Arimyth is a vast world of many different countries and peoples, along with its own rich history, mythology, gods and timeline. It is an epic realm of great heroes, terrible villians, and epic battles. It is an endless struggle of good, evil and balance. The three greatest chapters of Arimyth have yet to be told, but this tale shall soon unfold.


Shadows of Arimyth:

The story follows the adventures of two supreme Celestial's, Perin and Valin, whose true power stills lies dormant leaving them in a vulnerable state. They escape from the Celestial city of Alator during a demonic invasion and travel to the realm of Arimyth where they must choose to inhabit the bodies of fallen legendary heroes from the Divine Conflict. Their epic journey leads them meet many interesting character and villains as they hope to muster enough power and knowledge to stop a dark and terrible descending force lead by the Dark Avatars and save their Celestial brethern.


Arimyth Time Line

Timeless Era: The Supreme Being Odius wanders the inner, outer and elemental planes of reality, alone and timeless, but by random chance Odius stumbles free into the physical realm, appearing in a primitive desolate world surrounded by five lifeless moons… Odius dubbed this world as “Arimyth”.

The Forging: Odius transforms Arimyth from a lifeless ball of rock into a world capable of sustaining life. He does this by bridging the eight elemental plains into the world. Soon after, plants, animals and other primitive forms of life are born.

The First Born: Odius creates the first humanoid race, the Valkus, in his own image, a perfect race of balance. He does this by funneling his essence into the world and bridging the outer plains to Arimyth. “Astral, Ethereal, Arcane, Time, and Limbo”

The Test: Odius bridges the inner planes to Arimyth in an experiment, curious to see the results on the world and the Valkus. “Celestia, Hell, Paradise, Abyss, Tranquility and Spectral”

Age of Ideology: With the gates of the inner planes open the balance becomes disrupted beyond Odius control as the power and influence of good and evil seep into the world, and many of the Valkus begin to evolve outside of Odius’ intentions. Some follow the path of good and evolve to become Celestials, while those following the path of evil evolved into Demons.

The Purging: Celestials and Demons battle ferociously to extinguish one another from Arimyth. The few remaining true uncorrupt Valkus attempt to intervene and end the war, but are consequently wiped out by both races. The battle escalates and rages on.

Vengeance: Odius intervenes, stops the war and casts the Demons into Hell & the Abyss and the Celestial’s into Celestia & Paradise, cut off from the world of Arimyth where they are unable to have any physical influence.

Age of the Gods: Having failed, Odius divides his essence equally across each of the outer and inner planes of existence to form 8 other Gods, Liana, Dynast, Claria, Kain, Inulith, Madruk, Asmodeus and Samhain… From this act, many primitive races are also born into Arimyth. Odius himself diminishes into a much weaker state and retreats to the Outer Plain of limbo, vowing never to return to Arimyth. All the newborn Gods walk openly in Arimyth.

Era of Mortals: The primitive races evolve quickly and with the agreement of the gods each race is defined, influenced, and advanced. These races included Humans, Aurins, Elves, Faeriefolk, Monsters, Dragons, Dwarves, Gnomes, Halflings, Beasts and Merfolk. They spread out across Arimyth and slowly colonize and develop the land.

Age of Civilization: Different cultures, customs and societies take shape across all the newborn races, as homelands are defined, the gods watch on in awe at their children’s quick progress.

The Ascended: Within the ranks of demons, celestials and entities, a chosen few earn the gods favor through their own methods and ascend. Nine demons become “devils” to serve under the evil gods, nine celestials become “angels” to serve under the good gods, and nine entities become “titans” to serve under the neutral gods. They too are allowed passage into Arimyth from the inner and outer plains. The ascended ones erect three separate cities on Arimyth, gateways that created a passage between Arimyth and their native plains of existence: The Celestial White City of Alator floating high above the clouds, The Demonic Black Citadel of Dauth situated deep within the earth, penetrating the surface in the lifeless lands of Ava’Rath, and neutral Grey Lyceum of Krothoris taking on many different forms and locations, ever changing. The Celestials, Demons and Entities are able to exist here as they would in their plain of existence.

The Five Stars: The Gods agree to introduce magic into the mortal world of Arimyth and transform the five colorless orbiting moons into distinct nexus’ and symbols of magic, each representing a unique power and that power begins to flow into Arimyth and into mortal hands from the newly born stars. The moons represented the five disciplines of magic, Blue (Mental/Energy) Black (Death/Decay) Red (Chaos/Destruction) White (Life/Purity) and Green (Nature/Force). Elemental powers were also derived from the elemental plains and passed through each discipline, meaning all five schools of magic could call upon the 8 elements for uses specific to that discipline. Furthermore, using power and minerals from each moon the gods construct “The Star Pinnacle” Throne of the Gods. This fortress was built from the moons by the gods own hands, and linked the power of all five stars together. This increased the gods own magic and helped amplify and maintain stability in the flow of magic to Arimyth. The Star Pinnacle orbits Arimyth in space between the planet and the moons, but at the will of the gods it could be summoned to any of the five moons, although this was rarely ever done as it had a large impact on the balance and stability of magic.

The Age of Magic: On the Desian isles, the Aurin are the first mortal race to harness the new force known as magic, their power grows quickly along with their arrogant ambitions, believing themselves to be superior to all other races. A century later other races such as the elves, dragons and merfolk begin to discover magic themselves, and the remaining races soon follow… The Aurin are not impressed.

The Hammer: The dwarves shun magic and instead turn their focused to the passion that defines their race. They master the art of crafting with stone, metal, gem and ore. The dwarves works quickly become renowned across Arimyth, even the gods are impressed by the skill of the dwarves.

The Great Machine: Gnomes harness great, but dangerous technologies and become the most technologically advanced race on Arimyth, forging a power even the gods never

imagined or foresaw. However, with the dwarves and gnomes sharing the kingdom of Mithirin, numerous unstable and fatal experiments lead to a rift between the two races.

Splitting of the Elves: The Elven races fall into disarray caused by different views, values and magics. Many branch off into their own distinct factions, with their own unique cultures, laws and beliefs. Highborn, Wood, Silver, and Dark became the distinct sub-races within the elves. The Highborn and Silver elves remain close allies in the lands of Wintervale favoring white magic, while the Wood elves disappear into the ancient forests of Nightvale, favoring green magic. The Dark Elves become outcasts for their pursuit of red magic and other despicable deeds, consequently are left without a homeland of their own.

The Underdark: The eastern unified kingdom of Kalareth was a place where all races were welcome to gather without judgment or indifference. It was considered a sanctuary for all peoples, until a terrible calamity came swiftly. The chaotic legions of the Underworld penetrated the surface in numerous locations across the fragile and rugged rocky wastes of the east. The kingdom was quickly overrun and annihilated only to become a festering realm of chaos, ravaged by monsters. Only the Dark Elves and a clan of outcast dwarves known as the Druegar survived. But with nowhere else to go, they chose to remain in these lands, growing stronger and more cunning until both races thrived amidst the chaos.

Clash of Magic: With their dominance over magic growing, the arrogant Aurin under the rule of the Highlord Estruk fight for domination of all Arimyth. The Aurin dispatch legions of magi from their homelands on the Desian Isles and spread like a wild fire across the mainland. They are eventually overwhelmed and defeated by a vast alliance of Dwarves, Gnomes, Humans, Merfolk and Elves after a long devastating war. Estruk is brought to his knees, and surprisingly captured and executed by the brutal Barbarian alliance of Highland. A treaty is signed and peace follows this historic war, although Estruk’s legacy remains as the first “Iron Emperor” of the Desian Empire.

Alastine: Dragons, Aurin, Gnomes, Dwarves, Merfolk, Humans and Elves work together and construct a tribute to the gods on Arimyth in a secluded valley within the vast Valkarian Mountains range. They complete a glorious castle, and named it Alastine. It is here with the combination of great magic, technology and dedication they bridged a means of travel to the five moons from here without the assistance of the gods. It is seen as a symbol of the great power and achievement of mortals when they work together.

Power of the Mind: The Merfolks power over blue magic grows rapidly, rivaling even that of even the Aurin, but a rift forms between the two dominant groups of the Merfolk, the Naga and Illithid. While the Naga uphold the balance of the true blue arts, the Illithid allow their psionics to become corrupted by the temptation of red magics in a struggle to master both disciplines. The Illithid end up being consumed by chaos and a civil war between the Merfolk breaks out. Eventually the Illithid are driven from the underwater kingdom Taremial deep into the Underdark.

Rise of the Dead: Samhain, God of Death, defies the other gods and rips open the Spectral Plane, funneling the dreaded forbidden magic known as Necromancy into the Black Star and inevitably, the world. This gave rise to his own race on Arimyth, the scourge of the Undead. In the desolate lands of Ava’Rath he erects the city of the dead, Necropolis. For these actions Samhain was imprisoned by the non-evil gods and chained to a throne of bone in the Spectral Realm for all eternity. The undead were quick to spread out across Arimyth but a relentless holy alliance and crusade between the Solmian Kingdom and the Celestials was able to drive back the scourge and confine most of their dark influence to lands of Ava’Rath.

Tensions: Samhain’s treatment sparked anger in the other Evil Gods, Madruk and Asmodeus, and worry in the Good Gods, Liana, Dynast and Claria. The mutual relationship of understanding and influence among the Gods deteriorates quickly.

War of the Gods: The Gods clash for primary control of Arimyth in a war the shakes the foundations of Arimyth and resonates across all Planes of Existence. Demons and Celestials are once again able to cross over into Arimyth through limited means. In the end, the Gods of Neutrality are the victors, and all Gods are confined to their own Plane along with their ascendant servants “devils, angels, titans” with no longer any physical influence on Arimyth, including the three gateway cities or the Star Pinnacle.

Age of Dragons: With the Gods now absent, the five most prominent dragons that had overseen the construction of Alastine castle dispersed across Arimyth with the desire to watch or rule over their chosen lands as self appointed deities. Here they remained in the background and through subtle myths and legends they were able to influence the paths of the mortal kingdoms. Dragons of Onyx, Ruby, Sapphire, Emerald, Diamond were the mythical legends tied to these great five elusive dragons, who represented the power of the each moon corresponding with their color. In the absence of the gods they became the most powerful beings on Arimyth.

Age of Balance: A long, quiet uneventful era follows the God Wars, a time of rebuilding and calm, as all races adjust to the vanishing of the Gods and move on.

Age of Greed: In the desert kingdom of Evaulth, the native halflings begin calling many adventures from around Arimyth to their city with the rumors of riches, trading, treasure, games, and adventures. Evaulth grows rapidly drawing in many and quickly earns the nickname of “city of games” by some, and “den of thieves” by others. In this age of peace, Evaulth becomes a popular tourist destination and is considered to be the greatest trading hub in Arimyth for all manner of racial goods.

Age of Kingdoms: Boarders of countries across Arimyth take greater shape then ever before, as racial countries and kingdoms reach a pinnacle state of growth, definition and enlightenment. Numerous small wars and clashes are witnesses throughout this age, and mortal heroes and villains rise and fall. Most notably are the divisions of the numerous Beast races and the epic Beast Wars that follow on the savage Barakos Island.

Age of Legacy: “Legacy of Arimyth” On Arimyth, with the absence of the gods, nine Avatars are chosen, one selected by each of the Gods, 3 good, 3 evil, and 3 neutral. They were honored beings, chosen to spread the Gods influence and rule, granted immortality and unmatched power. These Avatars became the closest thing to any physical influence the Gods had on Arimyth.

The Age of Darkness: “Legacy of Arimyth” Madruk the God of Darkness, seeking to be released into Arimyth, instructs the Dark Avatars to follow his crafted plans for conquest. The Dark Avatars amass their forces in the black lands of Ava’Rath to prepare for the coming battle. As the balance begins to shift in favor of evil, and in preparation for battle, numerous mortal souls from across Arimyth are brought together through fate and give rise to the 8 Champions of Light, 8 Apostles of Darkness, and 8 Watchers of Destiny. These mortals were destined to play great roles in the upcoming conflict that would guide the fate of Arimyth. Everything begins to fall into place and a near future battle becomes unavoidable.

The Divine Conflict: “Legacy of Arimyth” The boundaries between the realms become unstable. Celestials and Demons gain greater influence in Arimyth and with the help of the Avatars and the Chosen, they are once again able to able manifest in physical world. All out war breaks out across Arimyth as the Avatars of Light, Champions of Light, Celestials and other good races of Arimyth, join together and clash with the Avatars of Darkness, Apostles of Darkness, Demons and other evil races of Arimyth. In the end the forces evil barely fail to release Madruk from the Abyss, and many of the Avatars are slain in the final battle. The apostles of darkness and champions of light fall as well, putting an end to the Divine Conflict, yet the Celestials and Demons physical influence on Arimyth is not entirely diminished.

Spiritual Crusades: With the Dark Avatars vanquished and the demons and undead defeated, the Celestials turn a blind eye to Arimyth and turn to their own matters, paying little attention to the mortal realm… Decadency and complacency overshadow the Celestials wisdom. With the absence of the gods influence on the mortal world diminished after the Divine Conflict, a crisis of religious faith begins to take shape in Arimyth. A spiritual crusade begins in the Solmian Kingdom at the decree of the church and the Holy King. This crusade spreads quickly across Arimyth as numerous adventures from all races, both good and evil travel the world in search of the gods, or their treasures, knowledge and secrets that were left behind. This gave rise to many memorable stories and journeys of all races across the world.

Age of Silence: With the gods and their avatars absent from the world, life goes on in the scattered kingdoms of Arimyth, as mortal races and countries deal with their own affairs. Wars are fought and alliances are forged. This era sees is own epic struggles and achievements of the mortals without the interference of the gods will. Meanwhile, the forces of Darkness are slowly and quietly gathering and regrouping.

Age of Glory: Great mortal rulers grow in their position across the Kingdoms of Arimyth, as their names became renowned, and spite for the gods grows in the mortal world due to their abandonment. The mortal races fight, expand, and advance, while travel throughout the world begins to grow. Ambitions and confidence grow amongst all the races and civilization reaches its pinnacle.

Age of Shadows: “Shadows of Arimyth” The forces of Anara, Avatar of Terror, the only remaining Dark Avatar of the Divine Conflict, recovers the Shard of Hatred and revives Voragoth, Avatar of Hatred. Together they turn their sights to the Celestial city of Alator with a calculated scheme of vengeance, and the purpose of recovering the Shard of Chaos to restore the final Dark Avatar, Kulharin, Avatar of Chaos. Unprepared for the assault, Alator falls into ruin while two ancient Celestial spirits with dormant untold powers, Perin and Valin, escape from the burning city to Arimyth. Here they seek to unlock their true potential in order to confront the Dark Avatars, as the Celestials face their most dire age. Meanwhile on Arimyth the wheels of darkness begin turning again and all races and kingdoms begin to feel the changing winds, numerous events are set in motion.

War of Retribution: “Shadows of Arimyth

The Dark Lord:

Fallen Star:

Age of Destiny: “Destiny of Arimyth

Reign of Madruk: “Destiny of Arimyth


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