The ancient mage empire completes the Severance ritual and sends Vorago flying into space. All ritual participants, the most powerful mages of the continent, die.
The most important historical events of Vorago. Not all empires, peoples, and events are listed.
The era of great unilateral empires early in the history of Vorago. The arrival and establishment of Vampires, Mind Flayers, Dragons, and the like.
The ancient mage empire completes the Severance ritual and sends Vorago flying into space. All ritual participants, the most powerful mages of the continent, die.
Druids perform massive rituals to create the first elemental dynamos. Many are killed.
The Arch-Solar Sivorin, servant of Ra, becomes Voragos' miniature sun.
Two centuries with few historical records. No major empires or discoveries happen, as the world recovers.
An Era marked by massive inhuman empires bent on resource extraction. Terrible, but regarded as the fires which forged the highly organized nations of Vorago of today.
The first empire to emerge from the Dark Ages, ruled by an immortal Vampire Lord and his council. History and technology of this era is nearly perfectly preserved within the library of the Bloodless Citadel. Brought to its end by the arrival of the Mind Flayers.
The collapse of the Erythraean Empire and the arrival of the Mind Flayers. The Bloodless Citadel is infiltrated and becomes the center of the Mind Flayer invasion. Mortals break away from tyranny and put up resistance globally. A time of chaos.
The Draconic empire conquers Vorago during a seameld, in the name of the Jade Emperor. Terrible tyranny ensues.
The Draconic Empire loses touch with its emperor at the end of the seameld, and dissolves into infighting. Metallic dragons lead resistance armies of mortals against the chromatic warlords, eventually driving them into hiding. Most dragons on the continent are killed.
The Dragon Slayers organization is founded by metallic dragons to teach mortals how to kill dragons and other monsters in an organized fashion. A turning point in the Draconic War.
An era of rule mostly by mortals, most notably the Elven Protectorate and the Magocratos. A bit of a misnomer, the Era is not without its strife.
All elven souls on Vorago are suddenly linked together into a "Worldsoul", which thye return to after their deaths. The phenomenon affects elves of all ethnicities, many of whom are taken by surprise. One clade of High Elves claims to have accomplished the feat. How they did so is kept secret.
A coalition of elven nations swears to protect the mortal races of Vorago, following the unification of the Worldsoul. It is a relatively peaceful and prosperous time, though not a democratic one.
Representatives from nearly all formal magical fields convene and swear their alleigance to a united magocratic republic.
A multitude of small wars between the Magocratos and various Elvish-Protectorate states, driven by Magocratic expansion. Dubbed the Fire Wars due to the prevalent use of artillery and fire magic by the Magocrats. The wars eventually end with a peace treaty between the Magocratos and the Protectorate when key members of the aggressor parties of both nations are assassinated symmetrically.
Age of Prosperity in Vorago. Great advancements in engineering, art, and magical field harmonization are re-discovered and recorded. The properties of Vorago (seamelds, contested fields, divine cycling) are mostly understood. Technology, goods, and culture are traded during seamelds, and invasions are repelled. Many monsters are hunted into extinction or hiding.
A ruinous conflict between the two most powerful leaders of the Magocratos, sibling demigods Urza and Zian. The Magocratos is polarized into civil war and the republic undermined by the terrible charisma and momentum of the two. The Elvish Protectorate steps in and is also subsumed by polarization, both militarily and politically. The war, fueled by the full might of centuries of progress, is only ended with the complete annihilation of the siblings during their final battle. The density of different magical fields warped around the two causes the first recorded Destabilization.
Metaphysical earthquake triggered by the finale of the Brothers' War. The magical field order is rendered unstable and unpredictable, nullifying, overcharging, and/or mutating all magic spells, creatures, and devices. The elemental dynamos are nearly destabilized, and the day-night cycle of Vorago itself shortens by an hour. The astral trajectory of the planet is changed. Many magical creatures are made sick, a few go outright extinct. Civilization briefly collapses. The fields eventually slow and mostly stabilize, but magic is still more unpredictable than it was.