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Welcome to Vrinn my
friend, and well met...
Vrinn
is an ancient world that had its start many thousands of years ago during the Age
of Legend. The primordials, ancient creatures of great power residing in the
Elemental Chaos, used bits of that chaos to form and constantly reshape the face
of Vrinn. As they did so, they would strip off bits that were too vibrant or too
dark and move them aside to ultimately become a coincidental pair of mirror worlds to Vrinn
known as the Feywild and the Shadowfell. The primordials’ activity drew the
attention of the gods of the Astral Sea who felt they could do more for Vrinn
than the primordials, so they began to add their own touch to the face of Vrinn.
The gods’ intrusion angered the primordials greatly and they vowed they would
see Vrinn destroyed rather than become a plaything for the gods. So the
primordials made war upon the gods while attempting to destroy Vrinn, with the
gods warring back while attempting to save it. In the end, the gods were
victorious, killing the primordials or locking them in prisons of divine
construction. Thus was Vrinn saved though the gods, severely stung during their
war with the primordials, withdrew to the Astral Sea to create the dominions in
which they would reside paying little attention to Vrinn or the mortal
creatures dwelling upon it. Thus did the first age of Vrinn, the Age of Legend,
begin, and since the War of Creation ended, many empires of many
races have risen and fallen upon the face of Vrinn. The first age was a time when powerful
creatures such as dragons, giants, and even devils ruled alongside many powerful
emperors and kings of the age. Each fallen empire has left its mark upon Vrinn
in the form of ruins, lost treasures, and lost knowledge ready to reveal
themselves to those with the strength of will and the heart to explore and
discover them. At least that is what the legends tell, and legends are all that
remain from the first age of Vrinn's history.
The
second age, the Age of Darkness, began a little over six millennia ago with the
zarin arrival on Vrinn. The zarin were a malevolent race of unknown origin that
thirsted for power whose primary aim was to subjugate and enslave all of Vrinn.
Their initial advance was swift and many creatures suffered terribly at their
hands and nations fell to their onslaught. All seemed lost until their
advance was checked by the appearance of the Dragon Riders whose origin is as
mysterious as that of the zarin. For the next two and half thousand years
neither side could gain an advantage over the other and the long stalemate has
come to be called The Feud. With the zarin held at bay by the Dragon Riders, the rest
of Vrinn began to carve out civilized areas for themselves. Many races attempted
to settle areas of the wilderness with varying degrees of success. For almost three thousand years did The Feud enable the native
races of Vrinn to flourish, but the good times were soon to end when zarin appeared
in the skies riding upon dragons. Though every bit as fierce as those ridden by
the Dragon Riders, the zarin dragons were obviously different and more "dark". Some believed they were a different
type of dragon all together, others believed they were a corrupted version of true dragons forced through some unknown power to serve their zarin masters. In any
event, the zarin dragons came to be called wyrms and their arrival broke the
long stalemate of The Feud. Once again the zarin started to move and threatened all of Vrinn as
they and their wyrms pushed the Dragon Riders back, but the native races of
Vrinn were different now than when the zarin first arrived. They were more
numerous and more powerful and they allied with the Dragon Riders to resist the zarin
advance. All of Vrinn was at war, and though the lines ebbed and flowed across Vrinn for
nearly three hundred years, the zarin were gradually pushed back into northern
Valar where their depredations originated. In the end, the Alliance defeated the zarin
in one last great battle that forced them from the face of Vrinn. The conflict
that has come to be called the Dragon War was over, but the price paid for
victory was terrible as the face of Vrinn was scarred by centuries of battle.
Thousands had been killed and thousands more displaced from their homelands. The
Dragon Riders disappeared as well and the Vrinnians were left on their own. Many
of the displaced people decided to settle where the war had led them, others
returned home to find that their homes either did not exist or were very much
changed. Much as the gods after the Creation War, the races of Vrinn lost
interest in worldly affairs and turned their efforts to picking up the pieces of
their lives, rebuilding their homes, and self preservation. Many areas of Vrinn
were bereft of any controlling power and life became hard. Trade declined to the
point of non-existence. Old alliances were mostly forgotten as conflicts arose
between differing factions contending for the areas of Vrinn where control went
to those with the power to hold it. Travel throughout Vrinn became
dangerous and was seldom done alone. The second age, the Dark Age, truly was a
dark period for Vrinn.
The
third and present age, the Age of Rebirth, is still in its infancy. While most
of Vrinn declined during the Dark Age there
existed a few exceptions found mostly along the coasts where sea travel is an important part of life.
Ships traveling to far away ports would return home with news of other areas, new discoveries, and new ideas. A
few rays of light began to flicker bringing new hope to the world of
Vrinn. Nations began to emerge out of the power struggles of the previous
six and a half centuries and civilization seemed to turn a corner and head in a
better direction. This new circulation of information eventually served to heighten the
natural curiosity residing in many and prompted the brave of heart to journey
forth and discover the mostly forgotten world for themselves. This in turn helped to spread
these new ideas further, including inland away from the coasts. Today Vrinn is a
very eclectic world. There are few nations that are capable of maintaining and
patrolling their borders, and far more weak ones capable of controlling only the
local area where the nation's ruler is presently located. There are many "city"
states in existence with populations running from a few hundred to tens of
thousands with leaders of varying levels of ability and tolerance. Some of these
city states control little more than the city itself while others might control
areas of twenty or thirty miles from the city's center. There are some areas ruled by
law and even more ruled by the sword, and though travel throughout the world is
increasing it remains dangerous and is seldom done alone. To encounter a lone
traveler is to encounter a fool or someone not to be taken lightly. It is common
to come upon groups of travelers whose reasons for being together can be quite
varied. They may be a band of mercenaries looking for someone to hire their
special skills, a group
of travelers heading in the same direction who joined together for mutual
protection, or a group of gypsies or traveling entertainers. It is also becoming
more common
to meet a small group of travelers that are simply adventurous soles joined together to
discover the world. Most of the creatures encountered will be quite ordinary
and common, but there are others less ordinary. Some may be harmless and docile
while others fierce and best avoided, and though there are a few
creatures of great power, they will be few and far between. The image of a
powerful magic wielder sitting in their tower seems a legendary figure that has
gone the way of the dragons...or have they?
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