chronology

The following chronology is drawn from the extensive records kept by the scribes of House Sath, a noble house of Allanak renowned for its meticulous documentation and historical preservation. While Allanak is known for its brutal and unyielding rule under Highlord Tektolnes, House Sath has long held itself apart from political ambition, dedicated instead to the pursuit of knowledge. Scholars of Sath believe that truth is a weapon more enduring than any blade or any spell, and while they are bound by loyalty to the Highlord, their commitment to preserving history accurately is an honored tradition.

Though House Sath prides itself on the accuracy of its archives, it is not without detractors. Tuluk's own records, while substantial, are viewed by Allanak's scholars as fragmented and distorted by cultural bias. Likewise, Tuluk considers Allanak's historians to be similarly compromised, their works inevitably influenced by their subservience to the Highlord's regime. Nevertheless, House Sath's scribes have made attempts to compile foreign accounts where possible, recognizing that history is best understood when all voices are considered - even those colored by prejudice.

Disclaimer:
The information provided here is intended to enhance the roleplaying experience by offering insight into the broader history of Zalanthas. It is important to remember that characters in the game would not possess all of this knowledge. As a player, try not to act as a "know-it-all" and instead allow your character to learn, discover, or even dispute these historical facts naturally through roleplay.

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The Old Council of Kings was a coalition of the most powerful rulers of ancient Zalanthas, brought together by a tenuous but hopeful agreement to maintain order and stability across the fractured domains of the Known World. The Council's authority was built upon mutual respect and cooperation, upheld by the guidance of enigmatic beings known as Avangions.

According to legend, the Avangions were immortal creatures whose wisdom and insight were beyond mortal comprehension. They regularly convened with the Council, offering guidance on matters of governance, warfare, trade, and even morality. Though their words often swayed the Council's decisions, none could recall ever witnessing the true appearance of an Avangion. No statues, paintings, or carvings of these creatures exist in any discovered ruins or surviving texts. Some claim they were beings of pure energy or light, while others suggest they were ethereal voices carried on the wind.

As the years wore on, the Council's unity began to erode. Rivalries, greed, and the ambitions of mortal kings weakened their bonds, making them increasingly resistant to the Avangions' guidance. Whispers of distrust grew, with some rulers suggesting that the Avangions sought control over the world through their subtle influence.

In what would be the final meeting of the Old Council, tempers flared, and accusations of manipulation were hurled at the Avangions. The mortal kings, now bitter and defiant, claimed their right to rule without the interference of unseen powers. With cold practicality, the Council unanimously voted to dissolve itself.

Following that fateful day, the Avangions simply... vanished. Their departure was as sudden as it was complete, leaving behind no trace or explanation. Their existence itself became a topic of speculation and doubt. In the centuries since, scholars of House Sath have found no mention of them beyond their association with the Old Council. This absence has led many to question whether the Avangions ever truly existed, or if they were merely a fabrication designed to lend authority to the Council's decisions. And yet, a persistent few maintain that the Avangions were real, and that their departure from the Known World marked the beginning of an age defined by chaos, bloodshed, and the unchecked ambitions of mortals.

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In the wake of the Old Council's dissolution, the Known World was left without a unifying authority. Amidst this power vacuum, a singular force emerged, consolidating power over vast swathes of territory that lay bbetween the Silt Sea in the south and the Broken Rim Mountains in the north.

This era became known simply as The Imperium. Though its true name has been mostly lost to time, its influence was undeniable. Under the rule of a mighty Emperor - whose name has been stricken from all surviving records - the Imperium brought unity through law, discipline, and vision. Cities and villages were drawn into its fold, some by treaty, others by conquest, but once within its borders, peace and stability flourished. Trade prospered under the Imperium's banners, roads were restored, and for a time, the Known World knew balance unlike any seen since the days of the Old Council.

But that peace did not endure. The sudden disappearance of the Emperor marked a turning point. What followed was not slow collapse, but immediate calamity. Without warning, a vast and terrible force descended upon Gol Krathu, and within days the heart of the Imperium was consumed by fire and shadow. The Dragon had come.

 

Tales of the Imperium's golden age were passed down as myths, distorted and embellished by time. And though House Sath's scribes have scoured countless ruins for its secrets, neither the Emperor's name nor the truth of his end has ever been recovered.

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The emergence of the Dragon from the desolate wastes marked one of the most terrifying and transformative periods in the history of Zalanthas. Its coming was a shadow cast over the fractured remnants of the old Imperium, descending upon the land like a nightmare made flesh. Gol Krathu, a once-thriving region known for its rich mineral veins and fortified cities, was the first to fall.

The Dragon arrived at Gol Krathu without warning, a towering monstrosity of scale and sorcery. Its power was not merely physical but something more profound - an overwhelming aura of fear and dominance that shattered the resolve of all who stood against it. Entire armies broke at the mere sight of the creature, their warriors fleeing in terror before even a single blow was struck. Resistance was minimal, not because the people of Gol Krathu lacked courage, but because they lacked hope. Those who attempted to raise arms against the Dragon were obliterated. Fire and destruction were its heralds, and the few survivors spoke of their kin being reduced to ash in the blink of an eye.

Yet, even more disturbing than the Dragon's destructive power were the whispers of betrayal. Certain accounts suggest that the lands of Gol Krathu were not merely conquered by force but surrendered through treachery. According to these tales, ambitious nobles or power-hungry sorcerers sought to curry favor with the Dragon, offering territory and loyalty in exchange for power or protection. Whether these individuals survived the Dragon's wrath or were cast aside once their usefulness ended is unknown, but their names are cursed by those who recount these dark histories. Once established in Gol Krathu, the Dragon's influence spread like a disease. Servants of the Dragon - twisted creatures and enslaved mortals alike - began to roam the land, crushing all opposition. No city, village, or stronghold was beyond their reach. To the surviving populace, these servants were as terrifying as the Dragon itself, enforcing its will with unrelenting brutality.

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For four centuries, the Dragon ruled the Known World with an iron grip of terror and destruction. From its stronghold in Gol Krathu, the Dragon's influence stretched across the land, an ever-present shadow of death and decay.

The Dragon's magick poisoned the very earth itself. Fields withered, rivers turned foul, and entire forests blackened under the unnatural blight. More than its brutal force, the Dragon's true weapon was corruption - an insidious rot that seeped into the world and spread pestilence among all who dwelled upon it. The killing plagues came in waves, their symptoms as varied as the regions they struck. Flesh rotted while still living, eyes bled from the skull, and fever-maddened minds turned on their own kin in fits of violent rage.

Elves, dwarves, and men, once vibrant cultures of strength and tradition, were forced to scatter. The great cities of old crumbled into ruin, their populations driven to the farthest, most inhospitable reaches of the realm. Those who remained did so only by hiding within the deep caves of the Broken Rim Mountains, the scorching sands of the Great Salt Flats, or the dense, thorn-choked forests of the north.

The Dragon's servants roamed the land, enforcing their master's will with ruthless efficiency. These enforcers, both mortal and unnatural, carried out brutal raids on those who defied the Dragon's dominion, their cruelty matched only by their fanatical devotion.

Yet, for all its power, the Dragon's reign was not absolute. Fractured tribes and scattered pockets of survivors continued to resist, clinging to life with desperate ingenuity. Tales of hidden sanctuaries spread in whispers, places where the Dragon's influence could not reach, where its corruption had not yet tainted the earth.

But such hopes were fleeting. To most, the Dragon's dominance seemed eternal. Generations lived and died under its shadow, knowing only suffering and loss. The world itself seemed broken, its people splintered and scattered, too fearful to ever unite against their common enemy.

1 (Year 1, Age 1)

After four centuries of unchallenged dominance, the Dragon departed from the Known World. No battle marked its defeat, nor was there any declaration of victory from those who had survived under its tyranny. It simply vanished. The reasons behind the Dragon's sudden departure are unknown. Some claim it left to pursue a greater power beyond the Known World, while others believe it achieved its ultimate goal and had no further use for this realm.

What remains clear, however, is that its empire began to collapse almost immediately. Deprived of their master's control, the Dragon's servants turned on one another. Creatures once bound by the Dragon's power descended into madness, and mortal enforcers fought bitterly for dominance over the fractured territories.

While the year of the Dragon's departure is often symbolically referred to as Year 0, the official calendar recognizes this event as the beginning of the First Age (Year 1).

5 (Year 5, Age 1)

By the fifth year of the First Age, the Dragon's once-mighty empire lay in ruins. The absence of its tyrannical control had resulted in a relentless power struggle among those who had once served it.

Entire regions fell into lawlessness, cities became battlefields, and creatures corrupted by the Dragon's power roamed the land, driven mad by their master's absence. Mortal rulers who had once enforced the Dragon's will fought desperately to claim whatever territories they could, but most were quickly overthrown or destroyed.

The Dragon's legacy of corruption and devastation remained, with killing plagues still lingering and entire landscapes permanently scarred. Yet, even amid the destruction, new powers began to rise, struggling to reclaim what little remained.

While the cause of the Dragon's departure remains a mystery, its absence marked the beginning of a new era - one defined by ruin, desperation, and the struggle to rebuild what had been lost.

78 (Year 1, Age 2)

Second Age Begins.

​c. 138 (Year 61, Age 2)

Years after the Dragon's departure, various nomadic tribes weary of endless wandering began establishing settlements at the Vrun Driath and Gol Krathu regions. Among these notible tribes were the Doombringer,  the Shadow, the Elves of Mallock, the Twin Warlocks, and the Tan Muark. The gathering of so many different peoples created a volatile mix, with conflicts over resources and territory breaking out frequently. Despite the constant turmoil, these settlements were born from desperation and the hope of building something more stable amidst the chaos of the Second Age.

​155 (Year 1, Age 3)

Third Age begins.

​232 (Year 1, Age 4)

Fourth Age begins.

c. 291 (Year 59, Age 4)

The region of the Vrun Driath had become a chaotic patchwork of settlements and tribal holdings, locked in constant conflict over territory, resources, and power. Out of this turmoil emerged Quintus Tektolnes, a powerful and visionary chieftain known for his unshakable will and martial leadership. Tektolnes was not content to merely survive the age - he sought to forge something enduring from the shattered remnants of the world. Through a series of hard-fought campaigns, he brought numerous tribes under his banner, promising stability, shared prosperity, and protection. While he would fight when challenged, many were shown mercy, folded into his growing domain through diplomacy, alliance, or a compelling vision of unity. Though the road to peace was carved in struggle, Tektolnes' early rule inspired loyalty from those who believed a better future could be built from the ashes of the past.

309 (Year 1, Age 5)

Fifth Age begins.

c. 313 (Year 4, Age 5)

In the early years of the fledgling kingdom, a dramatic shift occurred in the rule of Tektolnes. Once regarded as a strong but visionary leader who had unified the tribes of the Vrun Driath, he began to rule with calculated brutality and unwavering authority. Dissent was no longer met with negotiation, but with annihilation. Former allies who had once been welcomed under his banner were now treated as subordinates - or enemies. Entire tribes were enslaved or eradicated, their lands repurposed for the construction of a grand new stronghold: the city of Allanak.

As his vision grew, so too did the fear he instilled. Tektolnes declared himself Highlord, and what had once been a loose confederation of settlements became a militarized city-state under his iron rule. To the people, the shift seemed sudden, even unsettling - yet no explanation was ever offered. Whispers of strangeness in the Highlord's demeanor began to circulate, but none dared speak of it openly. Whether it was the weight of rule, a revelation of true character, or something else entirely, one thing became clear: Tektolnes had become a ruler to be obeyed, not questioned.

c. 321 (Year 12, Age 5)

Tektolnes began the ambitious project of fortifying his newly established city. Under his command, work began on the massive walls of Allanak, designed to withstand both physical assault and the ravages of the hostile desert environment.

Construction was a grueling process that relied heavily on the use of slave labor from conquered tribes. Craftsmen and engineers who pledged their loyalty were given positions of power and privilege, their knowledge exploited to shape the city's defenses.

c. 341 (Year 32, Age 5)

The walls themselves took an estimated twenty years to complete, their construction marked by relentless cruelty. With each passing year, Allanak grew more powerful and secure, a bastion of Tektolnes' brutal authority and the dark secrets that would sustain him for centuries to come.

 

With the completion of the city's defenses, Tektolnes turned his attention to the construction of the Highlord's Arena. Unlike the walls, which were a necessity of survival, the Arena was designed to be both a source of entertainment and a symbol of power.

c. 351 (Year 42, Age 5)

After ten years of construction, the first of the Gladiatorial games, brutal and bloody, were held to display the strength of Allanak's warriors and to reinforce the authority of the Highlord. The games quickly became a beloved spectacle, drawing crowds from all corners of the city to cheer for their chosen champions or watch condemned slaves fight for their lives. The chant of "Blood for the Highlord!" echoed through the Arena with every match, a cry of devotion and fear that became synonymous with Tektolnes' rule.

c. 371 (Year 62, Age 5)

Rumors began to circulate through Allanak of a servant of the Dragon still lingering within the Known World. Some claimed it walked among mortals in human guise, its true nature hidden behind charm and deception. While most dismissed the tales as fearful superstition, Tektolnes seeemd to take them seriously, sending spies and scouts to search the Known World. Some reports mentioned a figure moving between settlements in the north, always accompanied by a strange and unwavering devotion to the Dragon's legacy.

386 (Year 1, Age 6)

Sixth Age begins.

c. 401 (Year 15, Age 6)

From the northwest came a force unlike any seen before, led by a warrior of immense charisma and vision. Muk Utep, who would later be known as the Sun King, descended upon the Gol Krathu with an army of fierce barbarians. His most formidable allies were the Thryzn, a powerful and disciplined tribe of human warriors drawn to Muk Utep's promise of prosperity and unity. ​Through a combination of diplomacy, inspiration, and strategic brilliance, Muk Utep defeated and united the Twelve Tribes of Gol Krathu under his banner, including the Elves of Mallok, and the Twin Warlocks. Though battles were fought and blood was spilled, his true power lay in his ability to forge alliances and turn former enemies into loyal followers.

 

During these campaigns, Muk Utep was said to have marched alongside a warlord of great power and ambition, whose sorcerous talents were whispered of in the aftermath of battles. Though accounts differ, some claim this warlord played a crucial role in the subjugation of the Elves of Mallok, their final defeat leaving him mortally wounded. What became of him remains a mystery, his name lost to history, but his influence upon the Sun King's conquest is undeniable.

With the tribes of Gol Krathu now united under his rule, a new city-state began to rise from the ashes of his conquest. He called it Tuluk, a shining bastion that would grow to rival even Allanak in power and influence. While his rule was no less brutal than that of Tektolnes, it was marked by a rigid sense of law and order, enforced by those who served him with fanatical devotion. ​The Thryzn, with their ferocity in battle and unwavering loyalty to those who proved themselves worthy, became Muk Utep's most trusted warriors. In return for their service, they were given lands to settle within the Yen-el-Tun chasm, where they could establish themselves as a powerful people.

463 (Year 1, Age 7)

Seventh Age begins.

c. 470 (Year 8, Age 7)

Disturbances spread through Zalanthas. Strange visions, pools of mirrored water began to appear where they should not, and the sky seemed to blink.

c. 497 (Year 35, Age 7)

For nearly a hundred years, Muk Utep waged relentless campaigns of conquest across the Northlands, expanding his domain far beyond the city of Tuluk. His charismatic leadership continued to draw tribes and settlements under his banner, either through diplomacy or brutal force.​ During this period, the construction of Tuluk's greatest structure, the Ivory Pyramid, was completed. Intended as both a temple and a symbol of Muk Utep's divine authority, the Ivory Pyramid became the heart of the Tuluki Templarate, which now enforced his laws and preached devotion to the Sun King. The city itself grew rapidly, its population swelling as wealth and power flowed from Muk Utep's conquests. ​Yet, as the decades passed, whispers began to spread among the people of Tuluk. Muk Utep, who had ruled for generations, showed no signs of aging. To the common folk, this was a miracle, proof that their Sun King was a divine being blessed. 

540 (Year 1, Age 8)

Eighth Age begins.

617 (Year1, Age 9)

Ninth Age begins.

c. 629, Year 13, Age 9)

The armies of Allanak and Tuluk clashed in a brief but bloody battle deep within the Red Desert, not far from the trade routes circling the Vrun Driath. The confrontation, though indecisive, marked a significant escalation in the ongoing struggle for dominance between the two city-states. During the campaign, Allanaki scouts reported discovering a strange black fortress, partially buried in sand and built from unfamiliar dark stone, its towers crowned with grotesque, horn-like spires. The structure seemed alien to the desert landscape, untouched by time or erosion. Rumors spread quickly that this was the lair of Luir Dragonthrall, believed by many to be the last surviving servant of the Dragon. Though no official confirmation was ever made, both Allanak and Tuluk withdrew forces to investigate further. The site would come to be known in time as Luir's Outpost, a place of mystery, fear, and speculation.

c. 651 (Year 35, Age 9)

Far to the east, beyond the scorched expanse of the Great Salt Flats, the city-state of Steinal rose from the desert under the iron rule of the sorcerer Valasurus. Drawing upon forbidden magicks and arcane knowledge, Valasurus transformed a harsh, unclaimed region into a thriving hub of wealth and decadence. The nobility of Steinal quickly came to rival - and in some cases surpass - the excesses of Allanak's elite. Towering estates, gemstone-encrusted spires, and lavish fountains carved from imported stone reflected the city's belief in power through opulence. Steinal quickly established itself as a formidable power, its prosperity fueled by trade routes via the Sea of Silt, where silt skimmers ferried goods between the city and distant markets, including Red Storm.

694 (Year 1, Age 10)

Tenth Age begins.

c. 745 (Year 51, Age 10)

Disturbing reports began to emerge from the Obsidian Mines beneath Allanak - strange sounds echoing through abandoned shafts, tools vanishing without a trace, miners speaking of shadowy figures seen from the corner of their eye. Some went mad. Others simply disappeared. In response, Highlord Tektolnes personally descended into the mines, accompanied by a small contingent of trusted templars. What occurred in the depths has never been fully disclosed. What is known is that a significant section of the lower mines was collapsed, and the entire area was later sealed by decree of the Highlord himself.

The official record cited structural instability and elemental disruption as the cause. Yet rumors spread quickly - whispers of a battle, of forbidden magicks, and of something ancient that had been buried deeper than the miners ever knew. Among the populace, the story evolved: some claimed that the last Dragonthrall had returned, seeking something in the dark. Others say the Highlord himself walked into the shadow and won - but at a terrible cost. Whatever the truth, no one has set foot in those deeper tunnels since.

771 (Year 1, Age 11)

Tenth Age begins.

815 (Year 45, Age 11)

The Steinalis launch a daring raid against the salt farming village of Brineholt. Located on the eastern side of the Vrun Driath, where the desert land meets the Great Salt Flats, Brineholt was a critical source of purified salt traded between Allanak, Red Storm, and Luir's Outpost.

A swift and brutal force of Steinalis warriors descended upon the village, overwhelming the defenders and looting its valuable salt stores. The attack was not intended as an occupation, but rather a calculated strike to cripple Allanak's supply lines and demonstrate Steinal's growing power. By the time Allanaki forces arrived to confront the invaders, the Steinalis had already withdrawn back across the Salt Flats, leaving only death and destruction in their wake. The daring raid enraged Allanak's commanders, who rallied their forces for a counterattack. However, Tektolnes was nowhere to be found.  Without his guidance, the Allanaki forces struggled to organize their retaliation.

 

The Steinalis' successful raid on Brineholt marked the beginning of a wider conflict between the two city-states. Despite the raid's relatively small scale, it sent a clear message: Valasurus would not be content with merely defending his own territory.

To be continued...