KHAOST

The Reign of Chaos
 

The Beginning of the End

The end of the civilized kingdoms of Shalor and the beginning of the corrupted shadow years of chaos is referred to by many races by many different names. However the name khaost is the most often used term. Khaost was originally the orcish term for a time foretold when chaos would reign and races of the Shalor would destroy each others kingdom and their cities in terrible bloody wars. From khaost the orcs would rise and inherit Shalor, and all that which was rightfully theirs. However the original crude orcish definition was never so grim as actual tragedy khaost became to represent.

Khaost became to be known as the time when demons and demonlords of the netherworlds invaded Shalor, when civilization was set against civilization in brutal genocidal wars. It was a time when the sun vanished behind black clouds, and the mana fields were corrupted with the influx of the netherworld forces. Fires burned through the forests and cities, as plagues burned through the populace. Monstrous storms tore across the lands, and earthquakes shattered the ground. The nations and kingdoms of Shalor divided and crumbled. Hundreds of species vanished forever from Shalor. Death and destruction was everywhere. Almost all that was good upon Shalor was either corrupted, malformed into evil, or it was viciously exterminated. This is was the time we refer to as khaost.

The years before khaost was a time of world war between The Ejen Empire and the Alliance. The Alliance was a handful of countries organized into a resistance against the Ejen Empire. These last wars before khaost are named the Freedom Wars, not so much because they involved battles for freedom, but because they were the last few wars taken up freely by the free races of Shalor without any control or instigation by a demonlord from the netherworlds. Strife was rampant in almost all lands at this time. Many nation's internal structures were buckling under the pressures of war. In short the nations of Shalor were at their weakest and most vulnerable when khaost snuck in, and Ulgezin made his play. The Freedom Wars set blinders upon the people of Shalor and they were ill prepared for the terrible fate that would befall them all.

There were many contributing factors to the cause of khaost. The most important factor was likely the closure of the vortex. The vortex was a great dimensional hole far south in the seas of Shalor. Both mana and matter poured into the hole and spilled into the ethereal plane. Shalor was never very highly concentrated with mana before the vortex's closure as any excessive levels produced by the plane of Shalor were quickly drained into the ethereal plane. This was actually to the unrealized benefit of Shalor. It was because of Shalor's somewhat low and unstable levels of mana that the netherworld creatures of great power never took much interest in the plane.

It is not clear why or even how the vortex closed. Some theorize a college of wizards from the city of Helia Rae were actually responsible for the closure of the vortex. The theory says they closed it to heighten and stabilize the mana fields of Shalor. However practically all learned thaumatogists dismiss this as a feat beyond the power of most gods. Whatever is the case the vortex closed sometime in the year 2715. With its closure mana levels quickly began to rise to unprecedented levels. In these first years most were pleased at the rich mana levels Shalor was beginning to experience. Shalor now had higher stable mana fields, and the attention of many malevolent netherworld creatures.

The year most benchmark as the beginning of khaost is 2717. This year began with the great city Strahanna being obliterated by a strange cataclysm set forth by the mad mage Olyashner Ceobny, nicknamed "The Laughing Mage." Strahanna was the pristine capital city of Krelaine and was thousands of years old. It was destroyed in a matter of minutes when Olyashner Ceobny opened a dimensional rift into an abyssal plane of storms at the heart of the city. Olyashner Ceobny is said to have been given the knowledge and ability to create this rift by the demonlord Ulgezin's minions. It was the beginning of khaost. Though khaost began with a bang, it advanced slowly and subtly at first. It was only years afterward that most would recognize its reality.

Ulgezin

Shalor's new strong and stable mana fields drew the attention of many extraplaner creatures, but undeniably the most powerful, important and quickest to act was Ulgezin. The native gods of Shalor shuddered at the power of this demonlord when they began to realize its presence. Ulgezin used his immense power to open multifarious paths into Shalor for both his minions and other malevolent abyssal creatures to pass through. This was significant because the first creatures to invade Shalor were primarily creatures of chaos and destruction. Khaost may never have happened if extraplaner benevolent powers had taken action to control Shalor first, unfortunately for Shalor, this was not the case. Unspeakable creatures of wickedness and hate, possessed of great power passed into the ill prepared world by the thousands. Whereas Ulgezin didn't control the majority of these creatures, he did hold the door for them.

What we know of Ulgezin is he rules the 227th plane of the abyss, he has conquered and controls 5 other material planes. The demonlord has never been defeated, or at least his minions would have others believe this. Ulgezin is not a typical demon by any stretch. It is a consciousness without form and has no real size. Ulgezins consciousness is a thing of pure evil and chaos and its motivations are set to this end in itself. Ulgezin corrupts, tortures, destroys, and kills -- these acts define its nature. Though Ulgezin is conventionally referred to with the masculine pronouns, (eg., he, his) Ulgezin is likely sexless, but conventions are easy and comfortable. The creature consciousness can reside in more than one place or planes at once. Demon lore speaks that Ulgezin will rarely takes material form, and typically only when it wishes to destroy something of great power, such as another god. Ulgezin is not known to have taken on the same form more than once. Ulgezin most often operates and uses its minions as satellite hosts for multiplanar consciousness.

Plagues, Famine, and Storms

While demonic creatures flooded into Shalor and preyed upon natives, plagues burned through the populations of cities, and crops failed through out the lands of Shalor. Powerful dark magics were at work. Many of the rivers and lakes grew poisonous and infected with disease. Black clouds blotted out the sun for months straight. The crops of the world developed sickness and blight. The races and creatures starved and began dying. Many warred each other for their food stores. In the later years many of the 'civilized' communities took to cannibalism to supplement their lack of food.

Terrible storms ripped towns and the countryside apart. Earthquakes shattered the land. The Goddess Llaasha had been corrupted by Ulgezin and did his bidding by destroying her native lands with storms, in return Ulgezin allowed her to remain in power even after all the other deities had fallen. Llaasha is the goddess of the seas and storms and holds control of these spheres of power on Shalor. She is the last remaining daughter of Sul the sun god and Maer the earth goddess. Her bargain was poor however. Whereas Llaasha survives and persists in the land even today she is a shadow of what she once was. She has only a handful of those who would worship her, as almost all despise the traitorous goddess. The ravages she inflicted on her own world, and the ravages Ulgezin inflicted upon her mind has driven her mad. She is now just a slightly useful pawn in Ulgezin's game.

The Chaos Wars

Just as the last of the free wars were ending, the first of the chaos wars were beginning. The chaos wars were largely racial, elves vs dwarves, brownie vs goblin, human vs orc, gnome vs pixie, and so on. It is now believed that most were started by the machinations of the demonic powers at work through out the lands. As the years wore on and the wars developed and changed, partisanship became more confused. In the later years of khaost almost every race would stand alone and consider all others as an enemy to their people. This was a large accomplishment made by Ulgezin. Ulgezin minions masterfully instilled paranoia, fear, and hatred between the races of Shalor through propaganda, political subterfuge, and magic.

One of the first Chaos wars began in 2719 between the dwarves of Nyronn and the elves of Mnorum. Dwarven Queen Fjunore of Nyronn was accused of selling arms to the Buffowog armies that were terrorizing the elves of Mnorum. Queen Fjunore had indeed been aiding the buffowog armies, but in exchange for food which the dwarves were literally starving for. The dwarves of Nyronn refused to stop the trade with the buffowogs even after the elves made it known that any further arms trades between the dwarves and the buffowogs would be considered an act of war against the elves of Mnorum. Things escalated quickly into a brutal war between the once friendly kingdoms. Maus being a close ally with Nyronn and also suffering from poor food stocks joined in quickly.

As the races warred against each other Ulgezin's agents and other demonic powers worked their way into the higher levels of command of the races. Leaders of townships, countries, nations, and races were targeted and driven insane by the chaotic corruption of these powers. Many others were replaced by slipshades. The internal structure of governments became as twisted and sickened as the land in which they inhabited. Many governments developed a policy of genocide of their enemies. To maintain order, trivial crimes became capitol offenses. Hundreds of thousands were butchered. The acts of these once civilized races were an abomination against all they once were. Governments failed world wide. Nations divided into countries, which divided into townships. Feudal societies developed everywhere as the governments collapsed.

Some governments in desperation began to openly embraced the powers of Ulgezin or other demonic powers, in hopes that they would be spared. Groups from every race began siding with the chaotic new powers in the land, and openly following their orders. In the year of 2728, Hun the god of war, patron of orcs, trolls, and ogres, was terribly wounded and crippled in battle with Ulgezin's minions. Hun was forced out of Shalor and thus almost all orcs, trolls, and ogres threw their lot in with Ulgezin. This act did in fact buy them time, but that is all.

Ulgezin strategically deployed the orcs, trolls, and ogres to destroy countless settlements of the other races. After the other races had been largely wiped out, Ulgezin set the orcs, trolls, and ogres upon themselves. In the end they too were prey for Ulgezin and subject to his voracious lust for destruction. It became quite apparent to all that Ulgezin would spare no one and was intent on the destruction of all life on Shalor.

The Delves

It was a losing battle for the people of Shalor. Death and defeat were everywhere. On occasion when a brave hero would step forward, they were almost always destroyed by the harsh odds set against them. Even the native gods of Shalor were being defeated and many were fleeing Shalor with no apparent intention of returning. Many groups of races began building hidden shelters to protect themselves from the forces set against them. The shelters came to be known as delves because they were very often hidden residential complexes dug deep in the earth. It is believed that the first delves began construction in about the year 2750.

The typical delve was a secluded stronghold with a fortified magically warded entrance. A Delve almost always had a fresh water supply and the best food stocks there designers could muster. Often a delve would be set up with means of producing more food within. A proper and wisely constructed delve could keep its people in safety almost indefinitely. The most important aspect to the delve was its secrecy. If the aggressive forces would know of its existence and location the people in a delve would be more than likely doomed. Delves were built in all ranges of sizes. Delves were built to house from as little as 20 people, to as many as 5000 people. The large ones were quite rare however. They were usually built to house about 200 to 500.

Delves were built by those who did not have the luxury of leaving. There were some that were fortunate to have access to gate magic and thus opened doors into other planes and fled Shalor never to return. Entire towns and cities disappeared this way. But this type of exodus was as infrequent as those who had access to gate magic, and this was very rare.

The Corruption the Mana Fields

The stable and rich mana fields that lured so many abyssal netherworld creatures was slowly being corrupted by their presence and by the gates they were opening between Shalor to their own polluted planes. The mana fields of Shalor were still rich but they became tainted by the wild magics from these creatures and their native worlds. It was as if these creatures were carriers and they had brought a disease that infected the mana fields thoughout Shalor. Some areas of Shalor fared worse, and some better. There are still to this day areas that are clean of the corruption, but they are usually very small and in remote areas. The mana fields of Shalor had reached their current levels of corruption by the year 2747.

Standard use of magic became a dangerous endeavor. With the standard use of spells a mage summons the mana into their being, controls it, and uses it to fuel their spells. This raw tainted magic is poisonous and sometimes lethal to the mage. The effect the corrupted mana has on the mage is unpredictable. Most often it harmless. However when the fickle effects are harmful, it can be very bad for the spell caster. Wizards are driven mad, some are mutated, some are terrible wounded, and others are outright slain by the poisonous mana. The negative effects although rare are common and dangerous enough to convince most all wizards to not use the old standard spells and to use the weaker alternative -- rune magic.

There is usually a 1 in 6 chance when using standard spell casting in the corrupted mana fields of Shalor that there will be a harmful effect upon the caster. In some areas these odds may be better in others they may be far worse. Use the corrupted magic effect table to determine any negative effects upon the caster.

Rune Magic

Rune magic had been around longer than standard spell use in Shalor, but it was never popular because it was too costly in both the time and strength it required. Rune mages were extremely rare before khaost. But today, in percentage, they outnumber the traditional mage by far. The reason is simple, rune magic is relatively safe, and far safer than standard spell casting in the tainted mana fields of Shalor. Another benefit of rune magic is that it is versatile, but this was never the reason for its sudden surge of popularity. The rune mage never comes in contact with the dangerous raw magic, and this was why so many turned to it. With rune magic a mage does not bring mana into his being but summons it into the runes. The runes are a palate for the mage to create their desired spell. The mage simply directs it in and back out of the filtering and shaping runes.

Another draw back of rune magic is that it has no standard in Shalor. There are 3 common types of rune magic, and many more lesser known ones. Runes from each type are not interchangeable between another type. Each rune type has its own set of runes and they can only be used with other runes of that set. The 3 most common rune types are sulmaerin, futhark, and druidic. Each rune type has its own strength and weakness, but all are equal to one another in their commonality. Each rune type has its own unique runes and some have fewer runes than others. Some rune types are better suited to cast particular spells than another runic type.

Sulmaerin runes are the oldest the runic types. It was created by the Sulmaerin race, which predate even the Mnorum Empire. The activate rune spell cost 2 extra strength beyond the standard spell used as reference, as opposed the normal 1 strength addition. However the activate rune spell is cast at a +2 skill bonus. This addition in skill is factored in when considering strength reduction of spells do to high skill. Which means that in some situations the sulmaerin runes will be just as costly in strength to use, but a mage will be using them at a higher skill than other rune types. Sulmaerin runes are harder to initiate but easier to attune than other rune types. A Sulmaerin rune mage can also, if he has the strength to burn, cast a spell at even higher strength cost in return for greater skill bonuses. For every 2 extra strength a mage burns in a spell the mage will get a further +1 bonus on skill.

Druidic runes have only come into wide spread use since khaost began. The runic type is so new it is not entirely complete. Druidic cabals all over Shalor started using them exclusively when the mana fields became corrupted. Though there are only 19 runes in this rune type it was more than enough for the druids to put it to good use. The activate rune spell is at a +1 in skill when activating druidic runes that aid life or nature. Another benefit of this runic type is that enchanted 'runestones' of the highest quality can be made of wood. Wooden druidic runes made of wood with the intrinsic value of $200 give a +1 to the effective skill. A wooden druidic rune with the intrinsic value of $1000 will give a +2 to ones effective skill. Time and effort to create these runes is still the same. Because of the lower monetary creation cost druidic runes are slightly more common than the other types. Though the druids are protective of their rune lore it is still common for non druids to use druidic runes.

The dwarves originally brought the futhark runes to Shalor long ago. This is perhaps the most versatile of the runic types. The futhark runes are no longer considered dwarven runes as all races employ them. Even the dwarves borrowed them originally from some other culture. Futhark runes are used and appear as represented in gurps magic, with a few exceptions. Futhark runes are also known as the builder runes because they are more useful than others in enchanting places and objects. Futhark runic magic is at a +2 on skill when used to permanently enchant objects or places. It is also requires 20% less strength to enchant an object with futhark runes.

The Fate of the Gods

None of the original native gods fared well with the coming of khaost. Almost all that were not slain suffered grievous injuries and were forced out of Shalor to save themselves from inevitable destruction. There were a dozen gods who showed a presence on Shalor at the beginning of khaost, at the time of this writing there are only 4. Those that remain besides Ulgezin, are Kob the Uncaring, Lhaasha the Wave Mother, and the elusive Maer the Silent. The gods have never been known for their great communication skills with their followers, and so what we know of the conflicts between Ulgezin and the other native gods is largely guess work. Many sides have been told of each tale and they are all most likely conjecture, speculation, or complete fabrication. Nevertheless here are a few fairly well accepted facts on what happened.

Early in the year 2728 the god Eravuce the Merchant was destroyed by Ulgezin. Eravuce was defeated by Ulgezin somewhere deep in spelaea, the far reaching caverns below the surface of Shalor. The followers of Ulgezin claimed their god had destroyed Eravuce because Eravuce had stolen several prize valuables from their temple on Shalor. As Eravuce was the god of wealth, avarice, and profit it was a believable story. It would not have been the first time Eravuce had stolen from another god. But other gods had always let these incidents pass without too much complaint because Eravuce was the only son of Hun the Warbringer, god of war, rage and bravery. Hun had always made it clear that Eravuce was under his protection and anyone who would quarrel with Eravuce would have to deal with Hun the Warbringer.

Hun was always true to his word and this was his undoing. The details of Hun's confrontation Ulgezin are practically nonexistent. In the same year 2728 Hun fought many of Ulgezin's most powerful minions and perhaps Ulgezin himself in a great battle. Hun was grievously wounded, perhaps permanently maimed in the fight and was forced to retreat from Shalor or face permanent destruction. The fact that Hun lost and fled, even against such overwhelming odds burned bitterly in the hearts of all his followers. Hun is the god of war, rage, and bravery. Hun was shamed. He ceased all activity on Shalor. The followers of Hun no longer received any benefit from his worship and so turned elsewhere. Ulgezin the victor benefited most from this. The main body of Hun's followers were orcs, ogres, and trolls and they threw themselves in with Ulgezin. Ulgezin had gained one of the largest and most powerful followings upon Shalor with his victory against Hun the Warbringer. Ulgezin would go on to use these new found followers to destroy countless settlements on Shalor.

In the year of 2735 the patron god of bards, Arradel was caught by surprise by Ulgezin himself. This is the only incident where a fairly accurate account can be given of one of these divine conflicts, as there were a few surviving witnesses to this event. The great bard was dining and drinking in a tavern in Del, as the god so often did. The tavern, which was destroy in the conflict, was called The Fiddlers End, a fitting title for Arradel's last tavern. The demon Ulgezin took the form of a bloated 100 foot long black and olive worm. Foul black hot pitch dripped out hundreds of orifices in the demons body. The demon worm had eight massive arms and a huge black razor toothed maw. It spat a black binding and burning goo upon the bard and the worm ate him whole.

Almost all the other gods of Shalor had a liking for the charismatic god Arradel. The needless destruction of Arradel was eminent evidence that none of them were safe from Ulgezin. For the first time in Shalor's history all the gods came to a mutual agreement: the continued presence of Ulgezin upon Shalor must end, and Ulgezin must be defeated for this end. Many believe that Ulgezin sought out and destroyed Arradel because he knew it would bring the other gods out of their hiding places and to the battle field. However the native gods were not fools and did not act as rashly as Hun had so many years before.

The native gods of Shalor knew that to defeat Ulgezin would require a concentrated effort on the part of several of them. For the first time a pact was formed between Cealera, Durhumn, Flaherigan and Enlilz. They were the only ones left that would stand against Ulgezin. Lhaasha had already allied herself with Ulgezin, Necromar was absent, Maer was present but could not be reached, and Kob didn't care. The divine pact was formed in the year 2740. It is important to note that this pact contained both Durhumn and Enlilz, two historical rivals whose followers, the dwarves and the elves, in that present day were admits their most bloody conflict ever. The fact that these two set aside their difference in this time of need shows how much respect all were giving the situation with Ulgezin.

Those in the divine pact had a simple but potentially effective plan. Flaherigan the slipperiest of all the gods would bait Ulgezin to fight and then when the beast showed himself he would summon the others, and together they would destroy Ulgezin. If the others could not come to Flaherigan's aid fast enough, Flaherigan would flee, and Flaherigan could flee better than anyone. The possibility that the other gods could not be brought together fast enough was the only integral danger to the plan, because when and where Ulgezin would strike against Flaherigan was ultimately Ulgezin's choice. Time and location were on the twisted ones side.

Beginning in the year 2740 Flaherigan began an open war against Ulgezin's minions. Flaherigan, the god of travel and luck, led his followers against Ulgezin's temples. Flaherigan made only slight attempts to hide his location and intentions so as to make it possible for Ulgezin to confront him. Years passed and Ulgezin did not strike. This was likely because Ulgezin saw through the god's secret pact. Flaherigan's followers were waging a winning war against Ulgezin's temples and Ulgezin seemed to be holding back the whole time, practically letting Flaherigan have his way. Many of Ulgezin's temples were destroyed and many of his followers killed, and still the demonlord did not strike. Then in 2749 after 9 years of waiting it happened, Ulgezin struck swiftly, strategically, and with great cunning. Ulgezin's target was not Flaherigan as the gods had planned, nor was it even any of the other 3.

Flaherigan always traveled with a faithful dog companion by the name of Dusty. Dusty was no ordinary dog but a perfect companion for the wayward god. Dusty was as smart as any human and as strong as a grizzly. Dusty was a divine dog and perhaps the greatest friend Flaherigan had. In the year 2749 Ulgezin took form before Flaherigan and attacked, wounded and captured Dusty. Flaherigan did not have the option to flee if Dusty was too live. Flaherigan called out to the other gods for their immediate aid. Flaherigan then attacked Ulgezin with all his might in hopes that he may save his dog and delay Ulgezin long enough for the others to arrive. On this day the god of luck's luck ran out. We know nothing of were this fight took place or what specifically happened. All that we have are the results.

By the time Cealera showed up, Flaherigan was terribly wounded and unconscious, and his poor dog Dusty was slain. Cealera then battled Ulgezin. The love goddess was terribly wounded when Durhumn and Enlilz finally arrived. Durhumn and Enlilz covered Cealera's retreat with Flaherigan's unconscious body. Then the two rivals Durhumn and Enlilz fought side by side against the great demonlord. The demonlord's powers were greater than both of them combined still. If all 4 gods had managed to battle Ulgezin at one time they would have likely have won the day, but this was not the case. Both Enlilz and Durhumn fought a long battle against Ulgezin. They were harming the demonlord but they clearly were losing. Enlilz then took an awful wound and was crippled, Durhumn covered Enlilz's escape and Durhumn was slain. The dwarf god Durhumn bravely sacrificed himself for the survival of his long rival, the elf god Enlilz.

The gods attempt to synchronize a unified attack had failed. Flaherigan had failed to flee when the others were not prompt, and the long 9 year wait had taxed the 4 gods concentration on the plan, and their attentions had wandered. Ulgezin meanwhile had played his hand perfectly. In one fell strike Ulgezin ended all recognizable divine opposition to his rule on Shalor. It was a terrible day for Shalor. The wounded gods were greatly weakened by their battle against The demonlord. When a god is wounded in a divine battle it may take a hundred to a thousand years for them to fully heal and regain their strength, and a god heals at a much greater rate if strictly confines itself to its originating heavenly plane. It takes strength for a god to maintain a presence on a material plane. In their weakened condition they were effectively banished from Shalor. Enlilz, Cealera and Flaherigan returned to their heavenly homes to heal. Little has been heard from them since. It is believed by some that Ulgezin was also wounded, but quite obviously the demonlord was strong enough to remain and continue his destructive work upon Shalor.

The Consummation Years

From 2750-2770 khaost quickened and went from bad to worse. With all divine opposition out of Ulgezin's path, the demonlord began his full unchecked campaign to wipe out all races and mortal life upon Shalor. Ulgezin's armies of orcs, ogres, and trolls waged havoc upon all other races at heavy cost to their own populations. When the other races were defeated and scattered, Ulgezin set these feeble weakened armies against themselves. More demons flooded into Shalor. These creatures feasted on the misery and destruction they caused. Some of these demons were allied with Ulgezin but many were not. Many of the demons were minor demonlords. These creatures began dividing up the lands into macabre killing zones. These lords came to be known as zonelords. The zonelords rounded up, tortured, and murdered survivors in their territories. The consummation ended in 2770 with the defeat of last serious organized resistance in Sult, led by the stubborn barakan monks. These were the concluding years of khaost and the last death throws of the dying old world cultures and civilizations.

Post Khaost

At the time of this writing the year is 2781. In all khaost lasted only 53 years, and it has been 64 years since it began. In total only 1% of the original race population still exists on Shalor. These survivors have endured the harshest of trials. They are the strong, the quick, the stubborn, and typically the very lucky. As a general rule the survivors are those that have refused to give up in an apparent hopeless situation, those that gave up have long since perished. Many are held up in secluded delves and scratch out the existence from an unforgiving world. The race wars are long over and largely forgotten. Hatreds still exist, but the survivors have no time for war over petty old differences. The arduous task of existing occupies almost every waking moment.

Some races fared worse than others, and some better. The elves and the brownies were largely decimated. Only 1 in 200 brownies are still alive, and 1 in 300 elves still exist. The orcs and gnomes have fared better than most. Of the gnome population, 1 in 30 still remain, and of the orcs an impressive 1 in 20 persist upon the land. The races populations are still dropping as the campaign of destruction is far from over. It has slowed however because those that are left are scattered and hidden well behind masking wards in their secluded delves.

The hundreds, perhaps thousands, of minor demonlords that occupy Shalor have divided their new world into many zones of control. These minor demonlords spend most of their time squabbling and warring against one another, than trying to root out the last remaining survivors. The zone lords are a chaotic cantankerous bunch, and have created a feudal world society. Each zone varies in size and power. Typically stronger demonlords rule larger zones with greater military strength. The military force of a zone is usually comprised of demonic or monstrous units. It is also somewhat common for demonlords to use race survivors as a slave force, and sometimes they use them in their armies. Some even allow the races to reproduce so as to have a continued supply of slaves.

Over the last 11 years, after the last serious organized racial resistance, Ulgezin has grown very silent and less noticeably active on Shalor. Ulgezin's temples are everywhere, built amidst many zones. Ulgezin takes what it wants, builds were it wants, and does whatever it wants. The minor demonlords may hate and loathe Ulgezin, but they usually fear Ulgezin and respect his greater power. Those that do not are often deposed quickly. In a few instances Ulgezin has stepped in and destroyed or weakened a demonlord and its forces if it openly showed too great of strength. Though this has not stiffled any demonlord's avaricious lust for greater power, it has caused many of the more cunning zone lords to attempt to mask any signs of excessive power.

The Ending's End Prophesy

There is no real justified reason to hope that the old world can be rebuilt from its ashes, or that the lands can be reclaimed from the powers present upon them. Nevertheless survivors survive, and to survive many require hope beyond the next day. Perhaps this is why there are so many common beliefs existent that the world will one day be reclaimed, the zone lords will be brought down, and Ulgezin will be defeated. There are many prophesies about how and when this will occur.

The most common and important prophesy has appeared in many lands on Shalor. It has been proclaimed by seers of every race. It is sometimes attributed to have been passed down from the god Kob the Uncaring. Whatever its source it is almost always the same: "With every end there is a beginning, your people are the beginning, your enemies are the end, your salvation will be at the endings end." Exactly what this cryptic message means is not exactly clear. It is vague and open to dangerous misinterpretation. How the "salvation" will occur, and when and where the "ending's end" will be can only be guessed at. There are many critics of this prophesy that skeptically counter that the ending's end prophesy is merely a mass hysterical self justification of hope. However it is clear and undeniable that many survivors have a fatalistic religious belief in this prophesy, and it is the spur in the side of their undying hope, and at least in this extent the prophesy has enduring value.

THE ENDING'S END

The Awakening

In the year of 2799 the prophesy came true in many respects. A small band of demi humans were instramental in awakening the last remaining god upon Shalor, Maer, the earth goddess. With Maer's awakening the endings end was triggered for better or worse, and the final conflict began. Maer had not been heard or seen from for almost 2000 years, long long before Khaost began. She was known as the sleeping goddess, and because of her silence she was rarely spoken of and largely forgotten. Maer and the ancient dead god Sul are said to have been the joint creators of Shalor. It was speculated that Maer's power was great but still not as powerful as the dread lord Ulgezin.

The great secret can now be told, that which even Ulgezin himself was apparently ignorant of. It was such a well guarded secret that even those that guarded it, the Calumets of Maer, did not know its nature, and perished without ever learning it. It was only by a trick of fate that a small band of demi humans, discovered part of the secret, how to awaken the sleeping goddess Maer. This unlikely band of demi humans, by pure chance, became the flint that sparked the endings end. History records the bands name as the enders.

Not understanding the full significance of their actions the enders set upon a quest to awaken a god they knew would probably be defeated by Ulgezin, like so many other gods before her. Their actions were however typical of most survivors of Khaost, to strive for every last shred of hope rather than lay down and die. The enders collected 3 rune stones and 5 enchanted thorns. The Calumets had secretly hidden these artifacts in well guarded disperse locations upon Shalor.

Some scholars have speculated that such an unlikely band of demi humans were able to traverse the dangerous landscape of Shalor in these dangerous days, and collect all these artifacts, is pure evidence of the unavoidable fate of the endings end prophesy. In other words, the prophesy was not something that could happen, but something that would happen, and the enders were just fatalistic pawns in what was destined to happen with or without them. The enders put to use the rune stones and thorns in Hollowdale, the wooded valley of the Laefryn.

In the last hours before the endings end conflict the enders were joined by many powerful notable figures of Shalor's past. Many of these figures had come to join Maer in one last fight against Ulgezin, all had full expectations of their own demise, but no wish to continue in such a despoiled world. They ancient dragon Frostfire joined to fight against what the dragon most hated, the progenitor of ugliness. In a last effort to restore the lost pure mana fields of Shalor, Zmar Arixmy, the Grey Wizard, joined to fight against that which was most responsible for the corruption. The great warrior Mori Lowfields and his elvin wife the arch mage Jenan joined to fight the evil malignant force that had decimated the old world. They had all come to join Maer in what they thought would be their last fight, a desperate suicidal stab at Ulgezin.

But the full secret of Maer's slumber was only learned in the last moments before the final conflict. Kob, the great god of knowledge, magic, and apathy had 2000 years before let it be known to both Maer and Ulgezin that one day, Ulgezin would drive off, subdue, or murder all the gods who reigned upon Shalor. It was a simple and brutal prophesy. Kob was never wrong. For Maer it bluntly meant that she would be killed by Ulgezin, for she could not be subdued or driven off. Maer would never bend to the will of such a wicked creature as Ulgezin. Furthermore Maer was rooted to the plane that she created with Sul and would die if she removed herself from it. Maer resigned herself to her destiny, but she would die by the hands of Ulgezin on her own terms. Maer resolved a plan to drag Ulgezin with her into her destined oblivion.

Maer went into a deep hibernation that would last for two millennia, during this period she harnessed all the power she could bring within herself. She formed herself into a great capacitor of earthly mana. It was her plan to summon all the strength until her final battle with Ulgezin and the release it upon him with one massive suicidal strike. Before her hibernation she with the help of the druids of Shalor constructed 5 thorns that she could use to channel the very earthly magic of Shalor through her. With the aid of the thorns and all the years of gathering strength she would at least give Ulgezin a fight, and she calculated she might even have a chance to defeat him.

One thing did go awry however. The Calumets of Maer were given 3 rune stones that they were to use to awaken her when Ulgezin began to make his move for power upon Shalor. She could not let anyone but her highest priest know of her plan because if Ulgezin were to learn of it all would be lost. Khaost snuck up on Shalor hidden behind the Freedom Wars. The Calumets high priests at the time resided in Strahanna, and this pristine city was destroyed at the outset of khaost. The high priests of Maer were killed in the cataclysm and took the secret of their slumbering goddess with them. Khaost began and took its full course all the while the Maer slept undisturbed. When Maer was finally awakened the sentient races of Shalor, all of Maer's children had already lost.

Maer was awakened and she did defeat Ulgezin and was killed in the process. With Maer's dying action she returned all her remaining divine energy back into the world she helped create so long ago. Shalor was partly rejuvenated and seeded with Maer's last act of sacrifice. All sentient races hold the memory of Maer's last selfless act of sacrifice in honored regard. Many still worship her memory and consider themselves calumets of Maer, even though the goddess is dead. Druids to this day contend her essence is still alive in the heart of the land, the say it is in the trees, the mountains, the streams, and the wild life. They say to worship nature is to worship Maer.

The lands of Shalor are still recovering from khaost but they were given an extra boost by the last of Maer's divine energy. The sun is no longer continually obscured with clouds. Wildlife thought extinct has been slowly returning, sometimes resurfacing miraculously in the most decimated areas. The Demonlords still rule their many feudal zones and war amongst themselves. Whereas the sentients no longer control the lands of Shalor they are slowly resurfacing from their hidden delves and making small communities and settlements.

The power vacuum left by Ulgezin was quickly filled. The old gods quickly returned. Cealera, the goddess of love and fertility, was the first to return. Cealera quickly went to work in trying to gather and organize the sentients and assist them against the demons that had invaded their lands. Enlilz the Faerie Queen returned shortly later. Then came Hun the warbringer, the cast out orcish war god. Hun has been one of the more successful gods since his return. Most of Hun's original followers long since died and most have forgotten his past disgrace, Flaherigan the wanderer has also been seen in the lands. Flaherigan has been causing all kinds of mischief against the many demonlords and their zone kingdoms. Then there is also Llaasha the wave mother, who never left, and was Ulgezin's pawn while he ruled. Llaasha is said to be insane, she has next to no one who worships her. All the other gods have great disdain for her treachery.

There is also a new god in the land, Djemnon the Lord of Swords. He is a very young god, but old and wise in spirit. He is reported to have been born from the soul of Mori Lowfields when Ulgezin was defeated. Djemnon is the god of justice and order. Djemnon is a good god who strives to return the lands of Shalor back to the sentients. He is sure to be a popular god in the future, but as of right now he has few worshippers and has little power. Djemnon is a favored god by knights and those who fight chaos and the demon lords.

The year is 2801 as of this writing and the theme of the time is varied.. The world of Shalor is a tortured world under the weight of hundreds of minor demonlords. It is a constant conflict and struggle for survival for the original races of Shalor against the demons that had invaded their homeworld. It is a time of slow rebirth of life upon the land, as trees, plants and wild life again begin to emerge under the sun of post khaost. It is a time of rampant feudal wars as the dominant demonlords vie for greater control against each other. It is a time of the return of the old gods, and the assistance they offer to the native races of Shalor. But mostly it is a time of renewed hope that there is a possibility that the native races of Shalor will again regain control of the lands they once controlled.