind. He leaves with a group of likeminded dragons, eventually resulting in metallic Dragons. Metallic dragons do their best to guide and protect humanity. The DragonWars begin and never officially end. Bahamut attains divinity due to his peoples faith in his leadership and the praise of humanoids he protected. He is, notably, the first deity recognized by name by humanoids. The true significance of this is lost for 25 years. The spilled blood of chromatic Dragons would shortly form into the deity Tiamat.
Year 2475 – Humanoid creatures fully conceptualize the knowledge that deities exist. They being worshipping them directly and churches quickly form around them. Human-kind adopts several of the deities, worshipping their individual aspects instead of one deity as a whole.
Year 2480 – The overdeity Phoenix divests himself of his full Godhood to live a mortal life with a human Joshoan woman. He claims formal leadership of the nation and creates the Takahashi bloodline. There is no longer any doubt that the gods have a stake in the mortal world, and concern for it’s movements.
Year 2500 (Epoch of Enlightenment) – Most clerics now worship specific deities instead of concepts. All deities are known by name and outlook. Laypeople tend to worship a specific deity that complements their personal outlook.
Year 2540 – Kori flourishes in culture. Some of it’s members disagree with the direction, stating that military might is needed if the vampires come to find them. This group leaves Kori and settles an island about 10 miles away, naming it Spartus.
Year 2545 – Spartus launches a bitter civil war against Kori. They are superior in martial strength but incredibly deficient in magic. Almost all battles end in a decided stalemate.
Year 2560 – By studying how Sorcerers channel magic and applying written formula and runes to the findings, the foundation of applied wizardry is created.
Year 2565 – The Joshoan Monks of The Sightless Eye formalize their monastic tradition. They pledge themselves as guardians and scholars of the Phoenixfire throne.
year 2600 – Modern ports emerge and boats are more frequently used to conduct trade.
Year 2640 – Heavy Shields are perfected and fighting styles adapt to incorporate and counter them.
Year 2650 – Josho begins folding metal during smithing to make up for lower quality metal. The katana is created and becomes the signature weapon of the nation. This also leads to the creation of weapons like the Naginata and the O-Yoroi Plate. The Samurai class is founded.
Year 2654 – The civil war between Spartus and Kori continues. Spartus begins abandoning babies that do not meet certain physical standards. They begin shipping their criminals (and dissenters) to an island to the south, which they name Krymméno.
Year 2660 – Elves begin to study teleportation magic and the various planes. Dwarves codify the settlements that would eventually lead to the formation of the 13 clans. Leonar, the capital of the Druids, is formally founded. The Monks of the Lonely Mountain formalize their monastic tradition.
Year 2675 – Advancements in optics lead to telescopes. Scholars begin to study astrology.
Year 2700 – Spinning Wheels and similar implements make creating raw materials for clothing more convenient. Fashion explodes and social dress codes emerge.
Year 2730 – Ninjas begin to emerge in Josho in response to certain samurai and families using their authority to bully and victimize law-abiding citizens.
Year 2740 – Crystals are created that can be powered by latent magical energy. This is attached to a quarterstaff using a special harness. The first Magic Staff is created.
Year 2748 – Elves and Dwarves discover the principles of Alchemy.
Year 2750 – Half-Elves and Half-Orcs become a recognized racial heritage.
Year 2755 – Dwarves begin to craft weapons and armor from exotic materials beyond adamantine, mithril and similar.
Year 2762 – Scribes are widely employed in courts of ruler-ship and law. Secluded monks and hermits dedicate themselves to writing books and recording knowledge.
Year 2780 – Dwarves master the creation of Full Plate armor and Tower Shield.
Year 2800 – More efficient sails and hulls allow for safer naval travel.
Year 2820 – Growth into larger towns causes divine healing to become a premium. Herbalists and doctors refine their craft and begin to practice preventative medicine.
Year 2835 – Most humanoid settlements establish a common law that allows for multi-civilization law enforcement of stealing, murder, and similar crimes.
Year 2860 – Trade Guilds begin to emerge, ensuring that certain professions have regulations regarding safety, price, and problem resolution. This allows any crater defense from extortion and accusation, as well as providing consumers with an outlet to express complaints.
Year 2880 – Elves master planar magic and create the Elf Gates, used for mass teleportation. They unintentionally open a portal to the first world, introducing fey creatures (including gnomes) into Valden. Magical crafting is discovered. The nomadic Halflings craft elaborate stagecoaches designed to serve both as travel methods and as homes, giving rise to the tradition of Halfling caravans.
Year 2882 – Most races now have some form of Monk. Monastic orders open among all humanoid cultures. The modern combat styles as we know them begin to take their final shapes. Dwarves begin to create the first suits of plate mail.
Year 2900 – Humanoids identify Aasimars and Tieflings among their ranks. The planar races (leary after the ancient conflicts with the lower planes) begin to travel to Farrin again, some making their homes there.
Year 2908- Josho officially expands its borders to cover its current boundary lines. They deliberately choose not to expand past Mount Sukaitawa, believing it to be their divinely mandated border. The lands past this are mostly populated by Elves.
Year 2935 – Early movable type is created, making printing easier, if not still expensive and time consuming.
Year 2950 – Civilized nations flourish, permanent towns slowly begin to dominate the landscape. Ownership of land is formalized and regulated. This now becomes one of the leading indicators of wealth. Elves eschew individual ownership of land and begin to feud with other races over how to define territory. The Orcs view this as a sign of weakness and scheme to steal their lands.
Year 2970 – Diagnosis of mundane medical issues are more often diagnosed correctly. Public health improves.
Year 2980 – Early glasses and bifocals are invented.
Year 2992 – Magic is officially defined into different schools. Specialist wizards begin to emerge.
Year 2995 – Elves begin to combine swordplay and wizardry, giving birth to the Magus.
Year 3000 (Epoch of Change) – Elves and Orcs begin a war over the massive forests in the center of Farrin. Halflings provide goods to both sides. Elves are forced to defend their nebulous forest cities from traditional invasion, and Orcs must adapt to the Elves guerrilla warfare slowly dwindling their troops. Orcs ally with giants for greater security. Elves consider making an alliance with the Dwarves, but view them as little better than the Orcs.
Year 3005 – Chromatic Dragons create a servitor race called Kobolds. They make them adept at mining and stealth so that they may serve at covert eyes and ears in the mortal world.
Year 3030 – Hostilities between Orcs and Elves officially end, but both continue strikes against eachother. An eternal enmity between Orcs and Elves is born.
Year 3050 – Concerns over land scarcity begin to arise due to previous hostilities and rapidly expanding , causing tensions between Dwarves, and the Orc/Giant alliance. These isolated skirmishes eventually lead to open warfare
Year 3060 – Dwarves continually war with the bestial races over territory and resources. Elves are more often forced into open warfare due to Dwarven troop movements disrupting their stealth operations. The Elven Queen and her court make plans to teleport away to an isolated island. All Elves receive a magical compulsion to gather in the forest of central Farrin. Some resist this call or are unable to meet with their kin. The Fey reverse engineer portal magic and begin entering Valden in greater numbers.
Year 3080 – Dwarves master building Castles and Fortresses. They establish underground homes beneath these forts to protect their day to day life from the ravages of war. Warpriests are clearly established at this point.
Year 3100 – Orcs create catapults and sophisticated battering rams, the plans of which are scavenged and replicated by other races.
Year 3118 – The Highrock Dwarves drive the Storm Giants out of the Orc/Giant alliance.
Year 3130 – Dwarves perfect the crossbow and create the ballista.
Year 3133 – The Titanbane Dwarves kill the king of the Stone Giants, throwing their forces into chaos.
Year 3140 – A Dwarven Fortress falls and it’s members are slain or lost.
Year 3165 – Humans create rudimentary dams and canals.
Year 3220 – A group of Dwarves defect and flee into the Darklands. They become the ancestors to the Duergar.
Year 3248 – One of the Dwarven encampments engages and slays the High Chieftain Grom or the Orcs and his personal army.
Year 3254 – Advancements in Alchemy lead to fireworks, alchemist fire, explosives and bombs. The Alchemist class is available.
Year 3272 – The Dwarf Roland Khonnir ventures into the Azer underforges and frees the Dwarves imprisoned there. He discovers that these are the Dwarves lost from the fallen fortress.
Year 3279 – The Grimstone Dwarves utterly annihilate the tribe of Orcs who sold their Dwarven brothers into Azer slavery.
Year 3300 – The Elves formalize and initiate their plan to flee the continent of Farrin, traveling to the already prepared Syndrei. The Elves that opposed this plans are cast out and branded as Dark Elves, aka Drow. Some Elves refuse to leave their lands and are branded exiles, which later split into different factions. Dwarves and the bestial races continue to war amongst each other.
Year 3325 – Human cities close their gates and defend against any who seek intrusion. They continue to provide logistical support and resources for Dwarves.
Year 3345 – Humans create rudimentary protocols for plumbing and waste management.
Year 3400 – Active warfare between Dwarves, Orcs and Giants end. War-weary Dwarves retreat to their fortresses or mountaintop homes and turtle up. Almost every Dwarf serves a daily shift in the militia and lives their social and professional lives at all other times. Almost no Dwarven settlements exist only on the surface. The bestial races cannot break the Dwarven forts, but still attack often enough to be a threat. They spread unchecked over all of Farrin.
Year 3410 – Humans gain an increasingly powerful foothold over the bestial races due to unorthodox tactics and multiple scattered strikes by unaffiliated warbands. Humans begin to settle significant, permanent communities.
Year 3445 – The underground cities of the Drow eventually intrude on Dwarven lands. Dwarves are no longer able to hold their lands pincered against two enemies. By fate, the Monks of the Lonely Mountain light their mountaintop forge-fires, and the Dwarven people migrate to Vlag-Morndin. The Dwarven underground holdings are left to rot.
Year 3465 – The 13 clans are formalized and a new nation is created. The clanholds are constructed, leaders assigned and a king elected.
Year 3472 – The Titanbane Clan continues to battle giant-kind, devastating their ranks.
Year 3485 – The Orcs and Giant alliances officially dissolve, falling to infeuding. They retreat to the mountains and outskirts of Farrin to plan to attack each other. Ironically, this ends with them never gaining the lands they fought for.
Year 3490 – Advanced architecture and sturdier construction allows for buildings both functional and beautiful. Gothic designs become more common.
Year 3495 – Advanced engineering allows for sturdier bridges and roads and leads to colonization of larger settlements.
Year 3500 (Epoch of Humanity) – A band of humans living on the border of the Elven forests, moves into the lands abdicated by the Dwarves and simultaneously begin clearing out any Elven Exiles that remain in the nearby area. Their leader is crowned King Godwin the First. Godwinson is officially founded and begins rapidly annexing land and building elaborate cities, using the abandoned Dwarven fortresses as starters and claiming Elven exile farms and livestock for cultivation. The Elves living in this lands are pushed into nearby arid mountain passages.
Year 3507 – Under the lawful organization of Godwinson, a collection of human mages, Dwarven magical crafters and renegade mainland elves found Archons Hold, creating the Order of Arcanamach Mage’s Guild.
Year 3511: The Bardic Symposia is formally founded in Godwinson by a diverse race of sentient creatures. Many of these creatures are only able to escape the prejudices of Godwinson because of their affiliation with the Symposia.
Year 3540 – The displaced Elves attempt to find sanctuary from the constant skirmishes between Orcs, Trolls and other monstrous creatures living in the wilds. They petition Godwinson for safe harbor, citing that even before the Dwarves, Elves lived on their lands. Godwinson places the Elves in a territory inhabited by dangerous animals and in fertile ground, considered to be nearly inhospitable. They are glad to be rid of it.
Year 3570 – Godwinson creates the 24 hour timekeeping system.
Year 3575 – Godwinson creates the 12 month calendar system.
Year 3600 – Sundials become public fixtures in cities.
Year 3610 – Early Aqueducts are designed and implemented.
Year 3675 – A band of nomads settle on a coastline hidden by a vast desert, which they also claim. This nation is named Zelen.
Year 3720 – Godwinson slowly builds up a mighty military force in the hopes of striking out against the Darklands.
Year 3755 – Zelen elects a Sultan and founds it’s capital of Partha.
Year 3800 – Zelen opens an outpost in an Oasis, named the same, to facilitate travel to the main city.
Year 3815 – Godwinson’s military clears an area of flatland between themselves and Urlund of a Goblin infestation. They annex the area for themselves without notifying Urlund. The land is lush and prosperous as it is in the lower, warmer area of Urlind. The town is named Three Rivers. (Because of exactly why you think it would)
Year 3820 – The displaced Goblins fall back to their main encampment. The dense population of Goblins prevents practical warfare and the reefs on the ocean boarders prevents naval attack. Urlund and Godwinson put their differences aside in an effort to monitor the situation. This area is called Goblin Coast.
Year 3835 – The chromatic dragons abandon the Kobolds. Without guidance they dig underground and hide away
Year 3850 – Minted coins become the most widely used standard currency of Farrin. Direct trade is all but eliminated in most official circumstances. The banks of Hayder release marks of credit to represent large scale sums of money.
Year 3880 – Literacy has reached the point where almost all humanoids can speak, read and write every language they know, new technology makes books easier to print and bind, they become accessible to anyone living in a non-rural area. Libraries begin to open..
Year 3885 – Humans move to grab territory in the lands nearby the now bustling Dwarven capital city. The town of Buellswerk is established to take advantage of the high quality ore mined from the Dwarves.
Year 3900 – Fey begin to make a permanent home in the FaeSea. Every so often a humanoid will go missing. Godwinson pins the blame on Vampires.
Year 3940 – Gnomes, treated as slaves by stronger Fey creatures, abandon the forests and seek to throw their lot in with the mortal world.
Year 3945 – Gnomes manage to secure themselves a home city in the foothills of Vlag-Morndin. They dub it Gnocrest.
Year 3970 – Godwinson establishes the fortress city of Purity’s Hold and declares war on the vampire city of Mirare.
Year 3974 – Merchant barons operating in Godwinson, tired of paying unreasonably high taxes to King Godwin to fund his war, create their own nation. Named Keystone, it is designed to be a central trading hum between Josho, Buellswerk and Vlag-Morndin
Year 3980 – Godwinsin ceases all campaigns against the Mirare. Surprisingly, the vampires voluntarily inflict as few casualties as possible and make no military move against Godwinson. They make a public statement of non-agression and deny responsibility for the disappearances.
Year 4000 (Epoch of the Fey) – The fey, now unchecked by the High Elves, have spread to Valden en masse. They end up giving the FaeSea its name and become a daily threat to Farrin. They take whatever items they wish and kill whoever they want with little resistance and artificially carve Farrin in half.
Year 4005 – The Druids withdraw from all outposts within the FaeSea. Leonar manages to hold its territory on the border of the FaeSea. They close their gates and erect defenses to prevent all except Druids from entering. Without the Druids active presence, the flora and fauna become drastically altered due to the fey magic in the area. They are now just as dangerous as the Fey themselves.
Year 4030 – It is discovered that High Elves can walk the FaeSea with impunity. All nations petition the Elven queen to aid in solving this issue.
Year 4040 – A strong racism against High Elves develops due to their refusal to address the issue of the FaeSea.
Year 4045 – Godwinson openly condemns the actions of Syndrei and plans a campaign of war against them.
Year 4050 – Godwinson deploys troops on the shores of Syndrei. Some progress is made, but the High Elves consistently defeat them using guerrilla warfare, knowledge of the terrain, and powerful magic.
Year 4060 – Syndrei creates a magical mist that bars all unwelcome travelers from reaching their lands. They create an area of the FaeSea used exclusively for traveling to and from Syndrei. The Elven army marches to the front door of the palace of Godwinson in full battle regalia. They deliver the soldiers that were still in Syndrei home, bound in chains and with no memory of Syndrei.
Year 4100 – In a monumental effort facilitated by the Halfling Caravaneers, two roads are able to be carved in the FaeSea, allowing for foot travel. Defenses are created to protect these roads. Non-magical travel between the two sides of Farrin is dangerous but not impossible.
Year 4110- Farrin is officially reclassified into East Farrin and West Farrin. Borders as we know them today are now formalized. The Elves who could not reach their people but were not branded as Drow are renamed the Wild Elves. Humans look down on them as they blame them for the creation of the FaeSea. Dwarves develop a disdain for Elves due to the actions of the Drow. Humans are now the majority of the population of both sides of Farrin.
Year 4150 – Clockwork becomes advanced enough to allow for public clock towers.
Year 4152 – The Wild Elves living in the shadow of Godwinson tire of open hostility, racism, near slavery, and much worse abuses. They oust the puppet government from Godwinson and declare themselves as the nation of New Syndrei. Godwinson prepares for war. Urlund declares that if Godwinson throws the continent back into war, it will move against Godwinson. War is averted. Some choose to make independent attacks on New Syndrei. All of them are brutally slain.
Year 4155 – Fey of all alignments begin stealing humanoids for their own purposes. Some of these captives return drastically changed, some never return at all. They take whatever beings they wish with little resistance.
Year 4175 – In an effort to escape the FaeSea, Zelen declares war on the Oramata island chain. Kori and Spartus form a truce but do not ally against this threat. Both simply hold their ground and defend their borders, Kori with foresight and magic, Spartus with spear and shield.
Year 4178 – Zelen ends its campaign against Kori, claiming that the island is too small to be worth the effort.
Year 4283 – Clockwork becomes advanced enough to fit in ones home. Grandfather clocks are expensive and notoriously difficult to maintain, but nobles make them the new fashionable item.
Year 4290 – Zelen finally ends what remains of its campaign against Spartos. They officially site that they are instead going to focus on shoring up defenses on the continent itself. Unofficially, casualties became too great and the citizens threatened to overthrow the government.
Year 4295 – Rangers work to chronicle the creatures of the FaeSea. They identify the three courts of Fey – Evil, neutral and “Good”.
Year 4300 – All countries in Farrin agree to a mutual alliance in the light of the threat from the FaeSea. Soldiers are deployed
Year 4350 – After decades of hard work and constant danger, the city of Sanctum is founded, carved into the center of the FaeSea by blood, sweat, and pure grit. A volunteer organization dedicated to defending Sanctum and the pathways of the FaeSea are formed. They are called the FaeWalkers, and are comprised of the ranger order that originally documented the Fey.
Year 4370 – In an unprecedented act,the combined nations of Farrin create the two great walls, blocking easy access from the creatures of the FaeSea. Each wall spans about 130 miles.
Year 4374 – Large organs can be created and installed for those of great wealth.
Year 4380 – Thieves Guilds and Assassin collectives become an excalating concern. By this point, most cities are no longer controlled by military units, instead using local militias or guardsmen. Almost every major deity has their main church built at this point.
Year 4415 – Clockwork becomes advanced enough to fit in one’s pocket.
Year 4420 – A consistent measure of temperature is adopted throughout Farrin.
Year 4432 – Early Pianos are available to those of wealth and affluence.
Year 4450 – Explorers discover a strange island and name it Pleiades Shore. Through their studies of this place, they discover the plane of magic and name it the Mana Veld. Their studies are stymied by the fact that Pleiades Shore disappears at random intervals.
Year 4465 – A Rogue who had attempted to enter the Mana Veld emerges with a fractured mind and the powers of a Deity. The Vale ascents into the Deitic Court and his faith is founded.
Year 4485 – Keystone begins to develop individual cities. Archway is created as the capital of the land.
Year 4489 – The city of Salem is founded in Keystone by witches and other practitioners of the supernatural.
Year 4494 – Pirates overthrow the governor of the docks district of Keystone. The area is still a part of Keystone, but is largely independent of government interference. The area is renamed Red Rolands Port.
Year 4500 (Epoch of Conflicts) – Rifts open simultaneously in the Quala Desert, Spartus and the edge of Keystone. Daemons begin to pour out and invest almost all of Farrin.
Year 4502 – The nations of East and West Farrin formally ally against the daemons. Good and evil religions work together to destroy the invaders. Spartus stands on its own, slaying ademons right as they emerge from the gate. The leaders attempt to send word to Syndrei but no response is given.
Year 4505 – An unknown amount of Oni, Japanese Demon-Spirits, secretly integrate themselves into the population of Josho. They strike a bargain with the False Emperor to allow Oni to claim the land, with him as the emperor. The young princess Nanako Takahashi, the rightful empress of Josho, is kidnapped and trapped in an endless slumber. Nearly all of the Monks of the Sightless Eye are slain, and Nanako is hidden in the depths of the defiled monastery. Her disappearance is claimed as a casualty of war.
Year 4510 – Just as the tides begin to turn, smaller rifts open at random to deposit more daemons. Order is only maintained with the logistical assistance of the Halfling Caravans. Adding to the chaos, the Fey are still active and often steal soldiers.
Year 4515 – While the main nations fight, reports of an organization called the Nightbrothers claim the group shows up under their own flag and slays vast numbers of them. Additional reports claim that they put villagers, non-combatants, soldiers and even authority figures to the sword under the suspicion of daemonic activity. None get the chance to speak with them.
Year 4520 – The Vampire leaders arrange a meeting with the mortal leaders. They reveal a ritual that can close the rifts. The magic will take years to be completed but seems to be legitimate. The only thing they ask in return is to not be killed on sight. Some are suspicious of their motives but agree out of desperation.
Year 4523 – The ritual given by the vampires is completed and the rifts are closed. Shortly after, the majority of the daemons gather on the border of Zelen and Godwinson for a final assault. Their soldiers and general are killed but the mastermind behind the invasion is never caught. The lower planes, which have never been the subject of much study before, is now intensely researched.
Year 4525 – Josho closes off its boarders from visitors and immigrants. All transit in and out of the city must be conducted illegally.
Year 4535 – The vampires contact the mortal leaders to honor their pact and persecute the Nightbrothers for their ongoing campaign to destroy their nation and their allies. No official action can be taken as they cannot be found in large numbers. Many cities and towns do not know enough about them to notice or can be bothered to care.
Year 4540 – Keystone founds the town of St. Michaels in order to study Fiends of all kind and prepare for any future wide-scale daemon incursions.
Year 4542 – It is discovered that minor rifts still open by chance and small numbers of any fiend type can enter. No large scale action is taken, and fiends are slain as they are found. The actions of the Nightbrothers prevent these incursions from becoming truly noteworthy.
Year 4545 – Mirare opens its gates to outsiders for the first time in history, welcoming visitors and opening it’s libraries of lore to researchers. In a slightly backhanded compliment, all humans are officially granted amnesty from Vampire ownership.
Year 4550 – Godwinson discovers, despite beliefs that it was filled with mindless undead, that Grave March is lead by a Lich. They begin a campaign of aggression and military strikes against the Lich Emperor.
Year 4553 – Archon’s Hold uses arcane magic to create a landbridge to circumvent Mirare and directly assault Grave March. Desmodus takes notice of this act and directs his followers to aid the Undead.
Year 4555 – Tired of attacks from self-righteous humanoids, The Lich Emperor focuses his power to raise undead across Godwinson. The spell is too powerful and raises undead all across the continent. The war-weary nations of Farrin, angered by Godwinson causing another nation-wide war, is unable to form an alliance.
Year 4556 – Josho resolves it’s undead problems surprisingly quickly.
Year 4557 – Through great effort and sacrifice, the phylactery of the Lich Emperor is destroyed.
Year 4558 – Most of the undead are eradicated. The Lich Emperor and the church of Desmodus meets the goodly aligned faiths (lead by the church of Raven) in a final battle. The forces of good triumph, the Lich Emperor is slain, and the High Priestess of Raven kills the High Priest of Desmodus. The remaining undead instinctively travel back into Grave March. However, there are many Liches now contending for the title of Emperor.
Year 4560 – Mirare brokers an official treaty between Grave March and the mortal world. Godwinson does not want to broken peace and desires to press the attack. The vampires destroy their (unoccupied) land bridge using incredibly powerful magic as a testament to their willingness to enforce peace. The other nations turn on Godwinson, offering no military support if they wish to continue war.
Year 4563 – The Lich Emperor’s position is removed. it is replaced with a council of Liches. They name themselves the Council of the Honored Dead.
Year 4570 – Tensions mount in Josho amid decades of alleged cruelty by the False Emperor and his officers. Several of the Feudal Lords and Mayors rebel, but do not have the resources to launch an attack against the Emperor. To make matters worse, Oni infiltrators begin a campaign of espionage to remove dissidents and squash rebellions.
Year 4580 – A prophet named Shotaro Kadoya leads a group of adventurers to a clearing in the shadow of Mount Sukaitawa. They find that the being known as Asura has fallen from the sky. Shotaro later sacrifices himself to revive Asura and allow him to continue his journey.
Year 4581 – Asura, along with the adventurers Fera and Yuki, arrive at the town of Nakatsu. They meet the fugitive Nightbrother Kuzuri, inflicted with a corruption during his time fighting the Oni in Josho. They expose an Oni infiltration in the land and broker a peace with the Kobolds that had taken up residence in the nearby mines. They continue to follow the conspiracy. They meet the swordsman Tetsuo, free the Monks of the Sightless Eye, and rescue the rightful empress Nanako Takahashi, magicially held and unaffected by the passage of time. They spend the rest of the year traveling to the safety of the vassals of the true Empress. Along the way they fight the fiendish minions of the False Emperor, including Asuras ancient enemies the Gohma.
Year 4582 – Kuzuri discovers that the Nightbrothers have been infiltrated by fiends, and they are working for the False Emperor. He and his companions go to liberate his people. A magical spell causes Asura to fly off and fall to the Earth at breakneck speed. The Nightbrother’s Joshoan HQ and almost all of the occupants are killed. This clears the way to the overdemon holding the fortress captive. The creature is slain, preventing further catastrophe.
Year 4583 – Nanako, Kuzuri, Asura, Fera, Yuki, and Tetsuo lead the armies of the True Empress to way with the False Emperor. He is beaten, but in an act of desperation he fuses with the remaining Gohma lords to increase his power. Asura sacrifices himself to destroy the Emperor for good, finally freeing his daughter from the clutches of evil. Nanako regains her throne and returns to her rulership. Because of their power and their role in saving Josho, Asura, Yuki and Fera ascent to divinity. Tetsuo, secretly harboring traitorous ideas of claiming the throne for himself, finds he does not have the ability to do so. Kuzuri chooses to remain mortal. Having fallen in love during their time together, Kuzuri remains to help rule the nation. The couple are married by the end of the year. The Phoenixfire throne accepts this union and grants both Kuzuri and Nanako the divine right of rulership. Having no last name, and being of lower station, Kuzuri takes the last name of Takahashi.
Year 4584 – Work continues to rid Josho of any remaining Oni. The Order of the Sightless Eye rebuilds in dedication to this task. They are aided by clerics worshipping the newly ascended deities. Tetsuo disappears completely from the lands of Josho.
Year 4585 – Organized religions based on Asura, Fera, Yuki and the Nightbrother concept become prevalent. Some still choose to directly worship their ancestors and the concepts they supported. Ancestors still retain a place of honor and reverence for all families.
Year 4586 – The Providences in Josho are reclassified into larger states with multiple cities. Organized religions based on Asura, Fera, Yuki and the Nightbrother concept become prevalent. Some still choose to directly worship their ancestors and the concepts they supported. Ancestors still retain a place of honor and reverence for all families.
Year 4587 – Tetsuo and his followers find an isolated island nearby Josho. They claim the land, naming it Nehan.
Year 4588 – Kuzuri works to reform the Nightbrothers after purging the influence of evil outsiders from the organization. The Council of Elders agree that it is time to become a more public face, as secrecy caused the predicament they found themselves in. Enrollment is open to the public and current Nightbrothers are finally allowed to rejoin society.
Year 4589 – Kuzuri and Nanako, along with the state of Nakatsu, offers the right of self-governance to the Kobolds in that area. They form the city of Kobolton and begin to incorporate themselves into the national society. Kobolds flock to the area, imbued with purpose for the first time since they were abandoned by the dragons.
Year 4600 – The nation of Buellswerk develops stable, weapons grade gunpowder. They shift all research to developing this innovation.
Year 4605 – Concern grows over the state of Nehan. Many view parallels in the increasingly cruel manner of Tetsuos rule to that of the False Emperor. Tetsuo drops the facade of benign ruler and cracks down on the dissenters. Those he cannot bully into compliance he has made into undead warriors. He uses magic to create more and readies an army.
Year 4608 – Tetsuo launches a war against Josho to gain the throne. He sends his undead armies to attack the land.
Year 4610 – Josho takes losses but defends its borders. The Palace sends out a request for aid, and it is answered in force by the Nightbrothers. The undead are swarmed and dismantled in fierce battles.
Year 4612 – Tetsuo himself lands on the shore of Josho with the bulk of his undead army. All of Josho takes up arms to defend their hard-won nation. Some even say the Gods themselves descended to defend the land. Tetsuo and Kuzuri meet in battle, and Kuzuri is the victor. Tetsuos rage and power allows him to ascend. No invasion of Nehan is planned as long as large scale hostilities cease.
Year 4615 – A golden cosmic entity scars the skies above Farrin and slowly turns dark before fading away. Magical researchers determine a change in the cosmic order. Aasimars and Tieflings no longer possess the long lives they were once famous for. Currently living Aasimars and Tiefling adults have their age reverted to that typical of one just starting their adulthood, but retain skills and memories. Their children revert to an “appropriate” childhood age. All future Aasimars and Tieflings are born and age as humans. (Because Paizo had to retcon their ages for some reason) Many of these races, including the Joshoan royal family, see this as a sign to settle down and begin families. However, some absolutely refuse to, believing it to be “corrupted”. Families attempt to sort out the fact they now have parents and children of the same age. Scholars have yet to determine what exactly happened to cause this phenomenon.
Year 4620 – Magic powered printing presses are developed. However, these do not bind the writings, they cannot be used for long publications, and are notoriously difficult and expensive to maintain. Despite (And because of) these flaws, newspapers and gazettes swell in popularity
Year 4635 – The engineers of Buellswerk, working with Dwarven ex-pats, create early firearms. Warriors, scholars and politicians debate endlessly about what sort of future this might bring.
Year 4643 – Current year. Full plate still viable but obsolete against firearms. Gunslingers codify their art. Formerly an art reserved for courtly escapades, spectacle or conflict resolution, lightly armored fighters such as Duelists, Swashbucklers and similar become more common on battlefields. The world at large is finally settling into a calm state – the Fey are a managed issue, large scale military conflicts seem to have ended, and commerce presses on. The decline of military and the return to an age of town guards brings about an emergence of a new social dynamic. Adventurers arise to undertake quests and personal assignments for excitement, discovery and coin. The future is in the hands of this new crop of heroes.