Long ago, these lands here once housed people, like you and me. These people worked the lands, farming and raising livestock for generations. In other words, imagine being stuck in class forever. It was a boring time to be alive.
All of a sudden, we began questioning the world around us. We turned to logic, reasoning, experience, we thought, we theorized, we watched. But some members wanted to branch out, dedicating their lives to a particular method. We divided into 12 societies, each wanting something out of the world. Each tribe was created with a leader, but after some time, the council of leaders were growing distant, wanting to leave the land and aspire new dreams.
To continue surviving, each tribe needed a leader with an idea and a focus, someone who embodies the spirit of the element of the society. Thus the first version of trials is created, where the element began cycling old and new members, who have earned their place through leadership, experience, history, and skill. Some leaders more understood crafts, others understood battling, but all were chosen, all were accepted. When the great Gods of the land punished us for disbelieving, calling them false gods, but we united.
All twelve became one again, contributing knowledge and materials between each other. And yet, this council still bickered, arguing that they contribute the most important aspect of the united society. With old and new members coming and leaving at different times, this only aggravated the problem. In truth, each was important, and all was needed to provide a balance for our world. Some of the leaders wanted to leave, others choosing to stay longer. To appease everyone, the staying and stepping done was set to one event for all elements, as to not have new leaders stay for a minute.
This new event, set after the artisans finish their crafts competition, is, for some leaders, a sendoff. For others, it’s a nice break from battling. In the end, a leader is chosen, one who will champion their element into war.