Ages

Journey through the eight ages of Evindale, from creation through dark fantasy, to the grim future of The Syndicate and beyond. A genre for everyone.

Atlas

Over forty countries, with their cultures, beliefs, economy, governments, all on the first continent to be released, Erinnal.

Deities

In Evindale, deities personify actions and processes, existing without worship. Yet, mortals twist their existence for their own ends.

Lineages

The created and the evolved, those touched by the divine and those cursed by it. Over 20 distinct lineages to play with more coming.

LANGUAGES

Explore some regional lexicons, built after years of use, each with their own grammatical rules and phrases.

The First Age

The Age of Creation

Sythlia creates deathless universes from the dreams of the slumbering Tirsar and ends her creation with Ævyn, the Great Consort. Now a physical being, Sythlia taskes rest with her consort on a small planet called Ævyndal.

This is a time of creation, wild magic, and discovery.

The Eight Elements, the building blocks of Sythlia’s realms, are given life in the form of elementals.
Deity watches as some evolve and others she forces into creation.

Ævyn is slaughtered in the First Murder and the divine energy contained within is released in a mutating Surge that sweeps across all worlds. Creatures large and small began to change. Magical creatures are born and so are would-be god-kings.

The Second Age

Chaos & God-Kings

A universe of unending life led to overcrowding. People begged Sythlia for help. Instead, she sent Ævyn to quell the masses. He was killed and the release of corrupted divine energy led to universe-wide chaos as Death makes its entrance. Tyrannical god-kings rise to subjegate the now death-feared masses.

This is a time of barbarism and heroic action.

Cities gleam with newness, magic is just beginning to be understood. Adventurers are hired to explore ancient ruins and hidden dungeons, to forge new paths to distant realms, and best the beasts on the outskirts of civilizations.

The Third Age

Expansion of Empires

The last of the god-kings are killed after a brutal millennium. Free empires form and expand over a short time, forcing creatures horrible and magnificent to the periphery of the worlds.

This is a time of high fantasy and exploration.

Gothic architecture becomes prevelant. The undead walk the world as superstition proves true. Draconian princes rise and people stay home at night.

It’s discovered some of the original god-kings, known as italti, still exist in hiding and seek a return. Superstition and ignorance grows as the world’s educational facilties become increasing controlled.

The Fourth Age

Age of Dark Exploration

Empires have settled. Civilization grows stagnant.
Politics and the evil of greed lead to exploration of powerful, ancient magics and distant lands.

This is a time of dark fantasy
and oppressive regimes.

Cults seek power and try to understand the master plan of the universe. Ancient artifacts from the First Age are discovered and reassembled.

Those that reassembled the Caldra’fa Helix caused Nor’dagha, the spirit of uncaring Nature, to seperate from Sythlia and rise to power. It seeks the destruction of all things not part of Sythlia’s original plan. Cities begin to crumble and knowledge is lost.

The Fifth Age

Fall of the Gods

Civilizations crumble in the wake of worldwide geological and spiritual cataclysms. Faith is dashed aside and mortals raise new gods in their image, the Erithian Deities. Scavengers replace adventurers.

This is a time of post-apocalyptic fantasy and survival.

In the cities, the old ways are eschewed in the name of progress. Cults rise under city streets and knowledge of magical practice is replaced by ignorant secret societies.

Class hierarchies take hold as old money and once-noble families cling tenaciously to power.

The Sixth Age

Rise of Industrialization

Humanity turns to science, invention, and so-called critical thought. It’s deemed only fools dare attempt rediscovery of magic and faith. Instead, such discoveries are relegated to secretive, dangerous cults that summon seemingly impossible creatures from other dimensions.

This is a time of dark Victorian-esque horror.

The Seventh Age

Rise of the Syndicate

Science is taken from the people. Anti-itellectualism gives rise to tyrannical goverments which unite under The Syndicate.
Prison-like megacities spread like viruses as worlds are stripped of their resources.

This is a time of cyberpunk science fiction, survival, and rebellious adventure.

The Syndicate’s control spreads with the invention of the Ion-X drive, making intergalactic warp travel possible. The Syndicate’s Board releases simulants, powerful artificial life forms, to seize control over most of civilization.

The Syndicate’s borders grow weak as rebellion tears apart the empire from within.

The Eighth Age

Dawn of Hope

The Syndicate’s rule collapses as rebellions tear apart the ever-expanding intergalatic empire.
On the desolate planet of Ævyndal, the old ways are rediscovered. Magic and faith join science.

Sythlia and the old gods rise once more.

 

This is a time of high science fiction fantasy, bright futures, and reclamation.