The Third Era:
A humble forge appears at the base of a volcano on Ignis, marking the beginning of the Third Era. The smith who inhabits it is short and hardy, of a race which is entirely foreign to this world.
Sankis watches from the windows of his forge, observing the first stirrings of his new world. Though he lacks work, he is content to be the sole thinking being on Ignis. Perhaps he will witness the births of others.
Meanwhile, Ayuc continues to blossom. The Crown of Council, an artifact which holds memories of its previous wearers, is created. It is first found by a Bearman , who believes it to be nothing but a clingy bauble.
The next to wear the crown is the Bearman’s orphaned daughter, the only member of their tribe to survive a battle with the Trohnak. Her father’s imprint helps her to find safety, and the artifact is passed on to her own child after a long, fruitful life. Though the Bearmen do not truly understand the significance of the crown, its wearers’ inherited experience and skills do command respect.
A fifth people, known as the Huntsmen begin to establish themselves. They are shapeshifters, capable of transforming into a likeness of their first kill. This leads to complex rites of passage, in which an adolescent Huntsman will prove themselves by creating weapons with which to take down some dangerous beast. Occasionally, a doubleshifter will be born, gifted with a second transformation and cursed with a short life. After a few embarrassing incidents with rodents, the Huntsmen begin to ensure that their second kills are useful as well.
The Fourth Era:
The continent of Forias rises from the waves, and a goddess descends from the sky to meet it. The two become as one, joining to form a land which is alive in and of itself.
The goddess’ power pools in the earth, forming a great golden seed. With a mighty unfurling and a surge of arcane power, the colossal tree known as Eden is formed. Its roots draw magical energy from the earth, carrying it to the tree the continent above.
Forans are the first race to inhabit this fertile ground. They are an adaptable, vibrant people, gifted in both intelligence and magical might. They are eager to learn, and turn first to the art of magic.
Though magic had previously been restricted to the abilities of monsters and the crystals of the stone folk, organized systems and methodologies have begun to blossom alongside the new continent.
First is the Shadow Image, which allows those who know and have mastered themselves to solidify their shadows, reshape them, and take control of them after death. However, those who have undergone the last process rarely keep the entirety of their mind, giving Wraiths a reputation for insanity and violence.
Next is enchanting, with which practitioners may use to create items of power. Living beings may also be enchanted, but at a steep price: The enchanter's own life force. Forans, given their proximity to Eden, quickly use it to create marvels of magic: Intelligent weapons, infinite pantries, and a staff which controls ice are but a few. Bearmen have also taken up the craft, although at a lesser level.
Bodyifying emerges at roughly the same time, a strange mutation-inducing magic. It is a favorite of the lying race, for it can be used to disguise one’s face with relative ease. Huntsmen also tend to have a knack for it, likely due to their innate shapeshifting abilities.
Finally, spirit shamanism is born, a ritualistic art which may be used to call upon embodiments of magic and nature. Bearmen use it in conjunction with enchanting to bind spirits within items, and the Trohnak take to it as a means to invoke the more brutal powers of nature. This ability breathes new life into the Bearman/Trohnak war, as the Trohnaks’ command of natural spirits allow tribes to overcome some of the Bearmen’s previous innovations.