History

The history of Aatos is long and complex. Too long and complex to completely illuminate here. Nations rise, and nations fall. Wars between people and countries rage across the land - when one stops another begins. The power of human desire is too great for the cycle to not continue. However, some events have had larger and further reaching impact than others, and some events have rewritten the course of history.

Years are recorded from the beginning of the Vardamir Empire progressing upwards. The current year is 1073

Significant Events While the Vardamir Empire might be the only event to influence the vast majority of the world, several events have important significance on the current situation of Aatos. Here are a list of important dates and the events that correspond with them:

  • Year -7: Rune magic is first invented.
  • Year 0: The Vardamir Empire is formed in the westernmost parts of Iussus, using their magic to quickly expand across the country.
  • Year 74: The Vardamir Empire falls on the Winter Solstice, and the empire crumbles into many smaller kingdoms and empires.
  • Year 116: Ghendi of Khalkha becomes a Messiah of Zekrom, absorbing much of its power. Over the next twelve years their empire spreads to cover 2/3 of Iussus in a dictatorial rule.
  • Year 128: The Khalkha's main army falls to the Toran Kingdom. The remnants of the empire dissolve over the next five years and the Khalkhan people retreat to the steppes. Elba begins its new military training program.
  • Year 337: King Dryan of Toran dies. His three children go to war of who will succeed him, which results in the formation of the Three Nations: Attica, Galla, and Miristan.
  • Year 662: The legendary pokemon Famin attacks Serrin with an army of Corrupted Pokemon. His defeat at the hands of Arceus and his subsequent encagement inside the Beacon with the diety led to the formation of the Serrin Church of Arceus and the formation of the Serrin theocracy.
  • Year 781: A large number of Sassnids and Carthakis fled the oppressive Aryan rule in Chandra. This led to the begininning of the colonization of Harena, and led to the Barrir tribes falling from supreme power in the desert.
  • Year 916: Roger the Grand makes landfall on the Syreni Islands and establishes a colony. He attracted a host of other pirates that created the pirate coves of the Syreni Islands, which are now a den of lawlessness.
  • Year 972: The Carthaki slaves of the Sassnid Empire revolt with the help of the Barrir tribesmen in the Great Desert War. After their victory, they establish the empire of Carthak and promptly place the Sassnid people under oppression. The country of Kush also comes about as a result of this war.
  • Year 1016: King Cyrus assumes the throne of the Achaemian Empire. He adopted an expansionist agenda and began military campaigns throughout central Iussus to the south of Lake Lyra. His son continued his father's work, and the Empire now threatens to become the next Vardamir.
  • Year 1058: Pirates from the Syreni Islands made landfall on Silvastre and word got out. The island is now a hotspot for prospectors and pokemon collectors.

The Vardamir Empire Not much is known about the times long ago, as people did not keep records, and the ravages of time have destroyed much of the evidence that has been found to an unusable degree. This time, known as the 'Age of Darkness' for its relative obscurity, is hotly contested by scholars. They argue esoteric points of lore and bits of text from ancient scrolls. Religions have sprung up to fill in the gaps of historical knowledge, telling of great creation stories and the creation of man. Nobody knows the full truth except the gods, and they haven't been willing to divulge the information.

Most records that we have start at the age of the Vardamir Empire. We know it formed shortly after the discovery of symbol magic from an alliance of small fishing villages on the extreme western coast of Iussus. Little did they know that they were destined for so much more than a simple life of fishing and farming. The farmers possessed unusual skill in learning and developing the newly discovered Rune magic. They developed new techniques, new applications, and new powers. Their control over this power and knowledge of the local waters allowed them to quickly grasp control over the region. As they gobbled up territory after territory, their influence began to expand, and their skill with rune magic continued to blossom. Records tell of fantastic tales of Vardian magicians turning into pokemon and creating structures that defied gravity. Over seventy years they went from being a collection of hamlets to an empire that spanned the entirety of Iussus.

However, like any great empire, Vardamir fell. After seventy years of power, a little under a millenia ago, some of the best magicians in Vardamir began to have ambitions that went higher than the limits of humanity. They had already made innovations and uses for the runes that surpassed imagination, so they set their sights on turning themselves into gods. The five plotters created a giant runic circle by having a city built and populated whose roads and towers created the points for the spell they had developed. On the winter solstice of the year 74, they activated the rune. Hundreds of people died as their life forces were consumed to fuel the spell. They summoned Giratina, a beautiful legendary pokemon who was associated with happiness, and started leeching power out of him through their rune. Slowly, his form warped into a darker, more grotesque form. He struggled against the spell, but to no avail. Then, four hours into the process, a group known only as The Circle destroyed the five magicians with wild magic. Giratina's power returned to him when the spell broke, but his appearance did not. He annihilated the capital of Vardamir and the lands surrounding it, then retreated into a realm of darkness that he created to hide his hideousness. Vardamir did not last long past its capital's fall, and it quickly died out. The circle quickly destroyed all knowledge of the powerful symbol magic from the world, and helped a forest grow over the capital in what is modern day Western Iussus. Now all that is left of the Vardamir Empire are relics the last remnants of the powerful symbol magic that the Empire wielded. Symbol magic succeeded rune magic, although it remained much weaker than what the Vardimir Empire was able to produce.

The power vacuum left by the fall of the Vardamir Empire was quickly filled by a variety of warring states vying for power. These nations were innumerable and small, though eventually they started to conquer each other to form larger, more stable empires. The period of warring states lasted for over a hundred years before settling. These new nations struggled to develop their own systems of government and cope with the lack of one massive empire hovering over them and dictating their every move. When things had settled down, peace came again, with the nations creating new infrastructures to support smaller nations.

Rune Magic
Rune magic was discovered in the year -7 by the soon to be ruler of the Vardimir Empire. Far underneath the depths of the earth, a man named Ishmael discovered a hive of mysterious psychic pokemon, shaped like symbols. They moved and shifted, creating new patterns and sequences. Ishmael quickly realized that it was an alphabet of sorts, and that the pokemon had the power to harness the energy of the world. A talented Channeler, Ishmael began to connect with the pokemon and learned that when properly tapped and organized, they created powerful effects. As they continued their research, they realized they could imprison these pokemon in objects so that all could control them. This lead to the development of the pokeball, to relics, and to the great floating cities of the Empire. As the significance of the pokemon, known as unown, grew, the Empire adopted the unown alphabet as their own, a language now referred to as High Vardimir.

It wasn't until the Empire was well established that mages realized that the process was highly painful to the unown. While this led to minor rebellions where Channelers, able to harness the power without harming the unown, worked against the Forges that mass-produced relics and imprisoned unown in their eternal prisons. Power had trumped ethics, and the Vardimir Empire held more power than humanity ever had, or ever will likely have than any other period of time.

Then the Empire fell. The unown, many freed from their prisons by the gods, fled to the inner forests of Western Iussus and the Obsidian Towers of Carthak. However, the power of magic lived on, albeit in a much weaker form. For even if the unown were not physically imprisoned, their shape still held power. Thus Symbol Magic in its modern form was born, where talented craftsmen who can manipulate the symbols carve them into surfaces. While runes and relics are a thing of the past, perhaps a talented Rune Master gains the ability to create similar effects without imprisoning or harming unowns.

History in Your Campaign
For most campaigns, this History will provide nothing more than some context for the events that occur in the campaign. The occurrences in the present will shape the campaign much more than the events in the past will. However, some campaigns may choose to take a more active role in history. Perhaps Celebi transports players back to the Vardamir Empire, and perhaps one PC is the descendent of Ghendi, and seeks to take Zekrom's power into their body, becoming a messiah. History can also provide an interesting way to engage with the world when the PCs go dungeon delving or enter into any ancient tomb or crypt. If PCs rediscover wild magic, they may have to search for clues going even further back than modern history records, into the dark ages when that power was the norm, not the exception. In most cases, this history will merely be a side note to the current events. Should you decide to focus on history in your adventure however, it could provide a very interesting lens through which players see the world.

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