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Chronology of Eldareth

Mythic Pre-Time
The Mythic Age
The Age of Divinity
The Age of Wonders
The Reckoning Years
The Age of Resurgence
Current Year
3,000 years
1,700 years
600 years
741 U.R.
Mythic Pre-Time ???

The Founding

Elgalar wills existence into being and grants life to the universe's first inhabitants—the gods.

In the dawn of existence, Elgalar, the Celestial Architect, infuses life into primordial essence, bringing forth the Celestial Accord—the universe's first inhabitants, the gods, born of his own essence.

This pantheon ventures forth, collaborating to shape the primordial essence into the world known as Eldareth, weaving magic and contributing their unique aspects to its form and life.

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Cosmogony - The Creation Myth
The Mythic Age ???

The Dawn War

Cosmic forces clash as nascent deities battle chaotic primordial entities for the fate of existence.

A vast war shakes the newborn world. At the heart of this cataclysmic conflict stand the Primordial Titans, colossal entities embodying the raw forces of the four elements.

Against them rise the nascent divine powers, alongside the burgeoning might of Giants and ancient Dragons.

During this brutal war, Lymarel, the Elemental Matron, falls, her sacrifice reshaping the cosmic balance and forever altering the landscape of Eldareth.

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The Dawn War
The Mythic Age ???

Rise of the Primarchs

From the sacrificed essence of a divine being, elemental stewards are born.

As the brutal Dawn War continues, following the devastating sacrifice and fall of Lymarel, her essence, torn apart by the clashing cosmic forces, coalesces.

 

From the remnants of her power and will, now embodied with the fundamental energies of reality, rise the Primarchs – powerful entities bound to the core elements of Fire, Water, Earth, and Air.

 

They are born as instinctual stewards of these fundamental forces, taking their place in the cosmic order forged in the crucible of the war.

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The Dawn War
The Mythic Age ???

Dawn of Mortals

The first mortal peoples emerge across Eldareth, guided by the elemental Primarchs.

The first mortal peoples rise across Eldareth – fragile, inquisitive, and filled with potential. As they navigate the world shaped by cosmic conflict, the Primarchs serve as their guides.

These elemental stewards teach the nascent races to harness the elemental forces of the world, fostering resilience and understanding.

They prepare the mortals not only for the Titan threat, but also for the trials and challenges ahead, laying the groundwork for their survival and future civilizations.

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The Dawn War
The Mythic Age ???

Giants and Dragons Ascend

With the defeat of the titans, new powers rise to prominence in the world's altered landscape.

Following the hard-fought victory of the divine forces and their mortal allies in the Dawn War, the Primordial Titans are defeated.

As their immense essence dissipates, it seeks out new vessels. Five of the eldest dragons, scarred from the conflict, find themselves transformed, their forms bathed in celestial light, ascending to new heights of power as the Dragon Ascendants.

Simultaneously, the giants fighting in the war are transformed by the primordial essence, emerging as the progenitors of new giant races, infused with elemental power.

With the titans gone, these newly ascended and transformed beings define a new era, becoming dominant forces reshaping the world.

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The Dawn War
The Age of Divinity 4700 B.U.

The Ascendants Shape their territories

The newly ascended dragons establish their domain and infuse the land with their power.

Following their ascension in the wake of the Dawn War, the five Dragon Ascendants journey to a remote volcanic archipelago in the Stormbreaker Sea. Here, they establish their domain, infusing the land with their essence and elemental power.

These islands, later known as the Aldramar Isles, become a reflection of the Ascendants' might and philosophy, shaped by colossal dragons and crackling with raw elemental and arcane energy, serving as their sacred territory for millennia.

The Age of Divinity 4700 B.U.

The Giants Settle the Northern Lands

Newly transformed giants establish their presence across Skorrheim and the northern reaches, including the Kharzai Steppes.

Following their transformation by the essence of the defeated titans, giants, now infused with elemental power, journey northward.

They establish their presence across the vast, untamed lands of Skorrheim, shaping the rugged fjords and highlands. Other groups settle in regions that will become the Kharzai Steppes, bringing their might to the north.

The Jarl Triumvirate, powerful leaders among them, become prominent figures in Skorrheim, associated with sites of power like the Soul Forge. This marks the beginning of the giants' dominance in the northern territories.

The Age of Divinity 4650 B.U.

The Forging of the Dwarves

Within the Soul Forge, mighty demigods shape the first dwarves.

The Jarl Triumvirate, Thalkor, Saaktar, and Thorden, craft the legendary Soul Forge, and channel the raw power of creation to shape resilient forms from living stone and tempered metal.

These are the first dwarves, imbued with an innate connection to the earth and a divine affinity for craftsmanship and endurance, destined to carve their legacy across Eldareth.

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I. Rebirth and Divine Order
The Age of Divinity 4600 B.U.

Coalescence of the First Human Societies

Across regions early human tribes begin to unify into larger societies.

Following the Dawn of Mortals, early human tribes scattered across regions that will one day form central Ethelra begin to coalesce.

Drawing on lessons learned from the Primarchs and adapting to the diverse landscapes, they form larger, more complex societies.

These early human communities, based around nascent settlements and shared territories, lay the groundwork for the kingdoms and empires that will later rise in regions like Calvessa and Célaine during the Age of Wonders.

The Age of Divinity 4500 B.U.

Early Mortal Alliances

Dwarves and humans begin a long history of cooperation.

In regions of Ethelra, early human societies expanding into the foothills encounter the newly forged dwarves carving their first halls.

Recognizing shared interests in resource extraction, defense against monstrous threats, and navigating the challenging terrain, these disparate mortal races begin to form early alliances and cooperative ventures.

This period marks the foundation of a long and complex history of interaction and sometimes conflict between dwarves and humans.

The Age of Divinity 4400 B.U.

The First Elven Exodus

Amidst the Feywild's turmoil, elven clans are guided by Lerathae to the Material Plane.

Conflict ignites among the Archfey in the Feywild, trapping elven clans amidst the chaos. The goddess Lerathae guides these beleaguered elves out of the turmoil and into the Material Plane.

 

Emerging into Eldareth, they establish their first settlements, notably in the lands that later become known as Vel'Nathar and Célaine. They embrace their new home, begin to integrate with other races, and forever changed by Lerathae's intervention, they revere her as their patron deity.

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II. The Sundering of the Feywild
The Age of Divinity 3000 B.U.

Human Migration to Vel'Nathar

Seeking new lands, human tribes begin migrating into the Vel'Nathar region.

As the Age of Divinity progresses, human societies expanding from regions in central Ethelra begin to migrate.

Drawn by the fertile coastlines and river valleys, or perhaps spurred by conflicts or pressures in their existing territories, human tribes move into the region later known as Vel'Nathar.

They find established elven settlements already present and begin the process of settling alongside or in proximity to them, marking the beginning of the human presence in this land.

The Age of Divinity 2950 B.U.

Early Interaction in Vel'Nathar

Elven settlements and human settlers in Vel'Nathar begin their long history of interaction.





With human migration into the Vel'Nathar region underway, early interactions begin between the established elven settlements and the incoming human settlers.

These initial encounters involve tentative trade, cultural exchange, and sometimes conflict over land use and resources.

This period lays the groundwork for the complex relationship between elves and humans that will define Vel'Nathar's history for millennia, marking the start of a shared, though often contested, claim to the land.

The Age of Divinity 2800 B.U.

Rise of the City-States in Ethelra

Independent mortal city-states emerge and clash across the continent.

As mortal societies develop across Ethelra, driven by ambition and the need for defense, they grow beyond simple communities into independent city-states.

These nascent city-states, each with their own leaders, territories, and burgeoning cultures, often find themselves in rivalry. Conflicts break out between them over resources, land, trade, or influence.

Some of these early city-states manage to endure and grow, laying foundations for future nations, while others are lost to history, vanishing due to war, decline, or other pressures, a testament to the volatile nature of early mortal civilization.

The Age of Divinity 2600 B.U.

The Fall of the Giants

Corruption and twisted magic transform some giants into grotesque tyrants in the Kharzai Steppes.

As giants establish their dominance in the northern lands, a tragic event occurs among some groups, particularly in regions bordering the eastern steppes.

Infused with twisted sorcery and alchemy, and succumbing to arrogance, certain giant lineages fall from grace. Their forms become grotesque, and they are transformed into cruel, gluttonous lords known as the Urghai—ogre-kin who establish brutal fortresses like Gorhul-Tor and become the progenitors of the Orzhun's oppressors.

This marks a dark turn for some giantkind and establishes a brutal new power in the future Orzhun lands.

The Age of Divinity 2500 B.U.

The Birth of the Triad

From the lingering essence of Lymarel, three malevolent entities are born, quietly amassing power.

As the Age of Divinity progresses, fueled by the fear, war, and agony that gripped Eldareth during conflicts, the lingering divine essence of the fallen deity Lymarel coalesces.

 

From this wellspring emerges three new malevolent entities: Malgathar, Lessarith, and Vorandor, collectively known as the Triad.

 

Born from the darkest recesses of the mortal soul, they quietly amass power and influence, subtly corrupting mortals and sowing seeds of discord across the world from the shadows.

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IV. The Shadow of the Triad
The Age of Divinity 2450 B.U.

The Orzhun Rise

Forged from brutal oppression, a new people pledge themselves to Malgathar.

Under brutal ogre-kin masters in the Kharzai Steppes, experiments create resilient servants who rise in bloody revolt, fueled by defiance under the Triad's growing influence.

Forged from chain and fire, they become the Orzhun—The Ironborn. Amidst their triumph, they hear a voice promising dominion.

Recognizing his principle of conquest, the Orzhun swear allegiance, binding themselves to Malgathar's will.

This rebellion and purging scar the land, birthing the Blightlands.

The Age of Divinity 2400 B.U.

The Creation of the Ssith'katha

From the conflict between deities, the first of Lessarith's chosen races is crafted.

In the southern jungles of Zalthyx, slithers Lessarith ,and speaks to tribes guided by Yssarel, promising ascendance beyond servitude.

 

In a cosmic conflict against Yssarel, Lessarith triumphs.

 

From this victory, those tribes who listened shed their lesser forms, transformed by Sszal'Zirith's will into the Ssith'katha, serpents of cunning, and wisdom, designed to shape the world's spiral to their will.

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Serpentfolk
The Age of Divinity 2300 B.U.

Rise of the First Ssith'katha Dominions

From tribes and city-states, the Ssith'katha unify into early powers in Zalthyx.

Centuries after their creation by Lessarith, the scattered Ssith'katha tribes and city-states in Zalthyx begin to unify.

Driven by ambition and a shared belief in shaping destiny, they forge early regional dominions, establishing ritualistic and hierarchical societies.

While not yet a single unified empire, this marks the rise of significant serpentfolk power centers in the southern lands.

The Age of Divinity 2200 B.U.

The Transformation of the Threz'kathar

From mindless instinct, Lessarith awakens a brood into conscious ambition.

In the deepest reaches of the Hollow Depths, the Ul’Zar, colossal arachnids, weave intricate webs, slaves to instinct.

 

Lessarith, perceives their potential and whispers promises of purpose and power.

 

Through divine manipulation and arcane metamorphosis, the strongest among the Ul’Zar awake to self-awareness and ambition, transforming into the Threz’kathar, the Ascended Brood.

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Lessarith, the Deceiver
The Age of Divinity 2100 B.U.

Construction of the Obsidian Spine Begins

Early Ssith'katha powers begin fortifying their northern border with a vast mountain stronghold, utilizing captive labor.

Driven by the need for consolidation and control, some of the rising Ssith'katha dominions begin constructing the Obsidian Spine—a vast, militarized fortress carved into the northern mountain range of Zalthyx.

This monumental project utilizes various forms of captive labor on a massive scale.

The Spine begins to form the serpentfolk's primary northern border defense and a symbol of their territorial control and use of brutal methods.

The Age of Divinity 2000 B.U.

The Creeping Rot of Vorandor

As the Triad's influence grows, a vile corruption spreads from Vorandor across the world.

During the time the Triad exerts its corrupting influence, Vorandor, the twisted deity of decay and entropy, actively blights reality with his presence.

A vile, insidious corruption begins to manifest and seep across Eldareth. This blight spreads subtly across the land, particularly affecting the natural world, a growing scar and persistent symptom of the Triad's malevolent power reaching into creation, foreshadowing the coming conflict.

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Vorandor, the Defiler
The Age of Divinity 1980 B.U.

Fragmentation of the First Ssith'katha Power

The early unified power of the Ssith'katha collapses into warring city-states and scattered tribes.

After centuries of consolidation and building major strongholds like the Obsidian Spine, the early power of the Ssith'katha begins to fracture.

Driven by internal conflicts, ideological splits regarding their divine purpose, or perhaps simply the challenges of maintaining control over vast territories, their unified rule collapses.

Dominions splinter into rival city-states and scattered tribes, marking a period of internal strife and setting the stage for the state of fragmentation seen centuries later.

The Age of Divinity 1900 B.U.

The Shen-Su Tsunami and the Birth of the Hae'Rang

Divine fury and corrupting promise collide as a city drowns and a new race rises from the depths.

In the eastern lands of Shen-Su, the arrogant city-state of Noryeong declares dominion over the sea itself. The Water Primarch, watches their pride, sends warnings, and finally, unleashes a great tsunami that swallows the city whole. As the survivors sink into the deep, another voice answers: Lessarith.

 

She appears in the darkness, offering them rebirth if they accept her embrace. In their desperation, they accept, reshaped into the Hae’Rang, given coiled bodies, scales, gills, and sharpened minds—the last of Lessarith's chosen races.

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Lessarith, the Deceiver
The Age of Divinity 1880 B.U.

Io and Ao Send send Dragon Guides

Observing the aftermath of the tsunami, the twin deities send wisdom embodied.

Following the devastation in Shen-Su, Zhàohuáng, and Wei’Shen, observe the aftermath of the tsunami. Recognizing the ruin that comes from ambition without wisdom and pride untempered, they decide to send guides.

 

Selecting seven dragons, each born of purpose, they send them forth, embodying lessons of wisdom and reminding the survivors and the future kingdoms of Shen-Su about patience, balance, and the true nature of strength and prosperity.

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Awakening of the East
The Age of Divinity 1850 B.U.

Malgathar's Incitement

The Destroyer fans the flames of hatred, driving mortal nations toward the brink of war.

As the Triad's influence grows, Malgathar, the Destroyer, actively instigates conflict across Eldareth. He whispers into the minds of rulers, generals, and populaces, exploiting ancient rivalries, amplifying grievances, and sowing seeds of hatred and distrust.

His insidious work drives nations toward hostility, causing them to raise armies, test alliances, and eye each other warily across borders.

This period sees the mortal realm teeter on the precipice of widespread war, a direct result of Malgathar's malevolent hand pushing them toward bloodshed.

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IV. The Shadow of the Triad
The Age of Divinity 1800 B.U.

The Iron Horde's First Great Marches

United under their first Great Khan in the Kharzai Steppes, the Orzhun begin an age of brutal conquest and expansion.

Bound by their oaths to Malgathar, the Orzhun unify into the Iron Horde under Uluug Khaan Karagul the First.

He leads the first War March from their homeland into the borderlands and against established tribes and nascent settlements. This initiates a brutal age of conquest and rapid expansion across the Kharzai Steppes and surrounding territories.

The Iron Horde, fueled by Malgathar's will, leaves no land ungoverned, marking their path with black monoliths of conquest and the chilling phrase: Obedience comes too late.

The Age of Divinity 1800 B.U.

The Emergence of the Shen-Su Kingdoms

Guided by the Seven Dragons, distinct cultures and nations begin to form in the eastern lands.

In the wake of Io's and Ao's intervention and the guidance of the seven dragons sent to Shen-Su, distinct cultures and nations begin to form across the eastern lands.

Guided by the unique ideals embodied by the dragons, the foundations of realms like Shen Xha, Jinshan, and Takorei are laid.

This period marks the birth of the diverse Eastern Kingdoms defined by draconic wisdom.

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Awakening of the East
The Age of Divinity 1750 B.U.

The Scab-Rot Plague

As his influence grows, Vorandor unleashes a devastating and unnatural plague upon the world.

As the Age of Divinity progresses, concurrent with increasing mortal conflict and the rise of the Iron Horde, Vorandor, the Defiler, unleashes a second, virulent plague across parts of the world known as the Scab-Rot Plague.

It spreads rapidly through vulnerable populations, causing rapid physical decay and suffering, and defies conventional healing and divine intervention from other deities.

The Age of Divinity 1700 B.U.

The Lsat War of the Gods

The Celestial Accord seals the Shadowell and confronts the Triad, leading to war and the sealing of divine influence.

As mortal conflict escalates, the Celestial Accord unites against the Triad. Their conflict culminates in the brutal Last War of the Gods.

The Triad is defeated and sealed away, but the victorious deities, recognizing the danger of direct divine interference, then erect the Sanctified Archway, a powerful barrier limiting their future influence in the mortal realms, with the exception of one deity- Feonar.

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V. The Last War of the Gods
The Age of Wonders 1687 B.U.

The Second Elven Exodus

The Sun Elves arrive on the Material Plane at the dawn of the Age of Wonders, bringing advanced knowledge of arcane magic.

Amidst escalating conflict among Archfey in the Feywild, threatening the sacred Heartwood Tree, Archfey Liadrius makes a great sacrifice to safeguard the Sera'drin.

 

He forges a bridge to Eldareth, and weaves the Evermist to protect their destination. The Sera'drin follow Liadrius across, arriving on Ael'delar to establish the enchanted kingdom of Alven'Nathiss, bringing their advanced arcane knowledge.

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I. The Elves of the Heartwood Tree
The Age of Wonders 1653 B.U.

Founding of the Thessaric Empire

Amidst emerging nations, a powerful empire is proclaimed, destined to shape central Eldareth.

Consolidating power and guided by a vision of unity and law, a powerful mortal nation proclaims itself the Thessaric Empire, centered in the lands around Thessaria.

This marks the rise of a dominant political and military force that will shape Ethelra for centuries, establishing vast territories, fostering trade networks, and imposing its will through organized legions and bureaucratic structures, embodying the ambition of the age.

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Part 1: The Creation of the Empire
The Age of Wonders 1650 B.U.

Unity of the Elven Lineages

After separate journeys from the Feywild, the elven peoples find shared purpose in Eldareth.

Following their respective exoduses from the Feywild, the different elven lineages encounter one another in Vel'Nathar.

The Archfey Liadrius, who guided the Sera'drin, acts as a bridge between these groups. Reminding them of their shared origin and common purpose in the Material Plane, he guides them towards unity.

Rather than retreating into division, the elven lineages find common ground through kinship and a shared reverence for their new lands.

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I. The Elves of the Heartwood Tree
The Age of Wonders 1550 B.U.

Shift in Vel'Nathar's Population

The human and other race population in Vel'Nathar increases as many elves reside on Alven'Nathiss.

As the Age of Wonders progresses, while elves remain present in Vel'Nathar, many increasingly choose Alven'Nathiss as their primary residence.

Concurrently, human populations and other races continue to grow and settle in Vel'Nathar, leading to a significant demographic shift where humans and other non-elven races become the dominant population in the region over centuries, defining its character leading into later ages.

The Age of Wonders 1500 B.U.

Galarium Revolution

The discovery and widespread application of Galarium transforms arcane engineering and daily life.

Giznat goblins discover the versatile magical mineral known as Galarium.

Imperial scholars and innovators quickly refine its arcane applications, leading to a revolution in technology and infrastructure. Self-lighting streets, Galarium-powered transport, and advanced arcane constructs become widespread.

Academies and magical institutions dedicated to Galarium flourish, transforming the daily lives of many and fueling an age of unprecedented magical achievement and ambition.

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II. The Arcane Renaissance
The Age of Wonders 1450 B.U.

First Creation of Skyships

Mortal ingenuity achieves flight with vessels powered by arcane science.

Harnessing the principles of arcane engineering and the unique properties of Galarium, mortal innovators achieve a long-sought dream: controlled flight. They construct the first skyships—massive, levitating vessels capable of soaring through the skies.

These marvels of arcane technology open new routes for trade, transport, and warfare, becoming powerful symbols of the Age of Wonders' mastery over the very laws of physics and gravity.

The Age of Wonders 1400 B.U.

Apex of the Thessaric Empire

The Thessaric Empire reaches the height of its power, influence, and ambition.

Having rapidly expanded and consolidated its control over vast territories, the Thessaric Empire reaches its majestic apex. Its legions enforce order, its trade routes flourish, and its arcane institutions like the Arcane Concordium stand as bastions of knowledge.

The Dawnsinger's Concord guides its spiritual life, and its bureaucracy efficiently governs its provinces. The empire embodies the peak of mortal organization and power in the wake of divine withdrawal, a symbol of the Age of Wonders' potential.

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Part 2: The Height of the Empire
The Age of Wonders 1350 B.U.

The Great Leyline Conduits

Arcane institutions engineer vast networks to stabilize and channel the world's magic.

Arcane institutions and imperial engineers collaborate on ambitious, large-scale projects to understand, stabilize, and harness the world's raw magical power. They construct massive conduits and nexus points, often powered by immense Galarium cores, creating interconnected networks that channel leyline energy.

These networks power vast cities, facilitate rapid arcane travel through portals or dedicated pathways, and define the magical infrastructure of the Age of Wonders' most advanced civilizations.

The Age of Wonders 1251 B.U.

Vashkova's Dark Bargain

Faced with relentless invaders, Vashkova turns to death magic for survival.

Across the north-eastern lands of Ethelra, particularly in regions such as Vashkova, mortal settlements endure relentless assaults from brutal invaders, including the expanding Iron Horde.

Pushed to the brink of collapse, the Vashkovans, desperate for survival, turn to forbidden death magic—necromancy. They make dark pacts and delve into blasphemous rituals, seeking power in animating the dead.

Necromancer-lords begin to rise among them, forging dark fortresses built and defended by armies of the undead, creating a land defined by its grim power born of necessity.

The Age of Wonders 1198 B.U.

Siege of Vashkova's Pale Gates

The Iron Horde batters against Vashkova's dark fortresses in a brutal, years-long campaign.

As their empire expands westward, the Orzhun turn their ambitions towards the lands of Ethelra and the first line of defense, Vashkova, now ruled by powerful necromancer-lords.

Seeking to claim dominion over death itself, the Iron Horde lays brutal siege to the Pale Gates. The siege lasts for nine long seasons, a grueling test of will against necromantic might.

Despite fierce battles where many Khans fall, the Orzhun ultimately withdraw due to famine and sickness, failing to conquer the Pale Gates.

The Age of Wonders 1142 B.U.

The First Vampires Emerge

Seeking true immortality, Vashkova's necromancers unleash a new form of undeath.

As Vashkova's necromancy matures, its lords delve deeper into forbidden rituals, no longer content with animating the dead.

Driven by the pursuit of true immortality and a desire to transcend the cycle of life and death, they experiment with ancient pacts and dark magic. Through these blasphemous acts, they create a new, powerful form of undeath—the vampire.

The first vampires, the Antediluvians, rise from this grim innovation, marking a new, terrifying chapter in Vashkova's history and adding a potent, immortal threat to Eldareth.

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IV. The Shadow of Immortality
The Age of Wonders 1100 B.U.

Imperial Inquisition Formed

Dark magic in eastern Vashkova prompts brutal purges.

Fear of the rampant necromancy and the rise of vampirism in eastern Vashkova leads imperial authorities to form the Imperial Inquisition. This powerful, zealous organization is tasked with rooting out dark magic and those who practice it.

Their brutal purges and harsh enforcement methods, however, extend beyond Vashkova, causing fear and resentment and alienating many outer provinces, sowing seeds of dissent within the nascent empire.

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IV. The Shadow of Immortality
The Age of Wonders 950 B.U.

The Sundering Years Begin

Internal tensions and escalating conflicts fracture the foundation of the Thessaric Empire.

After centuries of centralized rule, the vast Thessaric Empire begins to fracture.

Relentless demand for Galarium depletes sources, creating conflict. Mage orders and noble houses grow insular, pursuing private power beyond oversight. Corruption weakens the bureaucracy.

Tensions break during the Sundering Years, a century of intermittent civil conflicts, assassinations, and mage uprisings. Rival archmagi and noble houses wage war over resources and power, turning provinces into battlegrounds.

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Part 3: The Decline and Fracturing of the Empire
The Age of Wonders 900 B.U.

Siege of Shen Xha

The Iron Horde attempts to break the Xha'zin Empire, birthing the First Shura from unbound wrath.

Turning their gaze eastward, the Orzhun under Uluug Khaan Borukhai the Bold launch a great march across the steppes against the legendary Xha’zin Empire, one of the great eastern powers.

Seeking to claim dominion over its lands, their armies shadow the sun. For three years, they batter against the dragon-warded walls of Shen Xha.

As victory seems impossible, war shamans weave the Horde's wrath into form, invoking the colossal First Shura, a manifestation of endless conflict, to break the Celestial Gates. But the Eternal Emperor unweaves it. Though they fail, the Orzhun leave black monoliths at the border as a promise: We will return.

The Age of Wonders 750 B.U.

The Period of Rational Magic

A dominant philosophical movement emerges in arcane circles, emphasizing logic and empirical study.

Within the arcane institutions of the Age of Wonders, a new philosophical movement gains prominence.

Championed by influential magisters, it emphasizes strict logical principles, empirical study, and the standardization of spellcasting and magical theory, moving away from more intuitive, faith-based, or traditional approaches.

This era produces groundbreaking theoretical works and systematic magical practices but often dismisses older or less understood forms of magic as unreliable or chaotic, shaping the direction of arcane research for centuries.

The Age of Wonders 700 B.U.

The Moonlit Treaty

A historic treaty establishes formal diplomatic ties between Vel'Nathar and the Isles of Alven'Nathiss.

Amidst the complexities of the Age of Wonders, a milestone in inter-species relations occurs.

The first official diplomatic and cultural exchange between the human region of Vel'Nathar and the elven Isles of Alven'Nathiss is hosted beneath the full moon.

This historic event cements early bonds of mutual respect and initiates an age of magical and diplomatic collaboration, particularly in magical and scholarly pursuits, between these two distinct powers forging their identities in a changing world.

The Age of Wonders 700 B.U.

Rise of the Zsarthal Basin Ssith'katha Empire

From fragmented states, a new empire of prophecy rises in the Zsarthal Basin.

Centuries after the fall of earlier serpentfolk dominions, the fragmented Ssith'katha city-states in the Zsarthal Basin begin to reunify under a powerful, prophecy-driven order.

Centered around oracle-cliques and priestly authority in Xzareth-Ka, this empire rises to dominate the central Zalthyx region for centuries, driven by a belief in shaping destiny through ritual and blood vision.

This marks the ascendancy of a major serpentfolk empire during the Age of Wonders, utilizing advanced arcane practices alongside ancient ritual.

The Age of Wonders 600 B.U.

Rise of the Xal'Tarothi Empire

In the south, a distinct theocratic empire of serpentfolk consolidates power.

Around this time, a powerful theocratic empire emerges in the southernmost jungles of Zalthyx—the Xal’Tarothi.

Driven by strict divine law centered on the Pantheon, with Xal'Zorath as a dominant figure, they consolidate power under leaders who prioritize spiritual structure over secular ambition.

This empire establishes itself as a culturally distinct serpentfolk civilization of the Age of Wonders, existing concurrently with the Zsarthal Basin Empire to the north.

The Age of Wonders 420 B.U.

The Culmination of the Imperial Fracture begins

Major provinces formally secede from imperial authority.

Beginning around this time, the Thessaric Empire’s authority steadily erodes as provinces, driven by ambition and discontent, withdraw one by one from imperial rule. This process accelerates, and by -325 B.U.R., the unraveling reaches its peak.

Major provinces like Calvessa, Vel’Nathar, Tessarion, Célaine, Vashkova, and Ostheria complete their break, each establishing new systems of rule. From this moment on, imperial authority is confined to Thessaria and a few loyal enclaves, and the empire exists in name only.

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Part 3: The Decline and Fracturing of the Empire
The Age of Wonders 335 B.U.

Charting of Val'Syra and Cosmic Echoes

A brilliant scholar formally maps Val'Syra and finds echoes of hidden realms.

Vecantius Naraliss, Grand Magister of Planar Theory at the Arcane Concordium of Calvessa, becomes the first to formally chart the realm known as Val'Syra, identifying and documenting its unique nature as the Plane of Dreams.

Yet, even as he maps this liminal realm, his research detects persistent, stable echoes from somewhere beyond—signals that defy conventional explanation and hint at other structures outside known cosmology.

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Val'Syra
The Age of Wonders 300 B.U.

Final Dissolution of the Imperial Court

The last Sovereign vanishes, and the imperial court dissolves, marking the empire's final end.

After decades existing in name only, confined to Thessaria, the last vestiges of the Thessaric Empire's central authority finally collapse.

Reforms attempted by the last Sovereign fail, the imperial treasury cannot pay the legions, and the court dissolves into symbolism before vanishing entirely.

With its authority spent and its last ruler lost, the empire ceases to function as a governing body. Thessaria becomes merely a historic capital, marking the true and final end of the Thessaric Empire.

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The Age of Wonders 250 B.U.

The Enslavement of the Vashkari Orcs

Ssith'katha Empires consolidate their power by brutally enslaving Vashkari orcs for major projects like the Obsidian Spine.

As the Ssith'katha Empires consolidate power in the Age of Wonders, particularly in the later stages of constructing or rebuilding strongholds like the Obsidian Spine, they launch systematic raids into Vashkari orc tribal lands.

They begin the brutal process of enslaving the Vashkari, forcing them into quarries, forges, and construction sites in massive numbers.

This marks the beginning of a period of brutal bondage that will last for centuries, forever etching itself into Vashkari memory.

The Reckoning Years 0 .U.R.

The Upheaval

The Sanctified Archway fractures and unleashes a global magical cataclysm that reshapes the world.

Reality convulses as the Sanctified Archway shatters, unleashing chaotic arcane energy across Eldareth.

Ley lines snap, tearing the Weave and rendering magic unpredictable. Cities crumble and landscapes are scarred.

Magic warps, dead zones form, and environmental ruin prompts mass migrations, reshaping the world in fire and fractured magic.

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I. The Archway Fractures
The Reckoning Years 1 U.R.

The Bleakthorn Shrouding Begins

A vast expanse west of the Greyspires of Vel'Nathar twists into a blighted, corrupted wilderness in the wake of the Upheaval.

In the immediate aftermath of the Upheaval, the once-fertile Thalorin Expanse west of the Greyspires begins its unnatural transformation.

Over the following decade, lush lands are consumed by twisted bramble-forests and noxious bogs, perpetually shrouded in unnatural mists.

This blighted region, the Bleakthorn Wilds, becomes a known zone of magical corruption impacting regional trade and exploration.

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The Bleakthorn Wilds
The Reckoning Years 5 U.R.

Vel'Nathar's Post-Upheaval Order Emerges

Amidst the chaos, Vel'Nathar founds a major arcane institution, establishes a new government, and sanctions an order to police forbidden magic.

In the years following the Upheaval, Vel'Nathar becomes a center for restoring order.

 

At 5 U.R., the Cobalt Lyceum is founded, becoming a globally recognized institution for arcane research and ley line stability.

 

This era also sees the rise of the Iron Assembly (c. 10 U.R.), a new meritocratic government that steers Vel'Nathar to prominence in trade and naval power.

 

By 15 U.R., the Assembly sanctions the Veilbound Order, an organization dedicated to policing forbidden magic that gains influence across many regions wrestling with arcane breakdown.

The Reckoning Years 50 U.R.

The Vashkari Rebellion

Orcs revolt against their serpentfolk enslavers in the Obsidian Spine, seizing freedom in the Upheaval's wake.

Centuries after their enslavement began, the Vashkari orcs held in serpentfolk bondage seize a moment of cosmic chaos. Taking advantage of the Upheaval's devastating impact on the serpentfolk powers and the destabilization of the Spine strongholds, they rise in a brutal revolt.

They shatter their chains, seize ships, and flee westward across the sea to their original homeland, the Vaash’toran Archipelago.

This rebellion marks the end of centuries of brutal bondage and serpentfolk control over the Vashkari.

The Reckoning Years 65 U.R.

Emergence of the Planetouched

Individuals tied to other planes become more numerous in the decades following the Upheaval.

In the decades that follow the world-shattering Upheaval., the influence of distant planes begins to manifest in new ways.

This shift in cosmic balance leads to a noticeable increase in the number of individuals born with strong ties to other planes, or whose planar heritage manifests more prominently. These are the Planetouched.

Their emergence in greater numbers is one of the early widespread signs that the world's relationship with the multiverse has been irrevocably changed.

The Reckoning Years 80 U.R.

Founding of Vaash’toran Homeland

Following their rebellion, the Vashkari orcs establish a disciplined society and homeland in their ancestral archipelago.

After their brutal escape from serpentfolk bondage, the Vashkari orcs reach their ancestral lands, the Vaash’toran Archipelago.

Here, they begin forging a new, disciplined society built on purpose, memory, and stone-bound will, distinct from the plundering hordes of old.

They establish their homeland governed by the Accord of Purpose, carving cities into volcanic rock and setting the foundations for their autonomous nation, a testament to their hard-won freedom.

The Reckoning Years 100 U.R.

The Voyage of the Lost Fleet

A grand exploratory fleet vanishes during an attempt to chart uncharted western waters.

Seeking to expand knowledge of the world beyond the Stormbreaker Sea, a large exploratory fleet set sail westward from Stormhaven.

Its mysterious disappearance and the unsettling state of the few returning fragments and survivors become a widespread cautionary tale among seafaring and exploratory factions across Ethelra, fueling rumors of unknown continents or dangers in the west.

The Reckoning Years 120 U.R.

The War of Trade Winds Begins

A significant naval conflict ignites over vital sea routes and the control of global resources.

Tensions escalate between the powerful maritime nation of Vel'Nathar and major rival merchant fleets, representing other established trading powerssuch as Tessarion or Calvessa, over control of critical international sea routes and the lucrative trade of Galarium.

 

This war fundamentally impacts global trade patterns and the balance of naval power.

The Reckoning Years 150 U.R.

Emergence of the Dawncoil

Serpentfolk who rejected the path of conquest consolidate their identity in the post-Upheaval world.

Having emerged as dissenters during the Age of Wonders empires, serpentfolk who rejected the doctrines of conquest and rigid hierarchy find their way in the chaos following the Upheaval.

Gathering in less controlled regions like the Riven Strand and the Shahoya/Avermont frontier, they consolidate their distinct identity as the Dawncoil—serpentfolk dedicated to peace, coexistence, and shedding the venom of the past.

This marks their formal emergence as a recognized group, distinct from the warring factions of their kin.

The Reckoning Years 280 U.R.

The First Pilgrimage of Concord

A grand pilgrimage solidifies renewed ties and magical cooperation between Vel'Nathar and Alven'Nathiss.

As the world slowly heals from the Upheaval, rebuilding efforts include re-establishing bonds shattered by the cataclysm.

Building upon the foundation of the earlier Moonlit Treaty, scholars, clerics, and envoys undertake a grand pilgrimage from Vel'Nathar to the Isles of Alven'Nathiss.

This event signifies a renewed commitment to diplomatic relations, solidifies magical cooperation between human and elven scholars, and marks a key moment in the recovery of alliances in the Reckoning Years.

The Reckoning Years 500 U.R.

The Fellcrag War Begins

A major multi-racial conflict erupts in Ve;Nathar's Greyspires over territory and resources.

A powerful coalition of orcish clans under the Fellcrag banner launches sustained raids through the Grimcleft Pass in the Greyspires, threatening settled lands across the region.

 

This aggression spurs a grand alliance involving forces from Vel'Nathar's Iron Assembly, the Emberforge dwarves, Skybreaker goliaths, and Highland mercenaries, resulting in a brutal war that is known across the continent for its scale and impact on inter-species relations in that key mountainous region.

The Reckoning Years 540 U.R.

The Dreamer's Warning

Prophetic dreams across various lands foretell approaching planar instability.

Across different regions of Eldareth, individuals attuned to subtle energies and dream seers begin experiencing a series of vivid, shared prophetic dreams.

 

These visions consistently warn of approaching instability in the planes, prompting mages and diviners from multiple disciplines and nations to investigate subtle signs of cosmic shifts and heralding a coming, world-level threat.

 

News of this phenomenon spread among those who watch for cosmic portents.

The Reckoning Years 570 U.R.

Crash of the Ithis Veyra

An extra-planar vessel crashes in the Greyspires, bringing cosmic knowledge and dire warnings.

A vessel of extra-planar origin, the Naerid crystalline ship Ithis Veyra, fleeing cosmic dangers, crashes into the peaks of the Greyspires within Vel'Nathar.

 

The few survivors of the crash, who would become the precursors and founders of the Venthari order, bring with them ancient knowledge and dire warnings of instability originating from realms beyond the planar veil.

 

Their arrival and the potent truths they carriy galvanize orders and institutions across the world to prepare for unknown external threats on a cosmic scale. The crash site becomes a location of significant arcane and planar study.

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The Reckoning Years 572 U.R.

The Incursion

The Far Realms breach reality; Dragonborn are created, and an ancient artifact in the Greyspires helps contain the threat.

A catastrophic breach from the Far Realms tears reality open, unleashing madness and horror upon Eldareth. This world-threatening Incursion is felt across many lands.

 

In the months that follow, the Dragon Ascendants create the Dragonborn at the Soul Forge, to bolster mortal forces.

 

Vel'Nathar becomes a key focal point where the threat was contained. Within their monastery in the Greyspires, Venthari monks harness the power of a mysterious crystalline Obelisk, which stabilizes the rift and definitively halts the Incursion. 

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The Reckoning Years 575 U.R.

The Exodus to Avermont begins

Populations migrate westward across the Stormbreaker Sea, leading to the founding of a new continent.

In the aftermath of the Incursion and the devastation it wrought, significant populations from affected regions across Ethelra undertake a mass relocation.

 

Settlers move westward across the Stormbreaker Sea to the continent that would eventually become Avermont, a new landmass founded by various peoples, fundamentally changing the world's demographics and geography on a global scale.

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From Embers, Resolve
The Reckoning Years 580 U.R.

Establishment of Dragonborn Society

Forged during the Incursion, the first Dragonborn establish their society in the Aldramar Isles.

Following their creation at the Soul Forge during the Incursion, the first Dragonborn peoples journey to the Aldramar Isles, the ancestral domain of the Dragon Ascendants. Here, they begin carving a society from the raw, elemental land.

Drawing on their innate connection to draconic might and their unique perspectives, they establish the foundations of their culture and social structure, dedicated to honoring the legacy of the Ascendants in the challenging landscape.

The Reckoning Years 585 U.R.

Founding of the Concord Territories

New settlements in Avermont built on Thessaric ideals.

As the Western Exodus brings waves of settlers to the new continent of Avermont, beginning around 575 U.R., their disparate groups begin establishing new communities.

 

Driven by the lingering memory of the lost Thessaric Empire's ideals of law, order, and shared prosperity, these settlers found the first colonies in the lands that will become the Concord Territories.

 

These settlements emerge as hopeful reflections of that former glory in unknown lands, laying the groundwork for future nations and complex societies on the western continent. 

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The Age of Resurgence 600 U.R.

The Age of Resurgence Begins

Recovery, exploration, and scholarship cautiously revive as the world heals.

Following the cataclysm and the Western Exodus, survivors across Eldareth, particularly those from the former core of the Thessaric Empire and its successor states, begin the long process of recovery and rebuilding.

Trade routes are cautiously reopened, scholarly pursuits resume, and exploration begins anew, driven by a need to understand the changed world and find hope amidst the scars left by the Upheaval.

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The Age of Resurgence 605 U.R.

Initial Frontier Tensions in Avermont

Settler expansion into Avermont clashes with indigenous Tavaska and Rakkari populations.

As the Western Exodus brings waves of settlers to the new continent of Avermont, their rapid expansion into frontier territories leads to widespread friction with the indigenous Tavaska and Rakkari peoples.

Settlers establish new communities over ancient groves and sacred sites, disregard traditional land uses, and clash with inhabitants seeking to preserve their ancestral lands and ways of life.

These early encounters are marked by misunderstanding, resentment, and localized conflicts across the expanding frontiers.

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The Age of Resurgence 610 U.R.

Establishment of Dragonborn Enclaves

Dragonborn populations begin establishing communities outside the Aldramar Isles.

Following the establishment of their society in the Aldramar Isles, Dragonborn groups begin to migrate and establish smaller communities in other regions of Eldareth.

Driven by exploration, the search for specific resources, a calling to certain lands, or the desire to spread the ideals of the Ascendants, these enclaves grow in various locations across the continent, marking the presence of Dragonborn beyond their homeland.

The Age of Resurgence 615 U.R.

Fragmentation of the Zsarthal Basin

The once-powerful Ssith'katha empire of the Zsarthal Basin splinters into rival city-states.

Centuries after the Upheaval, in an era defined by its lingering consequences and shifting balance of power, the Ssith'katha empire centered in the Zsarthal Basin suffers a period of internal collapse.

Divided by ideology, conflicting interpretations of prophecy, and ambition, the empire fragments into numerous rival city-states.

These weakened factions cling to remnants of the old order, marking the decline of the Basin as a unified power and setting the stage for the ascendancy of other serpentfolk groups like the Xal'Tarothi to the south.

The Age of Resurgence 620 U.R.

First Reports of Planar Anomalies

Scholars begin documenting widespread, inexplicable disturbances in reality and otherworldly influences.

Decades after the Upheaval, arcane scholars and planar diviners across Eldareth begin to notice and document widespread, inexplicable anomalies.

Reality seems to thin in unusual locations, minor effects reminiscent of other planes appear without direct magical cause, and subtle influences bleed into the Material Plane more frequently and unpredictably.

These events baffle mages, who recognize they point to fundamental changes in the barriers between Eldareth and other realms, signaling a new era of cosmic uncertainty they cannot fully explain.

The Age of Resurgence 630 U.R.

Resurgence of Galarium Deposits

Amidst the world's healing, vital sources of crystallized magic begin to recover or are rediscovered.

Decades after the Upheaval fractured ley lines and ravaged Galarium deposits, the slow process of the world's magical recovery begins to yield results. In regions where ley lines stabilize and scars mend, Galarium deposits begin their centuries-long process of regeneration.

Simultaneously, explorers and scholars employ new methods to locate and recover Galarium in the changed landscape, including seeking out post-Upheaval formations or accessing formerly unreachable veins.

This marks the cautious return of a vital resource, fueling hope for renewed arcane achievement.

The Age of Resurgence 640 U.R.

Apex of the Xal'Tarothi Empire

The Xal'Tarothi Empire reaches the height of its power and influence in southern Zalthyx.

Having consolidated their rule and defined their theocratic structure, the Xal’Tarothi Empire reaches the height of its power.

Towering ziggurats pierce the jungle canopy, divine decrees are enforced through strict caste, and their unique pantheon worship defines law and hierarchy.

They view the fragmented northern serpentlands with a blend of superiority and vigilance, establishing themselves as the dominant serpentfolk power of the Age of Resurgence.

The Age of Resurgence 650 U.R.

The Concord Coast Takes Shape

Settlers establish Thalmyra's Reach as a political and economic keystone in Avermont.

Building on the foundation of the Western Exodus, the five Concord nations consolidate their efforts to settle northeastern Avermont.

They establish Thalmyra's Reach, a region of ley-reactive harbors and Galarium-lit cities, as the primary center of Concord governance, trade, and regulated magictech on the new continent.

This marks the formation of a unified, ordered frontier built on shared ancestry and ambition, but laid over older Tavaska groves and Rakkari stones, setting the stage for future tensions.

The Age of Resurgence 655 U.R.

The Silent Winter Begins

An unexplained, unnatural winter grips a large northern region, defying magical intervention.

An unnatural and persistent winter descends upon the Northern Highlands of Vel'Nathar and surrounding northern regions. The land freezes, crops fail, and wildlife perishes.

Despite combined efforts from druids and archmages across different orders, the frost's hold cannot be broken, and its source remains one of Eldareth's significant magical mysteries, a known anomaly hinting at deeper environmental or arcane imbalances within the world, prompting investigation by various magical scholars.

The Age of Resurgence 660 U.R.

The Quietmarch Accords

Settlers, Tavaska, and Dawncoil serpentfolk attempt formal coexistence in Tahanwe.

Amidst rising tensions on the frontiers of Avermont, leaders from Concord settler groups, Tavaska tribes, and Dawncoil serpentfolk communities gather in the region of Tahanwe, known as the Quietmarch.

Recognizing the dangers of unchecked conflict and the land's sacred nature, they negotiate formal accords attempting to define boundaries, respect ancestral sites, and establish protocols for coexistence.

This rare moment of dialogue highlights the complex layers of inhabitants on the new continent and the potential for fragile, localized peace.

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The Age of Resurgence 670 U.R.

Formalization of Dragonborn Culture

Across the Aldramar Isles, the Five Great Clans establish governing bodies and sacred sites.

Drawing on decades of shared tradition since their establishment on the Isles, the Dragonborn consolidate their society.

The Five Great Clans formalize their rule, establishing the Aldramar Citadel on Myrddrathis as the seat of their council, the Aldramarlith. Key sacred sites are consecrated or established, including the Twin Temples of Io and Ao, the memorial valley of Khor’Thalas, and the spiraling arcane academy of Khal’Zorith.

Important cultural practices, like the Rite of Becoming and the Convergence of the Five Clans, are formalized during this period, defining the enduring shape of Dragonborn civilization.

The Age of Resurgence 680 U.R.

Tessarion Initiates Skyship Re-creation

Lost wonders of the Age of Wonders return to the skies through cautious ingenuity and recovered knowledge.

Building upon the resurgence of Galarium and recovered arcane knowledge, Tessarion leads the effort to reclaim lost technology. Artificers and engineers there construct the first functional post-Upheaval skyships.

These initial vessels are few in number, painstakingly built, and often subject to intense monitoring, marking a milestone in recovering advanced arcane technology, but widespread deployment remains a distant goal.

The Age of Resurgence 690 U.R.

Ascendancy of Seravon

The Concord establishes Seravon as its spiritual and judicial anchor inland.

Pushing further inland into north-central Avermont, the Concord settlers establish Seravon as a region defined by law, oaths, and regulated growth.

Chosen for its defensibility and position near sacred paths, it becomes the spiritual and judicial heart of Concord civilization on the continent.

Fortified settlements and relic courts solidify its identity as a place of vigilance and memory, though bordered by older Tavaska and Rakkari territories.

The Age of Resurgence 710 U.R.

The Mistshore of Memory Settled

Settlers establish a fragile foothold on Naavira's haunting, spiritual coast.

Drawn by the mysteries of western Avermont, or perhaps seeking refuge, settlers establish a precarious presence on Naavira, a fog-swept coast known to the Tavaska as a passage for spirits.

Though the Concord claims the region, its influence is weak. Settlers cling to limited havens like Greysalt Haven, living under a truce with the land's deep-seated spiritual essence and the memory-keeping Rakkari, in a land where tides bring both trade and secrets.

The Age of Resurgence 711 U.R.

Emergence of the Ela'drin

A distinct lineage of elves, bearing seasonal magic, arrives in Eldareth from the Feywild.

A new wave of elven immigrants appears in Eldareth. These are the Ela'drin, a distinct lineage who remained in the Feywild after their kin undertook earlier exoduses to the Material Plane.

Driven by reasons known only to them, they make the journey across the veil. Upon arriving, these elves, uniquely tied to the seasons and manifesting distinct abilities for autumn, winter, spring, or summer, become recognized as the Ela'drin lineage, marking their formal emergence in the history of Eldareth.

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The Age of Resurgence 715 U.R.

The Threshold Wilds Contested

Ambition and ancestral memory clash in Southreach, a volatile frontier.

The region just north of the Obsidian Spine, known as Southreach, becomes a contested, ley-scarred frontier.

Settlers from the Concord nations push into the misted jungle valleys, seeking resources and territory. They clash with indigenous Tavaska tribes protecting sacred groves and exiled Dawncoil serpentfolk seeking peace.

This volatile region, marked by arcane instability and ancient Ssith'katha and Tavaska memory, becomes a threshold where multiple factions vie for influence in a land that resists being tamed.

The Age of Resurgence 720 U.R.

Intensifying Dream and Planar Echoes

Unpredictable echoes from other realities become more pronounced, especially in dreams.

As the era of cosmic uncertainty continues, its effects deepen.

Individuals across Eldareth, particularly those with latent magical ability or psychic sensitivity, experience increasingly vivid and often unsettling dreams that feel like glimpses into other realities.Subtle echoes from other planes bleed into the Material Plane more frequently.

These phenomena intensify, including the notable Reverie Murmurs among the elves of Alven'Nathiss, leaving scholars and mystics to theorize that the veil between worlds is thinning in new and unpredictable ways.

The Age of Resurgence 740 U.R.

The Reverie Murmurs Begin

An entire elven nation experiences vivid, collective dreams hinting at ancient secrets beneath the land, sparking wider concern.

Elves on the Isles of Alven'Nathiss began experiencing widespread, often shared, collective dreams, a phenomenon referred to as the Reverie Murmurs. These vivid dreams consistently depict an ancient underground gate or structure.

News of this widespread racial phenomenon spread to learned circles and those concerned with cosmic portents across Eldareth, as debate rages whether these dreams are prophetic visions of a significant future event or warnings of the stirring of ancient powers.

Timeline of Eras

Mythic Pre-Time
The Mythic Age
The Age of Divinity
The Age of Wonders
The Reckoning Years
The Age of Resurgence
Mythic Pre-Time
The Mythic Age
The Age of Divinity
The Age of Wonders
The Reckoning Years
The Age of Resurgence