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 Salamander: Generations (Unofficial History)

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Gabriel Faith

Gabriel Faith


Posts : 22
Join date : 2010-03-09
Age : 36
Location : Vancouver

Salamander: Generations (Unofficial History) Empty
PostSubject: Salamander: Generations (Unofficial History)   Salamander: Generations (Unofficial History) Icon_minitimeWed Sep 07, 2011 6:21 am

Please note that while the setting for Dragon Court itself is left ambiguous, there are multiple variations on its history and depth. The following is a separate vision on the history of Salamander, which have been used for some of my fan fiction writing set in DC and other offshoots of it. Copy and pasted from an existing document.

The Age of Myth

At the beginning of time, the realm of Dragon Court was young to the known universe, when the seas were azure blue and clear as the open sky. It was once believed that the realm was born from the creation of the divine host, a vast collective of Gods and Goddesses that forged life into empty space, shaping entire galaxies and breathing life into existence. In their number there is an indefinite number of Gods and Goddesses within the divine host, including beings of both light and darkness, brought together to create balance.

Should such a balance be shattered, the consequences would fall into perfect chaos or tyrannical order alike. It is thought that to maintain such balance the Gods allowed each and every being the freedom of choice, granting the ability to follow a path as each saw fit; the causality of this decision resulted in the birth of conflict, which has been the cause of great cataclysms and events in history.

In the known universe were multiple planes, each designed to serve a different element than the other. Access to these planes were limited only to those capable of possessing great magical or spiritual power, but even then the documentation of these places are unclear. Many attempts have been made to explore them and just as many times people have failed to do so.

Before the dawn of man, there were the fair folk known as elves amongst the first known races within the realm. Beneath the earth, born in darkness, emerged the dwarves whose talents were unsurpassed in craftsmanship and architecture. From the mounds of hills were the halflings and in enchanted forests, the Fae.

From the shadow of these first beings were born creatures of darkness. The tunnels below the earth was home to goblins. The conflict within the divine host spilled the blood of angels and demons, feeding the bloodthirst of orcs. Beyond the mountain cracks came the giants Trapped within the shadow of death and creation came the presence of the undead.

However, amongst all these races, perhaps the most common one was that of mankind itself. Legends often speak that man was the sole perfected creation of the host, beings capable of great acts of goodness and evil. History has proven that some of the greatest heroes have been ordinary men and women, brought to follow incredible destinies that ultimately shape the realm than any other race.

Over time there came various lines of species such as winged elves, trolls, pixies, fairies, gnomes and ogres. Entire archives have been devoted to the study of each race, but always more have emerged throughout centuries of relations. It is often said that the realm itself, being vast, was known for being limitless in terms of one's imagination.

In the early days of the West continent, the forests still possessed pockets of magic that were evident throughout the living plane. The civilized races were limited to tribes and communities at this time. Technology was minimal and primitive, such as waterwheels and simple mechanics. Some of the earliest battles were fought for the sake of territory and not political causes. The forests were numerous and tall mountains were yet untouched by the presence of dwarf miners and explorers.

Gradually as time progressed the tribes began to merge together, resulting in larger growth and the demand for increased production and harvest. At this time mankind began to form their kingdoms though many remained independent and flew no banners. Warlords and bandit kings plagued the countryside, harassing small hamlets and villages incapable of defending themselves; sometimes the civilized races would form allegiances to fend off threats, but none have ever been known to last forever.


The First Generation

When Salamander kingdom was formed in the earliest days of history, the settlement itself was located to the mid-west continent, situated at the north eastern coast of the area. The surrounding valleys that led to the Fenris Mountains were populated by wild centaurs. Its fertile lands were undiscovered due to the icy stretch beyond the mountain ranges, beyond which were inhospitable snowscapes. Further beyond those areas were undiscovered lands that were waiting for explorers to uncover. They would prove to be just as fertile and played a pivotal role in Salamander's future history.

Nearby the settlement were several mounds of hills that were occupied by a network of goblins. Once they were inhabited by halflings and fairer folk, but because of conquest have since been replaced. Initially the goblins proved to be a threat and while some conflicts were fought because of the human presence, a truce was settled long enough for the issue to be dismissed later on. The forests at the foot of the mountains was home to a population of wood elves and in the underbrush of their glades roamed bands of orcs.

It is unknown from which community or tribes that formed Salamander itself. However, the surrounding lands was considered to be extremely rich, and many flocked to the area to live there. There was an abundance of hunting game and the oceans were safe to fish and net from. Veins of minerals and ores were discovered in the vast peaks of Fenris Mountain, which led to a great export of iron and silver from the area. As a result, Salamander proved to be self-sufficient in almost every aspect, ultimately allowing it to become of the most powerful entities in the realm.

During this time period it was known that the foreign regions and islands were, like the rest of the surrounding lands uncharted, and as a result there was little contact to the distant trade cities and ports. The word somehow spread to these places and a population boom rose within the years to follow. A ruling council was formed and eventually a monarchy was developed. Salamander had become an independent body amongst the other feuding kingdoms at this time.

The royal hierarchy was tight knit at best. Queen Beth, the first of her name, was brought into power even before her rulership was declared. Her background is still considered to be a mystery, but it is said that she possessed an artifact that provided her with immortality and the power of foresight. Because of her unnatural longevity, Queen Beth is often referred to as 'The Immortal Queen'.

The Second Generation
Known as the Golden Age.

As time progressed and Salamander's population grew, so too came the need for a developed military body and law enforcement. The maintenance of the forest and lands required a vast number of skilled foresters and wardens, leading to the creation of the Royal Salamander Rangers. The primary military force was called the Royal Salamander Order. Its ruling council was divided into several branches dedicated to agriculture, foreign relations, commerce and trade. The need for the large number of divine entities resulted in a free religion policy, limited against darker forms of practice and sects. Law was enforced on a strict basis.

It was during this time that Queen Beth issued a controversial decree that would forever change the history of Salamander and possibly the realm itself. By Her Majesty's order, all able bodied individuals regardless of race or background would be privileged to explore and settle; beyond the mountains of Fenris, even to uncharted territory in the surrounding area. However, each individual would be subject to a royal archive that would reward and punish according to their behavior, granting land and title to those deemed fit of commendation. The age of adventurer is born.

It was not unknown during this time period to encounter species both exotic and legend. Intelligent animals roamed the streets of Salamander. People gifted with divine blood or cursed with demonic taint were present in the market. The infamous Keeper's Tavern was once home to some the most iconic faces in recorded history. Many a pint have been drank in the company of foreign thrill seekers. It was even rumored that Salamander had a number of supernatural beings that formed packs of werewolves and vampires at night.

Throughout the realm there came a tidal wave of migrants eager to take advantage of Queen Beth's decree. From pirates to professional thieves, soldiers to mages, impoverished farmers to foolhardy dreamers; vast numbers of individuals began to take up arms and set forth to the lands beyond. Many would fly Salamander's banners amongst sigils of their own design.

The result of these outposts, fortresses and land ownerships gave way to the birth of clans. Some would declare independence, much to the chagrin of Queen Beth and her loyal subjects. As a result there were numerous clan wars such as the conflicts of Evil Uprising, the Torm Guardians, the Frost Knights and otherwise. Most were formed to create brotherhoods of adventurers or to serve as guilds for like minded individuals. The archives of clan politics was often thought to be a record keeper's nightmare.

What is certain about this time is the presence of notable heroes and villains. Knight gallantry and chivalry was not uncommon. Many fought and died for the sake of honor, idealism and personal interest. Entire wars have been fought for as little as a personal slight or the reputation in the eyes of the clans. Vast allegiances were formed that almost threatened the safety of Salamander itself. However, by mere fate or chance, those that threatened the kingdom were almost always swiftly cut down.

The Third Generation
Known as the Last Age

Towards the end of its existence, Salamander had established itself as a political superpower, and the end result was its presence in almost each and every trade port in the city. The treasury seemed limitless and abundant. Surrounded by loyal bannermen and powerful clans across the continent, Salamander was not short of protection and surrounded by many enemies. Many concerned themselves with the open relations of species, most notably the undead and darker variants. Other kingdoms began to suffer from inflation caused by the imported goods that often disrupted the use of local goods, given their quality and quantity. As a result of this, there were numerous conspirators that often threatened the safety of Salamander itself.

During the final years of Salamander under Queen Beth's rulership, there came a period of war that surpassed any other in its history by scale and destruction. The return of a fallen god, Baal, triggered the catalyst for many exiled clans to form together and siege the kingdom. Many loyal clans formed together with the Salamander military and participated in this war.While the end result was the death of the chosen avatar of Baal, the damage and destruction led to the disintegration of countless guilds and clans.

Much of Salamander's military host returned in ruins and the seasons that followed were filled with drought. Famine plagued the population for months, leading to civil disobedience and rioting. Several exiled clans conspired with the rival kingdoms to seize advantage of this terrible era. Though many attempts were foiled, the conspirators proved successful and Shangala launched an invasion against the capitol itself. The siege was foiled but the damage was done, and with the treasury almost depleted there was little hope remaining. Still Queen Beth's vigilance and determination was thought to be legendary, refusing to compromise in the ruins of her beloved reign.

Inspired by her presence, though many departed to seek better opportunities, the remaining clans held fast in the last days of Salamander itself. The fertile lands, torn apart by war and famine, stood as a shadow of its former self. Even the glamorous forests were reduced to ash and dead pines. The winters that followed brought only starvation and death. Though a few years of peace followed, the end result was the dramatic drop in terms of its position as a former global powerhouse.

In time the other kingdoms merged to form a republic, paving way to a renaissance age, and one that overthrew the need for monarchs to exist. Technology and science led to the use of improved cannons and steamworks, replacing wooden cogs with ironclad juggernauts. Automatons and clockwork golems ran warehouses in distant regions. During this time Salamander was given a choice to either join the republic itself or face a vastly superior opponent. To this day, Queen Beth's decision to reject the proposal is still considered to be one of the most defiant acts ever made.

Prior to the invasion, several successful assassination attempts were made against the republic leaders, but almost always they were replaced by others. An inquisition was launched against the magical and supernatural beings present in Salamander, leading to a witchhunt that led to the disappearance of vampires and werewolves. Many went into hiding as a result, forming networks beneath the eye of republic conspirators, almost never surfacing again. Other attempts were made to drive back the unified continents, but the end result was always in failure.

The fate of Queen Beth has been left for speculation. While the republic has confirmed her death, many of her surviving loyalists claim that she remains in hiding, waiting to return to her seat of power again. Salamander was left in ruins and though in time nature would run its course, its generations had finally come to an end. Though it is outlawed in most cities to document its existence amongst other fallen kingdoms, Salamander is still spoken of as perhaps the greatest kingdom ever to exist.

Though many of its famed adventurers and heroes perished in a tragic last stand, there are still many stories and legends that continue to form across the realm of Dragon Court. Some speak of kind and gentle rescuers that free the weak and unable, others speak of beings that leave nothing but a path of destruction. Only one thing is certain. That somewhere in the course of history, Salamander continues to live in the form of those who were once part of it.

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