After the last sundering, the three of them vowed it would never happen again. This time because there was no one Highlord, but three, the fickleness of one could not destroy Therra. But not even their vigilance could prepare them for their greatest challenge. Unbeknownst to them, there were lurking entities. They were so powerful that they could wipe out all three of them with a whim, and they were called Administrators, Immortals of the God of School. And thus a war began between the two groups of immortals. Though the immortals of Therra began to lose, they never relented. Though pushed from one universe to another, they never gave up upon Therra. But the immortals never realized the effect that they're war had upon the mortals, the heroes, and the societies. They were thrown into discord, complete and utter anarchy. The mortals tryed to cope as best they can, but still, dissent and anger fermented. Now the Gods are winning their fight against the Administrators, who are using their powers to move Therra to a safer (and less likely to crash) site.
It was because of this underlying current of discourse and resentment that allowed several enemies of Therra to come forth. The Evil One (whose power even can possess Immortals), the Grinch, the hideous curse of the gossiping monsters, and Gargamel. But it was during the last quest in which a sacred orcish artifact was discovered, the Orcish Club of Might (which has no become a heirloom to be passed on from cleric to cleric). Many other artifacts have been discovered in the face of adversity and real hideous monsters. Death and destruction came with each, but each time heroes of all calibers and levels came forth to help. Even lower levels offered their help (however little it maybe) to vanquish mightier foes. Thus, even when the evil stars shined down upon Therra and it's heroes, they dug down deep to give their all. Even the immortals have helped in this. If it were not for Crash, Urgulua, Hawkk, Pikel, Sable, Marius, Estranged, Bomberman and many others, Therra should have perished. Etaine, Predator, and Madman have each laid down their hands to protect their precious world, each at great personal cost.
Let us not forget that for all the misfortunes that fall upon the world, this wonderful world has a great many benefits. Peace exists between the mortals and the immortals, between the societies, and between the mortals and other mortals. If it were not for these bonds of friendship forged in blood and love for each other, the world would truley be a monsterous place. There is even a place on Therra where the love between all immortals and mortals has sprouted a trio of trees, with faint impressions left by the deep feelings between everyone on Therra. And thus, even though cancerous growths of evil and destruction threathen the fragile peace of Therra, there is a heart of tranquility that cannot be put out.
Now, in the midst of a great crisis upon Therra, many of the Therrians have banded together to form great societies. Many are dedicated to keeping the balance of all things on Therra, others are just people with a common goal. The number of societies has grown since the concept first arose. From the first two, six now prosper on Therra. The six Great Societies are the Midnight Dancers, The Royal Midgaard Explorer's Society, The Guardian Knights, The Dark Gathering, The Eternal Alliance, and the Order of the Dragons. These six societies have now banded together and form the core of the mortals in protecting midgaard. But lest us not forget that there are many heroes who are not of the societies. Many of the heroes are just ordinary folk who've arisen to meet any challenge issued forth to them by whatever seeming insurmountable foe.
But alas, even the mightiest cannot protect everything. Back in the age of Terror, has the humans, elves, dwarves, gnomes, and halflings call it; A great army of the "other" creatures wanted part of Therra. They wanted some of the wealth, some of the creature comforts. And they took them. A great army of goblins, kobolds, Hobgoblins, Ogres, giants, Minotaurs, and Orcs swept down upon the center of civilization at that time; Thalos (now commonly called Old Thalos). Though Thalos was a great center, the opposing army threw themselves at Thalos without concern, and in a matter of hours the city was leveled. They completely plundered the city and left it gutted, with a pile of corpses left atop the altar in the center temple. With a huge power vaccum left behind, a great many evils moved into the city. A massive beholder, called Trip'ikth, moved into the city center and has ruled Old Thalos since, passing his rule on to his children. Many others have moved in, lamia, mimics, and horned lizards. Yet, some of Old Thalos's power still exists in the form of the ancient golems who still stand atop the watch towers, protecting what no longer exists, or does it.
But alas, before long, the chaotic nature of the invading army caused it begin to splinter. Soon, all of the various races "settled down" in seperate areas, some of them never to venture out. The goblins inhabit the area south of the new center of civilization, Midgaard. One group of hobgoblins, kobolds, and orcs inhabit Moria (which is rumored be the home of somethings more fouler). Another group of hobgoblins inhabit the area to the east of the gnome village, where they mine gold and trade in slaves. There is a brisk trade between all of them still, there is even vague rumors that they might be mounting another war soon. Some orcs have even taken to the life of adventurers, sponsored by the High Immortal, Madman.