Fourth Age 500 - 999

From World of Charun

(Redirected from Fourth Age 500 - Ongoing)



  • Dhazzir mobilize: Large numbers of Dhazzir troops are seen mobilizing, causing alarm in Atalheim. The troops pass southwest into the Talewood, however. The majority of them are not seen again.


  • Caver raids increase: For exactly twenty years, Caver raids upon A'Soar and Fearanni territories are much more intense than usual, and many of the Cavers appear to be wielding Dhazzir weaponry. From this it is deduced that the Cavers and Dhazzir had been at war, with the former scoring at least a few successes.


  • New Queen in Atalheim King Gunvar of Atalheim dies out of old age and is succeeded by his daughter Kathild.


  • Dhazzir renegade: A Dhazzir renegade escapes from the Endless but is hunted down and butchered on the Grey Plains, where he and his followers were apparently trying to reach Narghal.


  • Worship of the Spawn spreads: The Kurashi cult of the Spawn begins spreading across Charun with their ships. Shrines dedicated to The Spawn are soon found in nearly every port.


  • Major victory over bandits: Sanctian borderers score a major success against bandits in the western Talewood, killing many bandit operatives and destroying a large number of hideouts and safe-houses. For the next twelve years, internal trade throughout the Old Lands increases notably.


  • New King in Atalheim Queen Kathild dies out of old age and is succeeded by her son Ulfar.


  • Amrunites expand: The church of Amrun establishes itself firmly within Umair lands, and to everybody's surprise, manages to survive there even in the face of stout competition from the worshippers of Chaktumat. The Amrunites' attention seems mostly focused on Kadar.


  • New King in Atalheim King Ulfar dies only after 8 years of reign due to fatty food and heavy drinking. He is succeeded by his daughter Frita
  • New King in Sanctia: King Galeatius dies out of old age. His son Hercule II becomes the new king.


  • Heir of Atalheim born: Queen Frita and King Bjarn have a son, Fjorn


  • King of Atalheim killed: King Bjarn's ship is attacked by Buccaneers in the Sea of Sharks, during a journey to meet with Mubuluki diplomats. The Buccaneers are driven off, but King Bjarn falls into the water during the mayhem and drowns.


  • Witch-hunt in Fearann: The Fearanni are said to have gone into a witch-hunt frenzy, searching for Mystics. This is surmised due to unusually large numbers of dead Fearanni found along the Talewood borders, most of whom have one or another Pact mark on their bodies, many of unknown Powers.


  • New King in Sanctia: King Hercule II dies out of syphilis. His son Tibault II becomes the new king.


  • Eerie night lights over Sorceror's Knolls: For most of 571 IV eerie lights and unexplained phenomena are commonly observed over the Sorceror's Knolls, particularly in the region near Romil's Tower. Some of these are spectacular enough that they can be seen from long distances.


  • Drug-smugglers in Atalheim: Haze smuggling rings from Smoke Isle grow to be a serious issue in Atalheim, and are eventually crushed in an ongoing three-legged gang-war between rival factions and the Redcloaks.


  • Talewood bandits return: Though they have gradually re-established themselves over the course of the late Sixth Century, 599 turns out to be a horrible year for Caravaners making the trek from Cadbaile to Larmenius, as fully three out of five caravans are ambushed, and of those attacked, one in four are overrun and looted.


  • Amrunites expand: Against all expectations, the Amrunites gain adherents amongst the Umair nobility in Kadar, several of whom begin to engage in acts of charity. The "Agreement" is formed amongst the Amrunites and Kadar nobility, wherein the Amrunites are allowed to pester their social betters for charitable acts regarding free Umair, but after several scandals, the nobility bars the Amrunites from intervening in the treatment of slaves. The Amrunites agree to this, though they regard it unfortunate, because it allows them to act with much wider scope than before.


  • Kanjite Colony on Lost Isle: Kanjo, tiring of the Northman monopoly on trade via Port Majuro, founds a colony on the "Lost Isle" across the Sea of Death.


  • Kanjo loses contact with its colony.

640 - 662

  • The Great Quiet occurs: Charun appears to be almost completely at peace. Population growth is solid across the length and breadth of Charun, and most news of import tends to consist of Eiotharin singers, various festivals, and the comings and goings of different merchants' guilds as they compete with each other.


  • Kanjite Colony on Lost Isle (again): Kanjo founds a second colony on Lost Isle


  • Urman-Dazak War:Urmen raid from the Urwood into Dazak territory in huge numbers. The majority of Charun views this with glee, with most commentors hoping that the two will mutually slaughter each other.


  • Kanjo loses contact with its second colony.


  • Peace in the Heartlands: The Urman-Dazak conflict peters out, apparently with huge losses on both sides. Those who actually know what the conflict was about don't seem to be talking, as there was much bloodshed but little of seeming value at stake.


  • Third colony founded by Kanjo: Kanjo founds a third colony on Lost Isle. This colony is equipped with a much larger contingent of warrior-caste settlers than would be usual.


  • Ongoing disaster for Kanjite settlers: Kanjo loses contact with its third colony. By this point, most observers have ceased joking and instead are questioning what could possibly have destroyed three colonies founded by one of Charun's richest and best-organized societies.


  • Mystery of Lost Isle: Adventurers swarm across the ocean to Lost Isle. Only one in thirty returns, most with tales of privation, misery, and profound claustrophobia.


  • Ulvhavn Requisition Baffles Experts: The "Dreamer King" of Ulvhavn, a Mystic selected by Gorm, orders huge stores of nuts and dried berries to be assembled, and has them posted to fortresses along the interior. Nobody seems to know why, and the King refuses to explain.


  • Mubuluki thrash corsairs and buccaneers: A lousy year for pirates, with several pirating ships lured in by the Mubuluki navy. Overland raiders from the Talewood and among the Chugir appear to have a banner year, however, and pose a serious threat to trade for the next six years.


  • Fourth Colony Attempt on Lost Isle: Kanjo founds a fourth colony on Lost Isle, with a large contingent of Vipra sent along.


  • Mystery on Lost Isle Continues: Kanjo loses touch with its fourth colony. Adventurers now avoid the region like the plague, and "like Lost Isle" begins to become a commonplace phrase meaning "a hopeless cause."


  • Dhazzir Cruelty in Stormy Cliffs: The Dhazzir begin a major campaign against the Woodsmen, resulting in the capture of several hunters, who are apparently tormented for several weeks, and then, mystifyingly, released, with stories of having participated in brutal "games" involving survival far underground.


  • Earthquakes shake Charun: Seismic activity and earthquakes are notably common in this year, leading to much alarm, particularly near the Three Isles. The Tower of Hulbart particularly suffers damage, and requires significant repair. This does not, however, appear to affect the Mogarothi stalemate line.


  • Mount Doom Erupts! The Three Isles woke up to horror on 4 Haerius 780, as Mount Doom erupted with a level of force which had not been seen in ages. Several earthquakes accompanied the event, which not only drenched the Scorch Fields in lava, but also sent gigantic plumes of ash into the air, creating a lethal ashfall which travelled all the way southeast into the northern Fearann. The Three Isles' harbors are rocked with tidal waves, but relatively little damage is inflicted. A secondary eruption follows on Sulphur Isle in the evening, but it is short-lived and relatively gentle, contributing primarily to a large ash and lava flow which slightly extends Sulphur Isle to the northwest.
  • Fierce Sea Reshaped: 9 Haerius -- The combination of uplift, lava, and ashfall is so immense that travellers report that the Fierce Sea has shrunk dramatically in the north, and the shallow waters from the Scorch Fields all the way to the Forest of Lamentation are now above sea level. Oddly, naval observers are able to navigate the Fierce Sea to observe directly, as the Sea seems unusually calm in spite of the huge volcanic activity and initial tidal waves.
  • Sunul Flee Catastrophe: 13 Haerius -- The Sunul people are said to be fleeing the forests nearby in order to escape the ashfall, which is said to reach almost waist high in the lowlands, alternately choking people and animals to death, or forming a goopy substance when wet which dries into something nearly as hard as rock. Islean scouts are stunned at the numbers of Sunul fleeing into the forests -- they claim to have seen thousands of people in flight. This is eventually verified, and results in ambassadorial missions from the Isles and the Morail peoples -- all of which end in violence.
  • Arinthia is destroyed! 14-27 Haerius --Narghal's Army is mobilized and falls upon the Arinthians. Perhaps prophecy has some value after all: the Arinthians, who have to this day continued feverishly working upon their fortifications and stores for over four hundred years, now find that they would be destroyed without them. They are able to retreat in surprisingly good order under their king Golzar III. Maritime observers are both shocked at the approach of the Narghali Army, which has not been seen in action since the Second Age, and full of praise for the Arinthians for their iron discipline shown in a fighting withdrawal which takes them into the mountains, fighting off vampires, Fearanni, and large numbers of pale-skinned humanoids who seem to function as battle-fodder for the vampires. It is surmised that these are the vampires' herds, and it comes as a surprise both that their existence is finally confirmed, and that Narghal has enough of them to consider several thousand expendable. After a short period, the Arinthians can no longer be seen at a distance, and it is not known what has become of them.
  • Arnthians Refuse Aid: 28 Haerius: The irony of Arinthia falling in the month of Haerius is not lost on observers in the Three Isles. Haerian merchants in the Isles, in theory operating as representatives for the Arinthians-in-exile, rebuff any and all offers of charity, stating that it is unneeded. This causes great speculation and tongues wag freely.
  • Arinthians in the Mountains: 11 Slanach: Islean scouts filtering into the area report long lines of movement in the mountains. Apparently the Arinthians have decamped to higher altitudes where the air is more breathable. The scouts report that the Arinthians appear to have been headed for some old Irinthar settlements, where they would undoubtedly try to recover from the disaster. Whether even the hugely-disciplined Arinthians could successfully settle in and remain fed remains to be seen, however.
  • Arinthians Surviving: 18 Slanach: Islean scouts have been greeted in the mountains by Arinthian warriors, and warned not to trespass into "Novy Arinthia." Thinking quickly, the scouts offer to 'convey orders' to Arinthian merchants who are currently stranded on the Isles. The scouts report that they were detained and treated roughly for several hours until an officer arrived to provide them with instructions.
  • Arinthian Merchants and Mercenaries Depart: 26 Slanach -- Arinthian merchants and three score of mercenaries under the command of Bohdan Yakov and his daughter Agafiya, Senior Merchants, depart from the Isles directly for the ruins of Arinthia. The mercenaries are from the exceptionally high-priced Fist of Order Mercenary Company, known for brutal vigilante missions, which has been known to provide muscle to the Arinthians in the past. Comments from a pair of the mercenaries prior to departure indicate that the Arinthians purchased their services by offering them all of their properties in the Isles....most commenters don't think it's worth it, and there is massive speculation regarding what could possess the Merchants to plunge into a city overrun with vampires.
  • Fierce Sea No Longer Fierce? 12 Hedon: sailors note that the change in the Fierce Sea's shape, resulting from Mount Doom's eruption, appears to have altered the Sea significantly. For the first time in memory, the southern part of the Fierce Sea is now easily-navigable, the result of which is a huge trade boom.
  • Novy Arinthia Founded: On 19 Hedon, three bedraggled survivors of the Fist are picked up by Islean scouts, with news that electrifies the entirety of the Isles. The Fist of Order successfully penetrated Arinthia, escorting the Yakovs deep in a system of hidden vaults. The Yakovs managed to retried a number of artifacts, which were brought out of the Arinthian ruins. Halfway through the trip, stealth failed, and they fought a running battle up into the mountains, in which three-quarters of the mercenaries were lost, and the remainder escapes soldly because Bohdan and the majority of the remaining troops fought a rear-guard action which allowed Agafiya and a half-dozen mercenaries acting as porters to flee. The three surviving troops brought Agafiya and the artifacts up into the old Arinthian territories, and witnessed massive emergency fortifications being raised underground, and large war parties heading out to do battle in the mountains. The mercenaries were then released to return to the Isles, bearing strict warnings that trespassers into Arinthia would from here on out be treated as invaders and killed on sight if found anywhere within the old Irinthar ruins of the area. The Arinthians appeared to have survived, albeit in a reduced state, even more xenophobic than before.
  • Sanctian Nautical Tolls: 20 Thilian: Sanctia begins to charge a toll for passing through the Gate of Chaos, ostensibly to be used for naval purposes, as the vast amount of increased shipping through the Sea of Sharks leaves Sanctia with an increased piracy problem at the same time as it is now easily-bypassed for the purposes of trade. There is some protest of this, and quite a bit of smuggling ensues, but the Urwood is a daunting region to arrange a portage through, and more time and expense would be had in dealing with the Urmen there than in simply paying the fee and passing through. With the Trail of Gold now essentially defunct, the Urwood seems to have hit on hard times, with much of its trade-related economy simply collapsing.
  • The Thrice-Blessed Harvest: 2 Gesanar -- for a single year, weather patterns are altered such that Kurash receives an unusually large amount of rain. Food is so plentiful that for once, Kurash actually exports grain and dried fruits to the Umair cities. While it is not to last, 780 is remembered among the Kurashi as a very, very good year. Port Shagal, meanwhile, turns into a major boomtown: some pirates are even known to be publicly discussing shifting into hauling legitimate cargos, though few actually do.


  • Economy Slumps For Coiners: Trade Isle begins to suffer, as there are now numerous means by which to traverse the Central and Fierce Seas, all of them more or less safe. Emigres from the Isles begin searching for other opportunities.

787 - 802

  • The Buccaneers' War: The Sea of Sharks becomes a killing zone, with navies of Sanctia, Atalheim, and Mubuluk working around the clock to fend of pirates, buccaneers, Hrafnir raiders, and all those who would go after the burgeoning naval trade. Atalheim is notable for building large fleets, as their economy depends to a great extent upon northern and eastern trade, and Dagandal's advantageous position for shipping to either Port Majuro or the Seal Shores.


  • Mystery in the Wyrmwood and Foggy Peaks: Dazak travellers whisper in dread about something horrible transpiring in the Wyrmwood, where the Saurians appear to be gaining in strength significantly. Travellers have reported seeing Saurians throughout much of the western half of the Foggy Peaks, and even out onto the Savannah of the Lion, a fact which entails much speculation, but gives no answers as to what they might be up to.


  • Mubuluk Expands Peacefully: Surprising everyone, Port Wanjala appeals to become a Mubuluki protectorate under favorable trade regulations and the promise that it can maintain local legal and cultural autonomy in exchange for paying a regular percentage of trade receipts. This is a shocking turn of events, as Port Wanjala was the historical home of the corsairs, former escaped slaves who have fought the Mubuluki for centuries. The Captains in Port Wanjala say that with the new passability of the Fierce Sea and cultural changes in Mubuluki, they are willing to attempt a reconciliation. More cynical observers note that tremendous Hrafnir raids have also put significant pressure upon the Corsairs of late.
  • This is accepted by the Mubuluki, and brings significant prestige to the Empire, even though the agreement stipulates that any slave 'whose foot touches either plank or earth' in Port Wanjala is automatically considered free. The dramatic increase in trade appears to be empowering the notably more-cosmopolitan northern half of the Empire, which still uses slave labor but which has had several individuals calling for a softer and longer-lasting treatment of slaves, on the grounds of simple efficiency, if nothing else. The southerners are increasingly retreating into their traditional shells rather than contesting the north's increasing domestic power. The Mubuluki garrison on Port Wanjala does much to secure its trade, and relations between the military and the local population appear to be surprisingly cordial after a few tense moments, largely due to the placement of noted northern reformers in command positions at the Port.


  • Forest of Fear: Perhaps related, mariners stopping for supplies along the coastline of the Forest of Shadows report that the Forest appears to be "alive" with movement, as if it is heavily-populated. Investigation reveals no trace of inhabitation, however, and there are worries that it may once again be an abode of dark spirits. Though some local captains have always used Shadow Bay as a stopover point because of its sheltered position, mariners begin actively avoiding the area to the extent that they can.


  • Dhazzir Advance on Woodsmen: Woodsmen Retreat Rumors finally make it to Randsala explaining the Dhazzir "games raid." The previous inexplicable strategy of kidnapping and then releasing Woodsmen slaves seems to be explained, as many of the Woodsmen had apparently been placed under magical compulsion to mark their trails a certain way, and pass that habit on to their peers. This having been achieved, the Dhazzir are able to make spectacular advances into Woodsmen territory, the latter being forced to retreat to the deep interior of the cliffs and nearer to the Burial Wood. The Atlir are not in a position to investigate, with travellers from Woodsman territory being quite rare in the first place, but none is noted having come down to Randsala for almost ten years, an unusually long time. Atlir are heard shaking their heads and commenting darkly upon Dhazzir deviousness.


  • Birdmen Protected: After several maritime raids by "Birdmen," a movement began to find an anchorage and evict them from their cliffs. Subsequent events undid this, however, as after one raid on a ship, a birdman corpse was caught and examined (and later stuffed and sold to a collector on Diamond Isle). The Birdmen appear to actually be a variation of Sauroid, and their famous cowardice appears to be explainable by their incredibly lightweight bone structure. They are able to engage in flight, a feat of notable strength and endurance, but their very light skeletons, supposed to be necessary for the purpose, make them incredibly easy to dispatch at close quarters. In the end, representatives from the Sanctian Navy and the Army of the Isles determined that it was better to have the Birdmen around as a local irritant than to wipe them out and risk having Narghal or the Fearann view the cliffs' inevitable habitation as a threat and thus enter into naval affairs which would do immense damage to trade.


  • Dazak-Chugir War(s): in Destian it is noted that the Chugir appear to have been raiding the Windy Plains much more heavily than usual, as well as taking an unusually high toll on Umair caravans. Further investigation and interrogation of captured Chugir notes that the Chugir are being driven to the west and north, in many cases now competing with the Dazak directly for grazing land for their herds.
  • The Umair note this with chagrin, as it hurts their export business, and much talk is spent on the idea of establishing a port on the western side of the Windy Plains, which would allow merchant ships to more easily take on fresh water. But although such a development could be self-supporting if it could keep raiders at a distance, investment funds for such a venture are not sufficient to allow it. The Dazak and Chugir continue raiding each other on and off, with neither side having the means or even organization to come to any sort of agreement over land use, as the Chugir are organized by tribe and the Dazak King is a figurehead only.


  • Ulvhavn fortifies interior: Ulvhavn, reacting to rumors of increased Clandur raiding, invests funds into increased fortification in the interior of the realm, particularly the western border. While many of the supplies cached in the area from long ago by the Dreamer King are now too old to be used, significant quantities have been consistently frozen the entire time, and thus help to partially defray the cost of doing so -- though there is much grumbling about eating porridge made from old, frozen berries and ground-down frozen nuts. Many smaller landholders, however, agree to take up the King's offer of land in exchange for fortification, as Ulvhavn has prospered notably of late and a connection to the royal court is now considered a mark of prestige.


  • Dhazzir sighted on Sulphur Isle? Sulphur Isle is turned upside down in a frantic search by local garrisons, after rumor suggests that Dhazzir have been seen in the island's interior. None can say whether the rumors are actually true, and none are found.


  • Saurians infiltrating the Grey Fens: The so-called "Grey Fens" (named for the distinctive color of its fertile but ash-laden soil) near Narghali Arinthia appears to have become the abode of several thriving colonies of Saurians.


  • Fighting in the Fens: Extensive violence is noted between the Fearanni and Narghali, on the one hand, and the Saurians who have settled the Grey Fens, on the other, and there appears to be a tit-for-tat guerilla war going on to control access to Narghali Arinthia. Several adventuring groups are able to sneak into the region, and report that "Old Arinthia" is quite full of loot in which the vampires appear to have no interest whatsoever, but much of it is bulky and the approaches are dangerous, requiring one to continually dodge patrols.


  • The Tower of Hulbart Abandoned! With enemies to front and rear, the Army of the Isles is unable to defend a fortress which is now badly out of position, and no longer reliably resupplied by water -- the Bay of Harigum still exists, but is no longer a "private lake" of the Isles. The Army of the Isles abandons the mainland, instead moving the onus of its defense to island walls and to the Fleet. This is a tremendous blow to the prestige of the Three Isles, and the most-optimistic assessment which can be laid is that perhaps Narghal and Mogaroth will shred each other fighting over the Tower, rather than move against the Isles themselves. This is indeed vaguely plausible, as neither of the two powers is noted to have a naval tradition. Dissenting voices within the Army call for the maintenance of forts along the shoreline, but they are voted down, as there is nothing resembling a local economy for them to protect, and it would put soldiers in harm's way to no purpose.


  • Smoke Isle Turmoil: With the economy of the Three Isles no longer possessing a near-monopoly on transit of the Fierce Sea, and lacking control of the mainland, Diamond and Trade Isle can no longer afford to maintain a large labor force on Smoke Isle, forcing the Smokeys into other occupations. Over the last decade, hundreds have signed on to ships, where their general toughness has made them valued (particularly on ships going into pirate waters, either as pirates or leery of same, since the Smokeys are accustomed to violence). While Smoke Isle cannot boast any of the facilities Coiners take for granted, a limited amount of competition with the Trade Isle erupts, upsetting traditional social divisions.


  • Cannibals on the Rampage: It has been an unusually bad year for those who are required to go near the Kamale Jungles, as the ferocious cannibals within have engaged in unusual amounts of raiding. Mubuluki garrisons have destroyed five raids outright without lessening the damage noticeably.


  • Kamale Border Relaxes: It has now been a full year since large-scale Kamale raiding took place into Mubuluk, and border garrisons have begun to draw down slightly.


  • Sanctian Border Forces Expand: The Sanctians, alarmed at increasingly-active Fearanni raiders, step up patrols and erect a small string of border forts on the approaches to the Sanctian peninsula. The Sanctian border, historically highly-permeable, is now noticeably less so, to the chagrin of bandits and the benefit of both honest merchants and smugglers (who can now charge higher fees) alike.


  • Dhazzir Towers in the Web and Borderwood! The Dhazzir shock everyone by apparently having built three mutually-supporting black towers, two within the webwood and one just on the outskirts of the Borderwood. It is not known how much bloodshed this must have entailed with Urmen just on their border, but it is speculated that Urmen might make very useful slaves if properly secured, being strong, dumb, and generally robust. Meanwhile, scouts and adventurers report that travel into the webwood has become even more dangerous than usual, with Dhazzir slavers and skirmishers adding to the already omnipresent threat of giant spiders in the area -- it's an open guess as to how many slaves the Dhazzir lost to the ferocious arachnids building these towers.


  • The "Mixer" in Tur Alhmar: A story has gradually escaped from the Fearann which defies belief; Unscrupulous Blood-Raiders in the Fearann were caught apparently mixing Urman blood with that of humans. Put to trial and what was expected to be a lengthy and tedious execution in order to send a message, one of the Blood-Raiders in question took the somewhat novel approach of arguing that the blood-mixture was not only not an insult to Narghal, but has properties which made it significant interest for Narghal's future development. "The Mixer," as he has become known, even claimed to know the proper formulae for mixing human blood in with that of not just Urmen, but also Dhazzir or Mórail in order to create interesting variations. He is said to have done so successfully, and touted his expertise as a means of creating an inherently securable future for Narghal's blood supply, as the population of the Fearann has dwindled over the years, but Charun is apparently in no danger of ever running out of Urmen.
  • As a somewhat poetic test of his theory, "The Mixer" was infected with vampirism, and then made to ingest several of his own concoctions. To everyone's surprise, he is said to have suffered no ill effects whatsoever, and offered to thank the Narghali "court" with a "feast" in its honor.
  • It is unknown, of course, whether there is any ring of truth to this story or whether "The Mixer" survived or was executed (if indeed he ever existed), but cautious voices have noted that the Fearanni appear to have been raiding the Talewood in larger numbers over the past few years than before, when their violence was directed more generally at the Saurians contesting the Grey Fens.


  • Sanctian Crown Reigns Supreme: The Sanctian Crown, in a bruising political fight, managed to force not only the commoners, but also the nobles and church to make a one-time "full tithe" of one-tenth of their "worldly possessions" in order to increase the strength of border fortifications along the Talewood and the Fearanni-Arinthian border line. This caused intense complaints, but the Court was able to argue successfully that the Sanctian Church could not prevail if its members were to attempt to attend services while bloodless. This stirred foreign tongues to amusement, but was considered no laughing matter in Sanctia, where both the nobility and the Church have been widely considered to be above the law. The Crown apparently promised castellan-grants to several of its more prominent noble families, thus maintaining sufficient power to seal the deal.


  • Woodsmen Thriving: For the first time in over a generation, Woodsmen hunters appeared in Randsala, more or less confirming the previous story about Dhazzir raids. Apparently with Dhazzir attention elsewhere, the Woodsmen have been able to recoup much of their old territory, and slave-raids into the region have been notably less-intense over the past few years.

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