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[[Elf]]
 
[[Elf]]
<center> [[File:Elfhistory.png]] </center>
 
  
<center>
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[[File:Elfhistory.png|center|500px]]
== History ==  
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</center>
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= Elven History =
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''Each age is roughly three to four thousand years long. The beginning of the Age of Discovery is known as Year 0 on the Elven Calendar.''
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TR ('''Tirinal Reckoning''') — Named for Tirinal, the ancient Elven word for “first light” or “awakening.” The Elves count their years from the moment their clans first stepped into the world beneath the stars.
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== Jump to Era ==
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[[#Age of Discovery (0 – 4000 TR)|Discovery]] • [[#Age of Exodus (4001 – 8000 TR)|Exodus]] • [[#Age of Peace (8001 – 12000 TR)|Peace]] • [[#Age of Chaos (12001 – 16000 TR)|Chaos]] • [[#Aftermath (16001 – 16297 TR)|Aftermath]] • [[#Modern Era (16297 – Present)|Modern Era]]
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== Elven Historical Timeline (Quick Reference) ==
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{| class="wikitable"
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! Era !! Years (TR) !! One-Line Headline
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|-
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| '''Age of Discovery''' || 0 – 4000 || Nine clans awaken and commune with the Valar
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|-
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| '''Age of Exodus''' || 4001 – 8000 || Colonies spread; Arandor’s foundations are laid
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|-
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| '''Age of Peace''' || 8001 – 12000 || Cultural zenith; Reformist schism seeds dissent
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|-
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| '''Age of Chaos''' || 12001 – 16000 || Six clans purged; Battle of Jyn-Pal ends civil war
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|-
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| '''Aftermath''' || 16001 – 16297 || Slumber of Renewal and search for survivors
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|-
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| '''Modern Era''' || 16297 – Present || Three clans rebuild under unified Arandor
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|}
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== Age of Discovery (0 – 4000 TR) ==
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'''Key Events'''
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* First Awakening of the Nine Clans
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* Valar Covenant forged
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* Founding of the First Grove
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'''Narrative'''
  
<center> (Each age is roughly three thousand to four thousand years long, the beginning of the Age of Discovery is known as year 0 on the Elven Calendar)</center>
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This era began with the awakening of the Elves under the stars and their communion with the Valar. Their immortality was revealed, and nine distinct clans emerged:
  
<center>
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* High Elves – Scholars in starlit towers 
== Age of Discovery (0-4000 Years) ==
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* Wood Elves – Forest-dwellers 
</center>
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* Hill Elves – Practical crafters 
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* Mist Elves – Spirit-seers 
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* Mountain Elves – Highland warriors 
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* Moon Elves – Celestial sages 
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* Sea Elves – Oceanic guardians 
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* River Elves – Traders and wayfarers 
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* Meadow Elves – Healers in fertile plains
  
* The Age of Discovery marked the birth of Elven civilization. This era began with the awakening of the Elves under the stars and their initial encounter with the Valar, the celestial beings that first nurtured and guided them. Here, the Elves came to understand their immortality, refined their knowledge, and laid the foundations of their future societies.
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'''Cultural Notes'''
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* Archaic dialects
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* Oral tradition dominant
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* Magic was informal and instinctive
  
'''During this age, the Elven race split into the nine primary clans based on traits they had developed as they communed with their patron Valar:'''
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== Age of Exodus (4001 – 8000 TR) ==
  
* The High Elves gravitated towards scholarly pursuits and the study of the stars, residing in magnificent cities and towers.
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'''Key Events'''
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* Migration across the world
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* Founding of Arandor
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* Clan specialization
  
* The Wood Elves embraced the depths of the forests, becoming one with nature and developing deep-rooted magic tied to the earth and its creatures.
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'''Narrative'''
  
* The Hill Elves, humble and earthbound, chose to live in harmony with the hills and mountains, honing skills in mining, craftsmanship, and lesser magics.  
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The Elves left their homelands to explore and colonize. Each clan followed its nature—some built cities, some sought solitude, others wandered rivers or oceans.
  
* The Mist Elves were a mysterious and wise clan, known for their deep connection to the ethereal and the unseen realms. They lived in secluded, fog-shrouded valleys and were revered for their ability to commune with spirits, foresee the future, and unravel the mysteries of the cosmos.
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'''Cultural Notes'''
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* Clan customs formalized
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* Magic studied academically
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* Trade and diplomacy emerge
  
* The Mountain Elves were a formidable clan, renowned for their strength, endurance, and martial prowess. They lived high in the mountains, where they built fortresses and strongholds that overlooked the Hill Elves' domains.
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== Age of Peace (8001 – 12000 TR) ==
  
* The Moon Elves were a clan of scholars, astrologers, and philosophers, deeply attuned to the cycles of the moon and the stars. They resided in celestial observatories and towers, where they studied the heavens and recorded the movements of celestial bodies.
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'''Key Events'''
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* Arandor becomes a beacon of unity
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* Magical and artistic peak
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* High Elven schism begins
  
* The Sea Elves were a clan of seafarers and oceanic guardians, who lived along the coastlines and on island strongholds. They were masters of the seas, skilled in navigation, shipbuilding, and the control of water magic.
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'''Narrative'''
  
* The River Elves were a pragmatic and resourceful clan, known for their skills in trade, commerce, and survival. They lived along the major rivers and waterways, establishing bustling trade routes and thriving communities.
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The golden age. Elven culture, magic, and philosophy reached unparalleled refinement. But among the High Elves, tensions stirred: Reformists challenged Orthodox traditions.
  
* The Meadow Elves were a gentle and compassionate clan, renowned for their healing abilities and deep connection to the earth’s natural life forces. They lived in serene meadows and fertile plains, where they cultivated herbs and practiced the healing arts.
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'''Cultural Notes'''
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* Flourishing art and academia
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* Diplomatic outreach begins
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* Ideological rifts deepen
  
<center>
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== Age of Chaos (12001 – 16000 TR) ==
  
== Age of Exodus (4001-8000 Years) ==
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'''Key Events'''
</center>
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* Six clans exterminated
   
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* Reformist betrayal of the Valar
* The Age of Exodus was a period of migration and exploration. The Elves left the comfort of their birthplaces, seeking to establish new colonies across the vast expanse of the world. With their inherent fascination for knowledge, they wanted to learn more about the mysteries that the world had to offer.
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* Battle of Jyn-Pal
  
* The High Elves traveled far and wide, forming grand cities that sparkled with magic and knowledge. They established themselves as leaders of the Elven societies due to their intelligence and wisdom. The Wood Elves, on the other hand, went deeper into the wilds, forming close-knit communities within forests and jungles. The Hill Elves established hamlets nestled amidst rolling hills and craggy peaks.
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'''Narrative'''
  
<center>
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The Reformists turned violent, rejecting the Valar and eradicating the Mist, Moon, Sea, River, Meadow, and Mountain Elves. In their final stand, the remaining clans united and defeated the Reformists at Jyn-Pal.
== Age of Peace (8001-12000 Years) ==
 
</center>
 
  
* The Age of Peace was a golden era for the Elves, a time of flourishing cultures, prosperity, and peaceful coexistence. Elves had settled across the lands, their colonies and settlements matured into dazzling cities and serene communities, with their capitol, [[Arandor]], standing tall as the symbol of their unity.
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'''Cultural Notes'''
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* Trauma and loss of kinship
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* Rituals like the Weeping Veil created
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* Slumber of Renewal revealed
  
* During this period, Elven society reached its peak in magical prowess, arts, and philosophy. All three Elven subraces lived in harmony, sharing knowledge and traditions while also maintaining their distinct cultural identities. Relationships with other races, including humans and dwarves, were also established, although they were sometimes marked by condescension from the Elves, who considered themselves the firstborn and superior race.
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== Aftermath (16001 – 16297 TR) ==
  
<center>
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'''Key Events'''
== Age of Chaos (12001-16000 Years) ==
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* Centuries-long search for survivors
</center>
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* Establishment of memorial rites
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* Adoption of fallen clan legacies
  
* The Age of Chaos marked a dark time in Elven history. A faction of Elves, who had grown arrogant and power-hungry, betrayed the Valar, leading to discord and strife within the Elven societies. These 'graceless' Elves sought domination over their kin and incited rebellions, resulting in devastating internal conflicts.
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'''Narrative'''
  
* At the same time, tensions grew with other races, escalating to wars that ravaged the Elven lands. Humans, dwarves, orcs, and others, once seen as lesser races, began to challenge Elven supremacy. The Elven cities crumbled, their forests burned, and their beautiful mountains were desecrated. By the end of the Age of Chaos, [[Arandor]] stood as the last beacon of hope for the Elven race.
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The Elves wandered and waited. No survivors were found, but ancient relics and rites were preserved. The three surviving clans took up the mantles of their lost kin.
  
* As this age came to a close the surviving Elven Clans retreated to [[Arandor]], and largely withdrew from the world. No longer able to sustain their immortality without pause, as the other six clans had been destroyed during the war, the Elves began to enter long periods of hibernation. This is referred to as the Slumber of Renewal.
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'''Cultural Notes'''
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* Annual remembrance ceremonies
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* Cross-clan cultural stewardship
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* Rebuilding begins in sorrow
  
<center>
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== Modern Era (16297 TR – Present) ==
  
== Modern Era (16001-Present) ==
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'''Key Events'''
</center>
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* Unified Elven society in Arandor
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* Healing and cooperation between clans
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* Reconnection with other races
  
* After the Age of Chaos, the Elves entered what is now known as the Modern Era, a period of recovery and introspection. The Elven societies began to rebuild, slowly regaining their strength and unity. The 'graceless' Elves, responsible for the Age of Chaos, were either banished or chose self-exile, seeking redemption for their action, with their ringleaders largely put to death.
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'''Narrative'''
  
* In this era, the Elves strive to reclaim their former glory, using the wisdom gained from their past to guide their future. Their relations with other races are more equal and respectful, even though the scars from the Age of Chaos still linger. The High Elves, Wood Elves, and Hill Elves have been able to maintain their distinct identities, but they are more integrated than before, working together to ensure the survival and prosperity of their race.
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High, Wood, and Hill Elves now coexist in Arandor. The Elves are no longer divided, but cautious and humble. They seek peace, preservation, and purpose.
  
* While [[Arandor]] still stands as a symbol of their past glory, it is also a reminder of their fall, serving as a constant motivation for the Elves to rise again, be it in the realm of magic, knowledge, or harmony with the nature. The Modern Era is not just a testament to the resilience of the Elves, but also a story of their continuous evolution.
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'''Cultural Notes'''
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* Unified Elven identity
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* Careful diplomacy with others
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* Legacy of the lost clans lives on
  
 
__NOTOC__
 
__NOTOC__

Latest revision as of 17:51, 21 June 2025

Elf

Elfhistory.png

Elven History

Each age is roughly three to four thousand years long. The beginning of the Age of Discovery is known as Year 0 on the Elven Calendar.

TR (Tirinal Reckoning) — Named for Tirinal, the ancient Elven word for “first light” or “awakening.” The Elves count their years from the moment their clans first stepped into the world beneath the stars.

Jump to Era

DiscoveryExodusPeaceChaosAftermathModern Era

Elven Historical Timeline (Quick Reference)

Era Years (TR) One-Line Headline
Age of Discovery 0 – 4000 Nine clans awaken and commune with the Valar
Age of Exodus 4001 – 8000 Colonies spread; Arandor’s foundations are laid
Age of Peace 8001 – 12000 Cultural zenith; Reformist schism seeds dissent
Age of Chaos 12001 – 16000 Six clans purged; Battle of Jyn-Pal ends civil war
Aftermath 16001 – 16297 Slumber of Renewal and search for survivors
Modern Era 16297 – Present Three clans rebuild under unified Arandor

Age of Discovery (0 – 4000 TR)

Key Events

  • First Awakening of the Nine Clans
  • Valar Covenant forged
  • Founding of the First Grove

Narrative

This era began with the awakening of the Elves under the stars and their communion with the Valar. Their immortality was revealed, and nine distinct clans emerged:

  • High Elves – Scholars in starlit towers
  • Wood Elves – Forest-dwellers
  • Hill Elves – Practical crafters
  • Mist Elves – Spirit-seers
  • Mountain Elves – Highland warriors
  • Moon Elves – Celestial sages
  • Sea Elves – Oceanic guardians
  • River Elves – Traders and wayfarers
  • Meadow Elves – Healers in fertile plains

Cultural Notes

  • Archaic dialects
  • Oral tradition dominant
  • Magic was informal and instinctive

Age of Exodus (4001 – 8000 TR)

Key Events

  • Migration across the world
  • Founding of Arandor
  • Clan specialization

Narrative

The Elves left their homelands to explore and colonize. Each clan followed its nature—some built cities, some sought solitude, others wandered rivers or oceans.

Cultural Notes

  • Clan customs formalized
  • Magic studied academically
  • Trade and diplomacy emerge

Age of Peace (8001 – 12000 TR)

Key Events

  • Arandor becomes a beacon of unity
  • Magical and artistic peak
  • High Elven schism begins

Narrative

The golden age. Elven culture, magic, and philosophy reached unparalleled refinement. But among the High Elves, tensions stirred: Reformists challenged Orthodox traditions.

Cultural Notes

  • Flourishing art and academia
  • Diplomatic outreach begins
  • Ideological rifts deepen

Age of Chaos (12001 – 16000 TR)

Key Events

  • Six clans exterminated
  • Reformist betrayal of the Valar
  • Battle of Jyn-Pal

Narrative

The Reformists turned violent, rejecting the Valar and eradicating the Mist, Moon, Sea, River, Meadow, and Mountain Elves. In their final stand, the remaining clans united and defeated the Reformists at Jyn-Pal.

Cultural Notes

  • Trauma and loss of kinship
  • Rituals like the Weeping Veil created
  • Slumber of Renewal revealed

Aftermath (16001 – 16297 TR)

Key Events

  • Centuries-long search for survivors
  • Establishment of memorial rites
  • Adoption of fallen clan legacies

Narrative

The Elves wandered and waited. No survivors were found, but ancient relics and rites were preserved. The three surviving clans took up the mantles of their lost kin.

Cultural Notes

  • Annual remembrance ceremonies
  • Cross-clan cultural stewardship
  • Rebuilding begins in sorrow

Modern Era (16297 TR – Present)

Key Events

  • Unified Elven society in Arandor
  • Healing and cooperation between clans
  • Reconnection with other races

Narrative

High, Wood, and Hill Elves now coexist in Arandor. The Elves are no longer divided, but cautious and humble. They seek peace, preservation, and purpose.

Cultural Notes

  • Unified Elven identity
  • Careful diplomacy with others
  • Legacy of the lost clans lives on