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Chronicles of
Aereth
Aereth's Origin Story

In the Beginning

As with any universe, galaxy, and solar system, Aereth’s universe had a beginning. Unlike our universe, the Firstrealm formed with an additional element - magic. It exploded into existence many billions of years ago. In time, a galaxy that would be known as Cleddyf Goleuni (Old Tongue, pronounced: claythif galāni) or the Sword of Light in the common tongue, formed. Soon afterward, a solar system formed and within it was a habitable moon-world that orbited a gas giant surrounded by rings of magical energy. This was Aereth, although names would not be put to the planets and sun for a very long time.

As all of this was occurring, a benevolent universal being kept watch, but did not interfere as was the mandate of these beings. The only thing they were allowed to do was to seed their realm with the Sparks of Life.

The first sparks of life emerged on Aereth nearly five billion years before the modern era. Although there were some extinction-level events, life managed to survive, diversify, and inhabit almost all of the lands and seas of Aereth.

300 MYA (Dawn Age)

Three hundred million years ago, Aereth was a wet and watery world with only small landmasses where life could colonize. A deluge of rain fell almost daily. During this period, the oceans and seas were awash with life. However, only a few of Aereth’s creatures had managed to colonize the soggy land. The largest were herbivores that were about the size of small ponies. At this time, on the evolutionary family tree, dragons fell somewhere between four-legged mammal-like reptiles and flightless land and sea birds.

At the end of the Dawn Age, there was an uptick in global volcanism, including the eruption of several supervolcanoes. On two of Aereth's largest land masses, there were massive basaltic eruptions that lasted for over a million years. As a result of the gasses and debris ejected into the atmosphere and the volcanic winters, 98% of all life perished. Some of the sea dragons, other small sea life, and the very smallest land dragons were all that survived.

260 MYA (Golden Age)

Earth had dinosaurs, Aereth had dragons! All kinds of dragons: large, small, flighted, flightless, herbivorous, carnivorous, land dragons, sea dragons...you get the picture. By this time, mammals, birds, amphibians, insects, and reptiles were also gaining a foothold. The continents were still on the move. Plants and trees were flourishing. Dragons once again diversified and were the dominant species on land, in rivers and lakes, and in the oceans.

Other cataclysms threatened the evolution of life on Aereth during this period. However, none rose to that of a major global extinction-level event.

65 MYA

Once again rampant volcanism takes life to the brink of extinction. Numerous large igneous provinces began to spout lava and gasses from massive fissures, some long enough to split continents. This uptick in extinction-level volcanic activity was likely caused by gravitational anomalies occurring on the massive gas giant that Aereth orbits. Whatever the cause, by the time it ended and the moon-world began to recover again, nearly 75% of life had been wiped out, including many species of draconidae which made room for other species to evolve and fill the vacated niches. 

60 MYA

Aereth’s supercontinent has split into various landmasses and islands although the ancient original cratons of Cailleach and Vaalbara still exist in a massive continent destined to someday rift into two smaller continents.

Note: Cailleach is the name given to the western part of the great landmass.

This period of history heralded in the time when life exploded and diversified once again and the dragons began to organize into complex societies. Only four species of draconidae survived the last major extinction event with a large enough population to be able to recover their numbers and flourish. There were a few other survivors but their numbers would never recover completely and by modern times they would be extinct.

Surviving Draconidae

  • Draconis sapiens (modern): This was the largest and most intelligent of the species of draconidae to survive the extinction event. Draconis s. was already developing a much larger brain than its relatives and, consequently, was far more intelligent. It is very possible that the aftermath of the runaway volcanism forced them into a social structure that led to their ultimate survival. Note: The ancient name for this species is Draconis pridd (p. preeth). Pridd is Welsh Gaelic for earth, land, soil.
  • Draconis weilgi (p. whale-gee): Also known as sea dragons, this branch of the draconidae family tree was already very intelligent with complex social structures before the asteroid impact. Note: weilgi means sea or deep in Welsh Gaelic.
  • Draconis loch (p. lock): Draconis l. is usually called the lake, river, or water dragon. They are smaller than the sea and land dragons and inhabit deep water lakes and rivers. Note: loch means lake in Scots and Irish Gaelic.
  • Wyvernis fí: Wyverns are the only reptilian branch of draconidae. After the mass extinction event, their population and diversity exploded. There are wyverns adapted to almost every terrestrial ecological niche. They become one of the most populous reptile species on Aereth. Note: fí means vicious in Irish Gaelic.

10 MYA

The terrestrial dragons have achieved an incredible level of intelligence and sentience. They settled in the volcanically active regions of the world, preferring to build their aeries high in the mountains. By now, the dragons were forming their aeries into vast colonies that would be known as sieges. They had a complex language and recorded their histories in the neverending dragonsongs. The dragons had the intellect and the language system to create a written language but chose not to.

The sea and freshwater dragons have also evolved complex languages and social groups. However, they have diverged so drastically from the great terrestrial dragons that little is shared beyond the dragonsongs.

The mammal-like reptilian wyverns have exploded into dozens of species and populate almost every land niche that exists. They bring new meaning to the terms cunning and vicious.

Shadowborn

It should be noted that although the dragons knew of the existence of the Shadowborn and of the influence of the Dark Ley, it did not overly trouble them. The dragons had to periodically fend off incursions by the Dark Hordes, but these were not well organized and were easily defeated. 

Tuatha Dé Danann

Note: Modern scholars would not know details regarding the Tuatha Dé Danann. There are no artifacts or writings from their time. Their name is only known as the Llenan’s pantheon of gods and goddesses.

Fleeing from a cataclysm in another realm, the Tuatha Dé Danann open portals that bring them to Aereth. With great effort because of the difference in languages, they request sanctuary from Ydholth, the Black, Empress of Dragons. The Empress agrees, and the Tuatha Dé Danann settles primarily on the island-continent of Ys (p. Yiss). Despite a stern warning to not meddle in the arcane, the Tuatha Dé Danann resumed their use and experimentation with magic, now enhanced by the Ley - the powerful bands of magical energy surrounding the gas giant they named Gwydion.

8 MYA (Age of Awakening)

Naming of Names

The most powerful druids of the Tuatha Dé Danann perform the Naming of Names ritual to learn the names of the Creators of the Firstrealm. In their beliefs, names have great power. Learning the names of the Firstrealm would give them control, thus more power. The ritual backfires horribly, and they awaken Tar’garath, the God of Chaos and Shadows. As the druids writhed in the agony of dark, supernatural fires, Erais, the Arcane Light, appeared in the form of a great ice dragon. In one breath, she cools the fires. The frozen forms of the druids shatter, beginning another series of events.

Raising the Cylchs

The shattered remnants of the druids are taken up and scattered all over the world by the Anemoi, the Four Winds. As each piece struck the ground, sea bottom, or the earth beneath freshwater rivers and lakes, great earthquakes were felt all over Aereth. The quakes herald the raising of the great stone circles known as cylchs. The massive upright stones of the circles are set so deep into the earth, they cannot be dug up or moved.

The Bipeds

Erais, the Arcane Light, is an omniscient being. She knew what would be wrought from the Tuatha Dé Danann’s tampering with their magical powers. Against the laws and rules of the Others, Erais bequeathed several gifts to Aereth. In face and physical form, these bipedal allies of the dragons would resemble the Tuatha Dé Danann.

Drakeri (Dragonkin)

From the blood, flesh, and bones of a dragon recently slain in battle, the Arcane Light created the Drakeri, the Dragonkin. 

The blood and bones of the dragon gave them the ability to hear and understand the mindspeech of the dragons and their dragonsongs. It also allowed the formation of psychic links with the mighty dragons. Lastly, the Drakeri also inherited the magical gifts of the element of fire, wind, and storm - the same elements that the dragons had long held mastery over.

The Drakeri were charged with helping the dragons protect the world against the minions of Tar’garath. With their draconic heritage, the Drakeri became warriors that could work in concert with the great dragons.

Aes Sídhe (Sídhe)

The Aes Sídhe (p. es-shee), simply known as the Sídhe in modern times, was created from the basic elements of Aereth. The Arcane Light then instilled in them a deep and abiding connection to the very heart of the world. Although the Sídhe and Drakeri would never admit it because their philosophies and very nature are so different, the Sídhe are the distant kin of the Drakeri and Ddraig (their name for the dragons). They are an elemental species, bound to the life force of Aereth. They disappeared into the mists, refusing to ally with the dragons or Drakeri. It is likely a few of their number remained behind to lecture and scold.

7.5 - 7 MYA (The Desolation Wars)

For the next 500,000 years, Aereth suffered through massive conflicts between the Light and the Shadow. During this period, three factions would be formed: Lightborn, Grayborn, and Shadowborn. Tar’garath found Aereth a fertile ground for the creation of his Dark Hordes. There were many creatures to corrupt and twist into his service. Since Tar’garath was a deity, creating his own monsters took very little effort or imagination. The Dark Horde was loosed on Aereth via portals from the Dark Realm to wreak havoc and destruction. No sooner had one incursion been stopped when another one would begin.

Arguments and disagreements broke out amongst the various factions of the Tuatha Dé Danann. In some cases, they went to war with one another. Some even turned on the Drakeri and the dragons, now known as the Ddraig - a name given to their culture by the Sídhe. This made it easier for Tar'garath to use his influence. Where the Darkness had never been able to get a strong foothold before, now it flourished. Dark creatures slipped through the Veil Between Worlds. Many of the Tuatha Dé Danann and fallen Llenan were resurrected as the Shadowborn.

Out of this chaos, the Morrighan was created. The Ddraig and Drakeri joined forces in a mounted unit. Between the natural warrior abilities of the Drakeri, the Ddraig’s ability to close portals, and destroy the Dark Hordes with their fire, the arcane powers of the Tuatha Dé Danann, and the efforts of a few of the Sídhe, the Shadows were finally driven into the deep and dark recesses of the world.

At the end of the Desolation Wars, the Tuatha Dé Danann used their vast arcane powers to create great vaults to hold the Dark Ones. The majority of these arcane vaults were created beneath Ys, hidden, and arcanely locked. Finally, they were also sealed with wards and spells of protection. Every care was taken to ensure that these vaults would never again be opened. When they had done all that they could, the Tuatha Dé Danann opened arcane gates and withdrew from Aereth. Some of these portals would remain and fall into disrepair, randomly opening in another realm and snagging unwary people from a world called Earth only to deposit them on Aereth.

7 - 2 MYA (The Long Winter)

In the aftermath of the Desolation Wars, Aereth lay cold and dark. Much of the world's surface was ice-covered. Those that remained after the wars fought for their own survival. Exasperating the problem was the fact that Aereth was experiencing a long period of rampant volcanism that was likely brought on by renewed continental rifting and the vast arcane powers unleashed during the wars. Fortunately, despite the wild swings in climate, life on Aereth continued to thrive.

This period also saw the rise of Aereth's megafauna and megaflora. Some of the species of plants and animals were simply giant versions of those that already existed. However, several unique species evolved during this time, as well. One such giant plant is the Cadaver Nightsbane. This plant sports a flower that is nearly five-feet across and emits the smell of rotting flesh. It is a carnivorous plant that uses its stench to attract scavengers to it. Larger ones simply carry the plant's spores with them while the smaller ones are consumed. Unlike on Earth, this era of gigantism never ends. Giant terror birds and sabercats roam the land along with their more normal-sized kith and kin.

2 MYA

Murians (Indigenous Humans)

By this point in time, Lemuria, Aereth's largest continent, had come to rest where it would remain until the modern era. Aereth's southern polar region extends to within a few hundred miles of Lemuria. The interior of the continent has become harsh and dry with narrow strips of green along its coasts. On this backwater continent, a small lemur-like primate had been steadily evolving and diversifying. The largest of them started standing upright and using rudimentary tools. These animals already had strong social and familial bonds. At this point, they still spent part of their time in the trees, only descending to the ground to move to another area of their range. These gentle creatures were the ancestors of the Murians and would not remain gentle for long!

Although spared from the worst ravages of the Long Winter after the Desolation Wars, the southern continent did see a great deal of fighting. The Murians would retain a racial or genetic memory of these events that would stay with them to the modern era. This is likely why many Murian cultures evolved a fear and distrust of dragons and magic in general.

As the Long Winter epoch ended, Lemuria was becoming an icy wasteland as the island-continent drifted to the southern polar regions. To escape the freezing continent, Murians would begin their migrations to other lands. Although possessing shorter lifespans than the other races, they increased their populations far more rapidly. By modern times, the population numbers of Murians would far outstrip that of the other races. 

Travelers (Earth Humans)

Unbeknownst by the races that remained on Aereth was the fact that the powerful arcane energies unleashed during the Shadow Wars had left transient portals. These portals would occasionally connect to a world in another universe allowing its humans to cross to Aereth. These crossings were accidental. The portals could not and still cannot be opened on purpose. Most of Earth’s humans did not survive. They could not cope with the massive megafauna that roamed the world. The few that did make it were usually incorporated into the tribes of the primitive Murians.

18 - 16 KYA (Age of Dreams)

By this point in Aereth's vast history, the continents had come to rest in their current locations. The world's intelligent species had settled the land, and complex nations flourished. Ddraig sieges along with their companion Morrighan citadels and Sídhe courts were mostly concentrated in the far western region of the landmass known as Cailleach. Alliances formed and fell apart. Despite some smaller wars and an ongoing vigilance against the Shadowborn, this period was called the Age of Dreams, where people looked toward more than simple survival.

The Fall of Ys

Over the many millennia that have passed since the Sídhe were given life by the Arcane Light, they have thrived and diversified. The core of their society lived on the beautiful, pristine continent of Ys, far away from most other species. Although the majority of records were lost with the destruction of Ys, what little is known is that several races and nations existed and thrived alongside the Sídhe. Although it had little contact with the Sídhe, there was a small outpost siege located high in a volcanic range of mountains. Siege Azdiel and its citadel housed around one hundred Ddraig and their Morrighan.

The Sídhe explored their land, often coming across ruins that they studied. It was only a matter of time before they discovered the vaults left by the Tuatha Dé Danann. Their elders eventually found a way to unlock these vast arcane vaults and freed the Darkness imprisoned within. The first time it happened, Siege Azdiel’s Empress, Xorayss, accompanied by a Morrighan, appeared at the Sídhe’s high court and warned them against continuing their explorations. The Sídhe arrogantly chose to disregard these warnings.

Subsequent vaults were unlocked, and the Darkness spread across Ys and beyond, thus beginning the next wars, now known as the Shadow Wars. When Siege Azdiel fell, Ys’s fate was sealed. Many species were completely destroyed as Ys was torn asunder in violent volcanic explosions, massive earthquakes, and tsunamis. Other lands also experienced upheavals but not as massive as those on Ys.

When the air finally cleared, the continent of Ys was gone. Where it had been, peaks of fragmented mountains formed the Obsidian Islands, Amber Islands, Cold Rocks Island, and the Island of Serpents. On the largest of the Obsidian Islands, the blackened spires and towers of Siege Azdiel's citadel can be seen. It would later be learned that the siege also survived, but the Ddraig had been turned into a dark version of their former selves. Soon, more buildings would be noted by passing sailors as a mighty dark city rose near the citadel. It came to be known as Ys, named for the drowned continent. This is the domain of Baara, the Lord of Shadows, the personification of Tar’garath.

This ended the Age of Dreams.

16 - 12 KYA (2nd Age of Ice)

The destruction of Ys was a worldwide cataclysm. As a result, there was major geological upheaval all over the globe. Massive earthquakes, mega-tsunamis, and the eruption of volcanoes and supervolcanoes plagued the landmasses. Due to these events, Aereth was plunged back into a short ice age and a period that would roughly parallel Earth's Dark Ages. For the next two thousand years, ice once again covered the lands, although not as completely as during the last major ice ages. There was usually some melting in the springs and summers, although the climate was overall cooler than it had been. 

With the destruction of Ys and the mini ice age, the shape of the world had literally changed again. The Bassilith supervolcano on the western coast of Cailleach erupted as Ys fell. As the magma drained out, the Bassilith volcano collapsed in on itself and sea water rushed in to form what is now known as the Burning Sea. The upheavals that followed the fall of Ys also caused the beginnings of the rift that will one day separate Cailleach from the eastern landmass of Vaalbara.

12 KYA - Present (Age of Steel)

The known world now consists of the still connected massive landmasses of Cailleach and Vaalbara as well as various groups of islands. Some very adventurous - or very foolish - sailors still make the hazardous voyage east to harvest the dragonglass (volcanic obsidian) from the Obsidian Islands. Far beyond the Obsidian Islands in the east and far beyond Cailleach to the west are rumored unknown lands. Those that have sailed in search of them have never returned.

Aereth is currently in the 250th year of the first turn of the new calendar (1250). The Ley (aka the Rings of Gwydion) are full and bright. Summers are long and fruitful while winters are mostly short and mild.

See Timekeeping on Aereth for details on how time is marked on Aereth.