
Hundreds of thousands of years ago, in some mould and dusty, gods-forsaken corner of the universe...
Master perched on some lost asteroid to have a rest during his eternal journey through the cosmos, and looked into the Void. It seemed unbearably miserable, such empty and lonely, completely devoid of any motion, with no signs of life inside. Master felt sorry for the Void, he thought that it is a high time to animate this secluded corner of the universe. But how to do it without simultaneously disturbing the perfect harmony? The ideal equilibrium of non-existence? And what is more, to make the place worthy of coming back for rest, some day after the hard work of the world-creator? Master squinted his eyes and started to meditate. After a while he stood up, whisked away the cosmic dust from his coat and got to work...

The potted history of Duæl.
Master creates material Duul and ethereal Ael - two realities, coexisting in the same place in the universe, mutually permeating through each other. Over the formed Duul, he positions sun, stars, and constructs passages to Ael - portals embedded in the surface of the two moons mounted on the opposite sites of the firmament. One leading to the Heavenly Thrones and the second to the Abyss. Having formed the basic structures of the new world, he sets in motion the most sophisticated of all devices ever - the Great Contraption, sometimes called the Soul Circles. Next he fills everything with magical essence, deposits of Ayzat-Tol and Dagor-Tol start to radiate through the whole Duæl and the Great Contraption becomes animated with the heavy scroop of the adjusting circles. The World Circle performs its first rotation and the time starts to flow. The history of Duæl, the most excellent of the Master's creations begins.
Prehistory - circa 100 000 B.I. (Before Invasion, according to the dwarven calendar).
After the first turn of the World Circle, during which Master, in his great anxiety for the world's equilibrium, carefully adjusts and inspects even the smallest details of Duæl, the first Ael inhabitants appear - ethereal guardians of balance. Avals and Sarhu, dwellers of the Heavenly Thrones and the Abyss respectively, are the first Master's children. Avals personify the peaceful cooperation for mutual development and common wealth, while Sarhu embody the individualism, rivalry, passion and the thirst for power. With their help Master gets down to the formation of the Duul surface. He creates oceans and continents, mountains and forests, hills and plains, rivers and lakes - in his hands world becomes abundant in variety of terrain formations. Avals execute all Master's commands without batting an eye, while Sarhu are fussy, question his ideas all the time and make everything their own way. That was the Master's method to get the beautiful, diverse and versatile world. After a thousands of years the material part of Duæl is ready to welcome its inhabitants.
I Era -The Beginnings

20 000 B.I.
Amongst the great variety of the Duul's fauna and flora, in the forests vibrant with life, Master places Lidds, the wild race of natural order protectors. He teaches them how to live their life in harmony with nature, and how to benefit from its favors.
19 000 B.I
Master creates Dwarves and Elves, two nations supposed to build the first civilizations of Greatland, the largest continent of Duul.
Dwarves are the mountain folk, they love the underworld, its treasures and austere beauty. Elves are infatuated with the freedom of open plains bathed in sunlight. Dwarves settled down in the caverns located in the largest mountain range - the World's Wall, while Elves have chosen the eastern steppes of Tal-Yagal, the Vast Plains, to be their homeland. Since the very beginning Master does not interfere with his youngest children's history, allowing them to thrive on their own.
18 900 B.I
Klobuks - the by-product of the Master's creation process start to spread all over the world of Duul.
17 000 B.I
Master recognizes the proper Duul's evolution course and does not want to meddle in it any longer. Before departure, he wishes to endow them with special gifts. As each race reveals remarkable talents in a certain fields of life, he wants to amplify those features to make Duæl the world of as much diversity as possible, as he regards the diversity as beautiful.
And so the Dwarves are gifted with extraordinary skills of metal-working and manufacturing the most complicated and reliable tools and instruments, what makes them the unequalled artisans and engineers throughout the whole Duæl. Sensitivity to beauty and harmony makes Elves the folk of exceptional and sophisticated artists, with strong inclination for magic.
Lidds are endowed with the ability of metamorphosis, through which their unification with nature becomes absolute. Transfigured Lidds, depending on their basic instincts turn out to be the most fearsome predators in Duul.
Master knows that gifted, his children will survive in the hostile world without his further assistance.
Together with the Master's departure Era of the Beginnings comes to an end.
II Era - Time of Avals
16 900 B.I.
Shortly after Master's departure, Sarhu, his insubordinate children, start to fight for primacy in the Abyss. From this struggle Demedorr emerges as the Supreme Sarhu Lord. He arranges his kindred into an army, supposed to take control over the whole Duæl and put it under the rule of Demedorr, the only rightful Master's heir. Assuming a look of horrifying daemons, Sarhu commence the attack on Heavenly Thrones, home of unsuspecting Avals, who feel lost and forsaken without the Master's presence. Since that time Ael shall become the place of endless war between the guardians of balance.
More or less, in the same time Dwarves and Elves assemble into tribes, Lidd hunting packs roam the most of Greatland forests, especially the great forest of Sheer'Dain, by other Greatland inhabitants called Sheeridan. Klobuks flock around other races' dwellings and form peculiar symbioses with them. Big gray apes wandering through the northern steppes find hospitable grounds near the Ugarat mountain, instinctively attracted by large Ayzat-Tol deposits.
11 000 B.I.
Establishment of The Enlighteners Covenant.
After the first assault of abyssal army has been repelled, group of seven haughty Avals arises amongst the Heavenly Thrones most powerful inhabitants. Ungrvil, Halgval, Mulvondil, Izalder, Tol-Agar, Laoko and Reo'Tazz want to lead people of Duul and control their development. It should have given them the upper hand in the conflict with Sarhu, as souls of mortals appropriately "reared" could have been powerful allies against daemons.
The Enlighteners, together with the retinue of their lesser kin, descend upon Greatland, convinced of their duty to administer the Master's creation. They adopt the corporeal form similar to that of Duul dwellers, but much more noble and resplendent. For the primitive tribes of Dwarves and Elves they seem divine. Both nations immediately accept them as "gods" and enter the period of rapid growth under their rule. Only Lidds refuse Avals as they still remember Master - their creator and father, the only one who truly deserves to be worshipped. Avals don't care much for the "beast-men" as they seem very primitive and too hard to control to build the civilization.
10 000 - 7000 B.I.
Elven and Dwarven populations reach such numbers that tribal structures are no longer sufficient to maintain order, and strong tensions and feuds between individual tribes start to arise. Prompted by Avals, the nations consolidate and two states are found. The first rulers - Harnag Son of Agvar known as "The Mighty" and Mythvill the Wise are enthroned in 9950 B.I. as the King of Dwarves and Elven Emperor respectively. They pay homage to the Enlighteners and, as anointed of gods, open the new chapter in the history of both nations.
In the vicinity of the two holy places, where Avals revealed themselves to the amazed eyes of Greatlanders, splendid temples are erected. Around the temples two cities are built - Sao'Gei, The Sun Capital of the Elven Empire and the first of renowned dwarven city-fortresses - Zak'Har, sometimes called The Seven Falls Peak, where the throne of the Dwarf King stands.
7006 - 7001 B.I.
Avals feel that custody of Master's lesser children is not enough challenging, their self-conceit reaches much farther. They desire to create a new race - the perfect one, better even than the Master's creatures. And thus Humans appear in Irqad - great city built by Dwarves and adorned by Elves for the new Aval children in the central part of western plains. As the whole attention of Avals becomes focused on their new creation, young civilizations of Elves and Dwarves are slowly marginalized.
7000-4020 B.I.
Human population spreads rapidly throughout the western Greatland. Development of Men is very fast. Merely three thousands years it takes the Human civilization to reach the level equal to the two other nations'. New state is named The Republic of Irqad, and its political system follows the revolutionary idea invented by Avals. All vital decisions are made by The Council of equal representatives, selected from the society. At the head stands the Patriarch, the oldest member of the Council. Unfortunately Humans disappoint their creators, because they appear to be frail physically and mentally, with only few strong points. They learn quickly and easily absorb other civilization's inventions, also their reproduction rate is unparalleled. But one thing makes them really standing out - irresistible lust for power and domination over others. The Republic seems to be one great mistake, because "equality" means permanent conflicts and quarrels for primacy, as everybody consider themselves worthy.
4020 - 4010 B.I.
Despondent with Men, Avals start to work on the next intelligent race, which shall definitely prevail against other Duul inhabitants. After ten years of hard work the Dragons emerge from the Temple of Creation - Aval's laboratory standing in the center of Irqad. Other nations of Greatland welcome new race with great respect and admiration, as Dragons' physical and mental attributes and capabilities are really impressive.
3999 B.I.
Matters are getting worse in Ael. Fighting off the tenacious Sarhu becomes hardly possible and Heavenly Thrones call for immediate help of Avals residing in Duul. Enlighteners gather legions of their most faithful followers and perform the Ritual of Ascension. Avals, together with the vast army of souls, shift to Ael and disappear from Duul to fight Demedorr and his daemons. Again, gods abandon Duul, this time leaving ten thousands dead bodies of their most fanatic believers. Before the departure Avals hand the Greatland rule over Dragons.
III Era - Enter the Dragons
3990 B.I.
A few years after Avals disappearance, the extent of power handed over by Avals turned the Dragons' heads. Some would say that it was the same defect as Men carried - the innate thirst for power, which Avals were unable to remove and which had even magnified in Dragons with all other qualities. Others would say that it were the words of some abyssal messenger, which depraved the ideal nature of the Aval's younger children. Anyway, Dragons soon become ruthless tyrants, who force nations left in their custody, to venerate them as they were new gods of Duul. In the same time Dragons try to make Greatlanders believe that Avals has gone forever and are not worthy of any worship, as they left their people aside. Elves, who are fascinated by the Dragons' beauty, intelligence and magical talents, soon consider Winged Masters as their new gods, and become the chosen people of the new Lords of Duul.
Men, regardless of being the first Avals' children, also believe the Dragons' lies. They are manipulated by one of the most influential members of the Council -Zaul Guahl. Seeking to become the new Patriarch, he organized a violent coup, cunningly blaming Avals for the bloodshed. Humans definitely prove that there is no act enough hideous and terrible to make them give up their efforts in reaching for power over others.
Inflexible and proud, Dwarves deny Dragons, but are unable to stand against the combined forces of Elves and Humans, supported by insidious schemes and lethal magic of Argaa'zdar the Golden One - their Dragon general. After a short rebellion, during which dwarven armies even reach Dragon City, former Sao'Gei, their resistance is crushed, king Rungvar the Brave gets killed and Dragons become the undisputed Lords of Greatland. Only Lidds, hidden deep within impenetrable forests are able to keep their independence. Though, Dragons are enraged that there are still some beings, who don't want to recognize them as their masters. They curse Lidds and order Elves and Men to slay them wherever they can find them. The hunt for beast-men begins.
2500 B.I.
Elves name their state The Dragon Empire. Dragons teach Elves and Humans the principles of magic. Temple of Creation, former laboratory of Avals in Irqad, is rebuilt and expanded, and now serves as the residence of the Mages Guild, where anybody clever enough can learn the secrets of magic, inaccessible in the time of Avals. Dwarves are forced to pay enormous tribute in gems, gold and ore to the Dragons, who are infatuated with valuables and precious objects. In effect proud mountain folk becomes the nation of slaves, mostly confined to mines and blacksmiths, whose sweat and toil build the power of others. Lidds, constantly hunted and exterminated by Men and Elves, fall back to the innermost backwoods.
1500 B.I.
In the far steppes of the North, spark of intelligence shines. Dwarven pathfinders surveying the area spot the first individuals of a new race. Huge deposits of Icy Crystal, lying under the Ugarat Mountain, initiated the rapid evolution of the gray apes, changing them into Org'kka -folk of steppe nomads, who, at the beginning of their intelligent existence, are beyond any events shaping the Greatland's history.
1015 B.I.
Return of Avals, start of the Dragon Wars.
Supported by legions of faithful warriors brought from Duul, Avals beat Demedorr's forces, daemons flee and hide in the farthest recesses of Abyss to lick their wounds. The Enlighteners Covenant comes back to Greatland. Dragons have to do something to avoid the wrath of Avals or prevent any punishing actions, before they comprehend the scale of their wayward children's disobedience. Winged Lords decide to show the Enlighteners who is wielding the true power in Greatland now. In act of treason, Dragons murder Reo'Tazz, who first comes to the Dragon City to meet with Argaa'zdar and get his report on the Dragons' actions in Duul. The next move is a fast attack on the rest of Enlighteners who, completely astonished with what they find, inspect the Greatland. Avals, attacked from both sides by huge armies of Men and Elves lead by Dragons, are pushed towards the World Wall. At that time Dwarves throw off their shackles, kill the Dragon guards and stand at Avals' side. Terrible war unleashes.
1010 B.I.
The Dragon Wars engulf the whole Greatland. Avals and Dwarves are forced to fight on two fronts. At that time Lidds "awaken", perceiving Dragons as their ultimate enemy. Great horde of metamorphed warriors leaves Sheeridan and strikes the back of the Human armies, annihilating them and changing the course of war. Avals supported by dwarven legions and Lidd warriors, push Elves to the east, forcing them to retreat to Dragon City.
Org'kka unable to understand the power of clashing forces, terrified and immobilized, hide deep in their caverns waiting for the end of the war, which is known amongst them as the Great Storm in the South.
989 B.I.
Remains of the elven army, stop the victorious march of Avals in the suicidal raid a few kilometers from the Dragon City. Their bravery gives enough time for Argaa'zdar and the Emperor to perform the Ritual of the Last Sacrifice, which costs the lives of thousands of Elves and bounds their nation with Dragons for the eternity. Impenetrable magical barrier separates the Dragon City from the rest of Greatland, making Elves and Dragons hidden behind it safe from the Avals wrath. The Dragon Wars end. For the next few years Avals and their allies hunt down Dragons, who didn't manage to hide behind the barrier or in some remote corners of Duul.
Gods' vengeance is terrible and strikes all Dragons' followers. Elven Empire outside the barrier is razed to the ground, Men - treacherous Aval's children are sentenced to the eradication from the face of Duul.
980 B.I.
Human civilization lies in ruin. The only city surviving from the destruction is Irqad, too magnificent and precious for Avals to be simply razed. Thousands of Human refugees gather within its walls, seeking protection of the Mages Guild. Despite the hopeless situation of mankind, there is one, who believes that even gods' wrath has its limits. Torgil is the last of the Guild's council, the only wizard who refused to fight in the Dragon Wars. When Avals and their army approach Irqad to finally resolve the issue of Men, Torgil alone stands before them, embracing a newborn in his arms. Such great are his righteousness and humbleness, that he is able to persuade Avals that they have already taken their revenge over the Human race, and no more blood shall be spilled. In the act of mercy and reflection Avals decide to give their children another chance. Peace spreads all over Greatland. Lidds hide in their forests, Dwarves return to their mines and blacksmiths as free people. Humans, miraculously saved, start to rebuild their homeland. Avals don't want to waste time and effort in destroying the barrier so they keep Elves imprisoned within the magically sealed Dragon City. Argaa'zdar wants Avals to think that all Dragons have been exterminated, so he and the last of his kin fall into deep slumber beneath the Dragon City, waiting for better times to come.
IV Era - Golden Period
904 B.I.
Nearly eighty years it takes Avals to recover the Greatland's balance. It is related with rooting out the cult of Dragons and all traces of their activity. At this time Dwarves, who greatly contributed to the victory over Dragons, become the Avals' chosen people. Enlighteners put much effort to honor their dedication to free Greatland from the Dragons' oppressive grip. The heart of Greatland's civilizations is moved to Zak'Har, where Argaill the Unyielding, son of Grrim ascends the Jade Throne and becomes the new King Almighty.
815 B.I.
The Human Republic of Irqad is reestablished, with Torgil the Peacebringer as the new Patriarch.
780 B.I.
At the end of his greatly prolonged life, Torgil concludes a treaty of friendship with King Argaill and greatly improves relations between Men and Dwarves. Trade routes are reestablished and Humans return to the political arena of Greatland.
779 B.I.
Righteous Patriarch Torgil the Peacebringer dies. At his death bed stands Argaill together with the Enlighteners, who appreciate his enormous contribution to the restoration of law and order in Greatland. Torgil's last wish is to make Elves feel that all feuds and hatreds are overcome and that peace triumphed in the whole Duul.
769 B.I.
At the tenth anniversary of Torgil's death Dwarves send the envoy to the Dragon City.
On behalf of Avals he offers a peace treaty, on one condition - Elves will give up the cult of the Dragons. Emperor rejects the offer, and expels the envoy threatening to kill him. Seeing that, Elves from an underground resistance reveal themselves and accept the dwarven offer. Few days later emperor dies in an assassination and riots spread across the Dragon City. Through the secret entrance, dwarven corps accompanying the envoy are brought into the city and help the rebels take over the emperor's palace, and the control over the city. New emperor is hastily crowned and the peace treaty signed. Cult of the Dragons descends underground. The inquisition rages through the whole empire hunting down dragon disciples and priests and destroying the places of worship. Dragon City has its former name - Sao'Gei - restored. Seeing that, Avals forgive the Elves and Torgil's dream comes true. Elves return to the plains of Tal-Yagal and start rebuilding of the Empire.
700-650 B.I.
Trade routes connecting cities of all three civilizations cross the length and breadth of Greatland, increasing the common prosperity. Golden Age reaches its peak. All civilizations are united under the Enlighteners command, with the Dwarves at the head. Once a year all three leaders: the King, the Patriarch and the Emperor meet in Zak'Har to discuss the most important issues of Greatland.
650 - 1 B.I.
Ungrvil reveals the secret of Ayzat-Tol to the Dwarves, and teaches them to forge and process karmitaz. This is the time, when the most powerful artifacts are made and Mightkeepers learn to use essence contained in Ayzat-Tol, the Icy Crystal. Dwarven Kingdom spans over the whole World Wall, as far as the Northern Borders. They even start to inhabit the Hollow Boulders mountain pass located in the South, constituting the dominant nation of the whole Greatland.
Domestic conflict fires within the Elven Empire, fueled by the hatreds between the ruling fraction and the faithful followers of Dragons, who consider new emperor as the traitor. As Dwarves grow in power more Elves recall the times of old, when Elves prevailed.
More or less at the time when Humans restore their relations with other nations, Org'kka become advanced enough, that they start to dominate throughout the whole northern steppes. They establish their bond with Wak-waks and start to follow their seasonal migration rhythm. First Org'kka tribes explore southern lands - the first of great Khagans discover the southern pass. Beyond it Org'kka meet with Elves and Humans. First contacts are rather unpleasant, as Org'kka treat them as easy prey, raiding and robbing the trade caravans and peripheral settlements. Each year all tribes return under the Ugarat Mountain, their sacred place of birth.
0 B.I.
Skies explode over Irqad. Huge shining portal falls down into the very center of the city, completely destroying Patriarch's palace, Temple of Creation and the majority of Mages Guild's buildings. Thousands of people get killed. Enormous army of daemonic warriors, commanded by Demedorr himself, emerges from the portal. Great Invasion, the most horrific catastrophe of all that swept through Duul so far, begins.
Sarhu, not disturbed for the thousand years regained their strength and descended from Ael to claim their rights to rule the land of mortals.
The Great Invasion

1-5 I.
The fall of the Red Moon portal gives Sarhu direct access to Greatland. Sudden materialization of hundreds of thousands daemonic warriors inside the heart of Human civilization shocks the Greatlanders, while seizure of the great Ayzat-Tol deposits and razing of the Mages Guild hinders any coordinated response to attack. Right before the Red Moon portal fall, the second passage connecting Duul and Ael - White Moon portal - is destroyed by insidious Demedorr's servants. It prevents the arrival of any reinforcements from Heavenly Thrones that might have aided Avals in Duul.
Invasion consumes The Republic of Irqad in a flash, Men are unable to oppose daemons, and their cities are turned into ashes one after another. Those who don't bow to Demedorr are tortured to death and their souls enslaved by daemonic commanders in order to be dragged to Abyss to be transformed into Sarhu.
All Avals staying in Irqad at this time are captured and brought into Demedorr's presence. He offers to spare their lives if they join his glorious cause. Only one responds positively - Izalder of the Enlighteners... Avals are annihilated together with their souls, and Izalder undergoes the Ritual of Transformation, which turns him to Sarhu. Since then he became one of the most fierce Sarhu warriors, and soon became the nemesis of all righteous beings in Duul.
5-11 I.
Whole Greatland is terrified and disoriented by the ferocity of Sarhu attack. Dwarves seal all city-fortresses with powerful runes, leaving only some legions to fight daemons under the Aval's command. Avals try to help Elves defend their recently rebuilt cities in Tal-Yagal, which are the next target of the Demedorr's army. But abyssal warriors seem unstoppable - the Greatlander's army perishes and Tal-Yagal becomes the area of the gruesome slaughter. Decimated and panic-stricken elven survivors flee to Sao'Gei, seeking shelter behind the magical barrier, which proves to be too strong to quickly take down even for Demedorr, such great is the power of the Last Sacrifice ritual. Sao'Gei is the only city on the Greatland's surface that survives through Invasion, which appears to be the end of the world-order established by the Master hundred of thousands years ago...
11 I.
Demedorr makes his first serious mistake during Invasion. He decides to achieve what Avals and Dragons were unable to get. He directs his army to Sheeridan, to seize its ancient powers and conquer the inhabitants. So far Lidds perceive the Great Invasion as the restoration of the original Master's idea - suppression of Avals' dominance, wiping out of the Human civilization were all positive results of Sarhu activity, perfect Duæl's equilibrium was about to return. Until the first wave of daemons strikes the ancient forest boundaries. Strikes and breaks, as Lidds living within them for thousands of years are a greater challenge than weak Humans, even fortified behind the sturdy city walls. Metamorphed warriors supported by the wild magic of shamans easily defeat Sarhu unaware of the Lidds' power. Even the primeval and insane Maka'haks leave their lairs in the deepest backwoods to aid their kin. Demedorr's army gets stuck within the Sheeridan for the seven long years.
18 I.
More and more Sarhu warriors assault Sheeridan, while Lidds' forces dwindle. Each month daemons advance deeper in the forest. After the seven years of struggle majority of the most powerful warriors and shamans are dead and the downfall of the oldest nation of Duul seems inevitable.
But seven years, when whole Demedorr's attention was focused on Sheeridan, is enough for Avals to gather the remains of Humans and Elves into one coherent force. The army is named the Ultimate Ordeal, as it is the last hope of the Greatland nations to repel daemons. Argaill the Unyelding decides to support them and ascends from Zak'Har leading his most trusted legions. Halgval becomes the Ordeal's commander in chief, and leads his troops west, to Sheeridan.
19.I.
Ordeal's cavalry units arrive just in time to prevent daemons from entering the most sacred grove of Sheeridan, the place where, over twenty thousands years ago, first Lidds have seen the Master's face. The attack is such intense that Demedorr cannot ignore it and Sarhu army turns back to the new enemy. After a while of fighting Halgval performs a feigned flight maneuver. Infuriated with the weaklings' attack Demedorr makes his second grave mistake during Invasion - he orders daemon hosts to break the siege of Sheeridan and chase the fleeing units, hoping that fate gives him a chance to catch the rest of Enlighteners and finally end their rule over the Greatlanders. In his great pride he follows the Halgval's decoys, who stop their flight several times and pretend to oppose daemons in the "last" desperate effort, only to flee again once the first blows are struck. In Tvall Vale, at the foot of Garread Mountain, Halgval stops the flight and orders his army to occupy the defensive positions. When chasing daemons clash with the defending Humans and Elves, dwarven legions lead by King Argaill the Unyielding emerge from the tunnels under Garread and furiously charge the flank of Demedorr's forces. Sarhu army is unable to stand such powerful and unexpected attack. This is the Great Invasion turning point. The fighting lasts for next few days, but even death of King Argaill and many other commanders, cannot stop victorious Ultimate Ordeal's soldiers. Finally Demedorr faces the Enlighteners. He manages to kill Mulvondil, but the rest overpower him and Daemon Lord flees from the battleground. Greatlanders win. The next day Avals and all Ordeal's magicians track Demedorr's hideout. Enlighteners are able to catch the Daemon and imprison him in the Black Pyramid of Nonentity - one of the most powerful artifacts ever to be constructed. The pyramid is buried deep into the ground and Avals return to Tvall Vale to announce the final victory over the abyssal hordes.
20 I.
To honour the fallen, Avals rise the huge necropolis, where remains of all heroes of the Ultimate Ordeal get buried. Dagr Kadur, The Memory Keep, is the name of the place, where dwarven Order of the White Stone guards the tombs of heroes.
21 I.
Within the ruins of Irqad Enlighteners perform the Ritual of Deliverance of souls entrapped by Sarhu in many twisted artifacts. Not long after the ritual, Sarhu portal in the centre of Irqad becomes activated, as another wave of daemons tries to descend to Greatland. In the tremendous surge of essence Avals destroy the portal and disappear from Duul. Heavy explosion of focused essence creates huge crater in the former centre of Irqad and destroys all life within the hundreds of kilometers radius. Since then the whole area is named Desert of Terror, where strange phenomena and uncontrollable magical vortexes alter the reality.
V Era - The Restoration

1-150 A.I.
After the departure of Avals, Duul slowly recovers from ruin. The dark hole within the crater absorbs the huge amounts of sun energy, causing the global cooling. Humans try to return to their former dwellings but find them razed to the ground. Without divine support of Enlighteners and without a leader like Torgil the Peacebringer, Humans are unable to reestablish the Republic of Irqad, especially as its capital is transformed into horrific desert, where no one survives more than a few days. Mankind disperses and several individual city-states emerge, with Merchandia and Kraakov as the most significant ones.
Lidds struggle hard for recovering the balance of Sheeridan, heavily devastated by Sarhu hordes. After Invasion their population is terribly decimated, the oldest and most powerful warriors and shamans got killed during the heroic battle against overwhelming Demedorr's hosts.
Elves, for the second time in history, start to rebuild the Empire in Tal-Yagal, but this time their return is much more difficult, because more and more Org'kka tribes arrive from the northern steppes, which get colder each year.
Dwarves, hidden in their city-fortresses suffered only minor losses during Invasion, compared to other nations. Thus, they slowly become the most powerful and undisputed lords of Greatland. Even so, the death of Almighty King Argaill, who didn't leave any heir, causes significant tensions within the Kingdom.
18-49 A.I.
Demedorr, forgotten in his prison, awakens from the slumber. Despite being immobilized and devoid of all essence, his will is so strong that he takes control over the minds of Dwarves who came to the Northern Borders to mine Ayzat-Tol. New nation rises, Volgars - the Condemned, former Dwarves now transformed into evil and wicked beings by the Daemon Lord.
50-68 A.I.
Volgars excavate the Black Pyramid from underneath the crags of Northern Borders, and slowly take over the whole area.
69-88 A.I.
Ordered by Demedorr, Volgars start to push his prison south. Desert of Terror is their destination. Magical energies raging all over the place should help Demedorr overcome the Aval runic safeguards. Volgars pass through the Org'kka lands, forcing tribes to move south to Tal-Yagal. Mass exodus commences.
89 A.I.
On the Northern Paths Volgars encounter organized resistance of Dwarves, who don't want to let the pyramid pass through the very heart of their Kingdom. Since then, the Northern Paths constitute the borderline between the Dwarven Kingdom and Volgar lands. Constant war rages across this border, making it one of the most dangerous place in Greatland.
150 A.I.
One of the largest Org'kka tribes arrives in the Tvall Vale. Without much deliberation they enter Dagr Kadur, slaughter the dwarven guardians and set up an encampment. One day they accidentally discover the hidden entrance to the Aval tombs and activate the magical defences of the place, drawing attention of many wizards, priests and shamans. Shortly afterwards small expeditions of different Greatland inhabitants arrive at the foot of Garread Mountain in search for the buried Aval treasures and artifacts...
