1000 AC

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1000AC

The AAG are finally let out after six days. They go on a pub-crawl of every pub in Aberddu. After storming a warehouse full of fleeces – believing it to be the local garrison – they go home to sleep it off. Several fleecesare unaccounted for. Kral the Tartar is not seen for several days and then appears wearing a big grin and muttering inane comments about his new loves.

1012AC

“Year of the Great Drought”. Albion and nearby countries suffer the hottest and longest heat wave ever recorded. Even the River Ddu runs dry in places and becomes unnavigable for any large vessels five miles upstream of Aberddu. Famine and disease spread across the lands.

1013AC

The Great Drought is brought to an end after the Mages Guild hold a Ritual involving the Evokers of many different lands across the world. Finally, after centuries of distrust, Evokers begin to become acceptable and can start to openly practice again in the majority of major cities. Although, the distrust of Evokers magics still remains in many places.

1095AC

The Demon Lord Compton manages to capture and murder his daughters Celeste the necromancer, and Cassandra an Evoker and makes them into his concubines.

1096AC

The Demon Lord Compton tries for his other daughter Charlotte, who is a coercer and more commonly known as Lady Melksham of Aberddu.

1096AC

1097AC

The Frysian border is magicaly reinforced and manifests as an effect that makes Purebloods attack non-purebloods, and causes non-purewbloods intense pain. Aberddu is terrorised by the Chaos elemental.

1098AC

Mount Fujisawa errupted and devastated Nippon.

End of an era of terror

The Notorious and powerful Assasins Guild of Aberddu was destroyed in a weekend of blood and death.

1099AC

Night Terrors

For several weeks, the inhabitants of Abberddu are plagued by nightmares. These seems to have been caused after several adventurers had inadvently killed Dream. This situation is quickly resolved.

The Battle of Pass fort.

Frysian forces backed by Salamander Tartars launced an invasion attempt at Aberddu, seeking to first overwhealm the Now unarmed and under manned Citadel of Pass Fort.

Despite treachery from Duke Leapard the CIC of Pass Fort and overwhealming odds, the Aberddu Adventures Guild and Aberddu Militia were able to hold the Pass, at great cost to both sides.

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