Timeline: 400 AF to 499 AF

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Revision as of 12:01, 3 June 2013 by Linian (talk | contribs) (Decanter Saga Finished, Wyrm of Worlds starting)
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401 AF:

The leader of the Ivory Mark, Makarta, called out to all telling of the betrayal of his protege, Derillin. In trying to take his master's life, Derillin had stolen a powerful blade given to Makarta by his deceased master, who happened to be Derillin's father and the former leader of the Quisalis Mark. Makarta, too weak from the poison in the attack, activated an enchantment on the blade Derillin didn't know about, revealing the young assassin's position to all, and calling for any of his allies to bring the blade back. Aztecia found him, and killed Derillin, but the young assassin cursed the blade with his last breath, and vanished. The curse rendered the weapon ineffectual for normal use, but rather than keep it, Makarta donated the blade to the Matsuhama Arena for a new game called Champions vs. Assassins, played with that very sword. Meanwhile, Derillin recovered, and opened up shop in New Thera where his father once practiced, admitting new members into the Quisalis Mark, should they be able to find him.


402 AF:

The year began with such strange occurrences. Once more, objects came to life around Sapience, but this time Chaos was not particularly the reason. Instead, a small sprite had escaped from a Queen no one had ever heard of, with a full compliment of powerful fairy dust. Wishing himself somewhere more fun, he wound up in the skies over Sapience, and hence did the dust fall over the cities, producing the odd effects of living inanimate objects once more. Fyglia, the spirte, eventually revealed that his friend the Queen of the Dryads would know how to return things back to normal, and after a trip to the fairy circle in Azdun, Delphinus solved the puzzle of how to travel to Fyglia's home of Annwyn, and with heavy heart, returned the little sprite to the Queen Rhyannon there. The knowledge of the path to Annwyn, however, remained with the adventurers of Sapience, a new realm to explore!

Sea Lion Cove is discovered as a group of adventurers attempt to help Constantine the jeweler of Tasur'ke visit an old friend named Simmons who lives in the lighthouse there.


404 AF:

Ominous smoke greeted adventurers, rising from the Aalen Forest to the cries and screams of the Tsol'aa. What adventurer's found was the beleaguered Tyrandiel among the corpses of many, many of her kin. She told her story to those that had gathered, explaining that she was a scholar, and spent many a day speaking with Candlemas the Lorewarden in Azdun. Eventually, she learned of a staff which held the key to the knowledge of the Lorewardens, and coveting this, she stole it only to have a dreadful curse placed upon her. When she returned to the Aalen, a murderous rage overtook her, and the destruction surrounding her, was all but her doing. She pleaded with those present to help her set things right, and after lifting the curse she returned the staff, pleading with Candlemas for his forgiveness. When this was finished, she requested someplace quiet for her to stay, to continue her studies and teach others in hopes of repaying the debt she felt she owed Sapience. Dephinus suggested the Lucretian Athenaeum in New Thera, and thus did we have Tyrandiel the wise make herself available to us.


406 AF:

A large quicksand pit forms in El'Jazira, swallowing the Shiek's son, prompting the distraught father to cry out to all of Sapience for help. Those that came proved unable to avoid the quickly shifting sands, soon falling prey to them as well, though they discovered a cavern underneath thankfully, saving themselves though presented with a new issue. A nexus of volcanic tubes leaking high pressure water that streamed out to the surface was the cause of the quicksand, and the Shiek's son insisted they solve this issue before simply returning. Imyrr thought once more of the Mhun, purchasing a mixture from them. Utilizing this, he sealed the tube, and was handsomely rewarded.

A new gambling parlor in New Thera drew not only adventurers from across Sapience, but the Divine themselves to join in the merriment. Fortunes won and lost at those tables, enough gold passed hands that day to make even the richest Achaean stammer in surprise. As the Divine grew weary of the games presented, an adventurer by the name of Kalek offered a new game to the Divine to be played with dice. After winning not once, but twice in a row, the Divine grew restless, demanding to inspect Kalek's dice for foul play. Even Maya herself said there was nothing wrong with the dice, and play resumed again for even larger stakes. Once more, Kalek won, and the Divine were outraged...but as Maya revealed that it was not the dice that were the source of the trickery, Kalek threw back his hood and revealed himself to be none other than Hermes, the Lord of Luck, returned to the realms from travels beyond.


407 AF:

Calling upon the aid of Mhaldor, and offering the Idol of Corruption in exchange, a powerful demi-lich leads plans to raid Shallam. Their goal? The crystal decanter in Shallam which held the essence of the Shallamese patrons of present and past. Attacking the city with hordes of undead and Mhaldorians, the demi-lich army penetrated the deepest sanctum of Shallam, and stole the decanter amidst the fierce battle, much to the dismay of the Shallamese.


408 AF:

With the decanter missing, Miramar's power began to fade. About this time, a priest shouted for help in Azdun, sealed in a strange laboratory in chains. While the Shallamese attempted to help the priest, the Mhaldorians that arrived proved too much to bear, killing the priest before he could be freed of his chains. Praying for salvation, the brown robed priest went to Shallam to offer his assistance. Miramar's order had been plagued by visions since before the decanter had been stolen, one foretelling of a brown robed priest who would help their beleaguered Goddess. After asking much of the Shallamese, he eventually concocted a potion using a vial of blood marked with Miramar's symbol found in the same laboratory he had been, and told her Order to offer it on the altar of her temple to their Goddess to save her. As they did so, the altar quickly became corrupted, and learning the priest had been betraying them all along, they quickly slew the man, who rose as a lich and escaped through a portal to Mhaldor. But the damage had already been done amidst Miramar's shouts of his betrayal, and the Temple of Justice exploded from the corruption, killing all of those within.

The destruction of the temple would not be the end, however. Awakening from the coma the explosion had put her in, the now blind Calanthia led those of Miramar's Order to the site of the Master Shrine of Miramar, and excavation began immediately to clear it out and sanctify the temple. As they did so, the demi-lich, along with Slith, began to stalk the temple, seeking out Miramar and knowing her to be nearby. The forces of Good descended upon them when they saw, and through a fierce battle, sent the undead running and recovered the decanter. Knowing what they must do, her order set to work on a ritual to help their goddess. This ritual was interrupted by a Mhaldorian raid, and though many lives were lost on both sides, the attack was repelled and the decanter remained in Good's control. Finishing their ritual wearily, the assembled passed through the portal it created to a plane called Miranus, and finding their sleeping goddess there, returned the decanter to her very being. The combined essence of the Divine of Good helping to heal the sickness that had befallen her. The Goddess of Justice returned to the land, she informed Mhaldor, and Slith, of her intent to make them suffer for their wrongdoings.