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Skip Navigation LinksWorld of San'Dora>Setting>History>Age Of Culture
History Ages of Legends Age of Opposition Age of Rebirth
Age of Expansion Age of Culture Age of Power
Age of Culture
Epic Fantasy (~2000 years)
Though the mighty Empires of the previous Age had fallen, they were replaced by many smaller nations and city-states built upon the ruins and remnants of what had gone before.
As time passed, neighboring lands that had once been similar due to the homogenizing effects of being part of the same nation started to drift apart in terms of customs and traditions. Local practices became more pronounced, and regions developed traits that made them recognizably distinct.
New social mores and belief structures spang up. Apparel became more varied. Cuisine became identifying elements of an area. In short, culture began to develop in parrallel with the forming of many new lands.
Wars were still fought as well of course as nations struggled to define themselves and their boundaries, but on a smaller scale than the vast struggles of the previous Age.
The Machtig-Baelvolkerung, the people who had inadvertantly caused the collapse of the previous Age, took control of the subcontinent they call the Vold by pushing the vast majority of the native Korvashi to the north and west.
Most of the fleeing Korvashi crossed the western lands of what had been Undari and took shelter in the Dregga Mountains, but after their Machtig pusuers returned to the Vold many flowed back down into the lowlands and took parts of what had been Undar for their own. Other tribes of Korvashi slowly pushed down into the Blasted Lands created by the Witchlords of Vorgaa's demise, claiming them as their own.
The Machtig distilled into the Nine Great Clans of the Herodi, Raevoring, Wundvolding, Faendradi, Jagrling, Ulthferen, Hengsting, Huarthmunn, and Pargori. The warlike Herodi controlled the Machtig more often than not, and periodically led Machtig hordes in all directions taking on all comers, and repulsing occasional invasions from other nations.
Vorgaa itself collapsed into the nations of Folgetova, Ieshali, Sorvanoth, Dolano, Banderlan, Nosh, Zarifin, Jarval-Beah, Lanolyan, and Quiria, with as internecine a set of rivalrys, alliances, coups, and sudden powershifts as found at any point in history.
The Karkallian Confederacy was eventually dissolved formally, but had effectively been ended by the destruction of the tribesmen's great enemy, the Witchlords, and the tribes returned to a more primitive existance of hunting and gathering, with occasional inter-tribal warfare.
Undar collapsed into Allishan, Landroth, Hurishol, Orithain, Andelvai, Orgorosh, Arvanis, Famor, Akosa, and Vei-Da and suffered greatly to raids and predation from all their many neighbors for two millenia.
Zha'ir dissolved into Upinthia, Tinsha, Corlania, Forvish, Sor-Zorul, Ord, and the city-states of Alut, Lod, Suth, Afarvel, and Borui. Sor-Zorul and Ord were allies throughout this period and came close to merging at certain points via marriage, but Tinsha, Corlania, and Forvish fought so many skirmishes with one another that no one bothered keeping count after the first couple of hundred years..
Ullu'shu'ra was split asunder by the Cataclysm, with portions left isolated by natural disaster froming into Sys'an'sriss, and Lrss'ur'a. Survivors of the lost island nation of Aruthol carved out pieces of what had been Ullu'shu'ra for themselves along the northern coast, founding the city-states of Bor'dush, Villima, and Zishka.
Bloody and bitter conflict between the lizard folk and the humans of those cities occured at various points, and more cordial relationships with trade and alliance occured at others.
Even the isolated island nation of Hortash fell apart into four seperate nations; Jros, Hargeth, Givinas, and Andrethi.
The most distinguishing characterisitic of this era is that after the dust had settled from the collapse of the previous Age, a period of relative stability ensued. No major new powers came to be, no new world-changing religions sprung up, no new Magic of major note was developed. This was an era of refinement, wherein nations defined themselves, existing beliefs were upheld, and the status quo was subtly maintained.
Magic was still in use during this Age, but was relatively scarce. With the great Thanomancers and Necromancers having been generally wiped out and the most powerful Witchlords killed, three of the most powerful forms of Magic from the Age of Expansion were either lost or greatly diminished.
The Riftmagi of Zha'ir still practiced their craft, as did the Spellweavers of the Northmen, the Machtig continued to practice their various forms of Elemental Magic, and various forms of Witchcraft, including Sortilege, Spellbinding, and Hexcasting, continued to be practiced in the lands that had been Vorgaa.
High Fantasy (~150 years)
In the lands formed from the breaking of Vorgaa is a nation called Ieshali. Ieshali is a fuedal monarchy composed of four Duchies and a Principality; one of the four Duchies is called Turantom after it's seat, the city of Turant.
Turant was renknowned as one of the major learning places for Witchcraft in the days of the Witchlords of Vorgaa, and also featured the great fortress of the Witchlord Weramar. This fortress was made into a University after Weramar's death, and weathered the ensuing two millenia handily, turning out some of the best practitioners of Witchcraft of the Age.
One of these students of Turant was the Warlock Daelon Thar, who according to the diaries of his instructors was deemed to be either mad or brilliant, or both. With what appeared to be a natural genius and understanding of magic Daelon is reputed to have been a voracious learner, studying every text and reference he could get his hand on, and even going so far as to learn not only Magecraft but also Stregari and Spellbinding.
After his graduation, the multitalented Warlock claimed the title of Trimegistus for himself, which was a title not taken since the passsing of the Witchlord Roune the Trimegistus almost a millenia prior.
A recognized master of all the ancient arts of the Vorgaa, Daelon announced his intention to travel the world to learn more Magic and set out with a handful of companions; passing into the lands to the east Daelon was eventually believed dead by those who knew him. When he returned to Turant an older and wiser man almost two decades later he had the knowing of strange and unusual magics.
He claimed he had studied the ways of manipulating the elements from Machtig Obermancers, how to summon things from the beyond from the Zha'irian Riftmagi, and even managed to learn the secrets of the great enemies of the Witchlords, the Spellweavers. It was rumored that he also tracked down a practitioner of Necromancy, and learned some magic from at least one Haelfinan as well, but Daelon himself never made any such claim.
Unsatisfied to know more of Magic than any man then living, Daelon took a position as an instructor at the University of Turant, and began working on a new theory of Magic which could explain how all the disparate systems of Magic he had studied could all function. He sought to find a common denominator to them all. He first developed a system of symbols to describe magic; according to his Diaries he did this because he found it difficult to refer to the various concepts he was attempting to correlate on paper as there was no unified means of expressing concepts from the various Magic styles. 
This system of symbols proved to be interesting to Daelon as a thing unto itself rather than a means to an end, so he ended up spending the better part of three decades extending and refining it. As he created symbols, he also named them and eventually put sound to them. Finally he realized that pronunciation of the symbols could serve as a memory aid for the proper conceptualization of the Magical effect that the symbols were supposed to describe.
Experimenting with some of his Witchcraft students at the University, he discovered that he could train them to bring a Magical effect into being simply by pronouncing and conceptualizing the symbols. The Magical effect desired was brought into being as a potential by the describing of the effect, and the final incantation (spoken or mental) of the symbols could trigger the potential into an actuality.
Excited, Daelon applied his new perception into the idea of Magic as being merely an expression of the willpower of the Magic User, regardless of the trappings, and developed the idea that by categorizing Magic by what it did rather than how it was done, and removing all the various belief systems surrounding the usage of Magic regarding why and how it works , he could express a standardized system of Magic via the use of formulae only.
To Daelon's advanced perception it was clear that this process was just an absraction allowing the mind of a Magic User to will reality to bend, but to lesser folk the formulae themselves were seen to be the means to an end. 
Daelon developed and taught his theory over the course of the next century (Daelon used Magic to extend his lifespan as is common with practitioners of Witchcraft). Soon students of Daelon were much in demand as instructors at other institutions of Magical instruction throughout the lands which had once been Vorgaa. And thus Wizardry was born.
What Daelon did not realize was that the unrestricted manipulation of Magic that he esposed was very similar to the power weilded by the ancient Haelfinan Willcrafters of old, and taps into the same wellspring of energy as that which fuels the Great Caul. Thus, quite unintentionally, the use of Wizardry weakens the barrier which protects the world from the powerful extra-dimensional  beings that had once nearly destroyed the world in their endless struggles against one another.
Seemingly by coincidence, several "Holy" men emerged in various localities in the final half of this transitional period, seemingly "touched by the gods" and imbued with deific power with which to work "miracles". Several new religions and reinterpretation of old ones sprang up around such people and started to gain followings.
The creation and spread of this new form of Magic was so significant that it signaled the end of one Age and the begining of a new one wherein Magic will be much more prevalent and potent, and extra-dimensional  entities once again meddle in the affairs of the mortal world.