The Great Recorder wrote the name of a world that did not exist in the Books of Fates, thus creating the world of Strathnora. Terrified by what he had done, he fled, leaving the world to grow on its own for several millennia.
The Great Recorder wrote the name of a world that did not exist in the Books of Fates, thus creating the world of Strathnora. Terrified by what he had done, he fled, leaving the world to grow on its own for several millennia.
The first of the gods, lesser gods driven from other worlds, found Strathnora, claiming it for themselves.
The new gods of Strathnora created the first creatures to walk its surface and swim its seas.
The gods, now better established in Strathnora, create the first Sentient Races.
The Dragons discover Strathnora, a large number deciding to stay and live on the world.
Dragons and Mortals coexist peacefully, with dragons revered as guardians of ancient knowledge and magic. Mortal civilizations flourish, building upon the wisdom shared by dragons.
Mortal mages become increasingly ambitious, seeking greater control over magical forces.
Tensions rise as mortals experiment with forbidden spells and rituals, alarming the dragons.
A group of mortals attempts a ritual to tap into the essence of magic, resulting in a catastrophic surge of uncontrollable magical energy.
Dragons perceive the disturbance as a threat to the natural balance and declare it the catalyst for war.
A council of ancient dragons declares war on mortal realms to curb the reckless use of magic and restore the natural order. Dragons descend from their mountain lairs, initiating widespread conflict.
The skies of Strathnora become battlegrounds as dragons and mortal mages engage in intense magical duels. Landscapes are reshaped, and entire civilizations suffer under the destructive forces of both dragons and mortal sorcerers.
Heroes emerge on both sides, attempting to end the conflict through diplomacy or force. Tales of bravery and sacrifice spread as individuals attempt to bridge the gap between dragons and mortals.
The Dragons, in an attempt to create more soldiers, use powerful magics to combine their Draconic essence with mortal prisoners of war. This results in the creation of the Kobold species.
Dragons, seeking to create more robust soldiers than their last attempt, perform experiments on powerful mortals, creating a species of fast breeding warriors. Many Dragons are disgusted by this act, though most see the need for shock troops.
Realization of the devastating toll prompts leaders on both sides to seek resolution. Negotiations begin, leading to the recognition of the need for a new accord to prevent total annihilation.
Representatives from dragons and mortals negotiate the terms of a treaty to end the conflict. The Treaty of Draconic Accord is established, setting guidelines for the responsible use of magic and fostering cooperation between dragons and mortals.
Dragons and mortals collaborate to rebuild the devastated landscapes of Strathnora. The scars of the Dragon Wars linger as both races learn to coexist and share responsibility in the use of magic.
A massive interplanar rift threatens to unleash otherworldly entities into the realms. A coalition of adventuring parties, known as The Rift Wardens, is formed to close the rift and prevent a planar invasion.
Said to have started at the birth of Herlia Hiver, the Age of Magic was one of the most prosperous eras for the Mortal races.
The most powerful Magic User in history is born. She is capable of using all forms of magic without drawbacks.
A massive blast of magical energy engulfs the world, infusing all life on the planet with some form of magic. New monsters are born, new dimensions discovered, and magic changes beyond recognition.
The Age of Magic begins with the discovery of ancient arcane texts, leading to a revival of magical knowledge and practices. Arcane scholars uncover forgotten spells, unlocking new possibilities in magical arts. Magical academies and guilds flourish.
Practitioners of the Occult tradition gain prominence, delving into forbidden and hidden magical arts. Occult societies emerge, seeking to uncover ancient mysteries and tap into dark sources of power. Tensions rise as the Occult clashes with more conventional magical practices.
A period of religious and spiritual awakening sees the rise of the Divine tradition. Temples and holy orders gain influence as Divine magic is harnessed for healing, protection, and divine guidance. The faithful become a powerful force in magical affairs.
A growing awareness of environmental concerns leads to a resurgence of interest in the Primal tradition. Druidic circles, elemental shamans, and nature-focused magical practices gain popularity. The balance between civilization and nature becomes a central theme.
A minor dispute over control of a powerful magical ley line turns into a full-scale conflict as practitioners from all four traditions clash. The Magic Wars officially begin, marking the commencement of a 24-year-long period of magical conflict and chaos.
Representatives from the Arcane, Occult, Divine, and Primal traditions convene to negotiate a peace settlement known as the Accord of Herlia. Terms of the accord include the establishment of neutral zones, the prohibition of certain magical practices, and the creation of a council representing all traditions to oversee magical affairs.
Post-Magic Wars, the world undergoes a period of reconstruction and healing. Scholars from all traditions collaborate to repair magical ley lines, rebuild devastated regions, and establish a new era of cooperation.
A renaissance of magical innovation sees the integration of magical and technological advancements. Magical constructs, enchanted devices, and new spellcasting techniques become commonplace. Magical academies focus on interdisciplinary studies.
A rare celestial event, the Astral Convergence, poses a unique magical challenge that requires the combined efforts of multiple adventuring parties. Heroes from different traditions and regions unite to navigate the mystical anomalies and prevent a potential magical cataclysm.
Imbalances in the Primal tradition lead to catastrophic elemental events, including storms, earthquakes, and the awakening of ancient creatures. Primal magic is harnessed to restore balance, and a global effort is made to address environmental concerns.
Celestial phenomena influence magical energies, leading to a period of celestial convergence. Prophecies and visions become more prevalent, and practitioners from all traditions seek to understand and harness the celestial influence.
The magical traditions coalesce in a new era of harmony and cooperation. A council representing each tradition is established to oversee magical affairs globally. Magical practices are regulated to prevent abuses, and a new golden age of enlightenment emerges.
Arcade Huppledruff is born to a fisherman and seamstress in the then small fishing town of Havenport.
Herlia Hiver dies of old age at exactly 800 years old.
Arcade Huppledruff's party, the Hail Mary Adventurers, is active. They go on many adventures and defeat many dangerous foes, amassing wealth, fame and power in the process. Their careers end when three of the four die in a fight with a powerful aberration, with Arcade being the only survivor.
Arcade Huppledruff founds his Arcane University out of his Wizard's Tower near the small fishing town of Havenport.
Arcade Huppledruff is found dead in his study at the age of 88. While there were no signs of foul play, his passing came as a shock and has spawned many conspiracy theories.
The first types of non-magical technology are created.
A powerful artifact, the Ascendance Sphere, is discovered, holding the potential to elevate magic to new heights. Scholars and practitioners from all traditions collaborate to unlock the Sphere's secrets, leading to a transformative event that promises to shape the future of magic in unprecedented ways.
A major technological breakthrough is made, allowing for the creation of new non-magical objects and constructs, as well as the practice of magitech, the fusion magic and technology.
A monumental event takes place in the heart of Strathnora, where inventors, engineers, and Magi-tech enthusiasts from across the realm gather for The Great Clockwork Exhibition. This exhibition showcases the pinnacle of Magi-tech innovation, featuring intricate clockwork devices, automatons, and marvels of magical engineering. It becomes a hub for knowledge exchange, sparking collaborations and inspiring the next generation of Magi-tech inventors. The event serves as a testament to the ingenuity and creativity that defines the Age of Gears.
As Magi-tech becomes an integral part of everyday life, specialized guilds dedicated to the fusion of magic and technology rise to prominence. These Magi-tech guilds bring together magic users, engineers, and artisans to share expertise, conduct research, and promote responsible practices in the development of Magi-tech. Their influence extends beyond the realms of innovation, shaping policies, ethical standards, and the education of aspiring Magi-tech practitioners. The rise of these guilds marks a formalization of Magi-tech as a respected discipline within the magical community.