Ten Thousand Years
History
From the One Folk who sang to the bones of the earth, through sundering and war, to the fragile present.
Before ~10,000 years ago
The Age of Stone
Unity. Harmony. A golden age beyond reckoning.
Before there were names for the peoples of Gor'tharak, there was only the One Folk. They moved through stone as easily as through air. They sang to the bones of the earth and the bones sang back. Governed by consensus through the heartstones — vast crystalline formations that amplified thought and feeling — thousands of minds deliberated as one.
The One Folk emerge — a single people with innate stone-singing magic
Seventeen great heartstones serve as nodes of governance. No kings, no war, no separate peoples.
They shaped the living rock itself, coaxing caverns into cathedrals and mountain peaks into monuments.
~10,000 years ago
The Sundering
Catastrophe. One night. Everything shattered.
Seven of seventeen heartstones shattered simultaneously. The psychic web tore apart. The backlash killed thousands. On a single night, a civilisation that had lasted millennia was destroyed — and four peoples emerged from the wreckage, each carrying a fragment of what had been.
Seven heartstones shatter. Those pushed to the surface became the orcs — skin hardened, bodies thickened, tusks growing.
Those in the middle tunnels became the goblins — smaller, quicker. Those deepest merged with stone — the Underthings. Those furthest from stone forgot it entirely — the humans.
Four peoples, each carrying a fragment of the whole. Each convinced their fragment was the truth.
~5,000–1,000 years ago
The Age of Clans
Growth. War. Culture flowering despite constant violence.
Without shared consciousness, the orcs fractured into clans. The goblins built something unprecedented underground — twelve great warrens connected by tunnel-roads spanning the continent. The Underthings were forgotten entirely, remembered only in nursery rhymes.
Seven great orc clans take shape around strong leaders.
The Moot established — originally to prevent mutual annihilation.
Goblin alchemists discover black powder. Three thousand years before humans.
Bonecarvers develop scrimshaw as history. The great bone-libraries begin.
The Age of Clans reaches its mature form: seven orc clans, twelve goblin warrens, no contact with the forgotten Underthings.
~800 years ago
The Human Arrival
Curiosity. Then missionaries. Then blood.
Refugees from the east arrived in longships bearing the sigil of the One God. The orc clans regarded these pale, tuskless creatures with pity. They were clearly weak. But they bred quickly, and their missionaries began preaching that greenskins were 'soulless beasts wearing the shape of people.'
First Human Landfall. The orcs call them thrakash — 'shore-mice' — with more affection than contempt.
Humans discover iron deposits in Stonemarrow foothills. Territory held for three thousand years.
The Stonemarrow Massacre. First major armed conflict. Forty-three humans, twelve orcs. The wars begin.
The Order of the Burning Eye founded — dedicated to 'purifying' Gor'tharak of greenskins.
~250–150 years ago
The Greenblood Wars
A century of rivers running green with blood.
The humans launched the Purification — a systematic campaign. The orcs had strength and tradition. The goblins had black powder and tunnel warfare. But the clans could not unite. Old grudges ran too deep. At the midpoint, greenskin peoples faced extinction.
The Greenblood Wars begin. Humans launch the Purification.
Siege of Hollowgate. Humans try to collapse the entrance to Deepdelve Warren. Thousands of goblins killed.
Orcs pushed to highlands. Goblins seal tunnel entrances. Humans control half the surface.
Mograth the Wise and Thissa Deepdelve meet at the ruins of Hollowgate. Seven days of negotiation.
The Greenblood Accord signed. United forces sweep humans back to the coast in two years.
~150 years ago – present
The Age of the Accord
Fragile peace. Each renewal more bitter than the last.
Over a century of uneasy peace. Renewed multiple times at the Moot of Bones. The human empire grew stronger. The blight crept through goblin tunnels. And in the deep, something vast began to stir.
The Accord holds, but each renewal grows more contentious. Border skirmishes test the peace.
Human empire reaches full strength. King Aldhelm speaks of 'reclaiming the interior.'
First reports of the blight — living tissue turning to stone in deep goblin tunnels.
A goblin team encounters something in an unknown deep cavern. Their leader is found partially petrified.
Ironjaw accuses Redfang of violating the Accord. Both clans arm.
The Moot of Bones is called. All must attend — or let the Accord lapse forever.
The Moot of Bones is called. Seven orc clans. Twelve goblin warrens. One last chance at peace. When Warchief Draghur is murdered and goblins are framed, an exiled diplomat and a goblin spymaster must forge an alliance that was never supposed to exist.
What they discover beneath the Moot will change everything they thought they knew about who they are.