Previous: Gurutama Timeline Revising Part 6

I was playing Spore around the time we were playing this part of Dawn of Worlds.

In Spore you can defeat other nations by fighting them or by converting them to your cause.

I tried to do the conversion thing with the dwarves, but the other players wouldn’t have it. It’s difficult to convert people when each race has their own living god (Drolfo, Navillus, Izquitl, and The Books).

36 NA: Without definite proof of the demonic presence in the Upper Maw the merfolk refused to form an offensive alliance with the dwarves against the humans. The dwarves asked that a commission of merfolk be sent along with the dwarven missionaries to the lands of the Najar. There, the people of the sea would see the threat that loomed in the North.

40 NA: Now that the people of Bwolark had settled themselves on the newly christened, Bwolo Isle, the merfolk decided to intervene. The fish-men demanded tribute in rice from the humans on their island. Just as Bwolark had spat at the offer of Navillus the Black Prince, the Bwarlor rejected the random demands for foreign crops by the merfolk.

50 NA: After years of trying, shaky diplomatic relations were finally established between the dwarves and the avians. Unfortunately, the avians rejected the dwarven offer to arbitrate peace between the avians and the merfolk. Since the death of Trebor the avians lacked true central leadership. While the Prophets of Cui-Xoloc were recognized as the avian rulers, they held little real power. Generals, sages, princes and prophets seemed a dime a dozen, each vying for control of the Hrududu.

The avians were too proud to accept the humiliating terms of the merfolk. They could not let their people’s spilled blood go unpunished and yet… they lacked united leadership and the military discipline to formulate an attack. They posed little threat to the merfolk, beyond the occasional raid on Tortuga. With each passing decade their attacks became less ferocious, smaller, and more content to merely pilfer outlying farms and villages.

52 NA: The dwarven missionaries, after failure at Rontu-Aru, took the merfolk embassy to the port city of Alixria. The dwarves reminded the merfolk of the worldwide earthquake many years ago. The dwarven sages believed the quake was some sort of demonic presence entering the world and corrupting the humans. The dwarves showed as much of the human devil worship as they could manage without endangering themselves. Unfortunately, the Najar were good at hiding their villainy. The merfolk rejected the alliance offer, seeing no danger in the Najaran Empire’s existence.

The dwarves went home, defeated before any battles had even taken place. Without any allies they had no hope of winning a war against the humans.

67 NA: The wraith-like race of grez emerged in the cold reaches of Glacierstone. Who knows how long they had been there, biding their time.

78 NA: The growth of the Halusho Forest manifested itself in new, mysterious ways. A new race came walking out of the trees, the elves.

83 NA: The elves quickly organized their civilization with their natural talents. They built a city around a giant oak in the forest, Crodolan. There the elves created great works of art with wood from the Halusho and with metal mined from the Mandibles.

97 NA: Reesrevo, the god of winter and patron god of the grez, guided his people as they established themselves in the new world. The grez moved into the cold ocean between Glacierstone and the Upper Maw. They created Reesrevoton by freezing the ocean and making a giant glacial tower surrounded by a layer of ice under the command of their god. The grez turned all of Glacierstone and parts of the northwestern Maw to ice.

-Mister Ed

Next: Gurutama Timeline Revising Part 8

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

84 – Horseback Riding D&D Camp (Michael and SaddleSnaps) Setting the Stage, Campaigns for D&D and Other RPGs

Michael tells us about a D&D horseback riding experience at SaddleSnaps! The Chicago-based stable hosted a weekend camping, horseback riding, and D&D event. About 50 players came from across the country for this new experience. During the event, the players were split up into three groups. Each of the groups engaged in the "Exploration" and "Social Interaction" pillars of RPGs as a LARP. They used horses to go out on rides around the area to find clues to a developing mystery. After returning to their base camp they'd set up around tables for the D&D "Combat" pillar. Michael was the main DM of the adventure along with lots of support DMs and NPC actors helping him out.SaddleSnaps is planning to do more rides like this in the future, both single day rides as well as full weekend campouts like this first one. There are evening rides every Thursday for the rest of July 2026 with more to come in future months. You can check out everything about SaddleSnaps on their website.Michael has his own website for his RPG resources called Paragon Provisions that you can check out as well.Michael also runs his own Discord server that you connect with him on if you'd like to keep up with all the cool D&D stuff he's doing.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 84 – Horseback Riding D&D Camp (Michael and SaddleSnaps)
  2. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  3. 82 – Tarot Ghosts (George and Fears & Fortunes)
  4. 81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica)
  5. 80 – Dynamic RPG Countries (Travis and Tetara)