The World · Historical record
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
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.
- 0 — Earin, the First Light, creates reality. Aurelion, Verris and Kaelith emerge from him.
- 0–500 — The planes, seas, mountains and first forms of life are made; divinity still walks physically within creation.
- c. 500–1,200 — Earin takes material form and attempts to impose absolute order upon creation.
- c. 1,200 — The Overgods rebel. Earin is shattered; his remains become the world, while his Heart survives.
- 1,200–1,600 — Continents and magical regions settle around fragments of his body and power.
Origins
I. The Age of Gods
The gods remain visible powers and mortal civilisation grows beneath their direct influence.
Origins
II. The Age of Crowns
Mortal rulers replace divine rulers as kingdoms, roads, borders and written law spread.
Origins
III. The Age of Kingdoms
The reliable historical record begins as dynasties, scholarship and international trade flourish.
OriginsMajor turning point
IV. The Age of Strife
Supernatural threats return, the Grey Vow enters the record, and divine rivalry erupts into civil war.
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.
Divine Ruin
VI. The Age of Discovery
Oceanic voyages, ruin expeditions and organised adventuring redraw the known world.
Divine Ruin
VII. The Age of Guilds
Commercial power moves beyond hereditary nobility and the foundations of an industrial world appear.
Divine Ruin
VIII. The Clockwork Age
Arcane engines, clockwork labourers and mechanical armies begin changing ordinary life.
Divine RuinMajor turning point
IX. The Clockwork Wars
Massed construct armies and artificer weapons devastate cities before economic exhaustion ends the conflict.
World in Motion
X. The Broken Peace
Governments struggle to control artificers, displaced soldiers and weapons leaking into unstable frontiers.
World in MotionMajor turning point
XI. The Orc Incursions
Great orc migrations shatter frontier kingdoms and permanently change the population of the known world.
World in Motion
XII. The Age of Engines
Industrial cities and magical infrastructure rise as Gizmagrad becomes a dominant power.
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.
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.
- Water is diverted into the Sand River as mountain barriers are breached and ancient waterways redirected.
- The desert becomes an immense inland sea. Gizmagrad survives, but its geography of power disappears.
- The event becomes one of the most recognisable dividing points in world history.
New Waters
XV. The Age of New Waters
Old deserts become coasts, Gizmagrad becomes a maritime city, and wealth spreads among competing ports.
New Waters
XVI. The Age of Free Cities
Merchant councils, guild federations and elected city-states dominate the New Waters.
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.
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.
New Waters
XIX. The Age of High Artifice
Wartime inventions transform civilian life through airships, rapid communication, construct labour and artificial limbs.
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.
Far Horizons
XXI. The Age of Reason
The Silence drives a flowering of natural philosophy, archaeology and historical criticism.
Far Horizons
XXII. The Opening of the Deep Roads
Permanent roads enter the Underdark and reconnect surface nations with lost subterranean civilisations.
Far Horizons
XXIII. The Second Age of Discovery
Engineered planar crossings turn other realms into destinations for expeditions, trade and settlement.
Far HorizonsMajor turning point
XXIV. The Far Age
Civilisation reaches beyond its home world, while the last surviving entries hint at an unknowable future.