Layered Lands Timeline

The complete history of the Layered lands, from its discovery by the Dalmer to the modern day. 
== Prehistory ==
=== Year : -70 ===
The Dalmer arrive on the southern border of Calada and Crumble, and discover a region where an unnamed tribe of primitives live. The land later known as the Layered Lands is between a geosynchronous land mass and a system of caves encased in near indestructible bedrock, that the primitives call the overworld and underworld respectively. The land is infested with Nocts, creatures of unknown origin that seemingly spawn during the night or in darkness. The Dalmer install lighting systems to keep the nocts away from their camps and settlements. 
The Dalmer study the lands geology and find that the surfaceworld and underworld are separated by a layer of bedrock, a void and another layer of bedrock. this void is a physical anomaly, as it is seemingly kept into place by the indestructible bedrock of the world. While mining, the Dalmer discover and study Rufescence. Learning of the benefits of rufescence, they begin to mine it. The Dalmers presence in the area remains limited, the only real interest of the area being the presence of Rufescence.
=== Year : -68 ===
First contact with the primitives, who herd and seem to be related to local species of swine. The dalmer later discover that there are several tribes of primitives, all of whom reject or ignore the benefits of Rufescence except the mysterious jungle tribes for safekeeping their treasures.
The Dalmer mostly ignore the other races and continue with their experimentations. Through experimentation, the Dalmer discover that the primitives are susceptible to a sickness carried by certain Nocts, Necrotic Bulimia. Necrotic bulimia is a sickness that causes flesh necrosis and hunger, it can be cured by an immunosuppressant serum followed by a local fruit known as the Aurum apple.
=== Year : -67 ===
The Dalmer discover a species of pumpkin that develops a heart and a face when mature. The pumpkins emit light from their “faces”. The Dalmer, through observation of the tribes find out that they can build golems from placing specially bred cardipumps atop mounds of material the primitives tend to accumulate when their numbers reach above ten individuals. In other tribas the golems seem to appear through cunjuration, when the primitives are under extreme stress (a fact the Dalmer then exploited in grisly iron farms). 
Experimentation leads the dalmer to create their own variations of golem made of iron, snow and corpse sand. Their functions are respectively to provide security, to spread snow and to collect and return souls.
Unsure of what they made, the Dalmer study the Corpse Sand Golem. It shoots souls, and are powered by hundreds of compressed souls that compose distilled stars. As soon as the golem activates, the souls must be freed, so the golem tries to possess its surroundings, after a while, if there is nothing to possess it explodes, reanimating corpses and skeletons in a wide radius. Since the souls are incompatible with the target, it dies of withering, either becoming a rose or an undead. The only reason the Dalmer create these golems is its the only way to create distilled stars; concentrated multisoul power sources. The Dalmer wanted the distilled star that is created when a corpse sand golem is destroyed to power their beacons. Beacons provide buffs of speed, endurance, agility and health in a large field around it. They also learn that corpse sand golems possessed individuals have full white eyes. To harvest the stars, the Dalmer create corpse sand containment and disposal procedures. The Dalmer lock the golem in blast proof rooms lined with autocannons to kill the golem as soon as it awakens and harvest the star.
=== Year : -66 ===
An unsecured Corpse Sand Golem escapes the dalmer, killing all of the dragons, aurochs and giants of the land. The golem destroys most of the above ground society and raised the dead via necrotic bulimia. In the end, the golem became a human, giving back life to the last remaining soul. The Dalmer later captured the human, who freed the other humans in captivity and used a portal to escape. Due to a mistake sending them to the overworld instead where they were stranded and enslaved by a dragon. 
=== Year : -64 ===
The Dalmer discover the Underworld and study its properties. They learn that the corpse sand used to build golems originates from the Underworld and spills out from the portals leading there. The underworld is functionally a giant soul attractor built to incorporate souls into corpse sand. The exact geological process is poorly understood. 
The Dalmer discover in the underworld creatures previously created when thunder struck a layered lands pig. The pig turns it into a bipedal creature with necrotic bulimia. The creatures in the underworld produced gold extrusions from their body they fashion into crude weapons and use as currency. 
While testing out new trident designs on pigs and underworld swine men through re engineering. The Dalmer invent a trident that allows the wielder to call down lightning when fired, the pigs and primitives transformed, resulting in the discovery of the link between pigs and the Pigmen and (much later) Witches. 
=== Year : -62 ===
The Dalmer make important discoveries on the Pigmen while exploring the underworld. They find that Pigmen have a hive mind, and if they consume basal wart which grows on soul sand, this causes them to absorb some of the souls found in the soil, this allows them to learn how to walk and use tools. They have a natural affinity for goldsmithing. 
=== Year : -60 ===
The Dalmer discover a landmass they call Overworld on the surface of the syncsat and find that its atmosphere is viable for life. 
The Dalmer discover a species of silverfish identical to the layered lands on the Overworld. Experimentation reveals that eating overworld fruit turns the Silverfish into Dermites, who are natural portal users to and from the Surfaceworld, Overworld and Underworld.
The Dalmer then deduce that the surface, underworld, and overworld are all linked together by the mysterious portals, and that the Dermite is the key to using them.
=== Year : -57 ===
The oceans in the land are curiously bleak and empty of life, through the use of sea seeds, they suddenly regain life such as fish, sea mammalia, coral reefs, and kelp forests.
=== Year : -56 ===
The Dalmer discover that basal wart, a fungus found in the underworld is not magical by itself, it is more of a catalyst put in a solution that reacts with the other ingredients. The same applies with luminous deposits found in the underworld, possibly a side effect of the underworld attracting souls to it. 
The Dalmer discover that horses, when fed refrain become dragons over time, and are biologically immortal, laying an egg upon death. 
=== Year : -53 ===
The Dalmer study Necrotic Bulimia further, creating rescue villages, for the primitives that were outcast after being infected. Their fates are hardly better in these villages, which would become slave factories for the Dalmer.
Dalmer continue their research into Necrotic Bulimia inside isolated igloos. They eventually succeeded when the immunosuppressant serum and Aurum apples are discovered. They tried to see if this affliction and further experimentation would lead to immortality and in the process created an artificial form of zombism, cursing the land as a result. the discovery would later result in the Necromizer.
=== Year : -48 ===
Due to the enormous quantity of gold sourced from the Underworld swine men, the Dalmer create Cenotaphs, to hide it away from imperial tithes. The monuments are banks, used to store and safeguard their hoard of gold. The Dalmer engineer biomechanical Heralds to safeguard the monuments.
=== Year : -46 ===
The intelligent pigmen flourish in the Underworld, The Pigmen adored the gold they produced and built temples to store it. They introduced slimes to the Wart to create Magma Cubes. Experimentation in the underworld leads to the usage of basal wart to feed chickens. This leads to the development of a primitive pigmen culture. The Pigmen subsequently manufacture gold armor to resist the heat of the Underworld, it is a peace sign to the pigmen, who love gold and hoard it jealously. 
=== Year : -45 ===
Cenotaphs become more elaborate, eventually becoming temple cities built and protected by heralds against most threats, including corpse sand golems and other beings, they are eventually sunk underneath sea level and flooded by the Dalmer to keep Pigmen pillagers out. The guardians are equipped with laser weapons that do telepathic harm to all who do not understand their language.
=== Year : -44 ===
The Dalmer learn, through the Pigmen that gold is the easiest material to enchant, but also the most fragile. They use this technology to create totems of freefall made essentially with gold. They find that the gold in this land is also radioactive; when combined with apples, carrots or melons can cure decrepitism, necrotic bulimia and give absorption powers.
=== Year : -41 ===
Following successful pigmen raids on temple cities, the Dalmer placed spawners, a compact autoreplicator of robotic machines, in their constructions in order to protect them from the clever Pigmen and primitives.
=== Year : -40 ===
The consumption of basal wart creates a hive mind infection that turned the pigmen into either zombies, pigs or reprobates (a walking bush that reproduces via explosion). The Dalmer quickly terminated the Pigmen in the Underworld, but the reprobates, due to their plantlike nature could not be eliminated fully.
=== Year : -39 ===
The Pigman civilization effectively disappears from existence due to the basal wart infection.
=== Year : -35 ===
Further experimentation on another subservient species with lightning tridents takes place. The unnamed species is transformed into living, walking infernos, the Inf. The Dalmer harvest the dead creatures organs and found a novel method of creating potions. Their attempts to adapt the creatures to the surfaceworld failed and the Dalmer eventually found that the best suited habitat for the creatures was the Underworld. 
=== Year : -34 ===
The Dalmer use the Primitives of the surfaceworld as labor for their projects. Seeing as the Primitives are a naturally subservient race that are defenceless, the most compliant were selected and made into a specific breed to serve the Dalmer from within their production towns, the Townies. 
=== Year : -30 ===
Finding that the Townies produce emeralds naturally, (in the same way Pigmen produce gold) the Dalmer routinely cheat them out of their riches and enslave them in cruel emerald factories, trading low value items for their precious emeralds. The townies that would refuse would be infected with necrotic bulimia and then cured, as many times as necessary until they accept the Dalmers cruel trades.
=== Year : -22 ===
The entirety of townies are enslaved, forced to breed, build golems and provide resources for the Dalmer. Thiose that refuse to comply are infected and cured of necrotic bulimia, over and over again. The villagers who fled learned fend for themselves, and became raiders, but before long the Dalmer put an end to the escapee problem.
=== Year : -21 ===
The Dalmer begin to study the curious reprobate that they helped create. They find out that the plants are in fact a form bacteriophages genetically similar to pigs. Reprobates explode to spread their seeds onto living creatures who become hosts. When in sight of a target they will approach and detonate to spread infection. The Dalmer also find that Ocelots naturally strong anti viral properties make reprobates flee before them. The plants are raised for the natural black powder they produce in order to detonate.
=== Year : -18 ===
The Clan wars begin on the mountain in space. The Dalmer greatly increased the productive pressure on their holdings in the Layered Lands. 
== The Fall of the Dalmer ==
=== Year : -16 ===
As the clan wars raged on the Dalmer put an even greater productive on their factories in the Layered Lands. they were also less attentive to the situation in their holdings.
The townies near the sea began catching an unusually large amount of pufferfish. When eaten, the pufferfish poison gives them visions of entities known as the elder heralds. The heralds were the inspiration of the heralds that guarded the Temple cities, massive telepathic pufferfish with a single eye in the middle of the forehead. The heralds serve the Tentacled Dragon (a luminescent biomass from the depths of the Expanse) from within their underwater temple cities they reclaimed from the Dalmer. By using the telepathic poison found in pufferfish, the heralds could communicate with the primitives. The communication took some of the edge off the bleakness of the primitives existence. The Heralds taught them many things, notably to read their mysterious language to communicate secretly amongst themselves. Since the Dalmer had other things to worry about, the Cult of Zargoral went largely unknown and grew as the spread of the secret language allowed them to organize easily.
=== Year : -15 ===
The cult starts worshipping the Demon to alleviate their awful lives, and the demon answered.
Through the use of wandering traders and outcasts, the cult starts tempting townies in desert communities to join the cult by sending them secret shipments of pufferfish. These desert company towns water cool lava and drill out obsidian. The desert villages were the least influenced by the Dalmer, as such were under much less scrutiny. The desert communes built temples depicting the Tentacled Dragon, the Elder Heralds, and other monstrous creatures they saw under the effects of the telepathic poison. Pictures and paintings depicting the demon circulated via trade routes to other villages under the sway of the Dalmer. The cult gathered even more followers this way.
=== Year : -12 ===
With the size and the effects of the cult beginning to show on the faithful, organization was needed. The elders of the cult faked their deaths (using totems of freefall mostly) and continued to write down the messages of the Heralds. In exchange for the gift of the totems, the elders had to sacrifice some of their number who were considered unfit by the Heralds. Using the corpses of their colleagues, the Elders extracted corpse sand, an essence dropped by dead creatures used for all kinds of things. With the corpse sand, the Heralds sent the faithful to find Azuri. With the azuri they manufactured what they needed for the next part of their masters’ plans. Azuri is a semi precious stone the Dalmer mined for its usage as a dye and paint. The faithful sabotaged and crashed an Airship transporting the stone to hide its disappearance.
With the corpse sand and azuri secured the faithful constructed enchanters, powerful lecterns that would give power to the incantations and set forth the next part of the Heralds plan.
=== Year : -11 ===
The fishers suddenly started finding less and less pufferfish, and those that didn’t always contain the telepathic poison. The Elders reorganized the cult so that only the elders and promising members could partake in the visions the poison gave them. Months passed but the elders still could not hear the instructions of their masters. Finally, it was a faithful of the desert community, who had eaten a pufferfish despite the orders against it and received visions. The Elder Heralds bore their unique eye unto the defiler and spoke, it was time for them to meet. For this the cult broke into two, the old guard of the Demon cult who deemed the Upstart a threat and false prophet, and the new cult, who called themselves the Ill due to their sickly appearance. The latter opposed the hoarding of the telepathic poison by the Elders, and focused on meeting with the Elder Heralds. Meanwhile, the clan wars had subsided, meaning the Dalmer lessened the pressure of their automated businesses, but also that they could concentrate on their holdings. They still failed to see the unrest boiling underneath the surface.
=== Year : -8 ===
The Ill started experimenting with the dalmers own machines, hoping to find a way to reach the underwater city of the Heralds, the Cult however experimented with potions, hoping to find a way to synthesize the poison and reach their mute masters.
At this point the ocean's stock of pufferfish effectively disappeared from the sea, leaving both factions guideless and their leaders credibility very thin. Their numbers still grew however, as they were still a better alternative to their gruesome existence serving the Dalmer.
=== Year : -6 ===
Inspired by Dalmer technology but unaware of how to use them, the followers tried to build portals, hoping to reach their masters under the sea. The portals didn't work underwater, an accident caused a portal to the bottom of the sea to be opened. The cataclysmic water pressure caused a massive flood in the city that was passed off as an industrial accident.
To ensure continued compliance, the demon sends apparitions (predatory creatures that are attracted to sleeplessness) and ghosts to the Surfaceworld.
=== Year : -4 ===
The demon cult in the meantime had a unique message reach them, while under the influence of the synthesized poison, to mine precious stones and build a monstrous sword for their master, whose name Zalgoral was prudently whispered amongst the masters of the cult. The sudden vision and its unfamiliar tone compared to the former messages was suspicious. Despite this, the demon cult threw itself mind and body into this objective. 
The cultists mined for precious materials, precious stones, gold, azuri, they made ingots and stored them in secret storerooms and forges unbeknownst to the Dalmer. The cult also unearthed mysterious minerals from their mines near the sea. Pelagic Crystals and Boatscum Prisms were consumed by the faithful during ceremonies. The effects of the crystals and prisms had detrimental effects on the cult, their children were misshapen creatures, with tentacles they hid underneath their work robes. The Demon Cult put them to work in the mines, constantly mining for their master mysterious plan. With synthesized poison now plentiful, the rest of the demon cult was starting to contest why they were denied its usage, and why they had to eat the crystals and prisms. The political pressure and the threat of losing their dwindling numbers to the followers, the Elders consented. The demon cult all consumed the poison, crystals and prisms in a mass ceremony.
=== Year : -1 ===
The gold reserves in temple cities somehow fuel the Heralds powers. 
The Elders of the followers in the meantime received more visions without the usage of the poison. In these supposed visions they learned the usage of enchanters to enchant their tools and imbue themselves with greater power. With this power, they too started mining with far greater success than the demon cult. The demon cult was on the brink of war, their skin turned pale like that of the ill and their offspring became ever numerous and mutated as their mass ceremonies continued. They eventually learned that the followers were dumping their ingots into the sea.
For this blasphemy the Elders, under the influence of the substances they ingested, ordered the faithful to kill all of the ill. The assault was so brutal that the Dalmer intervened by killing all the ill and the cultists fighting each other. The elders of the demon cult and the followers were chased by the dalmer several kilometers into their mines underneath the sea. The Dalmer eventually gave up on the chase. 
The exile did nothing to stop the hostility of the two groups. Both convinced of the others faults the mines became a grotesque war zone of pale tool wielders against monstrosities of eyes, gray flesh and spines. The followers, with their knowledge of enchanting and imbuing were much better warriors and quickly destroyed most of the cultists. But before the remains of the cult could be destroyed, the Elders of the cult and the followers received a vision from their master. The deaths caused by the infighting created enough corpse sand to summon the demon, which was the plan it had hatched with the elder guardians from the beginning.
=== Year : 0 ===
The oceans suddenly gain life after years of being barren thanks to demonic influence. Desert temples and secret underwater temples are raised to the surface by the demon.
And so, the depths of the cave mines were risen to the surface. The faithful found themselves in a mysterious city under the waves. On the surface, the Dalmer received warnings about a megafauna reaching the surface. They deployed airships and conduit underwater defense platforms to slow the creature down while Maresun (Mass retrain units) could be deployed to immobilize it. The Dalmer were then horrified when they saw the creature, surrounded by Elder Heralds, monstrous cyclopean grey pufferfish used a magical beam from their eyes to construct an enormous sword that a colossal scaly hand gripped from the depths. Standing upright, the Tentacled Dragon rose, towering over the bay where the Dalmer extraction city continued to churn. The Tentacled dragon stood tall and without menace or anger, stroked its tentacled chin, raised its sword in both hands and struck sideways through the air. 
In a single strike, the ships were sundered, the buildings shattered and crashed to the ground. A tidal wave struck like a blade through the city. The settlements further inland weren't spared, they were pushed below ground and flooded. Its mission completed, the sword fragmented and crumbled into dust in the wind. The Demon returned to its sleep in the depths of the sea. Few of the members of the cult and followers survived the crumbling of the city returned as heroes to the land, having freed the others from the dalmer. All of the elders were dead as well, so it was up to the survivors to take up leadership, under a common name, the cult of Zalgoral.
== Year 0: The Strike ==
=== Year : 0 ===
The Strike occurs, the demon discharges an electromagnetic weapon that caused the lettuce field (the magnetic stability technology that kept the Dalmer blocks and entities in place in a set area indefinitely) to dissipate, causing all the improbable structures they built to crash. The strength of the strike caused a tidal wave to crash and destroyed all the sources of rufescence noise. The Tentacled dragon then returns to the depths, the Dalmer cut their losses and leave the area for good. 
When the strike occurs, the Dalmer don't retaliate or return. Guest theory was in effect, and recolonizing the surface would have been political and social suicidal for any Dalmer who would try. They would continue to discreetly observe the strange land nonetheless. 
=== Year : 4 ===
Following the events of the Demon Cult, after being disillusioned of the Cults lack of vision, plenty of cultists desert the temple cities, and are struck by lightning, becoming the first witch coven. The townies are split into two factions, the Serfs, who lived in small communities scattered around the land, and Ill, who worshipped the Demon.
=== Year : 52 ===
Over time the cults power waned and the demon became a legend of the past along with the the cults ancestry of slavery. The evokers, priests of the ill, no longer had instructions from the Heralds. The unwanted tentacled children born from their pleasure ceremonies were made into serfs, slaves forced to toil for the cult forever. Despite assurances from the evokers of their connection, the general population was still curious about the Heralds, and wished to find them. The Evokers shut themselves away from the population. They stayed in their manors away from the serf villages, leaving their tithe collectors supply them with what they needed. 
Soon the villagers became curious of their world where many Dalmer machines still remained, some still in working order. By nature the serfs were not violent, and some went exploring the ruins of dalmer installations. These explorers soon became wandering traders, prompting a romanticism of the outside world. The tithe collectors, under orders from the Evokers forbade this practice, and outcast the traders. The serfs obeyed and all traders were cast out. 
=== Year : 54 ===
The hungry traders banded together to pillage the villages. They were aided by their access to better technology scavenged from the Dalmer ruins. This wasn’t universal, some left behind books to help the villages to fend for themselves. The villagers built golems using the little knowledge they had from scavenging. 
The cult tries to retake control, by killing the hired help and reopening the mines, but their soldiers often dissent (by joining the raiders), the elder guardians are silent, and the villages refuse to kneel, using golems for defense and recruiting human champions to fight off tithe collectors. The Evokers tried once again to rebuild portals but they could not reach the heralds, but they discovered they could reach new lands deep underground and gather precious resources. But it was too little, too late. The pillagers attacked and conquered many manors.
=== Year : 59 ===
Following their revolt against the Ill and their Evoker masters the pillagers were now the new masters of their world, the pillagers returned to their roots as traders and became trade lords. Trade exploded and the trade lords became rich. The new access to Dalmer ruins and the texts of the Zalgoral cult gave them unprecedented access to new technologies notable automated farming and reprobate warding. The serfs as a whole and their trade lords decreed a return to their original religion, and began worshipping Zalgoral. Those who were against this new religion were outcast, retaking the mantle of pillagers. 
=== Year : 66 ===
The villages of the kingdom built great temples dedicated to the demon and the heralds. The villages near the sea began fishing pufferfish, whose poison gave a few visions of the elder heralds. The heralds taught them to craft potions. The practice of potion making, practiced by clerics spread through trade, and it became a speciality of the lordship. 
=== Year : 71 ===
The clerics learned to make air potions and commercialize them. The witches snapped when they discovered traders selling coral and deep underwater items, impossible to reach without some kind of water breathing potions. Realizing the Serfs could have reached the Heralds long ago but wouldn't because they were concentrated on making money, the witches seceded from the villagers. 
Potion master's split from the clerics and left for the swamps to continue their studies in the art of brewing. Radical witches left the cult, worshipping the demon in swamps, dark forests and turning villagers to their side by thunder and undead bites. The strongest witches became the new evokers as cult leaders. The witches join the outcast pillagers, offering their help with defensive and offensive potions in combat. 
=== Year : 75 ===
Soon the pillagers took control of neighbouring outposts and learned of a race of people known as the end men in their libraries who lived beyond the portals the evokers had built. They reconstructed portals and captured the end men that came through and studied them. 
Needing resources and manpower, the cult sent wandering traders as a sort of missionary to the trade lords. These traders were rarely well received, as being near the evoker and the dark rituals of the cult causes pale skin. The witch cult built fortress laboratories are deep underground to stop the end men from escaping.
Soon, the demon Zalgoral appeared in an Evokers vision, saying that his elder Heralds betrayed him. The Demon granted the evoker many gifts, notably the abilities to summon spirit warriors and spines from the ground, to turn invisible and create illusions. 
== The birth of civilizations ==
=== Year : 78 ===
The villagers continue their pacifist ways and lead simple lives of trading and wandering. The Dalmer built standard village setups that are colonized by the villagers. The pillagers conquer and ransack the villages, under the pretence of a holy war against the Dalmer. The ill are neutral, concentrating on their devotion to Zalgoral but help the pillagers in their raids due to their ambition of ruling the villages since they live in large mansions in the woods. 
The villagers invest Dalmer civilization, reusing their technology to their own ends The villagers build extensively on the overworld, creating mineshafts, temples, strongholds, and monuments all over the land. 
=== Year : 80 ===
The villagers use portal technology to find new lands, and to transport trade wares and materials to cities and fortresses in the underworld and the overworld.
The Villagers send Pigs into the Underworld as a safeguard. The Pigs proliferate wildly in the Underworld. 
The future Withered men venture into the Underworld
The End men begin to venture into the Overworld. 
Using iron from dead golems, pillagers create Vandalbeasts.
=== Year : 82 ===
A massive thunderstorm disables portal technology indefinitely. 
The first natural (non electricity related) birth of a witch within a coven happens.
The Withered men get stuck in the Underworld, and create their own civilization
Dragons invade the Underworld and destroy the portal back to the surface, before disappearing without a trace.
== Beginning of the Withered Men ==
=== Year : 83 ===
The Villager offshoot stuck in the Underworld become the Withered men. The Withered men are veritable living skeletons, anthropomorphs with bony exoskeletons from eating perpet quartz and basal warts. They craft elaborate fortresses to grow mushrooms and craft stone swords dipped in poison.
The End Men create portals of their own to the Underworld and trade pearls for Inf rods with the withered men.
=== Year : 86 ===
Tensions rise between End men and the Underworld factions. The End men repurpose underground strongholds because they feel threatened. 
Year : The End Men start to emigrate to the Overworld in masse via portal. Their settlements are far too unequipped to deal with the influx of refugees when they arrive in the deserted end. When the food ran out, they ate refrain, and evolved to grow tall to eat the fruits and learned to teleport, no longer needing pearls. Using rediscovered Dalmer technology, the End Men alter cocoa beans into refrain fruit, a fruit that satisfies all their needs of food and water without needing anything to sustain the plant. 
=== Year : 89 ===
The Withered men attempt to create a Corpse Sand Golem to protect them using corpse sand and skulls. In short, a Corpse Sand Golem is an amalgamation of hundreds of dead withered men. The Corpse Sand Golem is successfully created and gives life to a recently deceased Withered man. The Corpse Sand Golem is spotted on the Surface world where the pillagers spot it destroying an End Men settlement.
=== Year : 91 ===
At some point all portals to the Sufaceworld and the Overworld are destroyed, stranding the End men. It is believed this is because of war between the Underworld Withered Men and the End men over End Pearls. 
=== Year : 92 ===
The End Men continue to build themselves homes and flying ships using their skills and tame Calkers as defensive measures. Little do they know the refrain fruit is starting to change. What were once the offshoot of Townies become stuck in the overworld become the modern definition of End men.
The Corpse Sand Golem becomes the subject of a cult for the pillagers as a god of destruction. 
=== Year : 94 ===
The End Men discover that there are End Dragons in the Overworld, and begin to hunt them. The end men build floating ships to hunt apparitions and dragons, using Glides for close combat, proudly mounting the heads of defeated dragons on their ships. 
=== Year : 96 ===
The end men find what they believe is the queen of the end dragons. Instead of trying to kill it they attempted to tame it. They built massive obelisks with health regenerating beacons to strengthen the dragon as a last defense in case the Corpse Sand Golem ever found its way to the overworld. This fails completely as the End Dragon refuses to serve the End Men.
== The Dragon War ==
=== Year : 98 ===
Beginning of the End Men-Dragon war. The End Dragons use the end crystals atop obsidian towers to heal themselves of any wound and destroy the burgeoning End Men civilization. In less than a year the End Men eventually fail and lose the Dragon War. Their entire population submits to the End dragon. The End men stuck in the Overworld eventually accept they can't defeat the End dragon and learn to live in peace, by serving the End Dragon.
=== Year : 100 ===
The End Men accept to serve the End dragon in exchange for its protection against the Corpse Sand Golem, the terms are accepted, and the majority of End Men submit to the End Dragons. The end men learn how to build beacons and build several as part of the conditions that the dragon leave them alive. The End Men stuck in the End continue eating refrain fruit and develop natural generation of warp pearls. they eventually lose their abilities to build and wield technology.
=== Year : 103 ===
Some End Men retain bits of knowledge of teleportation. Those that do can temporarily warp to the Surfaceworld. They look for the means to build portals with their remaining memories to free themselves from the End Dragon but lack the know how. Ironically the End Men continue to use the dragon to protect themselves believing it to be their best chance to destroy the Corpse Sand Golem should it arrive. 
=== Year : 156 ===
Curious about the reason their ancestors fear the Corpse Sand Golem so much, the End Men raid the Underworld and summon a Corpse Sand Golem to study it. The Corpse Sand Golem escapes containment and butchers most of the invaders. When they fail to destroy the Corpse Sand Golem before it comes through the portal, the Dragon kills it, causing an even greater rift in the treaty between the Dragon and the End Men. To appease the End Dragon, the End Men have the Invaders killed.
=== Year : 160 ===
The End Men and dragon continue their state of affairs, which later became an alliance with the dragon that defended the end men from a Corpse Sand Golem. The dragonhead then becomes the proud symbol of this alliance. 	
The End Men lead a simple life, immune to any danger from the dragon as it cannot hit them with fire thanks to their now commonplace teleportation techniques. They eat refrain fruit, fight with end mites that ruin the fruit, and domesticate shulk to clean and protect the end cities from phantoms.
=== Year : 167 ===
The End Men learn to teleport briefly to the Surfaceworld from observing dermites, and find that they are some sort of legend among the surfaceworld tribes. In remembrance to the disappeared race, the Villagers built End men golems. These were engineered to be construction golems when controlled by a controller with a jack o lantern. These golems could pick up and place blocks. When the End Men found out they were enraged at the pantomine. They became hostile to any that looked them in the eye in the surfaceworld out of shame of what they used to be and the villagers became terrified of them. Ever since the end men are hostile to anyone who looks at them. They are hostile to any humanoid who looks at them, but wearing a pumpkin head calms them, as it reminds them not of who they were, but of the legends of friendly golems in their ancestors villages.
=== Year : 188 ===
The end men teleport regularly to the Sufaceworld, and start to build permanent portals missing some of the eyes necessary to its activation hoping someone will find it, complete it, and save them.
When the dragon sensed the portal, it figured the End Men were trying to bring in another Wither. To avoid this, the dragon subjugates the end men with an orb of dominance that curses their eyes. The dragons influence manifests as a change in eye color to purple. The curse causes the mere look of anything to enrage an end man, forbidding teamwork and rendering them susceptible to water. The dragons magic shatters the end plain creating a central island (dragons throne) and a ring of small islands around it. Some end men escape to the Surface and Underworld but they are cursed. There is no hope for them while the dragon lives.
=== Year : 189 ===
A group of Ill discover the old fortresses the End men built and their half finished portals. They try to build them themselves without much success.
=== Year : 210 ===
The end men lose what little conscience they had left. They stop being refrain farmers and shulk hunters as a result of the curse. 
=== Year : 215 ===
The Ill try and fail to create end portals in their manor cathedrals. In their experimentations they catch a glimpse of the End Dragon, and immediately begin worshipping it. The answer to the Ill warping problems comes from observing Endermites warping and they eventually create a viable portal.
== The liberation of the Overworld ==
=== Year : 217 ===
The Ill break into the Overworld. The End Men flee to the Surfaceworld permanently with the orb of dominance in tow. The End men, mistaking a pillager tribe for the Ill that freed them, and reward them with the orb of dominance. The pillagers make off with their prize far away. 
=== Year : 220 ===
Once the end men are freed, their ability to teleport and immunity to projectiles makes them a great threat to the other residents of the surface.
The villagers accidentally open a portal to the Underworld, and the Corpse Sand Golem plague kills off most of the population, the rest taking refuge underground. Only disk recordings remain of this grim time period.
=== Year : 221 ===
Some Ill receive visions from the Heralds, who claim the second arrival of the Demon. They become the Cult once more
The Cult rediscovers technologies thought to be lost. Conduits at first used for mining for the demon, later those who wished to fight the demon used them as defensive structures that would shoot away guardians. This is why ships have them in their chests. The ships are for hunting nautili, used for making conduits. Hearts of the sea are demonic gifts, that the cult used to mine underwater when potions weren't enough, and used slaves to mine, converting them to drowned, to mine nautili, in the sea floor and precious minerals.
=== Year : 222 ===
Beginning of the Ardent Armada, The cult uses ships to ferry gold, tools and hearts of the sea to monuments. The cult uses enchanters and azuri to power themselves by enchanting or imbuing themselves.
=== Year : 224 ===
The Cult begins creating massive underwater gardens planted with mysterious seeds, and eventually the crops grow tall and strong. The Heralds order the flowers to be placed upon ships and burned during a thunderstorm. Beginning of the Corpse Sand Golem Plague.
== The Corpse Sand Golem Plague ==
=== Year : 225 ===
The Corpse Sand Golem Plague occurs. Little is known of the Corpse Sand Golem plague period besides a supposed “great alliance” between the townies, ill and pillager tribes to eradicate it. It is also assumed, given the name that the alliance fought against a Corpse Sand Golem.
The Corpse Sand Golem roams the land and the townies, Ill and pillagers come together to defeat it. The alliance proved the end of the Corpse Sand Golem. The alliance worked by the villages trading weapons (crossbows, axes, and canons) and technology (invocations) with the pillagers and Ill. 
After the Corpse Sand Golems defeat, the pillagers wanted to continue their crusade against the Corpse Sand Golems further away while the villagers wanted to return to their pacifistic ways. When the pillagers tried to pressure the villagers into conscription, the villagers built golems, which were useless against the corpse sand golem, but effective at repelling pillager raiding parties. The pillagers however captured the golems for their iron to make more weapons.
=== Year : 250 ===
Later generations of pillagers and ill affected by the Corpse Sand Golem plague turn grey and their behaviour aggressive, leading to their banishment from their alliance with the Villagers. This generation Ill and pillagers are the same but have different ideologies, The pillager ideology is to actively suppress the Corpse Sand Golem Plague threat and make examples of the lazy villagers, whereas the Ill are isolationists and live in solitude in Mansions hidden in dense forests. 
=== Year : 252 ===
Witches appear among the ranks of pillagers, who turn them from their crusade to instead prey on the villages.
=== Year : 260 ===
Pillagers now worship witches and the Corpse Sand Golem as a god. They gain power from Corpse Sand Golem roses, those sacrificed to the Corpse Sand Golem become Corpse Sand Golem roses. Evokers/illusionists are examples of the powers gained from worship. Corpse Sand Golem roses are souls of the dead. 
== Birth of the Water Tribe ==
=== Year : 267 ===
An offshoot of the Cult return to the Elder Herald temple cities, becoming the Water tribe. The Water tribe learn how to manufacture dalmer tridents, they become their signature weapon. The Water tribe begin rituals to turn pufferfish into biomechanical organisms known as guardians, using pelagic crystals and boatscum prisms. Members of the Water tribe start to tattoo themselves blue as camouflage, some eat silver to help attain this condition (Argyria).
=== Year : 268 ===
The Withered men learn to use Infs for alchemy and learn to raise them for the sole purpose of harvesting their rods. Inf powder is the key to potion making, and becomes the backbone of the Withered Men economy. 
=== Year : 270 ===
The underwater city and its inhabitants become independent in terms of food and energy thanks to the dry kelp they produce in furnaces, that doubles as food and fuel. The Water tribe population is vast and warlike due to infighting and rapid reproduction. Most grow their own crops but submit to the guardians with tributes of gold mostly in exchange for water breathing. The Water tribe creates a professionnal army with standardized soldier kits.
=== Year : 273 ===
The Water tribe begins outwards expansion by organizing itself into a centralized government. To survive the expansion efforts, each water tribe member is issued a composter, a compactor, a furnace and a small plot of land to grow kelp. The composter is to make fertilizer, the furnace to dry the kelp, the compressor to compact the dry kelp into blocks for fuel. This means that every water man is fully independent, except for the water breathing potion, that the Heralds provide in exchange for service.
=== Year : 274 ===
The Water men go to war with the Pigmen in, the underworld, they eventually lose, and have to forgo eating pork. They eventually profit from this state of affairs, being the greatest trade partner of the Pigmen who will not go to the Withered for trade. The Pigmen exact high tithes of gold from the Water men. 
=== Year : 277 ===
The Water tribe begins to trade thunder tridents with the Pigmen in exchange for gold.
=== Year : 280 ===
When the water tribe learn how to create sea seeds, things happen. They become independent from the Heralds and from Basal Wart imports. The withered men face an economic crisis from this fact and use massive quantities of Wart gold to ensure the water tribe continues to buy its crops of Wart. The continued usage of sea seeds and conduits causes the Wart lobbies to finance sabotage on the technology. A war ensues. 
=== Year : 282 ===
When the water tribe starts using Conduits the water tribes’ mining industry becomes competitive (but still inferior to the productivity of villages). This creates tensions with the villagers due to the water tribe stealing customers and dealing more and more with pillagers. The villagers turn to the pillagers for help against the burgeoning civilisation.
== Birth of the Rain Tribe ==
=== Year : 283 ===
An offshoot of the Water men returns to the surface, becoming the Rain tribe. 
=== Year : 284 ===
Rain men begin breeding turtles on shores, and brew turtle potions for defence when out of the rain. 
=== Year : 288 ===
The Water men go to war with villagers, sinking their ships, the villagers retaliate by using depth charges on their outposts. Rain tribes use conduits and thunder tridents to gain footholds on land.
=== Year : 290 ===
The Rain tribe earns a reputation of being unbeatable during rain. Tribe cities are built, Conduits loom over their buildings, lightning strikes their enemies and trident warriors fly over their walls to meet their foes. Despite their faith in the Demon, the rain men are less and less welcome during their pilgrimages to the temple cities. 
=== Year : 298 ===
The Rain men are dependent on Nether wart and glowstone to supplement their potion industry, forcing them to trade with the Withered men, straining their relationship with the Pig Men. 
=== Year : 300 ===
Pigmen begin to raid Villages during thunderstorms to create more pigmen, using thunder tridents and then they return to their bases in the underworld. 
=== Year : 302 ===
The villages rampant Golem creation leads to a terrorist attack by creating unstable units in public areas. This caused the end of golem technology for a time. The result was a monstrous storm that spread a sickness that could only be cured with milk. The group behind the attacks then attempted to teach the End men to build.
=== Year : 303 ===
Eventually, the unstable Golem plot is stopped, but not before the End men create an animal that can lay eggs that hatch into all sorts of fully formed adult creatures. This animal gave rise to the Mohenthar incubator. This gave rise to the practice of “spawning” where the use of these eggs is used to fight. Competitions rose around the concept. 
=== Year : 304 ===
The pillagers follow a king, who organizes them into a fighting force, following the influence of the orb of dominance.
== Rise of the pillager King ==
=== Year : 304 ===
The pillager king becomes a power in the area, killing villagers golems,and developing new technologies. A pillager industry appears, and is strictly war related (redstone golems, elevators, rapid crossbows, beacons, and watermills).
=== Year : 305 ===
The Dalmer become interested in the region once again. The Dalmer study the Evoker, and learn that Evokers launch souls in the hope of possessing the target, similarly to Corpse Sand Golem attacks. Research into rufescence continues for the Dalmer, as it seems to have regained its power. The link between the Demon and rufescence is believed to be electromagnetic in nature, the Dalmer believe that the Demon somehow discharged a weapon (the diamond sword supposedly) that destroyed the Lettuce field and the structural integrity of buildings in the process. 
=== Year : 307 ===
The Withered men reappear, but suffer from a strain of Wart infection which causes 100% of zombism in the deceased.
=== Year : 310 ===
Eventually the Pigmen turn to reanimating corpses, and mistakenly recreate the corpse sand golem. They try to escape back to the Surfaceworld in hopes that the Corpse Sand Golem cannot follow them.
=== Year : 315 ===
The pillagers and villagers unite to build mineshafts to collect ores to fight off Nocts. To store their considerable resources, they build temples. They rediscover portals to the infernal lands and build fortresses to fight the local nocts. 
=== Year : 317 ===
Villagers, witches, traders, clerics and librarians went to the end. Once the portal to the end is opened, they flocked in, and the end men left them to their own devices. The Villager pillager alliance realize why the zombie pigmen in the underworld are escaping to their realm and close the portals. The Villager pillager alliance study the Wart in their underground fortresses for a cure to necrotic bulimia.
=== Year : 320 ===
Dalmer conduct scholarly inquiries on the region's history debates whether the Demon was real or if it was a post event fabrication by the primitive civilizations as a creation myth. Another theory is that the event simply happened because a gigacetidae feeding took place concurrently to the Dalmer civil war. 
=== Year: 323 ===
The End men learn that they can pick up bedrock, the layer that separates the over from the underworld, and keeps the Syncsat above the Surfaceworld. This means that they could potentially collapse the three layers together if needed, as bedrock seemingly stays in place.
Running out of options ,the Dalmer turn to the Underworld for power sources. The Dalmer mass produce disassembled Corpse Sand Golems by harvesting Corpse Sand Golem men for skulls and corpse sand. The skeletons fought back by activating all the disassembled Corpse Sand Golems in the Dalmer factories, creating chaos and death. The dalmer kept collecting nether stars for their own uses despite this.
=== Year : 324 ===
The Withered men build Strongholds deep underground to escape the Dalmer harvesting parties. 
The pillagers use the Orb of Dominance to invade the Overworld, they offer a bedrock formation and the crystal healing apparatus as a peace gesture. When they requested to return to the Surfaceworld, the dragon tricks them into servitude, letting them go to Surfaceworld for short periods they experimented with refrain until developing teleportation, but they eventually forfeited to the dragon, becoming the second generation of end men.
=== Year : 327 ===
The pillager King invades the Underworld, and tries to control a Corpse sand golem, which escapes to the surface. The villagers and witches of the Surfaceworld attempted drain the Corpse Sand Golem of its souls but could only transfer portions into the pillagers as penance for their kings crimes.
So eventually when the Corpse Sand Golem dies, the pillager tribe come out of hiding. They swear off any type of magic, since that was what destroyed their civilization. And so the pillagers rejoined their cousins and became the villagers, peaceful farmers and craftsmen. But eventually some of them began to dabble in magic again, things like potions. They even tried to cheat death again. They were exiled by the others and went to live in the dark woods. 
Eventually pillager cults develop weapon factories that produce spirit knives, redstone golems and elaborate armor. They are ruled by an arch lord or king. They forge weapons with blue fire using corpse sand.
=== Year : 332 ===
A Dalmer airship is spotted. The townies emerge out of the ashes of the pillager kingdom. They unite under the perceived threat of the Dalmer returning, under this pretense, theh create dark forests across the lands, to hide their mansions inside them, to protect strategic resources from the Dalmer. 
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