History of the Universe

From the very beginnings of all the planes, the world has only existed for 60.000 years. These years are described in this timeline.

Era of Life

43598 47909

With the awakening of the Elves the Era of Creation ends and humanoid life becomes the norm.

  • 1 E.L.

    12 Warmth Ascending

    Birth of the Elves
    Era beginning/end

    The Era of Life is started as Corellon Larethian awakens the first of the Elves. The world is still young and not fully developed, and even the sun and moon have not yet been made.

  • 528 E.L.

    29 New Generations
    528 E.L.

    13 Sun Fleeting

    Sundering of the Elves
    Disbandment

    As the world develops the elves start to grow apart in goals and character. Their differences grow to a level that many elves choose to leave the island of Valinor, to find their own lives someplace else. This leads to the elven race dividing into 4 distinct groups:  

    • Valani Elves; Stay on the island of Valinor, keeping close to Corellon.
    • Qualani Elves; Move to the island of Qualar, focusing on elven nobility and the worship of Sehanine.
    • Wood Elves; Move to the continent of Keltasta, focusing on the worship of Rallathil or Ehlonna.
    • Dark Elves; Move underground, focusing on the worship of Lolth.

    Additional timelines
  • 1202 E.L.

    23 New Generations

    The birth of Vandala Maz'Trawa
    Life, Birth

    The daughter of Thingol and Melian, two of the original elves, Vandala has been around a long time. She is only second generation elf, and has seen the birth of the sun and moon.

    More reading
    Vandala Maz'Trawa
    Additional timelines
  • 1289 E.L.

    11 Darkness Encroaching

    Formation of the first Orcs
    Life, Birth

    A servant of Asmodeus, named Gruumsh, encounters some Wood Elves near the Iney Mountains. His warped energy afflict the elves and during the night their trance turn dark and twisted, as they fall into a stupor.   On this day in history, the 11 day of the 11 month of E.L. 1288 from filthy looking skin-like cocoons issue forth the first of the Orcs. Their energies are and will ever be linked to Gruumsh, as will be the case of any individual that bears even a drop of Orcish blood in his or her lineage.

    Additional timelines
  • 1918 E.L.

    18 Darkness Encroaching

    Birth of the Dwarves
    Life, Birth

    Having been created by Moradin without consent of Eru, and before the still sleeping elves were brought into Iant and awoken, the dwarves were laid to sleep under the mountains of Iant, until such time as they have a place.   Now that the Elves are spreading further along the world, the time has finally come for the dwarves to wake from their slumber. As far as they are concerned they are created by Moradin at this very moment, and being far underground and away from the surface life, they consider themselves the oldest and chosen people of Moradin the creator.

  • 2008 E.L.

    28 Death Descended

    Founding of the Emerald Enclave
    Founding

    Having made contact with the dwarves for the first time, and informed on the coming of humans, with all their industrious tendencies, the elves start worrying what all this will mean for nature, and the balance of things in the world. But it is especially the first experiences with the evil spawn of Orcs that gets things moving.   Some of the more capable users of Nature's energy and magic form the Emerald Enclave, vowing to protect the natural world and its balance. The will start a lasting battle against every unnatural warp and destructive effort.

    Additional timelines

Era of the Sun

47910 58746

With the creation of the sun, and the awakening of humans, all races as meant by the gods have come to be, and all is finished.

  • 159 E.S.

    15 Death Descended

    Founding of the empire of Netheril
    Founding

    On the continent of Arctaria, at the center of what is now the Shattered Sea, the Rashemi humans discover the ancient works of Asmodeus, known as the Nether Scrolls. As the scholars start reading the scrolls, they quickly understand the worth of these works.   Being made of indestructible golden scales of Ouroboros, the World Serpent, these scrolls contain fundamental magical theory. Although not being magical in the basic sense, these scrolls have another wondrous aspect apart from being indestructible. The silvery letters floating on the gold surface of these scrolls kept turning into a new page once the last one was read.   As scholars of the Netheril society read through more and more information contained in the 50 scrolls, they grew ever more powerful in magical prowess. As the empire grew larger and larger, fueled by the knowledge protecting society from things that previously would have been dangerous of even deadly, and making available ever larger stores of goods and resources, which would be unattainable without the new magic means, the higher classes sought distance from the working classes.   Magic fueled ever greater exploits, and the higher Netherese lifted their abodes from the surface in what would become known as floating citadels. A Magocracy was born.

  • 200 E.S.

    15 Life Renewed

    Wood Elves settle in Omodya
    Population Migration / Travel

    As the humans on the continent of Keltasta are forming ever more competing kingdoms and empires, a part of the Wood Elves living on the continent start to feel like moving further away.   A number of beautiful elven ships, known as swan boats, carry a large number of Wood Elves west, to find a continent where life is lived in closer relationship with nature. They find the goal of their quest in Omodya, where the Rashemi humans still live a life of hunter gatherers.

  • 241 E.S.

    4 Cold Leaving
    1294 E.S.

    18 Final Blessings

    Dawn War
    Disaster / Destruction

    As the world of Iant has been developing, ever more conflicting events have taken place. The original pantheon has split into factions, mainly good versus evil, with neutral and indifferent factions in between. The world itself sees races intended in the original creation by Eru, and other races made by the warping and twisting of energies and intentions, being brought to life by selfish deities.   Mirroring fights between peoples and races in the Prime Material plane, the gods themselves are also suffering from much infighting and soon an all out war spanning all planes breaks out. The spark of this major conflict being the Netheril empire having attained a level of skill to challenge the very gods.

  • 243 E.S.

    18 Warmth Ascending

    Birth of Nerull
    Life, Birth

    In the empire of Netheril a man is born with the name Nerull. This in itself is not very special, as people are born every day. However, this man's future is of great importance to the world and a certain part of the gods.   As his knowledge and power will grow in coming years, Nerull will challenge the god of death himself, defeat him and take his place in the pantheon as the new god of death and the dead.

    Additional timelines
  • 252 E.S.

    12 Final Blessings

    Birth of Tieflings
    Life, Birth

    As the Dawn War rages, Asmodeus and his generals mix their blood with human allies to form the first Tieflings. The Tieflings consider themselves blessed for having the blood of gods running through their very veins, and all other races inferior for being merely created.

  • 338 E.S.

    15 Light Returning

    Founding of the Red Dawn
    Founding

    Needing more allies to supply him with souls, Nerull gathers a number of efficient killers together and form them into the organization that is henceforth known as the Red Dawn.   Quickly taking pride in and feeling elation with their assassinations, it doesn't take these first members long to make the organization respected and feared throughout the world. To this very day they still harvest souls for Nerull.

  • 591 E.S.

    17 Darkness Encroaching

    Banishment of Asmodeus
    Celestial / Cosmic

    In one of the most epic battles of the Dawn War Asmodeus is beaten by an angelical army led by Bahamut, and banished to the Nine Hells. This was a huge blow to the evil armies, as Asmodeus was their general, and the one attempting to be the lord over all, as a new Eru.   By this banishment Asmodeus became just another deity among many, and many claim this terminated his claims to becoming the ruler of the universe. His children the Tieflings though, still claim that one day Asmodeus will return to the Prime Material and begin his final and lasting rule as the one and single god.

  • 1294 E.S.

    18 Final Blessings

    Destruction of Netheril
    Disaster / Destruction

    Throughout the years of the Dawn War many battles have taken place, claiming the lives of gods and humanoids alike, destroying constructions as well as landscapes, and generally turning all the world into a broken, cracked, desolate and smoldering ruin.   In the past years forces of all sides have gathered around Netheril, where the empire's greatest mages have gathered all their most epic powers and artifacts together for the final decisive battle.   The good and neutral gods, having joined forces after the good deities promising to withdraw from the Prime Material to settle in Celestia, and in order to prevent either the evil deities or the self-serving mages from Netheril from destroying all that remains of the multiverse, make their final charge on the heart of the empire.   The Alliance arrive just as the Netheril mages release the full might of their magic, and the resulting collision of powers results in a blast of epic proportions. The blast is so loud it is heard in every corner of the world. It is so powerful it smashes a crater into the continent of Arctaria over a thousand miles in diameter. It has so much energy the blast wave reverberates around the world several times and searing heat kills millions around the world.

  • 9876 E.S.

    26 Last Tempests

    Founding of the Foxes
    Founding

    As human societies on Keltasta grow ever more urbanized, simple robbers, highwaymen and pickpockets, faced with professional city guards, are forced to learn to cooperate and organize. Needing lookouts to warn for approaching guards, colleagues on secure mansions, building layouts, bribing officers and fences to sell booty, means an organization naturally evolves.   Such a growth in the people connected through several levels of organization has led to the formation of a real guild. It may be illicit, but the today founded Thieves' Guild operates quite the same as other guilds do.

  • 10009 E.S.

    11002 E.S.

    26 Colour Splashing

    Age of Empires
    Era beginning/end

    All over the continent of Keltasta kingdoms have consolidated control over large swaths of land, and subsequently grown into empires. With borders between the empires once established, the search for more land, power and wealth starts expeditions into other continents.   For the inhabitants of powerful empires this age means peace and prosperity. But to large amounts of inhabitants of yet unclaimed areas it means violence, exploitation and death, as colonization moves ever quickly to beat other empires to the prize.

  • 10105 E.S.

    11 Last Tempests

    Founding of the Solamnic Knights
    Founding

    Amidst the increased organization of empires, the city walls and castles that come with it, and the organization of armies of knights and warriors to protect the citizenry, guard the nobility and fight the wars and battles that come with land seizure, knightly orders are formed.   Usually instigated by the lords, kings and emperors themselves, most orders are subservient to courts. But not so for the order of the Solamnic Knights. Influenced by the proximity of the lands of the metallic dragons, the Solamnic knights form a strict code of knightly honor, not restrained by the needs or wishes of a lord.   What has later become known as paladins, and all their codes and measures, originates from the order of the Solamnic Knights. In the years after their formation they spread across the world to protect citizens of all nations and bring their values and norms to places that lack them.

    Additional timelines
  • 10147 E.S.

    14 Light Returning

    Founding of the Order of the Gauntlet
    Founding

    As other knights come into contact with the Solamnic Knights, they are inspired by their ideals. A group of knights searching for more value than just following order of their lord, develop their own goals and tenets, to override conflicting commands from their lord.   The order of the Gauntlet still operates as a group professional soldiers, attached to courts and armies of present day kingdoms and empires, and following orders like good soldiers do. But their organization transcends this work, and their loyalty may evaporate rapidly when their orders clash with their code.

  • 10246 E.S.

    23 Death Descended

    Founding of the Harpers
    Founding

    Midway through the Age of Empires people start to get concerned with the increasing power of the empires. Some learned individuals thinking back at the historical account of the Netheril empire, see a real and major threat in the growth of armies and the extremes that emperors go to in order to gain more land, influence and wealth.   Through discussions, meetings and planning these and other individuals come to the conclusion that the world is in dire need of an organization that monitors the powers that be, decides what threat they form and make sure the threat is defused. Named after the harp portrayed on the family crest of one of the founders, the Harpers were founded.

  • 10528 E.S.

    16 Sun Ruling

    Founding of the Zhentarim
    Founding

    On the island of Strantia, where Turami humans live in small villages and cities, comprised of fishermen, farmers and vintagers, some of the more affluent members of society gradually seize control over their local businesses and councils.   On Strantia family is the most valued wealth, and competition between the different families can run deep. If a boy of one family beats a boy of another family, or if a man of one family mistreats a woman of another family, feuds may start that run for generations and may escalate to the level of murder.   As such it is no wonder that the most powerful families get ever more control over their regions, and demand respect and tribute from less powerful families. And through years this process has evolved on the island, until only a couple of families control everything that goes on.   The most powerful and extreme of these families is the family Zhentare. On this day in history they defeated their biggest rival and henceforth named their organization the Zhentarim.

Era of Exploitation

58747 and beyond

With the discovery of Omodya and Arctaria, the world becomes susceptible to exploitation on a global scale. This means great chances for some, great suffering for others.

  • 1

    3 Colour Splashing

    The discovery of Omodya and Arctaria
    Discovery, Exploration

    Turami traders land on the shores of Arctaria. There are few humans living here and they are peaceful. The Turami quickly manage to colonize parts of the coast and start trading with the locals.

  • 115

    14 Last Tempests

    Founding of the Lords' Alliance
    Founding

    As Tethyrian and Chondatan humans from Keltasta start spreading across the continent of Omodya, they discover the need to organize in closer alliance. Initially the newcomers had little problem founding towns and settlements and making a living on the new land. However, gradually the already present inhabitants of Omodya started getting annoyed and even infuriated by the taking of their lands and resources.   The settlers from Keltasta had counted on the Orcs and Goblinoids to start trouble, but that even the Rashemi humans started fighting against the takeover was more than the settlers new how to deal with. Colonization and settlement started to grind to a halt as more and more Rashemi refused to be chased off, just because the land's wealth lured in farmers, miners and hunters.   The Keltastans, having already developed armies and strategies for many years on their own continent, managed to quell these rebellions intially, but soon found that this enraged the Rashemi even further, and soon they had to protect even their existing settlements. Faced with the tactics of militarily inferior forces like guerrilla, hit and run strikes and overrunning the colonizers with sheer numbers, the Keltastans realised that something needed to be done.   The lords and rulers of cities and regions soon met and made deals to come to each other's aid whenever one of their number became threatened. The oaths made at this meeting were written down, and the Lords' Alliance was a fact.

    Additional timelines
  • 165

    27 Colour Splashing
    193

    24 Last Tempests

    Age of Chaos
    Era beginning/end

    The Age of Empires has turned almost the entire known world into the possession of one of the great empires of Keltastan origin. These empires have grown to become decadent and corrupt and too large to remain stable. Wealth is highly concentrated around a small minority of noblemen and rulers, while the large majority of peoples are forced to toil and suffer under squalid circumstances, with no hope for betterment.   These circumstances have been leading to rising levels of discontent and something has started brewing under the surface of many nations. Starting with the Damaran empire of Grebsi, revolutions break out all over the Keltastan continent. Needing their soldiers at home to protect the nobility and their palaces from the angry mobs, the empires are no longer able to control their colonies and soon all hell breaks loose.   After the dust settles on this period of revolutions and insurgencies, none of the old empires remains, and the geopolitical stage is fundamentally changed. Colonia, the relatively independent nation at the heart of Omodya, however, has seen an opportunity during the chaos, and has quickly moved in to gather the crumbs of the erstwhile great empires from Keltasta. A new empire rises from the ashes.

  • 191

    20 Death Descended

    Formation of the Poldora
    Founding

    Amidst the chaos of this age, the Tieflings find themselves increasingly targeted by the violence of these times. Their hellish roots and demonic appearance convinces many other people that they are, at the least partly, to blame for all the present day misery.   Faced with threats, beatings, torture and murder, some tieflings that are more sturdy in mind and body organize themselves in gangs of goons, answering violence with violence. They take the name Poldora.

  • 193

    25 Last Tempests
    1222

    14 Colour Splashing

    Great War
    Political event

    During the final years of the Age of Chaos, as the erstwhile ruling empires of the world crumble and fall, a major shift in power takes place. Needing lots of resources to fuel armies and safe populations from extinction, all people, nations and factions try to secure access to the vast treasures under the earth, mainly in the areas mined by dwarves for as long as they exist.   Colonia, sensing the coming lull in geopolitical power, quickly sends troops all over the world to secure as many of these resources as possible. The Drow Kingdom, noticing this action, and realizing the necessity to react, mirror this strategy from their side, knowing that even the some of the resources they have had access to in the past, would otherwise come under control of the humans.   As both sides race each other to secure every last known resource not currently controlled by a force that can defend itself, they soon find themselves in conflict. Colonia responds with a worldwide propaganda campaign, calling on the evil nature of the Drow, and presenting themselves as the selfless saviors and protectors of the 'good' races. The Drow respond to this by presenting Colonia as a new form of the old empires that exploited the world and thereby caused all the misery of recent times.   Both sides now having secured support and basis for expansion, subsequently increase their mutual animosity and tension rises ever further. Both knowing however that all out war against each others heartland would be too destructive, they get into a war of skirmishes and battles fought in areas of other peoples, and often against the locals in stead of each other, lasting for many many years.

  • 197

    9 Warmth Ascending

    Establishment of the Nation of Har Meggidon
    Founding

    Having worked towards finding a safe place to settle during the final years of the Times of Chaos, Tieflings had already aimed their attention to the Hagface Peninsula. The land where the Tiefling race first saw the light of day unsurprisingly feels like home to many Tieflings, even though they were expelled from this land during the Age of Empires.   Now that the world is changed and Colonia and the Drow are fighting each other over resources, the Tieflings find an ally in Colonia, and with her backing issue a claim over this land. There are however many Calishite humans and the Dwarven Harma Kingdom present here already, who don't appreciate being made into inferior subjects of a new nations, and troubles soon arise.

  • 751

    5 Death Descended
    942

    18 Death Descended

    Orc Invasion
    Military action

    Probably instigated by Gruumsh, all over the world Orcs become more active than usual. Mostly this is limited to regional troubles, with certain towns and a rare city being sacked by Orc hordes passing through an area, coming down from the wild lands they call home.   In Omodya however, this event is far larger than in other places. Many thousands of Orcs move in from Arctaria, having crossed the sea with a fleet of countless ships. They are aided by local tribes, like those living in the Ered Ondren, often surrounding the panicked cities in their way.   After the hordes have passed and decimated by costly battles, many places lie in ruin and are plundered clean. Scores of towns and cities are empties of valuables but littered with corpses. Many cities, including Neverwinter react but reinforcing their defenses, often raising high stone walls all around.

    Additional timelines
  • 1054

    11 Cold Leaving

    Birth of Bilbo
    Life, Birth

    Our Dwarven Barbarian hero is born.

  • 1221

    15 Colour Splashing

    Foundation of the Derkon
    Founding

    In the Kingdom of Ariandur, Colonian secret forces have trained dwarves to fight against the Drow Kingdom. Up to this time they had little dealings with the Drow themselves, but Colonia had devised a devious plan.   Taking dwarves from other nations, allied to Colonia, and recognized to be more aggressive than your average dwarf, they collected them all in a camp hidden in disused caverns a ways away from the cities of Ariandur. Here these wild dwarves were exposed to anti-Drow propaganda on a daily basis, and trained in fighting with guerrilla and terrorist tactics.   This training was aimed at providing dwarves with the possibility to fight against a force that was better equipped and far greater in number. Once these dwarves were properly trained, they could be used to deal crushing blows to the Drow military capabilities, without needing much support, supplies and planning from Colonia.   These feared dwarven guerrilla troops became known as the Derkon. For years they would create many problems for the Drow, until the very end of the Great War. When the Great War was finally ended however, their attention soon turned to a new target.

  • 1239

    26 Final Blessings

    Ascension of Emperor Althromb
    Political event

    Today the rule over Colonia is handed over to Don Althromb. He replaces Reinhart Regis, who has been assassinated.

  • 1254

    4 Light Returning

    The Scuffling Partizans are formed
    Founding

    In a bar in Neverwinter, known as the Stiff Drink, a dwarf named Gundren Rockseeker is searching for guards to accompany him and his mining supplies to the town of Phandalin. He manages to find 4 people to take the mission. They are a dwarven barbarian named Bilbo, an elven bard named Aezumin Quiyire, an elven sorceress named Ruvyn and a half-elven rogue named Razyl.

  • 1254

    6 Light Returning

    Meeting Bahamin
    Life, Relationship change

    The Scuffling Partizans meet with the mysterious Bahamin while camped near the crossroads of the Triboar Trail and the Sword Coast Highway. He explains the situation of the pantheon and grants the adventurers some boons.

    Additional timelines
  • 1254

    7 Light Returning
    1254

    8 Light Returning

    Clearing the Cragmaw Hideout
    Expedition

    After having been ambushed by goblins along the Triboar Trail, the Scuffling Partizans followed the goblin's tracks to their hideout. They entered the cave at the end of a trail, cleared it of goblins and freed the captive Sildar Hallwinter.

  • 1254

    10 Light Returning

    Arrival at Phandalin
    Expedition

    The Scuffling Partizans arrive at the town called Phandalin, thus ending their mission to escort the provisions to this location. At Barthen's Provisions they are paid for their services.

    Additional timelines
  • 1254

    7 Cold Leaving

    Destruction of the cathedral of Hextor
    Disaster / Destruction

    This day, right at the time of morning prayer, a resounding blast rocks the city as a large central section of the massive landmark known as the Cathedral of Hextor is blown out and over the nearby square and buildings. It marks a major change in the general atmosphere in the city, as well as the way dwarves and some other races are treated.