RETHSTUDIOS

History

The Ages of Reth

The public shape of Reth's sacred and recorded history: creation, the Dragon War, the Age of Kings and Strife, the First War, the Great Peace, and the modern Long Shadow.

The Age of Creation

Before Summit ReckoningMythic Age
  1. The First Light

    Alorath and Eloreth stand at the beginning of sacred memory. From their first acts came the Web of Ishae, the divine pattern by which planes, elements, spirits, and mortal life could take shape.

  2. The Prime Dragons

    The first divine powers are remembered as sovereign patrons of creation, each bound to a plane, element, or great principle. Temples disagree on whether these stories should be read as literal history, sacred metaphor, or both.

  3. The Shaping of the Planes

    The realms of Reth take form in sacred memory: forest, mountain, river, sky, flame, shadow, light, sea, swamp, ruin, city, magic, and the other living domains of the world.

  4. The First Peoples

    The first peoples and steward lineages are said to have awakened under the care of their patrons, each shaped for a purpose within the balance of Reth. The oldest temple songs disagree on the exact order of that awakening, and each lineage preserves its own version.

  5. The First Kingdoms Begin

    The adaptable Dru- lineages rise first among the mortal kingdoms: Druazer, Druthal, Druis, Druazir, and Druaezur. Alongside them, countless Aldae steward lineages are made to protect the realms and serve creation, not to rule it.

  6. The Old Gates

    Ancient gates and temple-cities are established at the holiest crossings between Reth and the divine realms. Each people honors the greater pattern while giving special reverence to the patron most tied to its homeland and purpose.

The Dragon War

Mythic PrehistoryMythic Age
  1. The Long Whisper

    Old songs say pride, fear, and suspicion entered the world like a whisper. Peoples began to believe their own patron, crown, or bloodline should stand above all others, and the first fractures spread through sacred memory.

  2. The Division

    Ancient powers and their peoples chose sides, defended old loves fiercely, and turned devotion into faction. Faction became rivalry, rivalry became war, and the old unity of creation was broken.

  3. The Long Shadow

    Shadow changes in the stories from rest and mystery into hunger. Mortals, beasts, and great powers are altered by corruption. Some resist, some embrace the whispers, and some believe they still serve the Light while carrying darkness into the world.

  4. The Final Breaking

    The oldest accounts speak of a final breaking in the heavens: a grief so great that light and shadow were severed from the easy harmony they once knew. Temples preserve different versions of who acted, who was saved, and what was lost.

  5. The Veil

    After the war, the boundary between Reth and the divine realms becomes harder to cross. Priests call this the Veil: a mercy, a wound, and a warning that the powers of creation must no longer walk the world as they once did.

  6. Sacred Sites and Shadowed Places

    Certain sacred sites become central to later history: springs of renewal, places of shadow, old gates, and regions where magic gathers strangely. Their true origins are the subject of temple debate, local taboo, and stories no two cultures tell the same way.

  7. The Departure

    The old gates are sealed or fall silent. The divine powers withdraw from direct rule, leaving temples, signs, dreams, and chosen servants in place of open presence. This marks the end of the mythic age.

The Age of Kings and Strife

Early Recorded MemoryRecorded Age
  1. The Inheritance of a Broken World

    Recorded history begins after the mythic powers withdraw. The peoples inherit a wounded world where magic is uneven, crops fail in blighted lands, and monsters gather where fear and old violence have left deep marks.

  2. Sacred Springs Become Civilization

    Settlements rise around sacred springs, fertile valleys, stable crossings, and defensible routes. Smaller springs sustain villages, major springs sustain capitals, and the greatest riverlands become prizes no crown can ignore.

  3. Zolasa'Reth and the Caelaethal

    The place that will become Zolasa'Reth rises near the source-waters of the mighty Caelaethal River. Its holiness is older than human kingship, and every later crown that claims it must contend with that older reverence.

  4. The First Human Kingdoms

    Five early human kingdoms arise: Caelor of the Upper Caelaeth, Solren of the western forge hills, Thalan of the southern greenwood, Vareth of the eastern marches, and Rethar of the coast at the mouth of the Caelaethal.

  5. The Dwarven Crowns

    The dwarven realms are older and deeper-rooted: Zorvak of the High Peaks, Zargrim of the Stone Hills, and Azkor of the Burning Forge. Each claims a different kind of authority: memory, roads, and perfected fire.

  6. The Elder Elven Courts

    The Druthal courts preserve the oldest elven claims through forest, mountain, frost, and swamp traditions. Their royal lines trace legitimacy through stewardship, memory, and sacred sites rather than simple conquest.

  7. The Age of Strife

    Borders harden around sacred springs, roads, river mouths, mines, forests, and gates. Each people believes its own claim is partly righteous: to feed, forge, defend, remember, heal, guide, or guard the heartlands.

The First War

End of the Age of StrifeRecorded Age
  1. The Claims Become War

    The First War begins when rival claims over sacred sites, borders, old grudges, lineage superiority, and the right to lead harden into open conflict. No single kingdom believes itself evil; each believes it alone understands what Reth needs.

  2. The War Spreads

    Human kingdoms fight over river authority, grain, roads, metals, old forests, and the future seat of power. Dwarven, elven, wetland, hill, border, and steward peoples are drawn in as every theater touches a sacred site or vital route.

  3. The United Marsh Holds

    The Aldaemir unite when outside powers treat wetlands as flanking routes, drainage targets, and resource fields rather than sovereign homelands. The Old Water Pact becomes wartime coordination.

  4. The Border Peoples Resist

    Aldaegel holds, Aldaecir groves, Aldaemir waters, halfling routes, gnomish works, and other steward nations resist being reduced to lesser peoples or strategic obstacles by the larger crowns.

  5. The Coming of the Aldaethu

    The Aldaethu arrive as outsiders to the ancient claims. They do not conquer and do not claim the heartlands. Precisely because they lack old grudges, they become mediators, peacekeepers, and neutral arbiters.

  6. The Ceasefire

    Through Aldaethu mediation, the warring powers accept ceasefire, open borders, negotiated claims, and the first framework of shared law. The war ends, but the wounds beneath it do not vanish.

The Great Peace

The First Century After the WarRecorded Age
  1. The Prime Council

    The Prime Council is founded to prevent another world-breaking war, with seats for the great peoples and a Lesser Council intended to represent the remaining nations, branches, and steward lineages.

  2. The Open Roads

    Trade expands, borders open, and old war roads become diplomatic and merchant routes. For a century, Reth prospers more than it has since the mythic gates fell silent.

  3. The Uneasy Compromise

    The Great Peace does not erase resentment. Some peoples object to being simplified into a single council seat, while older houses continue to preserve claims to sacred springs, royal bloodlines, and ancestral territories.

  4. A Future Outside the Old Lines

    El-Dre-Cor is not descended from the First Human Kings. His later legitimacy will come from beyond the old bloodlines: from the aid of the Aldaethu, the trust of divided peoples, and his role in saving and uniting Reth.

The Second War and the Long Shadow

After the Great PeaceRecorded Age
  1. The War of Wing and Venom

    The Second War erupts between Batfolk and Scorpion Folk and shatters the confidence of the Great Peace. Border fires, broken treaties, damaged shrines, and slow council response expose the weakness of the postwar order.

  2. The Withdrawal of Trust

    Peoples who already felt underrepresented begin withdrawing their faith from the Prime Council. The Aldaemir, in particular, remember repeated failures to protect wetland sovereignty.

  3. The Modern Long Shadow

    Reth enters the present age: outwardly governed by councils, crowns, roads, and treaties, but inwardly haunted by ancient claims, wounded peoples, hidden corruption, and the unresolved question of who should guard the heartlands.

  4. The Awaited Return of Light

    The faithful do not wait for worship alone to mend the world. They wait for wisdom: for the day the children of Reth remember they were never meant to stand divided, for balance to be restored, and for the return of the Light.