Timeline

## Old Dreamer's Respite

Dreamer's respite is not from this world. It was once located on another planet in a large ocean.

Nobody really remember how it came to be. Recollection of memories doesn't go beyond the creation of the city of Charon. All the archives can show is that the city was built as an adventurer's hub to fight off an evil threat that resurfaced: the seven deadly sins. The ferryman was an enigmatic figure who would bring gifted individuals from beyond the veil. They would then become adventurers and sent on missions to protect the learn and learn new powers and technics.

The sins attacked the city or its neighbor several time, posing a gigantic threat to all civilization in the region, but the adventurers managed to repel them, not without losses however.

Eventually, the sins disappeared without trace, only half of them truly defeated. This marked the beginning of the Great Merge, as Dreamer's respite was being transported on a new location. Once it arrived in the Eastern Sea in front of Suidae, the lives of every single soul of Dreamer's Respite was changed forever.

## Old Suidae

Before the Great Merge, the land of Suidae was the only land known to the people who lived upon it. The ocean South of the the continent seems to stretch much further. It is highly dangerous though, and a mysterious mist makes it impossible to go beyond a thousand miles from the Southern coast.

Throughout history, four major nations rose to become the dominant powers of the continent: the Federation of Cielargent, the Empire of Baolei, the dwarven kingdom of Kargrim and the city state of Mahakal. Each of these nations have their own culture, traditions, pantheon and interests.

Many more smaller factions, tribes or communities can be found on the continent, sharing the land or living on the unclaimed parts of the world like the Desolation, the World Cap or the Underdark.

## The great Merge

The Great Merge is a phenomenon of cataclysmic proportions which happened 300 years ago. It is the rearrangement of the geography of the world of Reverie and saw the appearance of a large number of islands or clusters of islands. This includes Dreamer's Respite, the Wild Isles and the Mirage Plateau.

The transitions of these islands upon the world didn't go smoothly. While the new islands took a fair amount of disturbance, the land of Suidae suffered catastrophic damages as earthquakes shook the whole world for days. The region of the Surin desert in particular took the most devastation and holes, moved earth and crevices can still be seen to this day. This also had the unexpected effect to reveal many underground or hidden ruins of the ancient lost civilization who lived there before.

Once the earthquakes stopped and the world came back together, the population across the world realized something: the winds of magic were severed. Thus began the Age of Scarcity.

## The age of scarcity

The Age of Scarcity is the name given to the period when the world got inflicted with a magic drought . The winds of magic were slower and lacked power while the leylines were weakened beyond anything anyone had seen before.

While magic could still be used, its effects were greatly reduced. Mages who could once bend time and space saw their powers greatly diminished. No recorded spellcaster, both divine and arcane, could invoque spells above the 6th circle of magic.

For less gifted or inexperienced individuals trying to learn magic, practicing became increasingly difficult and many would be breathless after casting a single cantrip. Magical creatures were deprived of their magic and fled underground. The world economy was shattered as magical items were much harder to create...

This period lasted for 300 years and ended mysteriously in the year 1209.

## A new Era

People across the world had learnt to live with this weakened state of magic, but they had always hoped it would return one day. In the middle of the year 1209, people attuned with magic started feeling a slight change: the winds were strengthening. It would take weeks, but eventually it returned, strong as ever and the world celebrated the comeback of their full power.

As the flow of magic got back to its full strength, so did the dangers that come with it. Monsters, cults, dark mages, cursed areas and strange phenomenon started appearing everywhere, threatening peace.

Charon, the major kingdom of Dreamer's Respite, would rebuild the Adventurer's Guild to its former glory. Once done, they would be able to gather and train strong willing individuals, sending them across the world to answer the various threats it was facing. The guild is set to open in the year 1210.