Back to anthology index

time jump record - history and lore

(2016-17) Time Jump and Plot Update

Source: https://www.fanwar.com/wp-content/uploads/2016/10/Time-Jump-2016-17-Writeup.pdf

Status: ok 8 pages 24922 chars. Characters: 24922.

Metadata JSON Plain text


--- PAGE 1 ---
Time Jump 2016-17:
Table of Contents:
A Dark Age Looms
Dagdeoth Suppressed
Blackspire Reborn
Dark Wilds Invasion
The Fading of Magic
The Unclaimed Lands
Dead Plague Epidemic
New Geb Privateers
Rhysic Outcasts
62 years have passed. Year 16,112
A Dark Age Looms: Over the sixty two years that have
passed in Roekron, a dark age has threatened and
continues to darken the future of the land. Thrown into chaos by the influx of Blackspire refugees fleeing
Dagdeoths advances, most of Roekron was hard pressed to keep themselves alive in these troubled days.
Some groups succeeded in integrating the refugees and even managed to convince them to turn against
Dagdeoth in the years that followed, but a general period of chaos began over the years and Dagdeoth
took advantage of this. Building new fortresses and outposts all across the territories that they conquered,
Dagdeoth used these keeps to stage massive assaults on all regions, most notably Amir, Aramir, Illionass,
Oriri, and Dsesnor. The strain placed on the governments just to keep themselves alive in these periods
of intense warfare and strife is still being felt by the people today. As more and more resources were
poured into protecting the borders, fending off attacks, and rebuilding what was continuously destroyed,
less and less could be devoted to infrastructure, education, arts, or culture. The result has been a general
decline in the awareness of and promotion for the advancement of the civilization. During the period,
magic began to fade as well. There were periods of time where spells failed completely in certain regions,
and this created a general movement away from relying on magic for day to day needs. Most notably,
the use of Resurrect being compromised greatly affected the outlook of individuals who might once have
considered being adventurers. With life so easily lost, and no ready way to be brought back to life, most
have chosen lives which are less prone to danger. Gone are the plentiful mage guilds of the past. Where
once people could learn magic in any city or town, now, only the Mage Schools provide this service,
making mages far rarer in the world in general.
Most governments have shifted towards a more centralist approach, choosing to take care of
themselves and leave everyone else to deal with their own problems. As their ability to control their
regions failed, governments began to shrink their borders and focus instead on maintaining what they
were capable of well, rather than sprawl across the land and deal with multiple rebellions. In the end,
many were able to hold onto their culture, but at the loss of a great deal of information and education that
was once commonplace. A dark age looms now, for if the trend continues, key elements of Roekron
society will unravel, and the land will be cast into a dark age the likes of which it has not seen in over a
thousand years.

--- PAGE 2 ---
Dagdeoth Suppression: Fortunately for Roekron, there were more heroes in the world as Dagdeoth
invaded than their ever have been before. Due to the active sacrifice of these hundreds of individuals,
Dagdeoth failed to advance into the heart of Roekron and establish a foothold there. Instead, they were
pushed far back into the upper quadrant of their territory and have not seen fit to make a move south for
the last five years.
This was
accomplished through
the active
participation and
coordination of heroes
from all across
Roekron. From Oriri
to Dsesnor, Amir, to
Illionass, heroes
sprang into action to
defend the lands they
called home, and to
keep the desolation
they could seem
coming from
poisoning the center
of the world they knew. Nowhere was this more noticed than in Illionass. Having spent a great deal of
resources on making a wall to hold back the Dark Wilds and Dagdeoth, an attempt which ultimately
failed, Illionass turned its considerable military powers towards the occupied lands of Odilathan and
Blackspire. Executing a carefully managed battle strategy, Illionass, led by Yun Nonas, General of the
Illionass armies and wielder of Ebonafter, many battles were fought across the mountainsides of the
Peaks of Odilathan and the Blackspire Mountains and the Illionass people seemed unstoppable. In an
unprecedented victory, Illionass, along with legions of displace Blackspire generals and war heroes such
as Turok Kinslayer, Dagdeoth seemed incapable of holding onto any land the allied forces chose to win
back. In the end, their momentum slowed, and they chose to hold onto what they had acquired,
successfully cutting off Dagdeoths connections to the lower regions of the Blackspire mountains, and
over the many years that followed, effectively shut off all supplies to these keeps and outposts such that
they eventually became abandoned ruins and dungeons that litter the landscape now.
A prominent figure in the Dagdeoth armies at this time was K’gall Daged Shaoagon, the son of
both Abarantari Cha Shaoagon and Olicust the Unborn. K’gall is perhaps the most feared being in
Roekron at this time, surpassing his mother, who has been shrouded in mystery and terror. K’gall appears
to be human, and seems to have an uncanny ability to detect as such. He is believed to be able to alter
his appearance and disguise himself as almost anyone he wishes to be, though only humans. It is also
said that K’gall can shift himself to various locations at will, as he has been seen in two battles almost at
the same time. But most famously, he has been a force to reckon with on the battlefield since he was
barely able to stand. K’gall saw his first battle fifteen years after he was born, though he appeared to be
closer to five years old by those that fought him. He wore no armor, and carried nothing but a simple,
old Morganti sword. Confused at first, many troops attempted to reason with him, and all were killed by
him. His casual approach and apparent disregard for his own safety at first appeared to be a weakness to

--- PAGE 3 ---
exploit, until Amir mounted a major assault on him when he appeared
in a battle some twenty years later, then seeming to be about eight, and
found that they could do nothing to him. They lost their entire division
that day to him alone as they tirelessly attempted to find his weakness
and where slowly all cut down. K’gall has been attacked with Elder
Sorcery, crushed with boulders, mana drained, and even, most
famously, struck a killing strike with a warded Ebonafter, and merely
kicked the Queen in the face and laughed. Fortunately for many, K’gall
appears to age slowly, and has only now reached maturity over the last
sixty years. In his younger days he was distractible and troops
sometimes could escape from him. Now, as he has become more
serious, encounters with him are systematic and final. Wearing the
white enameled plate of the Knights of the Dagdemar, he frequents
many of the major battles Dagdeoth engages in and can be seen to be
walking casually about killing or hacking any he finds. He usually
doesn’t stay for long, apparently having many places to be, but when
he does appear, it is almost always spells doom for those opposing him.
Blackspire Reborn: As Illionass retook the occupied mountains back
from Dagdeoth, they repopulated the regions with their displaced
people and rebuilt their home. Settling in to a long and prolonged fight
with Dagdeoth, Roekron finds itself with a new ally where none was
before. Blackspire has long been a name which evoked fear and bloodshed for many across the land.
For thousands of years, the area has been a source of violent invasions, dangerous leaders, and
unpredictable warfare. The newly emerging culture of Blackspire that now holds the Shadowfall Cliffs
and Blackspire Mountain are a subtly different group. Led by the fierce matriarch orcs of Shadowfall,
and old war heroes such as Turok Kinslayer, this new Blackspire is less prone to destruction for its own
sake and more focused on defeating the common enemy. Still a warlike and violent culture to be sure,
this new Blackspire is far more focused on the good of its people, a general advancement of its culture,
and an opposition to lawfulness as opposed to goodness. This slight change has made a much more
reliable ally in fragile times.
As Blackspire regained its footing, so too did
Odilathan, a country which has been fighting for
its freedom for many years, working undercover
as rebels to overthrow their taskmasters from
within. Led by a group of freedom fighters
operating out of a base called the Shadow Den,
these heroes managed to keep Dagdeoth from
rooting them out and somehow recruited the aid of
a massive following of haunts which now roam
the countryside causing havoc for Dagdeoth.
Quickly learning that attacking haunts was a bad
idea, Dagdeoth has had a hard time figuring out
what to do about this problem, and the rebels
successfully used this to their advantage, taking
back the key areas of their lands, and most notably,
their capital city. Odilathan now counts
Blackspire as their ally against Dagdeoth, and the two stand united against the common foe, holding back
the hordes, hoping to one day regain their old territories, but for now, are content to have reclaimed
anything at all.

--- PAGE 4 ---
Dark Wild’s Invasion: One force that has been unchecked these many decades has been the mass of
undead forest and animals that has exploded over the last hundred years. The Dark Wilds has quickly
out competed Dagdeoth as the main threat facing Roekron, and few have found any success in stopping
it. This infamous forest has taken on a decidedly militant behavior, as zombies swarm out of the foliage
in the thousands, being cut down, only to sprout more trees. This endless fighting of the zombie front
running troops appears to create favorable terrain for the troops that follow, a menagerie of undead
animals and hybrids of trees and dead creatures. This fearsome forest now dominates the upper half of
the Roekron map and appears to be being directed by various organizations that have sprung up within
it far to the north. Many cultures
have emerged living alongside
the often gruesome creatures of
the wild and some of these
cultures believe the wilds to be
misunderstood and less hostile
than it appears. Certainly, the
forest doesn’t seem to function
as many armies would, bringing
in troops or stating its demands,
but the relentless force with
which it attempts to envelope
the lands around it speaks for
itself. Svodlun is all but gone,
retreating underground where
the wilds cannot reach them.
Northern Illionass too is all but taken over, and many people have been forced to relocate to the river
valley around Randwin. Fortunately for many, Dagdeoth has not been left alone by the terrifying force
of the Dark Wilds. Barely able to keep its own capital roads accessible, the Dark Wilds has helped to
keep Dagdeoth and much of the deadly force which use to be aimed at Illionass from being able to strike
a blow. Some view the Dark Wilds as the new evil in the land, and others as a neutral force helping to
slow Dagdeoth down, but most agree they are afraid for what the future holds, as this behemoth of wild
natural magic devours the land unchecked.
The Fading of Magic: Most troubling to scholars and adventurers alike has been the fading of magic
over the past sixty years. Initially, in the first ten years, there was little change. Occasionally Elder
Sorcery would fumble frequently for no reason, but that was all. But then, about fifty years ago, there
was a much more rapid shift as whole regions of Roekron began to experience areas of low magic, where
spells seemed difficult to cast, costing more mana than usual, and sometimes failing completely.
Investigations into the cause of these effects resulted in many adventurers traveling deep into ancient
forests to discover areas of wonton destruction and death. Often trees seemed to have been cut down for
no reason, and odd
creatures could be
found around these
areas that had never
been encountered in
Roekron before. It
has thus been
theorized by many
that magic is
somehow tied to
these regions and

--- PAGE 5 ---
that a disruption of these areas within the forest has caused some kind of fracturing of the flow of magic.
Mage teachers who have been asked to explain the phenomenon seem to have a wide range of opinions
on the subject. Some sight the maintenance of the Overlay as being at fault, pointing out that the attempt
to use the Overlay for long distance travel and communication put an unforeseen strain on the system.
Other mages have pointed to the Dark Wilds and its voracious growth, seeing it as a major consumer of
magical energy in the land and this is causing an overall loss of magical energy availability. Others think
the answer to be more subtle and perhaps involving the dwindling of the Fae, who have once again
become a thing of legend, rarely being seen or heard from anywhere in Roekron. People have blamed
everything from Morganti creation, to curses, to deities, to flawed magic items, and all anyone can agree
on is that magic is indeed fading. Perhaps most ominous is Astengrads comments on the subject which,
apparently were hard pressed to be obtained, but were finally officially stated, “Everything is fine. We
have it under control.” To this date, Elder Sorcery is the only type of magic affected and spells using
words of OP 6 or greater currently fail in Roekron, the Polar North, and Teriock.
The Unclaimed Lands: Much of Roekron has been left unclaimed by any particular political region, and
this has created areas of the world now completely lawless, unchecked, and free to develop their own
vision of society. In some places this has been good, such as the lands around Amir and Aramir where
pioneers have set out to begin a new type lifestyle. Preferring a life without kings and queens, many of
the people within this region have begun piecing together a new form of governance, run by the people
themselves. However, in other regions such as Lumicast, East Dsesnor, Lower Blackspire, and the
Temnorian Ranges, the effects have been somewhat less lofty. Local warlords have created city states
for themselves in which they are the supreme rulers of their area. With no government oversight or
control, slavery, murder, and coercion are the rule of the day. These regions are not entered into by even
the most well equipped troops, who quickly find themselves overwhelmed and outmatched by the local
people who often make a point of making an example of those who trespass into their regions.
To make matters worse, many other creatures not wanting to be hunted down or attacked by
civilizations have made the
Unclaimed Lands their home,
making these regions even
more hostile to those that would
attempt to cross them or even
simply enter them. Dark Trolls,
Death Ogres, and Undead Dark
Heroes are not uncommon in
these areas, hiding out, preying
on travelers, encampments, and
each other. Bandits too have
found these area a virtual safe
haven. With no law
enforcement to hunt them
down, and a multitude of areas
to stash treasure, hide out, and
steal whatever they want, the
Unclaimed lands have come to
be called by many “The Bandit Lands,” referring to the virtual endless groups of bandits now residing in
these regions having previously lived in regions far from where they are now.
Few enter into the Unclaimed Lands willingly, and those that do tend to be heroes ready to fight
for their lives. In some regions the Unclaimed Lands are simply a hazard full of random nuisances, while
in other areas, exile to the Unclaimed lands is the most feared and brutal punishment one could ever
receive.

--- PAGE 6 ---
Dead Plague Epidemic: A very recent development in Roekron and Teriock has been the Dead Plague,
a disease which Zombies the dead bodies of sapient individuals, predominantly the most common species
in Roekron. The disease appears to be particular to the intelligence of the being it infects and has a harder
time infecting lower intelligence beings, Goblins being sometimes immune to the effect, and Orcs
sometimes having a resistance to it. Where this disease came from is currently unknown and the source
of many conspiracy theories. Sixty two years ago there were rumors that something might be going on,
but most who suggested it where considered insane and alarmist, and their warning ignored. Thirty years
ago, many of these individuals concluded that they had been wrong and nothing was indeed happening.
It appeared that indeed there was no cause to worry, and most investigators returned to other topics of
interest. It wasn’t until five years
ago, when the first massive zombie
hordes began to be encountered, and
their reanimation process discovered
that people retuned to the
investigations by these extremists
individuals to find out what was
going on. But all of these
individuals now were missing, many
of them appearing to have left long
ago, either hiding out from what they knew was coming, or as some would believe, destroyed along with
all their years of research and theories.
Whatever is causing the Dead Plague and how it works is still being investigated, but usually
secretly and without ceremony or announcement. Many fear for that they will share the fate of those
who attempted to warn the world of this coming epidemic and who are now all gone. Attempting to look
into the source, the design, or any cure is usually met with skepticism, as those who have, often end up
dead or missing, with the only evidence of who may have been behind the attacks being other
investigators themselves. Conspiracy theories abound, but usually in hushed tones and private meetings.
New Geb Privateers: Geb saw its end as the dangerous pirate nation it had been for hundreds of years
over sixty years ago, and now has been reborn as a much more wholesome, though none-the-less lawless
nation. When Einion invaded during the Geb War of 16049, they found much of the nation abandonded.
Over half the population, along with all sorts of war machines, whole buildings, and even shipyards,
were completely gone. How the
Geb government managed to
vanish away so much in such a
short period of time, and where
they all went, is still a mystery to
this day. However, the new
government that was established
was, at first, elven, but then due to
rebellions, a new Pirate Queen
arose and has held the throne for
the last forty years. Mysterious
and elusive, the figure is rarely
seen not on her ship or in the
palace, and is always surrounded
by her crew. Where this human
woman has come from and what
her claim to the throne is is still
unknown, but she rules the island

--- PAGE 7 ---
with an iron first, and has made many changes for the better in Geb, and so most have seen fit to leave
her alone.
In the years that followed, Geb blossomed into a center for art and culture. Much of the island
nation had developed unique musical styles, and even its own language, having been isolated from
Roekron culture so much and having to use stolen works to cobble together its own sense of culture.
This provided a rich tapestry for the new forms of ballads and sculpture work that began to emerge in
Geb. The pirating life is still strong in the province, though now it has turned to a much more Privateer
style. With so much unclaimed ocean around the area, Geb has easy access to “tax” ships which they
capture. Preferring to pirate to the south, Geb seems to have a system in place which discourages attacks
on Einion or Hostor and encourages attacks on ships off the map to the south in unknown waters. Geb
also has far more rules of engagement, strictly adhering to its laws which state that anyone who surrenders
cannot be harmed, all treasure is to be divided evenly, and mutiny is treason. These laws have been well
received by the nation of mostly hobbits and humans, and while no one enjoys meeting with Geb
Privateers on the open ocean, few now fear for their lives when they do so, but rather, fear for their cargo
and what the encounter is like to cost them.
Rhysic Outcasts: Rhysic, the infamous Litch who once was the Arch Mage of Stormwatcher tower and
mounted one of the only major assaults on Sorikonia in the history of Roekron, has been removed from
power in Temnor. It appears his previous ally, the vampire Medallion, also has vanished from the area,
leaving a void in the control of the masses of undead created by them. Rhysic, it appears, had been
waging a secret battle with another foe the entire time he has been in Temnor. Who, or what this foe is
or was is unknown, but it is clear that Rhysic spent most of his time dealing with this opponent for over
one hundred years, and in the end was defeated by it. He has vanished from Roekron, believed to have
escaped into another plane to recover his strength for a future attempt, either that or he was banished to
somewhere and cannot return. While many are happy with this turn of events, what it was that could
defeat Rhysic, an Arch Mage Litch powerful enough to threaten an entire region while simultaneously
battling a foe more powerful than himself, is concerning to say the least. Many theorize that the answer
lies within Stormwatcher Tower, but what that secret is few hope to ever discover.
In the aftermath of Rhysics removal, the legacy of his creations became evident in a terrifying
way. Rhysic had always been rather unattached to whether or not those he captured became Undead
Dark Heroes. He was famous for
offering them the chance for
something greater, but never
forcing them to make the move.
He also seemed uncaring about
those who chose to turn against
him, not using his powers to bind
his undead to him, as most Litch
will do for security reasons.
Instead, Rhysic let his minions run
wild and eventually side against
him. Once he was gone, they
discovered the powerful
connection Rhysic had been
maintaining with each of them,
keeping them alive and powered,
without binding them. With this
power source gone, the Undead
Dark Heroes were forced to feed
on living sentient beings and

--- PAGE 8 ---
began ravaging the land like locusts, decimating huge populations in their hunger for survival. A few
found new masters, who could supply them with their much needed mana flow, but most have remained
a scourge on the land, leaving a path of withered husks in their wake and endlessly hunting down their
next meal. Due to the threat these beings pose, many nations actively seek them out for destruction, and
thus they tend to hide in the Unclaimed Lands, adding to the danger and threat of these lawless zones.
The world is shifting steadily towards a darkened path. While known enemies are kept in check,
the new and unknown thrive and grow. The way of the adventurers is now a much more deadly one, as
the magic that remakes us fails in the coming twilight. Where will this troubled land find its anchor in
the building storm? In an era filled with chaotic regions and unknown threats, where can we turn for
solace and hope? As the threads begin to unravel, and the flame begins to gutter out in the gale, what
light still burns against a night so cold? Perhaps the light that hands make, or perhaps no light at all. It
is your world to protect. No one will do it for you. Will you watch as the tide washes away the land so
many died to create, or will you stand with the few who challenge the dark, and fight for the thousand
tiny treasures found only here; the daring smile of a clever thief, the unexpected shrug of a timeless mage,
the haunting song of a sly bard, the thousand stories come and gone in every wood and on every shore.
This is your world. Hold it close before it blows away in the winds of time.
IN GAME EFFECTS THIS SEASON:
A Dark Age Looms {game effects- Towns @ is ½ of what is was before on average. Also players can
only train in Mage at a Mage School (Pinnacle, Stormwatcher Tower, Serpenton, Astengrad, or
Dagdemar). Encounters with NPC’s generally only have a single mage in the party}
Dagdeoth Suppressed {game effects- Dagdeoth attacks occur mostly in the north}
Blackspire Reborn {game effects- Blackspire encounters tend towards Chaotic Good or Neutral}
Dark Wilds Invasion {game effects- new creatures and Zombies encountered in the Dark Wilds}
The Fading of Magic {game effects- Elder Sorcery of OP 6 or higher fails}
The Unclaimed Lands {game effects- regions where there is no political control are now filled with
various lawless groups and dangers}
Dead Plague Epidemic {game effects- at the beginning of an encounter, any dead bodies of sapient
species will Zombify and begin attacking everything they encounter other than Zombies}
New Geb Privateers {game effects- Geb Pirates now tend towards Chaotic Good or Neutral. Those that
surrender to them will always be spared}
Rhysic Outcasts {Undead Dark Heroes are Feeding and must mana drain to death three sapient living
creatures every day to survive}