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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 brings the first gods into existence, and together they begin shaping the world that will become Eldareth.

In the earliest age of creation, Elgalar gives life to the first gods, the beings who would later form the Celestial Accord.

Together, they begin shaping the primordial essence of creation into Eldareth. Each contributes according to their nature and power, helping form the world, its magic, and the life that will eventually inhabit it.

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Cosmogony - The Creation Myth
The Mythic Age ???

The Dawn War

The newborn world is drawn into war as the gods confront the Primordial Titans and the elemental forces under their command.

A vast conflict spreads across Eldareth as the Primordial Titans rise against the young divine order. The gods fight alongside Giants and ancient Dragons, while the Titans bring the raw power of Earth, Fire, Water, and Air against them.

During the war, Lyrael, the Elemental Matron, is slain. Her death changes the balance of the conflict and leaves consequences that continue long after the fighting ends.

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The Dawn War
The Mythic Age ???

Rise of the Primarchs

Four elementals are transformed by fragments of Lyrael's divine essence, becoming the Primarchs of Earth, Fire, Water, and Air.

Following Lyrael's death, Feonar gathers fragments of her scattered essence and guides them across Eldareth. They eventually reach four unassuming elemental spirits, transforming them into Durnathar, Kyrion, Nerissa, and Velora.

With greater command over their elements, the four Primarchs begin gathering those displaced by the Primordial Titans and join the wider struggle against them.

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The Dawn War
The Mythic Age ???

Dawn of Mortals

Mortal communities begin to grow across Eldareth as the Primarchs help them survive the dangers of the Dawn War.

As the war continues, the Primarchs gather peoples already threatened or displaced by the advance of the Primordial Titans. They teach them how to better understand the elemental forces around them and help protect the settlements caught in the conflict.

Their guidance gives many of these early communities a better chance of surviving the war and rebuilding in the years that follow.

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The Dawn War
The Mythic Age ???

Giants and Dragons Ascend

With the Primordial Titans defeated, new powers rise from the aftermath of the Dawn War.

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

In the aftermath, portions of their immense power are bestowed upon five of the dragons who fought in the conflict, transforming them into the Dragon Ascendants. The three giant Jarls, Thalkor, Saaktar, and Thorden, receive portions of that power as well.

With the Titans gone, Dragons and Giants emerge from the Dawn War as some of the most powerful forces in the world that follows.

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

The Ascendants Shape their territories

The newly ascended dragons claim a remote archipelago and begin shaping it into their domain.

Following their ascension after the Dawn War, the five Dragon Ascendants travel to a volcanic archipelago in the Stormbreaker Sea. There, they establish their territories and leave their influence upon the land through their divine and arcane power.

The islands eventually become known as the Aldramar Isles, remaining the sacred domain of the Ascendants for millennia.

The Age of Divinity 4700 B.U.

The Giants Settle the Northern Lands

Giant clans spread into Skorrheim and the northern reaches, establishing new settlements in the lands beyond the Dawn War.

Following the defeat of the Primordial Titans, groups of giants journey north into Skorrheim and the regions to the east that will become known as the Kharzai Steppes. Among them are Thalkor, Saaktar, and Thorden, the three Jarls who were each bestowed a portion of the Titans' power in the aftermath of their defeat.

The Jarl Triumvirate becomes especially prominent in Skorrheim, where their influence will shape much of the region's later history.

The Age of Divinity 4650 B.U.

The Forging of the Dwarves

Within Thuradun, the Forge of Wills, the Jarl Triumvirate creates the first dwarves.

Thalkor, Saaktar, and Thorden use the Forge of Wills and relinquish much of the primordial power bestowed upon them to create the first dwarves.

From their work emerge the Ironcrest, Emberforge, and Runeborn lineages, who establish the foundations of dwarven civilization beneath the mountains.

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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 communities begin joining together into larger settlements and shared territories.

In the generations following the Dawn War, scattered human communities begin to grow and organize, drawing on knowledge passed down from the Primarchs and adapting it to the lands they inhabit.

These early societies lay the foundations for the kingdoms and empires that will later emerge across regions such as Calvessa and Célaine.

The Age of Divinity 4500 B.U.

Early Mortal Alliances

Dwarves and humans begin a long history of cooperation.

As early human societies expand into the foothills, they encounter dwarven communities establishing their first halls. Shared needs such as mining, trade, defense, and travel through difficult terrain lead to some of the earliest alliances between the two peoples.

These relationships are not always peaceful, but they lay the groundwork for centuries of cooperation, rivalry, and exchange between dwarves and humans.

The Age of Divinity 4400 B.U.

The First Elven Exodus

As conflict spreads through the Feywild, Lerathae guides several elven clans to safety in the Material Plane.

The fleeing clans arrive in Eldareth and establish settlements in lands that will later become Vel'Nathar and Célaine. Over time, they build ties with the peoples already living there and make the Material Plane their new home.

Lerathae's role in their escape leaves a lasting mark on these communities, and she becomes one of their most widely revered deities.

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II. The Feywild in Turmoil
The Age of Divinity 3000 B.U.

Human Migration to Vel'Nathar

Seeking new lands, human communities begin migrating into Vel'Nathar, where elven settlements are already well established.

As the Age of Divinity progresses, groups from central Ethelra begin settling along Vel'Nathar's coastlines and river valleys, driven by opportunity, conflict, or pressures in their homelands.

Their arrival marks the beginning of a lasting human presence in the region. Humans and elves begin living alongside one another, with early relations shaped by trade, cultural exchange, and occasional disputes over land and resources.

The Age of Divinity 2950 B.U.

Early Interaction in Vel'Nathar

Elven communities and human settlers begin a long history of shared settlement, trade, and conflict in Vel'Nathar.

As human migration into the region continues, the newcomers begin interacting more regularly with the established elven settlements. Trade and cultural exchange grow alongside occasional disputes over land and resources.

These early relationships set the pattern for centuries of cooperation, rivalry, and shared history between the two peoples.

The Age of Divinity 2800 B.U.

Rise of the City-States in Ethelra

Independent city-states begin to emerge across Ethelra, bringing new alliances, rivalries, and conflict.

As mortal settlements grow, many develop into independent city-states with their own rulers, territories, and customs. Competition over land, resources, trade, and influence frequently brings these early powers into conflict.

Some endure and become the foundations of later nations, while others disappear through war, decline, or changing fortunes.

The Age of Divinity 2600 B.U.

The Fall of the Giants

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

As giants establish themselves across the northern lands, some groups in and around the eastern Kharzai Steppes turn to dangerous forms of sorcery and alchemy. Over time, these practices alter both their bodies and their society.

These fallen giants become known as the Urghai, powerful ogre-kin who establish strongholds such as Gorhul-Tor and later become oppressors of the Orzhun peoples.

The Age of Divinity 2500 B.U.

The Birth of the Triad

From the remaining fragments of Lyrael's divine essence, Malgathar, Lessarith, and Vorandor emerge and begin gathering power in secret.

As the Age of Divinity progresses, remnants of Lyrael's essence left after her death become corrupted amid the fear, violence, and suffering spreading across Eldareth. From them arise three new divine beings: Malgathar, Lessarith, and Vorandor, later known collectively as the Triad.

For a time, they remain hidden, building influence among mortals and encouraging conflict and corruption before their true nature becomes known.

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

The Orzhun Rising

Under the rule of ogre-kin in the Kharzai Steppes, a new people rise in revolt and turn to Malgathar.

Created through experiments intended to produce resilient servants, the Orzhun eventually rebel against their masters and drive them from much of the region. During the uprising, Malgathar's influence reaches them with promises of strength and dominion, and many pledge themselves to him.

The violence of the rebellion and the purges that follow leave lasting damage across the Kharzai Steppes, leave a major wound in the local Wave.

The Age of Divinity 2400 B.U.

The Creation of the Ssith'katha

In Zalthyx, Lessarith transforms communities previously associated with Yssarel into the first Ssith'katha.

In Zalthyx, Lessarith approaches several communities whose religious traditions are closely associated with Yssarel. Promising power and freedom from the bonds she claims have constrained them, Lessarith transforms those who accept her offer into the first Ssith'katha.

The transformation becomes one of the foundational events of later Ssith'katha history and religion. Traditions surrounding it differ sharply over time, particularly in how they interpret Lessarith, known among the Ssith'katha as Sszal'Zirith, and the relationship between the transformed communities and the other peoples already living in Zalthyx.

The Age of Divinity 2300 B.U.

Fragmentation of the Early Ssith'katha Dominions

Several of the first major Ssith'katha powers break apart, beginning a long period of successor states, rivalry, and political realignment across Zalthyx.

Internal rivalry, territorial strain, religious disputes, succession conflicts, and the difficulty of governing large regions weaken several of the early Ssith'katha dominions.

Their collapse does not erase the societies they created. Successor states inherit cities, roads, fortifications, legal traditions, religious institutions, and trade networks. Zalthyx enters a long period of shifting regional powers from which later civilizations eventually emerge.

The Age of Divinity 2200 B.U.

The Transformation of the Threzkathar

Deep within the Hollow Depths, Lessarith transforms a brood of Ul'Zar into the first Threzkathar.

The Ul'Zar were colossal arachnids driven largely by instinct until Lessarith recognized their potential. Through her influence, the strongest among them gained self-awareness, ambition, and greater control over their own nature.

These transformed Ul'Zar became the Threzkathar, later known as the Ascended Brood.

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

Fortification of the Obsidian Spine Begins

Several Ssith'katha powers begin constructing major roads, walls, and other defenses through the mountain system separating northern Zalthyx from Shahoya.

As several early Ssith'katha powers expand toward the northern reaches of Zalthyx, they begin fortifying important passes through the natural mountain and volcanic system later known in Common as the Obsidian Spine.

Roads, bridges, tunnels, walls, depots, settlements, and fortress complexes accumulate over centuries under different rulers. Captive labor is used in some periods, but the earliest works predate the later systematic enslavement of the Vashkari by many centuries. The Spine never becomes a single continuous fortress or an absolute barrier between Shahoya and Zalthyx.

The Age of Divinity 2000 B.U.

The Creeping Rot of Vorandor

As the Triad's influence grows, Vorandor unleashes the Creeping Rot across Eldareth.

The blight spreads through forests, waterways, and other living regions, corrupting plants, animals, and the land itself. As it advances, communities are displaced and once-habitable areas become increasingly difficult to survive.

The Creeping Rot becomes one of the clearest signs of Vorandor's growing influence before the conflict with the Triad erupts openly.

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

Fragmentation of the First Ssith'katha Power

The early Ssith'katha dominions fracture into rival city-states and scattered tribes.

After centuries of consolidation and the construction of strongholds such as the Obsidian Spine, divisions begin to weaken the major Ssith'katha powers. Internal rivalries, disputes over their divine purpose, and the difficulty of controlling large territories all contribute to their decline.

The dominions eventually splinter, beginning a long period of rivalry and political fragmentation across Zalthyx.

The Age of Divinity 1900 B.U.

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

A great tsunami destroys Noryeong, and Lessarith transforms the survivors into the Hae-Rang.

In Shen-Su, the city-state of Noryeong in eastern Shen-Su, declares dominion over the sea despite repeated warnings from the Water Primarch, Lián'Yu. A great tsunami eventually engulfs the city, leaving its survivors sinking beneath the waves.

Lessarith answers them in their desperation, offering rebirth in exchange for accepting her influence. Those who agree are transformed into the Hae-Rang, gaining coiled bodies, scales, and gills, becoming the last of her chosen races.

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

Zhàohuáng and Wei'Shen Send the Seven Dragons

Zhàohuáng and Wei'Shen send seven dragons to guide the eastern peoples from whom the later Jade Kingdom traditions emerge.

Zhàohuáng and Wei'Shen look upon the destruction left behind at Noryeong and choose to intervene through mortal guides. They send seven dragons across Shen-Su, each carrying teachings centered on wisdom, patience, balance, and the responsible use of power.

Their guidance becomes influential among the communities and kingdoms that rise in the generations that follow.

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

Malgathar's Incitement

Malgathar exploits old rivalries and growing unrest, pushing mortal nations closer to open war.

As the Triad's influence spreads, Malgathar works through rulers, generals, and political factions, deepening existing grievances and encouraging distrust between neighboring powers. Armies are raised, alliances are tested, and tensions along contested borders begin to harden.

By the end of this period, several nations stand close to war, with Malgathar's influence helping turn long-standing disputes into open hostility.

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

The Great Host's First Great Marches

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

Bound by their oaths to Malgathar, the Orzhun unite as the Great Host under Great Khan Karagun the First.

He leads the first march beyond their homeland, striking at neighboring tribes and settlements across the Kharzai Steppes and surrounding territories.

The Age of Divinity 1800 B.U.

The Emergence of the Jade Kingdoms

Guided by the Seven Dragons, distinct cultures and kingdoms begin to take shape across Shen-Su.

In the generations following the tsunami, the teachings of the Seven Dragons influence the communities rebuilding across the eastern lands. From these growing societies emerge the foundations of realms such as Xha'zin, Daeryun, and Takorei.

This period marks the beginning of the Eastern Kingdoms and the distinct cultures that develop around them.

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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 the Scab-Rot Plague across parts of Eldareth.

As mortal conflict spreads and the Great Host continues to rise, Vorandor releases a second and far more aggressive plague. The Scab-Rot spreads quickly through vulnerable populations, causing rapid physical decay and severe illness.

Ordinary treatments prove largely ineffective, and even divine healing struggles to halt its progression.

The Age of Divinity 1700 B.U.

The Last War of the Gods

The Celestial Accord confronts the Triad in the final divine war, and Ao establishes the Mythal in its aftermath.

As mortal conflicts worsen, the Celestial Accord turns against Malgathar, Lessarith, and Vorandor, bringing the Age of Divinity to its final great war. The Triad is defeated and driven from Eldareth, with Malgathar cast into Baator, Lessarith into the Abyss, and Vorandor confined within the Gray Wastes.

Recognizing the danger of another divine conflict, the Greater Deities agree to restrict their full presence within the Material Plane, and Ao creates the Mythal to enforce that restriction. Feonar alone is exempt.

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The Age of Wonders 1687 B.U.

The Second Elven Exodus

The Sera'drin leave the Feywild for Ael'delar, carrying with them generations of arcane knowledge developed at Isyl'norin.

After years of growing tension between the Sera'drin and parts of the Seelie Court, renewed conflict among the Archfey reaches the lands surrounding the Heartwood Tree. With the future of their people increasingly uncertain, many Sera'drin choose to leave the Feywild.

Midir opens a great passage into Eldareth, allowing them to cross with their families, possessions, records, and accumulated scholarship. On Ael'delar, they establish Alven'Nathiss beneath Syl'dareth, while the Evermist is woven around the surrounding isles to protect their new home.

Their arrival brings one of the Feywild's most developed traditions of wizardry into Eldareth and marks the beginning of a new chapter in elven history.

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

Founding of the Thessaric Empire

A new empire rises around Thessaria, becoming one of the major powers of central Ethelra.

As surrounding territories are brought under a single rule, the Thessaric Empire is formally established with Thessaria at its center. Its growing administration, trade networks, and organized legions allow it to expand across Ethelra and hold territories that earlier city-states could not.

The empire becomes a major political and military force, shaping the region for centuries to come.

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

Growing Ties Between the Elven Lineages

The newly arrived Sera'drin begin forming closer ties with the Falha'drin and Vaela'drin communities already established in Eldareth.

In the decades following the Second Elven Exodus, contact grows between the three elven peoples. Vel'Nathar becomes one of the principal regions where they meet, trade, and encounter traditions that had developed separately over centuries.

Their histories and customs remain distinct, but continued contact and their shared origins begin fostering a broader sense of kinship between the elven peoples of Eldareth.

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

Shift in Vel'Nathar's Population

Human and other non-elven populations grow across Vel'Nathar as more elves make Alven'Nathiss their primary home.

Elven communities remain part of Vel'Nathar throughout the Age of Wonders, but increasing numbers choose to settle in Alven'Nathiss. At the same time, humans and other peoples continue to establish themselves across the region.

Over the following centuries, this gradually changes the population of Vel'Nathar, with non-elven peoples becoming the majority.

The Age of Wonders 1500 B.U.

Galarium Revolution

Advances in the refinement and reliable use of Galarium transform arcane engineering, infrastructure, and daily life.

Giznat goblins develop reliable methods for refining and controlling the magical mineral known as Galarium. Scholars and innovators soon expand upon these techniques, leading to rapid advances in arcane engineering and infrastructure.

Galarium-based lighting, transport systems, and increasingly sophisticated arcane constructs become widespread. Academies and institutions dedicated to its study flourish, helping drive a new period of magical innovation across the empire.

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The Age of Wonders 1450 B.U.

First Creation of Skyships

The first skyships using Galarium-based arcane systems achieve controlled flight, opening new possibilities for travel, trade, and warfare.

Building on advances in arcane engineering, mortal innovators use Galarium to construct the first skyships, large vessels capable of sustained flight and controlled movement through the skies.

Their creation opens new routes between distant regions and changes how goods, people, and military forces can be transported, becoming one of the defining technological achievements of the Age of Wonders.

The Age of Wonders 1400 B.U.

Apex of the Thessaric Empire

The Thessaric Empire reaches the height of its political, military, economic, and arcane influence.

After centuries of expansion and consolidation, the Thessaric Empire reaches the height of its power. Its legions maintain control across its territories, trade routes flourish, and institutions such as the Arcane Concordium become major centers of magical study.

The Dawnsinger's Concord plays a central role in the empire's spiritual life, while an extensive bureaucracy administers its provinces. At its height, the Thessaric Empire stands as one of the defining powers of the Age of Wonders.

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

The Great Leyline Conduits

Arcane institutions construct vast networks to channel, regulate, and distribute power drawn from ley lines.

Arcane institutions and imperial engineers work together on large-scale projects designed to better understand and harness the world's magical currents. They construct massive conduits and regulating stations around major ley nexuses, using Galarium cores to receive, conduct, and regulate power drawn from the ley network.

These systems provide power to major cities, support rapid arcane travel through portals and dedicated pathways, and become a central part of the magical infrastructure developed during the Age of Wonders.

The Age of Wonders 1251 B.U.

Vashkova Turns to Necromancy

Faced with repeated invasions, Vashkova turns to necromancy in an effort to survive.

Across the north-eastern Vashkova, where the Kharzai Steppes connect to Ethelra through the narrow western land corridor, settlements face continued attacks from invading forces, including the expanding Orzhun forces. As their defenses begin to fail, the Vashkovans turn increasingly to death magic and the raising of the dead.

Necromancers gain greater influence within the region, establishing fortified strongholds and using undead forces to defend their territory. Over time, necromancy becomes deeply tied to Vashkova's survival and the power of those who rule it.

The Age of Wonders 1198 B.U.

Siege of Vashkova's Pale Gates

The Great Host besieges Vashkova's Pale Gates in a campaign that lasts for nine seasons.

As the Great Host expands westward into Ethelra, its armies turn against Vashkova, now ruled by powerful necromancers. Seeking to break Vashkovan resistance and extend their rule farther west, the Orzhun lay siege to the Pale Gates.

The campaign lasts for nine seasons, with heavy losses on both sides and several Khans falling during the fighting. Famine and sickness eventually force the Iron Horde to withdraw, leaving the Pale Gates unconquered.

The Age of Wonders 1142 B.U.

The First Vampires Emerge

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

As Vashkova's practice of necromancy deepens, its rulers begin looking beyond the animation of the dead. Through forbidden rituals, ancient pacts, and increasingly dangerous experiments, they seek a way to escape the limits of mortal life entirely.

These efforts result in the creation of the first vampires, known as the Firstbound. Their emergence introduces a new and powerful form of undeath into Vashkova and marks a major development in the region's necromantic traditions.

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

Imperial Inquisition Formed

Fear of necromancy and vampirism in Vashkova leads to the creation of the Imperial Inquisition.

As reports of widespread necromancy and the emergence of vampires spread from eastern Vashkova, imperial authorities establish the Imperial Inquisition to investigate and suppress forbidden magic and those who practice it.

Its methods quickly become severe, with purges and harsh enforcement extending beyond Vashkova into other parts of the empire. The Inquisition's growing reach creates fear and resentment, particularly in the outer provinces, and contributes to increasing tensions with imperial rule.

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The Age of Wonders 950 B.U.

The Sundering Years Begin

Growing internal tensions and competition for resources begin to fracture the Thessaric Empire.

After centuries of centralized rule, the Thessaric Empire begins to weaken. Heavy demand for Galarium strains remaining sources, while mage orders and noble houses become increasingly independent and pursue their own interests. Corruption further undermines the imperial bureaucracy.

These tensions erupt into the Sundering Years, a century marked by intermittent civil wars, assassinations, and mage uprisings. Rival archmagi and noble houses compete for resources and political control, turning several provinces into battlegrounds.

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Part 3: The Fracturing of Thessaria
The Age of Wonders 900 B.U.

Siege of Xha'zin

The Great Hose attempts to break the Xha'zin Empire, leading to the creation of the First Rhazhur.

Turning eastward, the Orzhun under Great Khan Borukhai the Bold launch a great march across the steppes against the Xha'zin Empire. For three years, their armies besiege the major fortified western passage protecting Xha'zin from the northern Kharzai corridor, in an attempt to break one of the eastern powers.

As the siege drags on, Great Host battle ritualists channel the accumulated wrath of the conflict into the First Rhazhur, a colossal manifestation of war intended to destroy the Celestial Gates. The ruling Emperor ultimately unweaves the Rhazhur, and the Orzhun are forced to abandon the siege.

The Age of Wonders 750 B.U.

The Period of Rational Magic

A major philosophical movement emerges within arcane circles, emphasizing logic, study, and standardized magical theory.

Within the arcane institutions of the Age of Wonders, influential magisters begin promoting a more systematic approach to the study and practice of magic. Their methods emphasize observation, repeatable results, and standardized principles over intuitive, faith-based, or traditional approaches.

This period produces major theoretical works and increasingly formalized systems of spellcasting. It also leads many scholars to dismiss older or poorly understood forms of magic as unreliable, 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.

During the Age of Wonders, representatives of Vel'Nathar and Alven'Nathiss meet beneath the full moon for their first formal diplomatic and cultural exchange.

The Moonlit Treaty strengthens ties between the two powers and begins a period of closer cooperation in diplomacy, scholarship, and the study of magic. It also establishes a more formal relationship between communities whose histories in Eldareth had developed along different paths.

The Age of Wonders 700 B.U.

Rise of the Zsarthal Empire

States of the Zsarthal Basin consolidate under an imperial government centered on Xzareth-Ka.

Centuries after the decline of the earliest Ssith'katha dominions, political powers across the Zsarthal Basin begin consolidating under an imperial government centered on Xzareth-Ka.

Oracles, diviners, and religious authorities hold considerable influence, but prophecy is only one part of the empire's power. River administration, agriculture, taxation, public works, military organization, trade, and a substantial bureaucracy allow the Zsarthal Empire to dominate much of the central Basin for centuries.

The Age of Wonders 600 B.U.

Rise of the Xal'Tarothi Empire

A powerful sacred monarchy consolidates several southern Zalthyxi states into the Xal'Tarothi Empire.

In southern Zalthyx, a powerful royal state gradually brings neighboring territories under its authority through conquest, diplomacy, political alliances, religious legitimacy, and administrative expansion.

The resulting Xal'Tarothi Empire develops around a sacred monarchy supported by powerful temple institutions, noble houses, provincial governments, and an increasingly sophisticated imperial administration. Xal'Zorath, the Xal'Tarothi name for Malgathar, becomes one of the empire's most politically influential gods while remaining part of a much broader pantheon.

The Age of Wonders 420 B.U.

The Culmination of the Imperial Fracture

Major provinces formally secede as the Thessaric Empire loses control beyond its remaining heartlands.

Beginning around this time, the Thessaric Empire's authority steadily weakens as provinces withdraw from imperial rule. The process accelerates over the following decades, reaching its height by 325 B.U.

Calvessa, Vel'Nathar, Tessarion, Célaine, Vashkova, and Ostheria complete their break from the empire and establish their own systems of government. Imperial authority is reduced to Thessaria and a small number of loyal enclaves, leaving the Thessaric Empire largely intact in name alone.

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Part 3: The Fracturing of Thessaria
The Age of Wonders 335 B.U.

Charting of Val'Syra and Cosmic Echoes

A brilliant scholar formally charts Val'Syra and discovers unexplained echoes beyond the known planes.

Vecantius Naraliss, Grand Magister of Planar Theory at the Arcane Concordium of Calvessa, becomes the first scholar to formally chart Val'Syra and document its nature as the Realm of Dreams.

During his research, Naraliss also records persistent and unusually stable echoes that appear to originate from somewhere beyond the known cosmology. Their source remains unexplained, but the findings raise the possibility that other structures or realms exist beyond those already understood.

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Val'Syra, the Dreamlands
The Age of Wonders 300 B.U.

Final Dissolution of the Imperial Court

The last Sovereign vanishes and the imperial court dissolves, bringing the Thessaric Empire to its final end.

After decades of surviving largely in name, with its authority confined to Thessaria, the remaining institutions of the Thessaric Empire begin to collapse. Reforms attempted by the last Sovereign fail, the treasury can no longer support the legions, and the imperial court steadily loses its remaining influence.

When the last Sovereign disappears, the court finally dissolves and the empire ceases to function as a governing power. Thessaria remains as its former capital, marking the final end of the Thessaric Empire.

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Part 3: The Fracturing of Thessaria
The Age of Wonders 250 B.U.

Systematic Enslavement of the Vashkari Begins

Several Ssith'katha powers expand the systematic enslavement and forced relocation of Vashkari populations.

Several Ssith'katha powers begin using Vashkari captives on an increasingly systematic scale. Over time, Vashkari are forced into mines, quarries, roads, agricultural labor, military infrastructure, and later construction and maintenance projects throughout parts of Zalthyx.

Some are put to work in later expansions of the Obsidian Spine, but the Spine itself is already centuries old. The system is not administered identically by every Ssith'katha state, and the exact responsibility of individual powers differs across the period.

The enslavement displaces large numbers of Vashkari from communities connected to their ancestral homeland of Vaash'toran and becomes one of the defining traumas of later Vashkari history.

The Reckoning Years 0 U.R.

The Upheaval

The Mythal fractures, unleashing a global magical cataclysm that reshapes Eldareth.

Reality convulses as the Mythal fractures and Eldareth's ley network reacts violently. Ley lines rupture, shift, and surge, spellcasting becomes dangerously unreliable in many regions, and magical infrastructure across the world begins to fail.

Cities are damaged, landscapes are scarred, and areas of unstable or dead magic begin to form. Overloaded arcane systems produce further destruction, while the wider relationship between Eldareth and the surrounding planes becomes increasingly unstable.

The resulting devastation and environmental upheaval force widespread migration, reshaping much of Eldareth in the years that follow.

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

The Bleakthorn Shrouding Begins

In the aftermath of the Upheaval, the Thalorin Expanse west of the Greyspires begins transforming into the Bleakthorn Wilds.

Over the following decade, much of the once-fertile land is overtaken by twisted bramble forests, noxious bogs, and persistent unnatural mists. The spreading corruption gradually makes the region increasingly difficult to cross or inhabit.

The transformed region becomes known as the Bleakthorn Wilds, disrupting trade routes and making travel and exploration west of the Greyspires considerably more dangerous.

Related Entry

The Bleakthorn Wilds
The Reckoning Years 5 U.R.

Vel'Nathar's Post-Upheaval Order Emerges

In the years after the Upheaval, Vel'Nathar establishes new institutions to restore stability and govern the changing region.

In 5 U.R., the Cobalt Lyceum is founded, becoming a major center for arcane research and the study of altered ley lines.

Around 10 U.R., the Iron Assembly emerges as Vel'Nathar's new meritocratic government, overseeing the country's recovery and growing influence in trade and naval power.

By 15 U.R., the Assembly sanctions the Veilbound Order to investigate and police forbidden magic. The organization later extends its influence beyond Vel'Nathar as other regions struggle with the magical consequences of the Upheaval.

The Reckoning Years 50 U.R.

The Vashkari Rebellion

Vashkari captives exploit weakened Ssith'katha control after the Upheaval and launch a coordinated revolt against the systems that enslaved them.

Decades after the Upheaval damages fortifications, roads, governments, and military systems across parts of Zalthyx, Vashkari communities held under Ssith'katha control rise in coordinated revolt.

Knowledge gained through forced labor in strongholds, mines, transport networks, workshops, and sections of the Obsidian Spine helps the rebels disrupt supply routes and seize key positions.

Many eventually capture ships and make the passage west toward their ancestral homeland in the Vaash'toran Archipelago. The rebellion breaks the major systems that had held much of the Vashkari population in bondage, although not every Vashkari community returns to the islands.

The Reckoning Years 65 U.R.

Emergence of the Planetouched

Individuals with strong ties to other planes become more common in the decades following the Upheaval.

In the decades after the Upheaval, instability between Eldareth and the surrounding planes begins to manifest in new ways. More individuals are born with pronounced planar traits, while dormant planar heritage becomes more likely to surface.

These people become broadly known as the Planetouched. Their growing numbers are one of the clearest signs that the Upheaval permanently altered Eldareth's relationship with the planes.

The Reckoning Years 80 U.R.

Re-establishment of Vaash'toran

Returned Vashkari communities consolidate the modern Vaash'toran state and formalize the Accord of Purpose.

In the decades following the rebellion, returned Vashkari communities rebuild and expand settlements throughout their ancestral archipelago.

Ideas of collective responsibility, disciplined service, social function, and resistance to arbitrary domination develop into the philosophy of Vaash'karuun. The Accord of Purpose formalizes many of these principles within the institutions of the growing Vashkari state.

This period marks the consolidation of modern Vaash'toran, not the first Vashkari settlement of the islands.

The Reckoning Years 100 U.R.

The Voyage of the Lost Fleet

A major exploratory fleet disappears while attempting to chart the uncharted waters west of the Stormbreaker Sea.

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

The fleet vanishes during the expedition. Only scattered wreckage and a small number of survivors eventually return, often carrying incomplete or troubling accounts of what happened.

The disappearance becomes a cautionary tale among sailors and explorers across Ethelra, fueling speculation about unknown lands and dangers beyond the western sea.

The Reckoning Years 120 U.R.

The War of Trade Winds Begins

A major naval conflict erupts over control of vital sea routes and the Galarium trade.

Tensions between Vel'Nathar and rival merchant powers, including fleets associated with Tessarion and Calvessa, escalate into open conflict over key international shipping routes and access to Galarium.

The resulting war disrupts established trade networks and begins to shift the balance of naval power across the region.

The Reckoning Years 150 U.R.

Emergence of the Dawncoil

Ssith'katha communities rejecting conquest and coercive inherited hierarchy consolidate a broader Dawncoil identity.

Dissent against older Ssith'katha political and religious institutions had existed before the Upheaval, but the disruption that follows allows reformers, migrants, and dissident communities to establish themselves beyond the direct control of several older states.

Communities in the Riven Strand and along routes leading toward Shahoya become especially important to this development. Over time, these varied groups become known collectively as the Dawncoil.

They share opposition to conquest and coercive inherited hierarchy, but they do not form a single government, religion, or uniform culture.

The Reckoning Years 280 U.R.

The First Pilgrimage of Concord

A grand pilgrimage renews diplomatic ties and magical cooperation between Vel'Nathar and Alven'Nathiss.

As Eldareth continues to recover from the Upheaval, efforts begin to restore relationships disrupted by the cataclysm. Building on the earlier Moonlit Treaty, scholars, clerics, and envoys travel from Vel'Nathar to the Isles of Alven'Nathiss in a formal pilgrimage.

The event renews diplomatic ties between the two powers and strengthens cooperation between their scholars and magical institutions, becoming an important step in rebuilding old alliances during the Reckoning Years.

The Reckoning Years 500 U.R.

The Fellcrag War Begins

A major conflict erupts in Vel'Nathar's Greyspires over territory, resources, and control of the mountain passes.

A powerful coalition of orcish clans under the Fellcrag banner begins sustained raids through Grimcleft Pass, threatening settlements throughout the Greyspires.

In response, forces from Vel'Nathar's Iron Assembly join with Emberforge dwarves, Skybreaker goliaths, and Highland mercenaries. The resulting Fellcrag War becomes one of the region's largest conflicts, reshaping alliances and relations between the peoples of the Greyspires.

The Reckoning Years 540 U.R.

The Dreamer's Warning

Prophetic dreams across Eldareth begin warning of an approaching threat from beyond the known planes.

Across several regions, dream seers and others sensitive to unusual visions begin experiencing vivid, recurring dreams with striking similarities.

The dreams appear to warn of something approaching from beyond the known planes, prompting mages and diviners from different traditions and nations to investigate unusual magical disturbances and other signs of change.

News of the shared visions spreads among scholars and those who watch for planar and cosmic threats.

The Reckoning Years 570 U.R.

Crash of the Ithis Veyra

A Naerid vessel crashes in the Greyspires, bringing knowledge and warnings from far beyond Eldareth's known worlds and planes.

After investigating a major dimensional disturbance and growing Far Realm activity across distant routes, the crystalline Naerid vessel Ithis Veyra deliberately travels to Eldareth to warn its inhabitants. The vessel is attacked before reaching the world and arrives catastrophically damaged, crashing near Lake Morren in the Greyspires of Vel'Nathar. Only a small number of Naerids survive.

The survivors bring knowledge of distant worlds, planar and multiversal travel, and the spreading disturbances they encountered on their journey. Their arrival leads to the encounter with the monks who become the first Venthari, while the wreck of Ithis Veyra and the artifacts recovered from it become important sources of psionic, planar, and dimensional study.

Related Entry

III. Echoes from Beyond
The Reckoning Years 572 U.R.

The Incursion

Forces from the Far Realm invade Eldareth; the Dragonborn are created, and the Athrakan Obelisk helps turn the tide against the invasion.

Breaches open across Eldareth, allowing aberrations and other Far Realm forces to enter the Material Plane. As the conflict spreads, the Dragon Ascendants create the first Dragonborn within Thuradun, the Forge of Wills, to strengthen the forces resisting the Incursion.

The tide turns in Vel'Nathar when Nyxarath attempts to cross into the Material Plane. The Athrakan Obelisk, more commonly known as the Celestine Obelisk, is awakened and answers distant sister Obelisks, producing a dimensional resonance that collapses the breach and disrupts the invading forces. The Incursion continues for a time afterward, but its momentum is broken.

Related Entry

I. The Far Realm Descends
The Reckoning Years 575 U.R.

The Western Exodus Begins

Large numbers of people from Ethelra cross the Aldramar Sea and establish new communities in Shahoya after the Incursion.

The destruction and displacement caused by the Incursion drive large numbers of people from Ethelra to seek new homes across the Aldramar Sea.

Migrants from Vel'Nathar, Tessarion, Calvessa, Celaine, Ostheria, and other communities arrive in Shahoya, a continent already inhabited by established peoples and connected by existing trade and political networks.

The newcomers establish coastal settlements and increasingly use the name Avermont for the northern landmass. Their arrival begins a major period of demographic and political change but does not represent the discovery or founding of the continent.

Related Entry

I. The World Beyond Ruin
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 within the Forge of Wills, during the Incursion, the first Dragonborn journey to the Aldramar Isles, the domain of the Dragon Ascendants. There, they begin establishing permanent settlements across the islands.

Drawing on their connection to the Ascendants and the elemental nature of the archipelago, they develop the foundations of their culture and social structure, with reverence for the five Ascendants becoming an important part of Dragonborn society.

The Reckoning Years 585 U.R.

Founding of the Concord Territories

Several Ethelran-descended settlement communities establish an early political compact in eastern Avermont.

As settlements founded during the Western Exodus become more permanent, five major communities shaped by Vel'Nathari, Tessarion, Calvessan, Celainian, and Ostherian traditions begin coordinating defense, trade, diplomacy, and disputes between their territories.

Their developing political compact becomes known as the Concord Territories.

This is an early phase of Concord government. The five constituent states and the stronger federal institutions associated with the modern Concord develop gradually over the following decades.

Related Entry

I. The World Beyond Ruin
The Age of Resurgence 600 U.R.

The Age of Resurgence Begins

Recovery, exploration, and scholarship begin to revive as Eldareth slowly rebuilds.

By 600 U.R., communities across Eldareth are rebuilding from the Incursion while continuing the much longer recovery that began after the Upheaval. In Ethelra's major successor states, damaged infrastructure and disrupted institutions are restored or replaced, while new settlements established through the Western Exodus continue to take root in Avermont.

Trade routes reopen, scholarly work expands, and exploration begins again as people seek to understand the changed world and rebuild what was lost.

Related Entry

I. The World Beyond Ruin
The Age of Resurgence 605 U.R.

Early Concord Expansion and Local Tensions

Expansion beyond the earliest Concord settlements produces negotiation, trade, displacement, and localized conflict with established Shahoyan communities.

As Concord-linked settlements expand beyond their earliest coastal territories, they increasingly encounter land, routes, resources, and settlements already used or governed by Tavaska, Rakkari, and other Shahoyan communities.

Relations vary considerably. Some communities establish trade agreements, shared settlements, and negotiated boundaries. Elsewhere, incompatible land claims, settlement expansion, resource competition, and disregard for existing rights produce displacement and localized violence.

These early disputes shape later Concord relations across Shahoya without creating one universal conflict between settlers and the continent's older peoples.

Related Entry

I. The World Beyond Ruin
The Age of Resurgence 610 U.R.

Establishment of Dragonborn Enclaves

Dragonborn communities begin to form beyond the Aldramar Isles.

Following the establishment of Dragonborn society in the Aldramar Isles, some groups begin migrating to other regions of Eldareth. Exploration, access to particular resources, spiritual callings, and a desire to carry the teachings of the Ascendants abroad all contribute to this movement.

Over time, these groups establish smaller enclaves in distant lands, marking the growing presence of Dragonborn beyond their island homeland.

The Age of Resurgence 615 U.R.

Fragmentation of the Zsarthal Empire

The centuries-old Zsarthal Empire breaks apart into several successor states across the Basin.

Long-running succession disputes, provincial rivalries, economic divergence, religious disagreements, competing military authorities, and struggles over the meaning of imperial prophecy weaken the Zsarthal government's ability to hold the Basin together.

The empire fragments into multiple successor states, including independent cities and larger regional territories.

The political collapse does not end Zsarthal civilization. Successor states retain imperial roads, canals, legal traditions, administrative practices, religious institutions, and shared cultural identity while competing over the old empire's legacy.

The Age of Resurgence 620 U.R.

Intensifying Dreams and Planar Anomalies

Reports of unusual dreams and planar anomalies become increasingly common across Eldareth.

Across Eldareth, reports of vivid and unsettling dreams become increasingly common, particularly among those with magical ability or psychic sensitivity. At the same time, planar scholars record stronger planar influence and other localized anomalies in parts of the Material Plane.

Whether these trends are connected remains uncertain. Researchers compare some of the dream accounts with known phenomena associated with Val'Syra, while others focus on the wider instability affecting Eldareth's relationship with the surrounding planes.

The Age of Resurgence 630 U.R.

Resurgence of Galarium Deposits

Galarium deposits begin to recover or are rediscovered as Eldareth's damaged ley lines slowly stabilize.

Centuries after the Upheaval disrupted ley lines and devastated many known Galarium sources, signs of recovery begin to appear. In regions where magical currents have stabilized, some deposits slowly begin regenerating over the following centuries.

At the same time, explorers and scholars develop new methods for locating Galarium within the altered landscape, uncovering post-Upheaval formations and veins that were previously inaccessible.

The renewed availability of Galarium gradually restores access to one of the world's most important arcane resources.

The Age of Resurgence 640 U.R.

Apex of the Xal'Tarothi Empire

The Xal'Tarothi reach one of the greatest periods of territorial power and political influence in southern Zalthyx.

By this period, the Xal'Tarothi Empire controls extensive territories across southern Zalthyx through a mixture of direct provincial government, older local institutions, military authority, and political dependency.

Its sacred monarchy, temple institutions, noble houses, bureaucracy, military, and trade networks are firmly established, with Xal'Zorath remaining particularly influential in imperial political theology.

The fragmentation of the Zsarthal Empire to the north creates new opportunities for Xal'Tarothi influence, although the southern empire does not control all of Zalthyx and remains only one of several major powers.

The Age of Resurgence 650 U.R.

The Concord Coast Takes Shape

Thalmyra's Reach develops into the principal shared political and commercial heart of the maturing Concord.

Decades after the first Western Exodus settlements, the Concord's five constituent political communities have developed into increasingly recognizable member states.

Thalmyra's Reach becomes their principal shared coastal center. Varineth grows into the leading federal city, while common institutions concerned with diplomacy, defense, maritime policy, interstate trade, and disputes between the states become more established.

The Concord remains only one political presence within Shahoya, and its growth continues to interact with much older Tavaska, Rakkari, Dawncoil, and other local communities.

The Age of Resurgence 655 U.R.

The Silent Winter Begins

An unexplained winter grips the Northern Highlands of Vel'Nathar and surrounding regions, resisting every attempt to end it.

An unnatural and persistent winter settles over the Northern Highlands and nearby northern lands. Crops fail, wildlife dies off, and communities struggle against conditions that show no sign of easing.

Druids and archmages from several orders attempt to break the frost, but none succeed. Its cause remains unknown, prompting continued investigation into the magical or environmental forces sustaining it.

The Age of Resurgence 660 U.R.

The Quietmarch Accords

Concord, Tavaska, and Dawncoil representatives establish a regional framework for coexistence in parts of Tahanwe.

After decades of negotiation and localized conflict, representatives from affected Concord settlements, Tavaska communities, and Dawncoil communities meet within Tahanwe to establish more formal terms for living alongside one another.

The resulting Quietmarch Accords address land use, travel routes, trade, political jurisdiction, and the protection of culturally or religiously important sites.

Their authority is regional rather than universal. They do not bind every Tavaska, Dawncoil, or Concord community, and enforcement remains imperfect. The districts most directly shaped by these agreements gradually become known as the Quietmarch.

Related Entry

I. The World Beyond Ruin
The Age of Resurgence 670 U.R.

Formalization of Dragonborn Culture

Across the Aldramar Isles, the Five Great Clans formalize their government, sacred sites, and shared traditions.

After decades of developing their society across the Isles, the Dragonborn begin formalizing many of the institutions and customs that have emerged since their settlement there.

The Five Great Clans establish the Aldramar Citadel on Myrddrathis as the seat of the Aldramarlith, their governing council. Sacred sites such as the Twin Temples of Io and Ao, the memorial valley of Khor'Thalas, and the arcane academy of Khal'Zorith are also established or formally consecrated.

During this period, major cultural traditions including the Rite of Becoming and the Convergence of the Five Clans are given more formal structure, helping define the enduring shape of Dragonborn society.

The Age of Resurgence 680 U.R.

Tessarion Initiates Skyship Re-creation

Tessarion begins constructing new skyships using surviving Age of Wonders knowledge and the renewed availability of Galarium.

Tessarion begins constructing new skyships using surviving Age of Wonders knowledge and the renewed availability of Galarium. Its artificers and arcane engineers complete the first functional vessels built since the Upheaval.

The earliest skyships are few, difficult to construct, and closely monitored, but their success marks a major step in restoring advanced arcane engineering. In the decades that follow, Tessarion becomes the leading center of modern skyship construction, with Zephandrel’s workshops and docks opening new routes across Ethelra.

The Age of Resurgence 690 U.R.

Ascendancy of Seravon

Seravon becomes one of the Concord's principal inland judicial, administrative, and religious centers.

After decades of settlement and institutional growth, Seravon's productive river country and major inland routes support a substantial expansion of Concord administration.

Federal courts, government offices, religious institutions, trade networks, and other shared services increasingly concentrate in the region.

Seravon becomes one of the major centers of Concord public life without becoming a sixth member state. Tavaska and Rakkari communities that predate the Concord remain part of the region's population and politics.

The Age of Resurgence 710 U.R.

First Sustained Concord Footholds in Naavira

Concord-linked communities establish their first durable settlements and harbors along the western coast of Naavira.

After earlier exploration and intermittent contact, Concord-linked settlers establish several sustained footholds along the western coast of Naavira.

These settlements enter a region already occupied by Tavaska, Rakkari, and established coastal communities with their own maritime traditions and political relationships.

Concord authority remains limited and local. Difficult overland access, the distance from the eastern Concord heartlands, and existing regional societies prevent Naavira from becoming another straightforward extension of Concord territory.

The Age of Resurgence 711 U.R.

Emergence of the Ela'drin

A distinct elven lineage tied to seasonal magic arrives in Eldareth from the Feywild.

A new wave of elven migration brings the Ela'drin to Eldareth. Unlike the lineages that left during the earlier exoduses, the Ela'drin had remained in the Feywild, where their communities developed under the influence of its Archfey and shifting seasons.

For reasons largely unknown to outsiders, some eventually cross into the Material Plane. Their arrival marks the first significant presence of the Ela'drin in Eldareth, bringing with them the magic and traditions they developed in the Feywild.

The Age of Resurgence 715 U.R.

Concord Expansion into Southreach Intensifies

Growing Concord activity in Southreach increases disputes over land, routes, trade, archaeology, and political authority.

Concord settlers, merchants, officials, and expeditions increasingly move through Southreach as southern trade and interest in the routes toward Zalthyx grow.

They enter a region already shaped by Tavaska, Rakkari, Dawncoil, mixed settlements, and a long history of contact with northern Zalthyx.

Disputes increasingly concern land claims, road construction, trade access, old Ssith'katha sites, local jurisdiction, and the pace of new settlement. Some communities cooperate with Concord interests while others resist them.

Southreach becomes one of the most politically contested parts of southern Shahoya, but it is not an uninhabited wilderness or a single military frontier.

The Age of Resurgence 720 U.R.

Intensifying Dream and Planar Echoes

Dreams and other planar phenomena become increasingly pronounced across Eldareth.

As planar instability continues, individuals across Eldareth, particularly those with magical ability or psychic sensitivity, begin experiencing increasingly vivid and unsettling dreams that seem to offer glimpses of other realities. At the same time, subtle influences from other planes appear more frequently in the Material Plane.

Among the elves of Alven'Nathiss, these experiences become known as the Reverie Murmurs. As reports increase elsewhere, scholars and mystics begin investigating whether the boundaries between worlds are continuing to weaken in ways they do not yet understand.

The Age of Resurgence 740 U.R.

The Reverie Murmurs Begin

Elves across Alven'Nathiss begin experiencing shared dreams of an ancient structure hidden beneath the land.

The phenomenon, soon known as the Reverie Murmurs, spreads across the Isles as large numbers of elves report vivid and often overlapping dreams. Many of the visions depict an ancient underground gate or structure whose purpose remains unknown.

News of the Murmurs spreads beyond Alven'Nathiss, drawing the attention of scholars, diviners, and others concerned with planar instability. Debate grows over whether the dreams are prophetic, a manifestation of Val'Syra, a warning of something awakening, or connected to the wider instability affecting Eldareth.

The Age of Resurgence 741 U.R.

The Rift Opens

A vast Rift tears open across Vel'Nathar's sky, disrupting magic and triggering eruptions of Spellfire around several ley nexuses.

Without warning, a massive rupture appears above Vel'Nathar, stretching hundreds of miles across the sky. Ley lines convulse beneath the land, spellcasting becomes unstable. One confirmed nexus in Lunebrook erupts with uncontrolled Spellfire as the disturbance spreads through the region.

In the moments following its appearance, strange shadow creatures appear beneath the Rift and attacks are reported beneath its span. The Rift remains in the sky afterward.  Its cause remains unknown.

This event marks the beginning of the Whispers of the Shattered Veil campaign.

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