History : Delve into Amalur's 10,000 Years of History

The Deep Gloam

Haunting stories and fragmented legends are all that remain of this lost age, as no records have ever been found that detail what transpired during this time. It is said that darkness engulfed Amalur, and the few mortals who survived did so by hiding away from the malevolent forces that roamed the surface world. Tales that this Deep Gloam might one day return to punish the wicked are sometimes used by parents to frighten their children into obedience. Since no evidence has been found of civilization prior to this age, certain religious zealots believe the Deep Gloam was the time when the gods created Amalur. Analytical minds, however, continue to search for factual evidence of what occurred during this era, as well as what ultimately caused the Deep Gloam to subside.''



The Emergence

This ancient age is named for the emergence of civilization following the Deep Gloam. Its history was dominated by the Empire of Erathell, the kingdom said to be ruled by the Erathi—a mysterious race of powerful magical beings dedicated to the god Mitharu, Lord of Order. The Erathi faded from history quickly, causing some scholars to question whether they ever existed at all. Abandoned ruins that extend far below the world's surface, as well as a fragmented tome called the Codex of Order, are all that remain to testify to their presence. Followers of the Erathi, calling themselves the Mitharans, attempted to hold the empire together after the departure of the Erathi. The mortal kingdom soon scattered into tribes vying for power, signaling the end of this historical period.''

The Early Kingdoms

Following the collapse of the Empire of Erathell, tribal warfare dominated Amalur. Villages and small settlements sprang up across the world, only to be attacked by rivals and would-be conquerors. From this chaos, the strongest tribes emerged to establish the first kingdoms. The Apotharni, the Tribe of Ket'ul, and the Dverga rose to prominence while more established kingdoms faced new challenges. An Alfar expedition to the shores of Jentilak was massacred by the bloodthirsty giants of the Ouranos, who stole the elven ships and launched an assault upon the Eldrith coast. The gnomes, whose influence had been rising, suffered a crippling blow as their religious caste, the Auspices, was wiped out in a horrific massacre by the Tyrgash. Perhaps the most defining event of the age occurred when an aggressive band of humans called the Durek conquered their rivals and launched an attack upon the Alfar. The bloody war that followed resulted in the exile of the Durek and caused a schism between the elves that would prompt the Dokkalfar to seek a new homeland apart from the Ljosalfar.''

Corthian Age

The Corthian Republic was founded by humans who settled in the southern territory known as Adelia. Prospering in these resource-rich lands, the Corthians' wealth and influence grew until they became the dominant power in the region. As the once peaceful republic evolved into the Corthian Empire, its wealthy citizens became greedy and decadent, conquering and enslaving neighboring kingdoms. Their influence extended through trade and conquest into the far reaches of the world, even to the eastern edges of Fortenmar. Ultimately, the oppressed tribes in Adelia arose and overthrew the Corthians in what would be called the Raghosh Rebellion. As their empire crumbled, the fleeing Corthians unleashed a horrible plague upon the world that cost many lives, a time of sorrow which would be known as the Long Night of Weeping Eyes. Though the Corthians faded into the mists of time, the atrocities they committed would ever stain one of the darkest pages of Amalur's history.''

The Middle Kingdoms

The downfall of the Corthians caused many of the world's great kingdoms to look inward and reflect upon their own values. Rather than being defined—as the last age had been—by a single global power, the Middle Kingdoms was a period in which the major races once again reasserted their individual influences. Several of the great kingdoms of the world arose or reinvented themselves during this period, including the Almain, Kollossae, Crymbil, and Bassawin. Others, such as the Dverga, grew isolated, fearing retribution for their business dealings with the Corthians. The Durek resurfaced and invaded the Faelands, seeking to repay the Alfar for their bitter defeat centuries before. As the final age before the use of magic became ubiquitous among the mortal races, the end of the Middle Kingdoms marked a significant turning point in Amalur's history. At its conclusion, the world stood upon the precipice of a profound change.''

Age of Arcana Overview

Throughout the known history of Amalur, magic had been the world's most precious resource. For some races, such as the elves, the control of magic was intuitive, becoming a fundamental part of their culture. Other races, such as the humans, had no means of directly employing magic; they could not learn to cast spells, no matter how diligently they studied the arcane arts. Most other races fell somewhere in between, and a kingdom's place on the magical spectrum had a profound influence on its overall standing in the world. But at the dawn of the Age of Arcana, everything changed. Magic awakened in the mundane races, shifting the balance of power in fundamental ways. A new era for the kingdoms of Amalur had begun.''

Age of Ruin


Though the kingdoms of Amalur had reached new heights of prestige and prosperity during the Age of Arcana, much of that progress would be washed away by the Age of Ruin—a time of darkness, disease, and relentless warfare that would envelop much of the known world. Major cities were sieged, sacked, and destroyed; supply lines and trade routes were abandoned; pestilence and plague killed untold masses across Amalur. Centers of learning and knowledge were wiped out, plunging the world into centuries of ignorance and fear. During this age, knowledge beyond measure was lost, and an untold number of precious artifacts were destroyed. The choices made by many of the world's great kingdoms—retreating for self preservation, abandoning old allies, or taking a direct role in the conflict—would lay the groundwork for hostilities and hatred that would fester for centuries to come. Thankfully, small pockets of civilization survived and would eventually unite to drive back the darkness and establish an era of rebirth.''

Age of Enlightenment

After the people of Amalur had endured centuries of suffering in the Age of Ruin, the Kollossae were inspired by their devotion to the goddess Ethene to rise up and push back against the darkness. After their initial success inspired hope, the giants joined forces with the Ljosalfar and other allies on a campaign to liberate the oppressed kingdoms of the world. This alliance was formalized with the founding of the Concordance, an organization dedicated to preserving valor, honor, and justice in the world. The Massariol and Almain joined the Kollossae and Ljosalfar as members. Considering themselves responsible for the world they had saved, the Hyperian Republic of the Kollossae set about building roadways and reestablishing shipping routes throughout Amalur. Though conflicts and challenges continued to arise, Amalur entered into a period of progress and rebuilding.''

Hyperian Age

With order restored to the world during the Age of Enlightenment, the influence of the Kollossae continued to dominate Amalur. When a race of marauders called the Tyrgash began a campaign of attacks against outposts of the republic, the leader of the Kollossae declared that its citizens could only be protected by taking a stronger position in world affairs. Thus the Empire of Hyperia was born. In addition to their holding in Concordia, the Kollossae claimed control of regions in Adelia (an area they called Phoebas) and Fortenmar (which they dubbed Atlasus). The building of regional capitals in these areas solidified the expanding control of the Hyperians. After reaching an apex of power, the Empire of Hyperia fell into decline thanks to a series of weak and greedy emperors. Rivals of the Kollossae began to play upon the cracks forming in the empire, waiting for their opportunity to strike. The attack that would ultimately trigger the empire's collapse caused the surviving Kollossae to retreat to Idylla, leaving a vacuum of power that would soon be filled by a new alliance in the world.''

Age of Heroes

The collapse of the Hyperian Empire left two opposing world powers in its wake: the Amaranthine, a new alliance of the kingdoms of Fortenmar; and the Concordance, a federation of the western kingdoms that had endured for a thousand years. Tensions rose as old rivalries reignited—the Almain and Jottun plunged into open warfare on the Fatcrow Plains, a bitter conflict that threatened to pull their allies into a global war. Seeking to diffuse these hostilities and foster peace, the gnomes established a political organization called the Gathering. Intended as a forum for diplomacy, it received only token support from most of the great kingdoms. The gnomes' effort seemed likely to unravel at any moment. Amidst this era of uncertainty, magic in the world reached extraordinary heights of potency. Arcane forces seemed to manifest on their own, taking form in new and sometimes fearsome ways. This rising tide of magic infused a remarkable generation of heroes, giving unprecedented control of magic to some while others manifested physical abilities beyond any known to mortals of ages past. In the dark places of the world, ancient powers were stirring, waiting to reveal secrets long forgotten. Amalur stood upon the precipice of great change yet again, facing a threat unlike any the world had seen before.''

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