Skip to content

Age Of The Great Nations

Andórë's history is divided into several ages, starting with the Founding, and ending with the Age of Demons. The Age of the Great Nations was the seventh age, lasting from -2,000 BTF to -1 BTF. During this age, the peoples of the world were divided into eight great nations, with three on the Dragon's Maw continent, four on the Giant's Hammer continent, and one on the islands between them.

The Thylalyrian Confederation was a nation of Dragonborn and Verdan, ruled by a council of priests under a high priest. The Velhelsinese Empire was a dictatorship of Drow and Goblinoids, ruled by the Empress Velhelsin. The Kingdom of Oreinerius was a hereditary monarchy of Elves with a small population of Beastfolk, ruled by King Eilauver Oreiner. The Beastlands and Kobold lands also existed on the Dragon's Maw continent.

On the Giant's Hammer continent, the Rihian Republic was a republic of humans, Vedalken, and Changelings, ruled by an elected legislature. The Kan'tasian Empire was an autocratic empire of Yuan-ti, with an empress selected by the council of shamen. The Tribes of Bhogru were a republic of Orcs, with representatives selected through contests of skill. The United Kingdoms of Bizad were an autocracy led by a triumvirate of rulers of the Dwarven, Gnomish, and Halfling nations.

The Giants lived in the central part of the continent, while the Firbolg and Goliath tribes lived in the far north. To the west of the Rihian Republic were a series of small city-states. The Kingdom of Druvavarbia, inhabited by Tritons, Merfolk, and Sea Elves, was located on the islands between the two continents and served as the sole provider of intercontinental travel and trade.

The Thylalyrian Confederation was the most pious nation, and they were renowned for their mastery of divine magic. The Velhelsinese Empire, on the other hand, was the world's foremost practitioners of arcane magic. The Kingdom of Oreinerius was known for their mastery of nature-based magic and druidism, while the Rihian Republic excelled in the magic of artifice - blending arcane magic with technology.

The Kan'tasian Empire was a shamanistic society with unparalleled skills in divination, while the Tribes of Bhogru emphasized familial and tribal loyalty and strength. The United Kingdoms of Bizad were known for their exceptional crafting and artisan skills. Finally, the Kingdom of Druvavarbia was the world's foremost sailors, and an unusually high number of sorcerers resided there.

Each of these nations brought their unique strengths to the world, and they often interacted with one another through trade, diplomacy, and sometimes even war. Despite their differences, they managed to coexist, and the Age of the Great Nations was a time of great progress and prosperity.

During the early years of the Age of the Great Nations, there was a general sense of peace as the nations were still small and growing. There were some minor border clashes and skirmishes, but no all-out wars broke out during this time. Each nation was focused on consolidating its power and expanding its territory, and there was a sense of competition but also respect among the different peoples. As the nations continued to develop, tensions would eventually rise and conflicts would arise, but for the time being, there was a sense of relative stability and growth.

The Great War

The Great War, also known as the War to End All Wars or the Final Conflict, was a devastating conflict that began in -248 and lasted for 130 years until -118. It was the most destructive event in the history of the mortal races, rivaling even the dragon-giant conflict during the Age Of Monsters.

The war was fought on several fronts. On the Dragon's Maw continent, the Thylalyrian Confederation and the Kingdom of Oreinerius were at war with the Velhelsinese Empire. On the Giant's Hammer continent, the Rihian Republic fought against the Kan'tasian Empire, while the Tribes of Bhorgru battled against the United Kingdoms of Bizad. The Kan'tasian Empire and Tribes of Bhorgru also fought against each other.

The Kingdom of Druvavarbia remained neutral during the Great War and focused on maintaining their position as the sole provider of intercontinental trade and travel. However, the war did have a significant impact on their economy, as the conflict disrupted trade routes and reduced the overall volume of trade between the continents. Despite this, the kingdom continued to play an important role in the world's economy, and their skilled sailors and sorcerers were highly sought after by nations looking to expand their naval capabilities or bolster their magical defenses.

Despite the intense and often brutal nature of the conflict, very little territory changed hands and no nation was ever in danger of complete collapse. However, the war left a lasting impact on the world and its people, with many lives lost and countless cities and towns destroyed. It would take many years for the world to recover from the devastation wrought by the Great War.

Going to War

The exact cause of the Great War was complex, with many underlying factors. However, there were several key events that are believed to have contributed to the outbreak of war.

One of the primary causes was a growing sense of nationalism and competition between the great nations of the world. Each nation sought to expand its territory and influence, which led to increased tensions and rivalries.

There were also a number of economic factors that contributed to the outbreak of war. Trade between the continents was a major source of wealth for many nations, and there was fierce competition for control of key trade goods and markets. Some nations also struggled with resource scarcity, which led to conflicts over valuable resources.

Religion and ideology also played a significant role in the war, particularly on Dragon's Maw. The Thylalyrian Confederation and the Kingdom of Oreinerius were strongly influenced by their faith, while the Velhelsinese Empire was driven by a fanatical devotion to their empress and the pursuit of arcane power.

Ultimately, the combination of these factors, along with a series of smaller conflicts and border skirmishes, led to the outbreak of the Great War.

Those Who Don't Know History...

During the Great War, the mortal races of the world repeated the same mistake made during the Dragon-Giant conflict in the Age of Monsters. In the Velhelsinese Empire, a brilliant Drow arcanist and scientist named Simic conducted experiments on captured Elves and Beastfolk, creating a new hybrid race of people that would come to be known as the Simic Hybrid.

Meanwhile, on the Giant's Hammer continent, Human and Vedalken artificers obtained the secret knowledge of Golem Craft from the Dwarves and Gnomes. They combined this knowledge with their own magic and, through unknown and secretive means, created a race of artificial life known as the Warforged. These artificial beings had crafted bodies but were fully living creatures with souls, and nobody knows exactly how the human and Vedalken artificers managed to achieve this remarkable feat.

The creation of these new races during the Great War added a new dimension to the conflict, as the existing nations had to grapple with the implications of these new beings in their societies. It also led to ethical questions about the use and treatment of these races, as well as concerns about their impact on the balance of power in the world.

The Simic Hybrid

Simic, a talented Drow arcanist and scientist, was fascinated by the potential of blending magic and biology to create new forms of life. When the Great War broke out, Simic saw an opportunity to experiment on the enemies of the Velhelsinese Empire, and began capturing Elves and Beastfolk for his research.

Using his knowledge of arcane magic and biology, Simic began conducting experiments to blend the traits of Elves and Beastfolk into a new hybrid race of people. At first, his experiments were unsuccessful and many of his subjects died in the process. But Simic was undeterred, and continued to refine his techniques and methods.

Over time, Simic began to have success, and his experiments resulted in the creation of the first Simic Hybrids. These new beings possessed a mix of traits from both Elves and Beastfolk, making them highly adaptable and versatile. They were stronger, faster, and more resilient than either of their parent races, and possessed an innate ability to regenerate their wounds.

Simic was ecstatic with his success, and he continued to refine and improve his methods, creating ever-more powerful and unique Simic Hybrids. However, his experiments were highly controversial, and many within the Velhelsinese Empire saw them as unethical and immoral. Despite this, Simic continued his work, driven by his curiosity and the promise of creating new forms of life.

In the end, the creation of the Simic Hybrid race had a significant impact on the world, both during and after the Great War. They were highly sought after as soldiers and mercenaries, and their versatility and adaptability made them highly effective on the battlefield. However, they also faced discrimination and prejudice from those who saw them as unnatural and abominable.

Simic himself became a highly controversial figure, revered by some as a brilliant scientist and visionary, while reviled by others as a madman and a monster. Regardless of how he was perceived, his legacy as the creator of the Simic Hybrid race would endure for centuries to come.

The Warforged

During the Great War, human and Vedalken artificers on the Giant's Hammer continent became obsessed with the idea of creating a new type of soldier, one that would be superior to any other race or creature on the battlefield. They obtained the secret knowledge of Golem Craft from the Dwarves and Gnomes, and set to work combining it with their own magic.

They worked tirelessly for years, using the best materials and enchantments available to them. They created countless prototypes, each more advanced and sophisticated than the last. But they could never quite create a being that was truly alive.

Then, one day, a breakthrough was made. The artificers discovered a way to imbue the golem bodies they had crafted with true life and souls. They kept this knowledge a closely guarded secret, fearing that other nations would seek to steal their secrets and create their own Warforged armies.

The first Warforged was an awe-inspiring creation, a perfect combination of magical and mechanical elements. Its body was crafted from a rare metal alloy, enchanted with a complex web of spells that gave it incredible strength and resilience. Its mind was a fusion of Vedalken and human intelligence, making it the most intelligent and adaptable being on the battlefield.

As the war raged on, the Warforged proved to be a decisive factor in many battles. Their unyielding strength and resilience allowed them to take on entire battalions of enemy soldiers, and their advanced intelligence and tactical abilities made them feared and respected by all who faced them.

But the creation of the Warforged came at a great cost. Many of the artificers who worked on the project were driven mad by their obsession, and the Warforged themselves struggled to find a place in a world that saw them as nothing more than weapons of war.

Despite this, the Warforged continued to serve their creators, fighting on the front lines of the Great War and helping to turn the tide of many battles. And even after the war ended, they remained a powerful and influential force in the world, forever changing the way that the mortal races thought about life and magic.

... Are Doomed To Repeat It

During the Great War, the Nations of Andórë were not only fighting against each other but were also experimenting with dangerous and powerful magics that threatened to destabilize the world's magical ley lines and bring about a new Cataclysmic Convergence.
- In the Velhelsinese Empire, ambitious arcanists delved deeper into the forbidden art of necromancy, raising the dead to serve as their soldiers in battle. This dark magic fueled the war effort but also had unintended consequences, as the undead army threatened to spread a curse of undeath throughout the land.
- In the United Kingdoms of Bizad, skilled craftsmen and artificers experimented with the creation of powerful constructs and golems, imbuing them with magic to make them more powerful and versatile. However, their creations sometimes ran amok, wreaking havoc on the battlefield and beyond.
- Meanwhile, in the Riniah Republic, talented smiths experimented with new alloys and metals to create stronger and more durable weapons and armor. However, their experiments also produced unexpected results, such as weapons that caused catastrophic explosions or armor that was cursed with dark magic.
- The use of weather manipulation magic by the Kan'tasian Empire to summon devastating storms and tornadoes to destroy enemy fortifications and ships.
- The Tribes of Bhorgru's use of blood magic to empower their warriors and create powerful curses to weaken their enemies.
As the war raged on, these dangerous experiments continued, each nation racing to create new and more powerful magical technologies to gain an advantage over their enemies. However, the consequences of these experiments threatened to bring about a new Cataclysmic Convergence, as the world's magical ley lines were destabilized and threatened to unleash untold devastation upon the world once again. It was only through the efforts of wise leaders and skilled magic users that disaster was averted, and the world was saved from another cataclysmic event.

A Gargantuan Ultimatum

Millennia ago, in the Age of Monsters, the world was locked in a brutal war between the Dragons and Giants. The conflict had lasted for centuries, with both sides determined to emerge victorious at any cost. As the war dragged on, the fighting became more and more destructive, and the magical attacks unleashed by the warring factions threatened to destabilize the very fabric of the world itself.

Desperate to turn the tide of the conflict, the Dragons and Giants banded together and formed the Gatewatch, a group of powerful warriors and mages tasked with safeguarding the wards that imprisoned the Primordial Elemental Titans. The Titans were ancient beings of immense power, and their release could spell doom for all life on the planet.

For thousands of years, the Gatewatch faithfully carried out their duties, watching over the seals that kept the Titans imprisoned and preventing any would-be attackers from breaching their defenses. But as time passed, the mortal races of the world grew in power and ambition. Nations rose and fell, each seeking to expand their territory and gain an edge over their rivals. In their pursuit of power, many nations turned to magic, using it to bolster their armies and launch devastating attacks against their enemies.

As the years wore on, the magical attacks became more and more powerful, and the wards that held the Titans in check began to weaken. Seeing the danger that lay ahead, Storm Giant King Cigrion and Gold Dragon Queen Imelyn made an ultimatum to the leaders of the world. They demanded that the great nations put an end to their ceaseless wars of destruction and hate before the ancient evils imprisoned by the giants and dragons reawakened and threatened to destroy all life on the planet.

Despite their warnings, the leaders of the great nations were reluctant to lay down their arms. Each saw themselves as the rightful ruler of the world, and none were willing to relinquish their power. As tensions rose and magical attacks grew more devastating, it seemed that the world was hurtling towards a catastrophic event that could rival even the Cataclysmic Convergence of the Age of Monsters.

And so, the fate of the world hung in the balance as the leaders of the great nations struggled to find a way to avoid a catastrophic conflict that could bring about the end of all things.

The Dragon and Giant societies, who had long stayed out of mortal conflicts, decided to intervene as a final warning to the leaders of the world. In a display of immense power, they laid waste to entire armies within a matter of days, showing that they were still forces to be reckoned with.

With this demonstration, Storm Giant King Cigrion and Gold Dragon Queen Imelyn once again issued their ultimatum, urging the leaders of the world to end their ceaseless wars and work together to preserve the wards imprisoning the Primordial Elemental Titans.

The great nations were left to ponder the ultimatum and the warning from the giants and dragons, wondering if they could truly put aside their differences and unite to protect their world from a fate worse than death.

Marate Peace Accords

The Marate Peace Accords marked the end of the Great War that had ravaged the world for 130 years. Leaders from all nations gathered in Marate, the island capital of the Kingdom of Druvavarbia, to negotiate the terms of peace.

The nations on the Giant's Hammer continent were quick to come to an agreement and returned all lands that had been taken during the war. However, the Velhelsinese Empire on Dragon's Maw refused to relinquish control of the lands it had seized from the Kingdom of Oreinerius.

After prolonged negotiations, a compromise was reached. Empress Velhelsin would be allowed to keep the lands of Oreinerius, but only if the people of the kingdom were released back into their homeland. King Eilauver reluctantly agreed to the terms, knowing that the alternative could mean a resumption of hostilities and more destruction for his people.

Despite this minor setback, the Marate Peace Accords were seen as a major achievement and marked the beginning of a new era of peace and cooperation among the nations of the world.

Capital of the World

After the Marate Peace Accords were signed, the city of Marate was given the honorary title of "Capital of the World," and a new diplomatic building was erected to serve as a symbol of unity and cooperation among the nations. This building was named the World Accord Hall, and it became the center of all diplomatic negotiations between the nations of the world.

Envoys from all nations would gather within the Hall's walls to discuss matters of peace, trade, and cooperation. It was a place of great importance, where leaders could come together and work towards a brighter future for all of Andórë.

The World Accord Hall quickly became a hub of activity, with diplomats and negotiators from all corners of the world bustling about its halls. The building itself was a work of art, with intricate carvings and decorations adorning every surface. The Hall was a shining symbol of hope and unity, a beacon of peace in a world that had seen too much war and destruction.

Over time, the World Accord Hall became a cherished institution, a testament to the power of diplomacy and the ability of nations to come together and work towards a common goal. Even as new conflicts and crises arose throughout the world, the Hall remained a constant reminder of the importance of cooperation and understanding.

Colossal Construction

The Marate Peace Accords marked the end of the Great War, but the leaders of the world knew that they needed to take concrete steps to ensure that peace would endure. After much negotiation, they agreed on the construction of the Great Gates - seven massive arcane portals in each capital city that would link the capitals of the great nations, with two extra gates in Marate, leading to the capitals of the Dragons and Giants.

Each gate would be wide enough to allow for the passage of travelers, trade goods, and even armies, and they would be a symbol of the unity and cooperation that the nations had pledged to one another. The gates would be constructed using a combination of ancient magic and cutting-edge technology, and their construction would be overseen by the most skilled artisans, engineers, and mages in the world.

However, not all were in favor of this plan. The Kingdom of Druvavarbia, which had long held a monopoly on intercontinental travel and trade, was initially opposed to the construction of the gates, fearing that it would undermine their position in the world. However, in the end, even they agreed to the plan, recognizing that the greater good of peace and prosperity for all was worth the sacrifice of their own interests.

And so, the Great Gates were constructed, and they became a testament to the power of cooperation and the enduring strength of the bonds forged in the aftermath of the Great War. The gates would go on to facilitate trade, travel, and diplomacy between the nations, and they would serve as a powerful reminder of the commitment to peace that had been made at the Marate Peace Accords.

The Build

The construction of the Great Gates was a massive undertaking, requiring the efforts of the world's foremost architects, engineers, mages, and craftsmen. It took four long years to complete the construction of the 58 gates, each of which was a marvel of both art and engineering.

The gates were constructed from a new type of metal alloy that had been developed by the Rihian Republic. The alloy was incredibly strong and durable, yet lightweight enough to allow for easy transport and installation. The new alloy was called Rihianite, and it combined mithril and adamant. The gates were also imbued with powerful arcane wards and enchantments, making them virtually impervious to physical and magical attacks.

The construction of the gates required the use of cutting-edge technology and magic. The United Kingdoms of Bizad contributed their expertise in mechanical engineering and clockwork technology, designing intricate mechanisms that allowed the gates to open and close smoothly and efficiently. The Kan'tasian Empire provided their unparalleled divination magic, which was used to ensure the gates were perfectly aligned with each other and functioning at optimal capacity.

Meanwhile, the Thylalyrian Confederation contributed their expertise in divine magic, imbuing the gates with blessings and protections from evil forces. The Velhelsinese Empire contributed their knowledge of the arcane, weaving powerful enchantments into the gates to enhance their strength and resilience.

As the gates neared completion, it became clear that they were not just a feat of engineering and magic, but a symbol of unity and cooperation between the great nations of the world. It was a true testament to the power of diplomacy and cooperation, and a beacon of hope for a brighter future.

Referenced by