CURRENT IN-GAME DATE IS [datetoday]
Welcome to the captivating world of Arthos. A realm rich with ancient magic and full of beauty and mystery; a realm now steeped in conflict, the culmination of a dark past. Lush and verdant, stark and desolate, this vast land is shared by a plethora of mortal races – proud elves, enterprising humans, indomitable dwarves, formidable orcs and a myriad of others all call this place home. But they are not alone here. In this world mortals walk astride the primordial Firstborn Dragons and the Gods of Light and Darkness, each vying to place themselves at the apex of power.
Toward the North of this world, at the foot of the Bakura Mountains, on the shores of the Northern Bay, is the port of Prospero. Its relatively short history holds the secrets and sets the stage for the focus of our tale, Tempest Grove.
- Pre 1400
The Ancient Elves
An ancient city of grand nature once stood on the shores where Prospero Port now stands. This city, built by an ancient race of Thalan, was more intricate and advanced than ever thought existed.
- 1463
The Event
A necromantic event of unknown origins is triggered within the city forcing all surviving citizens into the mountain to live.
- 1650 (Approx)
The Building of the Port
Tribes of wild Elves were making their home near the Bakuran Bay. Only after the appearance of a caste society among the Thalan were the first stirrings of a city to be seen. A permanent settlement was established there by one prominent family of elves wishing to move to a more seafaring lifestyle. From the small village, they launched many fishing and later trading expeditions. As the prosperity, wisdom, and magic of the ancient world raised all Elvenkind to greatness, the city that would one day become Prospero Port rose from the stone, guided by the benevolent hand of the Gale dynasty.
- 2145
The Second Settlement of this ‘Prosperous Port’
A large group of pirates of various races, mostly human, escaping conflict meet a group of traveling Elves who tell them of a mostly uninhabited city. Thus the grand old elven prosperous port – later foreshortened to Prospero Port– was now visited by a second wave of settlement. These pirates find the grand city, mostly abandoned and fill its halls and streets.
The new population finds difficulties working with the preexisting elves who are not quite happy with their city being filled with a mix of rowdy pirates. But are too low in number to really do anything about it. So the elves settled into a position as the ruling class due to their established holdings.
- 2175
The Prospern Republic, and the First Gambit
The younger races bring new business and ideas to the city. Under pressure from the human population for a more modern style of rule, the Prospern Republic is formalized. Due to the heavy naval traditions of both the elves and humans living in the port, It is decided that a new leader, called the admiral, will be decided every 5 years in a naval competition known as ‘The Gambit’. (although In times of strife the Gambit may be delayed) The winner will have absolute power but may elect to have a council of advisors.
The first Gambit is held and Admiral Lauria Helelynn, a daring Elven Captain is put into power as the first admiral of Prospero Port.
The Prospern Town Guard, The Celadon Watch, are formalized. Lead originally by elven captains.
The Prospern Military is Formalized, the Riptide
The Prospern Navy is still loosely organized. The many pirates and sailors that make up the town’s population simply agreeing to follow the Admiral into battle if there is a need. (The Shipman’s Creed: A Pirates Call to Action)
- 2180
The Second Gambit
The second ever Gambit is delayed due to an orcish assault on the now blossoming city. In the beginning of 2182 it was held, but weakened by the conflict there weren’t many participants. Admiral Lauria wins a second time. But steps down in the fall of 2184.
There are discussions about not allowing current admirals to participate in the next Gambit.
- 2185
The Third Gambit
Walter “Wally” Smithson is made Admiral after a surprising display of naval prowess in the Third Gambit. The first human admiral of Prospero, Walter was the son of a farmer and was much beloved by the people. His time as Lord Mayor was rather uneventful, he focused on pushing human equality and trying to promote trade with nearby ports. To this day someone with very humanocentric views may be referred to as `A proper Wally’.
- 2188
Founding The Prospero Port Authority
Piracy remains the most popular way of making money in Prospero. The Prospero Port Authority is founded by Hobling Lawyer Theoronius Thistlewise, an advisor to Admiral Smithson, to inspect and tax maritime trade.
- 2200
The Final Gambit & the Second Republic
Admiral Smithson falls ill, and in what would be known as the Final Gambit, Admiral Duvast wins and decides that it is a new age for Prospero and begins a government reform. Piracy is banned by Admiral Duvast, encouraging the movement to ‘proper’ money-making.
The title of admiral is renamed Lord Mayor, many of the maritime traditional duties of the Admiral are exchanged for more terrestrial occupations.
The Districts of Prospero are formalized. Rich leaders of the communities in each district are made into the heads of districts. The Heads of the districts of Prospero are made into the first council. Prospero Declares the start of the 2nd Republic alongside this overhauling of the government.
- 2218 (Approx)
The Ajaunti Caravan
A group of odd Ajaunti visited Prospero Port. Gathering resources, they travel up the mountain and create their own caravan, and took up home in the ruins of Tempest Grove.
Later that year, stories of the Ajaunti reach port, stories of a violent insanity overcoming the caravan. With these stories came a visit from one of them in search of answers. She told tales of a demon White Prince and his quest for an Orb of Power.
Returning to the mountain, neither she nor the caravan was ever heard from again.
- 2240 (Approx)
The Pass Worsens
The Mountain pass that connects Prospero Port to the East has become increasingly dangerous. Trade into the port shrinks, and the city falls on difficult times.
- 2250
The Dougal Raids
An Einher deciding the port an easy target starts a long series of intense raids. Eventually out of annoyance the port struck a deal. The Einher captain, Laird Dougal, was given a position on the council and a home in town in exchange for stopping his raiding.
- 2257
The First Expedition
After many years of shrinking trade due to the inaccessibility of the Bakuran mountain pass: The First Expedition is launched, an initiative where large amounts of craftspeople and frontiersmen are sent to form a settlement in the pass. The goal being, to establish a trading post/encampment that would encourage trade through the mountain, to try and revive the choking Prospern economy.
Within a year, contact with the first expedition is all but lost. The first wave assumed dead.
- 2258
The Second Expedition & The White Raven Alliance
The Second Expedition is launched, this time comprised of low-born nobodies and novice adventurers. After the failure of the well-funded first expedition, the city isn’t interested in spending much more effort on the project.
The second Expedition is successful and Tempest Grove is formed.
In late 2259 the Prospern Military was sent to Tempest Grove to break a blockade/occupation by a zelotus religious group. Although the day is won, the Prospern military is decimated.
Prospero Port, under heavy pressure from the White Raven Navy, signs the White Raven Accord, becoming a member of the White Raven Alliance
- 2259
Demon Zier (Season 2)
The Red Ravens are signed on under a lucrative contract to supplement the weakened military of Prospero Port, under the supervision of Lucien Angelhart
A Demon, Zier, Assaults Prospero Port, capturing and damaging large amounts of the town. The White Raven Navy evacuates most of the town. Who later returned once the threat ends.
- 2260
The Red Ravens Military
After the disappearance of Lucien in late 2260, the Red Ravens abolish their contract with Prospero Port, instead formally replacing the Riptide as the official military of Prospero Port.
- 2261
The Church of Light Moves In
The White Raven alliance, the Berphauntian Empire, and forces from across the continent send armies to the front lines to repel the Brood threat. The Church of Light reinforces White Raven territories with its own troops.
After the defeat of the Brood Dragon, Ta-Ba-Ret, Archbishop Roderick Hale makes a move towards radical extremism, denouncing any peaceful coexistence with followers of Dark or Draconic faiths.
After The King of Tiefanue is murdered and Archbishop Roderick Hale assumes the mantle of leader of the White Raven Alliance, new orders of reassignment are issued to any troops returning to their homelands following the war with the Brood. The Church mandates that in White Raven territories they are now in charge of law and order. The Celadon Watch protest to no avail.
The Councilor of the Sanctuary district dies, succeeded by Bishop Doone. With full support of Archbishop Hale’s ideals, local law enforcement is given carte blanche with regards to persecution of Dark and Draconic faiths.
- 2262
The Fog & The Berphaunt Alliance (online COVID adventures)
Several councilors are excised and replaced violently by the Church of Light. Public unrest is high due to concern for the Prospern Spirit. Before plans can be enacted to drive out the Church, a supernatural fog moves in and consumes the Port in mystery and chaos.
With the fog comes numerous threats of all types, overrunning much of Port with destruction. As control is gained and the fog is banished, much of the Prosperns move outside the walls to a refugee camp where they awaited the all-clear notice that their homes have been swept of threats.
With Prospero Port in shambles, Lord-mayor Markus Timoran forms an alliance with Berphaunt. This alliance would secure further trade and rebuild Prospero Port.
Lore courtesy Mark Delaney & Faun MacNeil.