Closing the Box
A Brief History of Galifar and the Last War
Nearly 1000 years ago, Galifar I united the Five Nations of Khorvaire under one banner, the Kingdom of Galifar. He assigned each of his five children one of the Five Nations to rule under himself and, as years passed, the Nations each adopted the names of their rulers: Cyre, Karrn(ath), Thrane, Aundair, and Brey(land). When Galifar I grew old, he passed rulership of the 5 Nations to his eldest child, Cyre. This set the precedence for succession for the next 900 years.
When King Jarot, the last ruler of the Kingdom of Galifar, died, Mishann of Cyre did not ascend the throne in his footsteps. Instead, her siblings—Thalin of Thrane, Kaius of Karrnath, and Wroaan of Breland—contested her claim while Wrogar of Aundair backed her.
Thus began a war—The Last War—that lasted over 100 years. In this time new nations carved a place for themselves out of once was the Kingdom of Galifar. New technologies were developed by Dragonmarked Houses and other interested parties. Most noteworthy were elemental airships developed by gnomes and piloted particularly well by House Lyrandar and House Cannith’s accidental creation of artificial intelligence. The Warforged that House Cannith created dedicated their lives to battle from the moment they were “born” in the creation forge.
Generations of the shorter-lived races were born, grew up, grew old, and died without knowing life without war. None foresaw an end to the fighting—there was always one more grievance to take out on the enemy, one more private deal to strike. Economies based on supplying militaries with anything they needed carried on as though they were invincible because the war had so much momentum it was inconceivable of life without it. Inconceivable, that is, until the Day of Mourning.
Even now, four years later, no one knows for sure what happened on the Day of Mourning. Perhaps it was a war machine gone awry. Perhaps a single spell overcharged the deeply bloodied land where so many had died for so long. Whatever the cause, on the Day of Mourning Cyre exploded in a great blast of arcane power. The landscape, once beautiful and fertile is now desolate, held forever in a darkened twilight state. The entire country is surrounded by a thick, impenetrable wall of dead-gray mist which hides the horrifying reality of the battle-scarred land. Within the borders of this mist, nothing decays and nothing heals. Battlefields of thousands who died on the Day of Mourning lay just as they were on that day. Cyre, now called the Mournland, is literally a large open grave.
The destruction of Cyre brought the leaders of the Five Nations, and the leaders of many other countries who claimed independence, to the negotiating table. Two years after the Day of Mourning, the Treaty of Thronehold was signed by the rulers of the Five Nations and by those countries which the Five Nations chose to recognize.
It’s been two years since the Treaty of Thronehold. The entire continent holds its breath since any wrong move may start the war back up. Some—those that profited the most off the war—agitate behind closed doors for a rekindling of hostilities. Others embrace peace while keeping a close eye on their former allies—and a closer one on former enemies. Whether or not the war will begin anew sometimes lies in the hands of adventurers such as yourselves, as the great figures in the world jockey for position. Tread cautiously.