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Ritual, and study (The Kor)

As the Mer watched over the natural world, a millennia of flora and fauna to witness, a new faction in their race formed, a faction which did not just wish to live alongside the Essence, but to harness and shape it. The Kor, the first scholars of the Arcane. Their stone circles and observatories were the first of their workshops and studies, developing written language to further their research through the ages. Through ritual and study they mastered spells and magical theories. But their divergence from the natural world planted the seeds of cultural division, still felt in Misthria to this day.

The Age of Essence (First Light)

Celestial Alignment

Kor scholars observed that tides of magic would rise and fall in harmony with celestial bodies. This catalogue of the moons, stars and solar and lunar eclipses became the first formation of a calendar on Misthria. This then later bore foundation for the future rituals and further understanding of cosmological activities, this includes prophecies tied to lunar eclipses and solstices. Through this, for centuries the timings, dates and experiences of births were recorded, thought to also be magically significant, though that was later discredited.

A Pulse of Sentient Magic

While the Mer and Kor had begun to settle into their own routines, the Essence had not yet finished with Misthria. It twisted complexity into reality, raw concepts began to solidify. Emotion, entropy, time and thought these abstract ideas manifested into physical form. These conscious entities drifted across Misthira in search of identity. They would feed on mortal awareness and emotion, gradually they became aware of themselves and began to form thoughts of their own, of themselves, and of others around them, physical or otherwise.

Conduits of the Divine

With the gods influence now being felt, places of intense magical density became sacred to both the Kor and Mer. These Nexus Points allowed mortals to draw on the Essence borne from the divine. Many of the early temples and ritual sites to the divine were built atop these sites, and within the Mer there were groups that began to worship these places as places of awakening and rebirth, the powers of the divine being used to heal the wounded and bare new life into the fallen. They also became vital to cultures formed around magic, political power and the earliest pacts formed with the divine.

Founding of Khaldrim Dorul

Within the century, the Dwarves had constructed their capital, Khaldrum Dorul, a vast subterranean stronghold hewn from obsidian and vein-gold. This was the first true city on Misthria, it served not only as a city, but as a shrine to the divine trio of their creation. Here, the High Forge Council was formed, blending priesthood and political leadership. This council later became the heart of dwarven law, craftsmanship and politics.

Creatures of Essence (The Mer)

With essence concentrating in living environments, forest, caves and lakes, sapient life eventually coalesced. The first were the Mer, beings of instinct and grace, they mirrored the landscape that birthed them. These first of the Mer had etched, bark like skin, and eyes glowing with the latent power of Essence. The children of the Essence, born before even the gods were the protectors and seers of the natural world. They lived in union with the untamed wild and were the shepherds for the creatures to come.

A World Named, Misthria

The Kor's research of the cosmos, recording the patterns of stars and the flow of magic, lead them toward a need to name their own lands. Through their research they could not find an answer to where their lands had been borne, and so the world became known as Mistrin, a world in their tongue meaning "Veil" or "Thread". They theorised that all life and matter was bound by the invisible thread that is Essence, woven into reality. This was their first attempt to give structure to an otherwise chaotic world.

The Mer of Elathir & Ash-Rilar

The flow of Essence, guiding the Mer led them across the continents of Elathir and Ash-Rilar. Some took to the swamps and marshes, other the dense forests and hidden glades. These nomadic tribes began to rely on oral traditions, stories, song and marking their skin became the norm, the wisdom they bore gave birth to sanctuaries across Misthria, temporary settlements around fonts of greatly concentrated Essence, when these pools of power shifted with the whims of the Essence, so too did the Mer.

As time wore on, these places of power would only begin to form on the continent of Ash-Rilar, until eventually they were gone from the world altogether, leaving the Mer to follow a wisp of once great magic.

The First of the Gods

With the Kor and Mer forming more of their cultural beliefs and followings the stories and knowledge they passed down began to shape the manifested concepts, these strongest of concepts coalesced into true divinities. Aetherion was the first, god of balance and creation, followed by Kaelis and Myrris, the gods of discovery, and time, without even realising, these conceptual beings began to answer prayers, giving power to those who asked of it and using their innate Essence to bare reality into their whims. Though they were not omnipotent, they were shaped and limited by belief.

A New People

As the gods grew in strength and number, new concepts bearing new gods, new beliefs bearing more prayer, more prayer increasing their power. a pact was forged. Khaldrim, the Stonefather, god of Legacy, Thyndra, the Forge Mother, goddess of Community and Drakthor, The Flamekeeper, god of Discipline came together. Breathing life into a new creature, forged from the molten core of the mountains these beings were hard, proud and importantly were born with the knowledge of their creators existence. The first of the Dwarves came into being fully formed in the empty caverns of what would later become Mossak Dum, with an innate calling to shape the land that birthed them, in the name of the gods that created them.

Essence Bound in Steel

Through their almost zealous belief that craftsmanship brought them closer to the gods the dwarves discovered a new form of magic. Runes, carved into metal and stone infused with divine intent could hold Essence within them. This became the cornerstone of dwarven magic. Rigid. Structured. Enduring. Unlike elven magics which were more fluid and followed the whims of the Essence, rune-magic, was permanent, it could alter the very nature of objects in the material world. While this original form of Dwarven magic has long since been lost to time, it bore two major creations. Mythic Items forged during this time have limitless power, and the craft of Enchanting, using a lesser version of the original runes to create Artefacts. There are still those of the Dwarves who seek to relearn the rune-magic or old. 

Too Greedily and Too Deep

In their deep delving, the dwarves unearthed an unspeakable maw, a rift, spewing corruption and horrors beyond their comprehension. The Black Maw was sealed using divine runes, as well as the life of countless runepriests. The location became forbidden knowledge and has been guarded by generations of dwarves, passing down the ritual of binding used to this very day. These priests are the only members of Dwarven society who are still able to use the runes of old, though the spell they know is a specific one, and the translation of the runes used is yet unknown.

Glimthur's Anvil

An anvil, said to be blessed by all three of the dwarven creation gods became the focus of brutal, bloody internal war. Clans vied for control of this relic, used in the creation of Mythical items. This strife lasted for decades, and countless clans were lost, eventually the Council came to a decision, the anvil must be destroyed to prevent greater catastrophe. Its shards now sit within Glimthur's Deep as a reminder of the price of internal struggle between the children of Khaldrim.

The Age of Stone and Flame

Earth and Fire

Eventually the Dwarves emerged on the surface, encountering the nomadic tribes of the Mer. Initial contact was promising, they spoke the same language, and could agree to mutual trade, the Dwarves offering their Steel tools and weapons and in return receiving herbs and potions from the surface. However, territorial disputes over sacred groves and mountain passes soon turned to bloody skirmishes, ending with fragile cooperation.

The Age of Divergence

Aelior, Culture and Magic

At the height of their power, the Kor settled on Elathir, founding the city of Aelior. It is a monument to their prowess over Essence and the arcane. Their research allowing them to stabilize the flow of Essence no longer relying on the whims of its flow the city becomes a bastion of elven learning and power, its floating spires draw scholars from every culture across Misthria at the time, and are welcomed freely into their font of knowledge.

A People Expelled

As the Kor tighten their control, those who question authority or explore forbidden paths are exiled. These outcasts, the Bah-Kor, retain their lineage but are expelled from their homes, no longer welcome within the Essence woven cities of the Kor. Over generations these people will come to adopt the customs and cultures of their neighbours, being there for the formation of the first human cities and living freely among the Dwarves. Often the stories of their exile is passed down generation to generation.

The Migration of the Mer

As expansion consumes the lands of Elathir and Mossak Dum many of the Mer tribes migrate to the south, seeking the untouched wilderness of Ash-Rilar. There, they continue their tribal ways, less influenced by the Kor and no longer having to deal with the stubborn Dwarves. Here they find communion with strange Fae beings that exist just beyond their sight, slumbering deep in the woods. Not all Mer migrated this way and tribes can still be found across both Elathir and Mossak Dum.

Touch of the Fey

Those of the Mer who interacted with the Fey, waking them from their slumber found that the younger members of their tribes were displaying strange, unnatural appearances. Glimmering eyes, antler-like growths or strange tinges to their skin. The Mer were unsure whether these were gifts of the Fey or a curse borne from their meddling, but once the Fey had been awoken their influence began to spread across the entirety of Misthria and the Fey-Touched were introduced across the races of the world.

Human Nature

The first of the humans are brought into being in the fertile lowlands of Elathir. Their existence unable to be tied to one single force like that of the Elves and Dwarves. Essence, divine breath and natural instinct came together to form this new being. Quick to learn, quick to war.  While short lived humans spread faster than any race before them, not bound by a single belief they carved out their villages and petty kingdoms in the shadows of those that came before them.

Manifest Destiny

Human scholars, mystics and kings name their land Elathir. "The Gifted Land" The name reflecting their growing belief that this world was made for them. An inheritance from the divine. Many human cultures adopt a manifest destiny ideology, seeking to expand across all lands. Three major factions rise to power. The Heartland, a seat of nobility and structure. Tyrus, forged of martial tradition and glory. Darrowmere, a rugged land based solely on their resilience. Each generation sees alliances forged and broken.

Ash-Rilar

In the years following the fall of Aelior, the Kor gradually leave Elathir. Some see it as exile, others as a return to purity. With the help of their greatest Essence weavers they cross the sea to the untouched continent to the south and begin anew. The Kor name the continent Ash-Rilar. "Radiance" in their old dialect. It is envisioned as a utopia, a realm untouched by mortal ambition. They erect their high towers across the continents, now building their cities with highly restricted access, high above the ground with great gates, almost impossible to access without express permission, to keep out both Bah-Kor and the mortal races.

A Barrier of Stars

Using theory passed down from ancient sacrificial rituals the Kor erect the magical wall of Essence infused light that spans the perimeter of Ash-Rilar to push back the human invaders. This barrier blocks both entry and exit, and Kor who leave is protection without the express permission from the Silver Queen are considered Bah-Kor, choosing to exile themselves. The ritual used to create the barrier was lost upon its making, those who knew the ancient words giving up their lives so that the barrier may stand forevermore. The archmages who raised this barrier using the Essence of their lifeforce are said to still be sentient in their towers.

The Fall of Aelior

Aelior, weakened already by the strife between the Kor and Bah-Kor becomes the centre of a catastrophic event. A pact forged and broken between the humans and the elves during an invasion by Orcish invaders from the Felton Isles leaves the city to be sacked. As the city is razed the surviving Kor flee into the countryside or go into hiding. This event becomes a source of myth, shame and contempt for the Humans among the Kor.

The Age of Conflict

Human Greed

Emboldened by expansion and tales of hidden power, warlords of Tyrus, The Heartland and Darrowmere band together. They cross the sea to Ash-Rilar in an attempt to sack and invade their cities. They are completely and utterly repelled, not one city is burnt and not one thing is gained by the humans. During these raids the Starwoven Barrier is raised, this incredible feat of arcane manipulation pushing back the invaders. Though losses were great on both sides.

Dwarves of the Open Sky

As trade expands the Dwarves begin to settle above ground, forming outposts and mining towns across Mossak Dum and Elathir. Though culturally similar to their underground kin, they begin to develop traditions of their own, grand open-air forges, lumber halls and trading guilds.

A New Pantheon Arises

With humans expanding across their continent and due to their short lived lives their beliefs and superstitions grow quickly, passing down stories and knowledge once again begins the rise of a new pantheon. Dreams, visions and claimed encounters with these new gods being forth new beliefs. Temples to Valdyr are raised in all but a select few settlements and his teaching of leadership and unity form the basis of the evolving human traditions. During this era priests are raised to a level of power rivalling the warlords and minor monarchs.

Pacts & Boons

Not all beings created though Essence are benevolent, while not called gods there are those that exist in their realm that would offer pacts and boons to a select few. Their power borne from fears and worries, not concepts. The interference from these beings would once again create a new mutation on the races of Misthria, horns, blazing skin and eyes and pointed teeth. The Demonkin emerge across Misthria.

The Age of Kings

A Crimson Dawn

In a time of growing unrest, fractured kingdoms and diverging cultures, a mysterious and powerful figure emerges. Their true name has been lost to time, known only now as the Red Dragon. Whether god-touched, Fey blessed or something else entirely, their charisma and strength of will allow them to unify the fractured human realms under a single banner. In these early days kingdoms bow to his rule, either through diplomacy or conquest.

Adventurer for Hire

During the initial creation of his new unified lands The Red Dragon recognised that there were threats that could not be faced by government alone. Ancient horrors, wild magic and rogue beings born of Essence. To combat this the Adventurer's guild is created. A neutral organisation open to all races and peoples. A strict set of laws and beliefs were set out, those who refused to follow them answered directly to The Red Dragon, not as king, but as guild master. As well as the guild, guildhalls with lodgings are constructed across Elathir. The guild rapidly grows into one of the most respected forces in the world, a place where the commonfolk can go for help. In these early days almost all of the funding came directly from the Red Dragon.

Bloodsport

During the Tyrus Blood Games an assassination attempt erupts into a full scale civil war. Rival factions begin vying for power within Tyrus and the Red Dragon is powerless to assist them in their internal dispute. A young Commander, Seraphina raises to the top, leading her troops with incredible efficiency, anyone who meets her on the battlefield is either crushed underfoot, or raises a new banner under her rule. Once the fighting is done Tyrus is united under a single martial code, and Seraphina redoubles the pledge Tyrus made to the Red Dragon, cementing her place on the council of Shadows. 

The New Seat of Power

The Red Dragon begins construction of Are-Asi, using the ruins of Aelior as its base, though the city is not levelled, its ancient towers are used as part of its construction, a mesh of grand gothic might blended with the elegant towers of the Elves. The seat of this new power quickly becomes one of the greatest cities on Elathir. A true bastion of magic and might.

The Great Darrow War

Northern Heartlanders form a rebellion against the neighbouring Darrowfolk, over a decade there are numerous border skirmishes and disputes, the stubborn leaders of Darrowmere refuse to ask for assistance, and if any is offered they shut it down. Eventually, growing sick of plundered trade routes and constant pokes at their border settlements the full force of the Darrowmere army is raised. They push back into the Heartland, as the rebels flee they are met by the Red Dragons own forces but rather than assist the people of the Heartland they are slaughtered to a man, the Red Dragon reiterates the importance of Tyrus and Darrowmeres autonomy under him and begins the construction of guildhalls across both nations.

With the world no longer in open war and many ancient threats at bay, Misthria enters a relative peace. The continued reign of the Red Dragon, though not without conflict, and none having seen him for decades, has brought stability to The Heartland, Tyrus and Darrowmere. The Guild now maintains a presence across both Elathir and Mossak Dum, its brave adventurers taking jobs from every walk of life, hard or simple, big or small, these adventurers fight to become legends in their own time. Trade flourishes between once hostile factions, Dwarves, Elves and Humans alike now share marketplace and tavern. The guild thrives as a guiding hand, charting unclaimed ruins, brokering peace between old enemies and uncovering forgotten wonders. Though whispers of forgotten gods, ancient rifts and political unrest remain, they are but threads of a broader tapestry of opportunity. This is a time for heroes. Not born of nobility, not prophecy, but of daring, curiosity and force of will.

The Age of Adventure (Modern Day)

The Formation of the World

In the beginning, there was only the arcane force known as Essence. Boundless, shifting energy from which all other matter is formed. Without gods, or boundaries, the raw potential of Essence rippled outward, condensing eventually into the land, sea and sky. The natural world, shaped by its ebbs and flows, formed mountains from its concentrated pressure, rivers from the shifting magical tide and forests from the pulses of this fertile raw magic.

The lands simmered with potential but itself held no will.

The Chronicle of Misthria - The Weave of Races, Realms, and Ruin

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