Timeline

The story of Drakaria is both long and deep. The timeline is separated into Eras and Ages.

## **1st Era - Era of Creation**

The Era of Creation marks the genesis of Drakaria, a time when the world itself took form under the watchful eyes of the Primordial Dragons. They were embodiments of primal forces, shaping the land, seas, skies, and most importantly, breathing life into the world. Out of nothing, emerged everything.

### **Age of Primoardial Chaos**

This is the dawn of existence, when the Primordial Dragons sent by the Elder Titan shaped the raw elemental forces and established the fundamental elements of Drakaria. The dragons' mighty clashes and dances across the sky birthed the very fabric of the world, carving the majestic mountain ranges, and sculpting the expansive oceans.

### **Age of Celestial Harmony**

As the chaos subsided, the dragons entered a period of harmony and balance. They established the Dragon Pantheon, a divine order that governed the various aspects of creation. Each dragon deity embodied different elements and played a specific role in maintaining the world's equilibrium.

* **The Dragon Pantheon's Formation**
> During the Age of Celestial Harmony, the dragon deities convened and established the Dragon Pantheon, an agreement that defined their roles and responsibilities in maintaining the balance of the world.
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### **Age of First Light**

This age heralded the awakening of mortal races. The Primordial Dragons, recognizing the potential of these burgeoning civilizations, imparted knowledge and wisdom to them. The first sentient beings emerged from the realms of myth and began to shape their own destinies. It was a time of great discovery, exploration, and the forging of the earliest alliances between dragons and mortals, with the Primordial Dragons serving as guides, protectors, and champions of the divine.

* **The Awakening**
> The gift of sentience is bestowed upon the first mortal races. The dragonborn were taught by the Primordial Dragons how to think for themselves, and be the first to settle the empty canvas that was the world laid  before them.
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* **The Realm of Echoes**
> Soon after, the creating of the a second existential plane began. This was a mirror of the real world, an echo of the material plane where the Primordial Dragons experimented and lived out their dreams of further shaping creation. In the embrace of this newly formed realm, the elves emerged. Graceful and attuned to the rhythms of magic, when finally venturing into the material plane, the first elves were nothing short of demigods walking the new world.
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* **The Convergence of Races**
	+ The Founding of Bastions
	> As the dust settled and the world took form, humans sought to make their mark upon the earth. They established the first organized network of settlements, built around what came to be known as bastions. The founding of bastions heralded the birth of human society, where cooperation and shared aspirations took precedence. Being found all over Drakaria, humans showed that they could adapt to anything.
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	+ The Cragh’s Halls of Stone
	> Deep beneath towering mountains, the dwarves delved into the below, unearthing rich veins of precious minerals and gems. With skilled craftsmanship and unwavering determination, they carved magnificent halls of stone, forging a legacy of skilled mining, metallurgy, and enduring craftsmanship. The Halls of Stone became the heart of dwarf culture, and as they expanded into huge chasms beneath the surface, they took the name “Cragh” to mean “dwarven city”.
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	+ The Halfling's Hearth
	> Amidst the idyllic landscapes of rolling hills and fertile farmlands, the halflings made their presence known. These diminutive folk, with their cheerful demeanor and love for hearth and home, established peaceful settlements and prosperous farming communities.  Their nimble dexterity, curiosity, and affinity for storytelling made them adept at navigating the natural world and forging connections with other races.
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	+ The Gnomish Inventors
	> From their hidden workshops deep within lush forests and mountain valleys, the gnomes emerged as masters of invention and innovation. With their insatiable curiosity and knack for tinkering, the gnomes crafted marvelous contraptions and ingenious devices - for its time. Their expertise in magical engineering, clever problem solving, and love for whimsical pursuits brought a sense of wonder and creativity to the world.
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	+ The Fiery Arrival of Tieflings
	> Amidst swirling arcane energies, the enigmatic tieflings stepped onto the stage. They possessed a striking appearance with horns, tails, and other fiendish traits, but despite their outward resemblance to the infernal, tieflings carried within them a spark of light, and new arcane knowledge. They sought to find their place in a world filled with prejudice and fear.
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	+ The Grace of the Leonin
	> From the sun-kissed savannas and vast grasslands, the leonin prowled into existence. These regal and feline humanoids embodied strength, honor, and a fierce devotion to their prides. With their majestic appearance, unparalleled hunting skills, and a deep connection to the natural world, the leonin guarded the balance of nature and brought an aura of nobility to Drakaria.
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	+ The Flight of the Owlin
	> In the moonlit forests and forgotten ruins, the Owlin soared with grace and wisdom. These avian creatures, possessing the traits of both owls and humanoid beings, represented the ethereal connection between the skies and the earth. With their profound insight, innate magical abilities, and affinity for ancient lore, the Owlin became the guardians of arcane knowledge and the messengers of hidden wisdom.
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	+ The Mischievous Horde of Goblins
	> Emerging from the shadows and dark corners, the goblinkin swarmed into Drakaria, bringing chaos and mischievous antics. These shrewd creatures, driven by their cunning and boundless energy, established hidden settlements and often clashed with other races. Despite their reputation for mischief, Goblins showcased resourcefulness, adaptability, and an unexpected knack for survival in even the harshest environments, as their empire would grow inconceivably large with time.
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	+ The Gift of the Fey
	> The Realm of Echoes was not solely the birthplace of the elves, as it also became a tapestry of diverse fairyfolk. Sprites danced upon sunbeams, nymphs wove enchantments with their voices, and fauns played tunes beneath the moonlit glades. With time, the Realm of Echoes became known as the Feywild - the place fairyfolk call home. Access to this wondrous realm remained elusive and enigmatic to the outside races, and the fairyfolk became custodians of this secretive place. In their old language, The Primordial Dragons called it *Eld’haran* - literally “Unseen Gift of Aquired Taste.”
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## **2nd Era - Era of Civilization**

Following the Era of Creation, the Era of Civilization dawned, signifying the rise of civilizations across Drakaria. This era marked the transition from primal existence to organized societies, as cultures and races emerged and laid the foundation for the world as it is known today.

### **Age of Founding**

In this age, the first city-states were established, each with its own customs and governing systems. The mortal races flourished as they built their societies, honed their skills, and began exploring the land. This age witnessed the birth of great heroes and legendary figures who shaped the course of history through their valor and wisdom.

* **The Landsmeet**
> During the Age of Founding, multiple city-states and settlements across Drakaria came together in a momentous gathering known as the Landsmeet. This event facilitated the sharing of ideas, cultures, and technologies, leading to the establishment of diplomatic relations and the formation of alliances.
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### **Age of Empires**

As civilizations grew in size and ambition, powerful empires arose, vying for dominance over vast territories. These empires built grand cities, developed advanced infrastructure, and engaged in both cultural and military conquests. It was an era of political intrigue, architectural achievements, and the flowering of arts and sciences.

* **The Rise of Empires**
> In the Age of Empires, powerful empires and smaller nations such as the Tarquin Dominion and the Astrata Confederacy emerged as dominant forces, expanding their territories through conquest and colonization. Drakaria was split by countless borders, but its people witnessed the construction of magnificent capital cities, huge armies, and the further development of intricate political systems - not to speak of the emergence of renowned rulers such as Empress Eluka and King Corvus the Shadowblade.
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### **Age of Turmoil**

The Era of Civilization reached its pinnacle as the thirst for power, resources, and influence led to a series of conflicts that ignited the fires of war across Drakaria. Nations, empires, and factions vied for supremacy, driven by greed, territorial disputes, and ideological differences. The ages of exploration and discovery had given way to a tumultuous era of conquest, bloodshed, and the breaking of alliances.

* **The Unraveling**
> As the wars escalated and territories changed hands, the delicate balance of power began to unravel. Alliances forged long before the Age of Turmoil crumbled under the weight of mistrust and conflicting interests. The once vibrant trade routes and cultural exchanges became overshadowed by the drums of war.
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* **The Rending Wars**
> Driven by a desire for dominance and fueled by long simmering tensions, the The Rending Wars erupted across the lands of Drakaria. Empires clashed, kingdoms crumbled, and the very fabric of society was torn apart. It was a time of widespread devastation, as armies marched, cities burned, and lives were lost in the pursuit of power.
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* **The Fractured Realms**
> With the relentless onslaught of war, the once individualistic but unified realms shattered into fragmented territories, each vying for survival amidst the chaos. Borders shifted, new nations arose, and old alliances became distant memories. The world became a patchwork of warring factions, with no clear victor in sight.
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* **The Twilight of Empires**
> The great empires that had once reigned over vast domains now found themselves weakened and on the brink of collapse. The burdens of war, economic strain, and internal strife eroded their foundations. The once majestic cities stood as crumbling ruins, symbols of a bygone era. People forgot the names of nations that had previously spanned the known world.
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### **Age of Trials**

The Age of Trials descended upon Drakaria, characterized by a state of constant conflict, upheaval, and uncertainty. It was a time of desperation, where survival took precedence over ideals, and the world teetered on the precipice of oblivion. Three events define this age:

* **The Rebellion of Broken Chains**
> A pivotal event during the Age of Trials, the Rebellion of Broken Chains saw the enslaved populations from the wars across Drakaria rise up against their oppressors. Led by charismatic leaders and fueled by the desire for freedom, the rebellion sparked a wave of uprisings that shattered the foundations of the remaining, fragile power structures.
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* **The Arcane Purge**
> In an era of fear and uncertainty, the Purge of the Arcane was a systematic eradication of magic practitioners and arcane knowledge. Driven by superstition and fueled by the desire to control forces deemed dangerous, this event forever altered the relationship between magic and society, leaving a void of wisdom and mystic traditions in its wake.
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* **The Great Exodus**
> Large populations, both emancipated and settled, sought refuge in distant lands. Some went to what lies beyond our known borders, to the uncharted wastes of Aquilon, while others lent their neighbouring lands their hand. The Great Exodus saw countless individuals and families abandoning their homes, embarking on treacherous journeys in search of safety and a chance at a better life. Many end up in the southern reaches of Drakaria, known as The Unbound.
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*As the Age of Trials came to a tumultuous end, the lands of Drakaria were left scarred and weary. The wars had taken their toll, and the once united civilizations found themselves fragmented and embittered. The era that had promised growth and discovery had morphed into a dark chapter in history, serving as a reminder of the consequences of unchecked ambition and the destructive nature of conflict.*

## **3rd Era - Era of Illumination**

For centuries, Drakaria had been plagued by unrelenting disarray, the aftermath of which had brought forth the Purge of the Arcane. The people of Drakaria, wary of the unpredictable and destructive nature of magic, had turned their backs on its once celebrated power. Magic had become a relic of the past. Without it, life seemed to be leaking from the world itself. Colors lost its vibrancy, song lost its meaning, life lost its vigor. Things had to change. The Era of Illumination signifies a transformative epoch in Drakaria's narrative, where the stage is set for the shaping of a new world. It remains to be seen whether history will repeat itself once again.

### **Age of Budding Hope (around year 0-300)**

With the waning of the Age of Trials, a glimmer of hope emerged, signaling the beginning of a new era in Drakaria's history. The Age of Budding Hope was characterized by a collective desire for healing, reconciliation, and the rebuilding of a shattered world. It was a time when the scars of past conflicts served as a reminder of the need for compassion and the pursuit of a brighter future. It all started with the return of the Primordial Dragon Aetheris.

* **Dawn's Light**
> With wings ablaze with white flame, Aetheris, also known as “the Celestial” brought a newfound hope to the people. His presence radiated a sense of awe and wonder, dispelling the darkness of the Rending Wars that had shrouded Drakaria for far too long. Aetheris wove spells that mended the wounded, brought forth bountiful harvests, and illuminated the darkest corners of the land, making people realize that magic itself was not to blame for past calamities - it was the misuse and misunderstanding of its power that had caused harm.
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* **The Illuminators**
> Inspired by Aetheris' display, a group of enlightened individuals came together, forming an organization known as the Illuminators. The Illuminators became the custodians of this newfound understanding of magic, and under their guidance Drakaria was primed for an era of enlightenment and progress. Magic, once feared and shunned, became an integral part of everyday life once again. The Illuminators played a crucial role in fostering a deep connection between knowledge, wisdom, and magic, ensuring that the arcane arts were used for the betterment of all.
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### **Age of Illumination (around year 300-1300)**

And thus, the Age of Illumination was born - a testament to the transformative power of Aetheris' appearance. In this age, the brilliance of the arcane would once again illuminate the path forward, and give name to the Era as a whole.

* **The Great Summit**
> As a defining event of the Age of Budding Hope the Great Summit brought together leaders, representatives, and diplomats from every corner of Drakaria. Held on Atlas Isle, this grand gathering served as a platform for the pursuit of mutual understanding.
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* **The Atlas Concord**
> Signed at the Great Summit, the Atlas Concord stands as a milestone agreement in history. This historic treaty signifies the commitment of Drakaria's major powers to work together toward common goals, such as maintaining peace, promoting trade, and preserving the balance of power. The treaty establishes principles of mutual respect, non-aggression, and cooperation, setting the stage for a period of relative tranquility and progress.
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* **The Restoration of Sacred Grounds**
> Communities across Drakaria embarked on ambitious projects to restore sacred sites that had been desecrated or damaged during the Rending Wars. These endeavors not only revitalized cultural heritage but also served as a tangible symbol of the collective commitment to healing and preserving the world's ancient legacies.
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* **The Rise of the Rebuilders (year 441)**
> As societies rebuilt in the aftermath of turmoil, a new class of skilled artisans, architects, and engineers emerged. Known as the Rebuilders, they played a vital role in reconstructing cities, fortifications, and infrastructure, injecting a sense of vitality and progress into the recovering world.
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* **The Scholar's Renaissance**
> With the advent of the Age of Budding Hope, intellectual pursuits experienced a renaissance. Scholars, philosophers, and sages dedicated themselves to, exploring forgotten realms of academia and unraveling mysteries that had eluded previous generations, and all but disappeared in the ruins of war.
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* **The Greening of the Wastelands**
> In wake of the Rending Wars finally ending, efforts were made to reclaim and restore barren lands, transforming them into flourishing landscapes. Through innovative agricultural practices, and reusing the now revived practice of magic, the wastelands began to bloom once again.
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* **The Birth of the Cyrenian Kingdom (year 991)**
> In the waning years of the Age of Illumination came the founding of the Cyrenian Kingdom. This significant development marked the consolidation of various human and elven factions under a unified banner, forging a powerful realm that would shape the course of Drakaria's history. Driven by a shared vision of progress, the leaders of these factions recognized the potential for greater achievements through unity. They saw the need to pool their resources, knowledge, and strengths to create a formidable force capable of advancing their societies and protecting their shared interests.The Cyrenian Kingdom emerged as a beacon and hub of intellectual pursuits and artistic expressions. Scholars, mages, and artisans flocked to its cities, contributing to a flourishing culture that celebrated knowledge, innovation, and creative endeavors. Under the wise leadership of their monarchs, the Cyrenian Kingdom fostered an environment of tolerance and respect, embracing the diversity of its constituent races. This inclusive approach attracted like-minded individuals from other parts of Drakaria, further enriching the kingdom's cultural fabric and strengthening its position as a prominent force in the realm.
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* **The Founding of the Praxan Covenant (year 1002)**
> Concurrent with the rise of the Cyrenian Kingdom, the Praxian Covenant came into existence, establishing a formidable alliance among the dwarves, halflings, and gnomes, among others. These proud and resilient peoples forged an unbreakable bond to protect their ancestral lands and preserve their cultural heritage. The Pact of Praxia, as it came to be known, solidified the alliance between the various factions that had long coexisted in the rugged landscapes of the realm. Recognizing the strength in their unity, the leaders of these races formalized their alliance through solemn oaths and sacred pacts, pledging their mutual support and defense. The Praxian Covenant thrived on the principles of camaraderie, resilience, and the pursuit of mastery in their respective crafts. Through collaborative efforts, they developed advanced engineering techniques, formidable fortifications, and innovative technologies that fortified their territories and ensured their prosperity. While the Praxian Covenant stood as a sovereign entity, it maintained diplomatic relations and engaged in trade with its neighboring kingdom, fostering connections and building partnerships to secure its interests. The Covenant's strong presence and formidable reputation garnered respect from allies and deterred potential adversaries, ensuring the protection of their lands. The establishment of the Cyrenian Kingdom and the Praxan Covenant marked a significant turning point in the Age of Illumination. As these two superpowers emerged, each contributed to the realm's overall stability and advancement.
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### **Age of Contention (around year 1300-1800)**

*The Age of Contention cast a faint shadow over the now recovering realm. During this period, the realm of Drakaria becomes shrouded in an atmosphere of lingering tension and looming conflict. It is a time of testing alliances, as nations are forced to navigate treacherous waters and make difficult choices. Diplomacy falters, giving way to a landscape where conflicts of interest and diverging ambitions clash. The pursuit of power and control takes center stage once again, overshadowing the pursuits of enlightenment and progress that once flourished. Yet, even in this age there are those who strive for peace, seeking to quell the rising tensions and bridge the growing divides. Visionaries and diplomats work tirelessly to negotiate fragile truces and mediate conflicts, their efforts aimed at averting the cataclysm that looms on the horizon.*