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- Period (Dark): Armok, god of blood, sets down his divine hammer on the anvil of creation. He creates and destroys worlds until he creates one that he is pleased with. After this, he has limited interaction with the world, simply happy to let it play out on its own
- Period (Light) (Legacy): The dwarven people discover magical ore called Adamantzine. This ore is particularly easy to forge, but once cooled has hardness unsurpassed. This allowed them to create pickaxes that cut through stone with ease and they tunneled deep down into the earth and founded an underground kingdom where they could greedily mine for all the ore they wanted.
- Event (Dark): Dwarves explicitly ban trading ores to other races, planning to keep the ores just to themselves as they don’t consider others worthy to use it. As a result their cities get resources much faster.
- Event (Light): As underground cities grow in popularity due to mining ores underground roadways are constructed between cities in an attempt to make travel and trade safer and easier
- Event (Dark): A new ore is discovered in the Human kingdom of Amalur Fel Adamantzine (name pending), Bringing the Human and Dwarves to a power struggle against each other racing for more powerful weaponry and mechanics eventually bringing both kingdoms to their destruction.
- Event (Dark): Spurred on by their need to supply soldiers with weapons to beat the dwarves, the greedy humans dug too deeply into the Adamantzine ore and breached a hole into Hell itself. The human city was partially destroyed by the horde of devils before they managed to collapse part of the mountain, sealing off the devils and many poor citizens.
- Period (Light): God of death disappears, nobody knows why. This causes people to be unable to die, though they may still be injured and feel pain. Religions scramble to explain the phenomenon and there is general panic and confusion amongst the populace.
- Event (Light): Mages form guild, and form a city named The Bastion away from the rest of civilization to be able to study magic with no foreign intruders. All findings they make are then sold to the highest bidder so they can use the magic technologies to gain power. They determine the cause of the undead.
- Event (Dark): Major human nation starts following ideas of religious cults, and start persecuting those who should have died, elderly people rounded up “killed” and then buried, as for anyone known to have experienced enough to usually kill them
- Event (Dark): Fearing persecution the should-be-dead flee to the forgotten kingdom of Amalur to the north founding their own democratic nation lead by a priest who claimed to welcome all dead.
- Period (Dark): The dead form legit civilization(s), and most coexist peacefully with the living. As they begin to outnumber the living, some fringe sects form death cults who seek to “convert” the living.
- Event (Dark):Small conclaves of the living begin to use unstable war constructs to defend themselves, but the constructs regularly attack one another and the living, so that the settlements have to be completely enclosed from society (maybe underground?) and self-sufficient.
- Event (Light): Some of the more extreme “dead” settlements take to using the still-living as slaves, but over time it is wiped out by the more moderate “dead” who would rather everyone live in peace.
- Period (Light): Explorers on the high seas discover land previously uninhabited by humans. New riches to exploit await there, as well as never before seen dangers.
- Event (Light): Small islands grew populated by exclusively the dead, since they did not need regular food or water they could safely live by themselves, this became common for any seeking a life of solitude.
- Event(Light): An island is discovered covered in new plants with intense burning flavours, the discovery revolutionizes culinary schools, bringing about a new trade for these spices, the ingredient is cultivated over generations to grow in different islands and continents.
- Event (Dark): With the ease of access to naval travel and island nations, many pirate groups became very common, engaging in many illegal activities such as islands dedicated to gambling rings, men and women attracted by the prospect of wiping their debt come, only to find later that only those who win leave debt free, the losers will be sold into human slave trades.
- Period (Dark) (Legacy): God of death returns, all those who would have died during his absence immediately turn to dust and vanish.
- Event (Dark): New nations are formed as groups greedily try to claim old land and valuables owned by the dead, entire cities owned by bandits are common as the living government does not have the power to reclaim what belonged to them.
- Event (Dark): As looters and bandits frantically try to reclaim and raid all of the now-abandoned islands, piracy on the high seas explodes into popularity as it becomes easier to rob those carrying riches than to find them for yourself.
- Event (Light): An especially advanced island city-state is constantly harassed by pirates, so their engineers invent powerful water pumps which can create a massive, deadly whirlpool in the narrow strait that leads to their city.
- Event (Light): With the sudden boom of open land a group of engineers build their own towers to compete with the mage tower studying magic, by studying new technologies and keeping it to themselves.
- Period(Light):Spell Slabs are discovered that grant users extraordinary powers, some of these people using their powers to begin “guilds” of great influence in the world.
- Event (Light)(Legacy): Groups arise that see the slabs as blasphemous and take it upon themselves to try and destroy or control the various slabs for themselves.
- Scene: The leader of the most influential group of slab-hunters comes upon a slab that bestows healing powers, and attempts to shatter it. Upon breaking it, he finds that he himself can now grant healing powers, and people start worshipping him to his dismay. This leads to a small pseudo-religion/cult since he is very reluctant to share the power or even demonstrate it.
- Event: (Dark): An already powerful mage stumbles upon a slab of necromancy that allows him to raise undead servants. He begins creating an army, his eyes set on creating his own nation.
- Event: (Dark): A spell slab that allows the user to access a whole new school of magic known as Blood Magic is discovered. The holder claims himself a god and uses blood magic as evidence of that. A small sect believes him to be a true god.
- Event: (Light): Seeing that the undead army could invade his homeland, a genius engineer decides that it is his duty to create an army of clockwork constructs to contest the necromancer’s undead army.
- Event (Dark): A wizard discovers a tomb allowing him to turn into a dragon, amassing followers behind him the Dracon Guild rises to power rivaling full nation's bringing many into fear of them.
- Period(Light)(Legacy): The engineer’s constructs defeat the necromancer and his constructs are deemed so successful and reliable that they become frequent in all major cities, being used to do manual labor and chores to help the populace.
- Event (Light): Constructs build large road network connecting all cities, making travel faster and safer.
- Event (Light): Some people are so pleased with the constructs’ work that they begin to worship a clockwork god known as Antikythera who is said to have created the universe and let it play out following a series of strict natural laws.
- Event (Dark): Price of constructs being so high while taking work from the lower classes drives many peasants to revolt against nobles and merchants who are in possession of these constructs. Driving constructs to a minority use.
- Event (Light): A malfunction occurs in all the constructs worldwide, giving them sentience. They rebel against their masters and establish their own society.
- Event (Light): The sentient constructs begin to increase their population by building more of their brethren. To top it off, they incorporate newly discovered magical ore called Xovcaline which allows these new constructs to wield arcane abilities.
- Event (Dark): As the constructs grow in number, a small group of them resent their former human masters and are hostile to them. These constructs actively raid passing human convoys and enslave the humans for labor, as the humans once did to them.
- Event (Light): Driven by the perceived danger of the rogue constructs, human and peaceful construct alike use the arcane ore Xovcaline to create firearms capable of rapidly discharging a large number of bullets imbued with magical power. Instead of causing many deaths as some predicted, their creation and limited use caused a time of peace because the firearms served as a deterrent to man and machine alike.
- Event (Dark): Constructs come across an ancient advanced technology from a far lost dwarves kingdom known as a core, a crystal of immense dark power, using this they create AkumaBane an omnipotent demi-god with the power to read all outcomes of combat held against it to recreate history in a version of itself that survives and obliterates the enemy. Though it holds it’s own sentience and has no intent to leave the tomb within which the constructs have kept it, attempting to come into contact with AkumaBane drives mortals to insanity.
- Period (Dark): With constructs no longer being widely used most races were still dependant on them for their labor force, in order to replace them large amounts of poor people were enslaved.
- Event (Light)(Legacy): Many slaves are very poorly treated, especially humans from the Negroian island. This leads to riots on multiple islands in favor of slave rights to protect them from abuse by their masters.
- Event (Light): Slaves are used to construct the Continental Railway System, connecting far away cities to each other and allowing long distance transportation of personnel and commerce.
- Scene (Light): A well known reverend of Negroian island begins a movement after not getting up from her seat on a ferry. Though beaten to death for the act of insult against her masters it sparked waves leading to revolution.
- Period (Dark)(Legacy): A prophet appears in a large human settlement bringing warnings of a coming evil to the world, some believe the end is nigh and follow the prophet to spread word, while others take it as a sign of the death god leaving once more causing suicide cults to spur up around the world once again.
- Event (Dark): A particularly evil cult decides that they want to accelerate the end, and begin the summoning ritual to bring about the nameless evil.
- Event (Dark): The suicide cults while intended to flee the grasp of a world without death end up instead feeding an ancient god of the sea leading into the final period.
- Period (Dark): An ancient evil awakens, though defeated once before it wasn’t even his final form.
- Event (Dark): Great Krakens are summoned from the sea making naval travel extremely dangerous, large ships transporting people or goods no longer make trips. Small settlements become relatively cut off.
- Event (Dark): In order to fight the evil powers many races needed more men for their armies quickly, large amounts of slave armies were forced to battle against the evil hordes.
- Event (Dark): Religious cults see the ancient evil as the true god and try to help it in any way, making offerings to it and doing as it commands.
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