Table of Contents
Introduction
One of the most difficult parts of understanding the lore of Mortal Online and Mortal Online 2 is establishing a rough mental idea of the setting's timeline. Unfortunately, on Nave time only has meaning most of the time and exact dates are far and few in-between.
This page is a very loose and highly speculative historical outline based on multiple in-game and out-of-game sources.
Many events are missing for lack of any information, and the page will likely always remain speculative due to the nature of Mortal Online's lore.
Everything here will be subject to constant adjustment as more lore information is released, and should be both consumed and referenced accordingly.
For brevity, only summaries are included. Please refer to the referenced pages for additional details about any specific event or subject.
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On the Measurement of Time
Due to a mix of lost records and very likely the intervention of the Gods, numerous epochs and measurements of time have been declared by the cultures of Nave. In an attempt to keep things as close to consistent as possible, this page relies on Tindremic measurements from The Age of Dawning and onward.
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Anno/Aetos Thyndromos, AT or Suthi Thyndromos, ST
Established at the time of Tindrem's foundation, the oldest surviving Tindremic calendar began with the rule of the first count: Anno/Aetos Thyndromos, sometimes also written as Suthi Thyndromos.
Events prior to this era were marked with negative values, for example –243 AT. Surviving texts from this period use AT or ST consistently.
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Ante Confluvium, AC & Novo Tindrem, NT
The various cultures of Nave—and even the people within a given culture—could not agree upon how much time had passed after The Conflux and The Great Washout, with a wide range of perceived years estimated to have passed by any given individual.
This confusion led to the declaration of a new epoch and a new calendar era in Tindrem called Novo Tindrem or simply NT. Likewise, to track events preceding The Conflux, the term Ante Confluvium was used.
Writings from this era typically employ NT for contemporary events, or AC when approximating anything prior.
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Ante Decollator, A:eD & Anno Decollator, A:oD / AD
Once more, as with The Conflux, the various cultures of Nave could not agree upon how much time had passed since the earthquakes which marked the end of The Irruption shook the planet.
Initial estimations placed the year as 400 NT but as many as 50 years had gone missing after further investigation by various scholars. This brought the whole Theurgy to a deadlock until the Tricapita stepped in and ordered the slate wiped clean by starting a new epoch.
The new calendar era would use Anno Decollator (A:oD or simply AD) in honor of the new Imperator or Emperor Livi Avitus Decollator, and all previous years would use Ante Decollator (A:eD) and be approximations.
The royal Auspices foresaw bad omens in starting the count at zero, but voted in favor of continuing the tradition of turning the year at the winter solstice. Finally, when the start of winter came the year went from Unknown AD to 1 AD.
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Pre-History
“Pre-history” here refers to the period prior to The Sundering of Asterra and the establishment of the Rule of Dawning. Asterra was the supercontinent which all of Nave's modern continents were split from.
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The Sith Pari
The Sith Pari were an ancient civilization of Alvarin-like humanoids living in western Asterra on the land which would later become the continent of Sarducaa. Based on surviving writing in the form of logograms, they had developed significant advancements in and had an unparalleled understanding of Spiritism and the Etherworld.
The Pari vanished prior to or as a consequence of The Sundering of Asterra, leaving behind only their writings and Sheevra-like stone structures.
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Kamin Mara
Also known as the Glass Furnace, Kamin Mara was formed in southwestern Asterra—land which would later become part of the continent of Sarducaa—by unknown causes either prior to or during The Sundering of Asterra.
It is possible that the supercontinent of Asterra derived its name as a result of a “star” or God falling to the ground and forming Kamin Mara, though it just as likely could indicate that the continent knew well the touch of the Gods.
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The Shinarian Civilization
The Shinarian Civilization was a highly-advanced society centered around the south of Asterra, known to encompass at least some of what would become Myrland and very likely all of pre-sunken Sidoia. They engaged in slavery and kept at least one slave race, as exemplified by the Sidoians who have survived into the modern day.
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The Huérgar or Proto-Huérgar
The Huérgar of the Oghmir clade at this point in time had either already become Huérgar through the intervention of Oghma or were still primitive cave-dwelling humans.
In either case, the group had some degree of contact with the Shinarian Civilization, were part of it, and/or worshiped one or more of the same Gods leading to cultural diffusion visible in both their language and symbolism.
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The Sundering of Asterra
The Sundering of Asterra was a cataclysmic event of unclear cause and circumstance which saw Asterra torn apart, and even caused a sizeable portion of Nave to sink into the sea. The event marked the end of the Shinarian Civilization and potentially also the disappearance of the Sith Pari had they not already vanished prior.
Urmothâr in the south-east, Sidoia in the south-west, Sarducaa in the west, and Nordveld in the north-west fell apart from Myrland, as the tectonic plates of the southern hemisphere sunk several hundred meters into the ocean. Sidoia itself perhaps fared the worst, with most of its former landmass dragged under the waves.
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The Rule of Dawning
The Rule of Dawning was an agreement between the Gods of Nave to no longer interfere with evolution of the mortal races through forceful and/or unwilling modification of their Sheut.
An ancient Khurite prophecy once suggested Jumal "The Sky Father" would return in yoni shape to herald a new age for mankind as part of this or a similar event.
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The Age of Dawning
The Age of Dawning refers to the period after The Sundering of Asterra beginning after the Gods may have established the Rule of Dawning up to The Conflux. This era may have been depicted by Mortal Online's candle promotion.
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The Founding of Tindrem, 0 AT, Est. -1140 AC
What would later become the Tindremic Empire's capital city of Tindrem on Myrland was built with the assistance of the Húergar.
Later analyses of structural materials confirmed that the city slowly expanded in circles on the water from the fortress Arx Primoris which was carved from Mons Regalis—or as the Húergar know it, Ušumgallu Seru—alongside the great Colossi Geminus—towering statues of the old Tindremic deities Zelua & Camulos.
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The Imperial Campaigns, Unknown AT to Est. 1173 AT, -Unknown AC to Est. 32 AC
Claiming to be the blood descendants of the Shinarian Civilization and allegedly employing the might of Dragons, the Tindremenes began their conquest of Myrland.
The campaigns would continue until the end of the era, with incursions into Herabalter, expeditions to Urmothâr, and centuries of constant warring with Nordveld over control of the island along Tecton's Fault.
Some allege this success to be directly tied to the Tindremic Empire's use of the Armillogion, suggesting that the purpose of the device itself was to create such an empire.
The campaigns ended with the failed occupation of Sarducaa and the failed invasion of Nordveld just prior to The Conflux.
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The Khurite Victory, Unknown AT, -Unknown AC
Khurite tales speak of a legendary bird creature named Geeredh which led them to victory against a great and terrible serpent, very likely alluding to the Tindremenes and their alleged Dragon assistance.
This may also explain why the Tindremenes never permanently subjugated and integrated Myrland's Khurite population into the Tindremic Empire, as well as the many skeletal remains of Dragons scattered across Myrland.
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The Departure of the Huérgar, Est. 1173 AT, Est. 33 AC
During the invasion of Nordveld, the Tindremic Empire attempted to trick and later convince a number of Húergar architects into assisting with the siege of Rimfrost, for it was constructed by the Blainn in a remarkable fashion and nigh-unsiegeable otherwise.
When the Húergar architects arrived and realized that they were supposed to take part in fighting the Blainn they immediately refused, and promises of spoils from Rimfrost or huge sums of gold merely insulted them. The infuriated Húergar marched alone back to Myrland, and the ancient alliance between the two peoples was fractured irreparably.
Upon hearing the news of this perceived betrayal, many of the Húergar living above ground on Myrland left for their underground capital of Gal Barag, and it was not long until all of the Húergar gates to the underground were sealed.
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The Fall of Gabaria, Est. 1272 AT, 132 AC
Gabaria was a Tindremic mining colony and settlement on the border of Herabalter which weathered a number of Risar assaults prior to falling and evacuating in 132 A.C.
This evacuation culminated in the Third Battle of Nereb Madgulu, with very few Gabarian civilians surviving and the loss of the entire auxiliary cohort sent to secure them against the Risar Horde.
After its fall, Gabaria took on the name of Gaul'kor and became a den for smugglers, outcasts, and a small permanent population of Risar.
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The Conflux, Unknown AT, Unknown AC
With the Imperial Campaigns effectively stalled, Nave would experience another disaster of unclear cause and circumstance known as The Conflux.
The most recorded shape the disaster took was that of unrelenting earthquakes which shook the planet, leading to the Bridge of Tecton which rested along Tecton's Fault collapsing, portions of Tindrem sinking in part or in whole, among other disasters.
Of particular note was the sinking of Tindrem's Vica Iudico, for as it sunk it took with it irreplaceable knowledge as well as the Armillogion, leaving the device in a state of irreparability even after it or its remains were recovered.
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The Great Washout, Unknown AT, Unknown AC
In connection with The Conflux a secondary disaster called The Great Washout befell Tindrem. The name may originate from when the foul-smelling tanneries and fisheries in the northern part of the city simply sank into the ocean, or when all kinds of abominations that had thrived unknown in the sewer system were swept out to sea to the horror of the residents during the following flood.
The disaster did not end there however, for Lucus Quies—Tindrem's inner graveyard which acted as an ancient burial ground for notable Tindremenes and had run out of space long before The Great Washout—also partially sunk into the sea and from its disturbed soil the dead began to rise.
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The Age of Strife
The Age of Strife began with the Tindremic Empire's decline, the middle to late-middle of this age was the setting of Mortal Online, and the age itself truly ended with The Irruption.
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The Khurite-Tindremene Alliance, Unknown NT
While Tindremic records indicate a somewhat uneasy alliance had been established with the Khurites through their capital city of Morin Khur, it's unclear what particular tribe this agreement was brokered with, when it was brokered, or if many of Myrland's Khurites were even aware of it at all.
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On Warlords & Petty Feuds, Unknown NT
The setting of Mortal Online. The early researchers and dreamers of greater things during this period were quickly overwhelmed by countless petty warlords who vied for feudal control of Myrland.
While minor attempts were made by the warlords at challenging the authority of the Tindremic Empire, any serious threats which might have resulted in organized rebellion were swiftly put down by the Tindremic Imperator's champions.
Some of them even attempted to establish new independent nations, though none manifested a permanent and prosperous settlement in the face of their endless wars.
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The Risar Invasion, Unknown NT
While the petty warlords fought over their mountains of dirt, the Risar Horde staged a full-fledged invasion of Myrland. Some of the warlords thought the Risar convenient, for they brought with them plentiful Pig Iron and Grain Steel with which to forge their own armaments in the field, and these materials could be easily pilfered.
This is not a strategy which worked out in the warlords' favor, as the Risar quickly sacked both keep and village alike without mercy, eliminating the warlords themselves and eventually reaching even the gates of Morin Khur.
A temporary alliance between several of the surviving factions in the east saw the Risar pushed back to Herabalter, but unnoticed contingents settled and spread in the south, once again capitalizing on the hubris of the local warlords to devastating effect.
One of the groups from the east who originally pushed back the Risar and another from the south banded together to purge the invasion from Myrland, and so they made good on their word. The Risar would not again attempt another invasion for the rest of the era.
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The Tribe Rat Invasion, Unknown NT
As the Risar invasion swept across Myrland, a significant number of Tribe Rats also capitalized on the chaos of the era, meeting little to no resistance as they expanded from the hills and mountains north of Cave Camp all the way to the north side of Mons Regalis itself.
Upon reaching Mons Regalis the invasion burrowed its way into the Tindrem Sewers, marking the first time the creatures had been sighted in its depths.
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The Tagmatons, Unknown NT
As if a warning for what was to come, a small number of Tagmatons began to appear on the Plains of Meduli and the Canteri region around this time.
While the Tindremic Empire considered the insects to be hostile invaders, they did not consider them a serious threat in such small numbers and thus delegated their extermination to mercenaries.
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The First Reconstruction of the Bridge of Tecton, Unknown NT
For a brief window many of Myrland's petty warlords cooperated with the Tindremic Empire in the reconstruction of the Bridge of Tecton situated along Tecton's Fault, restoring land access to the continent of Sarducaa and enabling them to fight over sand as well.
Unlike the several failed challenges leveraged against the Tindremic Empire by the warlords, for reasons unknown there were no recorded challenges issued against the Sarducaan Empire, and the feudal wars simply continued in a new locale.
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The Irruption, Unknown NT
The small number of Tagmatons first spotted earlier in the era were but a minor splash compared to the massive tsunami which would sweep across most of Nave during The Irruption.
On Myrland they first disembarked in the southern part of the continent, secretly nesting in the Stairs of Echidna and the Sunken Isles before making their clattering advance over the steppes in waves.
First came the Fleshbiters, black clouds of foot-long locusts devouring crops and cattle alike. Following in the devastating wake of the Fleshbiters came six legged Slayers of varying castes.
Towering above men, bearing scythes, burrowing below ground and releasing venomous projectiles, nothing could stand in their way. It was not long until life on Myrland was brought to the brink.
Some say the feuding warlords never stopped fighting until the villages and cities of Myrland had been overrun, while others say they continued to fight one another even as the Fleshbiters bit at their skin and the Slayers cut their legs out from under them.
However, when all seemed lost, a number of great earthquakes shook the ground, and then—for whatever inscrutable reason—the numberless Tagmatons suddenly dispersed even faster than they had once appeared.
Nordveld only fared slightly better than Myrland, with the hordes devastating the continent's southern settlements, but leaving the northern city of Branth untouched.
On Sarducaa, while Beth Jedda suffered significant casualties and Aur was wiped out completely, most of the continent were able to shelter in the magi temple complex of Yesil or in newly discovered caves.
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The Age of Awakening
The Age of Awakening began with the earthquakes which coincided with the end of The Irruption and continues into the present.
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Tindrem's Awakening, Unknown A:eD
Climbing out of Tindrem's sewers were the Eeta, Slaves, and lower Plebeians, who had survived down in the dark. Out of Arx Primoris came a procession of the remaining Tricapita and a few of the Theurgy and Nobilitas who had been allowed protection in the great fortress.
The higher castes had no way of ordering or controlling the lower without the help of a city guard or an army, and complete civil disorder ensued. The chaos only lasted for a period, as most of the fighting reflected a king of the hill race for the best villas in Vica Despectus.
One would have thought that this juxtaposition of the castes might have resulted in the end of the old caste system and give rise to a new social order, but the opposite happened as the temporary disorganization somehow strengthened it further.
The new Nobilitas rather quickly assimilated into their roles and numerous new caste marks saw the light of day. When the storm inside of the city walls had finally settled, the Tricapita yet again emerged, only this time to be met by posh clapping and courteous fawning by a new upper class.
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Formation of The Khurite Allied Tribes, Unknown A:eD
After The Irruption, what remained of the Myrland Khurite tribes met on the steppe for a traditional quadrennial gathering which would become pivotal among the surviving Moguls.
As the tribes were heavily decimated and struggled with propagation and resources, an interim confederation was set up to better aid all Khurens until the world was back to normal.
The coalition was ruled by a Tribunal consisting of the tribe Moguls, itself led by a provisional chief of state, the Deed Mogul, with a permanent head office in Morin Khur. Thus the first Deed Mogul, Ulagan khy Ulagan, took command of the new alliance.
Part of the Tribunal were also the Sheevran and Veelan emissaries from Toxai, where both races have small colonies. When the caches of Morin Khur started to dwindle, Alvarin shipments with supplies started to arrive from their home continent Urmothâr, which didn't seem to have been as grievously afflicted by The Irruption as Myrland.
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The Rebuilding of the Sarducaan Empire, Unknown A:eD to Present
Among the survivors from the capital of Beth Jedda on Sarducaa was the Padishahbanu—the assumedly immortal Sarducaan Empress known as Labbah Madar—along with most of her court and personal bodyguard.
Under her leadership, the rebuilding of Beth Jedda and the re-establishment of the Sarducaan Empire started rather swiftly once The Irruption had passed. Once rebuilt, the capital of Beth Jedda saw a drastic increase in population, and the imperial army grew together alongside the troops of the Sepats.
Officially this was by decree of the Padishahbanu for protection against another Tagmaton outbreak, although other forces may be at play as the leaches of the Yequedah in Yesil are reportedly stronger than ever.
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Death of the Tindremic Imperator, 43 A:eD to 44 A:eD
The earthquakes which marked the end of The Irruption took with them into the sea the academy Clerus Magica together with many of the pillars in the rest of Vica Levita, and collapsed the proud lighthouse Pharos Maximus.
All of the Huérgar-built structures on firm ground had withstood the tremors, including the city walls and its grand entrance Porto Majora. This constituted a problem, however, as none of the surviving citizens could figure out how to open its gates.
Futile attempts were made to knock down the doors of metal-infused Gabore, and finally the Imperator or Emperor decided they would be blown up with alchemy in a grand spectacle culminating in a triumphant exodus. In the ensuing festivities, something went wrong and most of the procession—including the Imperator—were blasted to pieces.
It took many months of hard work to instead break down the surrounding tower and dig out the ground so that the doors could be toppled over and dragged to Forum Tindrem. People could exit the city by land in approximately 44 A:eD.
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Reunion of the Tindremic Provinces, 44 A:eD
The reunion with the other towns and villages in the Tindremic Provinces of Myrland—most importantly Fabernum, Meduli, and Kranesh—should have been jubilant, but instead became problematic for the remaining Tricapita.
The almost-desolate but stubborn village of Kranesh chased the emissaries away with pitchforks, and the other provinces were talkative but condemned how little help they had received both during The Irruption and afterwards.
Secondly, they were critical of the demands to now themselves send help, including new citizens, to the capital. Thirdly, they had managed to get on their feet on their own accord and had no desire to welcome interfering Procurators, tax collectors, and political intrigue into their self-sustaining communities.
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The Dicapita & Constitutio Mundanus Tindrem, 44 A:eD to Est. 93 A:eD
Various attempts were made to come to terms with the Provincial leaders, including both cajolery and empty threats. As a final resort, the Tricapita hatched the idea to entice the leaders of the provinces with the tantalizing chance at becoming the new Imperator or Emperor.
The stratagem worked and led to nearly half a century of discussions where an Emperor-less temporary constitution was formed: The Dicapita, consisting of only the two cunning Ephors.
During this time the Constitutio Mundanus Tindrem was promulgated, granting Tindremic citizenship to all free people living in Myrland who migrated into the mostly empty city of Tindrem alongside a number of benefits.
The Dicapita tightened its grip on the Provinces, mobilized a new army and city guard, and secured the sovereignty of the capital. The new soldiers were sent on "hunting missions" to the steppe and came back with both meat and valuable trinkets.
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The Tindremic Steppe Incursions, Est. 93 A:eD to 9 AD
The Tribunal of The Khurite Allied Tribes rallied a few warriors from time to time to scare off the occasional Tindremic poachers, but for the Khurens and the individual Khurites the sense of autonomy hadn't been affected.
Not long after the Tindremic poachers soon grew to bands of plunderers, which upon investigation revealed their true nature to be imperial soldiers on "hunting missions". It didn’t take long until the raiders came undisguised in contubers and full centurias, and for a few years the tension between the two nations escalated.
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Imperator Livi Avitus Decollator & The Dicapitation, 0 AD, 3 A:eD
Among the Nobilitas, now strengthened by the growing population, a new bloodline of particularly sharp talents in political chicanery grew, and—as is customary in Tindrem—this era ended with gamesmanship and backstabbing.
One day the two Ephors were found without their heads, and from the shadows stepped Livi Avitus Decollator to take the throne as Imperator or Emperor in 3 A:eD.
The reinstated Tricapita tore up the Constitutio Mundanus Tindrem and dispatched the rule of the Dicapita into the history books—henceforth jocularly called the “Decapita” in popular parlance.
An astute observer may note that the date of the Imperator's ascent to the throne in 3 A:eD is terribly wrong, but all records of the event reflect the aforementioned date when converted from NT (Novo Tindrem) as well as the order of events listed here. It is very likely that the perception of time after The Irruption still had yet to normalize.
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Restoration of The Tower of Descensus, Est. 8 AD
Seeking to expand the Tindremic Empire's influence in the east, Imperator Livi Avitus Decollator ordered the restoration of the Tower of Descensus on Myrland's eastern coast, a fair distance south of Toxai in the Eastern Glen.
The structure itself was an ancient monastery of Tindremic and Huérgar construction dedicated to Mors, the Tindremic God of Death built during the Imperial Campaigns.
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The "Heroic Conquest of Morin Khur", 9 AD
Tensions between the Tindremic Empire and the Khurites as a result of the Empire's "hunting trips" culminated when a small group of allegedly Tindremic Draconigena Knights managed to skulk their way into Morin Khur and massacre the entire Tribunal of the Khurite Allied Tribes, who were all heavily drunk on airag and bathing in a sweat ger.
Whether the Empire knew it or not, one of these Tribunes were a representative of the Anam Sith and the act would not go unforgotten. After this exemplary Tindremic stratagemma, the gates to the Khurite capital were swung open, letting in a cohort led by a triumphant Livi Avitus Decollator himself.
This “battle” went down in the Tindremic history books as the Heroic Conquest of Morin Khur.
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The Khurite Resistance, 9 AD to Present
Contrary to disrupting the Khurite tribes, the taking of Morin Khur united them and fully cemented their alliance. For the past 30 years the new Tribunal, led by Toroi Bandi—“Toroi the Outlaw”—has waged guerrilla warfare against anything Tindremic on the steppes with the ultimate goal of recapturing the former capital.
Rumor has it that this rebellion has ties reaching as far as Kranesh, although this may just be Tindremic propaganda as the village remains a thorn in Tindrem's side for its continued refusal to rejoin the Provinces.
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The Assassination of Imperator Livi Avitus Decollator, 11 AD
The conflict between the Tindremic Empire and the Khurite Allied Tribes would take another turn when two Alvarin assassins allegedly took the life of Imperator Livi Avitus Decollator.
This act of retaliation ironically weakened the Khurite Allied Tribes, as the Anam Sith considered the death of their Tribune properly avenged and the matter settled, subsequently withdrawing their support in the conflict.
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The Restoration of The Tower of Descensus Halts, Est. 11 AD
Shortly after the Imperator Livi Avitus Decollator's assassination, the Tindremic Empire's efforts to reconstruct the Tower of Descensus were abandoned despite significant progress and incredible sums of gold being invested into the project.
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Imperator Isaios Avitus, 12 AD
Ever since the annexation of Morin Khur, the Tricapita has argued on the next steps to expand the Tindremic Empire. Following the unfortunate death of Imperator Livi Avitus Decollator—who was officially and publicly reported as to have died of heart failure—his son Isaios Avitus ascended the throne at the modest age of 13.
Although quite popular among the Tindremic citizens during his first decades as Imperator or Emperor, very little happened on the national or political fronts as his areas of interest during the time seemingly revolved around spectacles, music and games.
While this led to a slightly increased autonomy for the provincial towns, the situation with Morin Khur and the Khurite Allied Tribes remained turbulent.
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The Restoration of The Tower of Descensus Resumes, Est. 15 AD to Est. 25 AD
Gnaeus Ativus Tesqua, Procurator of Morin Khur and son of Imperator Livi Avitus Decollator ordered that the restoration of the Tower of Descensus resume, seeking to complete the Tindremic Empire's work and fully restore the tower.
Contact with the officials dispatched to the monastery became increasingly infrequent and unusual—with a subtle fixation on the ocean, sea birds, and the earth beneath the tower—before halting completely and the project once more being abandoned.
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The Missing Kallardian Fleet, Est. 19 AD
The first expedition from Nordveld to approach Myrland after The Irruption was a failed attack on Meduli where the currents of the Inner Sea seem to have been underestimated, leading to most of the fleet disappearing down the Fault of Tecton, never to be heard of again.
A few late coming ships managed to reach shore around Meduli and the haggard crew immediately surrendered in favor of a few years worth of penal servitude, as long as food was included.
It so turned out that the ravening gang was the sole surviving population of a small coastal village east of Fensalir Mire, which had simply abandoned their territory and set sail for a better future.
Their population would come to flourish, with most working in the fishing trade; some as new citizens of the Tindremic Empire, others still considering themselves Kallards.
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The Branthian Sack of Tindrem's Harbor, 29 AD
The second expedition from Nordveld to Myrland was a carefully planned attack on Tindrem's harbor by a fleet from Branth led by Ingunna the Drummer, Noaid of Skadi.
When the Tindremic ships had anchored, the crew disembarked and the port hands were about to unload the brimming hulls, Ingunna's infiltrators set fire to the surrounding harbor.
In the ensuing chaos and under cover of night, her fast rowing ships swept in with small crews to man the trade fleet and quickly sail it out to sea, carried by a southern wind people would swear was as unnatural as the profound drumming from the accompanying ships.
The audacious move took the Tindremenes by complete surprise, and if it hadn't been for the strange wind blowing the flames towards the sea, the fires would have surely spelled disaster for several vicas.
Rumors circulated that Imperator Isaios Avitus would not be disturbed during all this bedlam as he was preoccupied with enjoying a particularly well-composed suite on lyre and hornucopian dronepipe.
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The Varborgian Delegation, 32 AD
For the first time in 400 years an official delegation from Varborg arrived in Tindrem to seek an audience with the Tricapita.
The delegation was led by none other than Bárd Laglegur, the current Länshövding of Varborg, who claimed direct descendence from the famous Tindremic general Cassian Andel Bellus, the original conqueror of the city.
The Varborgian ruler sought a treaty with the old Tindremic Empire or even a reunion, and had brought valuable gifts as well as a boatload of famous Varborgian Ale.
Imperator Isaios Avitus dismissed the tribute with the now famous dictum “Wine smells like nectar, beer smells like goat.”, and went on to accuse Bárd for the Branthian attack, demanding Ingunna's head on a plate before any negotiations would take place.
Efforts were made to explain the somewhat complex governmental system of Nordveld and the fact that there's no sovereign ruler—meaning Bárd had nothing to do with the attack and held no power over neither Branth nor Ingunna.
“I am not king. The people is king.” said Bárd finally in broken Tindremic, but Imperator Isaios Avitus would hear nothing of it.
He replied that if Bárd was not the king he was just an entertainer—a mere jester at the imperial court—and it seems a deeply affronted Bárd and delegation barely managed to hastily set sail back to Nordveld before swords were crossed.
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State of the Tindremic Empire, 32 AD to Present
In the years after 32 AD, Tindrem has been steadily increasing in population, especially as some of the boating commerce and migration from Sarducaa and Nordveld have returned despite the lack of a proper lighthouse.
Meanwhile, the other Tindremic Provinces are also thriving. The Spica fish is back in the Western Inner Sea, and proper fisheries are starting to re-emerge in Meduli, while Fabernum has an abundance of game and is reopening several of its old mines in the Talus Mountains.
Obrig has seen an influx of settlers who are just starting organized irrigation to rebuild its great farms and vineyards, and construction of decent roads between the towns are well on their way.
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The Diádima Outbreak, Est. 39 AD to Present
A recent outbreak of a contagious and particularly lingering illness in Tindrem has led the authorities to close off certain vicas and isolate the harbor, a quarantine which has lasted more than a year and made trade, migration, and fleet construction cumbersome and slow.
The sickness is called Diádima from the spots forming around the heads of the infected, and although the mortality is low, the symptoms include a severe fatigue rendering the afflicted almost helpless.
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The Present, Est. 40 AD
The setting of Mortal Online 2. Bandits roam the lands in countless encampments, the Risar have established a great number of small fortifications as far west as Deepwood, and the Tagmaton hordes once more threaten Myrland.
With the Hivebreakers alone unable to keep up with the Tagmaton reckoning and the inhabitants of Myrland once more caught up in frivolous feudal conflicts, the continent appears to be experiencing another era of strife.
Will your actions be meaningless and lost to time like the countless petty warlords which came before you, or will you earn your place in the history of Nave?
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