
Welcome to the Codex! We will focus on one topic from one of the upcoming books, or one of the books that have been published. The Codex will review what is commonly known about that topic in the world, even if just at a scholarly level. There will still be mysteries, but if you are interested in learning more about something you read in the book or in another blog post, the Codex is the way to go.
Every fifty years, during the Fourth Age, the Twin Worlds would draw close enough that the barrier between them fades, allowing travel between them without the need for sorcery. Since the dawn of the Fourth Age, this phenomenon has been marked by the Thielith, a great tournament first established by the Ledhrorn. Even after the War of Saints brought about the fall of their dominion, the Thielith survived, its tradition carried forth by the Ilelorn.
In the Fifth Age, with the cycles of the Twin Worlds altered by the cosmic upheavals, the Thielith was rebooted as an event occurring every twenty years, with the patronage of the newly ascended Ilelorn, Faelar and Mephiston (now Elindur) among them. The first of this new era took place in the twentieth year of the Fifth Age, heralding a new chapter in its history.
The Thielith has always been open to all, from the lowliest farmer to the mightiest swordsman. However, in its original conception, it was designed for the greatest warriors and heroes the Twin Worlds had to offer. While common folk and young adventurers enter the competitions, most participants are seasoned warriors, legendary mages, and even beings from beyond the mortal planes. In the Fourth Age, the tournament was held before an ancient edifice known simply as the Temple, a relic of the Third Age dedicated to the Trienorn but later appropriated by the Ledhrorn.
This structure was lost during the Thielith that precipitated the War of Saints, when three Aathorn—enormous eldritch horrors of such power that few could stand against them—converged upon the tournament in an unheard-of event (as Aathorns were known to always actively avoid each other, or fight each other to the death upon meeting). Only a small band of heroes - Faelar, Mephiston, Val'Sham, Anthony, Gabrief - managed to repel them, but the ensuing battle reshaped the land, drowning the Temple in blood and birthing the Lake of Blood. In the Fifth Age, the Thielith found a new home in Brightland, held on the Thielith Field just outside the Gates of Dawn.
In the Fourth Age, the Ledhrorn had used the Thielith as a means to track potential threats to their rule. Meanwhile, Danthyrameliath, ever watchful, sought among the competitors those who might be worthy of the task of awakening the Trienorn. In later ages, the tournament took on a different role, serving as both a spectacle and a test of strength that drew aspirants from across the worlds. Each Thielith hosts numerous competitions, each with its own rewards and prestige. Participants may enter as many contests as they desire, and many take part in multiple events. The order of the competitions varies with each tournament—save for the Battle Royale, which always serves as the grand finale, drawing the largest crowds and the most combatants. Though injuries are common, skilled healers stand ready to mend the wounded, and certain rules are strictly enforced: the killing of an opponent results in immediate disqualification and legal consequences, and any attempt to inflict permanent harm—be it through mutilation, curses, or crippling sorcery—is likewise forbidden.
Over the centuries, the Thielith has been both a proving ground and a stage for history itself. Aside from the last Thielith of the Fourth Age, which set the stage for the War of Saints, the Thielith of 100 FA was attended by Outsiders who called themselves the Guardians of Vanqualië. The Thielith of 280 FA ended in another catastrophe, when otherworldly horrors were summoned by the cult of the Worm. Erenthir of Nithisis, long believed invulnerable due to his Immortal nature, was slain. His death sent shockwaves through the cosmos, but it was not the only tragedy of that fateful tournament. When the Ilelorn called upon Outsider mortal heroes to aid in stemming the ensuing chaos, their pleas went unanswered—these outsiders, who had been welcomed and nurtured by the Ilelorn, refused, believing that such matters should be handled by the divine alone. While the crisis was contained, the reaction of these mortals led the Ilelorn to realize that they had become too present in the world, too accessible. In response, despite their sorrow, the Ilelorn withdrew in what became known as the Silence, severing their direct influence upon the world - a pact Faelar forced even the darker Ilelorn to grudgingly respect. This withdrawal also marked the seeming end of the crossings between other universes and the Cosmoneiron, forever altering the fabric of reality.
The Thielith is still held, although over time, and without the direct patronage of the Ilelorn, its importance has faded. It is possible that it eventually will dwindle to nothing, perhaps when Brightland no longer exists. The Kingdom of the Dawn, after all, is the only remaining link between the Thielith and the Ilelorn Elindur, who was the Thielith's staunchest proponent...
Thank you for reading about the Thielith - and see you at the next entry!
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