Age of the Elves
The Age of the Elves was the sixth great age of Andórë from -6,000 BTF to -2,000 BTF. Here, the elves of central Dragon's Maw far outpaced the rest of the mortal races in cultural advancement, eventually leading to a great civil war which would sunder elven society from then on.
Founding A Nation¶
In the Age of the Elves, when the world was young and the races of the world lived far apart, there was a great elf chief and druid named Filverel Oreiner. He was a man of vision, a man of action, and a man of words. He was known throughout the land as a leader of his people, and his reputation preceded him wherever he went.
As a druid, Chief Oreiner had a deep connection to the natural world. He spent much of his time in the forests and fields, communing with the spirits of the land and learning the secrets of the earth. He had a special affinity for animals, and many creatures of the forest would come to him for guidance and protection.
But he was also a man of great wisdom and insight. He traveled from clan to clan, speaking to the elders and chiefs and learning about their ways. He listened carefully to their stories and legends, and he began to see the strengths and weaknesses of each clan. He also saw the common threads that ran through them all, the shared values and traditions that could be the basis for a new, unified kingdom.
As he traveled, he also gained a reputation as a warrior and a diplomat. He was a master of the sword and the spear, and he had a silver tongue that could persuade even the most stubborn of opponents. He was a man who led by example, and his bravery and charisma inspired others to follow him.
But it wasn't just his personal qualities that made Chief Oreiner successful. He also had a keen understanding of the moment in history that he was living in. The Age of the Elves was a time of great expansion and growth, and many of the clans were hungry for a new way of life. Chief Oreiner saw this hunger and capitalized on it, inspiring the elves with a powerful vision of what their united kingdom could become.
He spoke of a land of peace and prosperity, where each elf could thrive and contribute to the greater good. He appealed to their sense of pride and honor, urging them to put aside their differences and work together for the good of all. And slowly but surely, he began to build a coalition of supporters who shared his vision.
In the end, Chief Filverel Oreiner's dream became a reality. He united the elf clans under one banner, founding the Kingdom of Oreinerius and ushering in a new era of elven history. And he did it through a combination of personal charisma, strategic alliances, and a powerful connection to the natural world. He was a man who understood the moment he was living in, and he seized it with both hands.
At the height of his reign, Filverel Oreiner was known as King Oreiner, and his capital city of Reiqua was a marvel of elven engineering and magic.
The Capital¶
Reiqua was a city unlike any other in the world, a shining beacon of elven culture and civilization. It was situated in the heart of a dense forest, surrounded by towering trees that were said to be as old as the world itself. The city was built around a great central plaza, which was dominated by the Crystal Tower, home to the world's greatest magical academy, the Triad Arcanum.
The tower was a wonder to behold, rising high into the sky and sparkling in the sunlight. It was said to have been built by the greatest elven mages of all time, using magic so powerful that it could bend reality to their will. Inside, the tower was a labyrinth of rooms and corridors, filled with ancient tomes and magical artifacts that had been collected from all over the world.
The elves who lived in Reiqua were as varied as the city itself, coming from all walks of life and all corners of the elven kingdoms. There were scholars and mages, warriors and artisans, farmers and merchants, all living together in harmony under the watchful eye of King Filverel Oreiner.
The city was also home to many magnificent gardens and parks, which were tended by skilled gardeners and druids. The air was always filled with the sweet scent of flowers and the songs of birds, and the elves who lived there took great pride in the beauty of their city.
But Reiqua was not just a place of beauty and learning. It was also a place of great power, with a formidable army and a powerful navy that patrolled the seas and kept the city safe from harm. The elves who lived there were proud and fiercely independent, and they would stop at nothing to protect their city and their way of life.
And so, Reiqua stood as a shining example of elven culture and civilization, a testament to the vision and leadership of Chief Filverel Oreiner. It was a city like no other, a place of beauty, magic, and power that would endure for centuries to come.
The Rule of Oreiner¶
During King Oreiner's reign, there were several notable accomplishments that helped to strengthen and unify the Kingdom of Oreinerius. Years are approximate.
- - -6,000 BTF: Aranweithir: In order to better govern the kingdom, King Oreiner established the Aranweithir or "Council of the People." This council was made up of and elder from every Elven village with more than 1,000 people and 15 druids representing the wildlands who advised the king on matters of state and helped to ensure that the needs of the people were being met.
- -5,950 BTF: The construction of the Great Elven Road: In order to better connect the far-flung cities of the kingdom, King Oreiner oversaw the construction of the Great Elven Road. This massive undertaking spanned thousands of miles and connected every major elven city in the kingdom. It allowed for easier travel and trade, and helped to unite the kingdom even further.
- -5,700 BTF: The Treaty of the Dragon's Maw: In order to maintain peace with their Dragonborn neighbors to the northwest, King Oreiner negotiated the Treaty of the Dragon's Maw. This treaty established clear borders between the two nations and set up a framework for peaceful trade and cooperation.
- -5,500 BTF: The Founding of the Crystal Tower: The Crystal Tower, the world's greatest magical academy, was founded during King Oreiner's reign. This institution brought together the best and brightest magic users from across the kingdom, and helped to foster a culture of learning and innovation.
- -5,250 BTF: He established the Royal Elven Guard, a group of elite warriors who were trained to protect the king and his family, as well as to defend the borders of the kingdom. The Royal Elven Guard was renowned for their skill and bravery, and they were feared by the kingdom's enemies.
- -5,000 BTF: The Reclamation of the Goblinoid Lands: The goblinoid tribes to the northeast of the kingdom had long been a thorn in the side of the elves. But during King Oreiner's reign, a group of elven adventurers managed to push the Goblinoids back and reclaim their lands. This helped to secure the northern border of the kingdom and cemented King Oreiner's reputation as a strong and capable leader.
- -4,900 BTF: Dragon's Savannah is Forbidden: King Oreiner ordered that all elves remain out of the Dragon's Savannah, and let the wildlife there flourish on its own, to be hunted by dragons.
King Oreiner's order for all elves to stay out of the Dragon's Savannah was born out of a deep respect for the dragons who called that land their home. While some elves may have been tempted to hunt in the Savannah, or even to expand their kingdom's borders into that rich and fertile land, King Oreiner understood the importance of maintaining a peaceful relationship with the dragons.
He knew that the dragons were powerful and proud creatures, and that any attempt to infringe upon their territory would be met with fierce resistance. He also knew that the Savannah was home to a great diversity of wildlife, including many rare and endangered species, and that any disruption to the delicate balance of that ecosystem could have far-reaching consequences.
And so, King Oreiner issued a decree that all elves were to stay out of the Dragon's Savannah, under penalty of law. This decree was strictly enforced, and any elf caught trespassing in the Savannah was punished severely.
But King Oreiner didn't stop there. He also established a network of scouts and diplomats who were tasked with maintaining a positive relationship with the dragons. These scouts and diplomats would regularly visit the dragons, bringing gifts of food and other offerings as a sign of respect and goodwill.
Over time, the dragons came to see the elves as peaceful and respectful neighbors, and the two groups were able to coexist in harmony. The elves were able to hunt and forage in the forests outside the Savannah, while the dragons were able to thrive in their own natural habitat.
This approach to dragon-elf relations became a hallmark of King Oreiner's reign, and it helped to establish the Kingdom of Oreinerius as a beacon of peace and harmony in a world that was often beset by conflict and violence.
-
- -4,500 BTF Marriage: King Oreiner married Aelinora, an advisor and diplomat from Thilnenamar, the second largest city in the Kingdom.
- -4,350 BTF Elf-Kobold Expansion Treaty: This treaty set the border between the Kingdom of Oreinerius and the kobold and dragon controlled lands to the west. The Kobold city of Malritharar marked the eastern most city that the kobolds were allowed to construct.
- -4,300 BTF Birth of Princess Velhelsin: Oreiner and Aelinora's first child, Princess Velhelsin is born.
- -4,250 BTF Birth of Prince Eilauver: Oreiner and Aelinora's second child, Price Eilauver is born.
- -3,800 BTF Two State Solution: King Oreiner split the rule of the Kingdom into northern and southern states, ruled by the Velhelsin and Eilauver respectively. The both reported to him as King of the realm.
- -3,700 BTF Death of Queen Aelinora.
Family Life¶
The birth of Princess Velhelsin and Prince Eilauver marked a new chapter in the lives of King Oreiner and Queen Aelinora. Despite the pressures of ruling a kingdom, the royal couple was overjoyed at the arrival of their children and doted on them endlessly.
As the children grew, they were given the finest education that the Kingdom of Oreinerius could offer. They were tutored in magic, diplomacy, history, and warfare, and taught the ways of the elves and their druidic traditions.
As Velhelsin grew up, she showed a remarkable talent for the arcane arts, and was eventually recognized as a master arcanist and arch-wizard. Her achievements in magic were celebrated throughout the kingdom, and she became a powerful symbol of the elven people's intellect and creativity.
Like his sister, Eilauver showed an early aptitude for magic, but his true passion lay in the natural world. He spent much of his youth studying the ways of the druids, and eventually became a master of nature magic and arch-druid. He traveled throughout the kingdom, tending to the land and spreading the teachings of nature magic wherever he went.
Together, Princess Velhelsin and Prince Eilauver represented the best of the elven people: their intelligence, their creativity, and their connection to the natural world. They were a testament to King Oreiner and Queen Aelinora's legacy, and served as a reminder of the importance of balance and harmony in all things. Despite their different interests and temperaments, Princess Velhelsin and Prince Eilauver were close companions, and their parents were proud of the bond that they shared. As they grew into adulthood, they became valuable members of the court and were given important responsibilities within the kingdom.
Meanwhile, King Oreiner and Queen Aelinora continued to rule with wisdom and grace. They were beloved by their people and respected by their allies and enemies alike. Their marriage was a strong and loving one, built on a foundation of mutual respect and admiration.
Strength Through Division¶
King Oreiner's creation of two states within the Kingdom of Oreinerius was a strategic move to ensure the efficient governance and protection of the kingdom. By dividing the kingdom into two states, each ruled by one of his children, the king could delegate responsibilities and reduce the burden of overseeing a vast territory.
Princess Velhelsin was given control of the northern state, which encompassed the lands north of the Great Inland Sea. With her mastery of arcane magic and wizardry, she was well-suited to handle the political and intellectual challenges of the northern state.
Prince Eilauver, on the other hand, was appointed to rule the southern state, which encompassed the lands south of the Great Inland Sea. As a master of nature magic and arch-druid, he was uniquely qualified to navigate the natural landscape and protect the kingdom from external threats.
By giving each of his children a specific domain to rule over, King Oreiner ensured that the kingdom would be governed efficiently and effectively. The two states were in constant communication with each other, and both reported to the king, who acted as the ultimate authority and arbiter of disputes.
This move not only strengthened the kingdom's governance but also ensured a smooth succession. By grooming his children for leadership and delegating responsibilities to them, King Oreiner was able to prepare them for the day when they would take over as rulers of the kingdom.
Uncanny Popularity¶
Princess Velhelsin was always a curious and adventurous soul. From a young age, she was fascinated by the world beyond the borders of the Kingdom of Oreinerius. When she came of age, her father King Oreiner appointed her as the ruler of the northern states, and she eagerly set off to make her mark on the world.
As she traveled through her realm, Princess Velhelsin began to notice the power of beauty and charm. She saw how a well-placed compliment or a stunning appearance could sway hearts and minds, and she became increasingly intrigued by the art of seduction.
It was during this time that Princess Velhelsin stumbled upon the worship of Xokone, the goddess of beauty and illusion. At first, she was hesitant to embrace this new religion, as she had always been raised to worship the gods of nature, magic, science, and knowledge. But as she learned more about Xokone's teachings, she began to see the power of deception and illusion in a new light.
Xokone's worshipers were a secretive bunch, and Princess Velhelsin had to work hard to earn their trust. But as she studied the Codex of Shadows and practiced the arts of makeup and illusion, she found herself becoming more and more skilled at the art of seduction. Her charisma grew stronger, and her people began to look up to her as a beacon of beauty and grace.
Despite her growing devotion to Xokone, Princess Velhelsin kept her worship of the goddess a secret from her father and the rest of her kingdom. She knew that her love for Xokone would never be fully accepted by her people, and she didn't want to risk losing the power and influence she had gained through her seductive abilities.
As the years went by, Princess Velhelsin continued to worship Xokone in secret, always seeking to improve her powers of seduction and illusion. She knew that her faith would never be openly acknowledged, but she didn't care. She had found something that spoke to her on a deep level, something that gave her power and influence in a world where power was everything.
Xokone was pleased with Princess Velhelsin's devotion and worship. In response, the goddess granted the princess several boons to aid her in her rule and her pursuit of beauty and seduction.
The first boon was an unnatural charisma that radiated from Velhelsin's very being. Her words became honeyed, and her mere presence could sway the hearts and minds of those around her. She could walk into a room and command attention, her beauty and charm undeniable.
The second boon was the gift of illusion. Velhelsin became a master of creating illusions that could deceive even the most perceptive of individuals. She could create shimmering landscapes, beautiful apparitions, and even entire illusions of herself, all designed to manipulate those around her.
The third boon was the ability to alter her own appearance at will. Velhelsin could transform herself into any form she desired, making her an expert in the art of disguise. She could appear as a stunningly beautiful maiden, a powerful mage, or even a humble peasant, all with ease.
The final boon was the ability to manipulate the perceptions of those around her. Velhelsin could create a sense of awe or terror in those she encountered, or even convince them that they were experiencing something that wasn't real.
These boons gave Velhelsin immense power, which she used to rule her northern states with a gentle but firm hand. Her people loved her, and her rule was marked by prosperity and peace. But always, she kept her worship of Xokone a secret, knowing that it would not be accepted by all.
Over the years, Velhelsin's mastery of illusion and seduction only grew stronger, and she became known throughout the land as a force to be reckoned with.
Death of the Queen and King¶
Queen Aelinora had been a beloved and devoted wife to King Oreiner for more than 800 years. They had ruled the Kingdom of Oreinerius together, sharing in each other's joys and struggles. When the queen passed away at the natural end of her life, the king was devastated.
Despite his druidic powers and extended lifespan, King Oreiner had never quite prepared himself for the reality of losing his queen. Aelinora had been his rock, his confidant, and his partner in all things. He had relied on her strength and wisdom for so long that it was difficult for him to imagine a world without her in it.
For weeks after her passing, King Oreiner was lost in grief. He withdrew from public life, spending most of his time in his private chambers or in the great forests that surrounded Reiqua. He felt the weight of his age more heavily than ever before, and he began to wonder if his long life was more of a curse than a blessing.
He did his duty for another 200 years, but never got over the loss of his queen. In -3500 BTF, he declared that his life was coming to an end, and noticing an unnatural ambition in his daughter, and her uncanny and unbelievable popularity, he declared that Prince Eilauver would be the next ruler of the Kingdom of Oreinerius.
King Oreiner's passing marked the end of an era in the Kingdom of Oreinerius. His reign had been long and prosperous, and his legacy would live on through his children and his people. But his passing also left a void that would be difficult to fill.
Prince Eilauver was a wise and capable ruler, but he was also young and inexperienced. He would have to rely on the guidance of his sister, Princess Velhelsin, and the advice of his father's trusted advisors if he was to continue his father's legacy.
The Great Elf War¶
The death of King Oreiner and rise of King Eilauver prompted Princess Velhelsin to launch the Great Elf War.
Betrayal¶
Velhelsin was too intelligent not to expect that her father was suspicious of her powers, and knew that that he might choose Eilauver as the next ruler. She had prepared for this eventuality. She used all the powers that Xokone had granted her to become so popular within the northern states, that they fully supported her when she declared war on Eilauver and the Kingdom of Oreinerius, declaring herself the rightful ruler.
The war that erupted between Princess Velhelsin's northern states and Prince Eilauver's southern states was the bloodiest conflicts in the history of the Kingdom of Oreinerius. Lasting over 1,100 years, it devastated the land and shattered the unity that had once defined the elven kingdom.
The war began with Velhelsin's declaration of independence from the Kingdom of Oreinerius, claiming that she was the rightful ruler and that her brother Eilauver was unfit to lead. Her popularity among the people of the northern states was immense, and they rallied behind her banner with fervor. They saw her as a beacon of hope, a charismatic leader who could unite the realm and restore order.
Eilauver, however, was not willing to give up his claim to the throne. He had his own loyal supporters, and they were equally determined to see him crowned as king. What began as a war of words soon escalated into a full-blown conflict, with armies clashing on battlefields throughout the realm.
The war dragged on for decades, then centuries, then millennia. It became a generational conflict, with entire families devoting their lives to the cause of one side or the other. Battles were fought over cities, over rivers, over forests, and over mountain passes. The northern states and the southern states became entirely separate nations, with different cultures, religions, and ways of life.
As the years went on, the war became more and more brutal. Both sides committed atrocities, and both sides suffered immense losses. Entire generations of elves were born, fought, and died in the war. The land became scarred and barren, and the once-beautiful cities of Oreinerius fell into ruin.
As the war between the northern states and the southern states of the Kingdom of Oreinerius dragged on, Princess Velhelsin knew that she needed to find new allies if she was going to emerge victorious. She set her sights on the goblinoid tribes of the far Northeast, a fierce and independent people who had long resented the elven domination of the region.
At first, the goblinoid tribes were skeptical of Velhelsin's overtures. They had never trusted the elves, and they were suspicious of any attempt at cooperation. But Velhelsin was a master of persuasion, and she used all of her powers of seduction and illusion to win them over.
She promised the goblinoids autonomy and independence within her empire, and she offered them a share of the spoils of war. She also convinced them that their mutual enemy was the southern states of the Kingdom of Oreinerius, who had long treated them with disdain and cruelty.
Slowly but surely, the goblinoid tribes began to ally themselves with Velhelsin's northern states and Velhelsin claimed herself as the Empress of the Velhelsinese Empire. They shared intelligence, supplies, and troops, and together they launched coordinated attacks on the southern states. With the goblinoids at her side, Velhelsin's armies grew stronger and more formidable, and she began to gain ground in the war.
While the new goblin, hobgoblin and bugbear troops provided Velhelsin with additional forces, her elven forces were smaller than those of Kingdom of Oreinerius. So while she was initially able to gain ground, soon the war was back to a stalemate.
The Descent of the Drow¶
The war had been raging for centuries, and Princess Velhelsin had grown weary of the endless fighting. Despite her alliance with the goblinoid tribes and her own impressive magical abilities, victory seemed always just out of reach. But Velhelsin was not one to give up easily. She knew that if she couldn't have the Kingdom of Oreinerius, then nobody could.
And so, Velhelsin devised her most ambitious plan yet. Drawing upon her unparalleled mastery of arcane magic and her divine blessings from the goddess Xokone, she planned to unleash a world-shaking attack on the Kingdom of Oreinerius. The ritual would require the might of her entire empire, with mages and priests of all stripes working together in harmony.
Velhelsin knew that the success of the ritual would depend on everything going just right. Every member of her empire would need to take part, their combined arcane energy and the force of their prayers stripping the gods of their power and unleashing a devastating attack on Oreinerius, wiping it out in one fell swoop.
It was a plan that had never been attempted before, and the risks were enormous. But Velhelsin was determined to see it through. She gathered her forces and began to make preparations, knowing that the fate of the entire realm hung in the balance.
As the ritual continued, the elves of the Velhelsinese Empire poured their hearts and souls into the magic. They chanted, they danced, and they offered sacrifices to their gods. But something was wrong. The magic did not flow as it was supposed to. The power that they had expected to harness was slipping through their fingers, like sand through an hourglass.
As the ritual reached its climax, it became clear that something had gone horribly wrong. The sky darkened, and a chill wind swept through the land. The very earth shook beneath their feet, and the elves felt a deep sense of unease.
Then, with a blinding flash of light, the ritual failed. The ground shook violently, and a great crack appeared in the earth. The sky split open, and the gods themselves descended from the heavens. They were angry, and their wrath was terrible to behold.
The pantheon united in their fury, enacting a curse upon all of the elves of the Velhelsinese Empire. They would never again walk comfortably under the sun. As the pantheon united in their fury, enacting a curse upon all of the elves of the Velhelsinese Empire, Xokone, the Goddess of Beauty, was the most angered of all. She could not stand the thought that her most devoted follower, Velhelsin, had turned on her and planned to strip her of her power to win a petty war.
Xokone borrowed the power of the collected pantheon to levy an additional curse upon the Velhelsinese elves. Xokone's curse turned the once-proud Velhelsinese elves into a new race known as the Drow. Their skin was an unnatural deep ash gray with blue and purple undertones, and their hair had turned silver and white. However, rather than retreating underground, the Drow used their mastery of magic to create clouds that covered their cities and blocked the sun.
These clouds were not just a means of protection from the sun, but they also allowed the Drow to create their own unique environment. Their cities were shrouded in mist and darkness, giving them a mysterious and eerie atmosphere. The Drow adapted to this new way of life, becoming skilled at magic and subterfuge, using their abilities to survive in their new world.
Velhelsin, once the proud ruler of the northern states, was devastated by the curse of Xokone. She had never imagined that her actions would result in the downfall of her own people, and she mourned the loss of their beauty and grace. She begged Xokone for forgiveness, but the goddess was unforgiving, and she turned her back on Velhelsin forever.
The Drow, however, did not forget their past, nor their former ruler. While they were angry with the gods for their curse, they blamed the Kingdom of Oreinerius for their transformation. They saw themselves as victims of a cruel and unjust world, and they remained utterly devoted to Velhelsin, the one who had fought for their rights and promised them a better future.
As the pantheon and Xokone were enacting their curses, Xokone also sought to bless the goblin tribe that had provided the gods with their warning. She saw the potential in these creatures and was moved by their loyalty to the gods. Xokone smoothed their skin, removed blemishes, and straightened their teeth. By the time she was done, they were a whole new race. This lone tribe of Goblins had become the Verdan.
The Verdan were amazed at their transformation and were grateful to Xokone for her blessing. They had always felt inferior to the other races, but now they stood tall with pride and confidence.
As Xokone's curse and blessing were laid upon the Drow and the Verdan, the outcomes were not what she had intended. The Drow, while stripped of their beauty, now held an exotic allure that was wholly unique in the world. Their skin was the color of deep ash gray, with blue and purple undertones, and their hair was silver and white. They had become a mysterious and alluring race, feared and revered in equal measure.
The Verdan, on the other hand, were marked as different from the goblins they once were. They were now a distinct race, with smooth skin, straight teeth, and blemish-free complexions. But this distinction made them easy for the Drow and goblinoids to identify as traitors, and they were forced to flee to the west for their safety.
There, they found refuge among the dragonborn nation, a highly religious and pious people who saw the Verdan as a blessing from the gods. The dragonborn took the Verdan under their wing and offered them protection.
With the end of the great elven civil war, the Kingdom of Oreinerius and the Velhelsinese Empire returned to an uneasy peace. Although the war was over, the tension between the two nations continued to simmer just below the surface.
Despite the animosity, both nations slowly began to rebuild. The once-great cities of the Kingdom of Oreinerius were in ruins, but new cities were built upon their ruins. The Velhelsinese Empire focused on integrating their new goblinoid allies and expanding their territory.
For centuries, the two nations maintained a wary peace. Skirmishes and border disputes flared up from time to time, but there was never a return to the full-scale war that had ravaged the land for over a thousand years.
The Kingdom of Oreinerius and the Velhelsinese Empire would never be truly at peace, but they would learn to coexist, each with their own traditions, cultures, and ways of life.
Notable Places and Events¶
Here are some of the more notable places and events during the Age of the Elves that were not directly within the war.
Velhelsin's Clones¶
As the war between the northern states and the southern states of the Kingdom of Oreinerius dragged on, Velhelsin became obsessed with the idea of immortality. She knew that, as a mortal being, she was subject to the whims of fate and the ravages of time, and she was determined to find a way to cheat death.
Velhelsin was an accomplished wizard, and she spent years studying arcane texts and experimenting with powerful spells. Finally, she hit upon an idea that seemed to hold promise: she would create a new form of arcane magic that would allow her to transfer her soul to a new body, grown from her original body at a younger age, if her physical body died.
It took years of trial and error, but Velhelsin eventually developed the Clone spell. With this spell, she was able to create a perfect copy of herself, which she stored in a magically protected location. If her physical body was ever destroyed, her soul would automatically transfer to the clone body, allowing her to continue living.
At first, Velhelsin was overjoyed at her newfound immortality. She continued to rule the Velhelsinese Empire with an iron fist, confident that she would always be in control. But as the years went on, she began to realize that her immortality came with a heavy price.
For one thing, she was forced to constantly create new clones of herself. This required a great deal of energy and concentration, and it left her feeling drained and exhausted.
Even more troubling was the fact that, with each new clone, Velhelsin felt a little less like herself. She had always prided herself on her intelligence, her wit, and her creativity, but as she continued to create new clones, she began to feel like a pale shadow of her former self. Her memories and experiences began to blur together, and she found it difficult to maintain a sense of self-identity.
As Velhelsin continued to rule over the Velhelsinese Empire, she began to realize that immortality was not the blessing she had once believed it to be. She became increasingly isolated and lonely, unable to form meaningful connections with anyone, knowing that she would eventually outlive them all.
In the end, Velhelsin's Clone spell proved to be both a blessing and a curse. It allowed her to survive long past the end of the war, and to continue ruling over her empire for centuries to come. But it also robbed her of her sense of self, her humanity, and her connection to the world around her.
Northern Capital¶
Noragh was a small and picturesque port city on the inland sea, situated in a sheltered bay surrounded by rolling green hills. It was not a wealthy city, nor a particularly large one, but it was beloved by its residents for its peacefulness and sense of community. The streets of Noragh were narrow and winding, lined with small shops and quaint houses with thatched roofs.
At the heart of the city was a small square, where the locals would gather to trade goods, tell stories, and socialize. The square was surrounded by a number of important buildings, including the city hall, the marketplace, and the temple. The temple was a beautiful structure, made of white marble with a gleaming gold roof, and it was the center of religious life in the city.
But perhaps the most impressive feature of Noragh was the mountain that loomed over the city. At the top of the mountain was a crystal-clear lake, fed by a waterfall that cascaded down the rocky slopes. Velhelsin was so taken with the natural beauty of the mountain that she chose to build her castle there, overlooking the city and the sea.
The castle was a grand structure, made of white stone with gleaming silver spires that reached up to the sky. It was said to be impregnable, with thick walls and well-trained guards stationed at every entrance. But despite its impressive defenses, the castle was not a symbol of fear or tyranny. Rather, it was a symbol of the strength and determination of the northern states, and a testament to the wisdom and leadership of Velhelsin herself.
In the centuries that followed, Noragh remained a haven of peace and tranquility, even as the rest of the kingdom was torn apart by war and strife. The people of Noragh looked to Velhelsin as their guiding light, and her legacy lived on long after her physical body had been transferred to her latest clone. Even today, Noragh is remembered as a shining example of what a city can be when it is built on a foundation of love, community, and beauty.
All of the people of Noragh were transformed into Drow by Xokone's curse, but they remained devoted to Velhelsin, their beloved ruler. While their appearance had changed, their loyalty to their queen remained steadfast. They continued to go about their daily lives in the city, avoiding the sun the day and emerging at night when the sun was blocked out by the magic and shadows.
Despite the transformation, Noragh remained a thriving city, with bustling markets, lively taverns, and intricate underground tunnels. The Drow of Noragh developed their own unique culture, blending elven traditions with new elements born out of necessity. They became skilled artisans, crafting intricate jewelry and weapons, and adept farmers, growing crops in the underground caverns.
The city continued to be ruled by Velhelsin, who remained in power for centuries thanks to her clone spell. She oversaw the development of Noragh and the growth of the Velhelsinese Empire, using her powers to maintain her hold over the land and her people. The city of Noragh may have been changed by the curse, but it remained a symbol of Velhelsin's strength and resilience in the face of adversity.
Elf-Beast Relations¶
After the devastating war that had torn apart the Kingdom of Oreinerius, three beastfolk cities - Sochelug, Bozhesk, and Dichipolyn - made a request to join the kingdom, seeking a closer relationship with the elves and hoping to aid in the rebuilding process. They saw the elves as noble defenders and valued their leadership.
Moved by their request, King Eilauver granted it immediately, recognizing the need for unity and cooperation in the wake of the war. The three cities were welcomed with open arms into the Kingdom of Oreinerius, and the elves worked closely with the beastfolk to rebuild the land and heal the wounds of the past.
The king was so impressed with the spirit and dedication of the new citizens that he made the decision to move the capital of the kingdom to Dichipolyn, the largest of the three cities, which quickly swelled to a population of 12,000. While Reiqua remained the center of elven culture and the home of the Aranweithir (Council of the People), the king decided to reside in Dichipolyn, as a show of faith and unity with his new beastfolk citizens.
The move had a profound impact on the kingdom, bringing together elves and beastfolk in a shared vision for the future. The two races worked together to rebuild the land, share their knowledge and skills, and create a society that honored the traditions and values of both cultures.
Over time, the beastfolk became fully integrated into the Kingdom of Oreinerius, taking on important roles in government and society. The once-divided kingdom had become a diverse and vibrant land, where elves and beastfolk lived side by side, united in their commitment to peace and prosperity.
The Eye of the Queen¶
Dragon Queen Imelyn watched with great concern as Empress Velhelsin rose to power and unleashed devastating attacks on the Kingdom of Oreinerius. As a dragon, she knew the destructive power of magic all too well, having been involved in the Cataclysmic Convergence that led to the release of the primordial elemental titans. She feared that Velhelsin's reckless pursuit of power would only lead to further destruction and chaos.
In order to keep an eye on the Drow and their actions, Imelyn ordered several dragons to use their shapeshifting abilities to infiltrate their society. The dragons would pose as Drow and observe their actions from within, reporting back to Imelyn any significant developments.
At first, the dragons found it difficult to blend in with the Drow. Their appearance and mannerisms were too different, and they struggled to keep their true identity hidden. But with time and practice, they began to adapt, learning the subtleties of Drow society and culture. They even began to empathize with the Drow, understanding the pain and suffering they had endured as a result of Velhelsin's actions.
Despite her disinterest in the wars and politics of the mortal races, Dragon Queen Imelyn was deeply concerned about the events that led to the Cataclysmic Convergence. She knew that the dragons and Dragonborn had acted recklessly, and she was determined to prevent such a catastrophe from happening again.
Imelyn knew that the drow were skilled in the arcane arts and that they had a history of using magic for nefarious purposes. She feared that they may attempt to harness the power of the primordial elemental titans for their own gain, and she was determined to stop them before they could do so. Her dragons posed as drow and worked their way into the highest echelons of drow society, using their keen senses and abilities to gather information and report back to Imelyn.
The dragons' infiltration was a dangerous and delicate mission, as any misstep could reveal their true identities and put them at risk. Imelyn used this information gathered from the Drow to strengthen the wards that guarded the primordial elemental titans, ensuring that they would remain imprisoned and powerless for all eternity.
With the threat of the titans neutralized, Imelyn withdrew her dragons from drow society, content in the knowledge that she had prevented another catastrophic event. She continued to keep a watchful eye on the mortal races, always ready to intervene if necessary to protect the world from destruction.
The dragons were undiscovered until Queen Imelyn revealed them during the signing of the Treaty of Marate. They were:
- - Zareketh the Red: Advisor to Velhelsin on matters of warfare and strategy.
- Vythariel the Silver: Court mage and advisor on matters of arcane magic.
- Kethendril the Bronze: Commander of the elite drow fighting force known as the Shadow Guard.
- Orlanthir the Brass: Head of the Velhelsinese Empire's intelligence network and spymaster.
- Zeluthian the Gold: Advisor to Velhelsin on matters of economics and trade.
- Brynnadith the Copper: Leader of the drow artisans and craftsmen, overseeing the creation of intricate magical items and weapons.