Timeline

Ages
Ages reset when the world has changes so much as to be unrecogniseable, and people generally agree to start again.
Third Age (C), The Age of Grandeur
* Not much is known about this age, except that the living races prospered and built great cities. Few structures survive (such as the Farrinlond in the Dalish capital of Lothrain) and a few pieces of art. No magical items at all exist from this time.
Fourth Age (D), The Age of Decline, 9570 years long
1231
* The cataclysm. Nearly all records from before this time were lost, as well as whatever events caused this. This was roughly 9000 years ago. The most popular theory is that the gods were allowed to walk the earth freely, and nearly obliterated reality.
Fifth Age (E), The Lost Age
824:
* An Elven adventurer named Orlinde Calaelen becomes queen of the goblins of Mosswood, and expands her domain eastward to include The Forest of Hope. Her companions include Fondon the wizard and Stonecleaver the dwarf.
845:
* High Lady Calaelen orders a castle built in the foothills in the east of her domain.
930:
* Tension between the Mosswood goblins and the city of Tsar causes Calaelen to abandon the castle and the Forest of Hope.
1013:
* Lady Calaelen leaves Mosswood on a voyage west across the Still Sea and does not return.
1023:
* The mighty cult-city of Tsar falls as the temple of Orcus is stormed (mostly by soldiers from Aberdeen and Skor) and many dozens of priests flee the city to the south. Zelkor, a powerful wizard rallies the survivors of the siege, and leads them south in pursuit. 
* For eight days the Righteous March heads south down the Coast Road, with many more people taking up sword and shield to join the march and rid the world of Orcus’ influence for good. The army (now a thousand-strong in warriors alone) spends it’s last night in a small mining town called Tarren’s Junction, before marching on the followers of Orcus who were reportedly trying to rally in The Forest of Hope.
* Neither the army or the priests are seen again. 
* Searches are dispatched but find nothing. The sentiment is that a thousand good lives is a high price to pay to ride the world of Orcus, but a price worth paying.
* The remaining baggage carriers, food wagons and others that supported the army are stuck at Tarren’s Junction, with a burning Tsar to the north and the forest to the south, and only a few boats left to try and get people home.
1024:
* A quartet of powerful wizards stake claim to the ruins of Tsar and begin to rebuild, starting with a massive chapel to Kel (a ‘dead’ god who died preventing Orcus from conquering the material plane over ten millennia ago. The choice was made as a tribute to the Righteous March giving their lives to stop Orcus once again). Many of the refugees from Tarren’s settle there, and the city begins to grow rapidly. Kel falls into obscurity, however.
* Tarren’s Junction begins to expand as some war refugees decide to settle there. Any who still have a home to return to after the war with Tsar have departed.
1668:
* Animals begin to disappear from The Forest of Hope. Druids arrive to investigate what is upsetting the balance
1669:
* Druids disappear. Rangers are dispatched to investigate, but report that they found nothing unusual.
1670:
* Deciding enough is enough, Bofred Aerim (the then-high priest of Thyr) leaves Sandpoint with over a hundred soldiers, guards and adventurers and begins to search the forest carefully.
* They find a large mausoleum and a sunken graveyard with over a thousand graves. The graves are presumed to be the final resting place of the Righteous March.
* The mausoleum turns out to be a passage into a labyrinth of evil creatures and dangerous tunnels named Rappan Athuk.
* Some of Bofred’s men emerged to tell the tale, but Bofred himself never returned. Stories abound of guardians of green stone, magical mazes and worms the size of roads. No signs of Orcus or his worshippers are found.
1681:
* Rappan Athuk was established as a place to be explored, and many adventurers head there.
* Bandits begin to surround the entrance to Rappan Athuk, and both the dungeon itself and the Coast Road became much more dangerous
* Zelkor’s Ferry was founded by Hessin Bristleback.
1789:
* A tengu sits in Zelkor’s Ferry, looking to hire mercenaries to retake Castle Calaelen