The summary of the eras of zid-sqe

Keep in mind in the canon lore of the world, the past is still very much a mystery and documentation of history is still being researched to this day. So the world’s lore can have multiple iterations but what I will be telling you is the most popular and most believed history by the general masses of the world

ALSO THIS WHOLE THING IS OWNED BY ME, ABDURRAHMAN ZIDAN ALYDRUSS.

## Era 1: The Creation (Year 0-1000)

This era is shrouded in mystery, with many aspects still unexplained. According to the most popular lore, long ago, the planet was nothing more than a large rock floating in space. It is said that a giant astral seahorse-like being crashed onto the planet, forming the lands from its colossal corpse and transforming its blood into the vast oceans. Over time, animals and beasts emerged and evolved, populating the newly formed landmasses.

The world consists of four continents: Bolgria, Kata, Medinah, and Murica. Bolgria, the largest continent, is further divided into several provinces. These include:

* Helria: A province within Bolgria, Helria is known for its wild jungles filled with towering trees. Rivers originating from the sky-piercing mountains crisscross the land, creating a lush and vibrant environment. At the heart of Helria stands a colossal tree named Caliron, visible even from distant provinces.
* Normark: Another province within Bolgria, Normark resembles a savannah-like land, boasting vast open plains and diverse wildlife.
* Dgoz: Dgoz is an arid wasteland, characterized by spiky mountains and tumbleweed. The relentless sun beats down on this orange-hued expanse, creating a harsh and challenging environment.
* Stooth: Stooth is a cold region within Bolgria, featuring towering mountains and freezing tundras. Its central feature is the imposing Arbiter, a single tall mountain that dominates the landscape.
* Tishfool: Tishfool is a province of Bolgria characterized by its grasslands, mounds, and forests. Nature thrives within this diverse and enchanting region.

During Era 1, the emergence of intelligent life remained elusive. While the continents flourished with vibrant ecosystems, no signs of intelligent beings were apparent. The origins of civilization and the races that would eventually come to inhabit the world remained a mystery yet to be uncovered.

## **Era 2: The Age of Flourishing Races** (Year 1000-2000)

Era 2 marked the emergence of the diverse races that now inhabit the world. While the true origins of these races remain subjects of debate and speculation, there are popular theories and beliefs that shed light on their beginnings.

It is widely believed that humans were the first to emerge, with their origins traced back to the continent of Medinah. Possessing a remarkable capacity for discovery, humans quickly expanded their reach, venturing into the farthest corners of the world. Their adaptability, rapid reproduction, and innovative spirit enabled them to establish a presence in all continents, becoming one of the most prolific races.

Elves, on the other hand, are said to have originated in the mystical province of Helria. Some legends suggest that they arose from the will of Caliron, a magnificent tree at the center of the province, while others propose the elves were present since the world's creation. Their longevity and deep connection with nature allowed them to progress at their own deliberate pace, establishing majestic settlements within the ancient trees and living in harmony with the natural world.

The enigmatic dwarves, known for their craftsmanship and secrecy, are surrounded by mystery. They inhabit the deep underground caverns and mountainous regions, constructing magnificent cities hidden from prying eyes. The exact origins of the dwarves remain unknown, as they guard their secrets closely and interact with outsiders only when necessary.

Halflings, a race of adventurous and thrill-seeking individuals, emerged from the province of Normark. Drawn to the excitement of dangerous landscapes and the thrill of hunting formidable creatures, the halflings fostered a friendly and jovial nature. They developed close ties with nature and the animals that roamed the land, living in harmony with their surroundings.

The orcs, honorable and fair, are believed to have originated from the rugged wastelands of Dgoz. Much like the dwarves, little is known about their true origins, as they maintain a reserved demeanor and prefer to keep their history within their own clans. Their strong sense of honor and adherence to a code of ethics make them formidable allies or fearsome foes.

Other races, such as the plantoids (sentient plant beings), mammalians, avians, Insectoids, and reptilians, also exist, each with their own intricate lore and stories.

During Era 2, the races flourished and created impressive structures, societies, and cities, many of which are now lost or shrouded in mystery. The exact details of this era remain elusive, with much of the information being still undiscovered. However, there is a prevailing belief that the world during this time differed significantly from the present, with transformations in geography, power dynamics, and the existence of enigmatic civilizations.

Scholars, adventurers, and curious minds continue to delve into the depths of history, unearthing remnants of the past and uncovering forgotten knowledge. The wonders and secrets of Era 2 are waiting to be discovered, shedding light on the rich tapestry of the world's history.

## **Era 3: - The Dread** (Year 2000-3000)

Era 3, known by many names such as the First Apocalypse, the Three Landings, Hell on Zid, and most commonly, **The Dread**, is considered the darkest and most despair-filled period in the world's history. It is an era marked by the invasion of three malevolent powers that unleashed chaos and destruction upon the world: the **Eldritch Gods**, the **Dragons**, and the **Primordials**.

In a chilling convergence, the Three Pillars, as they are known, emerged nearly simultaneously, each bringing its own brand of terror. Let us delve further into the nature of these sinister forces:

**The Eldritch Gods**: Ancient and enigmatic beings of unfathomable power, the Eldritch Gods represent the embodiment of cosmic madness and existential dread. Their very presence warps reality and challenges the sanity of those unfortunate enough to witness their true forms. They manipulate the fabric of existence, blurring the boundaries between dreams and reality, and driving mortals to the brink of insanity with their eldritch influence. The Eldritch Gods, led by **Azathoth**, the incomprehensible and maddening deity, cast a shadow of fear and despair across the lands they seek to claim.

**The Dragons**: Majestic and awe-inspiring, the Dragons are more than mere creatures of legend. They are ancient beings of immense power, embodying fire, fury, and domination. These colossal winged creatures bring with them a reign of tyranny and unleash their fiery wrath upon all who dare to oppose them. Led by **Tiamat**, the fearsome and multi-headed Dragon Queen, they lay waste to cities and kingdoms, reducing them to ashes with their relentless assault. The Dragons' insatiable desire for power and control fuels their rampage, and their dominance over the skies strikes fear into the hearts of even the bravest warriors.

**The Primordials**: True-borns of the astral sea horse, the Primordials have gained sentience and believe they have the rightful claim to the world. Led by **Laut**, the water Primordial, they seek to establish their dominion over the lands and seas, unleashing devastating storms and cataclysms. With their command over the elements and their formidable strength, the Primordials strike fear into the hearts of mortals, wielding their powers to reshape the world according to their desires.

Amidst the chaos and despair of Era 3, some races and beings succumbed to the influence of the Three Pillars. Cults arose, worshipping and venerating these malevolent entities. These cults built shrines, created dark rituals, and collected slaves to offer as sacrifices to appease their chosen deity. Blinded by fear or seduced by the promise of power, these followers embraced the twisted philosophies and ideologies propagated by the cults, further spreading darkness and corruption throughout the world.

The era of **The Dread** left an indelible mark on the world, forever altering the course of history and leaving behind a legacy of suffering and devastation.

Note: The details provided here are based on the most prevalent beliefs and understanding of Era 3, though the true nature of this era remains shrouded in mystery and subject to interpretation.

## Era 4: Mortals, Gods, and Revivals (Year 3000-4000)

During this era, the world remains under the oppressive rule of the three pillars. However, a sudden and unexpected turn of events occurs with the arrival of a powerful and enigmatic race known as the Eyesectorians. These beings possess advanced technology and unparalleled intelligence, and they are determined to challenge the dominance of the three pillars.

The Eyesectorians, described as blue-skinned, hairless humanoids with sunken noses, arrive on a colossal continent-sized ship. Dissatisfied with the state of the world, they launch a full-scale assault on the three pillars, initiating a fierce battle to liberate the races from their enslavement. With their advanced technology and strategic brilliance, the Eyesectorians quickly make significant progress in a remarkably short period.

Within a matter of months(took them 100 years)the Eyesectorians manage to push the eldritch beings back into the void, eliminate a substantial number of dragons, and subdue the primordials, putting them back into a dormant state. The races, finally freed from the clutches of the three pillars, begin the arduous task of rebuilding their shattered societies.

The Eyesectorians, recognizing the races' potential, share their advanced knowledge, technology, and scientific insights. They establish a vast library of knowledge that becomes a valuable resource for the races' learning and development. However, in their newfound reliance on the Eyesectorians' library, the races become somewhat complacent. They fail to adequately document and record the knowledge the Eyesectorians have imparted, relying instead on the accessibility of the library itself.

But as the era nears its end, a shocking event occurs—the Eyesectorians vanish without a trace. While their structures, equipment, and technology remain intact, they are now inaccessible to the races. This sudden departure leaves the races in a state of panic and desperation. They yearn to unlock the secrets of the Eyesectorians' vaults, desperate to uncover the vast knowledge and wisdom hidden within.

The races, overcome with a sense of urgency, attempt various methods to gain access to the locked vaults and repositories left behind by the Eyesectorians. They explore ancient rituals, decode intricate puzzles, and scour the remnants of Eyesectorian technology in search of the keys that would grant them entry. But their efforts prove fruitless, as the vaults remain stubbornly sealed, safeguarding their secrets from prying eyes.

As the era draws to a close, the races find themselves on the precipice of discovery, standing at the threshold of untold knowledge yet unable to breach its defenses. The tension mounts, and the desperation deepens, as they grapple with the uncertainty of what lies beyond the sealed doors of the Eyesectorians' vaults. It becomes a race against time and a battle against their own limitations, as they strive to unlock the secrets that hold the key to their future progress.

## Era 5: Knowledge Sunder (Year 4000-5000)

Era 5, known as the Knowledge Sunder, marks a turbulent period in the history of the world. After losing access to the Eyesectorian vaults, the races devise a new approach to recover the valuable knowledge they had once relied upon. Adventurers and vault plungers are hired to embark on dangerous expeditions, seeking to retrieve the lost wisdom.

Between the years 4000 and 4500, remarkable progress is made as civilizations and societies manage to acquire and retain substantial information through the efforts of these brave explorers. However, as time passes, the high-ranking powers of the races succumb to greed and self-interest. Petty arguments and heated discussions escalate into a devastating conflict by the year 4900.

The turning point comes with the discovery of the Eyesectorian cores—powerful orb-shaped devices with spinning rings that possess the ability to enhance and boost magical abilities. The races become consumed by their desire to obtain these cores, believing that there are seven in total. Yet, only one has been found so far—the Mega Core, also known as the Military Enhanced Gyroscopic Armament. This coveted blue orb becomes the catalyst for a hundred-year war, as it powers up death machines and empowers formidable magic items used by the warring factions.

Amidst the chaos, the gods strive to calm the escalating conflict. Unbeknownst to them, their intervention inadvertently gives rise to their own counterparts—doppelgangers that mirror their powers and intentions. These divine doubles become entangled in the war, adding a new layer of complexity to the already tumultuous situation.

As Era 5 draws to a close, the world lies in ruins and despair. However, a glimmer of hope emerges from the ashes. The gods, both the forces of good and evil, engage in a climactic battle against their respective counterparts. In the end, the gods emerge victorious, but with a newfound realization. They understand that good needs evil, just as evil needs good, for balance to exist in the world.

In a rare display of unity, the gods of both sides come to a mutual agreement. They acknowledge the interdependence of their existence and decide to coexist, each playing their part in the grand tapestry of creation. This momentous event marks a profound shift in the divine realm, as the gods embrace a harmonious balance of light and darkness.

The Knowledge Sunder era serves as a stark reminder of the consequences of greed, the fragility of peace, and the enduring resilience of the races in their quest for a better future. It also illuminates the profound wisdom gained by the gods, who, through their struggles, recognize the inherent necessity of duality and the delicate equilibrium between good and evil.

## Era 6: establishing (Year 5000-6000)

Era 6, known as The Rebirth of the Realms, symbolizes a period of profound transformation and rebuilding in the wake of the devastating conflicts of the past. The lessons learned from the chaos and destruction of Era 5 have left a lasting impact on the races, guiding their actions as they strive to establish a new world order.

In this era, the races each claim their own territories and establish their respective homelands. Humans find solace and rebuild their civilization in Tishfool, crafting a bustling city with a rich tapestry of culture and innovation. Elvenkind flourishes in Helria, embracing their deep connection to nature and magic, which in turn attracts a surge of mystical creatures, fairies, and fey beings to their lands.

Halflings, known for their resourcefulness and community spirit, carve out a wild and adrenaline filled existence in the verdant region of Normark. Dwarves, renowned for their craftsmanship and love for the earth's treasures, establish a sturdy and secluded domain in Stooth. Both the dwarves and orcs, recognizing their shared desire for solitude, decide to retreat from the affairs of the other races, seeking a more isolated existence.

Within the realm of cities and towns, the animoids and plantoids, once considered tribal entities, have now integrated into civilized society. They coexist with other races, contributing their unique perspectives and skills to the growth and development of the burgeoning civilizations. While some animoids and plantoids still retain their tribal roots, the majority have embraced the opportunities and comforts that urban life offers.

Helria, in particular, undergoes a remarkable transformation. The surge of mystical energy and the arrival of powerful fey beings create an ethereal ambiance throughout the land. These mystical creatures, initially guests in the realm, gradually become a permanent part of the fabric of Helrian society. The fey beings and elves forge a symbiotic relationship, each benefiting from the other's innate connection to magic and the natural world.

As the era progresses, the races prioritize cooperation and mutual respect. Lessons learned from the conflicts of the past have instilled a deep understanding of the importance of unity and shared goals. Interactions between the races become more harmonious, characterized by trade, cultural exchange, and collaborative endeavors.

Though challenges and conflicts still arise, the races are driven by the collective desire to build a world that reflects the hard-earned wisdom of the past. It is an era of innovation, exploration, and cultural revival, where the scars of the past slowly fade, replaced by vibrant societies striving for a better future.

The Rebirth of the Realms represents a new chapter in the history of the world, where the races learn from the mistakes of the past and channel their energies towards collective growth and harmony. It is a time of rebuilding, discovery, and the rekindling of hope as they forge a path towards a more prosperous and enlightened era.

## **Era: 7 current time: a1004 (year 6999 - onwards or year a1 - onwards)**

Any year that starts with an a/A is years that takes place in era 7. This is the era where the game takes place in. History is unfolding and you may seek specific pages to know exactly what happens here