First cultures and kingdoms

The birth of the nations, first states, and early powers of Ulvenor

After the long events of the biological division of the races, there was a period on Ulvenor in which the main role was no longer played by evolution itself, but by the growth of populations, the clash of different cultures and the emergence of the first forms of real power. The individual races began to meet again, but this time no longer as related branches of one ancient origin, but as separate peoples differing in appearance, language, faith and idea of ​​the correct order of the world. It was at this time that the first histories of wars, borders, cities, crowns and organized societies were born on Ulvenor.

1

From tribe to nation

After a marked separation of the races, Ulvenor entered a new era. Populations gradually increased, isolated populations expanded, and territories that had once been large enough for several separate tribes ceased to be sufficient. This led not only to migration, but also to more frequent contact between races that were already significantly different from each other. Each such contact brought the possibility of both trade and conflict, but in early history mistrust prevailed rather than understanding.

Most peoples then still lived in the old tribal structures. The basis of society was the leader, his clan, and everyone else who made up the rest of the tribe or community. Such a system worked in small and mobile groups, but began to crumble when it was necessary to manage a larger territory, more settlements, more complex production and defense. Each race responded differently to this challenge. Some began to build the first monarchies, others created collective forms of government, and others remained loyal to the tribal order even at a time when their neighbors were already establishing cities and dynasties.

2

Ulvenor as the center of history

It was the continent of Ulvenor that became the main stage of these changes. It was the largest contiguous landmass of the Oia world, comparable in size to Africa on Earth, and at the same time the area where the most significant racial, cultural and political changes were concentrated. In future history, the Howl of Eternity will become the center of almost all great events, but already at this early time it began to acquire the status of a continent on which the first great states, the first long wars and the first ideological forms of power appear.

In the south, the oldest elven centers arise, dwarven halls grow in the mountains, goblin and goblin nations survive in the wastelands and dry zones, in the east tribal unions of orcs and nomads are formed, and in the changing regions of the center and west, humans will later rise. The history of Ulvenor is thus not the history of one civilization from the very beginning, but a clash of several different civilizational models.

3

The first cities and the first order

With the growth of population and the complexity of society, the first real cities appear. These were no longer just larger settlements, but permanent centers of power, production, faith and administration. In these early cities, more clearly defined roles begin to emerge – stewards of supplies, guards, artisans, cultivators, healers, messengers, priests, or those who carry out the ruler's will in the fringes of the land.

The birth of cities was also the birth of a new view of society. An individual was no longer defined only by belonging to blood and family, but increasingly also by place and function in the wider whole. This change was not equally rapid in all races. The Elves adopted it early and made it the basis of their early empire. The dwarves pressed her into their underground halls. People later took it over and reshaped it in their own way. Other nations, on the other hand, resisted it for a long time and maintained a freer, less centralized way of life.

The first cultures and civilization models of races

Elves and the First Kingdom of Ulvenor

Elves and the First Kingdom of Ulvenor

an early centralized monarchy southern Ulvenor, between the wooded and drier regions of the south 25 000 BIC

The Elves were the first race to go beyond a purely tribal society to form a true kingdom with a dynasty, territorial administration, and an early form of hierarchical monarchy. This made them the first true power of Ulvenor and for a long time the pinnacle of humanoid civilization.

First nation, first crown

The elves were the first to fully understand the need for a broader order. Thanks to their longevity, high intelligence, and strong connection to the landscape, they were able to break away from the simple tribal arrangement earlier than other races. What was elsewhere only a network of clan authorities and local leaders was transformed among the elves into the first true nation with a shared identity and consciousness of a higher whole. Around 25,000 BC, the first known elven kingdom was thus created. By the standards of later centuries, it was still a simple state, but for its time it represented an extremely advanced entity. It was headed by one ruler with a clearly recognized dynasty, under whom a network of administrators, servants of the crown and local authorities responsible for individual parts of the country began to form.

Cities, Roles, and Elven Hierarchy

The first elven kingdom also brought a new model of society. The elves began to establish the first real cities, i.e. larger and more permanent centers, in which it was no longer just a question of the coexistence of a larger number of inhabitants, but of a consciously organized whole. Each member of society was supposed to have a certain role that corresponded to his abilities and benefited the common order. Elven hierarchy was not identical to later human feudalism, but already included hereditary rule, territorial administration, division of responsibilities, and the idea that society is strongest when everyone does what they are best suited to do. This made the elves the first race to raise culture to the level of an organized state.

Queen Sylvar and the Sacred Origin of Power

The first ruler of this kingdom was the elven queen Sylvar, one of the most important figures in the entire early history of Ulvenor. According to tradition, she ruled not only by the power of the family and the authority of the crown, but also thanks to an extraordinary connection with the supernatural forces of nature. Many believed that she was able to use power beyond the common understanding of the world at the time. After her death, Sylvar was gradually deified, and in later centuries she became one of the most revered figures in the Elven religion. Her rule thus connected the emergence of the monarchy with the emergence of sacred legitimacy, which was of fundamental importance for Elven politics. The crown was not only the right to rule, but also a sign of a special relationship between the dynasty, the forest and the order of the world.

Banishing the Southerners and the first great Elven grievance

However, even the first elven empire was not created without violence. Not all elven groups accepted Sylvara's rule. A part of the so-called southerners, i.e. elves living closer to dry and sandy areas, refused to recognize the authority of the new crown. In the eyes of the emerging monarchy, it was opposition to the order that was supposed to protect the forests and the future of the entire nation. Sylvar therefore made a harsh decision and had a large part of these groups banished beyond the kingdom's borders to the inhospitable desert regions. According to tradition, she also cursed them that they would never again know the true beauty of which the elves are proud. Whether it was an actual magical intervention, or a combination of faith, trauma, and subsequent adaptation to a new environment, the banished elves began to transform. Their skin gradually grayed, their appearance drifted away from the other elves, and they themselves were forever separated not only politically, but also physically. This created one of the first great outcast branches of the elven nation and one of the oldest sins in elven history.

Dwarves and the Stone Crown

Dwarves and the Stone Crown

underground city-kingdoms and a rotating union crown mountain massifs of Ulvenor

Dwarven civilization did not grow on the surface, but deep inside the mountains. From huge underground halls and city complexes, the first dwarven kingdoms arose, which after long wars united into a unique system known as the Stone Crown.

Underground cities and the first dwarven government

From early times, the dwarves concentrated mainly in the mountains, where their settlements were not created as surface cities, but as extensive systems of halls, corridors, living chambers, warehouses and mining areas. What other races later called cities were, from the dwarven point of view, more of an entire underground community in which work, safety, craft, and family life were linked into a single whole. Each such city had its administrator or mayor, who ruled the given underground, supervised order, supplies, mining and defense. Only gradually, as the hall complexes grew richer and expanded their influence, did these administrators become real dwarven kings, and individual halls became independent kingdoms.

The war of three winners

For centuries, dwarves have been in conflict over mines, passes, trade routes, and the right to rule the oldest halls. Eventually, a great war broke out between the dwarven kingdoms, ravaging much of their world. After it ended, the three strongest kingdoms remained in a state of almost perfect balance. Each of them controlled a significant portion of dwarven territory, but none were strong enough to subjugate the other two definitively. Therefore, instead of continuing the war endlessly, she made an agreement that became one of the most significant political acts in dwarven history. She decided to create a fair but uniform format of government over all of dwarven space.

Stone crown

This agreement gave rise to the Stone Crown. Since 12,000 BC, supreme dwarven authority has passed between the three main kingdoms in ten-year cycles, so that one of them is temporarily responsible for deciding the wider course of the dwarven world. It is not an absolute sovereign crown, but an ancient system of rotational sovereignty that combines the balance of power with the unity of the whole. Surprisingly, this model proved to be extremely stable and still works today. It was thanks to him that the dwarves avoided many more major civil wars and were able to focus their energies on wealth, production and trade.

Wealth, trade and loyalty to the empire

Over the following ages, the dwarves became one of the wealthiest nations of Ulvenor. They rarely seek war, preferring order, treaties, and long-term gain. Even in the great war, when almost every major race fought against the empire, the dwarves remained true to their trade agreements. This choice paid off for them in the end. Their precious stones, master weapons, and hard armor were among the most valuable possessions the empire desired. And the Empire, unlike many other powers, was able to pay for such treasures. This further cemented the dwarves in their role as rich and hard-to-replace partners.

Goblins and the Age of Goblin Kings

Goblins and the Age of Goblin Kings

camps, settlements and short-term war unification wastelands, rocky regions, dry lands and deep caverns across Ulvenor and other parts of the world

For most of their history, Orcs did not create stable states, but scattered camps and fragile settlements in inhospitable regions. Yet in their history there were five legendary goblin kings who were able to unite a large number of their own kind and prove that even goblins can create something greater than mere survival.

Life in an inhospitable world

Orcs for a long time existed mainly in camps and fragile settlements scattered across the harshest parts of the world. Whether it was arid desert regions, rocky wastes with insufficient fauna, or empty deep caves, they always managed to create delicate but functional communities in which they survived in their own way. Their civilizational development was determined by scarcity, danger and the need to react quickly. For that reason, there arose not large hereditary monarchies or permanent administrative systems, but rather personal authority, the power of an immediate leader, and the ability to secure booty, safety, or victory for his people.

Goblin kings

Still, even among the goblins, a few extraordinary unifiers, known as goblin kings, emerged. This title did not denote a king in the human or elven sense, but a supreme warlord who could forcefully unite a large number of goblin groups and temporarily lead them as one nation. Only five such rulers were known throughout history. Almost all earned their title through the blood of their own kind whom they defeated, subjugated, or destroyed. To the orcs, however, they remained legendary figures, for they showed them that even their race had value, that it was capable of great deeds, and that its fate did not have to be forever limited to survival in scattered settlements.

Orcs and the unfulfilled path to empire

Orcs and the unfulfilled path to empire

tribal communities and temporary tribal union the deep east of Ulvenor

The orcs did not form a true kingdom for most of their history. Their world remained connected with simple tribes and chiefs who decided mainly on daily work, defense and survival. The closest they got to a real empire was under Chief Kuvigh, whose work quickly disintegrated after his death.

Tribes instead of the state

The life of orcs in the deep east has been tied to tribal order for ages. Chiefs here ruled not as state-building monarchs, but rather as hands-on leaders who made decisions about work, tribal movement, defense, and outright survival. In this world, immediate utility and physical strength were more important than the idea of ​​permanent centralized power. This is why orcs never took the natural path to the kingdom the way elves or humans did. Their culture has long been focused on the internal cohesion of the tribe, not on the expansion of abstract influence over distant territories.

Kuvigh's Empire

The legendary chieftain Kuvigh came closest to a large orc state unit. Between 500 and 550 BC, he was able to unite many orcish tribes and create a temporary power unit that dared to strike at the nomads and push them out a considerable amount of territory. Kuvigh's work showed that even orcs have the potential to create something greater than just a tribal world. However, his empire did not survive his death. The sons could not come to an agreement, the formed unit disintegrated and the territory was again fragmented into separate tribes. Kuvigh thus remained a harbinger of a possible future rather than the founder of a lasting empire.

Gnomes and their only kingdom

Gnomes and their only kingdom

a technological kingdom, later a city-state the gnomish territories of Ulvenor 1 000 BIC

The gnomes lived for a long time in close and disciplined communities, from which a single gnome kingdom emerged in 1000 BC. It lasted for one millennium before being broken by a great war and reduced to an advanced city-state.

A kingdom of precision and craftsmanship

Gnomes have always lived in close-knit communities based on precision, craftsmanship, interdependence, and technical thinking. While other races built primarily on blood, soil, or family tradition, the gnomes soon developed a culture in which work, knowledge, and practical ingenuity were highly valued. It was from these communities that a single gnomish kingdom finally emerged in 1000 BC. It was not a vast empire, but a compact, well-organized state that managed to survive for a whole millennium without major internal upheavals.

Technology against the Empire

However, the Great War broke the gnomish state. Its territory was significantly reduced and the original kingdom became a rather powerful city-state. Nevertheless, it was the gnomes who were able to resist the Empire the best. Although their magic was still in its infancy, their technology was a long way ahead of most other nations. The tragedy of the gnomes is that their greatest advantage gradually became the prey of their more powerful neighbors. Because the empire began to take more from their inventions, processes and ideas than it was willing to admit - let alone pay for. In doing so, the gnomes became an example of a nation that was defeated less by force of arms and more by the loss of exclusive superiority in thought and technology.

Centaurs, kobolds, and peoples without crowns

Centaurs, kobolds, and peoples without crowns

free nations and defensive territorial communities the great plains, the southwestern forests, the southeastern steppes, and the humid regions of Ulvenor

Both centaurs and kobolds took a different path in their larger historical development than elves, humans or dwarves. Instead of large kingdoms and complex hierarchies, they created freer nations tied to a specific territory, personal freedom and defense of their own space.

Nations without fixed crowns

Rather than kingdoms or empires, both centaurs and kobolds generally formed nations that existed loosely across a certain territory. For centaurs, these were primarily plains and wide moving spaces, while kobolds excelled better in denser settlement and defense centers in wet or difficult areas. Both races have long distrusted complex hierarchies and rather believed in the freer life of each individual. However, this did not mean chaos. Their societies had their leaders, traditions and rules, they just didn't form into classic hereditary monarchies with a centralized crown.

Two different worlds

Centaurs have always been more associated with travel, movement and open space. Their civilization grew out of the route, the meeting, the sacred places and the memory of the trail. Kobolds, on the other hand, tended towards denser settlement structures and a more practical, defensive use of space. However, these were not city-states in the human or gnomish sense, but settlements adapted for survival and resilience. Both races are strongly defensive and maintain a high level of mistrust towards other nations. That is why their mutual relationship almost never turned into lasting peace.

The world's longest war

The conflict between the centaurs and the kobolds is considered to be the longest continuous conflict in the entire world. For centuries and millennia, both sides have been fighting for territory, roads, borders and the right to live their own lives without interference from the other side. This war is not always equally intense. Sometimes it passes into a period of raids, sometimes into open campaigns, and sometimes it remains in the form of deep hatred and defensive clashes. However, there is no indication that it will ever actually end.

Naga and underwater cities

Naga and underwater cities

underwater urban civilization the seas and oceans around Ulvenor

Naga kobolds opened the history of the underwater world. In the depths of the seas and coastal waters they built their own cities and turned their gaze further, to unknown currents and distant continents.

Cities under the water

A special branch of kobolds known as naga turned their civilizing energy to the sea. While the land peoples fought for forests, plains and mountains, the naga explored the depths of the oceans and created undersea cities from which they could travel further into the unknown currents and abysses of the sea. Their world was different from mainland societies from the beginning. For them, the city was not only a seat of power, but also a safe point in the endless and dangerous space of water.

On the threshold of great discoveries

The Nagas have been very close to discovering new continents and distant lands several times. Their maritime and underwater experience far exceeded the understanding of most Earth races. Nevertheless, the primacy in the most famous great discovery does not ultimately belong to them. This place in history forever belonged to the expedition led by Sorcerer, who opened a new era of knowledge to the world. The Naga thus remain a nation of great maritime possibilities and unrealized firsts.

Nomads between freedom and subjugation

Nomads between freedom and subjugation

tribes, soukmen and later subordinate peoples the eastern and southeastern regions of Ulvenor

Nomads have been a people of movement, survival and tribal freedom for many centuries. However, the Great War became a disaster for them, after which most of their world came under Imperial rule. Remnants of the old independence survive today only in the southeastern Free Kingdom.

Life in motion

Nomads have long been accustomed to their way of life, in which the world is not primarily divided into borders and cities, but into roads, water, herds and survival. They formed tribes and clans whose main goal was not to build a great kingdom, but to survive in an inhospitable and constantly changing space. Their strength lay in movement, tenacity, the ability to adapt and strike where settled nations were unprepared. For many centuries, this very property ensured their freedom.

The Great War and Under the Emperor

However, the Great War became a tragedy for the nomads. After its end, much of their world came under the rule of the Emperor. For many years they got used to this fact and repeatedly rebelled against it, but their rebellions were always finally suppressed. The so-called Free Kingdom in the southeast became the only way to preserve at least part of the old way of life. Even there, however, it is not certain whether this freedom will last forever. The question remains whether the imperial power will one day decide to make even this last space less free than it appears.

The People, the First Kingdom, and the Rise of the Empire

The People, the First Kingdom, and the Rise of the Empire

kingdom, later empire central, western and gradually a large part of Ulvenor

Humans began to take many cues from the elves, then the most powerful race of Ulvenor. From 2000 BC they founded the first kingdoms, from which Magnursia gradually rose. It was she who eventually created the vast empire known as the Empire, which has endured to the present day and remains the most powerful hegemon in Ulvenor.

Human Imitation and the Own Path

Humans learned much from the elves, who were the strongest and most advanced race of Ulvenor at the time of the first human states. They adopted some ideas of government, social organization and territorial organization from them, but gradually transformed them into their own style of power. The first human kingdoms began to emerge from about 2000 BCE. In human history, the ability of this race to take over foreign models and transform them into its own advantage can best be seen. What originated as a natural consequence of longevity and stability among elves became a tool for rapid growth, expansion, and political adaptation among humans.

Magnursia and the Birth of an Empire

From a number of early human kingdoms, Magnursia gradually emerged, a state that in the course of its history managed to grow into a monstrous political entity - an empire. Its rise was not sudden, but the result of a long historical process in which wars, reform of power, magic, trade, and extraordinary rulers came together. The Empire has seen many great times and dark times in its history, but it has survived into the present, and there is no sign yet that it will relinquish its role as Ulvenor's greatest and most powerful hegemon. In the eyes of some nations it is a guarantee of order, in the eyes of others a symbol of domination.

The present age

With the arrival of a new emperor in 1462, the empire entered the next phase of its history. In the current year 1470, this ancient human empire seems to be on the threshold of new growth. Her power remains immense, her ambitions undiminished, and Ulvenor continues to breathe in the shadow of her power. This is what made human history the main historical axis of later ages. From the first kingdoms to the empire, there is a path that determines the shape of the entire continent.