Melrath Timeline
Melrath Timeline
Arc 318: Melrath is founded and the first records are written which lay down the first laws and ideals of the people. A governing body known as the Circle is formed between the populations of Raelia and Fensalir.
Arc 325: The walls of Raelia are completed and work on the Ashara Citadel begins. The small population invests most of their wealth and time on creating a skilled and fearsome military. The Ragnari are founded.
Arc 360: As the size of the Melrathi military grows construction begins on the Four Towers that guard the coast. Bridges to each of the towers are also constructed at great expense due to the treacherous nature of the waters surrounding Melrath.
Arc 378: A band of traveling Biqaj approach the shores of Melrath and manage to broker a trade deal with the Circle and the reclusive populace. A small trickle of seafaring people are allowing into the capital along with the surrounding lands.
Arc 468: A small band of traveling Sev’ryn make they way into the southern border of Melrath. At first they are turned away, however with time and persistence they manage to find a home amongst the Melrathi of Fensalir due to their shared ideologies. Within the dappled shadows of the Myrkvior Forest, these Sevir find a new home and a new people.
Arc 500: The presence of magic has become more and more prevalent within the growing population as trade slowly increases and more are permitted to live within the city. The Melrath consider magic a weapon that can help defend them against the divine so an academy is founded by the Circle within Raelia. All mages who are permanent residents are required to study for at least one season and be trained in the use and management of their powers.
Arc 530: Melrath’s population begins to grow and a sizable group travel to the eastern coast and found Noatun Village. The settlement specializes in fishing and seafaring. Residents of Noatun are said to be the only ones capable of successfully navigating the treacherous Felwind Strait.
Arc 590: Over time the Lotharro begin to venture into the northern reaches of the west and eventually stumble upon the lands of Melrath. They raid and attack Fensalir but are quickly chased out of the land after a confrontation with the Ydalir rangers of Myrkvior Forest. This begins a terrible time of Lotharro raids that eventually culminates in the creation of the Gates of Melrath. This wall is half a mile in length and straddles two foothills in the south. A false set of ruins is erected to try and fool invaders into thinking that Melrath is a nation of ruins rather than a thriving population.
Arc 590: Expeditions are sent into the nearby Melrathi Mountains. It is there that the expedition discovers miles and miles of interconnected lochs in the valleys that are the home of a colony of freshwater Mer. They are a sister tribe of the Yu'vel'ith, who call themselves the Dwynmer. They shirked the slave trading nature of their sister tribesmen and departed from the rivers surrounding Sirothelle in search of calmer, more secluded waters. Negotiations are carried out between the Dwynmer and the Melrathi, resulting in the Mer being granted permission to travel the Vynmur River in peace and to live in the nation of Melrath as natural born citizens.
Arc 600: The mountain town of Vorkund is founded following the initial exploration of the Melrathi Mountains. The town quickly becomes a center for rogues and rough individuals who prefer the isolation of the mountains to avoid dealing with the irritation of high society in Raelia, the refined spiritualism of Fensalir or the fisherman’s life of Noatun. Crime is strangely low in this town as the inhabitants never seem to tolerate troublemakers for long. It is because of this feature that within the same arc the Ragnari(Melrathi Military) have a prison built above the town on the mountainside. A clan of local Avriel living in the mountains are contracted out to guard and manage the prison due to their brutal and unforgiving nature. In the same arc that Vorkund is established, the maximum security prison of Hel begins construction nearby.
Arc 610: As the population and wealth of Melrath grow, interested parties from the Kingdom of Rynmere journey to the southern border with a retinue of guards and a Yaralon mercenary company in tow. They managed to locate the Gates of Melrath where they demanded passage into the capital of Raelia when met by a small group of Ydalir. When the envoys from Rynmere are denied their request, they waste no time in slaying the rangers and begin pushing north toward the capital by trekking through the Myrkvior Forest. Once news reaches the Circle of this incursion, the full force of the Ragnari and the Ydalir are summoned and within the span of a single night the approaching party from Rynmere and their guards are silently slain within the dense woodland. Since this incident, known as the ‘Incursion’, Melrath has essentially closed its doors and become staunch in maintaining their isolation.
Arc 718: With a shift in culture and a new leader of the Circle, the doors of Melrath have begun to open once again following the Rynmere ‘Incursion’ as its people become more curious about the outside world. The city of Raelia is slowing beginning to reach out to other nations in order to negotiate trade deals and invite new sources of knowledge into the city. There have emerged two groups among the Melrathi, those that wish to open up to the outside world and those that wish to remain closed off and isolated. This is a powder keg moment as the nation begins to decide how they wish to be seen by the rest of Idalos.
