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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 that will become 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 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 Rise

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, creating the region that becomes known as the Blightlands.

The Age of Divinity 2400 B.U.

The Creation of the Ssith'katha

In the jungles of Zalthyx, Lessarith transforms tribes once guided by Yssarel into the first Ssith'katha.

Lessarith approaches these tribes with promises of power and freedom from their former bonds. Following her conflict with Yssarel, those who accept her influence are transformed through her will into the Ssith'katha.

The newly formed people establish themselves in Zalthyx, carrying Lessarith's influence into the region while developing a culture and identity of their own.

The Age of Divinity 2300 B.U.

Rise of the First Ssith'katha Dominions

Across Zalthyx, scattered Ssith'katha tribes and city-states begin uniting into larger regional powers.

Centuries after their creation by Lessarith, Ssith'katha communities across Zalthyx begin forming alliances, absorbing rivals, and consolidating territory. These early dominions develop increasingly structured hierarchies, shared rituals, and stronger centers of authority.

They remain divided between several powers, but this period marks the beginning of the larger Ssith'katha states that will shape the southern lands.

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.

Construction of the Obsidian Spine Begins

The growing Ssith'katha dominions begin fortifying Zalthyx's northern border with the Obsidian Spine.

Seeking greater control over their territory, several Ssith'katha powers begin carving a vast fortress into the northern mountains of Zalthyx. Much of the labor is carried out by captives taken during their expansion.

Over time, the Obsidian Spine becomes one of the main defenses along the northern border and a lasting mark of Ssith'katha control in the region.

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 declares dominion over the sea despite repeated warnings from the Water Primarch. 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.

Io and Ao Send Dragon Guides

In the aftermath of the Shen-Su tsunami, Io and Ao send seven dragons to guide the surviving peoples.

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 Iron Horde'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 Iron Horde under Uluug Khaan Karagul the First.

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

The Horde marks conquered lands with black monoliths bearing a simple warning: 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 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 Shen Xha, Jinshan, 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 Iron Horde 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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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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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's Dark Bargain

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

Across the north-eastern lands of Ethelra, particularly around Vashkova, settlements face continued attacks from invading forces, including the expanding Iron Horde. 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 Iron Horde besieges Vashkova's Pale Gates in a campaign that lasts for nine seasons.

As the Iron Horde expands westward into Ethelra, its armies turn against Vashkova, now ruled by powerful necromancer-lords. 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 Antediluvians. 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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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 Shen Xha

The Iron Horde attempts to break the Xha'zin Empire, leading to the creation of the First Shura.

Turning eastward, the Orzhun under Uluug Khaan Borukhai the Bold launch a great march across the steppes against the Xha'zin Empire. For three years, their armies besiege the dragon-warded walls of Shen Xha in an attempt to break one of the eastern powers.

As the siege drags on, Horde war shamans channel the accumulated wrath of the conflict into the First Shura, a colossal manifestation of war intended to destroy the Celestial Gates. The Eternal Emperor ultimately unweaves the Shura, and the Orzhun are forced to abandon the siege.

Before withdrawing, they leave black monoliths along the border bearing a warning: We will return.

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 Basin Ssith'katha Empire

The fragmented Ssith'katha states of the Zsarthal Basin reunify under a powerful order centered on prophecy and ritual.

Centuries after the fragmentation of the earlier Ssith'katha dominions, city-states across the Zsarthal Basin begin uniting under the authority of Xzareth-Ka. Oracles and priestly leaders hold considerable influence, using prophecy, ritual, and blood visions to guide the growing empire.

The Zsarthal Basin Empire comes to dominate central Zalthyx for centuries, combining established Ssith'katha ritual traditions with the advanced arcane practices of the Age of Wonders.

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

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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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 Plane of Dreams
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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The Age of Wonders 250 B.U.

The Enslavement of the Vashkari Orcs

The Ssith'katha Empires begin systematically enslaving Vashkari orcs for labor across Zalthyx.

As the Ssith'katha Empires consolidate their power during the Age of Wonders, they launch increasingly organized raids into Vashkari tribal lands. Many captives are taken to support major construction and rebuilding projects, including work on strongholds such as the Obsidian Spine.

Thousands of Vashkari are forced into quarries, forges, and construction sites across Ssith'katha territory. This begins a period of enslavement that lasts for centuries and leaves a lasting mark on Vashkari history and memory.

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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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.

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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

In the wake of the Upheaval, the Vashkari rise against their Ssith'katha enslavers and reclaim their freedom.

Centuries after their enslavement began, the Vashkari take advantage of the devastation caused by the Upheaval and the weakening of Ssith'katha control over the Obsidian Spine. They rise in revolt against their captors and break free from the strongholds where they had been held.

The Vashkari seize ships and flee west across the sea to their ancestral homeland in the Vaash'toran Archipelago. Their rebellion brings centuries of enslavement and Ssith'katha control over their people to an end.

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.

Founding of Vaash'toran Homeland

Following their rebellion, the Vashkari establish a new homeland in their ancestral archipelago.

After escaping centuries of Ssith'katha enslavement, the Vashkari return to the Vaash'toran Archipelago. There, they begin rebuilding their society around discipline, shared memory, and a determination to preserve their independence.

They establish a new homeland governed by the Accord of Purpose, carving settlements into the volcanic landscape and laying the foundations of an autonomous Vashkari nation.

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

Serpentfolk who rejected conquest and rigid hierarchy consolidate their identity in the post-Upheaval world.

Having first emerged as dissenters during the Age of Wonders, these serpentfolk seek new communities in the instability that follows the Upheaval. Many gather in less tightly controlled regions such as the Riven Strand and the Shahoya/Avermont frontier.

Over time, they become known collectively as the Dawncoil, a distinct group committed to peace, coexistence, and distancing themselves from the violent traditions of earlier Ssith'katha powers.

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 beyond Eldareth's known planes.

Fleeing dangers beyond Eldareth's recorded universe, the crystalline Naerid vessel Ithis Veyra crashes into the Greyspires of Vel'Nathar. Only a small number of Naerids survive the disaster.

The survivors bring knowledge of travel beyond the known planes and warnings of instability originating farther out in the cosmos. Their presence eventually leads to the encounter with the monks who become the first Venthari, while the crash site itself becomes an important location for arcane and planar 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 Celestine 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 Celestine Obelisk is awakened and answers distant sister Obelisks, producing a psionic 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 Exodus to Avermont Begins

In the aftermath of the Incursion, large populations from Ethelra begin migrating westward across the Stormbreaker Sea to Avermont.

The devastation caused by the Incursion drives many communities across Ethelra to leave their homelands in search of greater safety and new opportunities. Large numbers of settlers cross the Stormbreaker Sea and establish new communities in Avermont.

The migration brings peoples from several regions and cultures to the continent, beginning a major period of settlement that will shape Avermont's later nations and societies.

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

Settlers in Avermont begin establishing new communities shaped by ideals inherited from the former Thessaric Empire.

As the Western Exodus brings waves of settlers to Avermont beginning around 575 U.R., different groups begin establishing permanent communities across the continent.

Many draw on Thessaric traditions of law, order, and shared prosperity when organizing these settlements. The first colonies founded on these principles develop in the lands that will later become the Concord Territories, laying the foundations for the nations and societies that follow.

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.

Initial Frontier Tensions in Avermont

Settler expansion across Avermont brings growing conflict with the Tavaska and Rakkari peoples already living there.

As the Western Exodus brings increasing numbers of settlers to Avermont, new communities begin expanding into lands traditionally inhabited by the Tavaska and Rakkari. Some settlements are established over ancient groves, sacred sites, and territories already used by local communities.

Disputes over land, resources, and differing customs lead to growing resentment and localized conflict across the frontier, establishing tensions that will shape later relations between the settlers and Avermont's indigenous 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 Basin

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

Centuries after the Upheaval, the Zsarthal Basin Empire begins to weaken from within. Ideological divisions, competing interpretations of prophecy, and struggles for political power fracture the authority that once held the region together.

The empire eventually splinters into numerous rival city-states, many of which continue to claim parts of the old order. The collapse ends the Basin's period as a unified power and creates greater room for other Ssith'katha states, including the Xal'Tarothi to the south, to expand their influence.

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 Empire reaches the height of its power in the southern jungles of Zalthyx.

By this period, the Xal'Tarothi have consolidated their authority across the southernmost regions of Zalthyx. Their theocratic system, governed through strict divine law centered on the Pantheon, is firmly established, with Xal'Zorath holding particular prominence.

At its height, the empire stands as one of the major Ssith'katha powers of Zalthyx, maintaining its distinct religious and cultural identity as the Zsarthal Basin declines to the north.

The Age of Resurgence 650 U.R.

The Concord Coast Takes Shape

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

Building on the Western Exodus, the five Concord nations consolidate their settlement efforts across northeastern Avermont. Thalmyra's Reach develops into the primary center of Concord governance, trade, and regulated magitech, supported by its ley-reactive harbors and extensive Galarium-based infrastructure.

The region becomes a key part of the Concord presence in Avermont, but its expansion also overlaps with older Tavaska groves and Rakkari sites, contributing to tensions that will continue in later years.

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

Settlers, Tavaska, and Dawncoil communities attempt to establish formal terms for coexistence in Tahanwe.

As tensions rise across the frontiers of Avermont, representatives from Concord settlements, Tavaska tribes, and Dawncoil communities gather in the region of Tahanwe, known as the Quietmarch.

The resulting accords attempt to define territorial boundaries, protect ancestral and sacred sites, and establish agreements for trade, travel, and coexistence between the different communities.

Though limited in scope, the Quietmarch Accords create one of the earliest formal efforts to reduce conflict between the peoples sharing the region.

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 restoring lost skyship technology using recovered knowledge and newly available Galarium.

Building on the resurgence of Galarium and the recovery of older arcane research, artificers and engineers in Tessarion construct the first functional skyships made since the Upheaval.

These early vessels are few in number, difficult to build, and closely monitored due to the risks involved. Their success marks an important step in recovering the advanced arcane technology of the Age of Wonders, though widespread skyship travel remains far from practical.

The Age of Resurgence 690 U.R.

Ascendancy of Seravon

The Concord establishes Seravon as a major spiritual and judicial center in north-central Avermont.

As Concord settlement expands farther inland, Seravon develops around principles of law, oaths, and regulated growth. Its defensible position and proximity to sacred paths make it an important center for Concord authority.

Fortified settlements and relic courts strengthen its role as the spiritual and judicial heart of the Concord in Avermont, while its borders remain close to older Tavaska and Rakkari territories.

The Age of Resurgence 710 U.R.

First Settlements of Naavira

Settlers establish a fragile foothold along Naavira's spiritually significant coast.

Drawn westward by exploration, refuge, and new opportunities, settlers establish a precarious presence on Naavira, a fog-covered coast known to the Tavaska as a passage for spirits.

Although the Concord claims the region, its authority remains limited. Settlers remain concentrated in small havens such as Greysalt Haven, maintaining an uneasy coexistence with the local spiritual traditions and the Rakkari who already inhabit the coast.

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.

The Threshold Wilds Contested

Southreach becomes a contested frontier as Concord expansion brings settlers into conflict with Tavaska and Dawncoil communities.

The region just north of the Obsidian Spine, known as Southreach, develops into a difficult and increasingly disputed frontier. Settlers from the Concord nations move into its jungle valleys in search of territory and resources, bringing them into conflict with Tavaska tribes protecting sacred groves and Dawncoil communities seeking a place to settle.

With sites tied to both Ssith'katha and Tavaska history, Southreach becomes a region where several peoples compete over land, access, and influence.

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, and several nexuses erupt with uncontrolled Spellfire as the disturbance spreads through the region.

In the moments following its appearance, strange shadow creatures emerge from the Rift and attacks are reported beneath its span. The Rift remains in the sky afterward, marking a severe new escalation in the magical and planar instability already affecting Eldareth. 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