The Grand Timeline of Earin

From the first light of Creation to the last uncertain entry of the Far Age.

25 of 25 ages shown

0–1,600

OriginsMajor turning point

Creation & the Shaping

Earin brings reality into being, is overthrown by the Three Overgods, and becomes the very geography of the world.

  1. 0 — Earin, the First Light, creates reality. Aurelion, Verris and Kaelith emerge from him.
  2. 0–500 — The planes, seas, mountains and first forms of life are made; divinity still walks physically within creation.
  3. c. 500–1,200 — Earin takes material form and attempts to impose absolute order upon creation.
  4. c. 1,200 — The Overgods rebel. Earin is shattered; his remains become the world, while his Heart survives.
  5. 1,200–1,600 — Continents and magical regions settle around fragments of his body and power.
c. 1,600–4,000

Origins

I. The Age of Gods

The gods remain visible powers and mortal civilisation grows beneath their direct influence.

c. 4,000–7,000

Origins

II. The Age of Crowns

Mortal rulers replace divine rulers as kingdoms, roads, borders and written law spread.

c. 7,000–9,500

Origins

III. The Age of Kingdoms

The reliable historical record begins as dynasties, scholarship and international trade flourish.

c. 9,500–10,500

OriginsMajor turning point

IV. The Age of Strife

Supernatural threats return, the Grey Vow enters the record, and divine rivalry erupts into civil war.

c. 10,500–11,500

Divine Ruin

V. The Age of Ashes

The world rebuilds after divine war as temples fracture, kingdoms fail and mortal rule turns away from divine protection.

c. 11,500–13,000

Divine Ruin

VI. The Age of Discovery

Oceanic voyages, ruin expeditions and organised adventuring redraw the known world.

c. 13,000–14,000

Divine Ruin

VII. The Age of Guilds

Commercial power moves beyond hereditary nobility and the foundations of an industrial world appear.

c. 14,000–14,500

Divine Ruin

VIII. The Clockwork Age

Arcane engines, clockwork labourers and mechanical armies begin changing ordinary life.

c. 14,500–14,650

Divine RuinMajor turning point

IX. The Clockwork Wars

Massed construct armies and artificer weapons devastate cities before economic exhaustion ends the conflict.

c. 14,650–15,000

World in Motion

X. The Broken Peace

Governments struggle to control artificers, displaced soldiers and weapons leaking into unstable frontiers.

c. 15,000–15,200

World in MotionMajor turning point

XI. The Orc Incursions

Great orc migrations shatter frontier kingdoms and permanently change the population of the known world.

c. 15,200–15,600

World in Motion

XII. The Age of Engines

Industrial cities and magical infrastructure rise as Gizmagrad becomes a dominant power.

c. 15,600–15,630

World in MotionMajor turning point

XIII. The Gizmagrad Era

Gizmagrad grows rich and arrogant by monopolising the safest routes through the desert Sand River to the mineral-rich north.

c. 15,630

World in MotionMajor turning point

XIV. The Drowning of the Sand

Gizmagrad's enemies breach the mountains and flood the desert, turning the city into an island and ending its northern monopoly.

  1. Water is diverted into the Sand River as mountain barriers are breached and ancient waterways redirected.
  2. The desert becomes an immense inland sea. Gizmagrad survives, but its geography of power disappears.
  3. The event becomes one of the most recognisable dividing points in world history.
c. 15,630–16,000

New Waters

XV. The Age of New Waters

Old deserts become coasts, Gizmagrad becomes a maritime city, and wealth spreads among competing ports.

c. 16,000–16,700

New Waters

XVI. The Age of Free Cities

Merchant councils, guild federations and elected city-states dominate the New Waters.

c. 16,700–17,100

New Waters

XVII. The Great Northern Rush

Rare magical minerals trigger a rush into the northern mountains and fortunes rise across dozens of competing powers.

c. 17,100–17,300

New WatersMajor turning point

XVIII. The War of the Seven Ports

Seven maritime powers fight across the New Waters in what later historians call the first truly global war.

c. 17,300–17,800

New Waters

XIX. The Age of High Artifice

Wartime inventions transform civilian life through airships, rapid communication, construct labour and artificial limbs.

c. 17,800

Far HorizonsMajor turning point

XX. The Silence

Divine magic becomes unreliable for months, creating the greatest religious crisis since the Civil War of the Gods.

c. 17,800–18,400

Far Horizons

XXI. The Age of Reason

The Silence drives a flowering of natural philosophy, archaeology and historical criticism.

c. 18,400–18,700

Far Horizons

XXII. The Opening of the Deep Roads

Permanent roads enter the Underdark and reconnect surface nations with lost subterranean civilisations.

c. 18,700–19,000

Far Horizons

XXIII. The Second Age of Discovery

Engineered planar crossings turn other realms into destinations for expeditions, trade and settlement.

c. 19,000 onward

Far HorizonsMajor turning point

XXIV. The Far Age

Civilisation reaches beyond its home world, while the last surviving entries hint at an unknowable future.

The record ends at 19,111. Everything beyond the Last Entry remains unwritten.