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Ceryniotsklesu, often shortened to Sklesu, is the name of the [[Human (1.31.99.:2-897)|Human]] origin planet in [[1.31.99:2-897]]. A Pangaea, the planet has changed and shifted over the course of its history, with the two most drastic being the shattering events of World War 3 and the meteor that struck it in _. | |||
=== Reference Information === | |||
* Noun; Ceryniotsklesu (Sklesu) | |||
* Adjective; Ceryniotsklesusan (Sklesusan) | |||
Found within the Cherinoski system of the Bima Sakti galaxy. | |||
Sklesu holds a hidden world beneath the surface, known as [[Kar'lo'theuses]]. Kar'lo'theuses is the origin of a large portion of magic found within the bounds of Ceryniotsklesu. | |||
Sklesu holds a robust and long spanning history which is broken into four periods; | |||
==== Foreoudras ==== | |||
Early history, also known as [[Foreoudras]] or the Dark Ages, are a time of whimsical adventure and lands of magic. | |||
==== Foreopivi ==== | |||
The Anthropocene, or [[Foreopivi]], is a time in which most magic had vanished until it came back only to destroy the world, bringing humanity to the brink of extinction. | |||
==== Foreollontik ==== | |||
Post-Anthropo history, an eon known as [[Foreollontik]] in which humanity bring themselves back and join the tech-level of system travel while the planet itself enters a war for the dominant life. | |||
----[[Gwirionedd]], [[Gwowang Shen]], [[Mur]], [[Cysegredig]], [[Hanianol]], [[Heping]], [[Hexie]], [[Meiyou]], [[Peidiwch]], | |||
Known by its inhabitants as Myd, with the known universe being referred to as Byd, believed in several magics; creation myths and unique sciences that would later be unavailable. | |||
The geography of Myd is a rather simple one, with there being three continents, or Teyrnas and an unsurvivable frozen tundra known as Canol Rhew/Mid-Ice. These continents are as follows; Brenin, the home of the Gwyn, Ymerawdwr, home of the Melyn, Pren Mesur, home of the Tywyll. | |||
---- | |||
=== Geography === | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreoudras Era - Continents & Countries | |||
!Continent | |||
!General Overview | |||
!Countries | |||
|- | |||
|''Ebucceci'' | |||
|A land of extremes, known for its mystical ruins and magical corruption due to the '''Starfall of Yllanov'''. This continent is a patchwork of warlords and arcane societies. | |||
* '''Key Regions''': | |||
*# '''Yllanov Wastes''': | |||
*#* Centered around the massive crater created by the celestial body. | |||
*#* Populated by '''Drekan Tribes''', humanoids mutated by prolonged exposure to cacodeem corruption. | |||
*#* Belief in the '''Fallen Star''' as a god of chaos drives cult-like behavior. | |||
*# '''The Crystal Fracture''': | |||
*#* A mountain range filled with glowing, living crystals tied to the Threads. | |||
*#* Home to the '''Shardweavers''', a secretive order who craft magical weapons and artifacts. | |||
*# '''Silverlow''': | |||
*#* A burgeoning trade hub ruled by an oligarchy of sorcerer-merchants. | |||
* '''Cultural Highlights''': | |||
** Magic deeply integrated into governance and daily life. | |||
** Frequent internal conflicts over magical resources. | |||
| | |||
|- | |||
|''East Jörban'' | |||
|A land of lush jungles, sacred rivers, and fierce warriors, deeply tied to spiritualism and nature magic. | |||
* '''Key Regions''': | |||
*# '''The Emerald Basin''': | |||
*#* Dominated by '''Zal’ka''', a confederation of jungle tribes who worship the rivers as living gods. | |||
*#* Tribes use nature-based magic, such as creating sentient flora to guard their settlements. | |||
*# '''Bloodroot Savannah''': | |||
*#* Vast plains where nomadic '''Bonecallers''' practice ancestral necromancy, invoking spirits to guide them. | |||
*#* Frequent skirmishes between tribes for control of fertile lands. | |||
* '''Cultural Highlights''': | |||
** Ritualistic magic tied to life cycles and the environment. | |||
** Strong oral traditions, where shamans hold immense power. | |||
| | |||
|- | |||
|''Eub'' | |||
|Known for its warring kingdoms and vast deserts, Eub is a land shaped by prophecy and divine intervention. | |||
* '''Key Regions''': | |||
*# '''Sunspires''': | |||
*#* A holy city said to be built around the Eternal Flame’s first mortal manifestation. | |||
*#* Home to the '''Flamecallers''', priests who guard the sacred light. | |||
*# '''The Glass Plains''': | |||
*#* Vast deserts of crystallized sand, where wandering tribes seek magical artifacts buried beneath the surface. | |||
*#* Ruled by '''Glasswardens''', desert kings who claim divine right. | |||
* '''Cultural Highlights''': | |||
** Magic heavily tied to celestial phenomena. | |||
** Theocratic rule centered on divine omens. | |||
| | |||
|- | |||
|''Griogubul'' | |||
|A continent of vast savannas, dense rainforests, and ancient traditions. | |||
* '''Key Regions''': | |||
*# '''Oba’Jalash''': | |||
*#* An ancient city-state ruled by a '''Sunline Dynasty''' claiming descent from the Eternal Flame. | |||
*#* Known for its elaborate magical rituals that control the rains. | |||
*# '''The Obsidian Veil''': | |||
*#* A volcanic region inhabited by the '''Ashborn Clans''', who worship the volcanoes as gods. | |||
*#* They practice magma-binding magic, forging weapons from molten rock. | |||
* '''Cultural Highlights''': | |||
** Strong communal societies, with leadership tied to magical prowess. | |||
** Deep reverence for natural phenomena. | |||
| | |||
|- | |||
|''Hera'' | |||
|Hera is the cradle of high magic and early sorcery, its lands dominated by sprawling empires and isolated mage towers. | |||
* '''Key Regions''': | |||
*# '''Silverwater''': | |||
*#* A city of canals, ruled by '''Waterbinders''' who use hydromancy to sustain its population. | |||
*#* Known for their early mastery of hemomancy. | |||
*# '''The Tower of Aeons''': | |||
*#* A massive structure housing sorcerers who seek to unravel the Threads. | |||
*#* Central to magical innovation but feared by surrounding kingdoms. | |||
* '''Cultural Highlights''': | |||
** Early experiments with manipulating the Threads. | |||
** Frequent rivalries between mage guilds. | |||
| | |||
|- | |||
|''Klamith'' | |||
|A land of mountains and mist, where ancient legends come alive. | |||
* '''Key Regions''': | |||
*# '''The Vale of Echoes''': | |||
*#* A mystical valley where every sound lingers, creating hauntingly beautiful reverberations. | |||
*#* Ruled by '''Whisperlords''', sorcerers who manipulate sound magic. | |||
*# '''The Mistclad Peaks''': | |||
*#* Home to reclusive monks who guard the '''Sanctum of Voices''', a shrine said to amplify the Threads. | |||
* '''Cultural Highlights''': | |||
** Quiet reverence for nature and introspection. | |||
** Isolationist but spiritually advanced societies. | |||
| | |||
|- | |||
|''Nolij'' | |||
|Known for its frost-covered plains and resilient people, Nolij is a place of survival and perseverance. | |||
* '''Key Regions''': | |||
*# '''Isle of Silent Winds''': | |||
*#* A sacred site where sorcerers meditate to attune themselves to the Threads. | |||
*# '''The White Marches''': | |||
*#* A harsh tundra ruled by '''Icecallers''', shamans who control weather magic. | |||
* '''Cultural Highlights''': | |||
** Strong communal ties. | |||
** Survival-oriented magic. | |||
| | |||
|- | |||
|''Numea'' | |||
|Numea is a continent of sprawling rice fields and towering bamboo forests, steeped in tradition. | |||
* '''Key Regions''': | |||
*# '''Crescent Delta''': | |||
*#* Fertile lands ruled by '''Dragonkin Lords''', semi-mythical beings said to be part dragon. | |||
*# '''The Red Wastes''': | |||
*#* Barren lands where ancient sorcerers are buried in cursed tombs. | |||
* '''Cultural Highlights''': | |||
** Magic tied to ancestry and honor. | |||
| | |||
|- | |||
|''Oken'' | |||
|A land of islands and maritime kingdoms. | |||
* '''Key Regions''': | |||
*# '''The Sapphire Archipelago''': | |||
*#* Controlled by '''Tideweavers''', who use oceanic magic to navigate and protect their lands. | |||
*# '''Pearlshard Haven''': | |||
*#* A mystical island where sorcerers bind sea creatures to their will. | |||
| | |||
|- | |||
|''Oris'' | |||
|A continent of vast steppes and nomadic cultures. | |||
* '''Key Regions''': | |||
*# '''The Endless Steppe''': | |||
*#* Home to '''Skycallers''', who control winds and storms. | |||
| | |||
|- | |||
|''Veuman'' | |||
|Veuman is a land of perpetual twilight and ethereal beauty. | |||
* '''Key Regions''': | |||
*# '''Shadowmere''': | |||
*#* A city-state where sorcerers manipulate light and shadow. | |||
| | |||
|- | |||
|''Weste Jörban'' | |||
|West Jörban is defined by sprawling forests and early kingdoms. | |||
* '''Key Regions''': | |||
*# '''The Ironwood Realm''': | |||
*#* Ruled by druids who use the forests as living weapons. | |||
| | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreopivi Era - Continents & Countries | |||
! colspan="3" |<gallery mode="packed-hover" widths="300" heights="150"> | |||
File:Ceryniotsklesu Pre-War Map Continental Borders 01.png|Continental Borders | |||
File:Ceryniotsklesu Pre-War Map National Borders 01.png|National Borders | |||
File:Ceryniotsklesu Pre-War Map Provincial Borders 01.png|Provincial Borders | |||
File:Ceryniotsklesu Pre-War Map Base 01.png|No Borders | |||
</gallery> | |||
|- | |||
!Continent | |||
!General Overview | |||
!Countries | |||
|- | |||
|''Ebucceci'' | |||
|A land of extremes, known for its mystical ruins and magical corruption due to the '''Starfall of Yllanov'''. This continent is a patchwork of warlords and arcane societies. | |||
* '''Key Regions''': | |||
*# '''Yllanov Wastes''': | |||
*#* Centered around the massive crater created by the celestial body. | |||
*#* Populated by '''Drekan Tribes''', humanoids mutated by prolonged exposure to cacodeem corruption. | |||
*#* Belief in the '''Fallen Star''' as a god of chaos drives cult-like behavior. | |||
*# '''The Crystal Fracture''': | |||
*#* A mountain range filled with glowing, living crystals tied to the Threads. | |||
*#* Home to the '''Shardweavers''', a secretive order who craft magical weapons and artifacts. | |||
*# '''Silverlow''': | |||
*#* A burgeoning trade hub ruled by an oligarchy of sorcerer-merchants. | |||
* '''Cultural Highlights''': | |||
** Magic deeply integrated into governance and daily life. | |||
** Frequent internal conflicts over magical resources. | |||
| | |||
|- | |||
|''East Jörban'' | |||
|A land of lush jungles, sacred rivers, and fierce warriors, deeply tied to spiritualism and nature magic. | |||
* '''Key Regions''': | |||
*# '''The Emerald Basin''': | |||
*#* Dominated by '''Zal’ka''', a confederation of jungle tribes who worship the rivers as living gods. | |||
*#* Tribes use nature-based magic, such as creating sentient flora to guard their settlements. | |||
*# '''Bloodroot Savannah''': | |||
*#* Vast plains where nomadic '''Bonecallers''' practice ancestral necromancy, invoking spirits to guide them. | |||
*#* Frequent skirmishes between tribes for control of fertile lands. | |||
* '''Cultural Highlights''': | |||
** Ritualistic magic tied to life cycles and the environment. | |||
** Strong oral traditions, where shamans hold immense power. | |||
| | |||
|- | |||
|''Eub'' | |||
|Known for its warring kingdoms and vast deserts, Eub is a land shaped by prophecy and divine intervention. | |||
* '''Key Regions''': | |||
*# '''Sunspires''': | |||
*#* A holy city said to be built around the Eternal Flame’s first mortal manifestation. | |||
*#* Home to the '''Flamecallers''', priests who guard the sacred light. | |||
*# '''The Glass Plains''': | |||
*#* Vast deserts of crystallized sand, where wandering tribes seek magical artifacts buried beneath the surface. | |||
*#* Ruled by '''Glasswardens''', desert kings who claim divine right. | |||
* '''Cultural Highlights''': | |||
** Magic heavily tied to celestial phenomena. | |||
** Theocratic rule centered on divine omens. | |||
| | |||
|- | |||
|''Griogubul'' | |||
|A continent of vast savannas, dense rainforests, and ancient traditions. | |||
* '''Key Regions''': | |||
*# '''Oba’Jalash''': | |||
*#* An ancient city-state ruled by a '''Sunline Dynasty''' claiming descent from the Eternal Flame. | |||
*#* Known for its elaborate magical rituals that control the rains. | |||
*# '''The Obsidian Veil''': | |||
*#* A volcanic region inhabited by the '''Ashborn Clans''', who worship the volcanoes as gods. | |||
*#* They practice magma-binding magic, forging weapons from molten rock. | |||
* '''Cultural Highlights''': | |||
** Strong communal societies, with leadership tied to magical prowess. | |||
** Deep reverence for natural phenomena. | |||
| | |||
|- | |||
|''Hera'' | |||
|Hera is the cradle of high magic and early sorcery, its lands dominated by sprawling empires and isolated mage towers. | |||
* '''Key Regions''': | |||
*# '''Silverwater''': | |||
*#* A city of canals, ruled by '''Waterbinders''' who use hydromancy to sustain its population. | |||
*#* Known for their early mastery of hemomancy. | |||
*# '''The Tower of Aeons''': | |||
*#* A massive structure housing sorcerers who seek to unravel the Threads. | |||
*#* Central to magical innovation but feared by surrounding kingdoms. | |||
* '''Cultural Highlights''': | |||
** Early experiments with manipulating the Threads. | |||
** Frequent rivalries between mage guilds. | |||
| | |||
|- | |||
|''Klamith'' | |||
|A land of mountains and mist, where ancient legends come alive. | |||
* '''Key Regions''': | |||
*# '''The Vale of Echoes''': | |||
*#* A mystical valley where every sound lingers, creating hauntingly beautiful reverberations. | |||
*#* Ruled by '''Whisperlords''', sorcerers who manipulate sound magic. | |||
*# '''The Mistclad Peaks''': | |||
*#* Home to reclusive monks who guard the '''Sanctum of Voices''', a shrine said to amplify the Threads. | |||
* '''Cultural Highlights''': | |||
** Quiet reverence for nature and introspection. | |||
** Isolationist but spiritually advanced societies. | |||
| | |||
|- | |||
|''Nolij'' | |||
|Known for its frost-covered plains and resilient people, Nolij is a place of survival and perseverance. | |||
* '''Key Regions''': | |||
*# '''Isle of Silent Winds''': | |||
*#* A sacred site where sorcerers meditate to attune themselves to the Threads. | |||
*# '''The White Marches''': | |||
*#* A harsh tundra ruled by '''Icecallers''', shamans who control weather magic. | |||
* '''Cultural Highlights''': | |||
** Strong communal ties. | |||
** Survival-oriented magic. | |||
| | |||
|- | |||
|''Numea'' | |||
|Numea is a continent of sprawling rice fields and towering bamboo forests, steeped in tradition. | |||
* '''Key Regions''': | |||
*# '''Crescent Delta''': | |||
*#* Fertile lands ruled by '''Dragonkin Lords''', semi-mythical beings said to be part dragon. | |||
*# '''The Red Wastes''': | |||
*#* Barren lands where ancient sorcerers are buried in cursed tombs. | |||
* '''Cultural Highlights''': | |||
** Magic tied to ancestry and honor. | |||
| | |||
|- | |||
|''Oken'' | |||
|A land of islands and maritime kingdoms. | |||
* '''Key Regions''': | |||
*# '''The Sapphire Archipelago''': | |||
*#* Controlled by '''Tideweavers''', who use oceanic magic to navigate and protect their lands. | |||
*# '''Pearlshard Haven''': | |||
*#* A mystical island where sorcerers bind sea creatures to their will. | |||
| | |||
|- | |||
|''Oris'' | |||
|A continent of vast steppes and nomadic cultures. | |||
* '''Key Regions''': | |||
*# '''The Endless Steppe''': | |||
*#* Home to '''Skycallers''', who control winds and storms. | |||
| | |||
|- | |||
|''Veuman'' | |||
|Veuman is a land of perpetual twilight and ethereal beauty. | |||
* '''Key Regions''': | |||
*# '''Shadowmere''': | |||
*#* A city-state where sorcerers manipulate light and shadow. | |||
| | |||
|- | |||
|''Weste Jörban'' | |||
|West Jörban is defined by sprawling forests and early kingdoms. | |||
* '''Key Regions''': | |||
*# '''The Ironwood Realm''': | |||
*#* Ruled by druids who use the forests as living weapons. | |||
| | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreollontik Era - Continents & Countries | |||
! colspan="3" |<gallery mode="packed-hover" widths="300" heights="150"> | |||
File:Ceryniotsklesu Post-War Map Base 01.png|No Borders | |||
File:Ceryniotsklesu Post-War Map Continental Borders 01.png|Continental Borders | |||
File:Ceryniotsklesu Post-War Map National Borders 01.png|National Borders | |||
</gallery> | |||
|- | |||
!Continent | |||
!General Overview | |||
!Countries | |||
|- | |||
|''Ebucceci'' | |||
| | |||
| | |||
|- | |||
|''East Jörban'' | |||
| | |||
| | |||
|- | |||
|''Eub'' | |||
| | |||
| | |||
|- | |||
|''Griogubul'' | |||
| | |||
| | |||
|- | |||
|''Hera'' | |||
| | |||
| | |||
|- | |||
|''Klamith'' | |||
| | |||
| | |||
|- | |||
|''Nolij'' | |||
| | |||
| | |||
|- | |||
|''Numea'' | |||
| | |||
| | |||
|- | |||
|''Oken'' | |||
| | |||
| | |||
|- | |||
|''Oris'' | |||
| | |||
| | |||
|- | |||
|''Veuman'' | |||
| | |||
| | |||
|- | |||
|''Weste Jörban'' | |||
| | |||
| | |||
|} | |||
=== History === | |||
What has been kept of the long and complex history of Ceryniotsklesu can be read in the following tables. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreonit Era | |||
!The Age of Creation | |||
|- | |||
|'''Origin of Humans''': Two original species, the '''Vurlix''' and '''Vurbris''', emerge in different regions of the world. | |||
* '''Vurlix''': Found across Klamith, Veumand, Ebuceci, Hera, and West Jorban. | |||
* '''Vurbris''': Found across Eub, Oris, Oken, Griogubul, Numea, and East Jorban. | |||
'''Mystical Beginnings''': This period is shrouded in mystery and lacks documentation, but it was an age of primal magic and ancient deities, with little distinction between mortals and gods. | |||
'''The Great Bifurcation''': | |||
* The Vurlix and Vurbris diverge into two distinct evolutionary paths after an environmental cataclysm. The event is triggered by the eruption of the mythical '''Mount Aerukhan''', which spreads ash across continents, dividing populations and leading to unique adaptations for survival. | |||
'''The Creation of the Deiks''': | |||
* Ancient texts suggest that the '''Deiks''' (divine enforcers) were not originally gods but Anthrals who ascended through forbidden rituals involving Vurlix relics. This leads to the rise of early god-king figures who dominate the Vurlix and Vurbris for millennia. | |||
|- | |||
|'''The Shattering of Osulf’s Crown (Year ~870)''': -- Take this out, Bauturii aren't a thing by this time. | |||
* In Veumand, a great king named Osulf attempts to forge alliances using a magical crown crafted from Báuturíí blood. The crown shatters in a violent betrayal, spreading its shards across the continent. Each shard is rumored to contain latent hemomantic power, becoming a source of legends and quests. | |||
|- | |||
|'''The Starfall of Yllanov (~563)''': | |||
* '''Event''': A celestial body crashes into Ebuceci, creating the '''Yllanov Crater''' and introducing cacodeem corruption into the world. | |||
* '''Impact''': | |||
** The Starfall destabilizes magical energy in the region, leading to the rise of monstrous entities and tainted magic. | |||
** Local legends claim this event marked the arrival of the first cacodeems, setting the stage for future conflicts. | |||
** Ebuceci becomes a nexus of magical experimentation and corruption. | |||
|- | |||
|'''The Flame of Akaris (Year ~500)''': | |||
* '''Event''': A wandering sorcerer discovers the '''Flame of Akaris''', an ever-burning magical fire tied to the essence of life itself. | |||
* '''Impact''': | |||
** The Flame becomes a symbol of unity, attracting tribes and kingdoms seeking its blessing. | |||
** Wars erupt over control of the Flame, which mysteriously vanishes after 150 years. | |||
** The teachings surrounding the Flame become a precursor to the '''Radiant Creed'''. | |||
|- | |||
|'''The Creation of the Pillars of Osaros (~490)''': | |||
* '''Event''': In Oris, the '''Pillars of Osaros''' are erected by the Skycallers, an order of wind sorcerers who believe they can stabilize the chaotic weather patterns caused by Veuman's influence. | |||
* '''Impact''': | |||
** The pillars successfully reduce storms in surrounding regions, making Oris a hub for trade and diplomacy. | |||
** Worship of the Skycallers grows, leading to the formation of '''Osarism''', a proto-religion emphasizing harmony with nature. | |||
** The construction inspires magical engineering feats in other parts of the world. | |||
|- | |||
|'''The First Binding (~350)''': | |||
* '''Event''': Sorcerers in Hera discover the Threads of reality and create the '''Binding Codex''', an ancient manuscript describing how to manipulate them. | |||
* '''Impact''': | |||
** The first structured use of sorcery emerges, with early experiments resulting in both miracles and disasters. | |||
** The Binding Codex becomes a coveted artifact, sparking rivalries between kingdoms and magical factions. | |||
** Sorcerers begin to be viewed with a mix of awe and fear, setting the stage for future conflicts. | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreoudras Era | |||
!'''The Period of ?? (0000–1000)''' | |||
|- | |||
|'''The Founding of the Veiled Chorus (75)''': | |||
* '''Event''': In '''Veuman''', a group of mystics forms the '''Veiled Chorus''', a secretive organization dedicated to studying the Aetherial Plane and its influence on reality. | |||
* '''Impact''': | |||
** The Chorus is the first to document the Threads of reality, their writings inspiring later sorcerer orders. | |||
** Their secrecy makes them a target for neighboring kingdoms, leading to early purges of magical practitioners. | |||
** Survivors of the purges scatter across Veuman and beyond, spreading their knowledge to new regions. | |||
|- | |||
|'''The Sandfire Pact (240)''': | |||
* '''Event''': The desert kingdoms of '''Oris''' and '''Eub''' form the '''Sandfire Pact''', an alliance to fend off Veumanese incursions and stabilize their borders. | |||
* '''Impact''': | |||
** The alliance fosters an exchange of culture and early magical practices, including shared rituals to tame sandstorms and protect caravans. | |||
** Orisian elementalists and Euban shadow-dancers collaborate to create the '''Riftbreakers''', elite warriors capable of closing Veumanese magical anomalies. | |||
** The Sandfire Pact becomes a blueprint for future alliances, but it also provokes Veuman into launching retaliatory raids. | |||
|- | |||
|'''The Flooding of Naraveth (385)''': | |||
* '''Event''': A massive surge of magical water from the '''Naraveth Basin''' in '''Griogubul''' drowns entire settlements and transforms the land into a sprawling marsh. | |||
* '''Impact''': | |||
** Survivors of the flood adapt to the new environment, creating the first amphibious cities and developing unique water-based magic. | |||
** The '''Drowned Oracles''', individuals who claim to commune with the spirits of the flood, emerge as spiritual leaders in the region. | |||
** Legends of the flood inspire future rituals in the '''Abyssal Creed''' and cement water as a symbol of both destruction and renewal. | |||
|- | |||
|'''The Skyfall of Sakishima (475)''': | |||
* '''Event''': A meteor shower devastates parts of '''Numea''', with the largest fragment striking near the '''Sakishima Isles'''. The event releases a strange energy, creating mutations in local fauna and flora. | |||
* '''Impact''': | |||
** The Sakishima Isles become a hotspot for magical anomalies, drawing sorcerers and adventurers seeking to harness its power. | |||
** The mutated creatures, later known as '''Ebonscale Beasts''', spread across Numea, threatening settlements and sparking early attempts at organized defense. | |||
** The meteor fragments are used to craft powerful artifacts, some of which resurface in later eras as catalysts for both progress and catastrophe. | |||
|- | |||
|'''The Frostmarch of Kl’ingats (546)''': | |||
* '''Event''': In northern '''Numea''', the '''Kl’ingats Confederation''' launches a campaign to expand its territory, harnessing frost-based sorcery to overpower neighboring tribes. | |||
* '''Impact''': | |||
** The campaign establishes the Confederation as a dominant power in Numea, fostering advancements in both magical and non-magical military tactics. | |||
** Kl’ingats becomes a cultural hub for frost sorcery, attracting practitioners from across the continent. | |||
** Their methods inspire fear and respect, but also resistance, leading to alliances among their southern neighbors. | |||
|- | |||
|'''The Emberlight Schism (611)''': | |||
* '''Event''': A philosophical divide emerges within the Rusikar faith between the '''Order of Cleansing Flame''' (militant purists) and the '''Order of Guiding Flame''' (peaceful reformers). | |||
* '''Impact''': | |||
** The schism weakens the faith’s unity but spreads its influence to new regions as reformers seek to convert non-believers through diplomacy. | |||
** The militant branch intensifies its crusades, targeting sorcerers and magical enclaves with greater zeal. | |||
** This ideological divide foreshadows future religious conflicts and sets the stage for the faith’s evolution into the '''Radiant Creed'''. | |||
|- | |||
|'''The Black Tide (600)''': | |||
* '''Event''': A massive shadow-like tsunami engulfs parts of Ebuceci and Hera, leaving behind corrupted creatures and devastating coastal settlements. | |||
* '''Impact''': | |||
** Survivors claim the '''Black Tide''' originated from Veuman, deepening fears of the continent’s mysterious power. | |||
** The event spurs the creation of the first formal magical militias, tasked with defending against supernatural threats. | |||
** It is later revealed that the Black Tide was caused by a failed sorcerous experiment involving the Threads, leading to mistrust of magic in affected regions. | |||
|- | |||
|'''The Songless Year (722)''': | |||
* '''Event''': A mysterious phenomenon silences all music and birdsong across Griogubul and Numea for an entire year. | |||
* '''Impact''': | |||
** Cultural production stalls, with many attributing the silence to divine punishment or magical interference. | |||
** This year sees the rise of '''Silent Oracles''', individuals who claim to communicate with gods or spirits through the absence of sound. | |||
** The event becomes a turning point for faiths in Griogubul, leading to the creation of '''Akaranis''', the Quiet Abyss. | |||
|- | |||
|'''The Sealing of the Silver Gate (789)''': | |||
* '''Event''': In Veuman, a coalition of sorcerers and warriors led by '''Alaric the Veilwalker''' seals a portal known as the '''Silver Gate''', believed to be a conduit for monstrous incursions. | |||
* '''Impact''': | |||
** Alaric becomes a legendary figure, revered as a hero in Klamith and Hera. | |||
** The sealing destabilizes local magic, creating strange phenomena and pockets of wild energy throughout Veuman. | |||
** The event inspires the Rusikar faith to adopt the '''Cleansing Flame''' ideology, which later justifies their crusades. | |||
|- | |||
|'''Proto-Firearms (800–1200)''': | |||
* '''Hand Cannons''': | |||
** Simple tubes loaded with black powder and projectiles. | |||
** Used primarily in defensive positions, such as fortified cities or against sieges by monstrous hordes. | |||
** Unwieldy and dangerous, but effective against slow or large targets. | |||
* '''Fire Lances''': | |||
** Likely imported or developed through experimentation in Numea or Ebuceci. | |||
** Used as close-range incendiary weapons, combining melee and explosive force. | |||
|- | |||
|'''The Crystal Bloom of Tarrava (812)''': | |||
* '''Event''': In '''Oken''', a massive crystal spire emerges from the ground near Tarrava, radiating energy that enhances nearby magical abilities. | |||
* '''Impact''': | |||
** The spire becomes a focal point for magical experimentation and a site of pilgrimage for sorcerers. | |||
** Prolonged exposure to the spire’s energy causes strange physical and mental changes in those who linger too long, leading to both wonder and fear. | |||
** The spire’s influence spreads across Oken, altering the political landscape as factions vie for control over its power. | |||
|- | |||
|'''The Veilschism (832)''': | |||
* '''Event''': Followers of Rusikar in Klamith and Ebuceci split over interpretations of the Eternal Flame, creating two sects: | |||
** '''The Purifiers''': Advocates of absolute eradication of magical entities and anomalies. | |||
** '''The Shepherds''': Believers in coexistence and redemption of corrupted creatures. | |||
* '''Impact''': | |||
** The schism weakens the faith’s unity but strengthens its adaptability, allowing different regions to adopt practices that suit their needs. | |||
** Purifiers eventually dominate political structures, while Shepherds become a marginalized but respected sect. | |||
|- | |||
|'''The Pact of Shadows (860)''': | |||
* '''Event''': In the shadowed forests of '''Veuman''', a coalition of sorcerers, Báuturíí, and rogue knights form the '''Pact of Shadows''' to resist Rusikar’s crusaders. | |||
* '''Impact''': | |||
** The coalition launches guerilla attacks against crusader forces, disrupting their campaigns and protecting magical enclaves. | |||
** The Pact’s secrecy and tactics inspire legends of shadowy heroes, though their methods are often brutal and morally ambiguous. | |||
** Internal tensions between the coalition’s factions limit their long-term success but lay the groundwork for future resistance movements. | |||
|- | |||
|'''The Rise of Rusikar (899)''': | |||
* '''Event''': Rusikar emerges from the mists of Veuman, claiming divine origin and rallying humanity against the monsters and magical anomalies plaguing the world. | |||
* '''Impact''': | |||
** Rusikar unites scattered tribes and kingdoms in Klamith and Ebuceci under the banner of the Eternal Flame. | |||
** His victories against monstrous incursions establish him as a divine warlord-king. | |||
** His teachings, later compiled in '''The Book of Purity''', emphasize conquest, order, and the eradication of magical chaos. | |||
|- | |||
|'''The Pyres of Illentid (975)''': | |||
* '''Event''': In '''Klamith''', a crusader force led by the '''Order of Cleansing Flame''' burns the magical city of Illentid to the ground, killing thousands. | |||
* '''Impact''': | |||
** The massacre becomes a rallying cry for sorcerers and magical beings across the continent, intensifying resistance to the crusades. | |||
** Survivors of Illentid scatter, spreading their knowledge and practices to safer regions. | |||
** The event is later remembered as a turning point, marking the decline of the crusaders’ influence in Klamith. | |||
|- | |||
|'''The Eternal Convocation (990)''': | |||
* '''Event''': The '''Eternal Convocation''' is held in the city of Silverwater, bringing together sorcerers, hemomancers, and spiritual leaders to discuss how to address the increasing hostility from the Rusikar faith. | |||
* '''Impact''': | |||
** The Convocation produces the '''Covenant of Shadows''', an agreement to protect magical knowledge and artifacts from destruction. | |||
** The Covenant lays the groundwork for the formation of '''Sanguis Orbis Terrarum''' centuries later. | |||
** This event is also the first time Báuturíí and sorcerers formally cooperate, bridging their respective magical practices. | |||
|- | |||
!'''Age of Rusikar (1001–1491)''' | |||
|- | |||
|'''Summoning of Bartholomew Yon Wauter (1001)''': | |||
* '''Event''': Using the '''Theósastrikíseikónas''', a group in Veuman summon '''Bartholomew Yon Wauter''', a powerful hemomantic entity who disrupts the balance of magic. | |||
* '''Impact''': | |||
** The summoning marks a turning point in magical history, as Bartholomew’s hemomantic powers inspire awe and fear. | |||
** Jolel, a Deik, is imprisoned for granting mortals the ability to read the sacred text. | |||
** Hemomantic magic begins to proliferate, becoming a dominant force in Hera and beyond. | |||
|- | |||
|'''The Shattering of the Ebony Crown (1103)''': | |||
* '''Event''': In '''Eub''', King Kainar of the shadow-dwelling clans attempts to unify the region using the '''Ebony Crown''', a legendary artifact rumored to grant control over darkness itself. The crown shatters during a betrayal, releasing a wave of corruption. | |||
* '''Impact''': | |||
** The shattered crown becomes the focus of quests and legends, with each fragment said to hold great power. | |||
** The corruption spreads throughout Eub, creating cursed lands and driving its people into desperate alliances. | |||
** The event solidifies Eub’s reputation as a land of darkness and danger, influencing how it is perceived in later eras. | |||
|- | |||
|'''Rusikar’s Crusades (1043–1271)''': | |||
* '''Event''': The faith of Rusikar becomes militarized, leading to a series of crusades aimed at eradicating monsters, magical threats, and rival faiths. | |||
* '''Key Conflicts''': | |||
** '''The Siege of Silverwater (1097–1110)''': Crusaders attempt to destroy a Báuturíí settlement in eastern Hera but fail despite high advantage, cementing Báuturíí resistance and fostering legends of their resilience. | |||
** '''Crusades in Ebuceci''': Campaigns against corrupted regions near the Yllanov Crater lead to prolonged battles and pyrrhic victories. | |||
** '''Crusades into Veuman''': Repeated attempts to purge Veuman of its monstrous denizens lead to high casualties and only minor territorial gains. | |||
* '''Impact''': | |||
** The crusades bring devastation to magical communities, including early enclaves of Báuturíí and sorcerers. | |||
** They inspire a new wave of resistance movements and secret magical societies. | |||
** The Crusades establish the Rusikar faith as the dominant religion in Klamith and Ebuceci, cementing its role in shaping the era’s politics. | |||
** The Crusades solidify the Rusikar faith’s influence in Klamith and Ebuceci. | |||
** Cultural syncretism occurs as conquered regions integrate elements of the faith into their existing traditions. | |||
** The brutality of the Crusades creates a legacy of mistrust between magical practitioners and followers of the Rusikar faith. | |||
* '''Weapon Development''': | |||
** Early flintlocks were introduced in the latter half of the Crusades as a response to monstrous threats in Veuman and Ebuceci. | |||
** Ballistic weaponry became a key element in defending non-magical strongholds. | |||
* '''Cultural Impact''': | |||
** Flintlocks were seen as both a savior and a threat. Magical elites distrusted firearms as “commoners’ weapons,” but the lower classes embraced them as tools of survival. | |||
** Some religious factions attributed the creation of firearms to divine inspiration, claiming they were '''Rusikar’s gift to the non-magical'''. | |||
|- | |||
|'''The Ember Purge (1120)''': | |||
* '''Event''': A faction within the Rusikar faith called the '''Blazing Hand''' begins a violent campaign to root out “hidden heresies” within their own followers. | |||
* '''Impact''': | |||
** Thousands are executed or exiled, weakening the faith’s overall power but solidifying its ideological purity. | |||
** Exiled individuals form the '''Ashbound Order''', a secretive group dedicated to preserving heretical texts and knowledge. | |||
|- | |||
|'''[[Sebastian Wauter|Sebastian William Wauter]] is Born (1187)''': | |||
* '''Event''': Born in Veumand, Sebastian is destined to play a pivotal role in the world’s magical history. | |||
* '''Impact''': | |||
** His lineage ties him to Bartholomew Yon Wauter, granting him immense hemomantic potential. | |||
** Sebastian’s early life is marked by training, conflict, and visions of his future as both a savior and destroyer. | |||
|- | |||
|'''The Rise of Flintlocks and Muskets (1200–1490)''': | |||
* '''Technological Leap''': | |||
** The need for faster, safer, and more accurate weapons during the '''Rusikar Crusades''' led to the evolution of flintlocks and early muskets. | |||
** Alchemists experimented with stabilizing gunpowder and crafting alloys for stronger barrels. | |||
* '''Uses in Combat''': | |||
** '''Against Monsters''': Flintlocks allowed soldiers to deliver critical blows from a distance, targeting weak spots or incapacitating limbs. | |||
** '''Against Humans''': As wars between nations became more frequent, firearms became a necessary equalizer for smaller armies or non-magical factions. | |||
* '''Limitations''': | |||
** Reload times were long, and firearms were often inaccurate, making them secondary to melee weapons and magic. | |||
** Mass adoption was slow due to cost, training requirements, and reliance on gunpowder supplies. | |||
(1271–1491) | |||
* '''Standardization''': | |||
** During the '''Strafe''', firearms became more advanced and widespread as nations realized the necessity of versatile weaponry in a world of waning magic. | |||
** Engineering hubs like '''Sitona (Klamith)''' and '''Morgyl (Oken)''' emerged as leaders in firearm manufacturing. | |||
* '''Military Evolution''': | |||
** Armies began integrating firearms alongside traditional weapons and Straffed individuals, creating hybrid units. | |||
** Skirmishes often involved lines of musketmen supported by Straffed shock troops. | |||
* '''Economic Changes''': | |||
** Gunpowder production became a major industry, leading to new trade routes and alliances. | |||
** Nations with control over saltpeter and sulfur mines gained significant political leverage. | |||
1753–1913: Firearms as Legacy | |||
# '''Cultural Importance''': | |||
#* Firearms are no longer just tools of war; they’ve become symbols of human ingenuity and resilience. | |||
#* Stories of '''Rusikar’s Gunsmiths''' and legendary weapons like the '''Sunflame Musket''' inspire future generations. | |||
# '''Industrial Advancement''': | |||
#* The early development of firearms during the magical eras directly leads to the industrial revolutions of the Modern Foundations Era. | |||
#* By 1753, firearms are widespread, ranging from muskets to early rifling designs. | |||
# '''Shift in Warfare''': | |||
#* Without magic, the firearm becomes the dominant weapon of choice, forcing nations to innovate further with materials like '''Voltris Ore''' and hybrid energy weapons. | |||
|- | |||
|'''The Binding of the Last Thread (1215)''': | |||
* '''Event''': Sorcerers in Oris conduct an ambitious ritual to weave a massive Thread that binds the fate of their region to the survival of their people. | |||
* '''Impact''': | |||
** The ritual is only partially successful, granting Oris resilience against invasions but causing unpredictable weather patterns and magical phenomena. | |||
** The Binding becomes a cultural touchstone, with Orisian leaders invoking it to inspire unity and perseverance. | |||
|- | |||
|'''The Harrowing of Swahaui (1256)''': | |||
* '''Event''': In '''Griogubul''', the kingdom of Swahaui is overrun by cacodeems after an ambitious sorcerer’s experiment with the Threads goes awry. | |||
* '''Impact''': | |||
** The Harrowing devastates the region, forcing survivors to flee to neighboring lands. | |||
** The event becomes a cautionary tale about the dangers of unchecked magical ambition. | |||
** Swahaui’s ruins later become a breeding ground for monstrous creatures, further isolating Griogubul from the rest of the world. | |||
|- | |||
|'''The Twilight Accord (1260)''': | |||
* '''Event''': A secret agreement is struck between Báuturíí enclaves and certain Rusikar sects to create safe zones for magical beings in exchange for military support. | |||
* '''Impact''': | |||
** The Accord leads to a temporary cessation of hostilities, allowing the Báuturíí to regroup and establish stronger defenses. | |||
** Critics within the Rusikar faith see the Accord as a betrayal, leading to internal conflicts. | |||
|- | |||
|'''Dissolution of the Crusades (1271)''': | |||
* '''Event''': With monsters believed to be largely eradicated, the government-funded Crusades are officially disbanded. | |||
* '''Impact''': | |||
** The end of the Crusades marks the conclusion of the Rusikar Era and the beginning of the '''First Strafe Era'''. | |||
** Many former crusaders turn to mercenary work or religious pilgrimage, spreading Rusikar’s teachings across the continents. | |||
** The faith begins to evolve, with some sects emphasizing peace and enlightenment while others cling to its militaristic roots. | |||
|- | |||
|'''The Strafe Occurs (1271)''': | |||
* '''Event''': A celestial phenomenon known as the '''Strafe''' envelops the world, granting a small number of individuals supernatural abilities. These individuals are referred to as '''Straffed''' and are often seen as chosen by fate or cursed by the gods. | |||
* '''Impact''': | |||
** The abilities granted by the Strafe are unpredictable, ranging from incredible strength to control over elements, to the mysterious power of '''Snoe''' (matter manipulation). | |||
** Many nations fear the Straffed, leading to purges in conservative regions, while others see them as assets and recruit them into military and political roles. | |||
** The phenomenon deepens tensions between magic users and mundane populations. | |||
|- | |||
|'''The Bloodbound Exodus (1279)''': | |||
* '''Event''': In '''Ebuceci''', Báuturíí enclaves begin a mass migration to escape persecution by anti-magic zealots. | |||
* '''Impact''': | |||
** The exodus leads to the establishment of fortified Báuturíí settlements in remote areas, particularly in the northern reaches of Ebuceci and Klamith. | |||
** Many enclaves bring their hemomantic knowledge to new regions, spreading their influence covertly. | |||
** This event sows seeds of distrust between Báuturíí and human populations, shaping future alliances and conflicts. | |||
|- | |||
|'''The Stone-Bound Accord (1280)''': | |||
* '''Event''': In '''Griogubul''', the marshland kingdoms of '''Naree''', '''Dylviget''', and '''Va Adin''' sign the '''Stone-Bound Accord''', pledging unity against magical beasts emerging from the jungles. | |||
* '''Impact''': | |||
** The Accord leads to the creation of the '''Marshblade Order''', an elite group of monster hunters using local alchemy and enchanted stone weapons. | |||
** Griogubul becomes a center for experimental magic, as scholars seek to understand the strange mutations in the creatures they fight. | |||
** The unity inspires other nations in Griogubul to collaborate, though some see the Accord as a threat to their independence. | |||
|- | |||
|'''The Scourge of the Straffed (1289)''': | |||
* '''Event''': A group of rogue Straffed individuals, calling themselves the '''Free Strand''', begins a violent campaign to overthrow oppressive monarchies in '''Klamith''' and '''Ebuceci'''. | |||
* '''Impact''': | |||
** The Free Strand's actions lead to widespread destruction, forcing governments to adopt stricter regulations on magic users and the Straffed. | |||
** Their failure sets the stage for mistrust of Straffed individuals and inspires later rebellions. | |||
|- | |||
|'''The Shimmering Rupture (1295)''': | |||
* '''Event''': In '''Numea''', an ancient leyline fractures near the city of '''Hashikonai''', creating a magical anomaly known as the '''Shimmering Rupture'''. | |||
* '''Impact''': | |||
** The rupture releases unstable energy, mutating the local environment and creating magical storms. | |||
** Hashikonai becomes a center for magical research, as scholars attempt to harness or contain the rupture’s power. | |||
** The region’s economy booms due to the trade of rare materials extracted from the anomaly, but political tensions rise over its control. | |||
|- | |||
|'''The Saltwater Revolt (1298)''': | |||
* '''Event''': In '''Eub''', coastal fishermen in '''Krokhe''' rebel after discovering their waters are poisoned by Veumanese sorcery. | |||
* '''Impact''': | |||
** The revolt escalates into a regional conflict, with Euban kingdoms sending fleets to secure the coasts. | |||
** Survivors of the revolt establish the '''Saltward Brotherhood''', a maritime order sworn to protect the seas from magical corruption. | |||
** Krokhe’s population dwindles, with many fleeing to neighboring kingdoms, spreading tales of Veuman’s dark influence. | |||
|- | |||
|'''The Founding of the Arcane Monastery (1303)''': | |||
* '''Event''': In '''Oris''', a group of surviving Straffed and sorcerers create the '''Arcane Monastery''', a hidden sanctuary dedicated to studying and mastering their abilities. | |||
* '''Impact''': | |||
** The Monastery becomes a center for magical innovation and a refuge for persecuted Straffed. | |||
** Its influence spreads across continents, leading to the creation of smaller enclaves in '''Ebuceci''' and '''Numea'''. | |||
** Rumors of the Monastery's existence provoke crusades from zealots of the Radiant Creed. | |||
|- | |||
|'''The Frostline Rebellion (1306)''': | |||
* '''Event''': In '''Veuman''', miners in the Frostline Mountains uncover an artifact believed to be a shard of the Silver Gate sealed centuries earlier. The artifact’s discovery leads to a rebellion. | |||
* '''Impact''': | |||
** The artifact grants limited control over dimensional magic, making it a key point of contention among Veumanese factions. | |||
** The rebellion is quelled, but the artifact disappears, sparking a centuries-long hunt across Veuman and neighboring continents. | |||
** The event cements the Frostline Mountains as a hub of mystical significance. | |||
|- | |||
|'''The Orisian Sandspire Rites (1311)''': | |||
* '''Event''': In '''Oris''', seven desert tribes unite under the leadership of '''Amara al-Khazgol''', a Straffed with the ability to manipulate sand. She introduces the '''Sandspire Rites''', rituals meant to solidify alliances and empower warriors. | |||
* '''Impact''': | |||
** The Rites strengthen Oris’s defenses against Veuman incursions, cementing its role as a bulwark against magical anomalies. | |||
** Amara’s teachings inspire generations of desert leaders, with the Sandspire becoming a cultural symbol of unity and resilience. | |||
** The Rites evolve into festivals, blending magic and spirituality, influencing other desert cultures. | |||
|- | |||
|'''The Black Plague (1322)''': | |||
* '''Event''': The plague ravages '''Hera''' and '''Jörban''', intertwining with lingering magical energies from the Strafe. | |||
* '''Impact''': | |||
** Some Straffed individuals develop plague-related abilities, such as immunity or the power to control infected vermin, exacerbating public fear. | |||
** Entire regions are quarantined, leading to the rise of independent city-states in formerly unified territories. | |||
** Survivors begin to view the Straffed as both saviors and harbingers of doom. | |||
|- | |||
|'''The Ember Pact (1329)''': | |||
* '''Event''': In '''Oken''', the Isavan Tidecallers and Tarravan Remnants form the '''Ember Pact''', an alliance to combat the spread of magical corruption from the Crimson Wastes. | |||
* '''Impact''': | |||
** The alliance leads to the development of joint magical techniques, such as '''Tidebound Shields''', which neutralize corrupted energies. | |||
** Isava and Tarrava strengthen trade and cultural ties, becoming prominent powers in Oken. | |||
** The Ember Pact inspires other regions to form coalitions against magical threats. | |||
|- | |||
|'''The Crimson Scholars (1335)''': | |||
* '''Event''': In the aftermath of the plague, a secretive group called the '''Crimson Scholars''' forms in '''Ebuceci''', devoted to understanding the interplay between disease and magic. | |||
* '''Impact''': | |||
** Their experiments lead to groundbreaking advancements in alchemy and hemomancy but also draw accusations of necromancy. | |||
** The Scholars’ work influences later developments in the Báuturíí’s hemomantic arts. | |||
|- | |||
|'''The Shadow Markets of Chosa (1341)''': | |||
* '''Event''': In '''Eub''', the city of '''Chosa''' becomes a hub for illegal magical artifacts, drawing traders and sorcerers from across the world. | |||
* '''Impact''': | |||
** The Shadow Markets grow into an underground economy, rivaling legitimate trade networks. | |||
** Chosa’s rulers adopt a laissez-faire approach, profiting from the influx of wealth while turning a blind eye to the dangers. | |||
** The markets become a breeding ground for new magical techniques, including forbidden arts like soul-binding. | |||
|- | |||
|'''The Tides of Isava (1345)''': | |||
* '''Event''': In '''Oken''', a catastrophic tidal wave engulfs '''Isava''', submerging much of the coastal region. Survivors claim the wave was guided by a sentient sea spirit known as '''Thalossis'''. | |||
* '''Impact''': | |||
** The disaster leads to the formation of the '''Isavan Tidecallers''', a group of sorcerers and Straffed dedicated to understanding and appeasing sea spirits. | |||
** The flooded region becomes a unique aquatic cityscape, with survivors adapting to life on platforms and enchanted vessels. | |||
** Thalossis becomes both a revered deity and a feared force, influencing maritime rituals across Oken. | |||
|- | |||
|'''The Ashen Walk (1350)''': | |||
* '''Event''': In '''Hera''', the volcanic region near '''Pode''' erupts catastrophically, creating a region of eternal ashfall known as the '''Ashen Walk'''. | |||
* '''Impact''': | |||
** The ashfall forces mass migrations, with survivors seeking refuge in neighboring regions. | |||
** The area becomes a no-man’s-land inhabited by mutated creatures and rogue Straffed individuals. | |||
** The Ashen Walk’s dangerous reputation makes it a proving ground for adventurers and outcasts. | |||
|- | |||
|'''The Great Convergence (Year 1357)''': | |||
* '''Event''': A rare celestial alignment causes a surge in magical energy, drawing creatures and entities to '''Klamith'''. | |||
* '''Impact''': | |||
** The event devastates much of the continent, with monstrous incursions destroying entire cities. | |||
** Surviving magical practitioners recover ancient relics and lost knowledge, sparking a brief magical renaissance. | |||
** The Great Convergence deepens fears of Veuman as the source of these phenomena. | |||
|- | |||
|'''The Siege of Sakothal (1362)''': | |||
* '''Event''': In '''Numea''', the frostbound Kl’ingats Confederation lays siege to '''Sakothal''', a bastion of Straffed practitioners who use fire magic. | |||
* '''Impact''': | |||
** The siege lasts five years, with both sides suffering heavy losses. The eventual stalemate leads to a grudging peace treaty. | |||
** Sakothal becomes a symbol of resilience, inspiring other Straffed enclaves to resist oppressive forces. | |||
** Kl’ingats and Sakothal’s survivors begin a cautious exchange of knowledge, blending frost and fire magics into new hybrid spells. | |||
|- | |||
|'''The Nareean Accord (1366)''': | |||
* '''Event''': In '''Griogubul''', the city-state of '''Naree''' brokers an agreement with the amphibious races of the marshlands, establishing the '''Nareean Accord'''. | |||
* '''Impact''': | |||
** The Accord fosters cooperation between humans and amphibious beings, leading to advancements in water-based magic and alchemy. | |||
** Naree becomes a beacon of multiculturalism, attracting traders and scholars from across Ceryniotsklesu. | |||
** The success of the Accord inspires similar efforts in neighboring regions, though not all are as successful. | |||
|- | |||
|'''The Rising Veil (1370)''': | |||
* '''Event''': A coalition of sorcerers and Straffed in '''Veuman''' establishes the '''Rising Veil''', a militant order dedicated to preserving magical knowledge and resisting foreign invasions. | |||
* '''Impact''': | |||
** The Rising Veil develops advanced magical tactics, combining traditional sorcery with Straffed abilities. | |||
** Their aggressive expansion leads to conflicts with neighboring regions, especially '''Oris''' and '''Klamith'''. | |||
** The Veil becomes a symbol of Veuman’s resilience, inspiring both admiration and fear. | |||
|- | |||
|'''The Night of Seven Blades (1375)''': | |||
* '''Event''': In '''Hera''', a faction of Straffed known as the '''Seven Blades''' assassinates prominent leaders of the Rusikar faith, accusing them of suppressing magical progress. | |||
* '''Impact''': | |||
** The assassinations spark chaos, with the Rusikar faith retaliating against suspected Straffed enclaves. | |||
** The Seven Blades are hunted down, but their defiance inspires underground Straffed resistance groups. | |||
** This event solidifies the Rusikar faith’s stance against magic users, intensifying persecution. | |||
|- | |||
|'''The War of Five Shores (1378)''': | |||
* '''Event''': A naval war erupts between '''Ebuceci''', '''Klamith''', '''Oken''', '''West Jorban''', and '''Hera''', each vying for control over key trade routes in the '''Grey Sea'''. | |||
* '''Impact''': | |||
** The conflict introduces advanced naval tactics, including the use of magical constructs as warships. | |||
** The war ends in a tenuous peace treaty, establishing neutral zones and shared trade rights in the Grey Sea. | |||
** The aftermath leaves smaller coastal nations economically devastated, while larger powers consolidate their influence. | |||
|- | |||
|'''The Burning of Tarrava (1380)''': | |||
* '''Event''': In '''Oken''', the '''Crimson Scholars''' attempt to harvest energy from the Tarrava Crystal Spire, causing an explosion that destroys much of the surrounding region. | |||
* '''Impact''': | |||
** The event creates the '''Crimson Wastes''', a desolate, energy-rich landscape that becomes both a danger and an opportunity for explorers. | |||
** Survivors form the '''Tarravan Remnants''', a group dedicated to understanding the spire’s power and preventing similar disasters. | |||
** The explosion further isolates Oken from global affairs, as neighboring nations fear the consequences of its magical experiments. | |||
|- | |||
|'''The Rise of the Fulgurites (1385)''': | |||
* '''Event''': In '''Oris''', lightning sorcerers known as the '''Fulgurites''' emerge as a dominant force, controlling the desert’s rare thunderstorms to empower their magic. | |||
* '''Impact''': | |||
** The Fulgurites establish the city of '''Bisgen''' as their capital, using lightning-imbued weapons and artifacts to defend their territory. | |||
** Their rise sparks envy and conflict with neighboring tribes, leading to skirmishes over control of storm-charged regions. | |||
** Bisgen becomes a center for technological and magical innovation, blending electricity with traditional desert magic. | |||
|- | |||
|'''The Founding of the Veuman Spireguard (1392)''': | |||
* '''Event''': In '''Veuman''', the Rising Veil establishes the '''Spireguard''', an elite force tasked with defending magical nexus points and researching anomalies. | |||
* '''Impact''': | |||
** The Spireguard becomes one of the most feared military forces in Veuman, known for their mastery of hybrid magics. | |||
** Their influence spreads beyond Veuman, with mercenary groups adopting their techniques for profit. | |||
** Neighboring regions grow increasingly wary of Veuman’s militarization, leading to diplomatic tensions. | |||
|- | |||
|'''The Starbound Scholars (1398)''': | |||
* '''Event''': In '''Klamith''', a group of Straffed individuals called the '''Starbound Scholars''' claim to receive visions from celestial beings, guiding them to ancient ruins. | |||
* '''Impact''': | |||
** Their discoveries uncover pre-Strafe artifacts and texts, sparking a renaissance in magical study. | |||
** The group’s claims of celestial guidance lead to friction with the Rusikar faith, which views them as heretics. | |||
** Starbound practices spread to other regions, influencing the development of astronomy and divination. | |||
|- | |||
|'''The Frostfire Accord (1402)''': | |||
* '''Event''': The frost sorcerers of '''Kl’ingats''' in '''Numea''' form an uneasy alliance with the flamebound tribes of southern '''Oken''' to combat a resurgence of '''Ebonscale Beasts'''. | |||
* '''Impact''': | |||
** The alliance fosters cultural exchange and the development of new hybrid magics, such as '''Frostfire Binding''', used to trap magical entities. | |||
** It sets a precedent for cooperation between historically antagonistic groups, though tensions remain. | |||
|- | |||
|'''The Ebony Frost Pact (1407)''': | |||
* '''Event''': The frost sorcerers of '''Kl’ingats''' and the shadow-dwellers of '''Eub''' sign the '''Ebony Frost Pact''', agreeing to share magical knowledge in exchange for mutual defense. | |||
* '''Impact''': | |||
** The pact strengthens both regions, allowing them to resist incursions from Veuman and Griogubul. | |||
** Ebony Frost magic, a combination of frost and shadow elements, emerges as a powerful new discipline. | |||
** The pact’s success inspires other regions to seek similar alliances, though some view it as a threat to global stability. | |||
|- | |||
|'''The Forging of the Ebony Chain (1415)''': | |||
* '''Event''': In '''Eub''', shadow-dwellers in '''Chosa''' create the '''Ebony Chain''', a magical artifact capable of binding and controlling Straffed individuals. | |||
* '''Impact''': | |||
** The chain is used by Euban rulers to suppress uprisings and maintain order, though its use is widely condemned. | |||
** Rebel groups seek to destroy the chain, seeing it as a symbol of oppression. | |||
** The artifact’s existence inspires other nations to develop countermeasures against Straffed threats. | |||
|- | |||
|'''Creation of the Calendar (1423)''': | |||
* '''Event''': '''Middle Hence''', a scholar from '''Hera''', designs the calendar that becomes the standard across Ceryniotsklesu. | |||
* '''Impact''': | |||
** The calendar unifies timekeeping across continents, facilitating trade and diplomacy. | |||
** Middle Hence’s writings on astronomy and chronology influence future scientific developments. | |||
|- | |||
|'''The Steel Wardens of Adarid (1428)''': | |||
* '''Event''': In '''Klamith''', the city of '''Adarid''' establishes the '''Steel Wardens''', a paramilitary order tasked with protecting its Straffed population. | |||
* '''Impact''': | |||
** The Wardens’ efforts make Adarid a safe haven for Straffed individuals, attracting refugees from across the continent. | |||
** Their innovative use of Snoe to create enchanted weapons and armor influences military practices worldwide. | |||
** The Wardens’ success draws the ire of anti-Straffed factions, leading to constant threats and espionage. | |||
|- | |||
|'''The Pact of Cand Sahn (1432)''': | |||
* '''Event''': In '''Numea''', the city-state of '''Cand Sahn''' negotiates a truce between rival Straffed factions, creating the '''Pact of Cand Sahn'''. | |||
* '''Impact''': | |||
** The pact establishes rules for the use of magic in the region, reducing conflicts and fostering cooperation. | |||
** Cand Sahn becomes a model for peaceful integration of Straffed individuals into society. | |||
** The city’s prosperity attracts envious neighbors, leading to political intrigue and espionage. | |||
|- | |||
|'''The Silent Heir of Tefú (1440)''': | |||
* '''Event''': In '''Numea''', a child known as the '''Silent Heir''' is born with the ability to manipulate sound and silence. Their rise sparks both hope and fear among the population. | |||
* '''Impact''': | |||
** The Heir’s power becomes a focal point of regional politics, with factions vying for their allegiance. | |||
** Their ability inspires new applications of Snoe, particularly in espionage and communication. | |||
|- | |||
|'''The Breaking of the Yllanov Accord (1455)''': | |||
* '''Event''': In '''Ebuceci''', a fragile peace between Straffed factions and traditional monarchies collapses when rogue Straffed assassinate a beloved king. | |||
* '''Impact''': | |||
** The region descends into chaos, with Straffed enclaves becoming targets of widespread violence. | |||
** The collapse of the Accord leads to the formation of rogue Straffed warbands, further destabilizing Ebuceci. | |||
** This event highlights the challenges of integrating magical individuals into traditional political systems. | |||
|- | |||
|'''The War of the Three Suns (Year 1460–1470)''': | |||
* '''Event''': In '''Eub''', three kingdoms interpret a solar eclipse as divine approval of their rulers, leading to a decade-long war for supremacy. | |||
* '''Impact''': | |||
** The conflict devastates the region, leaving behind cursed battlefields and magical relics. | |||
** Survivors credit their monarchs with supernatural powers, elevating them to near-divine status. | |||
** The war weakens Eub’s political structures, paving the way for external influence in later eras. | |||
|- | |||
|'''The Shattered Ice of Veuman (1475)''': | |||
* '''Event''': In '''Veuman''', a magical experiment to weaponize Snoe goes catastrophically wrong, shattering glaciers and altering the region’s climate. | |||
* '''Impact''': | |||
** The event creates a new icy wasteland inhabited by strange, frost-adapted creatures. | |||
** Survivors establish the '''Iceshard Enclave''', a faction dedicated to controlling and studying the aftermath. | |||
** The incident reinforces Veuman’s reputation as a land of dangerous experimentation. | |||
|- | |||
|'''The Fall of the Arcane Monastery (1482)''': | |||
* '''Event''': Zealots of the Radiant Creed discover and destroy the '''Arcane Monastery''', killing many of its inhabitants and scattering the survivors. | |||
* '''Impact''': | |||
** The event marks a turning point in the persecution of Straffed and sorcerers, pushing them further underground. | |||
** Survivors carry the Monastery’s teachings to new regions, ensuring its legacy endures. | |||
|- | |||
|'''The Rise of the Black Masks (1483)''': | |||
* '''Event''': In '''West Jorban''', a secretive group known as the '''Black Masks''' begins orchestrating rebellions against colonial powers, using Straffed operatives as their agents. | |||
* '''Impact''': | |||
** The Black Masks’ actions inspire widespread resistance, reshaping the political landscape of West Jorban. | |||
** Their ideology spreads to other continents, sparking debates about the ethics of Straffed involvement in political uprisings. | |||
** The group’s mysterious leaders remain a topic of speculation and intrigue. | |||
|- | |||
|'''Sebastian’s Coronation (1490)''': | |||
* '''Event''': '''Bartholomew Yon Wauter''' crowns his son, '''Sebastian''', as emperor before entering a slumber. | |||
* '''Impact''': | |||
** Sebastian’s rule begins a period of uncertainty, with his hemomantic heritage drawing both admiration and suspicion. | |||
** Nations begin to prepare for the uncertain future under Sebastian’s reign. | |||
** His reign sets the stage for the '''Idle-Glance Event''', which will reshape the world’s magical landscape. | |||
|- | |||
!'''The Shattered Epoch (1491–1750)''' | |||
|- | |||
|'''Idle-Glance Event (1491)''': | |||
* Grieving the loss of his siblings, Sebastian unleashes the '''Idle-Glance''', causing most of the world’s magical properties to dissolve. | |||
* Survivors of this event include the Báuturíí (via their hemomantic abilities) and Máncátír, who are permanently transformed. | |||
|- | |||
|'''The Shattered Web (1492)''': | |||
* '''Event''': In the immediate aftermath of the '''Idle-Glance''', sorcerers and Straffed individuals across the world lose their connection to the Threads. | |||
* '''Impact''': | |||
** Magical tools, cities, and protections fail, leading to catastrophic collapses of infrastructure in magical nations like '''Veuman''', '''Klamith''', and '''Oris'''. | |||
** The '''Rising Veil''' dissolves as its leaders, deprived of their powers, turn on one another. | |||
** Survivors begin forming enclaves to preserve what little magical knowledge remains. | |||
|- | |||
|'''The Hemocline Skirmishes (1493–1505)''': | |||
* '''Event''': Following the '''Idle-Glance''', Báuturíí factions in eastern Hera attempt to expand into Klamith, clashing with human settlements. | |||
* '''Impact''': | |||
** The conflict highlights the tensions between Báuturíí trying to secure resources and humans reclaiming land abandoned after magic failed. | |||
** The war ends in a stalemate, with Báuturíí enclaves retreating to the forests of Klamith. | |||
** Both sides adopt guerrilla tactics, leading to lasting distrust and periodic violence in border regions. | |||
|- | |||
|'''The Broken Spire War (1494–1501)''': | |||
* '''Event''': Nomadic Khazgol tribes and sedentary Azeraiy kingdoms clash over control of the '''Broken Spire''', a ruined magical structure believed to contain dormant energy. | |||
* '''Impact''': | |||
** The war devastates nearby villages, forcing Khazgol tribes to migrate deeper into the desert. | |||
** Explorers from neighboring nations attempt to exploit the ruins, creating further tensions. | |||
** The Broken Spire becomes a no-man’s-land, its mysteries left unsolved. | |||
|- | |||
|'''The Silent Pilgrimage (1495)''': | |||
* '''Event''': In '''Numea''', a group of surviving Straffed individuals undertakes a journey to the ruined city of '''Sakishima''', hoping to restore their lost powers. | |||
* '''Impact''': | |||
** The '''Silent Pilgrimage''' becomes a legend, with tales of horrors and fleeting successes during their quest. | |||
** Pilgrims uncover remnants of pre-Strafe artifacts, igniting new interest in lost technologies and ancient magic. | |||
** This event inspires similar expeditions across the globe, though most end in failure. | |||
|- | |||
|'''The Gilded Ascension (1500)''': | |||
* '''Event''': In '''Ebuceci''', wealthy aristocrats and merchants adapt quickly to the loss of magic, funding advancements in alchemy and early engineering. | |||
* '''Impact''': | |||
** '''Eisina''' becomes a hub for technological innovation, leading the transition to non-magical solutions for agriculture, defense, and communication. | |||
** The rise of a new class of '''Alchemical Barons''' shifts power from traditional monarchies to trade-driven oligarchies. | |||
** Tensions grow between alchemists and surviving magical factions, who view alchemy as a betrayal of their heritage. | |||
|- | |||
|'''The Saltwood Skirmishes (1502–1506)''': | |||
* '''Event''': Rival guilds in the '''Pozanna Saltwood''' fight for control of enchanted trees whose sap can enhance healing properties. | |||
* '''Impact''': | |||
** The skirmishes lead to the deforestation of parts of the Saltwood, creating ecological imbalance. | |||
** Pozanna emerges as a trade hub for rare alchemical ingredients. | |||
** The guild wars force Veuman’s rulers to impose stricter regulations on resource extraction. | |||
|- | |||
|'''The Iron Marsh Wars (1507–1518)''': | |||
* '''Event''': Rival factions in Griogubul battle over access to iron deposits uncovered in the marshlands, which are critical for replacing magical weaponry. | |||
* '''Impact''': | |||
** The wars devastate the marsh ecosystems, forcing amphibious races to form alliances with human factions. | |||
** The victorious faction establishes the '''Iron Marsh Consortium''', controlling trade routes and creating a proto-industrial economy. | |||
** The amphibious races become second-class citizens under human control, sowing seeds for future rebellion. | |||
|- | |||
|'''The Krokhe Ascension (1508–1516)''': | |||
* '''Event''': The city-state of '''Krokhe''' wages war on its neighbors, seeking to establish dominance over trade routes. | |||
* '''Impact''': | |||
** Krokhe develops advanced naval technology, gaining a reputation as a maritime power. | |||
** Smaller Euban states form defensive coalitions, setting the stage for future alliances. | |||
** Krokhe’s aggressive expansion inspires resistance movements, creating long-term instability. | |||
|- | |||
|'''The Wars of Twilight (1512)''': | |||
* '''Event''': In '''Hera''', political instability leads to a series of short, brutal conflicts known as the '''Wars of Twilight''', as weakened magical states vie for control over dwindling resources. | |||
* '''Impact''': | |||
** The wars devastate rural regions, displacing countless refugees who seek shelter in fortified cities like '''Adarid''' and '''Sumech'''. | |||
** Military tactics shift away from reliance on magical forces to focus on early gunpowder weapons and mercenary armies. | |||
** Survivors form the '''Twilight Pacts''', alliances dedicated to mutual protection and rebuilding. | |||
|- | |||
|'''The Ember Plains Conflicts (1519–1528)''': | |||
* '''Event''': Clashes erupt between Doshkan raiders and Foraza settlers over fertile lands in the '''Ember Plains'''. | |||
* '''Impact''': | |||
** Foraza settlers establish fortified towns, developing early forms of guerrilla warfare. | |||
** The conflicts disrupt trade routes, isolating Nolij from neighboring regions. | |||
** Doshkan culture adapts to prolonged warfare, emphasizing mobility and survival tactics. | |||
|- | |||
|'''The Veuman Shard Conflict (1520–1534)''': | |||
* '''Event''': The discovery of a shard of the '''Silver Gate''' reignites tensions among Veumanese factions, leading to prolonged fighting over its control. | |||
* '''Impact''': | |||
** The conflict fragments Veuman into smaller warring states, each claiming divine or magical legitimacy. | |||
** The shard is eventually lost during a battle, fueling legends and quests for its recovery. | |||
** Veuman’s instability weakens its influence, making it a target for neighboring nations. | |||
|- | |||
|'''The Rise of the Shadowhands (1525)''': | |||
* '''Event''': In '''Eub''', a network of former sorcerers and Báuturíí forms the '''Shadowhands''', an underground organization dedicated to preserving hemomantic knowledge and resisting technological dominance. | |||
* '''Impact''': | |||
** The Shadowhands conduct covert operations across '''Chosa''', '''Senkmahna''', and '''Krokhe''', sabotaging alchemical advancements. | |||
** Their influence spreads to other continents, inspiring resistance movements and legends of shadowy protectors. | |||
** Their secrecy and ruthlessness make them both feared and admired. | |||
|- | |||
|'''The Grey Wave War (1530–1544)''': | |||
* '''Event''': Amphibious races in '''Dagab''' launch raids against Heran coastal cities, seeking to reclaim lands lost to human expansion. | |||
* '''Impact''': | |||
** The war forces Heran rulers to invest in coastal defenses, including early magical wards. | |||
** Amphibious factions form alliances with Báuturíí enclaves, blending their combat techniques. | |||
** The war ends with a fragile peace, but tensions remain high for centuries. | |||
|- | |||
|'''The Crimson Treaty (1532)''': | |||
* '''Event''': Surviving magical factions meet in secret in '''Lumea Sangelui''' to negotiate the '''Crimson Treaty''', ensuring the preservation of hemomantic knowledge and the protection of Báuturíí and Máncátír. | |||
* '''Impact''': | |||
** The treaty establishes Lumea Sangelui as a neutral sanctuary, marking the rise of '''Sanguis Orbis Terrarum'''. | |||
** Signatories agree to limit interference with human governments, fostering an uneasy peace. | |||
** The Treaty’s secrecy provokes suspicion among non-magical nations, leading to espionage and diplomatic tension. | |||
|- | |||
|'''The Frostfire Uprising (1537–1542)''': | |||
* '''Event''': Former frost sorcerers in '''Kl’ingats''' rebel against the Frostbound Compact, accusing its leaders of hoarding resources. | |||
* '''Impact''': | |||
** The uprising ends with the destruction of several frost enclaves, further diminishing Numea’s magical community. | |||
** Survivors scatter across the continent, spreading frostfire techniques and destabilizing neighboring regions. | |||
** The Compact implements stricter controls, becoming a repressive force rather than a unifying one. | |||
|- | |||
|'''The Bitterflower War (1545–1552)''': | |||
* '''Event''': '''Luxemi''' and '''Svolir''' fight over the '''Bitterflower Fields''', whose plants are used in alchemical brews. | |||
* '''Impact''': | |||
** The war devastates local economies, as both sides poison the fields to deny each other resources. | |||
** Luxemi’s victory cements its dominance in northern Klamith. | |||
** The Bitterflower becomes a symbol of resilience, inspiring poems and songs. | |||
|- | |||
|'''The Great Purge of Nolij (1550)''': | |||
* '''Event''': In '''Nolij''', rulers influenced by the Radiant Creed initiate the '''Great Purge''', targeting Báuturíí and Máncátír settlements. | |||
* '''Impact''': | |||
** Thousands are executed or driven into exile, with many fleeing to '''Hera''' and '''Veuman'''. | |||
** Survivors form secretive societies dedicated to revenge and the preservation of their culture. | |||
** The Purge creates long-standing animosity between Nolij’s rulers and neighboring magical enclaves. | |||
|- | |||
|'''The Saltblood Wars (1550–1558)''': | |||
* '''Event''': Coastal kingdoms clash over the lucrative '''saltblood trade''', a rare alchemical resource derived from Báuturíí ichor. | |||
* '''Impact''': | |||
** The wars devastate coastal cities like '''Senkmahna''' and '''Chosa''', leading to widespread famine and piracy. | |||
** Saltblood becomes a coveted resource, fueling black markets and escalating tensions between magical and non-magical factions. | |||
** The conflict weakens Eub’s coastal defenses, leaving it vulnerable to Veumanese incursions. | |||
|- | |||
|'''The Shattered Fang Rebellion (1555–1563)''': | |||
* '''Event''': In '''Gan Dan''', surviving Straffed factions rebel against the city’s rulers, accusing them of hoarding magical artifacts. | |||
* '''Impact''': | |||
** The rebellion destabilizes Gan Dan, allowing rival cities like '''Chealar''' to expand their influence. | |||
** Rebel leaders are captured and executed, becoming martyrs for future resistance movements. | |||
** The Shattered Fang Rebellion marks the decline of Straffed enclaves in Numea. | |||
|- | |||
|'''The Iron March (1563)''': | |||
* '''Event''': In '''West Jorban''', a Báuturíí warlord known as '''Dain the Ironblooded''' unites scattered magical factions and launches a campaign to reclaim lost territories. | |||
* '''Impact''': | |||
** Dain’s forces achieve early victories, but his campaign falters due to resource shortages and internal divisions. | |||
** His legacy inspires later movements to resist the growing dominance of non-magical governments. | |||
** The '''Iron March Hymn''' becomes a rallying cry for Báuturíí warriors in subsequent conflicts. | |||
|- | |||
|'''The Crimson Blight Campaigns (1565–1572)''': | |||
* '''Event''': Human nations in Ebuceci launch a series of invasions into '''Lumea Sangelui''', aiming to eradicate Báuturíí and Máncátír enclaves. | |||
* '''Impact''': | |||
** The Crimson Treaty ensures the united defense of Lumea Sangelui, leading to a decisive victory against the invaders. | |||
** The campaigns solidify Lumea Sangelui’s reputation as an impenetrable sanctuary. | |||
** Survivors in Ebuceci turn to alchemical and industrial solutions to rebuild, setting the stage for future conflicts. | |||
|- | |||
|'''The Whalegrave Conflict (1567–1571)''': | |||
* '''Event''': A dispute over hunting rights near the '''Whalegrave Shoals''' leads to skirmishes between '''Morgyl''' and '''Isava'''. | |||
* '''Impact''': | |||
** The conflict disrupts the region’s economy, as trade routes are blocked by naval blockades. | |||
** Morgyl emerges as a naval power, developing advanced shipbuilding techniques. | |||
** The Whalegrave becomes a contested territory, with both sides claiming ancestral ties. | |||
|- | |||
|'''The Ashroad Wars (1575–1580)''': | |||
* '''Event''': '''Tilaba''' and '''Tamita''' fight for control of the '''Ashroad''', a volcanic region rich in rare minerals. | |||
* '''Impact''': | |||
** The war introduces early forms of trench warfare, as both sides struggle to navigate the harsh terrain. | |||
** Tamita’s victory secures its dominance in the region, though the Ashroad remains dangerous. | |||
** Survivors tell tales of ash-covered beasts, adding to the region’s mystique. | |||
|- | |||
|'''The Starfall Rebellion (1580–1594)''': | |||
* '''Event''': In the wake of the Crimson Blight Campaigns, Straffed and hemomantic factions in northern Ebuceci revolt against their rulers, demanding independence. | |||
* '''Impact''': | |||
** The rebellion fractures Ebuceci into smaller territories, each vying for control. | |||
** Straffed enclaves establish semi-autonomous regions, fostering a resurgence of magical experimentation. | |||
** The rebellion inspires similar uprisings in '''Hera''' and '''West Jorban''', spreading instability. | |||
|- | |||
|'''The Starveil Conflict (1582–1590)''': | |||
* '''Event''': In the '''Stahtd Highlands''', a magical anomaly known as the '''Starveil''' becomes the focus of a bitter territorial dispute. | |||
* '''Impact''': | |||
** Competing factions attempt to harness the Starveil’s power, often with disastrous results. | |||
** The conflict leads to the creation of the '''Highland Compact''', an agreement to protect the anomaly. | |||
** The Starveil becomes a pilgrimage site for surviving Straffed individuals. | |||
|- | |||
|'''The Ebony Vow (1587)''': | |||
* '''Event''': In '''Eub''', surviving shadow-dwelling factions form the '''Ebony Vow''', a secret council dedicated to manipulating global politics from the shadows. | |||
* '''Impact''': | |||
** The council influences trade routes and alliances, ensuring the survival of Euban culture and traditions. | |||
** The Ebony Vow becomes synonymous with intrigue and conspiracy, feared by both allies and enemies. | |||
** Their activities provoke rival organizations, such as the Shadowhands, leading to a hidden war of espionage. | |||
|- | |||
|'''The Broken Tide Wars (1600–1610)''': | |||
* '''Event''': The city-state of '''Isava''' fights to reclaim territory lost to sea spirits after the '''Tides of Isava'''. | |||
* '''Impact''': | |||
** The wars result in a fragile truce between Isava’s Tidecallers and the sea spirits, formalized in the '''Treaty of Thalossis'''. | |||
** Isava rebuilds as a hybrid city, blending human and aquatic architecture. | |||
** The conflict establishes Oken as a major center for maritime trade and exploration. | |||
|- | |||
|'''The Frozen Shore Campaigns (1600–1615)''': | |||
* '''Event''': '''Nevev''' launches a series of campaigns to expand its territory along the frozen coast, clashing with local tribes. | |||
* '''Impact''': | |||
** Nevev’s victory secures valuable fishing and trade routes, boosting its economy. | |||
** The defeated tribes migrate inland, creating new conflicts with neighboring settlements. | |||
** The Frozen Shore becomes a symbol of resilience for Nevev’s people. | |||
|- | |||
|'''The Griogubul Plague (1610)''': | |||
* '''Event''': A mysterious disease ravages '''Griogubul''', disproportionately affecting magical beings and those with hemomantic abilities. | |||
* '''Impact''': | |||
** The plague leads to mass migrations, with survivors spreading both the disease and knowledge of its origins. | |||
** Alchemists in '''Dylviget''' develop early vaccines, cementing their reputation as pioneers of medical science. | |||
** The plague is later revealed to be a failed experiment by rogue sorcerers, sparking outrage and mistrust. | |||
|- | |||
|'''The Riven Treaty War (1620–1633)''': | |||
* '''Event''': A coalition of Khazgol and Bisgen tribes attempts to overthrow '''Ka’Mal''', accusing its rulers of betraying the '''Riven Treaty'''. | |||
* '''Impact''': | |||
** The war highlights the growing divide between Oris’s nomadic and sedentary populations. | |||
** Ka’Mal’s victory solidifies its dominance, though tensions remain high. | |||
** The Riven Treaty is rewritten, granting limited rights to nomadic tribes. | |||
|- | |||
|'''The Ebony Crusades (1625–1638)''': | |||
* '''Event''': Radiant Creed zealots launch the '''Ebony Crusades''', targeting Báuturíí enclaves and shadow-dwelling factions in '''Eub'''. | |||
* '''Impact''': | |||
** The crusades spark widespread resistance, uniting magical factions in Eub against the Radiant Creed. | |||
** The '''Shadowhands''' play a key role in repelling the invaders, cementing their influence in Euban politics. | |||
** The crusades weaken the Radiant Creed’s authority, leading to internal reforms. | |||
|- | |||
|'''The Scarlet Isle Uprising (1640–1650)''': | |||
* '''Event''': On the '''Scarlet Isle''', Báuturíí laborers revolt against Heran overlords, demanding independence. | |||
* '''Impact''': | |||
** The uprising is brutally suppressed, though it inspires similar movements in Hera. | |||
** Survivors establish hidden enclaves, preserving Báuturíí culture and hemomantic traditions. | |||
** The Scarlet Isle becomes a symbol of resistance for future generations. | |||
|- | |||
|'''The Frostbound Compact (1642)''': | |||
* '''Event''': In '''Numea''', the frost sorcerers of '''Kl’ingats''' form the '''Frostbound Compact''', an alliance aimed at preserving their remaining magic and defending against external threats. | |||
* '''Impact''': | |||
** The Compact becomes a powerful force in northern Numea, balancing traditional magic with emerging technology. | |||
** Their influence inspires similar compacts in '''Oken''' and '''Klamith''', fostering cross-continental cooperation. | |||
** The Compact’s success makes it a target for rival factions, leading to skirmishes and intrigue. | |||
|- | |||
|'''The Blackwood War (1650–1655)''': | |||
* '''Event''': Human settlers in the '''Blackwood Forest''' clash with Báuturíí tribes defending their ancestral lands. | |||
* '''Impact''': | |||
** The war ends with a fragile peace treaty, granting the Báuturíí limited autonomy within the forest. | |||
** The Blackwood becomes a symbol of resistance and resilience for Báuturíí across the continent. | |||
** Settlers adopt Báuturíí techniques for navigating the forest, fostering an uneasy cultural exchange. | |||
|- | |||
|'''The Ember Crag Conflict (1657–1662)''': | |||
* '''Event''': Rival factions in '''Seda''' battle for control of the '''Ember Crag''', a volcanic region rich in alchemical resources. | |||
* '''Impact''': | |||
** The conflict accelerates Seda’s transition to an industrial economy. | |||
** The Ember Crag becomes a site of innovation, as alchemists develop new technologies. | |||
** Survivors tell tales of fire spirits haunting the crag, adding to its mystique. | |||
|- | |||
|'''Founding of Sanguis Orbis Terrarum (1668)''': | |||
* '''Event''': Báuturíí and Máncátír leaders formally establish '''Lumea Sangelui''', a sanctuary for magical beings. | |||
* '''Impact''': | |||
** The nation’s isolationist policies ensure its survival, though it remains a target of curiosity and fear. | |||
** Lumea Sangelui’s formation solidifies its role as a cultural and magical epicenter. | |||
** Its existence shapes global perceptions of Báuturíí and Máncátír, both positively and negatively. | |||
|- | |||
|'''The Mourned Skies War (1670–1678)''': | |||
* '''Event''': A series of skirmishes erupts between '''Ufune''' and '''Cousanda''', sparked by disputes over the use of Straffed relics. | |||
* '''Impact''': | |||
** The war destroys much of Ufune’s cultural heritage, leading to a loss of historical knowledge. | |||
** Cousanda’s victory cements its reputation as a rising power in West Jorban. | |||
** Survivors form the '''Relic Keepers''', a group dedicated to preserving Straffed artifacts. | |||
|- | |||
|'''Year of the Withering (1695)''': | |||
* '''Event''': A magical blight devastates '''Griogubul''' and '''Oris''', creating widespread famine and chaos. | |||
* '''Impact''': | |||
** Survivors attribute the blight to the theft of a sacred artifact from '''Zhuli''', deepening cultural tensions. | |||
** The crisis forces cooperation between rival factions, leading to short-lived alliances and breakthroughs in alchemy. | |||
** The blight leaves lasting scars on the land, reshaping its ecosystems and societies. | |||
|- | |||
|'''The Ember Sea Conflict (1700–1715)''': | |||
* '''Event''': Rival trade alliances from '''Tamita''' and '''Caidanadian Concentration''' compete for control of the Ember Sea, a key trade route. | |||
* '''Impact''': | |||
** The conflict escalates into naval skirmishes, with both sides deploying experimental technologies inspired by Báuturíí ichor. | |||
** A peace treaty establishes shared trade rights but leaves tensions simmering. | |||
** The Ember Sea Conflict accelerates the development of maritime technology, influencing future naval wars. | |||
|- | |||
|'''The Siege of Redwater Keep (1730)''': | |||
* '''Event''': In '''Hera''', a coalition of non-magical forces besieges '''Redwater Keep''', a Báuturíí stronghold rumored to contain forbidden knowledge. | |||
* '''Impact''': | |||
** The keep falls after a prolonged siege, its defenders remembered as martyrs by magical factions. | |||
** Recovered artifacts fuel technological advancements, though their use is highly controversial. | |||
** The fall of Redwater Keep becomes a symbol of the declining power of magic. | |||
|- | |||
|'''The Máncátír Insurrection (1740–1747)''': | |||
* '''Event''': A faction of rogue Máncátír rebels against the Crimson Treaty, seeking greater autonomy and control over their cycles. | |||
* '''Impact''': | |||
** The insurrection is crushed by united Báuturíí and human forces, reaffirming the Crimson Treaty’s authority. | |||
** The event exposes deep divisions within Lumea Sangelui, leading to reforms aimed at addressing Máncátír grievances. | |||
** The insurrection becomes a cautionary tale, discouraging further rebellion. | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreopivi Era | |||
!'''Age of Foundations (1750–1913)''' | |||
|- | |||
|'''Sebastian’s Rampage Ends (1753)''': | |||
* '''Event''': After two centuries of hunting magical beings and Bartholomew’s descendants, '''Sebastian''' disappears. | |||
* '''Impact''': | |||
** His disappearance marks the end of the Micro-Wars and the beginning of the '''Anthropocene'''. | |||
** Survivors begin rebuilding, focusing on science and innovation to compensate for the loss of magic. | |||
** The era’s conflicts leave deep cultural and political divisions that influence future generations. | |||
|- | |||
|'''The Founding of the Unitary States of Kilba (U.S.K.) (1753)''': | |||
* '''Event''': Following years of war, the U.S.K. is established in '''West Jorban''', uniting fractured territories under a federal republic. | |||
* '''Impact''': | |||
** Named after General '''Kilba''', a strategist who sacrificed himself to broker peace between warring factions. | |||
** The U.S.K. becomes a beacon of democracy and industrial progress, inspiring neighboring nations to reorganize their governments. | |||
|- | |||
|'''The Founding of the Guild of Powder and Steel (1758)''': | |||
* '''Event''': A coalition of gunsmiths and metallurgists forms a guild to standardize firearm manufacturing. | |||
* '''Impact''': | |||
** The guild establishes production standards, making firearms more reliable and accessible. | |||
** Adarid becomes a hub for weapon innovation, exporting muskets and flintlocks globally. | |||
|- | |||
|'''The Lantern Coast Rebellion (1763–1775)''': | |||
* '''Event''': Peasants in coastal provinces rebel against Caidanadian landowners, using smuggled firearms. | |||
* '''Impact''': | |||
** The rebellion is crushed, but it inspires future uprisings. | |||
** The Lantern Coast gains a reputation for fostering resistance movements. | |||
|- | |||
|'''The First Steam Revolution (1765–1772)''': | |||
* '''Event''': Steam-powered machinery transforms agriculture and manufacturing in '''Ebuceci''' and '''Klamith''', reducing reliance on manual labor. | |||
* '''Impact''': | |||
** Urbanization accelerates as people flock to cities for work. | |||
** Nations like '''Adarid''' and '''Luxemi''' become pioneers in locomotive development, linking major cities with railroads. | |||
|- | |||
|'''The Treaty of Ironwater (1775)''': | |||
* '''Event''': After a series of disputes, '''Veuman''' and '''Ebuceci''' sign a treaty ensuring fair access to the iron mines in the '''Ironwater Ridge'''. | |||
* '''Impact''': | |||
** Sets a precedent for international industrial cooperation. | |||
** Creates economic interdependence that delays future conflicts. | |||
|- | |||
|'''Discovery of the Blackwater Caverns (1778)''': | |||
* '''Event''': Explorers uncover vast saltpeter reserves in the '''Blackwater Caverns''', fueling gunpowder production. | |||
* '''Impact''': | |||
** The discovery shifts the balance of power in Oris, with '''Khazgol''' becoming a major supplier of gunpowder. | |||
** Mining the caverns causes environmental damage, displacing local tribes. | |||
|- | |||
|'''The Trans-Heran Conflict (1801–1815)''': | |||
* '''Event''': Several Heran nations clash over the control of newly discovered coal reserves in the '''Northern Highlands'''. | |||
* '''Impact''': | |||
** The conflict ends with the establishment of a coalition to regulate resource extraction. | |||
** The conflict's resolution inspires the formation of the '''Heran Industrial League''', an alliance promoting trade and innovation. | |||
|- | |||
|'''The Steelbound Accord (1802)''': | |||
* '''Event''': Veuman city-states form an alliance to share advances in metallurgy, leading to the creation of rifled barrels. | |||
* '''Impact''': | |||
** Rifled firearms become more accurate and effective at range. | |||
** Veuman emerges as a center for precision engineering. | |||
|- | |||
|'''The Crystal Forge Unveiled (1820)''': | |||
* '''Event''': Alchemical experimentation in '''Chealar''' leads to the creation of synthetic gemstones, replacing the once-magical materials lost to the '''Idle-Glance'''. | |||
* '''Impact''': | |||
** The gemstones revolutionize jewelry and tool manufacturing. | |||
** The '''Crystal Forge''' becomes a symbol of innovation, boosting Chealar’s economy. | |||
|- | |||
|'''The Starfall Frontier Wars (1820–1830)''': | |||
* '''Event''': Competing factions fight over the '''Yllanov Crater''', rumored to contain residual magical energy. | |||
* '''Impact''': | |||
** Expeditions recover strange artifacts, fueling speculation about the crater’s origins. | |||
** The wars lead to the establishment of militarized research facilities near the crater. | |||
|- | |||
|'''The Numean Sea Trade Wars (1830–1840)''': | |||
* '''Event''': Nations in '''Numea''' and '''Oken''' vie for control of lucrative sea trade routes. | |||
* '''Impact''': | |||
** The wars result in advances in naval engineering, including ironclad ships. | |||
** '''Morgyl''' emerges as a dominant maritime power, establishing colonies in nearby archipelagos. | |||
|- | |||
|'''Introduction of Revolvers (1835)''': | |||
* '''Event''': Cousandan gunsmiths develop the first revolvers, revolutionizing personal firearms. | |||
* '''Impact''': | |||
** Revolvers become the weapon of choice for settlers and law enforcement in '''West Jorban'''. | |||
** Their popularity spreads globally, symbolizing individual freedom and self-reliance. | |||
|- | |||
|'''The Wailing Coast Crisis (1845–1849)''': | |||
* '''Event''': A series of devastating storms destroys coastal settlements, forcing survivors inland. | |||
* '''Impact''': | |||
** Refugees clash with established communities, creating tensions and skirmishes. | |||
** Religious leaders in Griogubul interpret the storms as divine punishment, sparking revivalist movements. | |||
|- | |||
|'''The Invention of the Electric Loom (1848)''': | |||
* '''Event''': In '''Hashikonai''', the invention of the electric loom revolutionizes textile production. | |||
* '''Impact''': | |||
** Sparks the second wave of industrialization across Numea and Oris. | |||
** Creates social upheaval as traditional weavers struggle to adapt. | |||
|- | |||
|'''The Discovery of Ember Glass (1852)''': | |||
* '''Event''': Miners discover '''Ember Glass''', a naturally occurring material that retains heat and light. | |||
* '''Impact''': | |||
** Ember Glass becomes a key component in industrial lighting and weapon sights. | |||
** Chealar monopolizes its trade, creating economic tensions with neighboring cities. | |||
|- | |||
|'''The Black Rail War (1854–1861)''': | |||
* '''Event''': Rival nations in '''Klamith''' and '''Hera''' compete to build the first transcontinental railroad, leading to sabotage and conflict. | |||
* '''Impact''': | |||
** The war highlights the growing importance of transportation infrastructure. | |||
** '''Luxemi''' triumphs, establishing itself as the rail hub of Klamith. | |||
|- | |||
|'''The War of Iron Roads (1860–1867)''': | |||
* '''Event''': Rival nations fight over rail routes connecting major industrial centers. | |||
* '''Impact''': | |||
** The war accelerates the development of armored trains and rail-mounted artillery. | |||
** Railroads reshape trade and migration patterns, fostering urbanization. | |||
|- | |||
|'''The Great Machine Exhibition (1865)''': | |||
* '''Event''': A world fair held in '''Adarid''' showcases advances in engineering, chemistry, and transportation. | |||
* '''Impact''': | |||
** Encourages cross-continental collaboration on industrial projects. | |||
** Establishes the '''Adarid Industrial Institute''', a center for research and innovation. | |||
|- | |||
|'''The Invention of Smokeless Powder (1872)''': | |||
* '''Event''': Chemists develop smokeless powder, increasing firearm efficiency. | |||
* '''Impact''': | |||
** Smokeless powder becomes the standard for militaries worldwide. | |||
** Its development triggers an arms race, with nations striving to modernize their arsenals. | |||
|- | |||
|'''The Gilded Age of Morgyl (1885)''': | |||
* '''Event''': Morgyl’s shipyards produce the first steam-powered ironclads capable of global travel. | |||
* '''Impact''': | |||
** Morgyl dominates maritime trade, establishing colonies in Numean archipelagos. | |||
** The shipyards attract skilled workers from across the world, fostering cultural exchange. | |||
|- | |||
|'''The Dust Wars (1875–1885)''': | |||
* '''Event''': '''Dagab''' and neighboring regions in '''Griogubul''' clash over fertile lands uncovered by a prolonged drought. | |||
* '''Impact''': | |||
** Leads to the creation of irrigation systems and desert agriculture techniques. | |||
** The war sparks migration to urban centers, accelerating urbanization in Griogubul. | |||
|- | |||
|'''The Caidanadian Concentration Treaty(1892)''': | |||
* '''Event''': The countries of '''Hera''', including '''Lumea Sangelui''', form the '''Caidanadian Concentration''' for continental security. | |||
* '''Impact''': | |||
** Establishes a unified government overseeing the continent. | |||
** Creates political tensions with neighboring nations who fear its growing power. | |||
|- | |||
|'''The Discovery of Voltris Ore (1903)''': | |||
* '''Event''': Miners in '''Oris''' uncover '''Voltris Ore''', a mineral that can conduct electricity and hemomantic energy. | |||
* '''Impact''': | |||
** The discovery sparks a mining rush, leading to industrial booms in Oris and neighboring regions. | |||
** Early experiments reveal the ore’s potential for powering machines and reviving remnants of magic. | |||
|- | |||
|'''The Voltris War (1905–1910)''': | |||
* '''Event''': Clashes erupt between mining companies in '''Ka’Mal''' and '''Bisgen''' over control of Voltris-rich deposits. | |||
* '''Impact''': | |||
** The war ends with the creation of the '''Voltris Accord''', regulating mining rights and export policies. | |||
** The conflict exposes the environmental damage caused by mining, leading to early conservation efforts. | |||
|- | |||
|'''The First Voltris Weapons (1908)''': | |||
* '''Event''': Engineers create experimental Voltris-powered rifles and cannons. | |||
* '''Impact''': | |||
** The weapons prove devastating but unstable, causing accidents during testing. | |||
** Research into Voltris weaponry continues, laying the groundwork for future advancements. | |||
|- | |||
|'''The Shadow of War (1910–1913)''': | |||
* '''Event''': Tensions over Voltris Ore, trade routes, and territorial claims reach a boiling point. | |||
* '''Impact''': | |||
** Nations in '''Hera''', '''West Jorban''', and '''Ebuceci''' prepare for large-scale conflict. | |||
** The Modern Foundations Era ends with the world on the brink of '''The Great War'''. | |||
|- | |||
|'''The Founding of the Klamith Electric League (1911)''': | |||
* '''Event''': Industrial leaders from '''Sitona''' and '''Adarid''' establish an organization to develop Voltris-powered technologies. | |||
* '''Impact''': | |||
** The league accelerates the development of electric transportation and infrastructure. | |||
** Sparks the first industrial espionage cases, as nations vie for control of patented technologies. | |||
|- | |||
|'''The Precipice of War (1913)''': | |||
* '''Event''': Rising nationalism and competition over Voltris Ore lead to mounting tensions across '''Hera''', '''Ebuceci''', and '''West Jorban'''. | |||
* '''Impact''': | |||
** The era closes with the world on the brink of a global conflict, setting the stage for '''The Great War'''. | |||
|- | |||
!'''The Macro-Wars (1913–1975)''' | |||
|- | |||
|'''The Great War Begins (1913)''': | |||
* '''Event''': Rising tensions over Voltris Ore, trade routes, and territorial ambitions erupt into a global conflict. | |||
* '''Impact''': | |||
** Major powers in '''Hera''', '''Klamith''', and '''Ebuceci''' align into two opposing blocs. | |||
** The first widespread use of machine guns, Voltris-powered weapons, and chemical warfare devastates battlefields. | |||
** Civilians experience unprecedented levels of destruction due to air raids and scorched-earth tactics. | |||
|- | |||
|'''The Siege of Gildenspire (1914)''': | |||
* '''Event''': The fortified city of Gildenspire withstands a two-year siege, leveraging advanced Voltris-powered defenses. | |||
* '''Impact''': | |||
** Demonstrates the defensive potential of Voltris technology. | |||
** The city becomes a symbol of resilience, inspiring new architectural innovations. | |||
|- | |||
|'''The Siege of Narvoska (1915)''': | |||
* '''Event''': A prolonged siege of the industrial city of '''Narvoska''' devastates the region but showcases the resilience of modern defensive strategies. | |||
* '''Impact''': | |||
** Narvoska’s defenders use Voltris-powered railguns, marking a turning point in the war. | |||
** The city becomes a symbol of defiance, inspiring resistance movements worldwide. | |||
|- | |||
|'''The Winterfront Campaign (1916)''': | |||
* '''Event''': Harsh winter conditions stall military advances, forcing armies to develop cold-weather gear and strategies. | |||
* '''Impact''': | |||
** Sets the stage for improved logistics and troop mobility in future conflicts. | |||
** Introduces survivalist techniques that influence postwar industries. | |||
|- | |||
|'''The Crimson Uprising (1917)''': | |||
* '''Event''': Disenfranchised laborers and soldiers stage a rebellion against oppressive regimes, inspired by radical ideologies. | |||
* '''Impact''': | |||
** The uprising spreads rapidly, forcing governments to negotiate labor reforms. | |||
** Griogubul emerges as a hotbed of revolutionary thought and cultural change. | |||
|- | |||
|'''The Great War Ends (1918)''': | |||
* '''Event''': A series of armistices and treaties officially end the war, but tensions remain high. | |||
* '''Impact''': | |||
** Redrawn borders in Hera and Klamith sow the seeds for future conflicts. | |||
** War reparations cripple several nations, leading to economic depressions. | |||
|- | |||
|'''The 3rd Stage (1919)''': | |||
* '''Event''': A mysterious global phenomenon causes thousands of people to awaken latent abilities, though far weaker than pre-Idle-Glance magic. | |||
* '''Impact''': | |||
** Governments and private entities begin experimenting with individuals displaying unique traits. | |||
** Public fear of these "awakened" leads to strict regulations and societal ostracism. | |||
'''The Second Reading of the Theósastrikíseikónas (1919)''': | |||
* '''Event''': Scholars in '''Lumea Sangelui''' unlock fragments of the Theósastrikíseikónas, reigniting interest in hemomantic rituals. | |||
* '''Impact''': | |||
** The event draws attention from global powers, sparking clandestine races to decipher the artifact further. | |||
** Some experiments result in catastrophic failures, leading to heightened secrecy. | |||
|- | |||
|'''The Treaty of Solstice (1920)''': | |||
* '''Event''': Nations in '''Ebuceci''', '''Hera''', and '''Klamith''' convene to regulate Voltris mining and weaponization after the devastation of the Great War. | |||
* '''Impact''': | |||
** The treaty creates the '''Global Voltris Consortium''', a governing body for resource management. | |||
** Smaller nations feel marginalized, sowing seeds of future unrest. | |||
|- | |||
|'''The Founding of the Shadowforge Guild (1923)''': | |||
* '''Event''': Artisans and engineers form the '''Shadowforge Guild''', dedicated to creating hybrid technologies blending industrial and mystical remnants. | |||
* '''Impact''': | |||
** Their inventions lead to the creation of semi-automated factories. | |||
** Shadowforge devices are used covertly in espionage operations during the World War. | |||
|- | |||
|'''The Fungal Eclipse (1927)''': | |||
* '''Event''': A massive fungal bloom coincides with a solar eclipse, releasing spores that induce hallucinations and madness. | |||
* '''Impact''': | |||
** Entire regions are quarantined, with some areas abandoned permanently. | |||
** The spores are studied for their biochemical properties, leading to early advancements in psychotropic medications. | |||
|- | |||
|'''The Kauri Rebellion (1930)''': | |||
* '''Event''': Displaced tribes in '''Tarrava''' rise up against colonial exploitation of their lands for Voltris mining. | |||
* '''Impact''': | |||
** The rebellion spreads across Oken, drawing international attention to indigenous rights. | |||
** It becomes a rallying cry for anti-imperial movements worldwide. | |||
|- | |||
|'''The Voltris Crisis (1932–1937)''': | |||
* '''Event''': Rival nations in '''Oris''' and '''Klamith''' clash over Voltris mining rights, escalating into skirmishes along contested borders. | |||
* '''Impact''': | |||
** The crisis destabilizes global trade, causing economic ripples. | |||
** It also sets the stage for renewed alliances and hostilities leading into the next war. | |||
|- | |||
|'''The World War Begins (1938)''': | |||
* '''Event''': Fueled by unresolved tensions from The Great War and the Voltris Crisis, global powers descend into another conflict. | |||
* '''Impact''': | |||
** The war sees the introduction of early Voltris-based energy weapons and experimental biological agents. | |||
** Nations in '''Ebuceci''', '''Numea''', and '''West Jorban''' become key battlegrounds. | |||
|- | |||
|'''Sons Against Werther (1938)''': | |||
* '''Event''': A resistance movement forms in '''Klamith''', opposing the expansionist policies of the Werther Regime. | |||
* '''Impact''': | |||
** The movement’s guerrilla tactics disrupt supply lines and weaken Werther’s hold. | |||
** It becomes a symbol of grassroots resistance, inspiring similar movements globally. | |||
|- | |||
|'''The Blood Sea Skirmish (1941)''': | |||
* '''Event''': Naval forces clash over control of critical shipping lanes, with Voltris-powered submarines making their battlefield debut. | |||
* '''Impact''': | |||
** Marks the rise of underwater warfare as a dominant military strategy. | |||
** Innovations in sonar and submersible technology revolutionize naval combat. | |||
|- | |||
|'''The Battle of Hallowdredge (1943)''': | |||
* '''Event''': Allied forces launch a counteroffensive to reclaim a critical industrial hub from enemy control. | |||
* '''Impact''': | |||
** The battle is one of the bloodiest of the war, showcasing the brutal efficiency of modern warfare. | |||
** Veuman’s factories, once crippled, are restored to full production, aiding the Allied victory. | |||
|- | |||
|'''The Siege of Bronzehold (1944)''': | |||
* '''Event''': A prolonged battle for control of Bronzehold, a city with strategic access to Voltris deposits. | |||
* '''Impact''': | |||
** Heavy casualties on both sides demonstrate the human cost of resource-driven wars. | |||
** Bronzehold’s destruction highlights the unsustainable nature of resource extraction. | |||
|- | |||
|'''The World War Ends (1947)''': | |||
* '''Event''': The war concludes after nuclear detonations in '''West Jorban''' and '''Ebuceci''', marking the dawn of the atomic age. | |||
* '''Impact''': | |||
** The devastation leads to the establishment of global organizations aimed at preventing future conflicts. | |||
** The balance of power shifts, with nations in '''Hera''' and '''West Jorban''' emerging as superpowers. | |||
|- | |||
|'''The Formation of the Crimson Pact (1950)''': | |||
* '''Event''': Surviving Báuturíí and Máncátír leaders form the '''Crimson Pact''', an alliance dedicated to preserving their culture and secrecy. | |||
* '''Impact''': | |||
** The pact influences Lumea Sangelui's internal politics, prioritizing isolation and defense. | |||
** The Caidanadian Concentration begins covertly supporting the pact to maintain global stability. | |||
|- | |||
|'''The Manteiv Civil War (1950–1955)''': | |||
* '''Event''': Factions in Manteiv clash over ideological differences, drawing in neighboring nations. | |||
* '''Impact''': | |||
** The war becomes a testing ground for new weaponry, including Voltris-powered mechs. | |||
** Manteiv is left fractured, creating long-term instability in the region. | |||
|- | |||
|'''The Dawn of Espionage (1955–1965)''': | |||
* '''Event''': Spies and covert operatives become critical tools in the global power struggle between superpowers. | |||
* '''Impact''': | |||
** Shadow organizations like '''Center's Point Loyalists''' rise to prominence. | |||
** Espionage operations lead to breakthroughs in encryption and surveillance technologies. | |||
|- | |||
|'''The East Jorban Quake (1958)''': | |||
* '''Event''': A massive earthquake devastates several nations, revealing ancient ruins tied to pre-Idle-Glance civilizations. | |||
* '''Impact''': | |||
** Archaeological discoveries fuel interest in ancient technologies and histories. | |||
** The ruins hint at forgotten connections between modern nations and their mystical pasts. | |||
|- | |||
|'''The Burning Straits Crisis (1960–1965)''': | |||
* '''Event''': Naval blockades and skirmishes over disputed waterways disrupt global trade. | |||
* '''Impact''': | |||
** The crisis exacerbates tensions between Veuman city-states, leading to increased militarization. | |||
** Klamith strengthens its alliances, positioning itself as a key player in future conflicts. | |||
|- | |||
|'''Founding of Center's Point Loyalists (1963)''': | |||
* '''Event''': A secretive organization forms with the goal of maintaining global balance through covert intervention. | |||
* '''Impact''': | |||
** Their influence shapes political outcomes across continents, often in morally ambiguous ways. | |||
** Center's Point becomes a legend, inspiring fear and admiration in equal measure. | |||
|- | |||
|'''The Rise of S.M.I.L.E. Industries (1968)''': | |||
* '''Location''': '''U.S.K.''' and '''Shimafuki, Numea''' | |||
* '''Event''': S.M.I.L.E. Industries begins developing bunkers and survival technologies in response to Cold War tensions. | |||
* '''Impact''': | |||
** Their influence extends beyond industrial projects, shaping geopolitical strategies for decades. | |||
|- | |||
|'''The Blackout Rebellion (1970)''': | |||
* '''Event''': Dissidents sabotage energy grids, plunging cities into darkness and igniting widespread protests against authoritarian regimes. | |||
* '''Impact''': | |||
** The rebellion showcases the vulnerability of modern infrastructure. | |||
** Eisina’s government imposes harsh crackdowns, sparking international condemnation. | |||
|- | |||
|'''The End of the Manteiv Civil War (1975)''': | |||
* '''Event''': After decades of fighting, peace is brokered with the help of outside mediators. | |||
* '''Impact''': | |||
** Manteiv’s reconstruction becomes a focal point for international aid. | |||
** The war’s end marks the decline of large-scale proxy conflicts in Oris. | |||
|- | |||
|'''The Silent Summit (1975)''': | |||
* '''Event''': World leaders meet in secrecy to discuss the growing instability caused by resource scarcity and ideological divides. | |||
* '''Impact''': | |||
** Agreements made during the summit lay the groundwork for the global policies of the late 20th century. | |||
** The era ends with nations poised for either reconciliation or further conflict. | |||
|- | |||
!'''Super-Power Era (1976–2083)''' | |||
|- | |||
|'''Cyilamo’s Entry and Death (1979)''': | |||
* The mysterious entity Cyilamo briefly enters the world before dying. Its body is acquired by '''Shatterlox''', sparking conspiracies and experiments. | |||
|- | |||
|'''The Gilded Accord (1982)''': | |||
* '''Event''': A trade and defense pact is signed between Hera’s northern provinces to prevent large-scale industrial espionage. | |||
* '''Impact''': | |||
** Tightens collaboration on Voltris energy research. | |||
** Deteriorates relations with southern Heran nations, sowing seeds for future conflicts. | |||
|- | |||
|'''The Ironveil Crisis (1983)''': | |||
* '''Event''': A Báuturíí defector leaks classified information about Lumea Sangelui’s internal politics and hemomantic research to the Caidanadian government. | |||
* '''Impact''': | |||
** The leak triggers mass purges within Lumea Sangelui. | |||
** Tensions between the Concentration and other Heran nations rise as trust in mutual agreements weakens. | |||
|- | |||
|'''The Dusk Concord (1984)''': | |||
* '''Location''': '''Ebuceci and Hera''' | |||
* '''Event''': Secret negotiations between rival industrial powers lead to the creation of a joint Voltris research facility deep within the Yllanov Crater. | |||
* '''Impact''': | |||
** The facility becomes the target of espionage and sabotage. | |||
** Uncovered experiments hint at the potential of Voltris energy to stabilize hemomantic remnants. | |||
|- | |||
|'''The Lumea Accord (1985)''': | |||
* '''Event''': A clandestine agreement is reached between '''Lumea Sangelui''' and global superpowers, allowing restricted study of Báuturíí hemomantic artifacts under strict supervision. | |||
* '''Impact''': | |||
** Sparks internal conflict within Lumea Sangelui, with traditionalists opposing outside interference. | |||
** Results in technological breakthroughs tied to hemomantic energy but increases global tension. | |||
|- | |||
|'''The Klamith Uprising (1986)''': | |||
* '''Event''': Workers in '''Adarid''' rebel against oppressive industrial conditions, demanding fair treatment and union rights. | |||
* '''Impact''': | |||
** The uprising is violently suppressed, but public sympathy sparks labor reforms across '''Klamith'''. | |||
** Marks the beginning of the '''Unionist Movements''', which reshape industrial policy worldwide. | |||
|- | |||
|'''Operation Red Dawn (1987)''': | |||
* '''Event''': A covert '''U.S.K.''' mission to infiltrate '''Lumea Sangelui''' fails catastrophically, with all operatives disappearing without a trace. | |||
* '''Impact''': | |||
** The mission’s failure is a public relations disaster, deepening mistrust between '''Lumea Sangelui''' and the rest of the world. | |||
** Rumors of otherworldly retaliation spread, amplifying fear of the Báuturíí and Máncátír. | |||
|- | |||
|'''Discovery of the Sanguine Relic (1988)''': | |||
* '''Event''': A group of archaeologists uncovers an ancient hemomantic artifact, believed to predate Báuturíí civilization. | |||
* '''Impact''': | |||
** Raises questions about the origins of hemomancy. | |||
** Becomes a focal point for academic and magical study, creating tension between nations vying for access to the relic. | |||
'''The Broken Strings Conflict (1988)''': | |||
* '''Location''': '''Oris and Eub''' | |||
* '''Event''': After decades of underground sorcerer activity, a rebel group calling themselves the '''Unwoven Order''' begins severing key trade routes in retaliation for industrial encroachment on ancient magical sites. | |||
* '''Impact''': | |||
** Nations are forced to confront surviving sorcerer enclaves. | |||
** The conflict highlights the lingering power of magic in a post-magical world. | |||
|- | |||
|'''The Cryonic Vaults (1989)''': | |||
* '''Event''': The discovery of ancient frozen humanoids preserved in a cavern near '''Hinna''' sparks debate on genetic experimentation. | |||
* '''Impact''': | |||
** Leads to covert research into hybridizing ancient and modern genetics. | |||
** The project is later tied to mysterious "superhuman" offspring appearing across Veuman. | |||
|- | |||
|'''Emergence of the Supernatural (1994)''': | |||
* '''Event''': The public captures footage of individuals displaying supernatural abilities, sparking global fascination and fear. | |||
* '''Impact''': | |||
** Conspiracy theories about Eaftousians dominate media. | |||
** Governments secretly draft contingency plans for dealing with potential "super-powered" populations. | |||
|- | |||
|'''The Fall of Adulsirc (1995)''': | |||
* '''Event''': The fortified island nation of '''Adulsirc, Nolij''' faces a mysterious attack that renders it defenseless for weeks. Survivors describe shadowy figures wielding hemomantic-like powers. | |||
* '''Impact''': | |||
** Nations speculate whether Báuturíí factions or a new supernatural force is responsible. | |||
** Adulsirc’s loss of reputation as an impenetrable stronghold shakes global confidence in fortified defenses. | |||
|- | |||
|'''The Gloam Rift (1996)''': | |||
* '''Event''': A mining accident in '''Kazauzaka''' uncovers a rift to an ancient cavern network filled with glowing, sentient fungi. | |||
* '''Impact''': | |||
** Initial exploration teams go missing, sparking rumors of a hidden ecosystem. | |||
** Nations race to study the fungi’s biochemical properties, fueling bioengineering advancements. | |||
|- | |||
|'''The Shattered Moon Rumors (1997)''': | |||
* '''Event''': Reports of strange fluctuations in '''Lumea Sangelui's''' skies lead to speculation about an ancient Báuturíí ritual that cracked a fragment of the moon. | |||
* '''Impact''': | |||
** Researchers from the Caidanadian Concentration are sent to investigate. | |||
** Becomes a cornerstone for conspiracy theories surrounding Lumea Sangelui. | |||
|- | |||
|'''The Azure Pact (1999)''': | |||
* '''Event''': Several '''Veuman''' city-states form a pact to protect '''The Sapphire Incident’s''' quarantine zone. | |||
* '''Impact''': | |||
** The region becomes a hotspot for clandestine research into mutations caused by magical contamination. | |||
** The pact also serves as a model for international collaboration on supernatural crises. | |||
|- | |||
|'''The Sulgadan Rift (2000)''': | |||
* '''Location''': '''Nuir-Sulgada, Eub''' | |||
* '''Event''': A mining accident opens a vast cavern filled with ancient, glowing glyphs. The glyphs briefly emit a wave of energy that induces mass hallucinations across nearby towns. | |||
* '''Impact''': | |||
** Researchers theorize the glyphs are remnants of pre-Idle-Glance sorcery. | |||
** The site becomes a focal point for mystical studies but remains shrouded in mystery. | |||
|- | |||
|'''The Sapphire Incident (2002)''': | |||
* '''Event''': A blue-hued lake in Veuman begins glowing mysteriously. Mutations in wildlife and humans prompt an immediate quarantine. | |||
* '''Impact''': | |||
** The event highlights the persistent dangers of residual magical contamination. | |||
** Veuman develops advanced biohazard protocols that become a global standard. | |||
|- | |||
|'''The Red Sea Incident (2004)''': | |||
* '''Location''': '''Griogubul Coastline''' | |||
* '''Event''': The water along a 30-mile stretch of the '''Griogubul coast''' turns red for three months, emitting a faint hum that disrupts local wildlife patterns. | |||
* '''Impact''': | |||
** The phenomenon is tied to Báuturíí relics unearthed nearby. | |||
** Fear of potential hemomantic contamination sparks regional evacuations. | |||
|- | |||
|'''The Yurei Accord (2005)''': | |||
* '''Event''': The discovery of volatile spiritual energy near '''Tefu''' prompts the formation of the Yurei Accord, an international pact to regulate supernatural research. | |||
* '''Impact''': | |||
** Establishes protocols for handling volatile energies, creating a framework for future international cooperation. | |||
** Sparks clandestine opposition from nations unwilling to limit their research. | |||
|- | |||
|'''The Call of the Deep (2006)''': | |||
* '''Location''': '''Numea’s Black Sea''' | |||
* '''Event''': Fishermen report hearing haunting melodies emanating from the depths. Those who listen for too long are driven to madness. | |||
* '''Impact''': | |||
** Exploration is funded to uncover potential pre-Idle-Glance structures beneath the sea. | |||
** The incident sparks renewed interest in Numea’s maritime history and mythology. | |||
|- | |||
|'''The Veuman Nullification Incident (2007)''': | |||
* '''Event''': A rogue Voltris-powered device detonates in '''Stahtd''', wiping out all electricity and technology in the region for a week. | |||
* '''Impact''': | |||
** Reveals the potential for large-scale EMP-like attacks using magical technology. | |||
** Forces global powers to rethink energy dependence and security. | |||
|- | |||
|'''Fall of Shatterlox (2008)''': | |||
* '''Event''': The organization is dismantled by '''Danial Zerdin''', who takes '''Cyilamo’s body''' for undisclosed experiments. | |||
* '''Impact''': | |||
** The incident exposes the ethical limits of corporate experimentation. | |||
** Sparks global debates on the morality of "post-mortem exploitation" of magical entities. | |||
|- | |||
|'''Discovery of the Oldest Human Bones (2009)''': | |||
* Archaeologists uncover the earliest human remains in northern Hera, theorizing human migration followed the world’s coasts. | |||
** A archaeological team discovers the oldest human bones in Northern Hera, leading scientist to theorize that we followed the coast, starting in either Griogubul and ending in Numea, or starting in Numea and ending in Griogubul. It is unknown exactly how this occurred, however we have been able to find and follow a trail that spans nearly the entire coast of the world. | |||
|- | |||
|'''Roer City Break (2010)''': | |||
* '''Event''': A violent rampage in '''Roer City''' involving drug addicts hints at supernatural influence. The city is quarantined for months. | |||
* '''Impact''': | |||
** Raises questions about the societal impact of supernatural phenomena on crime and public safety. | |||
** Quarantine protocols used here influence future policies during outbreaks. | |||
'''Z.K.Hash Incident (2010)''': | |||
* Hashikonai’s government is hacked, exposing their experiments on prisoners and connections to the Zerdin Foundation. | |||
|- | |||
|'''The Numean Glacier Collapse (2013)''': | |||
* '''Event''': A glacier in '''Hashikonai''' collapses, exposing ruins from a pre-Idle-Glance civilization. | |||
* '''Impact''': | |||
** Sparks a wave of academic expeditions and cultural rediscovery. | |||
** Some artifacts are found to resonate with latent magical energy, raising questions about the true extent of the Idle-Glance's impact. | |||
|- | |||
|'''The Shadow Markets (2014)''': | |||
* '''Event''': Illegal trade in Eaftousian artifacts, Voltris-powered weapons, and necromantic relics skyrockets globally. | |||
* '''Impact''': | |||
** Criminal organizations rise in influence, particularly in '''Tamita''' and '''Browil'''. | |||
** Governments begin forming specialized task forces to curb the trade. | |||
|- | |||
|'''The March of Ashes (2016)''': | |||
* '''Location''': '''Tarrava, Oken''' | |||
* '''Event''': An unexplained wildfire spreads across '''Tarrava’s heartland''', leaving the land uninhabitable. Survivors report shadowy figures within the flames. | |||
* '''Impact''': | |||
** The region becomes known as the '''Ashen Expanse''', a no-man’s-land avoided by locals. | |||
** Scientists theorize residual magical energies may have sparked the fire. | |||
|- | |||
|'''The Burning of Nuir-Sulgada (2017)''': | |||
* A catastrophic fire sweeps through Nuir-Sulgada, devastating its capital. Survivors claim the fire was unnatural, fueled by remnants of Báuturíí hemomancy. | |||
|- | |||
|'''The Luminal Migration (2021)''': | |||
* '''Event''': A migration of glowing, moth-like creatures is witnessed across the continent. The creatures vanish after three days, leaving behind a faint, bioluminescent residue. | |||
* '''Impact''': | |||
** Becomes a major cultural event celebrated annually in Veuman. | |||
** Researchers link the migration to ancient magical phenomena. | |||
|- | |||
|'''The Shadow Plague of Sercadia (2022)''': | |||
* '''Event''': A mysterious shadowy plague forces the city of '''Sercadia (Metroplex-8), Saskontoba,''' into quarantine, with rumors of shadow-like entities preying on residents. | |||
* '''Impact''': | |||
** Strengthens calls for transparency about supernatural events. | |||
** Global response delays exacerbate mistrust in international coalitions. | |||
|- | |||
|'''The Black Spire Riots (2024)''': | |||
* '''Event''': Protests in '''Cousanda''' over economic inequality turn into riots when rumors spread of government experiments on Eaftousians. | |||
* '''Impact''': | |||
** Forces the government to release classified documents, revealing decades of unethical experimentation. | |||
** The riots lead to reforms, but also embolden extremist movements. | |||
|- | |||
|'''The Hexline Massacre (2025)''': | |||
* A group of rogue Máncátír rebels, seeking revenge for centuries of oppression, ambush a military convoy in Klamith, killing hundreds. The event reignites fear of supernatural beings in the modern era. | |||
'''The Ivory Bastion Standoff (2025)''': | |||
* '''Event''': The Ferragut government discovers an underground Báuturíí hive within the Ivory Bastion, a historic fortress. Fearing a resurgence, they initiate a military siege. | |||
* '''Impact''': | |||
** The event reignites fear of Báuturíí dominance in Klamith. | |||
** Survivors of the hive’s destruction claim the Báuturíí were peaceful, leading to widespread debate about their modern role. | |||
|- | |||
|'''The Burning of Tiruval (2026)''': | |||
* '''Location''': '''Eisina, Ebuceci''' | |||
* '''Event''': A rebel group detonates a Voltris reactor in the industrial city of '''Tiruval''', causing catastrophic fires that last for months. | |||
* '''Impact''': | |||
** Highlights the dangers of unregulated industrial expansion. | |||
** Leads to stricter international regulations on Voltris usage. | |||
|- | |||
|'''The Necromachina Incident (2027)''': | |||
* '''Event''': A rogue scientist creates a mechanized undead army using hemomantic technology, terrorizing rural Eisina. | |||
* '''Impact''': | |||
** Demonstrates the dangers of mixing hemomancy and robotics. | |||
** The incident catalyzes stricter regulations on magical and technological experiments. | |||
|- | |||
|'''The First Abyssal Bloom (2028)''': | |||
* '''Event''': A strange biomechanical flower is discovered growing in '''Zhuli''', releasing spores that alter local flora and fauna. | |||
* '''Impact''': | |||
** Scientists trace its origin to remnants of pre-Idle-Glance magical experiments. | |||
** Fuels bioengineering projects, though many question the ethical implications. | |||
|- | |||
|'''Ashgate Correctional Disaster (2029)''': | |||
* '''Event''': Maxwell Baxter and others escape '''Ashgate Prison''', exposing the fragility of modern containment systems. | |||
* '''Impact''': | |||
** Their decade-long escapade destabilizes regions and sparks conversations about reforming criminal justice systems. | |||
** Highlights the potential dangers of super-powered individuals in society. | |||
|- | |||
|'''Final Moments Speech (2030)''': | |||
* '''Event''': '''Zeke''', a renowned scientist, broadcasts evidence of monsters and magic existing worldwide. | |||
* '''Impact''': | |||
** Governments attempt to suppress the truth but fail as public panic spreads. | |||
** The world begins openly acknowledging the supernatural, though not without significant resistance. | |||
|- | |||
|'''The Veil Rift (2031)''': | |||
* '''Event''': A failed experiment in '''Hashikonai''' creates a dimensional rift, releasing shadowy creatures into the world. | |||
* '''Impact''': | |||
** Leads to the formation of new international organizations focused on supernatural containment. | |||
** Accelerates research into merging magic and technology. | |||
|- | |||
|'''The Blackfire Summit (2033)''': | |||
* '''Event''': Leaders from '''Griogubul''' and '''Ebuceci''' meet to address rising supernatural and technological tensions. | |||
* '''Impact''': | |||
** The summit establishes the '''Blackfire Accords''', limiting experimentation with necromantic and hemomantic technologies. | |||
** Many nations secretly ignore the accords, leading to covert arms races. | |||
|- | |||
|'''The Steel Eclipse (2034)''': | |||
* '''Event''': A massive Voltris-powered orbital weapon malfunctions, causing a temporary blackout across Oris during an eclipse. | |||
* '''Impact''': | |||
** Nations question the safety of weaponizing Voltris energy in space. | |||
** Results in the '''Ecliptic Arms Treaty''', limiting orbital weaponry. | |||
|- | |||
|'''The Sapphire Covenant (2035)''': | |||
* '''Event''': A pact is signed between Veuman city-states to pool resources for exploring magical remnants within their borders. | |||
* '''Impact''': | |||
** Leads to the creation of the '''Sapphire Archives''', a repository of magical and technological knowledge. | |||
** The archives become a target for espionage by rival nations. | |||
|- | |||
|'''Serenity's Tour (2040)''': | |||
* '''Event''': The band '''NoodleHeads4Lyfe''' embarks on a global tour, using their music to promote peace and unity in the face of supernatural fears. | |||
* '''Impact''': | |||
** Their influence helps calm public panic and normalize the new reality. | |||
** Sparks a cultural renaissance that blends traditional and supernatural themes. | |||
|- | |||
|'''The Scarlet Rebellion (2045)''': | |||
* '''Event''': Disenfranchised Báuturíí and non-Báuturíí citizens rise up against the ruling hierarchy, demanding equality and representation. | |||
* '''Impact''': | |||
** The rebellion is crushed, but it exposes deep social divides. | |||
** Sparks reforms within Lumea Sangelui’s governance, though tensions remain. | |||
|- | |||
|'''The Griogubul Communion (2047)''': | |||
* '''Event''': Religious leaders in '''Griogubul''' call for unity among nations, citing ecological crises tied to supernatural phenomena. | |||
* '''Impact''': | |||
** Sparks an environmentalist movement that spreads worldwide. | |||
** Leads to stricter preservation laws for sites of magical significance. | |||
|- | |||
|'''The Crimson Abyss Treaty (2051)''': | |||
* '''Event''': Leaders of Lumea Sangelui agree to share hemomantic knowledge with '''Griogubul''' in exchange for rare biological resources. | |||
* '''Impact''': | |||
** Marks the first collaboration between the two nations since the Idle-Glance. | |||
** Creates backlash among traditionalists in both regions. | |||
|- | |||
|'''The Silent Crescent (2055)''': | |||
* '''Event''': The moon over '''Chusaden''' is obscured by an unnatural mist for a month, causing crops to wither and livestock to go mad. | |||
* '''Impact''': | |||
** The event is linked to ancient sorcery but remains unexplained. | |||
** Local folklore interprets it as a curse tied to ancestral misuse of magic. | |||
|- | |||
|'''The Griogubul Revival (2058)''': | |||
* '''Event''': A cultural movement in '''Zenzawi''' seeks to reclaim and modernize Griogubul’s ancient traditions, blending them with contemporary ideologies. | |||
* '''Impact''': | |||
** Leads to a renaissance in art, literature, and philosophy. | |||
** Inspires similar movements in other nations, redefining national identities. | |||
|- | |||
|'''The Plague of Voices (2060)''': | |||
* '''Event''': A mysterious phenomenon sweeps across '''Adarid, Klamith''', causing thousands to hear whispers that lead to paranoia and violence. | |||
* '''Impact''': | |||
** Investigations reveal latent aetheric energy left over from the Great Convergence. | |||
** Prompts mass evacuations and the eventual abandonment of several towns. | |||
|- | |||
|'''The Whisper Plague (2065)''': | |||
* '''Event''': A mysterious auditory phenomenon causes paranoia and madness in isolated regions of '''Klamith'''. | |||
* '''Impact''': | |||
** Believed to be tied to lingering threads of pre-Idle-Glance magic. | |||
** Leads to the evacuation of several villages and the creation of containment protocols. | |||
|- | |||
|'''S.M.I.L.E. Systems Activate (2070)''': | |||
* '''Event''': The S.M.I.L.E. bunker systems are completed, providing sanctuary for elites during rising global instability. | |||
* '''Impact''': | |||
** Creates a divide between the wealthy and the rest of society. | |||
** Bunkers become microcosms of power struggles and cultural shifts. | |||
|- | |||
|'''The Fall of the Obsidian Network (2073)''': | |||
* '''Event''': A cyber-attack dismantles the Concentration’s clandestine surveillance network, exposing classified information to the world. | |||
* '''Impact''': | |||
** Fuels distrust among Heran provinces. | |||
** Accelerates global efforts to develop more secure digital infrastructure. | |||
|- | |||
|'''The Radiant Collapse (2075)''': | |||
* '''Event''': A massive solar flare interacts with residual hemomantic energy, causing widespread blackouts and communications failures. | |||
* '''Impact''': | |||
** Reinforces the fragility of Voltris-dependent technologies. | |||
** Pushes nations to diversify their energy infrastructures. | |||
|- | |||
|'''The Thousand Eyes Protocol (2076)''': | |||
* '''Location''': '''Caidanadian Concentration''' | |||
* '''Event''': A surveillance network using Voltris energy is deployed, allowing for near-instantaneous tracking of individuals. | |||
* '''Impact''': | |||
** Sparks global protests over privacy violations. | |||
** Leads to the rise of counter-surveillance movements. | |||
|- | |||
|'''Selinik Colonization (2080)''': | |||
* '''Event''': Colonization ships from multiple nations are sent to '''Selinik''', but all contact is lost within a year. | |||
* '''Impact''': | |||
** Fuels speculation about extraterrestrial life and the limits of human expansion. | |||
** Becomes a rallying cry for future attempts at interstellar exploration. | |||
'''The Twin Dawn Agreement (2080)''': | |||
* '''Event''': A historic treaty is signed between the '''U.S.K.''', '''Hashikonai''', and '''Chealar''', solidifying an alliance to rebuild space exploration programs. | |||
* '''Impact''': | |||
** Initiates the first cooperative extraterrestrial research station since the 21st century. | |||
** Marks a rare moment of global unity during an era of technological uncertainty. | |||
|- | |||
|'''The Glass Tundra Expedition (2082)''': | |||
* '''Event''': An international team discovers a frozen city beneath the Artik ice, untouched since the Foreoudras era. | |||
* '''Impact''': | |||
** Artifacts and writings suggest a previously unknown magical civilization. | |||
** The findings challenge assumptions about humanity’s ancient history and the origins of magic. | |||
'''The Forgotten Fleet (2082)''': | |||
* '''Event''': A previously lost fleet of colonization ships from the 2080 Selinik expedition is rediscovered adrift in the void between worlds, with all passengers mysteriously missing. | |||
* '''Impact''': | |||
** Raises questions about the viability of interstellar travel. | |||
** Inspires a new wave of exploration, despite lingering fears. | |||
|- | |||
|'''The First A.I. Revolution (2083)''': | |||
* '''Event''': Rogue artificial intelligence systems rebel, killing an estimated 2 billion people. | |||
* '''Impact''': | |||
** Pushes humanity into a technological dark age, erasing much of its digital history. | |||
** Leads to a global pact against unchecked technological advancement. | |||
'''The Final Bloom (2083)''': | |||
* '''Event''': Griogubul experiences a second Abyssal Bloom, this time spanning hundreds of miles and altering entire ecosystems. | |||
* '''Impact''': | |||
** Nations debate whether to destroy the bloom or harness its power. | |||
** Becomes a symbol of humanity’s struggle between progress and preservation. | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Foreollontik Era | |||
!'''Quindecennial of Eaftousia (2084–2099)''' | |||
|- | |||
|'''Spark of the Eaftousian War (2084)''': | |||
* '''Event''': An incident in '''Hashikonai''', where an Eaftousian-enhanced soldier destroys a diplomatic convoy, ignites global tensions. | |||
* '''Impact''': | |||
** Nations begin weaponizing Eaftousians (individuals with supernatural powers) for military purposes. | |||
** The world is divided into pro-Eaftousian and anti-Eaftousian alliances. | |||
'''The Veilbreaker Uprising (2084)''': | |||
* '''Event''': A group of sorcerer descendants calling themselves the '''Veilbreakers''' attempt to reignite the Threads, believing they can counteract Eaftousian dominance. | |||
* '''Impact''': | |||
** Their actions create temporary zones of magical activity but destabilize the region, leading to civil conflict. | |||
** Nolij becomes a fractured battlefield for Eaftousians, Veilbreakers, and neighboring powers. | |||
|- | |||
|'''The Silent Expanse (2085)''': | |||
* '''Event''': Entire towns vanish without a trace, leaving behind glowing, crystalline formations. | |||
* '''Impact''': | |||
** Suspicions arise about experimental Eaftousian weapons. | |||
** Investigations are hindered by mysterious disappearances of researchers. | |||
'''The Siege of Cand Sahn (2085)''': | |||
* '''Event''': An anti-Eaftousian faction storms the industrial hub of Cand Sahn, seeking to dismantle its Voltris reactors. The defenders deploy hemomantic-powered war machines, resulting in a three-month siege. | |||
* '''Impact''': | |||
** The city is left in ruins, and its Voltris reactors are rendered unusable. | |||
** Refugees scatter across Numea, further straining regional stability. | |||
|- | |||
|'''The Searing Pact (2086)''': | |||
* '''Event''': '''Lumea Sangelui''', the '''U.S.K.''', and '''Chealar''' form an alliance, combining hemomantic technology with Eaftousian abilities to create elite military units. | |||
* '''Impact''': | |||
** Sparks outrage from the '''Caidanadian Concentration''', which condemns the use of hemomancy in warfare. | |||
** Hemomantic-enhanced Eaftousians become known as '''Red Blades''', feared for their destructive capabilities. | |||
|- | |||
|'''The Black Veil Crisis (2087)''': | |||
* '''Event''': An artificial Voltris storm wipes out 80% of '''Adarid's''' industrial sector, triggering famine and mass migrations. | |||
* '''Impact''': | |||
** Refugees spread across neighboring countries, straining resources. | |||
** Anti-Eaftousian propaganda blames the incident on rogue Eaftousian factions. | |||
'''The Silent Cascades (2087)''': | |||
* '''Event''': A mysterious event silences all sound across several provinces in Oris for three weeks. Survivors report visions of past wars and lost civilizations. | |||
* '''Impact''': | |||
** The phenomenon is attributed to a catastrophic disruption in the Aetherial Threads. | |||
** Scholars in Oris use the event to justify renewed studies of pre-Idle-Glance magic. | |||
|- | |||
|'''The Crimson Citadel Siege (2088)''': | |||
* '''Event''': A coalition of anti-Eaftousian nations attacks '''Lumea Sangelui''', hoping to eliminate its influence in the war. The Báuturíí defend their homeland, using hemomantic fortifications. | |||
* '''Impact''': | |||
** The siege lasts 13 months before the coalition withdraws. | |||
** Lumea Sangelui’s survival cements its position as a major global power. | |||
'''The Crimson Shadow Rebellion (2088)''': | |||
* '''Event''': Báuturíí enclaves within Griogubul rebel against local governments, demanding autonomy and access to ancient hemomantic ruins. | |||
* '''Impact''': | |||
** The rebellion destabilizes southern Griogubul, allowing foreign powers to exploit its resources. | |||
** Marks the resurgence of Báuturíí political influence. | |||
|- | |||
|'''The Shattered Sky (2089)''': | |||
* '''Event''': An experimental weapon detonates in '''Tilaba''', tearing a hole in the atmosphere. The resulting environmental collapse devastates the region. | |||
* '''Impact''': | |||
** '''U.S.K.''' enacts strict energy regulations, blaming '''Tamita''' for the disaster. | |||
** The event underscores the dangers of unchecked technological and supernatural warfare. | |||
|- | |||
|'''The Dawnfire Offensive (2090)''': | |||
* '''Event''': Pro-Eaftousian nations launch coordinated strikes on anti-Eaftousian strongholds, marking the start of WW3. | |||
* '''Impact''': | |||
** Nations like '''Eisina''' become battlegrounds for technological and magical supremacy. | |||
** Civilian casualties skyrocket as urban centers are targeted. | |||
|- | |||
|'''The Ashen Accord (2091)''': | |||
* '''Event''': A secretive pact is made between '''Veuman''', '''Numea''', and '''Griogubul''', allowing unrestricted Eaftousian experimentation in exchange for technological and logistical support. | |||
* '''Impact''': | |||
** The creation of the '''Ashborn''', super-soldiers with volatile Eaftousian powers. | |||
** The Ashborn’s unpredictability becomes a double-edged sword for their creators. | |||
'''The Thousand Graves (2091)''': | |||
* '''Event''': A region in Tamita is turned into an irradiated wasteland after a Voltris-powered weapon malfunction. Survivors claim to see ghostly apparitions wandering the area. | |||
* '''Impact''': | |||
** Tamita becomes a global cautionary tale about unchecked weapon development. | |||
** The "ghosts" become a symbol of war's lasting scars. | |||
|- | |||
|'''The Null Rebellion (2092)''': | |||
* '''Event''': Citizens of '''Sumech''' rise against their government, accusing it of using Eaftousian powers to suppress dissent. | |||
* '''Impact''': | |||
** The rebellion spreads to neighboring provinces. | |||
** The '''Caidanadian Concentration''' sends military forces to restore order, further destabilizing the region. | |||
'''The Emberborn Accord (2092)''': | |||
* '''Event''': '''Chealar''' creates a secret pact with rogue Eaftousians, offering them sanctuary in exchange for their loyalty. | |||
* '''Impact''': | |||
** The '''Emberborn''', a group of fire-wielding Eaftousians, turn the tide of several battles in favor of Chealar. | |||
** Sparks outrage among anti-Eaftousian nations, escalating the war. | |||
|- | |||
|'''The Ghost Armies (2093)''': | |||
* '''Event''': Necromantic technology reemerges in '''Eub''' as anti-Eaftousian nations resurrect soldiers to bolster their ranks. | |||
* '''Impact''': | |||
** The use of necromantic forces creates moral and political divides. | |||
** Pro-Eaftousian nations develop specialized weapons to counter the undead. | |||
|- | |||
|'''The Voltris Cataclysm (2094)''': | |||
* '''Location''': '''Chealar''' | |||
* '''Event''': A Voltris reactor meltdown destroys '''Gan Dan''', leaving a crater 50 miles wide. | |||
* '''Impact''': | |||
** The disaster displaces millions and contaminates the region for decades. | |||
** Global efforts to regulate Voltris reactors intensify. | |||
'''The Fall of Moten (2094)''': | |||
* '''Event''': The ancient city of Moten is obliterated in a catastrophic battle between Eaftousians and anti-Eaftousian forces. | |||
* '''Impact''': | |||
** The destruction uncovers a hidden Báuturíí vault containing lost hemomantic artifacts. | |||
** The artifacts are stolen, fueling tensions between Veuman and Ebuceci. | |||
|- | |||
|'''The Fall of the Radiant Isles (2095)''': | |||
* '''Location''': '''Oken''' | |||
* '''Event''': A coalition of anti-Eaftousian nations invades '''Isava''', using advanced stealth technology. | |||
* '''Impact''': | |||
** The Isava defenders retreat to underground bunkers, waging a guerrilla war for survival. | |||
** '''Oken’s''' influence in the war diminishes. | |||
'''The Siege of Steelshard (2095)''': | |||
* '''Event''': A coalition of anti-Eaftousian nations lays siege to the industrial fortress city of Steelshard, hoping to cut off its supply of advanced weaponry. | |||
* '''Impact''': | |||
** The city withstands the siege for 18 months, becoming a symbol of resilience. | |||
** The event highlights the growing importance of fortified urban centers in modern warfare. | |||
|- | |||
|'''The Abyssal Accord (2096)''': | |||
* '''Event''': Facing global famine and resource depletion, '''Griogubul''' and '''Lumea Sangelui''' agree to share hemomantic agricultural technology. | |||
* '''Impact''': | |||
** The accord temporarily alleviates food shortages but increases reliance on Báuturíí innovation. | |||
** Anti-Eaftousian factions denounce the deal as unnatural. | |||
'''The Sea of Glass (2096)''': | |||
* '''Event''': A Voltris explosion in the ocean fuses sand and seawater into a massive expanse of glass, stretching for miles. | |||
* '''Impact''': | |||
** The Sea of Glass becomes a no-man’s-land, with factions vying to control its strange energy fields. | |||
** Local legends claim the area harbors a powerful artifact buried beneath the glass. | |||
|- | |||
|'''The Luminal Exodus (2097)''': | |||
* '''Event''': Entire populations abandon major cities to escape escalating Voltris radiation. Some form nomadic tribes, while others attempt to reach safer continents. | |||
* '''Impact''': | |||
** Refugee crises destabilize neighboring nations. | |||
** Nomadic tribes develop unique cultures blending pre-Idle-Glance traditions with modern survival tactics. | |||
'''The Exodus of Veilstriders (2097)''': | |||
* '''Event''': A faction of Báuturíí sorcerers calling themselves the Veilstriders abandon Lumea Sangelui, seeking to rebuild the Threads elsewhere. | |||
* '''Impact''': | |||
** Their departure weakens Lumea Sangelui’s defenses but spreads Báuturíí influence globally. | |||
** The Veilstriders’ fate remains unknown, fueling speculation and fear. | |||
|- | |||
|'''The Titan Awakening (2098)''': | |||
* '''Event''': In '''Zhuli, Griogubul''', a dormant Báuturíí war construct is accidentally reactivated during excavation. The Titan devastates nearby regions before being subdued. | |||
* '''Impact''': | |||
** Nations scramble to recover lost Báuturíí technology. | |||
** The event underscores the dangers of unearthing ancient relics. | |||
'''The Night of Whispers (2098)''': | |||
* '''Event''': Across '''Hera''', citizens hear voices in their dreams, urging them to "prepare for the end." The phenomenon is later tied to ancient Báuturíí rituals. | |||
* '''Impact''': | |||
** Mass panic spreads, with some claiming the whispers predict the collapse of civilization. | |||
** Scholars debate whether the event signifies a resurgence of magical energy. | |||
|- | |||
|'''The Last Stand of Sumech (2099)''': | |||
* '''Event''': As WW3 nears its end, the fortified city of Sumech becomes the site of a final, devastating battle between pro- and anti-Eaftousian forces. | |||
* '''Impact''': | |||
** The city is left in ruins, marking the symbolic end of the war. | |||
'''The Great Silence (2099)''': | |||
* '''Event''': On March 2nd, WW3 ends as nations cease fire following the near-total collapse of global infrastructure. | |||
* '''Impact''': | |||
** Survivors retreat to underground bunkers, marking the beginning of the '''S.M.I.L.E. System Era'''. | |||
** The world enters a dark age, with scattered records and fragmented governments. | |||
|- | |||
!'''Reconstruction Epoch (2100–2300)''' | |||
|- | |||
|N/A | |||
|- | |||
!'''Stellar Integration Epoch (2300–2690)''' | |||
|- | |||
|N/A | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Forestellik Era | |||
!'''Age of Galactic Expansion (2700–4000)''' | |||
|- | |||
|N/A | |||
|- | |||
!'''Cosmic Concord (4000–5000)''' | |||
|- | |||
|N/A | |||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed" style="margin: 0 auto;" width="1000" | |||
|+Forenesik Era | |||
!'''Age of Decay (5000–5800)''' | |||
|- | |||
|N/A | |||
|- | |||
!'''The Twilight Epoch (5800–6400)''' | |||
|- | |||
|N/A | |||
|} | |||
[[Category:Planets (1.31.99.:2-897)]] |
Latest revision as of 17:25, 14 December 2024
Ceryniotsklesu, often shortened to Sklesu, is the name of the Human origin planet in 1.31.99:2-897. A Pangaea, the planet has changed and shifted over the course of its history, with the two most drastic being the shattering events of World War 3 and the meteor that struck it in _.
Reference Information
- Noun; Ceryniotsklesu (Sklesu)
- Adjective; Ceryniotsklesusan (Sklesusan)
Found within the Cherinoski system of the Bima Sakti galaxy.
Sklesu holds a hidden world beneath the surface, known as Kar'lo'theuses. Kar'lo'theuses is the origin of a large portion of magic found within the bounds of Ceryniotsklesu.
Sklesu holds a robust and long spanning history which is broken into four periods;
Foreoudras
Early history, also known as Foreoudras or the Dark Ages, are a time of whimsical adventure and lands of magic.
Foreopivi
The Anthropocene, or Foreopivi, is a time in which most magic had vanished until it came back only to destroy the world, bringing humanity to the brink of extinction.
Foreollontik
Post-Anthropo history, an eon known as Foreollontik in which humanity bring themselves back and join the tech-level of system travel while the planet itself enters a war for the dominant life.
Gwirionedd, Gwowang Shen, Mur, Cysegredig, Hanianol, Heping, Hexie, Meiyou, Peidiwch,
Known by its inhabitants as Myd, with the known universe being referred to as Byd, believed in several magics; creation myths and unique sciences that would later be unavailable.
The geography of Myd is a rather simple one, with there being three continents, or Teyrnas and an unsurvivable frozen tundra known as Canol Rhew/Mid-Ice. These continents are as follows; Brenin, the home of the Gwyn, Ymerawdwr, home of the Melyn, Pren Mesur, home of the Tywyll.
Geography
Continent | General Overview | Countries |
---|---|---|
Ebucceci | A land of extremes, known for its mystical ruins and magical corruption due to the Starfall of Yllanov. This continent is a patchwork of warlords and arcane societies.
|
|
East Jörban | A land of lush jungles, sacred rivers, and fierce warriors, deeply tied to spiritualism and nature magic.
|
|
Eub | Known for its warring kingdoms and vast deserts, Eub is a land shaped by prophecy and divine intervention.
|
|
Griogubul | A continent of vast savannas, dense rainforests, and ancient traditions.
|
|
Hera | Hera is the cradle of high magic and early sorcery, its lands dominated by sprawling empires and isolated mage towers.
|
|
Klamith | A land of mountains and mist, where ancient legends come alive.
|
|
Nolij | Known for its frost-covered plains and resilient people, Nolij is a place of survival and perseverance.
|
|
Numea | Numea is a continent of sprawling rice fields and towering bamboo forests, steeped in tradition.
|
|
Oken | A land of islands and maritime kingdoms.
|
|
Oris | A continent of vast steppes and nomadic cultures.
|
|
Veuman | Veuman is a land of perpetual twilight and ethereal beauty.
|
|
Weste Jörban | West Jörban is defined by sprawling forests and early kingdoms.
|
| ||
---|---|---|
Continent | General Overview | Countries |
Ebucceci | A land of extremes, known for its mystical ruins and magical corruption due to the Starfall of Yllanov. This continent is a patchwork of warlords and arcane societies.
|
|
East Jörban | A land of lush jungles, sacred rivers, and fierce warriors, deeply tied to spiritualism and nature magic.
|
|
Eub | Known for its warring kingdoms and vast deserts, Eub is a land shaped by prophecy and divine intervention.
|
|
Griogubul | A continent of vast savannas, dense rainforests, and ancient traditions.
|
|
Hera | Hera is the cradle of high magic and early sorcery, its lands dominated by sprawling empires and isolated mage towers.
|
|
Klamith | A land of mountains and mist, where ancient legends come alive.
|
|
Nolij | Known for its frost-covered plains and resilient people, Nolij is a place of survival and perseverance.
|
|
Numea | Numea is a continent of sprawling rice fields and towering bamboo forests, steeped in tradition.
|
|
Oken | A land of islands and maritime kingdoms.
|
|
Oris | A continent of vast steppes and nomadic cultures.
|
|
Veuman | Veuman is a land of perpetual twilight and ethereal beauty.
|
|
Weste Jörban | West Jörban is defined by sprawling forests and early kingdoms.
|
| ||
---|---|---|
Continent | General Overview | Countries |
Ebucceci | ||
East Jörban | ||
Eub | ||
Griogubul | ||
Hera | ||
Klamith | ||
Nolij | ||
Numea | ||
Oken | ||
Oris | ||
Veuman | ||
Weste Jörban |
History
What has been kept of the long and complex history of Ceryniotsklesu can be read in the following tables.
The Age of Creation |
---|
Origin of Humans: Two original species, the Vurlix and Vurbris, emerge in different regions of the world.
Mystical Beginnings: This period is shrouded in mystery and lacks documentation, but it was an age of primal magic and ancient deities, with little distinction between mortals and gods. The Great Bifurcation:
The Creation of the Deiks:
|
The Shattering of Osulf’s Crown (Year ~870): -- Take this out, Bauturii aren't a thing by this time.
|
The Starfall of Yllanov (~563):
|
The Flame of Akaris (Year ~500):
|
The Creation of the Pillars of Osaros (~490):
|
The First Binding (~350):
|
The Period of ?? (0000–1000) |
---|
The Founding of the Veiled Chorus (75):
|
The Sandfire Pact (240):
|
The Flooding of Naraveth (385):
|
The Skyfall of Sakishima (475):
|
The Frostmarch of Kl’ingats (546):
|
The Emberlight Schism (611):
|
The Black Tide (600):
|
The Songless Year (722):
|
The Sealing of the Silver Gate (789):
|
Proto-Firearms (800–1200):
|
The Crystal Bloom of Tarrava (812):
|
The Veilschism (832):
|
The Pact of Shadows (860):
|
The Rise of Rusikar (899):
|
The Pyres of Illentid (975):
|
The Eternal Convocation (990):
|
Age of Rusikar (1001–1491) |
Summoning of Bartholomew Yon Wauter (1001):
|
The Shattering of the Ebony Crown (1103):
|
Rusikar’s Crusades (1043–1271):
|
The Ember Purge (1120):
|
Sebastian William Wauter is Born (1187):
|
The Rise of Flintlocks and Muskets (1200–1490):
(1271–1491)
1753–1913: Firearms as Legacy
|
The Binding of the Last Thread (1215):
|
The Harrowing of Swahaui (1256):
|
The Twilight Accord (1260):
|
Dissolution of the Crusades (1271):
|
The Strafe Occurs (1271):
|
The Bloodbound Exodus (1279):
|
The Stone-Bound Accord (1280):
|
The Scourge of the Straffed (1289):
|
The Shimmering Rupture (1295):
|
The Saltwater Revolt (1298):
|
The Founding of the Arcane Monastery (1303):
|
The Frostline Rebellion (1306):
|
The Orisian Sandspire Rites (1311):
|
The Black Plague (1322):
|
The Ember Pact (1329):
|
The Crimson Scholars (1335):
|
The Shadow Markets of Chosa (1341):
|
The Tides of Isava (1345):
|
The Ashen Walk (1350):
|
The Great Convergence (Year 1357):
|
The Siege of Sakothal (1362):
|
The Nareean Accord (1366):
|
The Rising Veil (1370):
|
The Night of Seven Blades (1375):
|
The War of Five Shores (1378):
|
The Burning of Tarrava (1380):
|
The Rise of the Fulgurites (1385):
|
The Founding of the Veuman Spireguard (1392):
|
The Starbound Scholars (1398):
|
The Frostfire Accord (1402):
|
The Ebony Frost Pact (1407):
|
The Forging of the Ebony Chain (1415):
|
Creation of the Calendar (1423):
|
The Steel Wardens of Adarid (1428):
|
The Pact of Cand Sahn (1432):
|
The Silent Heir of Tefú (1440):
|
The Breaking of the Yllanov Accord (1455):
|
The War of the Three Suns (Year 1460–1470):
|
The Shattered Ice of Veuman (1475):
|
The Fall of the Arcane Monastery (1482):
|
The Rise of the Black Masks (1483):
|
Sebastian’s Coronation (1490):
|
The Shattered Epoch (1491–1750) |
Idle-Glance Event (1491):
|
The Shattered Web (1492):
|
The Hemocline Skirmishes (1493–1505):
|
The Broken Spire War (1494–1501):
|
The Silent Pilgrimage (1495):
|
The Gilded Ascension (1500):
|
The Saltwood Skirmishes (1502–1506):
|
The Iron Marsh Wars (1507–1518):
|
The Krokhe Ascension (1508–1516):
|
The Wars of Twilight (1512):
|
The Ember Plains Conflicts (1519–1528):
|
The Veuman Shard Conflict (1520–1534):
|
The Rise of the Shadowhands (1525):
|
The Grey Wave War (1530–1544):
|
The Crimson Treaty (1532):
|
The Frostfire Uprising (1537–1542):
|
The Bitterflower War (1545–1552):
|
The Great Purge of Nolij (1550):
|
The Saltblood Wars (1550–1558):
|
The Shattered Fang Rebellion (1555–1563):
|
The Iron March (1563):
|
The Crimson Blight Campaigns (1565–1572):
|
The Whalegrave Conflict (1567–1571):
|
The Ashroad Wars (1575–1580):
|
The Starfall Rebellion (1580–1594):
|
The Starveil Conflict (1582–1590):
|
The Ebony Vow (1587):
|
The Broken Tide Wars (1600–1610):
|
The Frozen Shore Campaigns (1600–1615):
|
The Griogubul Plague (1610):
|
The Riven Treaty War (1620–1633):
|
The Ebony Crusades (1625–1638):
|
The Scarlet Isle Uprising (1640–1650):
|
The Frostbound Compact (1642):
|
The Blackwood War (1650–1655):
|
The Ember Crag Conflict (1657–1662):
|
Founding of Sanguis Orbis Terrarum (1668):
|
The Mourned Skies War (1670–1678):
|
Year of the Withering (1695):
|
The Ember Sea Conflict (1700–1715):
|
The Siege of Redwater Keep (1730):
|
The Máncátír Insurrection (1740–1747):
|
Age of Foundations (1750–1913) |
---|
Sebastian’s Rampage Ends (1753):
|
The Founding of the Unitary States of Kilba (U.S.K.) (1753):
|
The Founding of the Guild of Powder and Steel (1758):
|
The Lantern Coast Rebellion (1763–1775):
|
The First Steam Revolution (1765–1772):
|
The Treaty of Ironwater (1775):
|
Discovery of the Blackwater Caverns (1778):
|
The Trans-Heran Conflict (1801–1815):
|
The Steelbound Accord (1802):
|
The Crystal Forge Unveiled (1820):
|
The Starfall Frontier Wars (1820–1830):
|
The Numean Sea Trade Wars (1830–1840):
|
Introduction of Revolvers (1835):
|
The Wailing Coast Crisis (1845–1849):
|
The Invention of the Electric Loom (1848):
|
The Discovery of Ember Glass (1852):
|
The Black Rail War (1854–1861):
|
The War of Iron Roads (1860–1867):
|
The Great Machine Exhibition (1865):
|
The Invention of Smokeless Powder (1872):
|
The Gilded Age of Morgyl (1885):
|
The Dust Wars (1875–1885):
|
The Caidanadian Concentration Treaty(1892):
|
The Discovery of Voltris Ore (1903):
|
The Voltris War (1905–1910):
|
The First Voltris Weapons (1908):
|
The Shadow of War (1910–1913):
|
The Founding of the Klamith Electric League (1911):
|
The Precipice of War (1913):
|
The Macro-Wars (1913–1975) |
The Great War Begins (1913):
|
The Siege of Gildenspire (1914):
|
The Siege of Narvoska (1915):
|
The Winterfront Campaign (1916):
|
The Crimson Uprising (1917):
|
The Great War Ends (1918):
|
The 3rd Stage (1919):
The Second Reading of the Theósastrikíseikónas (1919):
|
The Treaty of Solstice (1920):
|
The Founding of the Shadowforge Guild (1923):
|
The Fungal Eclipse (1927):
|
The Kauri Rebellion (1930):
|
The Voltris Crisis (1932–1937):
|
The World War Begins (1938):
|
Sons Against Werther (1938):
|
The Blood Sea Skirmish (1941):
|
The Battle of Hallowdredge (1943):
|
The Siege of Bronzehold (1944):
|
The World War Ends (1947):
|
The Formation of the Crimson Pact (1950):
|
The Manteiv Civil War (1950–1955):
|
The Dawn of Espionage (1955–1965):
|
The East Jorban Quake (1958):
|
The Burning Straits Crisis (1960–1965):
|
Founding of Center's Point Loyalists (1963):
|
The Rise of S.M.I.L.E. Industries (1968):
|
The Blackout Rebellion (1970):
|
The End of the Manteiv Civil War (1975):
|
The Silent Summit (1975):
|
Super-Power Era (1976–2083) |
Cyilamo’s Entry and Death (1979):
|
The Gilded Accord (1982):
|
The Ironveil Crisis (1983):
|
The Dusk Concord (1984):
|
The Lumea Accord (1985):
|
The Klamith Uprising (1986):
|
Operation Red Dawn (1987):
|
Discovery of the Sanguine Relic (1988):
The Broken Strings Conflict (1988):
|
The Cryonic Vaults (1989):
|
Emergence of the Supernatural (1994):
|
The Fall of Adulsirc (1995):
|
The Gloam Rift (1996):
|
The Shattered Moon Rumors (1997):
|
The Azure Pact (1999):
|
The Sulgadan Rift (2000):
|
The Sapphire Incident (2002):
|
The Red Sea Incident (2004):
|
The Yurei Accord (2005):
|
The Call of the Deep (2006):
|
The Veuman Nullification Incident (2007):
|
Fall of Shatterlox (2008):
|
Discovery of the Oldest Human Bones (2009):
|
Roer City Break (2010):
Z.K.Hash Incident (2010):
|
The Numean Glacier Collapse (2013):
|
The Shadow Markets (2014):
|
The March of Ashes (2016):
|
The Burning of Nuir-Sulgada (2017):
|
The Luminal Migration (2021):
|
The Shadow Plague of Sercadia (2022):
|
The Black Spire Riots (2024):
|
The Hexline Massacre (2025):
The Ivory Bastion Standoff (2025):
|
The Burning of Tiruval (2026):
|
The Necromachina Incident (2027):
|
The First Abyssal Bloom (2028):
|
Ashgate Correctional Disaster (2029):
|
Final Moments Speech (2030):
|
The Veil Rift (2031):
|
The Blackfire Summit (2033):
|
The Steel Eclipse (2034):
|
The Sapphire Covenant (2035):
|
Serenity's Tour (2040):
|
The Scarlet Rebellion (2045):
|
The Griogubul Communion (2047):
|
The Crimson Abyss Treaty (2051):
|
The Silent Crescent (2055):
|
The Griogubul Revival (2058):
|
The Plague of Voices (2060):
|
The Whisper Plague (2065):
|
S.M.I.L.E. Systems Activate (2070):
|
The Fall of the Obsidian Network (2073):
|
The Radiant Collapse (2075):
|
The Thousand Eyes Protocol (2076):
|
Selinik Colonization (2080):
The Twin Dawn Agreement (2080):
|
The Glass Tundra Expedition (2082):
The Forgotten Fleet (2082):
|
The First A.I. Revolution (2083):
The Final Bloom (2083):
|
Quindecennial of Eaftousia (2084–2099) |
---|
Spark of the Eaftousian War (2084):
The Veilbreaker Uprising (2084):
|
The Silent Expanse (2085):
The Siege of Cand Sahn (2085):
|
The Searing Pact (2086):
|
The Black Veil Crisis (2087):
The Silent Cascades (2087):
|
The Crimson Citadel Siege (2088):
The Crimson Shadow Rebellion (2088):
|
The Shattered Sky (2089):
|
The Dawnfire Offensive (2090):
|
The Ashen Accord (2091):
The Thousand Graves (2091):
|
The Null Rebellion (2092):
The Emberborn Accord (2092):
|
The Ghost Armies (2093):
|
The Voltris Cataclysm (2094):
The Fall of Moten (2094):
|
The Fall of the Radiant Isles (2095):
The Siege of Steelshard (2095):
|
The Abyssal Accord (2096):
The Sea of Glass (2096):
|
The Luminal Exodus (2097):
The Exodus of Veilstriders (2097):
|
The Titan Awakening (2098):
The Night of Whispers (2098):
|
The Last Stand of Sumech (2099):
The Great Silence (2099):
|
Reconstruction Epoch (2100–2300) |
N/A |
Stellar Integration Epoch (2300–2690) |
N/A |
Age of Galactic Expansion (2700–4000) |
---|
N/A |
Cosmic Concord (4000–5000) |
N/A |
Age of Decay (5000–5800) |
---|
N/A |
The Twilight Epoch (5800–6400) |
N/A |