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The First Age marks the true beginning of recorded history in Baltun’ia. With no memory or knowledge of what came before, the mortal races arose in a world that had long been untamed. The land, still reshaped by the mysterious vortex in the Shallow Sea, was wild and filled with both danger and opportunity.
This age was defined by the emergence of the first settlements, the slow mastery of magic, territorial disputes, and the rise of the first rulers. It ended in bloodshed with Rangrim’s Conquest, the first major war that would lead into the long rule of the dwarves.
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## The Early Days (1 - 500 F.A.)
### The World After the Unknown
The First Age began in isolation and ignorance. The mortal races—[[elves]], [[dwarves]], [[halflings]], [[gnomes]], and [[feykin]]—each formed scattered communities, unaware of the scale of the world around them.
- A Wild and Unclaimed Land – The terrain was dominated by untamed forests, towering mountains, deep swamps, and vast plains, with no cities or nations to govern them.
- A Lack of Knowledge – Without written records, the early peoples relied on oral traditions, myths, and primitive symbols to pass knowledge from generation to generation.
- Early Magic and Mysticism – Magic existed but was unpredictable, treated as a superstition rather than a controlled force. Druids, shamans, and rune-carvers were among the first to experiment with its potential.
- The First Settlements – Villages and camps formed along rivers, sheltered valleys, and fertile plains, often in proximity to ruins they did not understand.
### Key Figures of the Early Age
- [[Mireth Silverbranch]] (Elven Mystic, c. 300 F.A.) – One of the first elves to establish a codified system of magic, developing rituals that would later influence elven spellcraft.
- [[Durnhelm the Builder]] (Dwarven Engineer, c. 450 F.A.) – Credited with constructing the first true dwarven stronghold, developing techniques for underground habitation.
- [[The First Council of Elders]] (c. 480 F.A.) – A legendary meeting of early leaders to settle disputes, though no written accounts confirm what transpired.
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## The First Settlements and Rise of City-States (500 - 1500 F.A.)
As villages grew, they became centers of culture, trade, and power. This era saw the first organized societies, where leaders emerged to maintain order.
### Major Early Settlements
- [[Tirn’ael]] (Elven Enclave, c. 720 F.A.) – A mystical sanctuary within the Weald, where elves first harnessed ley-line magic and built the first living city intertwined with nature.
- [[Kordrumm]] (Dwarven Stronghold, c. 890 F.A.) – The first true dwarven city, delved deep into the mountains, setting the foundation for later dwarven civilization.
- Hearthhollow (Halfling Trade Hub, c. 970 F.A.) – A bustling marketplace along the Jessergate Delta, making the halflings early leaders in commerce and trade.
- The Arcanum Halls (Gnome Workshop, c. 1020 F.A.) – A gathering place for scholars and tinkerers, where gnomes experimented with alchemy and mechanisms.
### Early Political Structures
With settlements growing in power, governance became necessary. Different species approached leadership in their own ways:
- Elves – Ruled by councils of elders who prioritized wisdom and long-term vision.
- Dwarves – Clan-based leadership, where a ruling thane or king maintained order.
- Halflings – Community-driven governance, where influential merchant leaders held sway.
- Gnomes – Loosely organized guilds and scholars led their early society.
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## The Pact of the Clans (1200 F.A.)
As tensions rose, the first continent-wide diplomatic event took place: The Pact of the Clans. Representatives of major settlements gathered to negotiate the division of land and resources.
- The First Accord – Defined loose territories: elves in the forests, dwarves in the mountains, halflings in the plains, gnomes in the valleys and deltas.
- The Oath of Peace – Sworn between leaders to prevent all-out war, though conflicts still simmered.
- The Pact’s Weaknesses – While it prevented immediate large-scale war, individual rulers and clans often disregarded the pact in favor of personal ambition.
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## The Rise of Kingdoms and Expansion (1500 - 2600 F.A.)
With territories loosely established, kingdoms and factions began to rise, seeking greater power.
### Key Developments
- Dwarven Engineering Flourishes – Great stone cities were built, forming the foundations of future dwarven kingdoms.
- Elven Mysticism Advances – Ritual magic became structured, with arcane academies forming in secluded enclaves.
- Halfling & Gnome Trade Empires – Merchant networks expanded, connecting settlements across Baltun’ia.
- The First Mercenary Companies – Small warbands began to emerge, marking the beginning of organized military forces.
### Rivalries and Conflicts
Despite the Pact of the Clans, conflicts erupted:
- The Border Skirmishes (c. 1750 - 1900 F.A.) – A series of wars over trade routes and expansion.
- The Mountain Wars (c. 2000 F.A.) – Rival dwarven clans fought for control of underground resources.
- The Gilded Feud (c. 2200 F.A.) – A long conflict between halfling merchants and dwarves over taxation and control of trade roads.
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## Rangrim’s Conquest and the End of the First Age (2650 - 2699 F.A.)
The First Age ended with one of the most significant events in history: the rise of King Rangrim the Unyielding, a dwarven warlord whose ambition knew no bounds.
### The War of Unification
- [[King Rangrim the Unyielding]] (c. 2620 F.A.) – A charismatic and ruthless dwarven king who believed the only path to true civilization was total unification.
- The March of the Dwarves – His armies swept from [[Mimfjell]] and [[The Weald]], conquering rivals with brutal efficiency.
- War Machines of Old – His engineers developed devastating siege engines and rediscovered lost crafting techniques.
### The Fall of the Free Peoples
- Elven, gnome, and halfling alliances crumbled under dwarven military strength.
- The Last Stand at Tythirion (2699 F.A.) – The final battle where the remnants of the Free Peoples fell to Rangrim’s forces.
- End of the First Age – By 2700 F.A., the dwarves had claimed dominion, ushering in the Second Age under dwarven rule.
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## Legacy of the First Age
The First Age left a deep imprint on the world, shaping the civilizations that followed. Though many of its kingdoms have fallen, their influence lingers in forgotten ruins, surviving traditions, and long-lost treasures still waiting to be uncovered.