THE THIRD AGE began with the Battle of the Crossings of Aewald Cuthwald. The Norse (coming from a magical portal from another world) swept across Inzeladun, conquering much of it. Many of the old kingdoms fell and new ones rose, according to the old prophecies. The continent of Inzeladun was renamed Atlantis. The old religions were replaced by a new one. The last of the old countries to fall was Drauchtlin, which finally fell with Gilgalad's death. Gilgalad's spear has never been found. Also came the Stygians, who occupied the far south of Atlantis. The Stygians brought a new religion with them as well.
The
new kingdoms were called Valeand, ruled by Hrethel; Bergland, ruled by Herbald;
Udun, ruled by Hathcyn; Gath, ruled by Edgetho; Hask, ruled by Herdad; Harland,
ruled by Hergar; Ahmn, ruled by Hrothwulf; Haran, ruled by Wulf; Gol, ruled
by Ermlaf; and Heth, ruled by Wexstan.
Also there was Stygia and Thorbardin and the Elven Kingdoms. Tethyr also was a small country. The Dwarves, Elves, and Gnomes stayed out of the way of the newcomers, because they believed the humanoids, mostly the Dwarves, to be Evil Spirits. The Orcs, Goblins, and Kobolds retreated deeper into their underground lairs and tunnels, only coming up for occasional skirmishes, for their strength was weak and they needed time. Orcish Shamans began to prophesy the coming of a second Kozad Jardak to lead them to domination.
During this time of relative inactivity, the Dwarves built their greatest Hall, the Elves built Tholorion, their capital, and the Gnomes just fooled around. The Halflings lived peacefully in their peaceful,‑‑green lands and Lord Sha'a, dethroned by the Vikings, traveled to Stygia to study magic.
Many numerous wars occurred between the violent Human kingdoms, none really worthy of mention, but 200 years after the Invasion a new race sprung up called the Hobgoblins. The Humans and the Hobgoblins fought for years after their introduction, but finally the Hobgoblins were defeated by the army of Udun and a Wizard from Stygia.
The Order of Magic‑Users splints into three separate Orders, the White Robes, the Grey Robes, and the Black Robes. The Arch Mage Kronoth became the head of the Black Robes, Argon, the leader of the White Robes, and Ith took the lead of the Greys. 40 years later, Kronoth became a Lich. Azanar passes the Test and became a wizard. When Azanar became an Arch‑Mage, he started to study the process of Lichdom. Azanar, a powerful Necromancer, began to grow beyond the power of Kronoth (still the head of the Black Robes) to control, Kronoth orders Azanar's execution. Meanwhile, Azanar went into hiding.
Argon the Arch‑Mage discovered Azanar and provides the renegade with food and shelter. Wanting to be a White Necromancer, Argon II, son of Argon the Arch‑Mage, stole one of Azanar's spell books. Six days later, Argon the Arch‑Mage died of old age. Six days after that, Azanar discovered the theft and cursed Argon II, turning him into a vampire. Azanar then sealed the fledgling mage in one of the castle walls with the stolen book.
Azanar turned Argon II into a vampire by hiring a vampire to infect the thieving mage. That Vampire was none other than Lord Nadam, who was cursed by the Witch King of Ahmn to live forever as one of the Undead. Azanar, who had promised the vampire life again, fled before fulfilling his part of the bargain.Lord Xoth, seduced by a female vampire, became a vampire. Three years later, that female vampire was killed by a Viking warrior and Xoth became free‑willed. Xoth settled down in a red tower and continued to practice his dark magic that Azanar had taught him during their time together.
Still looking for the secrets of Lichdom, Azanar arrived in Stygia. Here he created some of his most deadly spells. Azanar quickly became one of the most powerful necromancers known. Azanar met Lord Sha'a and assisted the Elf in some research in the field of Necromancy. Sha'a traded some spells with Azanar in exchange for the help. Sha'a then went on to study enchanting magic under yet another master. Sha'a studied every type of magic he could under the best masters he could find. Sha'a was given his Test by a combined effort of all of his teachers, including Azanar. Sha'a continued his studies until he was granted the title of Arch‑Mage.
Azanar created the Amulet (later to be known as the Amulet of Azanar), which can raise entire armies from the dead, creating legions of undead soldiers.
Returning
to the main part of the continent, Azanar purchased some land and rules it
for about 60 years. Azanar and Kronoth finally catch up to each other. Azanar,
prior to their encounter)took the Lich potion he had developed during his
70 years in Stygia, and became a Lich. Azanar succeeded in destroying Kronoth
the Arch Mage, decapitating him and burying the body in Kronoth's castle wall
and locking the head in a trapped vault.
Azanar's Amulet was stolen from him and disappears. The thief was the vampire Nadam.
Thirty years later, Lord Nadam manages to entrap Azanar within the Amulet, unable to be freed until human hands touch the Amulet.
Lord Nadam keeps a low profile until the end of the Seventh Age. Azanar's spell books are sold at an auction by Lord Nadam's minions.
Then a new people arrived from across the sea, calling themselves Greeks. They came shortly following an unexplained fluctuation around the Source of Magic of Atlantis (a Tower that apparently has always been). They brought a new culture and religions to the Atlantians. After many generations, the Atlantians (Norse and Inzeladunian descent) and the Greeks became a single race, their culture showing traces of the Old Ways, the Norse Influence, and the Greek Ideals. The Humans discovered the Hall of Dwarven Kings and made peace with the Dwarves, who then came back into Human relations, as did the Elves, Gnomes, and Halflings. The Humans who drove them into exile no longer existed. By the time the Humans made the New Peace, a new King was on the throne of Thorbardin, Kurskos Ironhand. But Kurskos was soon thrown out because he murdered his chief councilor and stole his sword, Adjatha. Theoden ascended the throne and Kurskos left and founded Khormyr.
But in his newly built capital city, Aumreayum, Kurskos was slain by Thyri of Ahmn, who stole Adjatha. Azounathe I took the throne of Cormyr and went to war against Tethyr. About this time began the Goblin Wars in Hathcyn and Ahmn. Hathcyn nearly fell to the Goblins, but Ahmn, who had already won their war, sent in their army to Hathcyn, led by the High Priest Arnd and Saint Cuthbert of the Cudgel. The Goblins were utterly defeated.
Sha'a the Arch‑Mage came back to the Western Lands after his 300-year absence to become the Master of the Tower.
The Great Battle of Pesh was between two wizards and their armies and started the Invoked Devestation. It was during the Devestation that the renowned Axe of the Dwarvish Lords was lost, the famous weapon that all Dwarven Kings have used since the first.
The Devestation destroyed a 700 square mile area of land. The survivors of the blast were in a wretched state, but the gods had mercy. they sent a Priest by the name of Al'Akbar to them, who healed them and gave them food and Housing.
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