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0 NG – Creation of the Chalices Seven chalices appear, said to be tied to the Seven Gods. Mortals cannot confirm the gods’ existence; some scholars dismiss them as myth. Certain races are naturally attuned to divine influence: Dwarves, Orcs, Tritons sense visions or guidance from the gods. Humans, Elves, Gnomes, Halflings focus on practical, rational study. Religious cults begin forming in secret, hoping to manipulate these faith-driven races to seize the chalices’ power.

100 NG – A Long Forgotten Peace Seven races coexist, contributing to civilization: Elves – Arcane studies, libraries, preservation of knowledge Dwarves – Crafting, mining, holy reverence for ancestral spirits Humans – Governance, diplomacy, trade, rational institutions Orcs – Martial strength, divine guidance in battle Gnomes – Invention, alchemy, logical experimentation Halflings – Agriculture, organization, secular community planning Tritons – Maritime mastery, worship of oceanic deities, visions at sea Religion exists mostly in private or through tradition for faith-driven races; science and reason dominate governance. Chalices are rumored but hidden; cults begin plotting in secret.

200 NG – The Great Council of Seven Rulers formalize inter-racial law and trade. Faith-driven races occasionally consult divine signs, causing subtle tension with rationalist members. Cultists secretly attempt to influence council decisions, occasionally through divine visions to Dwarves, Orcs, and Tritons.

250 NG – Arcane Academy of Eldoria Humans, Elves, and Gnomes establish the Academy to study magic and science safely. Scholars debate the chalices as myth or relic. Faith-driven races remain wary; cults quietly attempt to manipulate events.

300 NG – Dwarven Guild Wars Rival Dwarven clans fight over mining territories. Some claim divine guidance. Orcs act as peacekeepers, invoking their gods’ counsel in battle. Humans and Gnomes mediate using logic and law.

400 NG – Triton Maritime Accord Tritons broker sea trade, sometimes claiming divine blessing for guidance. Halflings provide food and settlements; Humans and Gnomes provide technical support. Chalices remain hidden, with whispers of divine influence growing in the oceans and mines.

500 NG – Halfling Agricultural Revolution Halflings innovate crop management and fortified settlements. Rationalist philosophy spreads, but faith-driven races remain cautious of unchecked rationality. Legends of chalices circulate as symbolic warnings.

600 NG – Orcish Peacekeeping Campaigns Orcs enforce law, claiming moral guidance from their gods. Some human scholars view their religious fervor with suspicion, creating tension.

700 NG – First Royal Expeditions Explorers chart new lands, finding ruins and hints of chalices. Cultists subtly influence faith-driven explorers, guiding them toward potential chalices.

786 NG – The Cursed King King Alba XIV dies mysteriously. His physician, secretly aligned with religious zealots, attempts to manipulate chalice power. Backfire: King dies, creating political and magical chaos. The Order of Silence is formed to prevent further cultist influence.

790 NG – The Order of Silence Protects the royal line and prevents chalice misuse. Composed of rationalist and faith-influenced members: Dwarves, Orcs, and Tritons help enforce divine caution, Humans, Elves, Gnomes, and Halflings bring reason and law. Begins hunting the king’s murderers and confiscating dangerous artifacts.

800 NG – The Would-be Prince Prince Fenris ascends, wary of divine manipulation. Embeds the Order in Parliament. Holds a tournament to select seven champions (one from each race) for a quest to protect the royal line from both mortal and divine threats.

802 NG – The Answered Call Seven heroes emerge. Faith-driven races bring divine intuition and guidance. Rationalist races bring strategy and scientific analysis. Quest framed as a rational mission, but chalices’ power introduces mystical uncertainty.

811 AG – The First Chalice Heroes find the first chalice hidden and guarded. Drinking it heals wounds, proving its miraculous effect. Faith-driven heroes feel it as divine blessing; rationalist heroes see it as unexplainable power.

811 NG – Ambershard Mine Dwarf miner discovers cursed chest with a second chalice. Obsession spreads among miners; cults suspected of subtle influence.

812 NG – Betrayal and Aftermath Heroes return to a corrupt Order that experiments on chalices. Faith-driven heroes struggle with moral guidance; rationalist heroes face political intrigue. Experiments blur line between reason and divine influence.

813–1113 NG – The Great / 300-Year War Chalices surface globally. Rationalist governments try to control them scientifically. Religious cults manipulate faith-driven races, turning factions against each other. The war is a worldwide tension of science vs. faith, reason vs. divine guidance.

1113 AG – End of the 300-Year War Only two cities survive. Chalices are sealed. Order of Silence disbanded; surviving faith-driven and rationalist leaders must cooperate.

1120 NG – The Patriarchs Surviving cities become Great Patriarchs. Council balances reason and faith, maintaining stability without overt religious dominance. Hall of Silence preserves lessons; chalices’ existence remains secret.

1200–1235 AG – Uneasy Rest and Civil War Edinburgh attacked; steward reinstates Order. Dark Tower rises; heroes battle invaders. King dies; two Lords claim the throne. War of the Wolves erupts. Faith-driven races act on divine counsel; rationalist factions act strategically. Paladin casts final spell; Wolf Accord establishes joint secular rule. Peace returns.

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