Post by QwardTech on Aug 31, 2015 17:48:38 GMT -6
This is the official timelemonlime of the DBA universe. (Note: the original Death by Almonds is considered to be noncanon and just a beta of Awakening of the Grodellians. Also it's Kaligan, not Kagalin.
0 A.G. (Age of Gods) - A void portal opens, spitting out matter. A lone consciousness is also expelled from the portal, and formed the universe in a few days, remaining incorporeal and dubbing himself the one true god. Over the next year he created the twelve paths; twelve philosophies of life contained within a deity and that deity's civilization of worshipers living on the giant planet of Riax.
The Path of Honor, led by the warrior god Wendros, was based upon honesty and fairness. Wendros created the lizardmen to follow this path, and they quickly took over the West Isles for their civilization. Led by the fearsome samurai Redscar the Fireborn, they fought those who opposed them with deadly efficiency to make up for their avoidance of ranged combat and dirty tactics.
The Path of Law, led by the judgmental god Ardra, was based upon rigid structure and preordained laws. Ardra created the humans to follow this path, who made several small states in Arconia and Desmos. To save or end lives was to identify yourself as being above your god, so they stayed within their walls, only using their strong military to enforce the law and protect themselves, rather than to take more land or protect others.
The Path of Choice, led by the void god Shar Igloth, was based upon the idea of molding fate. Shar Igloth created the cthuloids to follow this path, and they lived peacefully in the void. They had no purpose in life other than to mold the fate of mortals. However, some felt angry that they were so isolated from the other races, and wanted to leave and take over Riax.
The Path of Power, led by the mad god Drath, was based upon strength and conquest. Drath created the skulking races to follow this path, and they quickly overtook most of Arconia and claimed it as their territory. They lived in small camps, and did not destroy any other civilizations due to their inability to unify.
The Path of Pestilence, led by the insect god Visil, was based upon the exploitation of other races and civilizations. Visil created the Lurch, and they quickly took over the central forests of Arconia, creating large cities. They sent the virialdons to the outskirts of towns and deep into caves to propagate themselves, and quickly became hated by the other civilizations.
The Path of Knowledge, led by the rhythmic god Yete, was based upon the discovery and storage of information. Yete created the aquarians to follow this path, and they lived in many large cities deep underwater. They did not fight outside of self defense, and had vast stores of ancient spells and enchantments.
The Path of Protection, led by the orderly god Trusav, was based upon the protection of the weak from the strong. Trusav created the ursines to follow this path, and large bands of them wandered each continent to protect their inhabitants.
The Path of War, led by the tactician god Rahid, was based upon tactics and large-scale warfare. Rahid created the Zarl, Khans, and the Taen (Altogether known as the Drak,) to follow this path, and they lived in large city states all over the planet. They waged war on each other, training their skills and hardening their psyches with endless battle.
The Path of Death, led by the immortal god Trignold, was based upon enforcing mortality. Trignold created the hallowed reavers to follow this path, and they roamed the earth, never eating, sleeping, or settling down. They were invisible, intangible, and attacked anyone attempting to transcend mortality with power beyond that of any other race.
The Path of Chaos, led by the winding god Fray, was based upon destruction and capriciousness. Fray created the Viniads to follow this path, and they made their homes in the eastern jungles of Arconia and the western plains of Desmos. They did not destroy any settlements permanently to expand theirs, instead opting to rob the ones near them repeatedly.
The Path of Love, led by the medic god Remus, was based upon faith and healing. Remus created the Atrians to follow this path, and they made their homes just south of the western isles, where they were protected by the lizardmen. Heroes from all across Riax came to be healed and blessed, which they did for no charge at all.
The Path of Pain, led by the cruel god Tiak, was based upon suffering and misery. Tiak created the Flesh Angels to follow this path, and they made their homes in the far south regions of Desmos. They were kept in line by a small establishment of Ursines, which constantly made sure that they didn't escape their territory and wreak havoc on the world.
The one true god created boundless flora and fauna as well to fill the uncivilized areas, and over the course of the next year, these civilizations took their homes and began to build their societies.
1 A.G. - 2321 A.G. - The various civilizations spread, and besides several small wars and a couple of large ones, Riax is peaceful.
2321 A.G. - A void portal opens from the ground in the far south deserts of Arconia, and the Spire of Blood emerges, looming over the planet. The civilizations tremble in fear of what may come.
2322 A.G. - 4817 A.G - The area around the spire becomes corrupted, and several ciivilizations begin to send search parties to figure out what it is. They are never heard from again. Several smaller spires begin to emerge, spreading at an alarming rate.
4818 A.G. - The spire shatters, sending chunks of bloodstone all across Arconia and even the nearby areas of Desmos. Cruor the Thirteenth, God of Blood and Suffering emerges, and creates the Cruorians, which quickly spread, taking over most of the desert.
4819 A.G. - 5012 A.G. - Cruor ascends to the hall of gods, and begins combat with all of them as the One True God watches. Wendros and Ardra are heavily wounded, and Remus is killed. The Atrians, unable to live without their god, all die off. The lack of their healing presence allows creatures to die much more easily. Cruor creates the realm of blood and escapes the hall of gods. Wendros, Ardra, Drath, Yete, and Trusav form a coalition, and their civilizations unify in Arconia, Two thirds of the people in their civilizations armed and ready to wage war upon the threat.
5012 A.G. - 1 A.B. - The Age of Gods ends, and the age of Blood begins.
2 A.B. - 1002 A.B. - Rahid, Tiak, Visil, and Fray join Cruor, lending their civilizations to his army. Shar Igloth opens a portal in the far north, and a massive force of Cthuloids and other void terrors decimate the allied coalition, leaving but a tenth of their original army alive and moving south to join the forces of Cruor. Morals run low, despite the attempts of Redscar, their leader, to rally them. Cruor's hordes draw nearer.
1004 A.B. - The Aquarians rally, and by sacrificing nearly the entirety of their population, manage to bring back most of the slayed coalition soldiers. Cruor's hordes still outnumber coalition forces 8 to 1.
1007 A.B - 12234 A.B. - Cruor's army reaches the coalition forces, and while the coalition is more disciplined, the trillions of Lurch, Zarl, Taen, Khans, Cthuloids, void terrors, Cruorians, Flesh Angels, and Viniads are too much. The coalition barely makes a dent in their hordes, and rapidly begins to lose men. The Cruorians begin to be killed more, however, and panic. Cruor himself, fearing that he may become weak if he loses more of his children, begins to work on a serum for immortality. Amos Crowe, a heavily diluted Cruorian, comes from the future to the western isles, dubs himself Czar Ripjaw of Wendros, and quickly gains influence over the Lizardmen that stayed in their homeland instead of going to war. He slowly begins to assimilate the worship of Cruor into the community, and soon Wendros is entirely phased out from the homeland of the Lizardmen, the only ones still worshipping him being at war with the hordes of Cruor. Czar Ripjaw assimilates the humans to Cruor as well, and the humans that didn't go to war turn against the ones who did.
12235 A.B. - 12312 A.B. - Cruor finishes his immortality serum, and begins to administer it to his army. Just as the coalition is nearly defeated, the majority of Cruor's army is killed by the hallowed reavers, and the rest surrender. Cruor, now weak and feeble, is banished by the gods of the coalition, and the gods aligned with Cruor beg for forgiveness. They are spared, and the planet begins to rebuild. The lizardmen and humans returning from war are banished from their civilizations, who now worship Cruor. The banished veterans create an order of warriors; The Knighthood of the Emerald Flame. The Cruorians go into hiding, starting to integrate into human and lizardman society. Through Cruorian/human breeding, a weaker, harder to spot race of Cruorians are born. As well as humans, the Cruorians bred with the Lizardmen, creating the Charachetus. The Cruorians that didn't hide in other civilizations donned bone masks and hid deep within the dungeons. The Age of Blood ends, and The Age of Dungeons begins.
1 A.D. - 1021 A.D. - The Thousand Year Blight; Cruorians are forced into hiding as people begin to post bounties offering copious amounts of money for their heads. People begin to venture into the dungeons to try and find riches and glory. Nearly a million perish in the first 20 years of this practice alone, their corpses rotting untouched in the deceptively large dungeons. The Lizardman society, now dubbed the Kaligan Dynasty by Czar Ripjaw, begins to go to Arconia to raze Skulking Race settlements and enslave the survivors. Death by Almonds: The Gauntlet's timeframe.
1022 A.D. - 2034 A.D. - Cruorians begin to emerge as people slowly become more indifferent to them. Now mostly diluted, only a few pure ones remain. Interbreeding between Lizardmen and various skulking races creates a new race; kobolds. Several thousand lower class citizens of the Kaligan Dynasty enter the dungeon, banding together to form the Snapjaw Clan. Using guerrilla warfare, the Snapjaw Clan continually makes tiny dents in the military and government of the Kaligan Dynasty and accumulating new members. When their numbers are in the hundreds of thousands, the Kaligan Dynasty notices them and begins to try to exterminate their ranks. Several million Kaligan troops are sent into the dungeon, and are wiped out by the Snapjaws superior knowledge of the terrain and ambush attacks. Eventually the Kaligan give up, and stop trying to wipe out the Snapjaws. Meanwhile, the subjugation of the Skulking Races gains steam, until around a quarter of all skulking races are either Kobolds or enslaved.
2034 A.D. - 1 A.A. (Age of Almonds) - The Age of Dungeons ends, and the Age of Almonds begins.
1 A.A - 11 A.A. - Two new void portals open, one in northern Desmos and the other deep underground, in the darkest dungeon depths. The aboveground portal brings a new species into being; the Grodellians. Odd, rock-like, and with a strange aversion to most living beings, they wandered the earth in packs, only occasionally making contact with civilization. Deep underground, unbeknownst to the inhabitants of Riax, a void portal transforms the planet, creating a layer of two bizarre new substances. These substances; Void Stone and Almondium, continue to expand until nearly 1/100th of the world is made of them. Czar Ripjaw dies, and passes the crown to his half Lizardman, half Cruorian son. He dons his fathers title, and the rule of Czar Ripjaw II begins.
12 A.A. - 121 A.A. - The first discoveries of Almondium are made, followed immediately by the first death by almonds. A young human dungeoneer manages to get to the Almondium Caves, and is never heard from again. One of his friends is discovered in a Snapjaw camp, with an extreme case of shell-shock. All he says when spoken to is "The Legs" until the date of his death. No one quite knows what to make of this, but eventually a party of veteran adventurers come back from the dungeons nearly unscathed, with weaponry made of the mysterious substance. When asked, they say that there's a grodellian blacksmith near the caves who sells them. No such blacksmith is ever found. People soon learn of Almondium's useful quality - no matter what shape it's in, no matter how lightly it touches - it shears through any material easier than a hot knife through butter. Any material, that is, except for voidstone and grodellian hide. A new dungeoneering boom starts, and over twenty million lives are lost to the dungeons.
120 A.A. - 231 A.A. - The Knighthood of the Emerald Flame, now having ranks somewhere in the millions, declares war upon the Kaligan Dynasty, and begin to liberate slave camps in Arconia. The Kaligan Dynasty promptly sends a military force of nearly five million soldiers to eliminate the threat. The hordes of inexperienced Kaligan soldiers are quickly wiped out by the veteran Emerald Flame Knights, and the Kaligan Dynasty cuts it's losses and abandons many enslaved skulking race camps.
232 A.A. - 332 A.A. - The Stalker Core - A hyper-intelligent supercomputer - comes from the future, warping to Mt. Ruin. It begins to subtly recruit anyone it can get its hands on. The Kaligan Dynasty sends a task force of nearly a million of their most elite soldiers, followed by more than three billion less powerful soldiers. The Emerald Flame soldiers are forced to retreat, and sign a treaty stating that they won't interfere with the business of the Kaligan Dynasty. Three days after the contract is signed, Czar Ripjaw II is assassinated by one of his servants, and ork by the name of Tragloth Remdar. Tragloth is immediately executed, along with ten thousand others suspected to be involved, and Czar Ripjaw III is crowned.
350 A.A. - 400 A.A. - Timeframe in which Death by Almonds: Awakening of the Grodellians takes place. The discovery is made that grodellians are immune to the bizarre effects of almondium, and soon they are driven to near-extinction as poachers start to skin them, make their hides into armor and weapon parts, and turn the rest of their bodies into useless snake-oils. Dungeoneering, now having died down a little, comes back with even more popularity than before. In just fifty years, just over three billion lives are lost, marking the single largest loss of life in such a small period of time since the Age of Cruor.
397 A.A. - 1231 A.A. - Timeframe in which Death by Almonds: Murder of Crows takes place. The Kaligan, Humans, Aquarians, and Ursines begin an initiative to seal up all dungeons after the first three billion lives are lost, and seal up most major dungeon entrances, leaving only the smaller ones, along with the Skulking Race controlled entrances. A bloodstone spire three times the size of the one that birthed Cruor emerges in northeastern Desmos, and while people are slightly panicked, no one but the Aquarians remember how Cruor came to be. The Aquarians try to warn everyone, but no one listens.
1232 A.A. - The second coming of Cruor.
0 A.G. (Age of Gods) - A void portal opens, spitting out matter. A lone consciousness is also expelled from the portal, and formed the universe in a few days, remaining incorporeal and dubbing himself the one true god. Over the next year he created the twelve paths; twelve philosophies of life contained within a deity and that deity's civilization of worshipers living on the giant planet of Riax.
The Path of Honor, led by the warrior god Wendros, was based upon honesty and fairness. Wendros created the lizardmen to follow this path, and they quickly took over the West Isles for their civilization. Led by the fearsome samurai Redscar the Fireborn, they fought those who opposed them with deadly efficiency to make up for their avoidance of ranged combat and dirty tactics.
The Path of Law, led by the judgmental god Ardra, was based upon rigid structure and preordained laws. Ardra created the humans to follow this path, who made several small states in Arconia and Desmos. To save or end lives was to identify yourself as being above your god, so they stayed within their walls, only using their strong military to enforce the law and protect themselves, rather than to take more land or protect others.
The Path of Choice, led by the void god Shar Igloth, was based upon the idea of molding fate. Shar Igloth created the cthuloids to follow this path, and they lived peacefully in the void. They had no purpose in life other than to mold the fate of mortals. However, some felt angry that they were so isolated from the other races, and wanted to leave and take over Riax.
The Path of Power, led by the mad god Drath, was based upon strength and conquest. Drath created the skulking races to follow this path, and they quickly overtook most of Arconia and claimed it as their territory. They lived in small camps, and did not destroy any other civilizations due to their inability to unify.
The Path of Pestilence, led by the insect god Visil, was based upon the exploitation of other races and civilizations. Visil created the Lurch, and they quickly took over the central forests of Arconia, creating large cities. They sent the virialdons to the outskirts of towns and deep into caves to propagate themselves, and quickly became hated by the other civilizations.
The Path of Knowledge, led by the rhythmic god Yete, was based upon the discovery and storage of information. Yete created the aquarians to follow this path, and they lived in many large cities deep underwater. They did not fight outside of self defense, and had vast stores of ancient spells and enchantments.
The Path of Protection, led by the orderly god Trusav, was based upon the protection of the weak from the strong. Trusav created the ursines to follow this path, and large bands of them wandered each continent to protect their inhabitants.
The Path of War, led by the tactician god Rahid, was based upon tactics and large-scale warfare. Rahid created the Zarl, Khans, and the Taen (Altogether known as the Drak,) to follow this path, and they lived in large city states all over the planet. They waged war on each other, training their skills and hardening their psyches with endless battle.
The Path of Death, led by the immortal god Trignold, was based upon enforcing mortality. Trignold created the hallowed reavers to follow this path, and they roamed the earth, never eating, sleeping, or settling down. They were invisible, intangible, and attacked anyone attempting to transcend mortality with power beyond that of any other race.
The Path of Chaos, led by the winding god Fray, was based upon destruction and capriciousness. Fray created the Viniads to follow this path, and they made their homes in the eastern jungles of Arconia and the western plains of Desmos. They did not destroy any settlements permanently to expand theirs, instead opting to rob the ones near them repeatedly.
The Path of Love, led by the medic god Remus, was based upon faith and healing. Remus created the Atrians to follow this path, and they made their homes just south of the western isles, where they were protected by the lizardmen. Heroes from all across Riax came to be healed and blessed, which they did for no charge at all.
The Path of Pain, led by the cruel god Tiak, was based upon suffering and misery. Tiak created the Flesh Angels to follow this path, and they made their homes in the far south regions of Desmos. They were kept in line by a small establishment of Ursines, which constantly made sure that they didn't escape their territory and wreak havoc on the world.
The one true god created boundless flora and fauna as well to fill the uncivilized areas, and over the course of the next year, these civilizations took their homes and began to build their societies.
1 A.G. - 2321 A.G. - The various civilizations spread, and besides several small wars and a couple of large ones, Riax is peaceful.
2321 A.G. - A void portal opens from the ground in the far south deserts of Arconia, and the Spire of Blood emerges, looming over the planet. The civilizations tremble in fear of what may come.
2322 A.G. - 4817 A.G - The area around the spire becomes corrupted, and several ciivilizations begin to send search parties to figure out what it is. They are never heard from again. Several smaller spires begin to emerge, spreading at an alarming rate.
4818 A.G. - The spire shatters, sending chunks of bloodstone all across Arconia and even the nearby areas of Desmos. Cruor the Thirteenth, God of Blood and Suffering emerges, and creates the Cruorians, which quickly spread, taking over most of the desert.
4819 A.G. - 5012 A.G. - Cruor ascends to the hall of gods, and begins combat with all of them as the One True God watches. Wendros and Ardra are heavily wounded, and Remus is killed. The Atrians, unable to live without their god, all die off. The lack of their healing presence allows creatures to die much more easily. Cruor creates the realm of blood and escapes the hall of gods. Wendros, Ardra, Drath, Yete, and Trusav form a coalition, and their civilizations unify in Arconia, Two thirds of the people in their civilizations armed and ready to wage war upon the threat.
5012 A.G. - 1 A.B. - The Age of Gods ends, and the age of Blood begins.
2 A.B. - 1002 A.B. - Rahid, Tiak, Visil, and Fray join Cruor, lending their civilizations to his army. Shar Igloth opens a portal in the far north, and a massive force of Cthuloids and other void terrors decimate the allied coalition, leaving but a tenth of their original army alive and moving south to join the forces of Cruor. Morals run low, despite the attempts of Redscar, their leader, to rally them. Cruor's hordes draw nearer.
1004 A.B. - The Aquarians rally, and by sacrificing nearly the entirety of their population, manage to bring back most of the slayed coalition soldiers. Cruor's hordes still outnumber coalition forces 8 to 1.
1007 A.B - 12234 A.B. - Cruor's army reaches the coalition forces, and while the coalition is more disciplined, the trillions of Lurch, Zarl, Taen, Khans, Cthuloids, void terrors, Cruorians, Flesh Angels, and Viniads are too much. The coalition barely makes a dent in their hordes, and rapidly begins to lose men. The Cruorians begin to be killed more, however, and panic. Cruor himself, fearing that he may become weak if he loses more of his children, begins to work on a serum for immortality. Amos Crowe, a heavily diluted Cruorian, comes from the future to the western isles, dubs himself Czar Ripjaw of Wendros, and quickly gains influence over the Lizardmen that stayed in their homeland instead of going to war. He slowly begins to assimilate the worship of Cruor into the community, and soon Wendros is entirely phased out from the homeland of the Lizardmen, the only ones still worshipping him being at war with the hordes of Cruor. Czar Ripjaw assimilates the humans to Cruor as well, and the humans that didn't go to war turn against the ones who did.
12235 A.B. - 12312 A.B. - Cruor finishes his immortality serum, and begins to administer it to his army. Just as the coalition is nearly defeated, the majority of Cruor's army is killed by the hallowed reavers, and the rest surrender. Cruor, now weak and feeble, is banished by the gods of the coalition, and the gods aligned with Cruor beg for forgiveness. They are spared, and the planet begins to rebuild. The lizardmen and humans returning from war are banished from their civilizations, who now worship Cruor. The banished veterans create an order of warriors; The Knighthood of the Emerald Flame. The Cruorians go into hiding, starting to integrate into human and lizardman society. Through Cruorian/human breeding, a weaker, harder to spot race of Cruorians are born. As well as humans, the Cruorians bred with the Lizardmen, creating the Charachetus. The Cruorians that didn't hide in other civilizations donned bone masks and hid deep within the dungeons. The Age of Blood ends, and The Age of Dungeons begins.
1 A.D. - 1021 A.D. - The Thousand Year Blight; Cruorians are forced into hiding as people begin to post bounties offering copious amounts of money for their heads. People begin to venture into the dungeons to try and find riches and glory. Nearly a million perish in the first 20 years of this practice alone, their corpses rotting untouched in the deceptively large dungeons. The Lizardman society, now dubbed the Kaligan Dynasty by Czar Ripjaw, begins to go to Arconia to raze Skulking Race settlements and enslave the survivors. Death by Almonds: The Gauntlet's timeframe.
1022 A.D. - 2034 A.D. - Cruorians begin to emerge as people slowly become more indifferent to them. Now mostly diluted, only a few pure ones remain. Interbreeding between Lizardmen and various skulking races creates a new race; kobolds. Several thousand lower class citizens of the Kaligan Dynasty enter the dungeon, banding together to form the Snapjaw Clan. Using guerrilla warfare, the Snapjaw Clan continually makes tiny dents in the military and government of the Kaligan Dynasty and accumulating new members. When their numbers are in the hundreds of thousands, the Kaligan Dynasty notices them and begins to try to exterminate their ranks. Several million Kaligan troops are sent into the dungeon, and are wiped out by the Snapjaws superior knowledge of the terrain and ambush attacks. Eventually the Kaligan give up, and stop trying to wipe out the Snapjaws. Meanwhile, the subjugation of the Skulking Races gains steam, until around a quarter of all skulking races are either Kobolds or enslaved.
2034 A.D. - 1 A.A. (Age of Almonds) - The Age of Dungeons ends, and the Age of Almonds begins.
1 A.A - 11 A.A. - Two new void portals open, one in northern Desmos and the other deep underground, in the darkest dungeon depths. The aboveground portal brings a new species into being; the Grodellians. Odd, rock-like, and with a strange aversion to most living beings, they wandered the earth in packs, only occasionally making contact with civilization. Deep underground, unbeknownst to the inhabitants of Riax, a void portal transforms the planet, creating a layer of two bizarre new substances. These substances; Void Stone and Almondium, continue to expand until nearly 1/100th of the world is made of them. Czar Ripjaw dies, and passes the crown to his half Lizardman, half Cruorian son. He dons his fathers title, and the rule of Czar Ripjaw II begins.
12 A.A. - 121 A.A. - The first discoveries of Almondium are made, followed immediately by the first death by almonds. A young human dungeoneer manages to get to the Almondium Caves, and is never heard from again. One of his friends is discovered in a Snapjaw camp, with an extreme case of shell-shock. All he says when spoken to is "The Legs" until the date of his death. No one quite knows what to make of this, but eventually a party of veteran adventurers come back from the dungeons nearly unscathed, with weaponry made of the mysterious substance. When asked, they say that there's a grodellian blacksmith near the caves who sells them. No such blacksmith is ever found. People soon learn of Almondium's useful quality - no matter what shape it's in, no matter how lightly it touches - it shears through any material easier than a hot knife through butter. Any material, that is, except for voidstone and grodellian hide. A new dungeoneering boom starts, and over twenty million lives are lost to the dungeons.
120 A.A. - 231 A.A. - The Knighthood of the Emerald Flame, now having ranks somewhere in the millions, declares war upon the Kaligan Dynasty, and begin to liberate slave camps in Arconia. The Kaligan Dynasty promptly sends a military force of nearly five million soldiers to eliminate the threat. The hordes of inexperienced Kaligan soldiers are quickly wiped out by the veteran Emerald Flame Knights, and the Kaligan Dynasty cuts it's losses and abandons many enslaved skulking race camps.
232 A.A. - 332 A.A. - The Stalker Core - A hyper-intelligent supercomputer - comes from the future, warping to Mt. Ruin. It begins to subtly recruit anyone it can get its hands on. The Kaligan Dynasty sends a task force of nearly a million of their most elite soldiers, followed by more than three billion less powerful soldiers. The Emerald Flame soldiers are forced to retreat, and sign a treaty stating that they won't interfere with the business of the Kaligan Dynasty. Three days after the contract is signed, Czar Ripjaw II is assassinated by one of his servants, and ork by the name of Tragloth Remdar. Tragloth is immediately executed, along with ten thousand others suspected to be involved, and Czar Ripjaw III is crowned.
350 A.A. - 400 A.A. - Timeframe in which Death by Almonds: Awakening of the Grodellians takes place. The discovery is made that grodellians are immune to the bizarre effects of almondium, and soon they are driven to near-extinction as poachers start to skin them, make their hides into armor and weapon parts, and turn the rest of their bodies into useless snake-oils. Dungeoneering, now having died down a little, comes back with even more popularity than before. In just fifty years, just over three billion lives are lost, marking the single largest loss of life in such a small period of time since the Age of Cruor.
397 A.A. - 1231 A.A. - Timeframe in which Death by Almonds: Murder of Crows takes place. The Kaligan, Humans, Aquarians, and Ursines begin an initiative to seal up all dungeons after the first three billion lives are lost, and seal up most major dungeon entrances, leaving only the smaller ones, along with the Skulking Race controlled entrances. A bloodstone spire three times the size of the one that birthed Cruor emerges in northeastern Desmos, and while people are slightly panicked, no one but the Aquarians remember how Cruor came to be. The Aquarians try to warn everyone, but no one listens.
1232 A.A. - The second coming of Cruor.