History

History
The following is an excerpt from the Ová’El (Rewritten by Monodevún Sóltina). A lore publication explaining the history of the known world via a collection of beliefs from The Three.

The sun and the moon:
During the beginning the great power of the Arcx-oTik set forth the creation of Éordiarx. The Arcx-oTik and Éordiarx were a family, and happy. But, The Arcx-oTik looked beyond and saw nothing, this saddened The Arcx-oTik and thus the The Arcx-oTik wished to create many brothers and sisters for Éordiarx. This made Éordiarx happy, but, when the Arcx-oTik left, Éordiarx became cold. Seeing Éordiarx shiver The Arcx-oTik created the first célntal, to always keep Éordiarx warm while the Arcx-oTik was gone. With the Éordiarx warm and happy the Arcx-oTik set out to create many brothers and sisters for Éordiarx. Sadly, the Arcx-oTik was not able, as the célntal made Éordiarx too hyper. To remedy this, the Arcx-oTik created the second célntal, to help calm Éordiarx down.

The split realities, and gravity:
For a time, this worked, and the Arcx-oTik was allowed to create many brothers and sisters for Éordiarx. However, Éordiarx grew lonely with the Arcx-oTik, and eventually went searching, using the first célntal as a guide in the void. Éordiarx found the Arcx-oTik and was happy to see so many younger, brothers and sisters. The Arcx-oTik was happy to see Éordiarx play amongst its siblings. Though, as time went on and Éordiarx’s siblings grew, Éordiarx did not. The siblings always fussed over the two célntals the Arcx-oTik gave Éordiarx, and many would try taking them from Éordiarx. The Arcx-oTik saw this and took Éordiarx away from its brothers and sisters. Telling Éordiarx that in time it would return to play with the others, that Éordiarx was too small to play right now.

The land and water:
Éordiarx became sad as it watched its brothers and sisters grow closer to the Arcx-oTik while Éordiarx could not play. Seeing how sad Éordiarx had become the Arcx-oTik once more returned to Éordiarx. The Arcx-oTik said that Éordiarx’s many brothers and sisters needed guidance and that Éordiarx could not follow them. However, the Arcx-oTik smiled upon Éordiarx saying that it would always be with Éordiarx. The Arcx-oTik gave to Éordiarx a Súla, something no other sibling would have. The Arcx-oTik said to Éordiarx that it will always be the oldest, and that the Arcx-oTik would always take of Éordiarx, but could not stay. Éordiarx was sad to see its brothers and sisters leave, but Éordiarx did not get angry, instead Éordiarx understood what the Arcx-oTik wanted through its Súla. Using its power, Éordiarx created the trees, the land, the water, as well as the sky. Éordiarx was happy with what it had created and patiently waited for the Arcx-oTik to see.

The split:
Eventually, the Arcx-oTik returned and looked over what Éordiarx had done. The Arcx-oTik was happy but also told Éordiarx that it could do better. Éordiarx agreed and with the help of the Arcx-oTik created something more. They both agreed to name these creation the Atre-ark and the Ntre-Arcx. While the Ntre-Arcx became the animals the Atre-ark grew smarter and began using tools. The Arcx-oTik did not stay however, as it returned to Éordiarx’s brothers and sisters, leaving Éordiarx to play with its new creation. As time passed Éordiarx’s influence over the Atre-ark fell, the Atre-ark also began tapping into their natural magical abilities. Something, both the Arcx-oTik and the Éordiarx neglected to properly teat.They used Éordiarx’s own Súla, which allowed the Atre-ark to control Éordiarx through their magical practices. The Arcx-oTik was horrified to see what had happened and decided to directly intervene, splitting the Atre-ark up and casting them all around Éordiarx to lessen their power. This worked as many turned to the Ntre-Arcx for guidance as the Ntre-Arcx went unmolested by the Arcx-oTik's power. Those who felt bad for the Éordiarx, but did and said nothing were safely kept, but never given power again. Those who apologized to Éordiarx and sought its forgiveness were taught the ways of the Súla. These groups became known as the Actroff, and were given the ability to live as the Ntre-Arcx but still understand the Súla, stopping them from drifting too far from their origin of Atre-ark. Those who turned so quickly to the Ntre-Arcx became as such. With the aid now rendered to the creations of Éordiarx, the Arcx-oTik bid farewell to its oldest child once more.

The Oválll:
For a time, all was peaceful and Éordiarx was happy. But, the Actroff and those who lacked understand of the Súla eventually fought over how best to care for the Éordiarx. Seeing this, Éordiarx followed what the Arcx-oTik did, and directly intervened, giving power to those who stayed closest to the message first delivered, but not wanting to scold its creations it divided power among three distinctive groups. This again for sometime worked, but it left the Éordiarx weak, feeling a problem the three groups opted to help, though unable to agree on how they turned among themselves. The wars hurt Éordiarx, further stopping another intervention and causing Éordiarx to show pain. This show of pain brought all fighting to an end as the three searched for a more peaceful way of living. Sadly, this peace was short lived as bits of Éordiarx’s Súla became coveted. With another war now raging, it poked to Éordiarx’s heart and The Three fled into lands untamed to avoid the land's wrath.

The Artésque:
Such pain called to the beyond, drawing attention from many siblings and even the Arcx-oTik. Seeing how hurt Éordiarx had become left alone the Arcx-oTik once set out to remedy the situation. The Arcx-oTik was at first angry with the creations of Éordiarx, but seeing how they loved Éordiarx’s Súla, Arcx-oTik opted instead to intervene without violence. However, unlike before the Arcx-oTik was not alone in this endeavor as Éordiarx, wielded its own power to learn and bring joy to the Arcx-oTik. The Arcx-oTik was happy, and sought to teach the Éordiarx. This time together.

Lore (Abridged)
The Arcx-oTik (Ark-Oh-Tick) a celestial being created Éordiarx and many of its brothers and sisters (other planets). Being the first planet, the Arcx-oTik failed to fully understand how to manage Éordiarx. But, eventually through the use of a sun and moon, the planet was able to come to a balance. Being in balance, the Arcx-oTik left to tend to other planets, leaving Éordiarx alone and giving the planet enough time to create life through the powers the Arcx-oTik gave it. First the land, water, and sky was created, and through the additional help of the Ark-oTik the Ntre-Arcx (animals) and the Atre-ark (sentient beings). For some time, all was well, but eventually the Atre-ark grew to harness the powers given to the Éordiarx. Using this power, the Atre-ark came to control their own planet. The Arcx-oTik put a stop to this, causing a split amongst the Atre-ark, some sought out to live as the Ntre-Arcx, turning into the beast they followed, others had their powers revoked and cast out, some were given the knowledge of how to properly use their magic, albeit, having their true potential diminished. These beings with the knowledge of magic became the Actroff. The Actroff however, were not without faults as they struggled amongst themselves and those without the knowledge of Éordiarx’s power. Eventually, wars broke out. The conflicts send pain to Éordiarx and subsequently to the Arcx-oTik. Returning to intervene once more the Arcx-oTik attempts to restore balance. Yet, seeing how the Actroff attempted to look for a more peaceful solution stayed the Arcx-oTik’s full wrath. Following what the Arcx-oTik had done before, Éordiarx attempts to join its creator in righting the wrongs of those who inhabit it. Although more experienced, the Éordiarx proves unable to fix its problems, turning once more to the guidance of the Arcx-oTik as those who attempt to follow its message of peace now move from the lands of old.

What Lead To The Exodus
To better understand one of the main reasons for the exodus please refer to Krosta Ó Desatá.

Common Tongue:
The Three (Main Races) did not always communicate in English. As many readers will notice, either within this website, other websites, or the books, there are frequent uses of Nervál (easy speak) throughout the series. Originally, the Únoff communicated via magic, with few words, because of this, the language (Nervál) follows a different set of rules than normal every-day languages. Firstly, in its old form, the true Nervál, as mentioned, for the Únoff involved magic and a higher connection emotionally between individuals. This is shared with the Flóff, though in place of a language the use of squawks and chirps were used. The Dẃoff used grunts, with simple words. Due to the Flóff isolation within the clouds, the Únoff and Dẃoff words became more closely related over time. From this, the Flóff learned a true language, though only few used such a tool when communicating their desires. Trade and a basic economy started between The Three, the Únoff leading the way. The language from here did expanded for a time, though stagnated. As such the language was carried over when the devún (First Sisters) came into the world. Histrionically, the devún have influenced The Three well before the events leading up to the language changes of Artésque. The change in language came about when the devún magically imposed a spell over the land allowing beings to communicate all thoughts into words via magic. While the mouth is moved, the sounds are interrupted via the listener. As such, the series follows a human's perspective, and thus all words that do not exist in English are not translated. All races hear a different language that they themselves can understand, which allow for communication.

Three Wars:
The Three wars were a series of wars and battles that ended up forcing The Three from their old lands and instead to Artésque.

The First War: Within The Three's history, dates are not recorded, rather events and the years following them. Events are determined as important to each race, as such, individual histories were not as widely recorded outside of the Únoff crown or events of great battles which the Flóff would memorialize in statues or songs. Even still, The Three have recorded the wars leading up to the exodus. This first war, was in fact the most brutal war, consisting of uncontrolled magic and tactics.

Main reason for war: The lack of a common language and overall isolationism practiced by the Flóff allowed for the Únoff to mostly dominate the lands. Their quick growth helped them to expand and grow as a threat and worthy opponent for a war of glory. The Three of course knew of one another, as the Únoff were granted the power to control the Célntals in the Éordiarx's time of repair, while the Flóff controlled the weather and tides within the Éordiarx's time of repair. The Dẃoff also were known by the others, though mainly via the crops or materials taken by the other tribes. Despite this, the lack of communication and growing tension proved too much and war was inevitable. As battles escalated between the Únoff and the Flóff, the Dẃoff broke away from their enslaved lifestyle. While it is not known which side took the first step, eventually the Flóff used their powers to flood and rip apart the land with storms, while the Únoff used powerful spells and the Célntals to physically burn away their foes. After long years of fighting, pressure from external sources and fatigue of both power and resources ended the war, leaving no clear winner.

The Second War: The first war almost turned the Oválll into a wasteland, yet the treaties that just barely stopped this were still hard to accept on all fronts. In fact, many Flóff outright rejected to even read or understand them, so much so that when the emperor was replaced the new ruler never even looked at the treaties. From this and the inability to accept anything other than victory, the Flóff leadership grew bitter. Years of increased exile from the land dwellers, the Únoff and Dẃoff also did not help change relations. With the Flóff rejecting almost all communication the two land dwellers were forced to seek the aid of the Grifón, another avian tribe which knew the language of the Flóff. Agreements with the Grifón were mostly one way, being the only tribe able to commutation with the Flóff meant that any dealing with the wayward tribe in the sky had to come with a heavy price tag. Yet, both the Únoff and Dẃoff were willing to pay to keep another war from happening.

Through these dealings, the Grifón grew in power and thus rivaled the Flóff in short time, benefiting from both trade and gold. The Flóff, fearing an attack from the rising Grifón tribes struck first, sighting the growth of the Grifón tribes as a threat which the land dwellers financed. The initial war with the Grifón tribes proved beneficial, as easy victories lead to a strengthening of Flóff pride. Within time the Flóff turned their eyes to the two land dwellers whom they blamed for bolstering their enemy within the skies. War broke out, with the Flóff seeking revenge against the Únoff for their aiding of the Grifón's growth; though the war itself was limited, the length of this second great conflict proved to be an issue. Little was gained, and after years of fighting a war on two fronts the Flóff found themselves fighting against the Grifón again. Starved, cut off from the waters and lands, and now attacked in the sky the Flóff were forced to admit their first official defeat. Accepting the language of the two land dwellers, and giving into their demands in order to received aid against the Grifón who continued to fight.

During this time, the Márjx Gréftor was founded, an Únoff center of magical study, dedicated to creating new spells in the event of a new war. Along with this, and with the absents of the devún the first project finished was that of the Guardian, named '''Clamor Vón Dorñ Morybe-Serbellá The Third. Whose job it would be to protect the Kélf mines in the event of another war (see Márjx''').

The Third War: Humiliated, the Flóff throw everything they had against the Grifón and quickly won, thus allowing the current emperor to remain on the throne. Emperor Ha-Taski had fought in both wars, taking the throne from the failure, whose name was lost to history at the outcome of the first war. Though Ha-Taski lost during the second war, his quick victory over the Grifón secured his position. From here, the Emperor waited. Soon enough, King Caelum Mane died, his next of kin unable to take the throne from political infighting brought about the rise of Prince Lowdwin. The prince's background as a Lord of Trade quickly changed the focus from expansion to exploitation. From this, the close ties between the Únoff and Dẃoff diminished and fighting broke out. Sighting this, Ha-Taski took the opportunity to right his wrong, and win against the land dwellers. The choice to fight an enemy already at war left many with doubts about Ha-Taski's honor. For some time, the war looked promising, yet with the Dẃoff proving to be no match for the Únoff, and soon enough the remnants of the Dẃoff rebellion began fighting among themselves, forcing many into an alliance with the Únoff once more. The Únoff though weakened, employed the first major uses of Diśtro Márjx and Nekřo Márjx, two forms of magic that proved to be very destructive. This rise of magic forced the Flóff to employed tactics now banned from the first war. Before long the land was corrupted, natural magic now tainted with destruction. Water turned to acid, rain turned to fire, winds blew so hard that skin would be torn from those caught in it, storms raged with no signs of stopping. Thousands of lives lost within moments, those unlucky enough to be spared were tainted, unable to breed. Peace came only with the death of Ha-Taski (see Emperor Gust) but it came quickly, and from this the leaders quickly gathered up all individual uncorrupted and sent them in search of new land. From this, the land of Artésque was founded, and quickly settled.

First Settlement:
Wishing to right the wrongs, Prince Lowdwin and the newly crowned Emperor Gust sought to forge new bonds. Lowdwin picked a lowly, but trustworthy Jartál as the new ruler, dubbing King Sheyda the steward of this new land. Gust too offered peace via his daughter as the Queen. With the leadership settled various treaties were signed and the first settlement of Crystoreeñ was founded. Within the first months of settling the power of the Stoná was revealed. An item of eminence power and created of the Éordiarx's own Súla, seen as divine blessings, the city grew. Within the success of the first city, and the conditions within the Oválll diminishing more sought to escape the land, though few were able or allowed. Even still, with more refugees fleeing the land and the area no longer able to be contained Emperor Gust opted to move the Flóff capital, and once it crossed the mountains to the south, a shadow covered the land. Within days of their exit, refugees halted and the Únoff crown grew silent until the King named a new princess, Princess Clarity.

The Fall:

After near one year of peace and various treaties the land of Artésque slowly came under the control of The Three, from the North down. Yet, a strange sickness over took the Queen, prompting King Sheyda to try everything in order to save her. Sadly, with the Oválll lost and the Márjx Gréftor inaccessible the only hope laid with the Stoná. What exactly happened will never be known, though it is said that the power of the Stoná made Sheyda mad. His corruption turned the Stoná and doomed the city. But, before all could be lost, the devún intervened and put an end to the King, though loosing the city and all that was in it.

The Fragment of Stoná:

The story of Artésque takes place ten years after this fall, with the land now settled far and wide, albeit with small numbers. Yet, with no one to blame for the loss of the Stoná nor the loss of the first city, hope was dashed and breed doubt once more. Disappeared with what happen, the Flóff empire once more retreated to the sky, leaving most dealings with those on the ground between advisers, typically military. With such actions, both the Únoff and the Dẃoff now question how much longer peace will last, the Únoff crown fanning these flames, the devún now to caught up with the politics of the land.

Spoilers Below:
The Fragment of Stoná:

After the events of the first three books, the climate both politically and power wise have drastically shifted. With the help of Archmage Svle Nyota and his assistant Clover Vines the duo were able to recreate a fragmented piece of the original Stoná. The true potential and actual power of the original Stoná was never documented, and while some viewed it as just a symbol of unity, others believe it a weapon to be feared. This two ideas combined is what led to the construction of the fragmented Stoná, which would become the wielded tool of newly crowned Princess Sóltina. All of which was seen during the events of the first book. Though, the magic of the newly constructed Stoná proves far to unstable and thus is never fully able to act as more than just a symbol of unity. Which, as presented to other tribes is all it was created to be, however the true nature of its creation is revealed to be for its subtle ability to influence both the emotions and thoughts of those around it.

Due to its failure to perform, Archmage Nyota is once more contracted to find a solution. Knowing that the Stoná needs far more power than any source within Artésque can give Nyota sets out to reach the Márjx Gréftor, home to the Kélf stone caves. It is also home to his previous master's institution of magic, which is still known to exist within the wasteland of the Oválll. After some hardship (book two), the Stoná is repaired and returned to the crowned devún Princess. With such power at Sóltina's disposal, and with growing friction between both her sister and fellow devún Wúna and the other tribes now questioning her claim to power, an attempt at the throne is sparked. While small in nature, the outcome of said actions brought about a solidified ruler of the Únoff crown. The show of force also brought about respect from the Flóff empire and a more profound submission within the Dẃoff circles (book three).

The Search of Dústiny:

With the question of leadership now answered and the Stoná's fragment restored to power focus turned more to the changes within both the government and society as a whole. Namely, the doing away with all reminders of Princess Clarity's failed attempts at war and those who aid her in this endeavor, namely that of the Guardian known as Clamor. Throughout the events of books four to seven it becomes clear that even the power of a devún can be rivaled, and as such many aspects of life are changed to deal with such fears as the land is taken by unseen enemies known as the Atémor.

The Crystoreeñ Rises:

With the building fear being the main result of the previous books, books seven to nine focus on a solution to these woes. Namely, the a real venture to restore the lost city of the Crystoreeñ from The Never Ending Storm, a cold, desert devoid of life which formed in the absence of the original Stoná's power. With the help of the fully repaired Stoná and the assistant of the late Archmage Nyota, the impossible became possible. However, doing so results in three things, first, an new evil emerging into the land with the return of Nekřo Márjx, a powerful form of magic that both entices and corrupts the users. The rise of the lost city, and the revival of a being known as The Purple King. Of course, with this new power and the return of the lost city many began once more questioning the true rulers of the land as the return of the once thought deceased Queen Aeróbeth is revealed.

The Solicá Ýallven:

The rise of devún Sóltina's power and prestige has run partial with that of the Únoff crown. Despite countless threats to both the throne and the land of Artésque itself the Únoff crown has laid down the means for a path forward. From this, many within the Flóff empire whom merely talked of change actively begun seeking such changes out. Bringing about the second Fall of Blood incident (changing of the Emperor via violence). With the return of the fallen city of the Crystoreeñ the natural boarders of Artésque expanded, quickly encroaching on newly conquered lands of the Grifón. With the newly returned city under attack by the Flóff's historical rival, Emperor Gust sets out to stand against the invading Grifón for the greater good of the land. Though, as the battles raged on, Emperor Gust was slayed, leaving the Flóff's ranks in chaos, bringing about several claims to the throne. With the Flóff unable to defeat the threat, the Únoff rose to the challenge, quickly cementing their claim to power within Artésque yet again. After a bloody fight within the capital city of the Flóff a new ruler emerges, now vowing to bring about another Golden Age for Flóff military and pride.

Outside of Artésque:
With a fairly stable peace between The Three expanded upon their exploration of the surrounding ocean of Artésque, discovering the islands of Mórókain (mo-row-kane) and the indigenous peoples known as the Fraxtón (frak-ton). The Fraxtón were unaffected by devún Wúna and Sóltina's spell that brought about the Common tongue within Artésque. Due to this, relationships with the Fraxtón has been slow and riddled with conflict as Únoff surveying outpost attempt to be established on the islands. Which must overcome the Fraxtón's own desire for isolation and a sinister force within the glowing mountain.