History of Tirath

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The History of the world of a Role-Playing game I've been developing ffor over a year now. Very compelling and in-depth. It's not entirely finished, but this is all people need to see to get a general idea. Note that this was meant to be posted on a forum, so ignore the "[i]" marks.

Submitted: May 26, 2007

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Submitted: May 26, 2007

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This story is something I've been writing for over a year now in my spare time. It's heavily based off of the Warcraft (i.e. map and control points) and Warhammer video games which I've been a fan of for years now, as well as some Lord of the Rings basing thrown in here and there. However, mind you that the storyline is very original.

 

The setting is a world, called Tirath, which consists of many mythological races. These races, which, though peaceful in the prehistoric times, have broken out in bloody war, allying only with those they trust, or that they need. I'll give a detailed explanation of each below...

 

[b]Orcs (Black Storm Clan)[/b]

History: The Orcs were once a large race. Born in the far Northern lands (now controlled by Humans and Elves), the Orcs were a tribe-like, Shamanistic race, using the powers Earth and Storm to their liking. However, many Orc clans, like the Red Flame and Bleeding Skull clans, began to unearth dark, Warlock magics, dabbling with demons, fire, and darkness itself. These two types of magic drove the Orcs to fight a civil war for many years. It was, in turn, one of the bloodiest battles in Tirath's history.

The battle raged on for nearly 800,000 years. However, one Orc, the young Rand'Drek Theralas, a Shaman warrior, warned both sides of the greater enemy that threatened their people. Humans, Dwarves, Trolls, Ogres, and Elves had all begun to form cities, and were already warring with one another and making treaties and alliances. Rand'Drek warned his race that if the Orcs continued fighting due to something as trivial as magic, their race would surely be wiped out.

Under Rand'Drek's leadership, the clans were united under one banner. Deciding to use references to both magics in the new clan name, to symbolize their unionizing, Rand'Drek named his clan the "Black Storm". The Orcs, now united for this common goal, built their homes in the Southeast part of the Eastern continent.

Rand'Drek was right. The Trolls and Ogres, who had long since united under a similar rule, attacked the Orcs with vicious purposes in mind. However, the Orcs surprised the two united races with their fury and combat skill, even managing to take away one of the territories controlled by the Trolls and Ogres for their own, and nearly pushing them out of the one directly to the West of it.

The Orcs now wage war not only with the Troll/Ogre alliance, but also with the Southern Human/Dwarf alliance. Nonetheless, Orcs are strong-willed, valiant, and ready to defend one another, even if it may cost them their own lives.

 

Culture: In terms of culture, the Orcs are very Spartanic. From a young age, male Orcs are taught the arts of combat, and are often able to wield and weapon and fight before they turn four years of age. Female Orcs are simply kept around to create new Orcs, though if they prove to be extremely intelligent or strong, they may be accepted as frontline soldiers, or in the most extreme cases, Shamans or Warlocks.

Orc buildings, to the eye of an outsider, look very primitive. They are often somewhat crude in design, made of sharpened wood, crudely carved stone, and animal hides. However, these buildings are nearly as strong as one made of bricks and mortar, due to years of perfecting their architecture.

At the age of 16, the age at which Orcs pass into adulthood, they are assigned a profession, and a combat role. Orcs excel in area such as blacksmithing, mining, architecture, and leatherworking. Orcs are also given duties as soldiers. Almost any Orc, except those who are crippled from birth or those who are weak, are used as soldiers.

Sometimes, when an Orc is extremely intelligent, strong, and at the age of 16, they will be chosen to train as a Shaman or Warlock. Though this is an optional choice, most Orcs will jump at the chance, the fact being that both casters are highly respected in Orcish culture. Orcs given this opportunity often have a background or ancestry of magic use, which helps them pick which of the two paths to take.

Orcish battle strategies are similar to those used by Spartans in the real World. They rely heavily on defending one another, putting their comrades’ lives before their own. They are not individuals on the battlefield. They are taught to think of themselves as one whole soldier. If one falls, then they know they've been hurt.

 

Physicality: Orcs are often Green-skinned creatures, though some are known to have red skin (due to a genetic inheritance that Orcs refer to as “Blood Rage”. These redskins are usually much more savage and brutal than their greenskin counterparts, though somewhat dim-witted). Orc males are usually around 6’3-5”, females being roughly 5’8-11”. Orcs are naturally muscled and physically strong. Though the vast majority are somewhat oblivious, a lot of frontline warriors being somewhat dimwitted, there are plenty of intelligent Orcs, even those that subdue to the underappreciated skills of frontline fighting.

 

Lifespan: Orcs are often considered venerable around 120 years of age.

 

Professions: Shaman, Warlock, Warrior

 

Other info: Orcs are known to display the skulls, sometimes even the skeletons, of the enemies they've slain in battle outside their homes. Their racial mounts are Black and Red tigers, native to their lands. The geography of their land is very desert-like and hot, even volcanic in some areas. Orcish weapons are made of fine metals and, in the most extreme cases, primitive objects like rock and stone. Most Orcs worship elements as Gods, though Orcs who are Warlocks or have Warlock background will often worship Gods of Shadow or Fire.

[b]Trolls and Ogres (Trolls are of the Zam'Thas tribe, Ogres of the Crushbellow Tribe)[/b]

History: Trolls are the single oldest race on Tirath. Most of the races that currently exist, with the exception of Dwarves, Orcs, and Ogres, share some common ancestry with the Trolls.

The Trolls originally hailed from the Western Continent, Maldor. However, as time passed, Forest Elves, their wayward offspring, began to attack them, having grown to believe that they themselves were Tirath's superior race, and that the Trolls were not worthy of life. The Trolls, a race that relied on Voodoo and sacrificial beliefs, were stunned by the Elves' hostilities, and fled the continent.

Years later, after practically living on the sea, the Trolls washed up on an uninhabited island (the southernmost one on the map), and decided to call it home. Establishing the wondrous city of Ama'Ray, the Trolls' leader, Zam'Thas, looked to establish a life away from war. His dreams were not meant to be granted, however.

Shortly after finishing settling on the land, a young Troll named Cra'man gathered a group of followers, who rebelled against the Trolls, took the Northern part of the island, and began establishing his own laws. Zam'Thas, utterly bewildered as to why any Troll would want to betray his own kind, sent negotiators to the Cra'man and his tribe. However, Cra'man had no plans to negotiate with his race, and quickly slaughtered any troll that was not of his tribe.

Unbeknownst to the Trolls, Cra'man had willingly given his soul to the Demons which had begun to inhabit the Western continent shortly before the Trolls left it. In exchange, he received untold power, which he planned to use to gain control of his race, turn them over to the Demons, and extract revenge upon the Elves for their betrayal. His plan seemed to be underway, as his warriors took control of the island. Zam'Thas decided that he had to send his people to the East again, hopefully taking them away form the wars and senseless fighting that had plagued his people. Zam'Thas and his followers fled to the East.

Arriving on the Eastern Continent, Zam'Thas began rebuilding his race's culture and life. However, the Trolls were impeded with even worse luck. Giving birth to two more wayward races, Humans and High Elves, the Trolls seemed to be out of luck, until they found the Ogres. The Ogres were a race that’d been fought off by Dwarves for thousands of years, and were nearly extinct. Zam’Thas, striking an Alliance with the Ogres’ leader, Crushbellow, agreed to aid the Ogres in fighting the Dwarves, so long as the Ogres would help them reclaim their lost lands. Crushbellow and his followers immediately agreed. For the next 300 years, the Trolls worked to rebuild their shattered lives, fighting off Dwarves, and their wayward spawns, humans.

Zam’Thas was growing old. He was reaching nearly 400 years of age, venerable for a troll. His son, merely 150 years, young for a Troll, was a strong Witch Doctor, and very strong. Zam’Thas had named his son Thas, after his own name (Zam was simply a surname). Many trolls believed that Thas would soon take his father’s place. Thas gave little thought to the idea. He was a strong adult Troll, and taking over his father’s place was a small part of his thoughts.

Eventually, after the Dwarves had ceased attacking the Trolls and Ogres, Zam’Thas convinced the Ogres and Trolls that it was time to fight Cra’man and retake their homeland. Zam’Thas and Crushbellow led a fierce attack on Cra’man’s empire, displeased with the findings. Cra’man and his trolls, from years of Demonic possession, had grown immortal. They were immune to death by age, disease, wounds, and could only be killed by the most extreme methods. Despite this obvious strength, Zam’Thas led his warriors, including his son, into the heart of the Cramanian Empire, and warned Cra’man that his rule was ended.

Cra’man, a coward at heart, gathered his most trusted advisors and prepared to flee from the island. However, Zam’Thas and his followers attacked the ship ports on the island, and managed to burn all but one ship. Cra’man and his followers boarded the ship, to the Trolls’ dismay. However, before he set sail, Cra’man fired a blast of Demonic energy at Zam’Thas. Due to his age and weakness, Zam’Thas fell from the blast, dying on the ground. The Trolls mourned the loss of their leader, as Cra’man’s wicked laughter faded with the fleeing ship.

As the trolls mourned the loss of their leader, Thas went to his father’s dead body. Speaking not one word, he removed the wolf head-shaped hood from his father’s head (this hood is the equivalent to a crown). He donned it, and changed his name to match his father’s. Thas became “Zam’Thas”.

Zam’Thas now watches over his people, trying to live up to his father. He knows that Demons will always live, and that it is his duty to protect his people from seeping corruption. Crushbellow and the Ogres, along with the Trolls, keep watch on the small hold the Trolls have on the Eastern Continent.

 

Culture: Trolls, in terms of lifestyle, are very Voodooist and have rather rough beliefs. In terms of religion, there behave much like Mayans, offering sacrifices of “chosen ones” to appease their Gods. Their building styles consist of temples and pyramids. From the age of 10, still a small child in Troll years, Trolls are taught to hunt and wield axes. These two skills are highly valued, as Trolls are expected to hunt for themselves, not depend on others to provide food for them.

Some Trolls who are highly intelligent are chosen to train in the artful skill of Witch Doctoring, a rank highly respected among the Voodooists. Trolls that learn these skills call upon the dead to unleash their powers upon those that would threaten them. Witch Doctors are also skilled in alchemy and healing the sick.

Trolls who are not intelligent enough (or those who resent magic) are used as spear-throwers and axe-wielders in war. Spear Throwers are very agile and strong, whereas Axe-Wielders are more durable, and much more barbaric. Trolls are extremely skilled in fishing and hunting, as well as leatherworking and tailoring.

Ogres, though somewhat different, have adopted much of the Trolls’ lifestyle. They live in Mayan-like buildings, hunt their own food, and worship Voodoo gods.

The primary difference between the two is fighting. Whereas Trolls are much more skilled in ranged combat (axe-wielders are strong, but no match for a fairly strong Human soldier. Put next to an Orc, there is almost no contest), Ogres are almost purely melee combat. These creatures are what hold the front lines of battle from the reach of enemies. Ogres wield clubs, axes, and swords, just about anything that can be used as a weapon. Their brutish strength makes them difficult to fight, even for a strong Orc warrior. Their only downfall is that most Ogres are extremely unintelligent creatures, a vast majority being at the point of where they can only grunt when given orders. An Orc or Human with some level of intelligence can usually outsmart an Ogre, and even lead them to their death with some minor thinking.

The small percentages of the Ogre population that are intelligent are often trained as Mages. These Mages call upon the powers of Frost and Fire to aid them in battle. Though an Ogre carrying a staff and wearing a cloth hood looks humorous to some, a quick blast of frost will keep them alert and on their toes.

 

Physicality: Trolls are tall, lanky creatures. Most male Trolls stand at a height of 6’7”-7’3”. Females often stand at 6’1”-6’10”. Trolls are often blue skinned, though some are green or red, and are very skinny. Trolls often wear little clothing, and have large noses that jut out from their face. They have fangs jutting out of their mouths, and often messy, wild hair. Many Trolls have piercings made from the bones of small animals. Female trolls are known to use bones of fallen enemies or beasts as hair ties.

Ogres are much larger. They are known to stand anywhere from 7’5” to 9’5”. Gender does not play a part in Ogre growth. All Ogres are very muscular, and there is little difference between males and females (only an Ogre would know). Ogres are oftentimes bald, and some are even known to have just one eye. All Ogres have dark-tan skin.

 

Lifespan: Trolls are considered venerable at age 400-450. Ogres at 800 years.

 

Professions: Witch Doctor, Hunter, Berserker, Warrior

 

Other Info: Trolls oftentimes wear decorations made from skull or bone, as it not only shows strength, but also loyalty and honor. Ogres often tattoo themselves with family markings or ritualistic symbols. Trolls’ racial mounts are Zales, Bat-like creatures that run quickly and can fly short distances. Ogres ride the Rhinoceros that live in their lands. The areas that both live in are extremely dense jungles, though Ogres are known to prefer open grasslands. Trolls worship the spirits of the dead. To them, once a Troll dies, they achieve Godhood. Ogres worship the God of Earth, Dez.

[b]Demons (Legion of the Shattered)[/b]

History: Demons are the creators of the Trolls. They originally intended for the Trolls to be their brute force to eliminate the lesser races from the lands, thereby allowing them to rule without opposition. However, after the Forest Elves defeated the Trolls, severing their ties to the demons, the Demons coveted a way to continue using their creations. They made a pact with Cra’man, and told him to bring utter corruption into his race, in exchange for immortality and power. After Cra’man failed, the Demons wouldn’t give him up so easily…

As Cra’man sailed away from his broken and shattered kingdom, he feared the worst. He had exchanged his soul for power back when Demons were taking over the Maldor. His first thought was that the power would give him enough control to take back their lost lands, and ally the Trolls with the Legion of the Shattered, the name of the demon league. However, there had been a second part to his side of the deal. In addition to his soul, the demon overlord, Remu’Kel, wanted Cra’man to corrupt the Trolls, thereby boosting the Demonic forces, and ensuring their victory over Maldor, and improving their chance of victory on the Eastern Continent. However, due to the fact that a large chunk of the Trolls had fled the island before he could truly corrupt his people, Cra’man had insufficient forces to defend against Zam’Thas’ attack. He fled with his most trusted advisors.

As Cra’man sailed his ship to the West, to consult with Remu’Kel, he felt the winds change. His sails began to bend, and eventually cracked. Fearful, Cra’man told his advisors to ready themselves for something massive. However, even with their brutal force, they were unprepared. Remu’Kel appeared, a group of demons following him. He tore Cra’man’s advisors to shreds, and captured Cra’man. At that, Remu’Kel took the Troll to the depths of the Nether itself. He extracted Cra’man’s spirit, combined it with his soul, giving Cra’man his emotions and feelings back. He then painfully tore Cra’man’s body apart slowly, keeping his spirit intact so Cra’man could feel the pain. Cra’man, screamed, not only from pain, but from the fact that he regretted betraying his race.

Remu’Kel explained to Cra’man that his failure costed him his body. However, Cra’man begged and pleaded for another chance at serving the Shattered, and Remu’Kel agreed. Turning Cra’man into a large beast resembling himself, Remu’Kel told Cra’man of his plan. He explained that Cra’man would receive a demon army to use at his disposal. He would then lead an attack on the Forest Elves. Once they’d made enough headway, they would attempt to destroy the Tree of Immortality, which gave the Forest Elves their ability to resent things such as aging, disease, and other things as such. After that, the Elves would become weak and pathetic creatures, nothing more than shells of their original selves. With that, they would charge on the Lake of Time, the pool of water in the far north, which the Forest Elves guarded, that held the past in it. From there, they would manipulate history, and have the mortal races begging at their feet, thereby achieving domination over this World.

Cra’man liked the plan, and agreed to serve under it. Leading a brutal, vicious attack on the Plains of the Moon, Cra’man destroyed the main source of the Elves’ food supply. Taken aback by this massive attack on their lands, the Elves were unable to defend their lands against the threat, and retreated back into the safety of  the forested mountains. There, the demons made a massive standoff. Leading a huge force into Elven lands, Remu’Kel and Cra’man destroyed a number of Elven strongholds before they were finally blocked off from the Tree of Immortality. The Elves, using their Druids to channel a spell that would prevent the Demons from entering, hoped that the Demons would be outsmarted by their tricks, their brief moment of weakness being enough to attack. However, their plan failed horribly. The Demons, with Cra’man leading, killed all of the Druids, which lowered the Tree’s defenses greatly. In a titanic struggle, the Elves managed to overcome the Demons just barely, wounding Remu’Kel in the process.

Back in their own territories, Remu’Kel was dying, and Cra’man was the only demon that could possibly have enough power to save him. Begging and pleading Cra’man (only because he had no strength to fight or punish him), Remu’Kel asked Cra’man to return the demonic energies to him, and relinquish his powers. However, Cra’man, who hated Remu’Kel for the trouble he’d put him through, took out his dagger, imbued with Nether energies, and slew Remu’Kel. Drawing all of the energies, knowledge, and power Remu’Kel had, Cra’man became extremely strong, and achieved Immortality. He donned Remu’Kel’s gold-plated armor, and, placing the gilded, demonic looking helm upon his head, now leads the Demon forces against the Elves.

[b]Humans (Laramoth Nation)[/b]

History: When the Trolls landed on the Eastern Continent, many tribes, who resented Zam’Thas’ rule, claiming poor leadership had resulted in the loss of their homeland, left the Ama’Ray Empire, and went off into the uncharted wilderness. One such tribe was the Splinterbone tribe…

The Splinterbones were skillful warriors. However, they were much better known as intelligent, crafty Trolls. They were courageous and diplomatic by nature, and, if any tribe was going to survive in the wilds, it’d be them. However, these Trolls wanted nothing to do with their own race, and, after much thought, began calling themselves “Humans”, which meant “Renegade” in their at-the-time native tongue.

Over time, the Humans left behind their Troll thoughts, looks, and even characteristics. They shrunk, their skin changed color, they grew more muscle, they grew additional fingers and toes, and their intelligence only increased. The Humans, deciding that “Splinterbone” no longer fit them, began calling themselves the nation of Laramoth, in addition to speaking new languages. The humans moved north, and settled in a small, coastal area, just north of the Swamplands.

There, the Humans evolved into a diplomatic society. They were the first to use bricks and mortar in structures, as well as temper full-body armor for their warriors. Using their learned skills and abilities, the Humans began to grow, and formed a sturdy nation. However, the Dwarves, who controlled land to the East, grew concerned on the Humans’ expansion. They’d been at war with the Orcs for a long time, and, despite the Orcs’ civil war, they were losing it badly. They knew the Humans would only grow greedier, and decided it was time to take them out while they were weak.

The Dwarves, having already discovered gunpowder and explosives, built siege weapons that would easily destroy any human structure. They charged into the lands with these weapons, startling the Humans greatly. The Humans, angered by these outsiders, fought back. Despite the Dwarves’ best efforts, the Humans forces were surprisingly strong. The Humans took the Southern part of the Dwarves’ territory (L-Shaped on the map), and began to destroy their frontlines. Had it not been for a tenuous pact between the Human and Dwarven leaders, the Dwarves would’ve completely lost any hold they had on the mainland.

The Dwarves and Humans did not trust one another. Though they were allowed into one another’s territories, murders and attacks were common among the two races. Only through exchange did the Dwarves and Humans start to appreciate one another. With Dwarven gunpowder, the Humans invented rifles and muskets, which, though not commonly used by Human fighters, are favorites among Dwarves. In addition, Humans introduced bricks and mortar, which the Dwarves used to strengthen their cities, which were made entirely out of metal at the time. This improved the relationships between Humans and Dwarves, but not all of them…

A group of Humans within the kingdom still did not trust the Dwarves. This group, calling themselves the Stromadon guild, became a major political influence in the Human nation. Filled with rebels, anarchists, and racists, it was a large concern for the fair-minded people of Laramoth. Never had they been forced to face this kind of rebellion, and turned to their king, Farel Benecar. Benecar, fearful of rerousing the Dwarves, and concerned that the Stromadons were gaining too much power, enforced martial law. He had Stromadon followers kidnapped and publicly executed to move his point forth, and end the anarchy.

On the verge of a civil war, Laramoth began to slowly unwind. Knowing that the Stromadons were too big a risk, Benecar told that all supporters of the Stromadon guild, or any family of the guild’s members, were to be exiled. The vest majority of these minorities left quickly, though some stayed. The lingerers were quickly put to death. The Stromadons fled to the North.

Laramoth is now ruled by Feral Benecar’s distant grandson, Lloyd Benecar. Laramoth has lived peacefully for many years, but new threats are arising. The Trolls and Ogres, having finally established themselves, are beginning to war with them, for the sole sake of being allies with the Dwarves. In addition to this force, the Orcs, finally forgetting their differences, have banded together and are now fighting a frontline war with Laramoth. Despite the obstacles, however, the Humans of Laramoth are a strong-willed nation, nonetheless.

[b]Humans (Stromadon Nation)[/b]

History: After being exiled from their homelands of Laramoth, the Stromadon Humans hiked through the Dwarf-held lands. However, due to their incessant fighting and stereotyping against the Dwarves, they were mercilessly attacked, over half of their forces slaughtered before they cleared out of enemy lands.

After fleeing from the Dwarves, the Humans came across an amazing sight. They reached the Red Hills, a land of red grass and farmlands. They established homes here, and started work on a kingdom of their own. However, trouble soon followed….

The Dwarves had dispatched an amount of force in the Hills to clear out the Stromadon survivors. The forces’ leader, Rondall Mithril, one of the four Mithril brothers who ruled the Dwarven Empire, was savage toward the Stromadon nation, and brutally attacked them. With no army or defenses, the Stromadons fled the Hills, while the Dwarves destroyed what they’d created.

The Stromadons moved further to the West. They came across the lush forests, which they came to call Stromgrane. Building their capital in the forests, using the techniques and styles of the Laramothians, the Stromadons hid in the forests, and built a strong, massive civilization. They flourished, and, in their glory, even allied themselves with the High Elves of Sin’Lathal. However, not even that could save them from the Dwarven expedition into the land. The Dwarves, who’d discovered that Stromadon had allied itself to the High Elves, attacked the borders of Sin’Lathal, burning the forests down. Had it not been for the intervention of the Humans of Laramoth, the Stromadons probably wouldn’t have gotten involved, as they were only at a fragile treaty with the Elves. However, with the two forces combined, they drove the Dwarves back, capturing and slaying Rondall Mithril, an act which would forever secure the hatred between the two rivaling nations.

Stromadon is now ruled by the young king, Lionel Bartell. He is a steadfast believer of the Stromadon rule, and only wishes to end the reign of his enemies, and create a prosperous life for his exiled people, making sure that they will never lose another home.

[i]Forest Elves (Rena’Mal)[/i]

History: Many centuries after the Trolls began building their homes on the southern lands of Maldor, they began to push their expedition to the North. In the Northern lands, which were rainy, foggy, and damp, immaculate, undisturbed forests grew, cultivating the lands in such a way, that the creatures living in the forest began to grow strong. They were stronger than normal. Diseases and famine wouldn’t affect them. They did not age, and didn’t have to consume food and drink as much as their normal counterparts. This kind of behavior was to be called immortality by the Trolls. The Trolls tribes, obsessed with the forests’ magical properties and strengths, sent a large number of their Witch Doctors and warriors into the forests to discover what gave the creatures such magic (this was actually a plan by the Demons to have the Trolls secure the magics, which would allow them to control it, but the Trolls were completely unaware that Demons existed at this time).

This band of Trolls, from the Rena’Mal tribe, built their homes in the forest. They studied the land’s magical properties, and soon discovered that there was a tree, which they called the Tree of Immortality, which gave the forest the magical aura. With the magical energies warping their appearance, the Trolls soon began to change themselves. Their ears grew long. They became much more quick and slender. Their green and blue skin changed to a deep, deep gray and purple. They developed more muscle, and grew even taller than the Trolls. They became known as the Forest Elves.

The Forest Elves became incredibly dependant on the trees. They became one with nature itself. In addition to their appearance changes, they also began to develop immortality itself. They learned the ways of Druidic magics, bonding themselves to the trees, protecting the forests with their lives. They eventually began to tame beasts, and even communicated with the trees, and the spirits in the forests.

However, these new powers came at a cost. The Forest Elves began to think lowly of the Trolls, angered by the fact that they refused to worship the trees and follow Druidic teachings. With this newly installed anger, the Forest Elves began to train in the ways of combat, becoming increasingly skilled in hit-and-run melee combat and subtlety attacks. With these newfound skills, they launched to move the Trolls off the mainland.

However, the Trolls were more stable than the Elves, a fairly new race. The Elves were beaten back horribly, fortifying the forests just enough to hold the Trolls back. The Druids, knowing that they were in trouble, sailed out to the North, said to be a snow-covered land holding great powers. These legends proved to be true.

In the north, the snow-covered lands held a great force: the Lake of Time. This lake, bestowed with the powers to hold the World’s past, housed all the previous events of the World inside it. Any individual could use it to step back in time, or, with a flick of the wrist, send the entire world back to the time they desired. The Lake also held all the magical powers in the world (excluding the shadow, fire, and corruption, magics pulled from the darkest planes of the universe). The Druids, using the lake carefully, extracted only a small amount, and brought it back. Pouring the water onto the roots of the Tree of Immortality, the Tree gave them the power to use any and every magic possible (excluding the “evil” magics). With this newfound power, the Elves quickly beat the Trolls down, tearing the ancient civilization apart, giving way to the Demonic Legions…

After the War of the Skull (the war with the demons), the Elves began to expand. They now hold territory in Northern Maldor, fighting off Demonic corruption, their lives entirely focused on protecting everything and anything that means something to them.

[i]High Elves (Sin’Lathal nation)[/i]:

History: Shortly after the Splinterbone Troll tribe left and headed for the North of the newly settled lands, a tribe called “Sin’Lathal”, or “Archer warrior” in ancient Troll tongue, decided it’d be best for them to break off as well. These Trolls were skilled in ranged fighting, respected deeply by all Trolls, and well off. However, their propositions to expand Northward and secure their place on the surrounding lands fell on deaf ears. Zam’Thas claimed that if they became too spread out, Cra’man would easily be able to corrupt more and more Trolls. However, these Trolls were greedy, and, with no remorse, left their race behind, heading North.

The Trolls made their way into the Tor’Skan swamplands. Inhabited by Orcs at the time, the Sin’Lathal tribe pushed their way through, hoping to gain hold on the territory. However, their lack of reinforcements and rations forced them to flee from the area. The Sin’Lathals then headed even further to the North, coming in to Dwarf-held lands. This was where fighting truly began.

The Dwarves, suspicious and negative by untrusting of other races by heart, attacked the Trolls, dwindling their numbers greatly. However, after the Trolls fled into the safety of the far North, they moved South again, and launched multiple nighttime town raids on various Dwarven holds in the Northern part of the land. The Trolls then fled as far as possible to the North.

It was here where they found their destiny. A large, magical lake (a spawn of the Lake of Time. This lake only contained magical properties, not the power to manipulate time), which they began to build their cities upon. Soon, however, the lake took its toll on them. The Trolls themselves grew smaller, thinner, and more agile. Their skin turned soft-tan. Their fangs disappeared, and they took on many human-like qualities. In addition, their ears grew long. Their Witch Doctors began to call themselves Mages, abandoning their old styles of magic, and beginning to harness the new Arcane magic that the Lake held.

In addition to all this, the Trolls, now deciding to call themselves High Elves, took on a new culture. Gone were the days of spirits, voodoo, bones, and tribes. They built tall, winding spires using magic. They created dazzling, beautiful homes and buildings with their bare hands. They spoke in different accents, slept in lush beds made form fine material, and became civilized and dignified. They used bows and arrows instead of spears and throwing axes.

However, during all this, the Stromadon humans had recently began settling in the lands to the West. Allor Pollux, the High Elven king, ordered his most trusted scouts to speak with the Humans. Surprisingly, both races got along very well. They formed an Alliance, and began to help the Humans build their city. They especially grew closer with the stories of their fights against the Dwarves, whom both hated with a passion.

To prove their loyalty to one another, the Elves taught magic to any human willing to wield it. To thank the Elves back, the Humans instructed their frontline warriors in the fine art of Swordsmanship, and introduced diplomatic politics to the Elves as well. The two races fought side by side during the Dwarven raids on the land, and cherished victory with one another.

Allor Pollux now rules his race from the magical city of Sin’Lathal. His only wish for his people is that they keep their lands safe from intruders and prosper in their greatest hour.

[i]Dwarves (Mithril Clan)[/i]

History: Long, long ago, the World was formed by the 3 Gods of the universe: Dez: the God of Earth and Rock, Zewer: the God of Air, Wind, and Water, and finally, Juracall: The God of all Life. With the powers of these three Gods, a small World called Tirath was born. These Gods set out after the creation of each world. Their philosophy was to let life develop from scratch, but Juracall, admiring the world of Tirath as his finest works, put two life forms onto the land: the Ogres, strong, fearless creatures whose bodies would serve them well for working and hunting, and the Dwarves. The Dwarves were short, muscular, cunning creatures. Juracall admired them over the Ogres, which he considered to be an abomination after seeing the Dwarves. Because of this, he gave the Dwarves amazing minds in addition to their strength, something that would serve them well. In his disgust of the Ogres, he gave them another race he thought to be hideous, the Orcs, to fight the Ogres, leaving the Dwarves in peace.

However, Juracall left to continue his mission with the other two Gods, and soon forgot about the tiny World. However, one God didn’t. Sorgamor, the God of War and Death, had been outcast from the Pantheon of the Gods, and sought to take revenge of the three creation Gods. Sorgamor created the Legion of the Shattered, made up entirely of hideous beasts from the far corners of the universe, which he called Demons. On their horrible crusade across the universe, they devoured whole Worlds, destroying in seconds what had taken the Gods so long to create. However, one World stuck out: Tirath. This was the only planet with beings intelligent enough to hold their own in combat. At the time, Tirath was only one big mass of land. The islands and continents did not exist.

Sorgamor sent Demonic armies down to Tirath. The Orcs and Ogres, who had stopped warring and built their own lives, defended their homes from the Demon invaders. The war for the planet lasted for nearly a century, until the Dwarves stepped in.

The Dwarves, having created catapults, shields, and defenses, attacked the demons fiercely. The Shattered’s forces were unable to withstand the might of all three races combined. In a desperate attempt to finish the World’s inhabitants off, Sorgamor slammed his fist into the middle of the continent. The hit was strong, but not strong enough to break the planet. Instead, the large continent shattered, forming what is seen on the map. The Dwarves then began to inhabit two parts of the World: a small island off the Eastern coast of the Eastern continent, and a large portion of the mainland.

Around this time, the clans begin to form. Though there were many clans, there were three prominent ones: the Adamantine Clan, the Thorium Clan, and the Mithril Clan. The Adamantine inhabited the lands that hugged around the bay, and stretched out into the middle of the mainland. The Thoriums controlled the “neck” of the continent. The Mithrils took control of the island of the Eastern coast. Due to much bickering, the clans eventually began skirmishing, and soon started warring.

Though the Adamantine and Thorium clans were much stronger than the Mithrils, the Mithrils stayed out of the first half of the war. In a narrow victory, the Thoriums defeated the Adamantine Dwarves, but were quickly crushed by Mithril ships and forces. The Mithrils continued their siege, and took all the Dwarf-held lands.

After the Dwarven union formed, the Orcs were high rise in the middle of a civil war. King Gornall Mithril, desperate to quench his peoples’ constant ask for more land, launched a full scale attack on Orcish territory. However, despite the fact that the Orcs were not united, they drove the Dwarves back, killing most of the forces. The Dwarves realized that when the Orcs’ conflict ended, they’d be in for quite a fight…

The Dwarves now fight two wars with their allies, the Laramoth Humans. On one front, they hold back the ever vigilant Elves and Stromadon Humans. On the other, they hold back not only the Orcs, but also the Trolls and Ogres. Though times are hard for the both of them, they expect to prevail through it.

[i]Contested Areas[/i]:

 

The Broken Plains: Originally the farmlands for Trolls, the Broken Plains were taken over by the Forest Elves after the Trolls fled the land. Using the open fields as holy grounds, the Elves sought to expand their forest into the vast, open region. However, the Demons soon invaded, destroying much of the land. The plains are heavily contested between the two, and are the current battlefield for their war. The Plains still show signs of life, though much of it is covered by blight.

 

The Red Hills: Once home to the Thorium Dwarves, the Broken Hills were once lush, green lands that farms grew on. However, after the War of the Clans, the Mithril Dwarves found the soil on the lands ruled by the Adamantine to be much better. In addition, renegade Orc and Ogre tribes now held footholds in the land, and they wanted nothing to do with it, shutting it off.

Years later, the Stromadon Humans inhabited the Hills for a short period of time before being chased out by Dwarves. The grass in the Hills began to turn red and brown. The sky stayed dark throughout the day, and the lands became extremely unwanted by the civil races. The Hills now serve as the current battlefield for the Dwarves and Elves/Humans.

 

The Tor’Skan swamplands: Wet, dry, dark, humid. These words are the best description for this part of the land. Inhabited by small tribes of Gnomes and Imps, the Swamplands are coveted for their plant life. The Orcs, Laramoth Humans, and Trolls/Ogres make a steady battlefield of the land. Surprisingly, the massive fighting has taken little toll on the land. Mysterious as it is wanted, the Swamplands may hold more than the naked eye can see….

 

Vilereef Pass: Inhabited by the most disgusting forms of life, Vilereef is often left alone. The Orcs and Trolls/Ogres don’t fight here. Vilereef has enough fighting as it is. Inhabited by sinister creatures such as Naga and C’Thilos, the Pass is covered with coral and shallow water. Unexplored by much of the World, it remains to be seen how much it will play a role in the war…

 

Death’s Hold Isle: Possibly the most dangerous place in all of the World, Death’s Hold Isle is also the most mysterious. The Dwarves and Humans have sent a number of expeditions to the island, none of them returning. For this and many other reasons, most races tend to leave the island alone. However, the Humans of Stromadon suspect the worst, and are keeping an eye on the mysterious floating land…


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