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Literature
Dwarf Journey to the Homeland
Out of hundreds of children who started training with you, only you few remain – most were sent off to fight in the Great Siege long ago.  And while you burned to join them, you know that your task is perhaps even more important that holding back the great horde of goblins led by demons that have besieged your home since before you were born.  You all gather around the elderly priest who has overseen your training since you were old enough to walk.  He clears his throat and begins the very last lecture you will ever hear:
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Know ye this, it is the 242nd year of the reign of Gullsmed the Stout, Konyea Far of the Dwarves.  It has been four and fifty years since we sealed the gates of our last citadel to preserve our race from the goblinkind horde that has now destroyed all of our other citadels and strongholds.  And we can only last a few more years unless some form of help arrives to break the siege.  [The elderly priest holds
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Literature
Welcome to Nortra Patria
I have always loved maps.  That love of maps led me to study history.  When I was introduced to Advanced Dungeons and Dragons in 1987 by a neighbor it was a match made in heaven – a game that meshed history and fantasy and would allow me to create my own worlds.  I started drawing crude maps of worlds and tinkering around with ideas.  Magic was fantastic and exotic – it could allow me to do things that technology couldn’t approach.  The only limit was my imagination.  
In 1989 AD&D 2nd edition came out and with it the Forgotten Realms.  For many years I played and gamed in that setting.  But over the years I noticed something disturbing was happening to magic – it was becoming commonplace and mundane.  Players took magic for granted and started even replicating 20th (and now 21st) century technology – even to the point of having permanent mobile levitation platforms (elevators) in their castles and continual lig
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Literature
Nostra Patria Geography
Nostra Patria Geography
Patria is an Earth sized world with Terran standard seasons and years.  The majority of my development so far has been on the eastern one fourth of a Eurasian sized land mass that dominates the northern hemisphere.  In the vast ocean on the other side of the northern hemisphere is a large archipelago of islands.  Aside from being an area untouched by the Plague and Horde Wars (see below) and thus being about 400 years ahead in technology, this area has not been explored or developed – even the size of the archipelago and whether it is one or several is completely open for development.  These islands are completely unknown to those living on the main landmass – whether the reverse is true is yet to be determined.  
The Southern hemisphere is – at this point and subject to revision – a vast ocean dominated by a massive super storm that circles the planet every twenty years or so.  I am still pondering this idea
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Literature
History of Cartago region
A History of the Town and Environs of the Province of Cartago –
from the first founding of the city and early years to its growth as a favored location of Imperial wizards to its abandonment in the Great Plague and its recent Refounding by the Duke of Galeshin.  
By Thallium Longstrider of Cartago, Magus of History, University of Bracy.
Situated on the mouth of a deep river that reaches far into the heartland and the long rumored mineral wealth of the Dwarven Crown, Cartago was the northern most provincial capital of the Peace of Humanity that governed the civilized world for nearly 1,000 years until the Great Dying ushered in an age of darkness.  It was both a major export center for a number of fine marble quarries for far off grand Imperial monuments and a favored retreat for Imperial wizards seeking to perform experiments far from the overly curious eyes of their peers.  The surviving histories are fragmentary but it seems that the Great Plague hit these lands
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Literature
Patria General Time Line
Patria General Time Line
– A note on dates –
Every calendar must have an inception point – some momentous event that justifies the creation of a new system of dates.  This inception point is often the death of a king, a transition in rulers, the birth of a new king, or some great cataclysm.  
The Pax Hominibus – the Peace of Humanity – was the name for the unified human empire that was formed around the city of Nova Roma by refugees from a Roman military defeat in 54 BC in Syria.  This human empire quickly expanded to include, by conquest or alliance, all other human tribes.  For political reasons, the Pax Hominibus dated its calendar – and by extension the calendar of all of humanity – from the founding of Nova Roma.  Thus the years were counted Anno Urbis Novae (AUN) 1 – AUN 962.  
The appearance of the Great Plague and the Great Dying created such upheaval and chaos that a new calendar and role of years wa
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Literature
A history of Mallic's Kingdom
You humans know nothing.  
You are the latest of many races to come to this world – brought here by the parasitic elves who were invaders from another realm.  Brought here to fight their wars and serve their interests – you were to be their puppets.  But you did pull a fast one – is that how you say it?  “pull a fast one” to play a trick or confidence game?  Beside the point – they are gone and good riddance to them.  May they forever rot in what ever eternal damnation they richly deserve.  
Our hatred of the elves is that of children long abused and abandoned by their parents.  Only the priests of Nomog-Geaya and a few scholars know the truth of our origins.  For reasons of their own, the elves mixed their blood with that of goblins.  But they deemed the offspring – our ancestors – hideous and deformed.  So they drove their creation to the wasted west beyond their verdant lands.
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Literature
Relations with the Hobgoblins
The colony of Cartago is an island in a sea of wilderness.  To the north are lands that are claimed by the Jutes but have never been colonized by humans – the lands are the home of orcs, giants, giant-kin and goblinoids of every description as well as strange beasts that are impossible to describe.  To the west and the south is the newly recognized hobgoblin kingdom.  The fact that Cartago sits at the mouth of the largest and most navigable river in the Hobgoblin kingdom means that it is a gateway into the heart of their lands.  It is a gateway, many believe, that they mean to control by any means.
The treaty of Gweara signed in 426, which recognized the existence of Mallic’s Law (as the Hobgoblin’s Kingdom is known) granted the lands south of the Tiber River to the Hobgoblins.  The Jutes turned over the lands from the Tiber River in the north, to the northern border of the Duchies of Yvain and Lionel to the hobgoblins in return for their help
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Literature
Cartago Society
The colonists who first came to this land were largely former infantry soldiers, marines, and sailors who had earned a farm after a 5 to 10 year enlistment with the Duke’s armies.  Due to the proximity of the Hobgoblin Kingdom, they retain their rank and their weapons.  At any given time the colony can call up a body of 1000 trained soldiers to its defense.  Each of the hamlets can shelter several time’s it normal population in the event of a raid by goblinoids.  Many believe that it is this readiness to fight that keeps the hobgoblins at bay.  The colonists consider it necessary that every boy learn the basics of fighting as soon as they can raise a sword.  A common coming of age present for a boy is a good short bow and nearly every groom gets a good long spear and shield from his father and father-in-law (respectively) on his wedding day.  Girls are trained at the art of slings, short bows and quarterstaffs from a similar age.  
Mo
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Literature
The Northern Orc
The northern orc is serious blight on the Northern Freeholds and the northern and western Jutelands, these savage creatures a bit larger, a bit more ferocious, and savage than their southern cousins.  They are usually between 6 and 7 feet tall and 3 – 4  feet wide at the shoulder (1/2 foot taller than southern orc and ) and at a minimum 2 ft shoulder to shoulder (largest modern bodybuilder on record is 26” shoulder to shoulder w/ the human average being 18 inches).  
Unlike their southern cousins, these orcs spend much more of their time above ground and have no ill side effects from normal sunlight.  Their eyes have no white to them but are a single color with a pupil.  The eye color ranges from a golden yellow to a deep red with an orangish tint being the most common.  Above the eyes is a pronounced brow ridge (similar to a Neanderthal’s).   Their skin coloration often matches their environment to some extent – this gives the
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Literature
Patria Prophecy
Forest Sisters and Earth Brothers no more
Setting Sun sickness and death
Perfidious child men
Bringers of death to the Light
Light extinguished
Moment of Hope slain by Luck
Long Night
Promise of Light
Earth Brothers reborn
Light takes Form
Forest Sisters return
Light Manifests
Darkness Returns
Vanquished For All Time
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Literature
Nations Of Patria
A brief summary of the Lands of Patria
About 1,500 years ago, Elves brought the first humans to Patria to serve as their foot soldiers in a prophesied war against a demonic led humanoid horde.  Just over 400 years ago, that war happened.  A great plague preceded the Horde.  Between the plague and the war, the Elves and Dwarves were destroyed as independent powers and what few survivors hide in small enclaves far from any other civilizations. Prior to the plague the humans had organized themselves into the Pax Hominibus (the peace of humanity) – a core empire with a number of smaller client states around the edges.  For 1000 years or so the human "Legate Imperators" had ruled in general prosperity (while allowing and profiting from slavery of non-humans and those humans who were deemed ‘troublemakers’).  The plague killed about 40% of the humans and their entire line of succession.  Humans fractured into a number of kingdoms – some g
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Eastern Patria circa 427 Secundum Pestis by dflickiss Eastern Patria circa 427 Secundum Pestis :icondflickiss:dflickiss 0 1

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Out of hundreds of children who started training with you, only you few remain – most were sent off to fight in the Great Siege long ago.  And while you burned to join them, you know that your task is perhaps even more important that holding back the great horde of goblins led by demons that have besieged your home since before you were born.  You all gather around the elderly priest who has overseen your training since you were old enough to walk.  He clears his throat and begins the very last lecture you will ever hear:

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Know ye this, it is the 242nd year of the reign of Gullsmed the Stout, Konyea Far of the Dwarves.  It has been four and fifty years since we sealed the gates of our last citadel to preserve our race from the goblinkind horde that has now destroyed all of our other citadels and strongholds.  And we can only last a few more years unless some form of help arrives to break the siege.  [The elderly priest holds up two fingers]

Since your birth, you have been trained for this mission.  You are the last desperate hope of a dying people.  You must carry the Hammer of Moradin [he points to a symbol of a hammer deeply carved into the wall above the altar around which you are gathered], our most sacred artifact, to the Homeland Mountains in which Moradin forged us from the heart of this land.  [He reaches out an arm and points to a richly painted image of seven tall mountains forming a perfect circle directly opposite of the hammer symbol – inside the mountains are small dwarves going about their daily lives.]  

Deep in those lands you will find the Birthforge – the very forge upon which Moradin first crafted our race.  From each of the seven mountains of virtue you must mine a portion of iron, from the trees in the valley created by those mountains you must harvest the wood needed to fuel the forge.  Once the iron is smelted you will need to forge an iron body to host the tiniest of sparks from Moradin.  Then, if all the rituals are properly completed the spark will animate the body and summon the aid we need to survive.  If the slightest error is made, the rituals must begin a new – even if it is the slightest mispronunciation of the last syllable of the last word.  

You are each given a Dwarven Soul weapon – a weapon that will grow in power as you earn the trust and respect of the ancient dwarven hero who gave up a place in eternal paradise to serve as an aid and mentor of future dwarven heroes.  [GM will explain the mechanics later].  The group will be given a healing wand that can be recharged with the proper rituals and prayers – so long as a small fragment of the magic remains in the wand.  You will also have the scrolls that contain all the rituals you need to forge the iron body and summon the Spark of Moradin.  Guard them at all costs – if they are damaged even in the slightest, you may lose some fragment of the rituals needed to summon the Spark.  And that could lead to a flaw in the iron body or worse summon something other than the Spark of Moradin.  

This map will show you the way.  If things go right and there are no unexpected delays, the trip to the homeland should take at least three months of hard travel.  If – ahem WHEN – you encounter them be sure to leave none alive to warn others of your passage or you will be pursued as the Hai pursues the Tetning.  While the hobgoblins have fought with honor and often spared young and infirm and allowed some to bring word of the fall of their homes, the others have never hesitated to take great pleasure at torturing any who fall into their clutches for weeks.  They have even been known to use healing magics to extent that torture for their own pleasure.  

As you know, a vast trade network once linked all our citadels and the major cities of all the other races that traded with us.  We’ve long since collapsed many of those tunnels to prevent the goblinkind from using them.  Those we’ve not collapsed are either heavily trapped with the most lethal of traps or they have been opened to the lairs of the most dangerous creatures in unlit world.  

The route as far as the Roman (human) town of Syene should still be open but heavily trapped.  From there you will need to make your way on the surface to the easternmost edge of the Homeland Mountains.  While it might be possible to enter the Homeland Mountains in the passes between any of the peaks, the pass between the Eastern most mountains was long used as a gateway to the heart of the Homeland while the other passes were intentionally made rugged and unforgiving to those who dared to enter the Homeland without permission.  

If the routes on the map are blocked or you can not get through the traps or creatures, then you must go to the surface and make you way through the lands of the Chergari (gnome), then the Kareena (halfling), and maybe some of the Roman (humans) lands as well.  We do not know for certain, but we fear that the great plague will have gone before you and they may blame us for it since it came to them from our lands – hopefully not but be warned, the races that were once our best allies may not still be our allies – and they may even be hostile.  

While you should be highly resistant to the plague that ravaged our race before you were born, that does not mean that you are immune – so tread carefully if you come into contact with the walking dead.  More so if they are bloated as if long submerged in an underground well for if they carry the plague, they will burst like an overfull wineskin and spread their plague to all who are in reach.  

We will use magic to open a temporary passage from deep below the citadel up to a point that should place you beyond the immediate battles.  The passage will seal behind you.  Now go – make your farewells with your kith and kin – and prepare for the journey ahead.  You are the last hope of our race.  
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The old priest blesses you and motions for you to leave for your last night in the last strong hold of the dwarven race.
I have always loved maps.  That love of maps led me to study history.  When I was introduced to Advanced Dungeons and Dragons in 1987 by a neighbor it was a match made in heaven – a game that meshed history and fantasy and would allow me to create my own worlds.  I started drawing crude maps of worlds and tinkering around with ideas.  Magic was fantastic and exotic – it could allow me to do things that technology couldn’t approach.  The only limit was my imagination.  

In 1989 AD&D 2nd edition came out and with it the Forgotten Realms.  For many years I played and gamed in that setting.  But over the years I noticed something disturbing was happening to magic – it was becoming commonplace and mundane.  Players took magic for granted and started even replicating 20th (and now 21st) century technology – even to the point of having permanent mobile levitation platforms (elevators) in their castles and continual light spells in metal tubes (flashlights).  Magic was becoming mundane.  The wonder and awe was being lost.  

When Wizard’s of the Coast’s decision to create the Open Gaming License for the D20 system in 2000 saw an explosion of creativity.  Hundreds of new ideas began bubbling up from thousands of homebrew campaigns.  I decided to try my hand at creating my own low fantasy / historically based (sort of) fantasy world for D&D 3.0/3.5.  For a couple of years I drew maps and tinkered with ideas but eventually life intruded.  

I took several years off from gaming to go back to school, finish my college education and get a doctorate of law.  When I got back into gaming I had discovered that things had gotten worse from my perspective.  Not only was magic common place, it was for buying and selling like a used truck or a second hand shirt.  Magic had become mundane.  The wonder and awe had been lost.  

I decided to dust off my old notes from Patria and see if I could create a world in which the awe and wonder of magic from when it was an unknown still being explored and discovered could be experienced.  I describe Nostra Patria as “low magic.”  But that may be a bit of a misrepresentation.  Many people when they hear ‘low magic’ think of magic being limited to a few low level spells and abilities.  When I say ‘low magic’ I mean that magic is a wonder and an unknown.  It is not a commercial item that can be purchased in any town or village.  There are vast magical things in Patria – it has a level of magic probably far beyond that of most player’s experiences – you just won’t find it codified in a rule book.  The listed spells in the rule books are merely a sampling of magic spells that can be discovered or created.  Likewise the magical items listed are merely examples.  It is rare to find a duplicate of any wondrous item for like suggested in the 1st edition AD&D once a wondrous item is found, it will be crossed off the treasure lists and no longer be available.  But there are thousands of other items to be found and created.  The only limit is the imagination of the players and the GM.  

If law school taught me one thing above all else it is that sanity is vastly overrated.  While sanity may be over rated, experience is a very good – if sometimes harsh – instructor.  Setting out to create a semi-historical world in which magic is real and gods walk the planet is a daunting task.  It is no accident that teams of people created the Forgotten Realms, Golarion, Greyhawk, or Mystra (the original D&D world).  So from the beginning I am inviting the players and even other game masters to join me in creating a truly unique world.  

For consistency I will provide a basic historical framework and some rough ideas but generally each GM who signs on to this project will take over one specific geographic or cultural area and have wide discretion.  Hopefully with each GM unique strengths and talents to the project, Nostra Patria (Latin for “our homeland”), will become a fantasy world that is real enough to satisfy the most demanding low fantasy gamer and unique enough to stand apart from any other published world.
Nostra Patria Geography

Patria is an Earth sized world with Terran standard seasons and years.  The majority of my development so far has been on the eastern one fourth of a Eurasian sized land mass that dominates the northern hemisphere.  In the vast ocean on the other side of the northern hemisphere is a large archipelago of islands.  Aside from being an area untouched by the Plague and Horde Wars (see below) and thus being about 400 years ahead in technology, this area has not been explored or developed – even the size of the archipelago and whether it is one or several is completely open for development.  These islands are completely unknown to those living on the main landmass – whether the reverse is true is yet to be determined.  

The Southern hemisphere is – at this point and subject to revision – a vast ocean dominated by a massive super storm that circles the planet every twenty years or so.  I am still pondering this idea and have yet to determine if I will keep this idea – it depends on how much impact such a weather system would have on the rest of the planet.  Stay tuned for more thoughts on this topic.  Anyone with knowledge of meteorology, climate systems, et al. is welcome to chime in and add creative thoughts.  Tentatively I’m planning on this area being mostly for undersea adventuring.  

The main landmass stretches from the frozen arctic land inhabited only by monsters and perhaps a few stranger things to a subtropical volcanic island chain in the south.  The eastern ocean is known as the Mare Tenebrosum – the Sea of Darkness for no ship that sails east ever returns.  

The south eastern 1/4 of the continent has been mapped and explored because that is where the elves settled the various bands of human refugees taken from Terra Prime.  A large inner sea divides the lands north and south.  South of the sea the Nova Alps mountain range runs east to west creating an area of difficult but not impossible passage between the human kingdoms surrounding the inner sea and the kingdoms to the south.  Prior to the Great Dying the vast majority of humanity lived south of the Nova Alps and east of the Nix Nidus mountains.  After the Great Dying, there was a significant population shift now about half of humanity lives around the inner sea and half lives south of the Nova Alps.   North of the inner sea is an unnaturally symmetrical ring of Seven great mountains that are referred to as the Dwarven Crown – some allege it to be the birthplace of the dwarves and that one day they will be reborn there – but none who go there return.  

East of the Dwarven Crown are the lands the new hobgoblin kingdom claims.  On the coast of that area, a small human colony of Cartago struggles to survive.  From the Dwarven Crown to the Mare Tenebrosum the land gradually shifts from rugged foothills to heavily-forested rolling hills down to coastal swamps.  Most of this land is claimed by the hobgoblin leader T’Lak Mallic but it is unknown how much of this claim is real and how much is aspiration.  What is known is that most of the lands are still crawling with goblinoids and other fell creatures.  The low lying coastal swamps are home to a race of reptile-men that might be related to a race that was once held as slaves by the old human empire.  

North of the Dwarven Crown is a vast trackless forest overrun by giant-kin, goblins, and other fell creatures.  Beyond that forest, framed by the coastal Ent Mountains and the Isenore Mountains lies Lake Peneylln.  Mostly north and west of Lake Peneylln but also in the foothills of the Ent Mountains, the Jutelanders have carved out a home for themselves from the wilderness in which they sought safety from the Great Dying.  North of the Jutelanders are the icy fjords of Ascomanni – literally the Ashmen.  Of these frozen lands little is known save that the few traders who come south bring the most exotic of furs – far warmer and better suited for making of warm weather clothing than any southern animal skins.  And the Ascomanni are known for their fanatical rages in battle – some even alleged to be able to take the shape of beasts immune to even magical weapons.  

West of the Dwarven Crown is the valley carved by the River Norburne.  This vast river runs from the northern Nix Nidus south to the inner sea.  It is the largest and longest in the eastern 1/4th of the landmass.  The valley itself is framed by the Nix Nidus to the west and the Isenor Mountains to the east.  The eastern side valley is overrun with goblinoids, smaller giant-kin, and other abhorrent creatures.  It is very sparsely settled and what settlements do exist cling close to the River Norburne (and their boats for quick escape when fell creatures come for dinner).  On the western side of the valley, the River Norburne hugs the Nix Nidus but a number of tributaries have carved out alpine valleys – some quite large – that are now the home of the human cities states of the Sparti.  North of the Dwarven Crown and east of the Isenore Mountains lies Lake Peneylln – this great lake is over fifty miles wide and over 200 miles long.  

To the immediate west of the “human” lands is a vast mountain range running the length of the continent from north to south.  The Nix Nidus mountain chain is easily the size of the Himalayas and these were where the dwarves made their homes until the Great Plague and the Horde Wars virtually wiped the race from existence about 400 years ago.  Now these lands are over run by foul creatures – both above and below ground.  

Beyond the Nix Nidus mountains were the forest kingdoms of the elves.  Snow fed rivers snake their way through a gradually slopping plateau and eventually combine into a great river that marked the western end of Elvin lands.  Like the mountains that once housed the dwarves, these forests are now dark and twisted places where only the minions of evil dwell.  

Beyond the dark forests where the elves once lived is completely unexplored – all that is know is that the Horde came from these lands.  Tentatively the land is a barren wasteland of scrub, rock, and desert.  Imagine the bleakest badlands and the rockiest deserts and you will envision a heavenly paradise compared to these lands where the death of the stranger is the first rule of survival.  Little wonder this the land from which the Demonic Horde was born.
A History of the Town and Environs of the Province of Cartago –
from the first founding of the city and early years to its growth as a favored location of Imperial wizards to its abandonment in the Great Plague and its recent Refounding by the Duke of Galeshin.  

By Thallium Longstrider of Cartago, Magus of History, University of Bracy.


Situated on the mouth of a deep river that reaches far into the heartland and the long rumored mineral wealth of the Dwarven Crown, Cartago was the northern most provincial capital of the Peace of Humanity that governed the civilized world for nearly 1,000 years until the Great Dying ushered in an age of darkness.  It was both a major export center for a number of fine marble quarries for far off grand Imperial monuments and a favored retreat for Imperial wizards seeking to perform experiments far from the overly curious eyes of their peers.  The surviving histories are fragmentary but it seems that the Great Plague hit these lands much harder than others – perhaps because there were more wizards and magical trained individuals here than any other area in the Peace of Humanity outside Nova Roma.  Following the Great Plague, the civil wars, and the invasion by the Horde – all of which combine to form the Great Dying – the province was abandoned.  At first it was the major population centers and then later the farmers and rural folk who could no longer defend themselves from the strange creatures created by wizardly experiments and now free to roam these lands.  From what sources have survived and from discussions with certain fey creatures  that lived through the times – and remain alive today – this humble author has tried to piece together a rough timeline of the major historical events.  


AUN 104
Most of the area south of the Nova Alps, along the southern shore of the Inner Sea, and west to the foothills of the Nix Nindus Mountains had been explored, colonized, and otherwise included into the Peace of Humanity – at least in name.  As is human nature, our eyes turned to the unknown and the lands that were, to the best of our knowledge, unclaimed by civilized races.  By this time the capital of Nova Roma had blossomed from a simple vicus built around a legionary camp into a major Urb.  The united human empire was a fast growing state.  During this time, the Elves had transported many thousands of other peoples from different places  from the human home world.  Most of these were from different places around the part of the human home world they called Europa – some form of ‘motherland’ we think but the origins and meaning of the name has long been lost.  They had been quickly incorporated into the Peace of Humanity with little conflict either as full citizens, client states, or in a few cases as slaves.  We had learned from the dwarves that there were a couple of vast mountain ranges along the coast and deep inland that held great wealth.  While the dwarves held no opinion of the coastal mountains, they maintained that the great mountains visible from the Inner Sea were their ancient homeland – where their original creator god had birthed their race.  They also warned the lands were cursed and they had been forced to leave those lands ‘many dragon ages ago.’  They further warned that any efforts to enter those lands would meet with disaster.  Gnaeus Licinius Crassitius Pavo decided that an exploration of the coast for new conquests would cement his efforts to become the next Imperator .  Outfitting several galleys he led over a thousand men northward.  They discovered and named the River Tiber and established a camp that would grow into the city of Cartago.  

AUN 109
Exploration of the area around Cartago discovered extremely valuable marble and other building stone deposits.  So valuable was the marble that it made sense to quarry and cut the stone locally and ship it southward.  Numerous reptilemen primitives were found and subdued in the years that followed.  The surviving sources note that the reptilemen were extremely dangerous until conquered but once forced into submission became extremely docile workers .

AUN 115
Frontier fort of Isca founded about forty miles upriver from Cartago as a base from which to launch expeditions deeper into the wilderness to the west.  A full legionary fort was built on a hill overlooking where River Sava joins the River Tiber.  In time it would grow into a full city.  Little remains save a few houses and wall fortifications some of which must have been heavily enchanted to remain in such good condition.  The Legionary fort had become the core administrative center and it survived mostly intact until a recent fight with some goblins and bugbears led to a major conflagration that has left it in ruins.  

AUN 138
The last effort to explore the Dwarvin Crown Mountains – their reputed homeland – disappeared without a trace.  It was the fourth such effort by Primus Licinius Crassitius Lupus, the son of the Gnaeus Licinius Crassitius Pavo, to explore the lands.  Previous expeditions had gotten as far as a large lake – almost an inner sea and reported some evidence of massive construction at the western end of the lake but so filled was the area with hostile creatures that there was no hope of permanent expansion in that direction.

AUN 150 – AUN 960
Driven by the demand for the marble and other high quality building stone, the population of the province grows from a couple of frontier outposts to several major cities and their outlying settlements.  Surviving records suggest the province had a population in the hundreds of thousand before the Great Dying lead to a complete abandonment of several major cities and at about forty documented towns.  Four of the cities have been found, one remains lost somewhere in the eastern swamps.  Somewhere between a dozen and a score of the towns have been found.  

AUN 158
The town of Cirencester grows up around the shrine of Neptune on the cliffs across from the town of Cartago.  Over time families of sailors and fishermen lost at sea would develop the habit of casting mementos into a deep sea cave where at certain times the sea and the River Tiber combine to flow upward – it is quite a sight to see – a deep natural well that swells with water from hundreds of feet below until the brackish water flows over the lip and fed a small reservoir.  The priests of Neptune would use this water in their magical potions.  Some assert that over time the reservoir took on a magical air and if a person baths in the reservoir they will attract the attention of the sea gods.  Why one would wish to attract the attention of such capricious beings is beyond me.  It is also said that below the well is a network of caves where nonhuman servants of the sea gods collected the offerings and stored them.  In the seven years since Cartago was resettled, no one has explored this “Shrine of the Drowned” – but someday I will have the time to do so….  

AUN 210
The town of Camelodunum founded as a port to ease the shipment of the marble out to the southern cities.  Coastal swamp areas drained and filled in to create farmland to support the population .   Exploration of the area also indicated some areas of powerful magics that the Elves would not comment on beyond saying that they were too dangerous for humans to explore.

AUN 242
After much debate, the Imperial Order of Magi decided to disregard the warnings of the Elves and explore the magical mysteries of the region.  What they discovered remained locked in their most secret of vaults – much of it lost in the Great Dying.  What is known is that the area became a desired area for extremely powerful wizards to have their private estates in which they conducted research.  Eventually, only the frontier province of Darcia in the foothills of the Nix Nindus Mountains (where the Horde invaded) had a greater concentration of private estates of the Imperial Magi.  

AUN 274
The town of Belgarum was destroyed by strange sea creatures climbing out of some sea caves located below the town.  An expedition to exterminate this threat was deemed successful after a score strange fish men in possession of some of the town’s artifacts were killed.  Only a small portion of the items taken from the town were found in the sea caves and sources suggest that there were far more underground areas to be explored in what I’ve named “The Grotto of the Sea Demons.”   The sources do not indicate any further attacks on settlements in the area but so much was lost in the Great Dying that there is no way to be certain.

AUN 309
The town of Condate was founded on a high cliff overlooking the River La Nivella.  In time this town would become famous for its brothels and pleasure houses.  A temple to Venus was constructed on the edge of the cliff.  Nobles from the distant south would make pilgrimages to the Temple to make sacrifices to secure Venus’ blessing or to alleviate Venus’ curses.  In SP 426 a distraught prostitute who had made the mistake of falling in love with one of her clients journeyed to the ruins of the temple and threw herself from the cliff.  Since then the area has been called “the Harlot’s Tears.”  It is said that her ghost still haunts the ruins.  

AUN 362
The Imperial Order of Magi chapter of Verditius – the group of wizards most famed for their ability to create magical items – moved their domus magna to the area and founded the city of Novio Magus.  As of this writing, no one has ventured near these ruins beyond noting that many of the buildings remain in pristine condition and that several magical guardians were seen from a distance.  These guardians were described as all sorts of animated statutes and even clockwork devices that modern wizards have no hope to ever replicate – a vast treasure for those who think they can survive the expedition.  

AUN 471
Marce Sabinius Nascia Guernicus , the most respected quaesitor (judge) of the Imperial Order of Magi retires to the lands north of the town of Cartago and builds a vast library of legal matters – scholars from across the Peace of Humanity would travel months just to visit the library for a few days.  A school was built on the estate grounds but abandoned with the Great Dying.  A few bold explorers have ventured to the area only to report powerful magical wards surrounding a few remaining buildings that they could not pass.  

AUN 502
The last of several expeditions to map the coast north of the River Tiber disappeared without.  Previous expeditions had mapped several hundred miles northward and reported a wide range of strange and hostile creatures – including some creatures that appeared to live entirely under the water and had a fondness for human flesh.  The coast not far north of Cartago becomes extremely mountainous and offers few decent places for a galley to safely land.  

AUN 582
The holy warrior Publius Licinius Crassus Sanctus,  the last direct descendant of Publius Licinius Crassus Annalis, undertook a quest in the lands west of Cartago – possibly to the Dwarvin Crown.  When he returned and was asked of his deeds, he would only reply, “One must do as the gods command.”  He spent his last years writing a book that he showed to no one and was buried in the foothills south of Cartago above the town of Corinium.  It was said that he was buried with his book detailing his adventures in the West and what he learned in his last quest.  His tomb was lost for many years and I had joy of discovering its location.  It is guarded by animated metal warriors that attacked only after one of my party struck them.  Because of the sheer power of one of these guardians we were forced to retreat – but not until I found my beloved “Graceful Thorn” whip that has saved my life from undead monsters on many occasions.  We could make out at least 4 chambers of large size and at least two such guardians in each room.  They responded favorably to the presence of our cleric but there was evidence of earlier raiders – mostly goblins – who had met with a different fate.  We had no doubt that if we stayed to engage all the guardians we would have met the same fate.  At some point I hope to organize an expedition to finish exploring the tomb and maybe even finding Publius Licinius Crassus Sanctus’ last book.  

AUN 627
Marcus Agrippa Taurus – a gladiator of great fame across the Peace of Humanity earned his freedom and settled in Cartago to found his own ludus – a training school for gladiators.  On the banks of the River La Nivella he used a small portion of the vast wealth he earned as a gladiator to build not only the ludus but also a vast funerary mound unlike any.  Records call it the Tomb of the Gladators.  It is a large artificial mound with a white stone walls with a garden on top.  Today the walls are intact and the garden has become a small wild grove.  A single entrance blocked by a great stone door leads inward.  An inscription warning dire consequences to those who disgrace the tomb of their “honored dead” is deeply etched into the frame of the door.  No one has, as yet, been brave (or foolish) enough to test that promised curse.  Records suggest that the tomb had several concentric circles of funerary niches for the cremated remains of gladiators who had died in an honorable fashion.  The more famous and wealthy were interred deeper in the tomb while normal gladiators were interred in the outer rings.  But again, no one has tested those records.  

AUN 692
Hostus Novellius Aculeo Criamon, a magus reputed for her skill at divination showed up in the town of Vindocladia and built an elaborate villa just outside of the small town.  She was famed for her reclusively even among magi.  Sources suggest that she had divined something so troubling that she retreated to her villa and fortified it with all forms of mind bending wards to ensure her privacy.  She may have built the villa as a refuge from her visions or as a retreat to find a solution to the darkness she foresaw.  I believe she foresaw the coming of the Horde and the Great Plague.  Now called the Lair of Criamon, one party of adventures visited the place and returned telling of seeing things that chilled their hearts – their deepest fears coming to life and attacking them – even having to fight their own shadows.  They ventured no further than the first few remaining chambers before having to turn back.   Someday my curiosity might become a problem.

AUN 731
The primus magi of the House Verditius, Sextus Plautius Albus Verditius died and was buried in the town of Canovium.  A simple mausoleum was constructed by his followers.  It is rumored that the mausoleum has vast underground areas in which some of his most famous creations are buried with their creator.  Now known as the Vault of Verditius, it remains a simple above ground structure with marble carvings of the honored mage and a door that might go deeper into the ground – no one has as yet ventured to open the door.  

AUN 807
The only recorded slave revolt in the Cartago province occurred.  For nearly 700 years the reptilemen had worked the lands around Cartago without an incident.  The sources are not clear but it seems that some strange phenomena in the heavens inspired them to rise in open revolt for the first time.  Lead by a self-claimed priest-king, they were joined by humans and other races to lead a rampage of destruction.  It took over a year of hard fighting to destroy the rebellion.  Its ring leaders that were captured a long with hundreds of their most fanatical followers were crucified on a hill outside the town of Arbeia and left to rot until their remains fell from their crosses.  The next year apparitions of the rebels began to appear in the town and that led the town fathers to construct a tomb for the remains to placate whatever strange god the rebels had followed.  The mass grave was said to have separate areas for each race and that it was enchanted to make sure that they could never leave.  That put an end to the apparitions.  But it is said that they remain trapped within – hundreds of undead trapped underground waiting for some fool to release them.  Today it is known as the Hill of the Damned.  

AUN 960 / SP -2
The Great Dying begins in Cartago.  The surviving sources give no indication of how the Great Plague arrived in Cartago.  Based on how it arrived in other provinces it was probably carried by some Chergari traders or human travelers from the south lands.  The worst part of the Great Plague is that a number of those who died from it reanimated to spread the disease to new victims.  To prevent the reanimated from plaguing the living  a special tomb – a mass grave really – was created outside the town of Segontium.  The location was picked because of some strange magic aura in the area made warding spells more powerful.  The wards prevented any reanimated corpse from escaping.  No one knows that is within the tomb today but tens of thousands were buried there.  Because the Great Plague was seen as divine punishment for something – probably unnatural experiments by magi or sacrilegious priests ignoring their duties – the tomb was labeled “the Vault of the Damned.”  

AUN 967 / SP 5
The population of the province plummets from hundreds of thousands to a few tens of thousands.  The population losses from the Great Plague, the death of most of the Magi who funded a lot of industry with their need for supplies for their experiments, the loss of demand for the marble that made the province famous, and the escape of many of the now dead wizard’s experiments into the wild (many of which have become more numerous over time), all combined to drive the survivors of the Great Plague to leave the area.  Those that survived disappeared from the record.  It is speculated that the survivors were killed by rebelling reptilemen (who seemed to be unaffected by the Great Plague).  No one really knows what happened – only that humanity completely retreated from the area for about four hundred years.  

SP 421
Duke Galeshin, the paladin leader of the Duchy of Gailshin,  needing more room for his growing population,  sent expeditions up the north coast looking for likely places to set up a new colony.  The expedition traveled up past the swampy territories alone the coast and came to the mouth of the River Tiber.  They noted the ruins of Camelodunum but did not explore them.  They sailed into the River Tiber and found the ruins of Cartago.  A small tribe of hobgoblins made the mistake of trying to thwart their explorations.  Finding the location well sheltered for ships from winter storms and a vast supply of readily available building material, they sent word back that the lands were good and that the area would be suitable for colonization – as long as it was properly fortified against local threats.  They did not report any sign of habitation aside from the few hobgoblins.  The Duke offered the governorship to the party leader, Raphael Damas as well as large grants of land to the other leaders of the expedition.  They declined in favor of continuing to explore up the Tiber.  Mallic would not make his presence known on the world stage for another four years.  Questions asked of the hobgoblins regarding the adventurers have gone unanswered – no denials, admissions, or even an assertion of lack of knowledge – just silence.  

SP 422
Duke Gabriel Gailshin recruited 500 families – mostly soldiers and sailors that had served in his military and had completed at least five years of good service to rebuild the town and prepare the land for more settlers.  Each family was granted enough land to support themselves as farmers.  Today any individual who has completed 5 years or more of service in the Ducal Navy or Army can request forty acres of land as part of their mustering out benefits.  The new settlers quickly cleared an area in the ruins and built a palisade that stands today.  Being well trained in combat, they drove off any hostile beasts in a large radius around the town and began to carve out their own farms.  Fortified settlements at Aury and Pilson were quickly founded as refugees in the event of trouble.  

SP 423
With the safety created by the forts at Aury and Pilson, most of the people coming to Cartago move out to settle on individual family farms.  The population of Cartago (technically Novo Cartago but most people ignore the “new” part of the name) drops to a few hundred – mostly craftsmen and suppliers of the manufactured items that farmers might need but are unable to make for themselves.  Each resident still spends some time cleaning up the ruins – most of the building close to the palisade have been demolished and replaced with grain fields to feed the town.  Orchards to provide fruit and fermented beverages were also planted.  Some of the demolished buildings are used to create gravel roads in the town and early wood construction is being replaced with stone.  The three roads linking Cartago, Aury, and Pilson are better than most roads elsewhere in human lands.  Work began on restoring the old city walls but there is little urgency since the walls encompass an area of over two square miles and the town itself is about five acres.  

Spring SP 424
Fear swept the colony as a large hobgoblin host appeared upriver.  The population of the outlying villages and individual farmsteads flocked to the town carrying supplies.  While the palisade was a weak defense, the settlers were determined to defend their new home at any cost.  The leader of the host claimed to be a servant of “King” T’Lak Mallic and that the humans were trespassing on their lands.  The hobgoblins, much to everyone’s surprise demanded that the colony surrender and become loyal servants to their “King.”  Governor Gabriel DuFay, appointed by his childhood friend the Duke when Raphael Dumas turned down the post, entered into negotiations with the leader of the hobgoblins. Warning the hobgoblins that the colony was under the protection of the heirs of Nestor and that a mighty army would be raised to avenge it, Governor DuFay managed to shift the hobgoblins from demanding surrender to recognition of a boundary between the “Lands of T’Lak Mallic” and the Duke of Gailshin.  

Early Summer SP 424
A single strange ship from the far north stopped off and traded some of their products for some of the colonies.  Initially alarmed by the appearance of a group of humans that had never known the Peace of Humanity and speaking no known language, they proved to be more interested in trade than conflict.  The Ascomani  were the first to sail this far south and were planning on sailing to the end of the lands.  They traded some of their exceptionally fine woolen garments – made of “elf bear” fur – for supplies and goods to sell further south.  The merchant Issac DeVilly lead the way on negotiating with them and provided them with contacts in the Inner Sea.  In the following four years, the Ascomanii return each season – often several of their strange longships at a time – loaded with “elf bear” wool products and other exotic pelts for sale further south.  They prefer raw iron (which apparently is very rare for them) to gold in trade.  Despite their deep loathing for each other, the merchants Isaac DeVilly and Marcus Equitus Papus split the trade with the Ascomanii – Isaac taking the raw pelts to sell in the Inner Sea while Equitus sells the “elf bear” garments in the Republic of Nova Magna Mater.  

SP 425
The treaty was formalized the agreement between the hobgoblins and humans was signed by the Duchies of Gailshin, Yvain, and Lionel.  The other members of the Ducal Alliance have not taken a stance and some of them are dismissive of it.  There remains a question of the exact bounds of the “Lands of T’Lak Mallic”.  The hobgoblins claim huge swaths of territory that are also claimed by Lionel and to a lesser extent by Yvain.  As the territories in question are mostly uncharted wilderness there has be – to date – no conflict over the questions.   The only substantial problem that exists between the humans and the hobgoblins is the question of goblinoids exiles.  Apparently unlike other goblins, T’Lak Mallic prefers exile to execution of minor criminals.  Thus many that the hobgoblins brand as criminals – mostly goblins and bugbears but some hobgoblins – are ejected and somehow find their way to areas recognized as belonging to humanity.  So far this has meant a few very isolated raids by individual creatures or small bands numbering no more than half a score.  Most outlying farmers are former soldiers who retain their weapons and their skills to the point that it is rarely a problem.  

SP 427
Against all advice, a single Ascomanii ship sailed up the River Tiber.  The leader had been seen speaking with the hobgoblin ambassador before that but the ship nor the crew has been seen since then.  

Spring SP 428
This humble scribe arrived in the colony.  While the town of Cartago has about 500 souls, the towns of Aury and Pilson have a few hundred each, the farmers in outlying farms number about 6,000 souls and more are arriving each ship.  The colony exports furs from the Ascomanii and lumber to the Duchy of Gailshin.  

Summer 428
Marcus Equites Papus begun shipping some of the artifacts – mostly statutes, frescos, and other high end luxury items – to the Republic.  He claimed he can find buyers who will pay large sums for such things.  One set of frescos I discovered in a ruin, he offered to buy for 5,000 gold pieces if I could figure out a way of getting them intact.  A number of wooden chairs of extreme ornamentation (practically thrones) and obviously preserved by magic he purchased for 1,000 gold pieces each.  He assured me that he would be able to sell the items for nearly double that in his homeland.  

Autumn SP 428
As I ponder the future, it looks bright.  With new colonists coming and setting up homes and expanding the boundaries of the colony, there will be a need to clean out the ruins that dot the country side.  While the hobgoblin kingdom does surround the colony, the border negotiated still leaves us with quite a bit of room to expand.  There remain the old marble quarries that should still be viable – and maybe other things worth the effort of mining.  While the reptilemen were a significant portion of the slave population before the Great Dying, there has been no sign of them aside from a few scattered sightings far to the south along the coast in areas claimed by the hobgoblins.  Do they still exist in significant numbers in the areas that we now claim but have yet to explore?  How will they respond to the return of their former masters?  Do they hold any memories of that long ago time?  While the early settlers drove back creatures that could only be the results of wizardly experiments from long ago, they are rarely seen but I’m certain they exist beyond the limits of our current settlements.  If the nobles in the Republic will pay such vast sums for old statues and artwork, what will they pay for young of these strange creatures to be raised as pets – if such things are possible?  And of course there are the several score of lost towns with unknown treasures and even a full city that lies somewhere in the eastern swamps.
Patria General Time Line

– A note on dates –

Every calendar must have an inception point – some momentous event that justifies the creation of a new system of dates.  This inception point is often the death of a king, a transition in rulers, the birth of a new king, or some great cataclysm.  

The Pax Hominibus – the Peace of Humanity – was the name for the unified human empire that was formed around the city of Nova Roma by refugees from a Roman military defeat in 54 BC in Syria.  This human empire quickly expanded to include, by conquest or alliance, all other human tribes.  For political reasons, the Pax Hominibus dated its calendar – and by extension the calendar of all of humanity – from the founding of Nova Roma.  Thus the years were counted Anno Urbis Novae (AUN) 1 – AUN 962.  

The appearance of the Great Plague and the Great Dying created such upheaval and chaos that a new calendar and role of years was needed.  At first the years were dated from when the Great Plague first appeared and the Great Dying began (annum usque secundum pestis, [according the year of the plague] habitually shortened to Secundum Pestis) but in time the habit shifted so that the death of the last Legate Imperator and the annihilation of all legitimate claimants to the throne became the marking of the years. The nomenclature ‘Secundum Pestis’ was reinterpreted to mean ‘after the plague/disease’ or ‘following the plague/disease.’  

Ancient History
(so far in the past that there is no known way of dating the events)

At first the Dragon-kin and other hexapod forms of life dominated the world – they were its first intelligent life.  At some point so long ago the Immortal elves have forgotten the date, the Father of the Dragon-kin invited a few elven explorers and scholars to take up residence in his court.  Due to the meddling of dark forces, this led to the creation of the Orcs, a mysterious race known only as the Children of Tiamat, and the Gods’ War – the world was devastated by magicks beyond comprehension.  

That Which can not be Named ended the war and punished all three races that had nearly destroyed its creation.  The cities of the Dargon-kin not destroyed in the war were entombed and the Mother of the Dragon-kin was imprisoned until she would be needed to free her children for a final fight against the forces of darkness.  The Orcs were stripped of all knowledge and skills beyond that which was necessary for survival; even today they can not forge weapons of iron or build buildings more complex than a crude hut.  They must rely on others (such as slaves or masters) to provide them with any such tools.  The Immortal Elves were denied the ability to reproduce after their own kind – only with mortal races could they produce offspring.  Thus many other races entered into the world.  Elves as known by humans are usually offspring of these Immortal Elf / other unions or are scions of those lines that have bread true.  

It was also towards the end of the Gods’ War that the Dwarves were created by Moradin.  Making use of the chaos unleashed by the combatants in the Gods’ War, Moradin created a safe and isolated spot for his creations – a race of builders and craftsmen to rebuild world destroyed by magic abused by those who thought they could master it without the guidance of the gods.  

As the elves continued their quest to find a way around their punishment and in doing so creating a number of races – foul and fair – they received a prophesy of their own destruction.  The prophesy said that dark forces would use their creation to destroy them. Believing this to mean that their experiments in creating elf-blooded creatures would lead to their destruction, they began seeking races that might be of use against their own creations.  While many other races were evaluated, ultimately it was the humans of Terra that were believed to hold the greatest promise.  

And so, the elves came to Terra and at first selected several tribes of peoples who would otherwise have died and gave them passage to a new land where they could build new lives.  The largest and most successful of these were the lost legions of Rome.  


Human History

AUN -8
The Parthian empire crushes Marcus Lucinius Crassus (the guy who defeated Sparticus) in the battle of Carrhea in modern day eastern Syria.  The Roman soldiers who surrender and were captured (about 20,000 out of 50,000) were taken as slaves and marched to the eastern end of the Parthian empire (modern day Turkistan).  Due to their phenomenal discipline and skills at organization the soldiers were turned into slave soldiers and allowed to marry and raise families in the area.  The children of the unions were to be given full local citizenship.  The aim was to integrate these extremely valuable soldiers (who merely had very bad leadership) into the Parthian Empire to guard its eastern most flank from raiders out of the middle Asian deserts.  

AUN -3
The Immortal Elf Nediriin came in the guise of a traveler from a far off land and offered the Romans a new home in which to be free of Parthian commands – provided they brought their extended families.  At first the Romans were hesitant – they had a good home and their children would be free citizens.  When word came that the Parthian Emperor who had given them their lives had died and his successor had a different view of their right to exist, the Romans reconsidered.  They began building the tools and gathering the supplies they would need to build a new city in a distant wilderness that the Elves had promised.

AUN -1
The news of the Roman preparations reached the distant Parthian capital and believing he had a revolt on his hands the new Parthian Emperor raised an army and began marching to crush the “rebels” before they could pose a threat.  With the news the Parthian Army was on the march, the Roman legionaries with all their families and some local axilluries (some cavalry both heavy and light as well as some light infantry) – over 50,000 adults in all – marched north into the wilderness.  After a couple of weeks on the march, the Elves worked their magics and transported the whole mass across the veil between worlds.  The Romans went to sleep in the shrub land east of the Caspian Sea and awoke on the banks of a river that Publius Lucinius Crassus the senior scribe named Amu Darya at his wife’s suggestion.  

AUN 1
The Romans set up a standard legionary camp with a canabae (civilian settlement) around it for their civilian population.  They explored the area and defeated some local humanoid and serpentoid races – the survivors of which they enslaved as was their habit.  In a subsistence level farming economy every mouth must produce or it starves.  Prisoners of war were either enslaved to pay for their upkeep or slaughtered.  Those that could be made into slaves were kept and those that couldn’t be trained were sent to live with their ancestors.  

AUN 2 – 962
The Pax Hominibus flourishes and grows to encompass all lands south of the Inner Sea and east of the Nix Nindus Mountains.  The first cases of the Great Plague were reported in AUN 962.

AUN 4 – 100
Other human tribes brought to Patria.  

AUN 740
Dwarves and Elves start abandoning their holdings east of the Nix Nindus Mountains and returning to their strongholds in those mountains (dwarves) and beyond (elves).  They offer no explanation and only warn that their cities and strongholds are heavily warded and trapped for when they return – and they will return, someday.  

AUN 808
Rumors of some great battles to the far west in the distant Elvin homeland trickle back.  First rumors of some form of disease or plague ravishing the elven lands heard.  The last of the elves and dwarves leave the lands of the Pax Hominibus.  

AUN 904
Dwarves close themselves up in their mountain citadels and cut all communication with the outside world.  Rumors of plague persist and suggest that it has spread from the elves to the dwarves with devastating consequences.  First credible reports of some form of goblinoids / humanoid horde led by demonic forces emerge.  

AUN 949
First confirmed cases of the Great Plague among the Chergari and Kareena.  First Horde scouting elements encountered in the western most provinces.  They seem to be indistinguishable from other humanoids encountered before save for better armor and more disciplined.

AUN 957
Undead monsters carrying the Plague  – mostly Kareena and Chergari – first  detected.  While ½ of infected die within a few days, nearly 10% of them claw their way out of their graves in the next week or so and began seeking new victims.  All efforts by the Kareena and Chergari as self-quarantine deemed a failure.  While there had been previous encounters with reanimated corpses (a favorite tactic of both goblinoid and serpentoid casters) these new creatures were harder to slay and exhibited some resistance to divine casters routinely deployed to stop them.  

AUN 958
Kareena refugees introduce the Great Plague to human cities for the first time.  About 5% of humans so infected rise as undead monsters to spread the foul disease, most often after an entire town or village had been destroyed by the plague.  It was almost if this plague had a mind of its own and pushed forward those things that would allow it to spread.  Casters, divine and arcane, that were infected died 90% of the time – unless the most powerful healing magics were applied within hours of the infection.  Strangely those who drew their magic from their bloodlines were less likely to die (only 60% of the time).  

AUN 960
The Plague reaches the capital of the Pax Hominibus.  By this time it had been established that even with healing magics, 40% of those infected would die – and many of them would rise to spread the infection.  60% of sorcerers and 90% of wizards, clerics, and other spell casters died unless they were subject to extremely powerful healing magics within an hour of infection.  The entire extended family of the Legate Imperator were quarantined inside the central palace.

AUN 962 / SP 1
Somehow – no one is quite sure how – the plague got into the central palace and the entire extended family of the Legate Imperator fell ill.  Even the most powerful magics failed to prevent them all from dying.  The most powerful divinations suggested that there was some infernal power behind the plague.  Civil war over succession breaks out and spreads faster than the plague.

AUN 978 / SP 16
As the civil wars rage, wide spread enslavement of surviving Kareena and Chergari begins to occur and the first significant elements of the Horde reach human lands.  Most of these are no large than significant raiding parties and no children or other noncombatants are with the units.  The human fighting spreads to Kareena and Chergari lands (north and western shores of the Inner Sea).  Human lords claim these lands.  Saxons who had previously settled on the south eastern shores of the Inner Sea begin their migration up to what will become the Jutelands.  Some humans, with their Kareena slaves in tow, head up to the mountain valleys that will become the lands of the Sparti.  

AUN 979 / SP 17
Nestor makes his first appearance and begins to attract followers.  Most sources claim that he made his first appearances in the lands now known as Agravain or Pelles – but some sources also claim he appeared in other places.  Most of these other sources are discounted by current scholars as stories to justify national identity as opposed to reliable history.    Large elements of the Horde began to appear – these often number in the hundreds and do include non-combatants.  The province of Darcia and Chergari lands see the heaviest concentrations of these invaders.  The invaders lay waste to everything and in Darcia many wizard estates are destroyed.  This frees a large number of wizard experiments that still plague the land of Darcia today.

AUN 980 / SP 18
Nestor begins a campaign of harassment against these elements of the Horde and wins several notable victories over them in the next few years.  Other human lords respond piecemeal and are frequently defeated.  
Ottershaw the first town in what would become known as the Jutelands founded by Kendrick the Bear.  

AUN 982 / SP 20
The Horde elements continue to get larger and most lands south of the River Garonne (northern boundary of modern day Pellas and heartland of Chergari lands) laid to waste.  Evidence of an even larger Horde massing in the Nix Nindus Mountains forces humans to suspend their various civil wars to confront this more urgent threat.  Squabbling over leadership continues to hinder human efforts to mount a coherent defense and counter attack.

AUN 984 / SP 22
After several major defeats by the Horde of most significant human leaders, the surviving leaders turn to Nestor and elect him Imperator – supreme military commander but lacking any right to civilian leadership.  His army (mostly made up of displaced farmers and soldiers who had lost their original commanders) is the only force to have consistently won battles against the Horde.  

AUN 985 / SP 23
Kenric the Bear led a group of adventurers from Ottershaw across the Isenore Mountains to explore the deep forest.  Finding and rooting out several orcish tribes, the explorers found rich iron deposits and so named the mountains.  The richest veins were found on the eastern flanks of the hills.  Miners followed and soon an outpost – Austhorp was founded a short distance away to provide food and a place to smelt the ore.

AUN 986 / SP 24
The main Horde army reaches the foothills of the Nix Nindus Mountains in western Darcia.  Nestor leads his best troops to fight a delaying action while directing all other human force to gather in southern Darcia in an area of very rough area full of box canyons, narrow gorges now known as the Shield Wall.  The southern most edges of this land have a steep cliff over 100 feet tall separating Darcia from the lands now claimed by the Duke of Caius.  This cliff runs almost 200 miles west to east.  Nestor’s army begins drawing the whole Horde towards the badlands.  Asadon, the demon leader of the Horde, makes its first appearance when it single handedly wipes out an entire company of heavy infantry (over 100 highly skilled fighters).

AUN 988 / SP 26
The Battle of the Shield Wall begins.  Having lead the Horde through Darcia and having deployed the most powerful magics available to weaken its numbers, Nestor falls back into the Badlands.  A prolonged game of hunter – hunted – hunter ensues.  For nearly two years the armies engage in a series of ambushes, counter ambushes in the box canyons and twisting gorges that make up the land.  

AUN 990 / SP 28
Asadon, growing increasingly frustrated with Nestor’s tactics and its inability to crush the human army once and for all, takes mortal form and seeks Nestor out for individual combat.  Some sources claim that Nestor repeatedly issued the challenge and dissention in the leadership of the Horde forced Asadon to take up the challenge.  

26 Quartus – 1 Quinque AUN 990 / SP 28
Nestor and Asadon clash in personal combat.  All Horde and human forces stop fighting and start to gather to watch the champions fight.  For 13 days the combatants clash.  They battle not even stopping for night – vast magical energies from spell casters from both armies and even from the passions of the soldiers watching sustain the two combatants.  Both glow with the immense amount of magical energies infusing their bodies.  As dawn crests on 1 Quinque, both combatants are bloodied and exhausted, neither one able to do much more than raise their weapons to strike at the other.  Nestor deflects a crushing blow and sidesteps just a fraction of an inch while the power of Asadon’s blow carries the demon forward just a fraction of an inch too far.  Nestor’s counter stroke severs the demon’s sword arm.  As the sun climbs just high enough over the canyon walls to fall directly on the combatants, Nestor spun and severed Asadon’s head from its body as it raised its sword with its off hand for another attempted crushing blow.  For a brief moment there is absolute silence on the field.  Then there was a hellish scream of demented souls as all the infernal energy stored in the demon’s body exploded outward.  A aura of pure divine energy burst from Nestor at almost the same moment.  Every demonic tainted individual in a mile of the explosions fell dead in that instant.  The humanoids not possessed by demons fled in every direction.  The human army gave chase and many thousands of humanoids died that day.

Quinque – Oct AUN 990 / SP 28
The remains of the Horde fragmented into hundreds of tribal bands.  The vast majority fled back to the depths of the Nix Nindus Mountains but enough fled back through Darcia and into other lands.  As Nestor’s army disbanded, the truce that kept humans from fighting each other held as each group of humans turned to their homelands to crush what remained of the Horde.  Nestor himself continued to travel from land to land lending his aid where it could do the most good.  Some began to proclaim him Legate Imperator – the rightful heir to the Pax Hominibus.  A title he declined repeatedly saying that one day a true Legate Imperator would be reborn.

AUN 992 / SP 30
In one of those innumerable skirmishes Nestor was mortally wounded.  Most sources place it somewhere in the lands now known as North Caius or the Duchy of Vortigern (the sources are very inconsistent as to the exact location and the borders between those to nations are currently in a state of flux only adds to the difficulty of pinning down an exact location).  Whether it was an unlucky strike or some infernal magics the sources disagree.  They do agree that the arrow struck Nestor’s underarm above his breast plate and that all efforts to heal the wound failed – some dark magic or poison resisted the best magics available at the time.  Nestor made a final wish to be buried on the island of Gailshin where his family had taken refuge and awaited his return when the fighting was over.  
The group of peoples who would become known as the Sparti arrived in their lands with their Kareena slaves.  Fear of the Great Dying led the Jutelanders to seal their borders and keep out all the new comers from their lands.  The Sparti spread out into the alpine river valleys to the west of the River Norburne and turned their back on the rest of human civilizations.

AUN 994 / SP 32
In the two years after Nestor’s death, the last major pockets of Horde forces were defeated – little remained of them aside from scattered tribes and war bands as eager to kill each other as humans.  The human lords then turned their attention back to the quest for domination.  Nestor’s most trusted aides and followers gathered at his grave to discuss what could be done to keep alive the peace that had been forged in response to the threat of the Horde.  Nestor’s wife produced a letter dictated by Nestor to his personal scribe and sent to his family.  In that letter Nestor warned that demons could only be banished from the world for a time, the greater the power of the demon the longer it would be banished but in time that banishment would end and the demon would be able to return.  The letter held the prediction that Asadon would return in about 500 years.  The letter also expressed the belief that humanity would need to be united to face that threat.  Nestor’s most trusted aides dedicated themselves, their heirs, and those who were summoned by the divine to become warrior – diplomats, the Pax Equites (The Knights of Peace).  The Holy Order would seek to resolve conflicts among the human nations in a peaceful manner and work to restore the Pax Hominibus.  

AUN 1015 / SP 53
Malichi called the Truthspeaker was foremost among the second generation of the Pax Equites.  His reputation for never lying was said to be so great that his wife sought divorce at least once because of his inability to lie on even the smallest of details.  But his reputation for honesty was so great that he was able to bring together all twelve of the leading lords and found the Ducal Alliance.  The negotiations came close to breaking down several times.  In the end the 12 great lords pledged to aid another in the event of an unprovoked attack by an outside force.  The Dukes divided the land surrounding the Inner Sea among themselves regardless of the desires of the lesser lords and independent groups not invited to the meeting.  On the last day of this conclave and at the last meal, as he rose to give a final toast, Malichi the Truthspeaker was struck by a falling sickness.  He fell to the floor and convulsed for several minutes.  When the seizures passed, his eyes glowed with a divine light and in a voice not his own he intoned what would be come known as the Patria Prophecy.  The stunned and frightened lords agreed to take the title Duke rather than some royal title to show that they would support the Imperator to come.  

Forest Sisters and Earth Brothers no more
Setting Sun sickness and death

Perfidious child men
Bringers of death to the Light

Light extinguished
Moment of Hope slain by Luck

Long Night
Promise of Light

Earth Brothers reborn
Light takes Form

Forest Sisters return
Light Manifests

Darkness Returns
Vanquished For All Time


SP 55 – 400
For the next 350 years humanity healed.  Local lords began the process of reclaiming lands that had been lost due to the catastrophes of the previous decades.  Between the Great Dying, the civil wars, and the Horde Invasion at least 6 in 10 humans had died.  During this time there were few open conflicts beyond small border skirmishes – and those that threatened to grow into serious conflicts were frequently resolved by the intervention of the Pax Equites.  The most disturbing fact remained that those conflicts more often than not were initiated by some demonic influence.  This showed that the warning of Asadon’s return could not be taken lightly.  But as one very wise sage once remarked, “It is the doom of Men that they forget.”  

SP 173
After nearly 150 years of being slowly pushed back by the humans in the Jutelands, the orcish and giant kin rallied to try and push the humans back.  After a bitter campaign and with the help of Kareena who had escaped from Sparti slavery, Jute the Boar broke the orcish and giant threat once and for all.  The humans proclaimed him King and named their lands after him.  Torn between the history of the Kareena spreading the Great Dying among humanity and the essential aid they provided in defeating the orc and giant threat, Kareena are allowed to live in the lands of the Jutelanders but must keep themselves separate or be treated churls (one step above slave in Jutelander social hierarchy).  Jutelanders turn a blind eye to Kareena efforts to combat Sparti enslavement.

SP 395
Duke Edwin Garth assumes the throne of the Duchy of Garth after the mysterious death of his father, Félix Garth.  He begins to expand his realm up the River Norburne by offering to protect small communities from humanoid raiders – raiders that often had coins minted in various other southern nations in their purses.  This protection always came at the price of very high taxes.  Over the course of about six years Edwin Garth extended his claim of lands from Dubosq where the fresh waters of the River Norburne turn brackish up to the southern end of the lands administered by Randolph the Wolf, Earl of Thyrefeld.  Edwin Garth only annexed the settlements and villages along the eastern bank of the river for the western bank of the river claimed protection of the Sparti confederacy – and only a fool angers the Sparti.  While Edwin Garth was an evil man, a fool he was not.  

Autumn SP 402
Duke Edwin Garth approached Randolph the Wolf, Earl of Thyrefeld with this offer of protection in trade for exorbitant taxes.  Randolph rallied the other Earls of the Jutelands to his aid.  

Spring SP 403
A large goblinoids and orcish army appeared east of Thryefeld – to find that the combined forces of the Jutelands were waiting for them.  Led by Harold the Harefoot (king of the Jutelands), the humanoid army was shattered and fled southward into the lands claimed by Duke Edwin Garth.  Harold the Harefoot sought the advice of his earls and while most of the army was needed at home for farming, a small core of huscarls (semi-professional soldiers) could be spared to ensure that Edwin Garth was never foolish enough to threaten the Jutelands again.  

SP 403 – 405
As the small army of Jutelander huscarls marched south towards the heartland of the Duchy of Gareth, all the territories and independent villages on the eastern bank of the River Norburne from Thryefeld to Dubosq revolted against Duke Edwin Garth.  Many settlements and towns that had been previously forced to pay for Edwin’s protection declared their independence again and sent their warriors to join the Jutelander army.  From time to time small bands Sparti youth seeking adventure and fame came and went as the ever growing army passed their towns.  

Spring SP 406
As the army of northerners approached Dubosq, Edwin Garth sent word to his fellow dukes claiming the right of mutual defense.  Every duchy sent some forces to aid their ally.  While the nearest duchies sent the largest forces, even the far off Drago Regulum sent a small contingent of heavy knights.  As the armies maneuvered for a climatic battle, the Paladin Bernard Galeshin led an envoy of Pax Equites under a flag of truce to see if a peaceful solution could be found.  After listening to the complaints of the Jutelanders and the independent villages, Duke Galeshin suggested a trial by law – that each nation put forth their arguments before an assembly comprised of randomly selected lords who had no direct stake in the conflict and that the combatants agree to be bound by the decision of that assembly.  With difficulty Harold Harefoot and Duke Bernard Galeshin convinced their respective allies to give the peaceful option one last try.  At the end of the trial, the assembly of lords found that Duke Garth had provoked the war and that no aid was due to him under the treaties that bound the Ducal Alliance together.  Seven of the eleven Ducal nations withdraw their forces immediately.  Three of the eleven Ducal nations demanded a recognized boundary between the Jutelands and the Duchy of Garth as a condition of withdrawing.  The northern boundary of the Duchy of Garth was set at where the River Nestos joined the River Norburne just outside the Sparti city of Tegea.  The southern border of the Jutelands was set where the River Nedas joined the River Norburne.  The villages between those points were deemed too far from either the Duchy of Garth or the earlsdoms of the Jutelands thus had to be left to their own devices.  Edwin Garth was forbidden force those lands into submission by direct assault or trick, i.e. employing goblinoids mercenaries.  

Winter SP 415
Randolf the Wolf died.  Sigbert Ravenhead took over for his father.  
 
Winter SP 423
Duke Edwin Garth the Younger took the thrown of the Duchy of Garth.  Duke Edwin Garth the Elder died, like his father, under questionable circumstances.  The Elder had his last 17 years chaffing under the treaty and seeking every trick he could to evade its restrictions.  Several of those tricks created ill feelings between the Duke and all of his neighbors – but especially between the Duchy of Gareth and Galeshin.  The Younger set about mending relations with his neighbors.  The Younger won over many of the independent villages through diplomacy and extended his boundary up to the River Nedas.  He also courted and won the hand of Aedilberg, the daughter of Sigbert – who was the son and heir of Randolf the Wolf.

Spring SP 424
Duke Edwin Garth the Younger married Aedilberg daughter and only heir to Sigbert, the Earl of Thyrefeld.  Between his marriage and his charm offensive, Garth the Younger had solidified his control over all the lands that his father had sought to conquer – plus he gained claim to the Earldom of Thyrefeld should Sigbert have no other heirs.  

Autumn SP 424
Sigbert Ravenhead was slain by bandits while returning from a trip to visit distant family in Defford.  A very pregnant Aedilberg mourned her father and some say that it was that mourning that doomed her and her child in birth.  Edwin Garth the Younger is now deemed the Duke of Garth and Earl of Thyrefeld.  

Summer SP 425
A large goblinoids army appeared out of the lands between Thyrefeld and Defford.  They marched north avoiding the settlements seeming to be heading for Lake Penellyn and the heartland of the Jutelands.  A band of adventurers discovered the army and brought word in time for King Alfred the Just (son of Harold Harefoot) to rally the Jutelander armies.  As the armies drew closer an army of hobgoblins appeared from the east.  The hobgoblins offered to help the Jutelanders if the Jutelanders would recognize their claim to lands from the south bank of the River Vilaine to the north bank of the River Tirso.  Since the lands were far from any Jutelander holdings and in effect nothing but trackless wilderness the Jutelanders agreed to the terms.  Unconfirmed allegations were made that the Hobgoblins possessed weapons and armor of near dwarven quality.  The goblin army was crushed.  While the goblin commanders had Duchy of Garth coins, almost all of them dated from the reign of Edwin Garth the Elder so while the was suspicion of the son adopting the father’s ways, there was no conclusive proof.  The Hobgoblins marched back to their claimed lands and began expelling any and all humanoids that wouldn’t bow to their “King.”  While this created some pressure on the newly formed Galeshin colony of Cartago, it has produced no significant affect for other nations – yet.

Autumn 428 - Cartago Campaign begins

FUTURE EVENTS:

SP 430
A massive earthquake was felt rippling throughout the lands – every land from the Jutelands and Northern Freeholds to the Troadian city states to the Republic of Nova Magna Mater all reported feeling it.  The earthquake was reported more of an echo than a direct movement – as if Neptune was shaking the earth far away.  

SP 433
While the Jutelanders do not contest Duke Edwin Garth the Younger’s rule over Thyrefeld, they remain on guard against him.  Each of their very independent earldoms contributes a number of huscarls to a small professional army in the town of Defford, the town closest to their border with the Duchy of Gareth.  But so far there has been no further trouble in that region.
Patria General Time Line
Over arching history of the human lands
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dflickiss
Old Fool on the Hill
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I remember working on the Pyramids of Giza and bits and pieces from hundreds of lives over the last 5 millennium or so.
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:iconaquaticwolfkuri:
AquaticWolfKuri Featured By Owner Apr 20, 2017  Professional Digital Artist
welcome to Deviantart
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dflickiss Featured By Owner Apr 24, 2017
Thank you; looking forward to seeing what people think of my writing.
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:iconaquaticwolfkuri:
AquaticWolfKuri Featured By Owner Apr 24, 2017  Professional Digital Artist
Your welcome, and i'm sure there are all kinds of people who will love your writing c:
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cecil92 Featured By Owner Apr 20, 2017
Welcome to DA.
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dflickiss Featured By Owner Apr 24, 2017
Thank you. Looking forward to seeing what people think of my fantasy world and the stories I write about it (and maybe a bit of sci fi)
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cecil92 Featured By Owner Apr 24, 2017
Good luck and have fun! 😎
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Arminius1871 Featured By Owner Apr 16, 2017
Welcome on DA^^
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dflickiss Featured By Owner Apr 18, 2017
Thank you.  Thinking about posting some writing and maybe some things from my D&D world ... just have to play around a bit first.
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Arminius1871 Featured By Owner Apr 18, 2017
Sounds cool, also maps from D&D?
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dflickiss Featured By Owner Apr 18, 2017
Just stuff I drew using MS Paint for my campaign world.  
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