top of page
Druidaine Map.heic

Populations of The Nations of Druidaine

Kingdom of Ostillith: ~18 MILLION

Druidia:                             ~10 MILLION

Gyldr Har Khryn:         ~3.5 MILLION

Western Elves               ~18 MILLION

The First Order
(Mythic Prehistory/ Creation Age) ~25,000+ YA

Caelthryn existed as the Old King of the Gods, born first into existence. He ruled as a result of his divine creation, slowly constructing the building blocks for the universe and life that we see today,

Dwarves carry this truth of creation in their deepest libraries, finding the truth of the universe in the heart of the Earth, they learned in these early Ages to revere him subtly, through craft and oath, not worship.

Freyvara and Morveth were soon after creation, born as twin goddesses, sisters of the first God Caelthryn. Born naturally in the spirit realm as his creations expanded reality, Caelthryn tried to hide the living Realm for as long as he could from his sisters.

​

In the early years the sisters mere presence in the Spirit Realm began to affect and shape the Living Realm:

Freyvara came to embody life, fertility, cycles, growth, abundance.

Morveth turned to play with decay, disease, rot, entropy and created disorder in Freyvara's nature.

Their balance defined early life & death cycles.

 

Overtime other gods were born from the original 3 gods, further widening reality and creating a delicate balance in the nature between the living and spirit realm, especially with Caelthryn's continued blocking of any other god from seeing or directly playing with the living realm.

​

Orldan was born first among the younger gods, Son of Caelthryn and Freyvara.

Overtime 8 gods emerge in total, forming a loose pantheon governed by the balance of the Realms.

They are (not in order):

Caelthryn (Male) - first generation 

Freyvara (Female)  - first generation

Morveth (Female)  - first generation

Orldan (Male) - second generation

Tyrakhel (Male) - second generation

Aestrael (Female) - second generation 

Volkrim (Male) - second generation

Giorth (Male) - second generation

 

From this Age onwards the spirit realm and living realm were destined to exist in a mix of tension and harmony, intertwined through faith, ritual of the living and the will of the gods, who freely walk between. The realms have been noticed to overlap when tension between them pulls so tight that one realm fractures, allowing the other to pour in, this is only fixed if harmony is approached once more and the fracture is sealed.

Early Mortal Ages
(Ancient Ages)
~25,000 YA

Goblins were born as the first forest-dwelling peoples.

Ancient, clever but poor communicators, they quickly spread and formed tribes across the land.

Born first, they have had the most time to adapt to the chaotic nature of the gods, they have become spiritually resilient and capable of surviving corruption that would destroy most life forms.

Early Goblin Shamans came to understand spirit-binding through food and barter.

​

The second of the great races to arise was the Elves, born as a result of a spiritual storm, they live closest to the spirit realm, often seeing much other races can't.

During this age the Western Elves established harmony in nature, learning the nature of the gods, even when they were distant. As the only mortal connection to the gods during the Second Age, Seers formed over time as the Elves grew in their devotion to the gods. These Seers held no political power but acted as guides, advisors, ears to the gods and when necessary they were permitted by the gods to use magic. If blessed by the Patron god of the spell, the spell cast only creates a slowly healing scar on the soul, where if abused and misused, the Seer or Elf using magic has their soul slowly corrupt into the manifestation of the Gibbsgobbler.

​

Southern Elves (eventually mostly Gibsgobblers) fall into greed and excess during this Age. An unfortunate yet ironic fate manifested for a large majority of the Southern Elves, who during this time found such abundance in their lands that they had no need for war. Instead they developed a selfish society of lust, greed and hierarchal power. In spite of this, the few families that survived in the South persevering and unchanged, are known to be of the most Stoic, logical and honorable Elves across the whole world. They are treated as such, having survived in such a brutal culture for centuries.

​

Later Humans were born by the god Freyvara as a manifestation of her will to be with her many children upon the Living Realm. Her divine wish to finally find the Living Realm caused an emotional cloud so strong in the Spirit Realm that she manifested the first form of heaven, for the first time feeding souls of the dead from the Living Realm to the Spirit Realm with the help of her daughter Aestrael. Morveth in her ways found another use for her sisters newly birthed creations. The humans evolved first into tribes and migrated from their caves to settle around the world. Towards the middle of this age Kingdoms start to form as men adapted, and near the Western Elves the lands of Druidaine slowly formed.

The humans in this lands' Proximity to Elven magic created the first Druids, emerging as a caste that quickly took to learning about the balance of the gods.

Their purpose in human society (later Elven society too after The Great War) became, "harmonise spirit and nature." Druids worship and listen to all of the gods, but even in the old days Orldan became their main patron god.

​

The Runes crafted by the Elves and Druids in the second age are the most powerful even to this day, but they are few, far between. Theorised to be a result of the Gods distance during these times, To work Runes required great acts of sacrifice, devotion, acts of service, or creations of cults or great constructions (often temples) in their Patron Gods name.

The Age of Confidence
(Pre-War)
~10,000 YA

Civilisations begin to flourish under growing Druidic mediation and Elven guidance.
Gods remain distant but growingly responsive through ritual and alignment, Freyvara, Aestrael and Morveth become so tied to the living that they are able to connect with the souls there without physically being able to reach them.
This is the time when most Runes were placed; 
They are dotted all across the land, many lay in differing states of ruin in the present age, but all old runes hidden in ancient places of worship still work. A legacy of the pure unaltered faith in the gods during this time.
The Rowan Forest becomes a spiritual centre of Druidaine society and Ents begin to walk out of the forests. Ents and forest spirits live in peace with the Druids for so long they began to adventure across Druidaine. Human mythical stories from these times speak of Ents appearing in local fields for each township or city just before the arrival of a Druid.

This age is also known as the Age of Freyvara to humans, as she was devoutly worshipped as the mother (mother earth) and believed to be the cause of the flourishing in this age. 
Half destroyed and hidden scripture from the end of this age survives in the Elven great libraries, unknown to any other race, speaking of great plagues that erupted as over thousands of years Morveth was slowly fed by what Freyvara could not maintain through her brother's growing silence and unwillingness to intervene in what they came to call the Mortal Realm.

 

It is noted by many that some Gods were more present than others during this Age, but all were held back by then King of the gods, Caelthryn.

The Age of Grievance
(Dark Druid King Rises)
~4,559 YA

Tapestry best 2.png

In time, a powerful Druid King ascends within Druidaine:

He seeks absolute dominion over spirit, nature, and gods, believing that the growing silence from the gods showed their weakness and abandonment of the mortal realm. He grows to believe that the Druids had now become strong enough to take the place of governance over balance of the two realms. Misguided in his refusal to understand that the gods are divine and mortal bodies sit merely as a souls physical reflection of their place in the spirit realm. His, or any mortal bodies’ attempts to interact with the spirit realm will only ever cause imbalance, and yet in his study, he finds a way to manipulate the power of the gods.

 

His mindset and actions changed the world forever.

​

During the beginning of this age the following occured:

Subtle spirit pressure began increasing.

The Druid King misinterprets this as divine withdrawal.

In reality, his rituals strain the spirit realm.

As a result Druidic Circles fracture along theological lines:

Orldan (restraint)

Freyvara (abundance)

Volkrim (war)

Morveth (decay)

1. Civil Strife becomes Civil War

Humans and Elves follow rival Druid Factions into conflict.

Competing rites destabilise the land. 

 

The following battle report comes from this time:

Battle 1: The Battle of the Rotting Fields

Summary

Plagued men (Morveth-influenced) fight berserk Volkrim-aligned forces.

Both armies annihilate each other, forming a spiritually rotten scar on Tharwen Plains, known as "the rotting fields."

Survivors rot and die over weeks.

Spirit realm destabilisation accelerates.

​

2. The Northern Catastrophe

Orks answer Volkrim’s call en masse.

War spreads across the North.

Plague, famine, and spiritual corruption kill ~2/3 of the northern population.

Dwarves, previously isolationist, are forced into war as spirit pressure reaches stone.

​

3. The Battle for the Rowan Forest

Although called a battle, the timeframe and scale of this "battle" was to the size of what would

be considered a modern war.

 

Alliance forms:

Dwarves, Men, Elves

A minority of Druids loyal to Orldan

Opposing force:

Orks

Corrupted Druids loyal to the Dark King

Magic is weaponised recklessly.

Faithful Druids withhold magic, severing opposing spirit connections.

The Northern Invasion tapestry.png

4. Divine Intervention & Holy Regime Change

The scale of devastation forces divine reckoning.

Orldan sacrifices his eye, casting it into the world as the Eye of Orldan.

The eye is a conduit/lens, not a weapon, it presents like an iron ball that when held gives powers imbued by Orldan as well as letting you see much further across the mortal realm (some spots remain hidden).

It allows Orldan to see into the living realm past Caelthryn’s restraint.

The gods recognise Orldan’s wisdom and sacrifice.

Caelthryn loses his position as King of the Gods as the other gods finally receive access to the Mortal Realm.

Orldan becomes leader of the pantheon.

Magic collapses.

Mortal forces win.

Rowan Forest survives, scarred.

5. The Fall of the Dark King

The Dark Druid King attempts to use divine tools to enforce balance.

He is defeated in a battle won by the Gods themselves, in this battle Morveth and Giorth betray him as they accept Orldan as their leader, The Dark Druid King losing his power and ability to turn the gods against each other is then stripped of flesh, and banished north as a spirit unable to anchor, nor return to its rightful place in the spirit realm.

The spirit realm remains damaged but stabilised.

The Age of Healing
~4,500 YA

Druidaine society reforms under Orldan’s guidance, around faith, restraint, and humility. This is when the Royal Guard began sending initiates on missions as a rite of passage into becoming a Druid, Orldan’s blessing was often given at the end of this as was required before any initiate could be regarded a ‘Druid ’ although many Druids often closely followed other gods, they all swore fealty to the King of Gods, recognising his earned place.

Dangerous rites are suppressed or forgotten.

Druids no longer rule — they advise.

Dwarves retreat underground, swearing fewer oaths to gods.

Elves watch, catalog and remember.

The Campaign of Viscarnuth takes place towards the middle of this Age.

A40CD387-E471-45B7-B86A-E206AF7B6496.PNG

The Current Age
(Pre-Story)
~30 YA

Something has changed, the realms no longer sit in equilibrium anymore.

Marthul slowly corrupts into an industrial gothic city.

An Elf (the Fallen Brother) begins replicating the Dark King’s mistake:

Drawing spirit into stone

Forcing coexistence rather and domination of the mortal realm by using the spirit realm

Daemon Guards are created by stripping souls from bodies.

Runes in Marthul alignment changes.

​

Communication with Marthul ceases for three years.

The Druids send a young initiate — chosen for faith to the gods.

F6A17A8A-B0A4-4A0F-9EE3-35ED293EAED8.PNG
bottom of page