2nd Age

It took decades for the people of Elderheim to recover from the Cataclysm. The fractured terrain was an inhospitable place to all life and the races, their numbers few and their cities decimated, were forced back to the age of stone tools and cave dwelling. For almost a century the races were forced to exist meagerly, waiting for nature to fully regain control of the fractured land.

When the Great Spring occured it was considered a glorious time for all. The first successful harvest in generations existed as a declaration of the Gods’ forgiveness and pulled the races out from the shadows into the newly lush plains of Elderheim. The three cultures had kept to their own during this time, and the resulting territorial disputes were the first test of the cultures’ committment to peace.

Rocked to the core by the effects of the Cataclysm, the cultures did not let their gods down. The belief that further warfare would call another episode of destruction upon them weighed heavy on their minds and as such the Silent Society, The Balkreeg and The Vorpal Knights made a quick and effective compromise:

  • The Vorpal Knights would take the southern forest lands. Their affinity for nature and general trustworthyness was to their benefit as the other cultures trusted them to trade the great resources of that land at a fair rate. This land became known as the Oligarve Province.
  • The Balkreeg took the eastern highlands. During their recovery from the Cataclysm, the Balkreeg had grown to see a hardy life in the mountains as the true test of warriorhood. They also had the largest population of dwarves per capita who would make best use of the vast mountain ranges. This land became known as Arbaster.
  • The Silent Society took the expansive but comparativley barren northern lands. It is not known why they chose such a landscape for themselves however records suggest that the society had far more advanced prospecting skills than the Knights and the Balkreeg, leading some to believe they discovered resources that would greater benefit their future infrastructure. This land became known as Sigh.

The nations of Oligarve, Arbaster and Sigh existed in a remarkable state of mutual isolation for a great many years. During this time states developed their own separate codes of ethics and systems of governance, operating with the minimum amount of trade and interaction possible. As such the 2nd Age was mostly defined as one of peace.

However, time passed. National propaganda, religion and man’s predeliction for warfare all conspired to dilute the lessons of the past. The provinces grew to believe that the Cataclysm was merely a natural disaster or that it was an act of their own gods, rained down upon their enemies for daring to oppose them. They believed that their conquest would not be met by cataclysm. The Arbastans looked towards Sigh, now a prosperous nation exploiting the apparently rich resources of their territory, and set it’s focus on capturing a narrow stretch of disputed land between their two nations known as the Northern Causeway.

The War of the Northern Causeway was the first in almost a thousand years. The Arbastan armies threw vast numbers of powerful warriors against the superior strategic force of Sigh, forcing both nations into a bloody stalemate. The decicive fight, the Battle at Greystone Gate, raged for weeks. The Arbastan’s brought the full might of their armies upon the heavily defended wall to the Sigh nation hoping to claim the Causeway once and for all. However, an earthquake shook the battlefield on the 26th day leading both armies, terrified that they had again stepped too far against nature, to lay down their weapons.

The Oligarvans approached the nations soon after with a draft of the Elderheim Concordat, a treaty which created a neutral demilitarised zone out of the Northern Causeway and established the Elderheim Senate, to be held annually between all three nations on the island of Nombril to ensure peace. It was signing of the Concordat, and the uneasy venture into a time of co-operation and peace, that ended the 2nd Age and ushered in the new era.


2nd Age

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