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History of Arkose

BC = Before the Campaign

  • 10,100 BC – The Kuldashai begin preparing a mass-extinction doomsday device to prevent an incursion from the Far Realm. The threat of Mother Kyne, a monstrous interstellar creature, is enough for them to justify committing genocide against every other sentient race on the planet. This plan is apparently never realized, though the eventual fate of the Kuldashai themselves is still a mystery, as is the absence of Mother Kyne herself.
  • 10,000 BC – End of the Kuldashai Empire – The Elven druid Taliana, an unnamed inevitable, and possibly others are trapped in the downfall of the Meirkloen Island Facility.
  • 400 BC – Archmage Maverlos Thex rises to power, comes to realize that Mother Kyne will arrive to decimate the world in several hundred years, and begins preparations to halt her arrival. His plan to subdue the known world with necro-bots and other monstrosities is thwarted soon after he goes into suspended animation in order to power his factory. The machines there continue to run, but his lieutenants and followers are scattered.
  • 7 BC – In the city of Vaerlon, Emperor Stormeye is mortally wounded in a brutal fight with his returned sister, who has become possessed by an unknown Far Realm entity. His court mage manages to modify a Kuldashai artifact in time to save his life, but the Emperor soon finds himself slowly being corrupted by the device.
  • 5 BC – In the valley of Moravia, the Vampire Lord Raichak Sangruel is defeated. The pieces of his corpse are scattered to the corners of Moravia, ending his long and bloody reign of terror.
  • 0 C – Formation of the People’s Deliberation Front. Among others, the initial lineup includes: Thomas Stormwatcher, Rolen Olmstead, and Talonar Kendra.
  • 0 C, Late Summer through Early Fall – The party explores Moravia, halting an attempted Far Realm infestation by minions of Eidoloar (culminating in the defeat of one of his Aspects). They are also instrumental in saving the town of Barogol from a band of arctic orcs, as well as the farming village of Sunshire from a horde of ravenous troglodytic subhumans. Other adventures include defying a local – and inept – Far Realm cult, capturing a pan-dimensional tiefling, befriending a mutated, half-human/half-wagon gypsy seer, and acquiring an immensely powerful, incredibly hateful intelligent greatsword. Their travels in Moravia culminate in the reactivation of Maverlos Thex and their subsequent recruitment into his service. They are teleported to Port Harkelse, where their adventures continue.
  • 0 C, Fall-Winter – The party purchases a ship with funds stolen from the dimension-hopping tiefling lord they fought in Moravia, and begins a trip up the coast to the wintry metropolis of Vaerlon. Along the way, they halt another Far Realm infestation in the town of Belton (this one belonging to a mind-altering entity known as Passivus). After arriving in Vaerlon, they learn of an ongoing succession crisis and quickly decide to seek fame and riches on the sprawling island of Meirkloen – specifically, the Kuldashai ruins there. They set sail for Meirkloen, encountering the mutilated corpse of a Zaratan (an ancient, immense turtle the size of an island) along the way. Further investigation reveals that some bizarre pseudonatural conversion of the Zaratan was attempted, and they find the arm of a woman in its mouth. On Meirkloen, the party soon delves deeply into the Kuldashai ruins, overcoming traps and ancient guardians, and eventually turning on several power systems for various complexes on the island. However, as they explore a prison facility (retrieving a broken inevitable and revivifying the Elven druid Taliana along the way) they soon realize that their actions have also resuscitated a Kuldashai Archmage: Security Architect Omen. Omen begins reactivating many ancient weapons systems, including a giant, corpse-like automaton which he uses to chase the party and any remaining explorers off the island.
  • 0 C, Winter – The party returns to Vaerlon and becomes embroiled in the succession crisis, eventually reaching Emperor Stormeye himself, who they find is being converted into a Kuldashai by a device that was needed to save his life seven years ago. The device is identified as a security ward for the power engines beneath Meirkloen Island, but before the party can investigate further, assassins attempt to kill the Emperor and frame them for it. Though they manage to avoid being framed, the Emperor’s death causes the ward’s destruction. Soon after, an enormous explosion in the distance sends a tidal wave crashing toward Vaerlon, which is barely saved thanks to the efforts of the party and a hastily-cast mythal designed by the mage Lyca Vrige. Their work in Vaerlon done, the party sets sail for the anti-magic city of Somquien.
  • 1 C – Finding Somquien to be rather hateful to their lifestyle, the party soon leaves up the River of Winding Jewels, making their way to the Fortress-Citadel of Garhlyn. On their journey there, they defeat an enormous robotic guardian and find evidence that it destroyed several ships and stole their cargo. Once they reach the Fortress-Citadel, they notice that one of the ships pulling in to the docks has an identical name as one they found resting on the bottom of the river, destroyed by the robot. Resolving to investigate it later, they are dismayed when it detonates, spreading a zombifying cloud of green fungal spores throughout the docks district. This situation is hindered further by attackers in mechanized suits, who lay waste to their surroundings while proclaiming Somquien’s hatred of the city. The party defeats this threat, and is recruited by the city’s guard to either prove Somquien innocent or responsible for the devastation. This quest is still ongoing.

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