Events

Ancalagon is born to the world

500-1000

Ancalagon sires the First Ones far to the northeast, in seclusion.

A volcano rises from the ocean

The Needles are formed

A great spirit awakens in the northwest, immobile.

A people are drawn to its presence, becoming its Bearers.

1000-1500

The First create their great city, high in their secluded mountains.

Sensing an imbalance, the Bearers create their great city to the west.

A great freeze takes hold of the western mountains.

1500-2000

The First master engineering of machines.

Ancalagon founds a new city on the eastern sea for the first ones.

The Bearers are guided by their great spirit to delve, building quarries and mines

The Bearers are compelled to build wondrous spheres of perfect measure and great size.

2000-2500

The First are guided by the dragon to build three great walls and a gate around their new city.

A massive inland sea is discovered in the South

The Bearers uncover a great ravine, haunted by strong winds.

The Bearers are given a command by their mentor, to become Measurers of all creation.

A race of strange rodents becomes aware of the ways of the earth, sharing their thoughts.

2500-3000

The people of the world discover vast and strange lands in the north.

The Measurers, upon examining the pit, discover rich gemstones and a network of caves.

The Thought-Brood applies their collective will to master the beasts of the Southwest.

3000-3500

The Measurers, aware of the dangers of the world, assemble the Flawless Legion.

With their new protectors, the Measurers go forth to measure the world.

Bearing their master to the Deep, the Measurers construct the Diamond Mind.

The hot winds of the Southwest become harsh and deadly.

### THE AGE OF AWAKENING

0-100

A spirit of the wind awakens in the jungles to the Southeast.

A people is born, the Raptor Folk (Aves).

A race of Primals (Sebathanus) awaken to a higher calling.

A race of River Folk (Aramael) grows strong, quickly learning the finer points of commerce and trade.

The Bearers are bid by their spirit to place him in the furthest depths so he may meditate.

The Flawless Legion meets the Raptor Folk, watching silently as the Measurers do their work.

Within the caves, summoned by the Meditator, the Custodians arise.

A powerful Wizard appears in the East, founding a city with a host of his people.

The Wizard shows the people his greatest mystery, the secret of Force and Flight.

100-200

The First Ones become masters of the automaton and the Golem.

The First ones send forth a special type of Golems, the Wayfinders.

In the Second City, the First create wondrous Shipyards.

The Wind Spirit commands the Primals to build their first city.

Within the city, the Wind Spirit shows them the secrets of Sound and the Winds.

The Raptor build their first city in the plains.

The River Folk build their city in a mirthful forest to the West.

The River Folk grow lonely, and seek out all the other peoples of the world.

In their journeys, the River Folk sow the seeds of trade cities and build their central hub.

The Flawless Legion encounters the Thought-Brood, and finds them hostile.

Without hesitation, the Legion drives them from their most outlying farmlands.

Within the desert, the Flawless legion forms a city of Refuge.

The custodians, bid by the Meditator, create the Perfect Lodestone.

Far to the East, a massive foreign vessel discharges a throng of weary travelers on the shore.

The Thought-Brood seeks to end the conflict with the Flawless; through swift violence.

In a few short years, the War-Minds emerge with complete mastery over beasts of war.

The city of Refuge is sieged and captured, all survivors becoming slaves to the Brood.

200-300

Ancalagon brings forth a new race, the Phoenix Folk (First Ashen).

The Spirit of the Wind creates a cult of power, the Unseen Scream, amongst the Primals.

The Sebathanus grow violent and restless.

The Aves grow bold, and found new cities in the canyons and hills.

A presence is felt in the sky, a Fallen Star begins its descent.

The River Folk's home is utterly destroyed, the Fallen Star has claimed it.

A strange disposition takes hold in the survivors of the Star, marking them.

A new breed of fungus, or lichen, or something new, becomes fecund in the forest.

Far to the East, the seafarers (Brunner) build roads to the nearby forests.

After some years, their logging yields massive stockpiles of exotic and hardy woods.

They use this resource to construct Cail Hadall, the Fortress of Burls.

Before it is over, the Brunner are true masters of the art of woodwork.

The Measurers see the most beautiful shapes of Ausra, and resolve to preserve them.

The Wizard creates a force barrier to keep Primal raiding parties away from the farmlands.

300-400

In the Needles, the Pheonix construct a monastery to study the Flame.

Witnessing the Fallen Star, a pilgrimage from the monastery sets out to found First Omen.

The First Ones create an order of sea navigators to explore the oceans.

The Raptor become enamored with stone, and master masonry for sturdy cities.

Enraged at the God-Shield, the Primals build a city partially supported by the barrier.

The Wind grows tired of the Primals, and appears to the Measurers.

The Measurers, unable to measure the Wind, create the Auspex of the Unseen.

A charismatic figure appears amongst the survivors of the Fallen Star.

This messiah creates the Church of Pax Mycelium, with a mission of peace.

The Bearers roam West, and settle the city of Windfalls at a strange cliff.

Upon reaching the highest vantage point, the Bearers discover the Astronomers on an island.

The Wizard seeks a council with the Primals to end their cold war.

After negotiations fail, the Wizard smothers the Primal capital in a cold rage.

The Thought-Brood grows plentiful, spilling over their borders and found Creseck.

400-500

The First City constructs great libraries to catalog all the knowledge of the earth.

A number of Neriumese grow uneasy at current events, and flee Southwest.

A great blight takes hold around the Sebathun ruins.

The remaining Sebathun form a greater city in the canyons, Hekamalash.

The fungus of the Fallen Star begins to rot the thought-song of the brood.

The captives of the Brood see their chance, and take the reins of their former masters.

The Messiah of Mycelium forms The Great Doctrine, a philosophy worthy of all peoples.

With their new mission and a receptive audience, the Messiah founds churches in all cities.

The Measurers, obsessed with the Unseen, found the Order of the Broken Line.

The Order are masters of the non-euclidean, and seek to find value in the unmeasurable.

The astronomers begin construction of the Beacons with the help of the Bearers.

The Beast Tenders begin selling the warbeasts of the Southwest to gain political power.

The Grand Magus of Nerium leads his people to create two new cities, Vlost and Ramus.

500-600

The Ex-Wizards of the Southwest found Comorr upon a large island.

They form a guild of thieves, and become masters of the craft.

In the canyons, a race of carrion eaters and a race of serpents are found.

Among the Pax Mycelium, an order of Zionists becomes obsessed with the Fallen Star.

These zealots march to the Fallen Star and build a temple upon its body.

Around the beacons, the Astronomers construct the Star Orchard.

Within the walls of the Star Orchard, the Star Tenders are called into service.

With the gems of the Deep, the Star Tenders complete the wondrous Prism Beacons.

The Wizards of Nerium master statecraft, democracy, and governance under wise leaders.

The Thought-Brood, weakened and scattered by the Fallen Star, succumb to feralism.

600-700

The Phoenix of First Omen unlock the greatest mysteries of Fire.

Armed with this knowledge, the zealots called the Ashen arise.

The Ashen raze the Pax Mycelium temple, and scatter the occupants.

Creseck, seeing the strangeness take the Thought-Brood, expels the Pax Mycelium.

In the canyons, Carrillon and Serpentis peoples found their cities.

Among the Ashen, one feels remorse for his deeds and joins the Pax Mycelium.

He leads a new following to the Fallen Star, promising protection.

The Pax Mycelium build a great cathedral atop the ruins of the old temple.

There, the Ashen Apologist raises a force to defend the peaceful monks.

The City of Windfalls fully masters the arts of Sculpture and Architecture.

Windfalls, surrounded by peace and beauty, becomes a place of holiness and charity.

A great gorge opens up North of the canyons, some see it as an ill omen.

700-800

A zealot of the Ashen rises through the ranks, becoming their leader.

This zealot drives them into a frenzy of sadism and self-castigation.

These zealots choose a name, the Celebrants of Ancalagon

In a bloody and fratricidal battle, the cathedral is sacked and razed again; there are no survivors.

The Ularun build secret temples deep in the canyons, and master Divination.

A priest of the Broken Line achieves enlightenment, and travels to meet Ancalagon.

After their meeting, he deems to raise two armies to defeat the Ashen.

Ancalagon commits warriors from his monastery and a legion of War Golems.

Some Bearers, confused by this interaction, set out for the frozen North to live in peace.

800-900

Ancalagon travels with his armies to meet the Bearer armies.

In the Southeast, a race of strange walkers begins to roam.

From the Unseen Scream, a leader emerges called Death Thunder.

Death Thunder builds a terrible army of warriors and arms them with Screamers.

900-1000

The Pax Mycelium once again build their cathedral upon the ruins at the fallen star.

A new order of their monks form to better understand the nature and intent of the star.

The C'Tavralk grow violent and isolated, even amongst their own.

Ancalagon, The Broken Line, and the War Golems destroy First Omen and scatter their armies

The Lord of Ash, Androca, slays Ancalagon in the battle. The Ashen retreat East.

The First Ones, having lost their creator, realize they are unable to ever replenish.

From the Low Gate, a race of harried men emerge. They are called the Dorchagii.

They construct a fortress city, downward facing, no walls on the surface, called Gate.

1000-1100

The Ashen found their new capital in the Wind Forest, it is well hidden.

The Golems in the First City build a great monument to Ancalagon, many imitate it.

A new tribe grows strong in the Eastern plains, they call themselves Rugii.

In the shadows of the canyons, the Ularun meet The Lord of Mirrors.

The Lord of Mirrors demands a house, and the serpents build the Mirror Fortress.

The Pax Mycelium construct a great city around the fallen star, their people call it Green Glass.

The Aramael, no longer fearful of the Ashen, begin to settle their homelands again.

A brotherhood of expert smugglers organizes amongst the Rugii.

Cail Hadall enacts a plan to settle the Brittlepeak range, and outfits a league of Rangers.

Their plan is successful, and a great city is founded.

The prodigal Bearers find the perfect site for their homeland in the North, and settle.

In Nerium, a college is founded to study the deeper mysteries.

1100-1200

An order of the First Ones is formed to bring their knowledge to all of Ausra before it is lost.

On their first journey, they travel to Gate and build a replica of the great library.

Comorr makes a great breakthrough in chemistry, and grows rich from it.

Hekemalash makes a new army to conquer the canyons.

The Sebathanus attack the salt mines of the C'Tavralk, and lose the battle. They are hunted.

The armies of the C'Tavralk target Death Thunder at the Skywells, but he escapes.

He rallies the armies lost in the salt lands, and claims Skywell as his citadel.

Both sides are reported eating the dead.

Nerium's leadership grants authority to an order of mages that enact strict laws on the use of magic.

This order seeks to enforce their authority even outside the realms of Nerium.

Vlost, foreseeing the conflict that this will cause, declares independence.

The Broken Line discovers the existence of the Lord of Mirrors. They are horrified.

An army is raised immediately to march of the Fortress of Mirrors. They become trapped there.

Bearing is destroyed in a single day, none survive to record the event.

The Rugii make themselves famous with the Dreaming Deeps, a mine rich with narcotic ores.

The Rugii make a fortune, and spend a great deal of it on exotic beasts from the west.

The Rugii become masters of cavalry warfare in short order.

Two Rugii outposts become large trade cities, Depths and Crossing.

1200-1300

The First Ones, unable to regrow their still dwindling numbers, retreat to the Eyrie to mourn Ancalagon.

Comorr, seeing their chance, steal the White Boats from Parallon.

The Lord of Mirrors releases the trapped army in exchange for the location of the Diamond Mind.

Once inside, he inhabits the facets of all the crystals within. The custodians fall into a deep sleep.

The Diamond Mind, filled with mist and baneful reflections, becomes a place of dreadful fear.

In the East, a great warlord rises amongst the Rugii and unifies all the undecided clans.

Every house of the Rugii is commanded to raise an army and tribute it to the new warlord.

The former Bearers (Ledasii) build a massive Cenotaph, expanding it yearly to match their population.

Over the course of a century, they master death magic and supernatural longevity.

Becoming nihilistic and fearful of death, the Ledasii forget the philosophies of their fore-bearers.

### THE AGE OF EMPIRES

1300-1310

The City of Nerium, along with it's Grand Magus, disappears. It leaves a flawless hemisphere in the earth.

Ramus and Vlost pledge an alliance to Cail Hadall and Brittlepeak.

The Rugii build a city of industry in the mountains, and master metallurgy.

The Lord of Ashes conquers Metalakar, and enslaves all who survive.

The Hidden City of the Ashen grows even crueler, expanding their slavery.

Spires are built within their city, their purpose sinister but ultimately unknown.

The Naldoshii skinwalkers create a secret society to infiltrate other civilizations' leadership.

Death Thunder asks the Ularun for aid, and they agree under a secret arrangement.

A terrible thing, known by the Dorchagii, escapes the low gate.

In Dreaming Deeps, the Rugii construct a fabulous pleasure-drome. It becomes a fixture of culture.

Brittlepeak Rangers construct hearth lodges along their roads at regular intervals, making travel safe.

The Rugii horde captures Ramus and Vlost in a single campaign, they surrender.

Green Glass becomes an idyllic garden city after centuries of peace.

Within a guarded pantheon, the Pax cultivate a gigantic mass of their sacred fungus.

The Deep Mother, the horror of the Dorchagii, spews forth her children in the North.

Unaccustomed to the cold, she creates a nest for herself in the Eastern marshes. Her children adapt.

The Ledasii encounter her spawn in the wilds, but widely survive these encounters.

The Ledasii swiftly dedicate an order of hunters to curb the threat.

Within their capital the Ledasii create a vast armory. It includes the finest armors Ausra has ever seen.

The remnants of the magocracy in the Eastern Alliance form an army to retake Vlost.

Their attack is successful, and the city is reclaimed.

To prevent retaliation, the mages construct traps that only children of Nerium can detect.

The same mages construct fortifications at Cail Hadall, and give their men sight of the Vlost traps.

1310-1320

Karthain and Comorr build shipyards and construct inferior copies of the White Ships.

The Hidden City creates outposts throughout the jungle to ambush scouts and travelers.

The Rugii founds a trade city to receive goods from the Dreaming Deeps on the coast.

The Thieves Guild of Comorr create a second headquarters in Crossing.

Parallon begins accepting refugees from all other cultures, and the populace is welcoming.

The Aramael build a frontier city in the Southwest Delta.

Green Glass expands beyond their boundaries, and a second city forms.

The Ashen begin forcefully interrogating Neriumese prisoners for magical secrets.

The Rugii construct a city in the Rellar Range to ranch their exotic beasts en masse.

The ascetics of the fallen star receive a strange message: seek the star beacons.

The Pax ascetics are refused entry at the Windfalls to cross to the Beacons, on suspicion of sabotage.

The Dorchagii found the city of Qyleck, it is a pastiche of many cultures and is very inclusive.

Parallon and the Hammering Hills are besieged by the hordes of the Deep Mother.

Both cities survive with casualties, but are afraid this is only the beginning.

1320-1330

Parallon joins the Eastern League, growing it to 4 states.

The Eastern League creates an order of Stewards to safeguard the realm.

The Comorri build Varrar, a great trade city at the south of the inland sea. It trades with Rugii by boat.

Ravvel is founded on the western seaboard, populated by ambitious Karthainese settlers.

The Star Tenders grant audience to the Pax ascetics, unaware of the Windfall's decision.

The ascetics begin adjusting the beacons without supervision, and under strange compulsion.

The City of the Astronomers is stricken from the maps, the events of the matter a sealed record by order of the Windfall elders.

A C'Tavralk seer claims to have seen the Wind Spirit. It has granted him power.

The C'Tavralk take the Skywells, and build temples to the wind spirit there.

The Cenotaph Fortress has expanded massively in its time, become a huge sprawl.

More than half of it remains empty for the dead.

The Ledasii Death Mages search for the realms of the dead, and discover a secret.

The Northern shores of the inland sea begin washing up grotesque things.

The water becomes foul, and sailors report large vessels missing at sea.

1330-1340

An order of Sebathanus is formed that exalts the aberrations of the Low Gate and the Inland Sea. (Heaven below, Hell above)

The Naldoshii spread hunting and fishing villages widely through the Southeast.

Parallon commands their golems to build paved roads for all of the Eastern League.

Gate sends messengers to every city that will accept them, offering knowledge of the Deep Mother's spawn.

This mission consists of a thorough tome, as well as an interpreter and expert hunter.

Gate commissions an official order of hunter/scholar pairs from all willing societies. Pay and danger are equally high.

Still unable to create more of their kind, the Ashen begin breeding their captives as an army.

Mostly taking from Neriumese stock, the Ashen slave army is armed with war magics.

1340-1350

The Bearer of Ausra wakes from his meditation to encounter the Lord of Mirrors. They do battle ethereally.

The Bearer of Ausra wakes the forgotten Custodians, and leads them out of their lost homeland.

Green Glass rivals the Windfalls in peace and beauty after decades of tranquil meditation.

One of the Naldoshii Throne Seekers is discovered in Parallon, his execution does little to stem the paranoia.

The Ledasii construct a second Cenotaph city to the East.

Within their new fortress, the Ledasii construct a great prison for the Spawn of Deep Mother.

This prison becomes a college and training ground for both schools of monster hunters.

The Ledasii Death Magi are notably successful at capturing the monsters, and procure a great variety.

The Ledasii seek leadership, and a King of Power is declared. A mighty citadel is constructed for him in their capital.

Another great monster emerges from the Low Gate, also known to the Dorchagii.

This one seems almost benevolent, seeking only to kill the spawn of Deep Mother, it's patterns unpredictable.

The Deep Hunter travels far into Rugii territory, and slays their warlord in his grand palace.

1350-Present

The future is not yet written...