I. The World Beyond Ruin
The Incursion ended, and Eldareth was left once more to reckon with what survival had cost. Many of the lands struck hardest by the war had barely recovered from the Upheaval before armies of the Far Realm swept through them. Cities rebuilt over generations were damaged again, trade routes collapsed beneath the movement of armies and refugees, and entire communities faced the prospect of beginning over for a second time.
For some, there was simply too little left to return to. In the years that followed, ships began carrying thousands west across the Stormbreaker Sea, bearing families from ruined towns, exhausted farmlands, and regions where work or security had become increasingly difficult to find. Merchant vessels sailed beside naval escorts and hastily refitted transports, crowded with tools, livestock, surviving records, and whatever pieces of home could be carried with them.
Their destination was Avermont.
The western continent was no empty frontier. Tavaska communities had lived among its ancient groves for generations beyond counting, while the Rakkari maintained territories, monuments, and traditions of their own. The newcomers arrived knowing little of those histories, driven first by the need to find somewhere they could begin again.
Their earliest settlements were practical affairs. Harbors had to be secured, crops planted, roads cut between new communities, and unfamiliar coastlines charted well enough for later ships to follow. People from distant parts of Ethelra found themselves building alongside former rivals, carrying with them different languages, laws, customs, and memories of nations that no longer held the power they once had.
Among those memories was Thessaria. The empire itself had vanished centuries earlier, but some of the principles associated with its long rule had survived: common law, organized civic government, shared infrastructure, and agreements between distant territories. For settlers trying to establish order far from the lands they had left behind, those ideas still held value, and they helped shape the first Concord communities of Avermont.
As more ships crossed the Stormbreaker Sea, those settlements spread inland. New farms pressed into Tavaska lands, roads crossed old sacred paths, and communities rose near Rakkari sites whose significance outsiders did not always recognize. Disputes over forests, waterways, hunting grounds, and boundaries became increasingly common, and while some were settled through negotiation, others ended in violence. The prosperity that would later define parts of the Concord grew alongside grievances that were never so easily put aside.
Even with those tensions, the Western Exodus marked a change. People were no longer moving only from one disaster toward the next place of safety. New towns became permanent ports, families began planning for generations rather than seasons, and ships returned east carrying goods instead of refugees.
By the opening of the Age of Resurgence, that change could be felt well beyond Avermont. Trade routes disrupted during the Incursion reopened, governments turned attention back toward roads, harbors, libraries, and workshops, and scholars returned to work that war had interrupted. Exploration resumed, not simply to locate food or defensible land, but because there were once again people willing to ask what lay beyond the horizon.
The recovery of Galarium became one of the clearest signs of that growing confidence. The mineral had never vanished entirely, but the Upheaval had shattered or buried many major deposits and left others difficult or dangerous to reach. As the ley network gradually settled into greater stability, new Galarium formations slowly began to develop where concentrated ley magic remained stable, while improved surveying methods revealed older deposits that had been inaccessible for generations.
Galarium returned slowly to workshops and markets, bringing with it renewed interest in technologies preserved only through broken machines, damaged manuals, and scattered archives. Artificers approached those designs differently than their predecessors had. Centuries spent studying the altered ley network and the failures left by the Upheaval had produced better methods of regulating magical energy, and few engineers were eager to rebuild the old systems without understanding how they had failed.
Tessarion became one of the leading centers of that effort. Its artificers turned their attention toward one of the most famous achievements of the Age of Wonders, combining recovered plans with later techniques in an attempt to restore controlled arcane flight. The work took years, and the first vessels were expensive, temperamental, and subjected to constant inspection.
Eventually, a skyship rose again.
For generations, such vessels had belonged to stories of the world before the Upheaval. Their wrecks still lay in fields, forests, and forgotten ruins where they had fallen during the catastrophe. Now they returned to the skies, few in number and watched carefully, but unmistakably alive with the craft of a new age.
Avermont was changing just as quickly. Along its northeastern coast, the Concord settlements grew into permanent political and commercial centers, with Thalmyra's Reach becoming an important hub for government, trade, and regulated arcane craft. Farther inland, Seravon developed around courts, fortified communities, and institutions of law, becoming a spiritual and judicial center for the growing Concord even as its borders pressed closer to older Tavaska and Rakkari lands.
Elsewhere, societies were reshaping themselves in quieter ways. Across the Aldramar Isles, the great Dragonborn clans formalized councils and sacred sites that strengthened ties between communities long established beneath the legacy of the Dragon Ascendants. In Tahanwe, the Dawncoil pursued formal coexistence with neighboring peoples, another sign that even histories marked by old divisions did not have to remain fixed forever.
Yet the world being rebuilt was not entirely settled.
As sustained planar study resumed, scholars began recording disturbances that could not be traced to deliberate spellwork or known crossings. In some places, properties associated with distant planes appeared briefly within the Material Plane before fading again. Divinations returned contradictory results, and areas where the boundaries between realms seemed unusually thin appeared without any clear pattern.
No single explanation satisfied everyone. Some connected the disturbances to the wider planar instability that had followed the fracture of the Mythal, while others suspected that the Incursion had further disturbed boundaries already weakened by the Upheaval. There were also scholars who argued that better instruments and greater attention had simply made Eldareth more capable of noticing phenomena that previous generations had missed.
The reports nevertheless continued. In the later decades of the age, vivid dreams became increasingly common among those sensitive to magic or psionic influence, sometimes carrying impressions of places the dreamer had never visited and could not identify upon waking. Similar echoes appeared in planar observation and divination, while among the elves of Alven'Nathiss, some of these experiences became known as the Reverie Murmurs.
Other crossings were far easier to understand. Another elven people arrived from the Feywild during these years, descendants of those who had remained behind when earlier lineages departed for Eldareth. Their magic shifted with the seasons, and their long separation from the elves of the Material Plane had shaped traditions distinctly their own. They became known as the Ela'drin, adding another lineage to a history of passage between Eldareth and the Feywild that stretched back thousands of years.
By the present era, Eldareth bears little resemblance to the world that first emerged from the Incursion. Ships cross the Stormbreaker Sea carrying merchants, diplomats, scholars, and settlers. Galarium-based lights once again illuminate workshops and city streets, while skyships, still uncommon enough to draw attention when they pass overhead, have returned to the heavens. New nations have taken root, old societies have adapted, and much of the world now looks forward with a confidence that would have seemed impossible during the Reckoning Years.
Yet the planar disturbances first recorded earlier in the age have not faded with that recovery. Reports continue to arrive from scholars, mystics, and ordinary travelers: places where the boundaries between realms seem briefly uncertain, divinations that return impressions from somewhere they were never directed, and dreams so vivid that those who experience them awaken with memories of places they have never seen. Among the elves of Alven'Nathiss, the Reverie Murmurs have become only one expression of a phenomenon appearing in different forms across Eldareth.
No one has yet found a single cause linking these events, and for most people they remain distant concerns beside the ordinary business of life. Trade continues, cities grow, and artificers pursue discoveries that would have astonished their ancestors. But those who make their study of the planes have begun comparing records more carefully, finding echoes where once they saw isolated curiosities and asking questions for which the Age of Resurgence has not yet found an answer.
Eldareth has learned, more than once, that a changing world does not always announce what it is becoming. For now, its people continue to build, explore, and look beyond familiar horizons, even as something at the edges of their understanding seems to be drawing nearer.