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## **0. Ancient Period (Before ~1,000 F.A.)**
[[A History of the Ancient Period]]
- **The Ancients:** A vanished civilization of unmatched magitech mastery and architectural marvels (floating cities, subterranean networks) whose knowledge shaped the world’s foundations.
- **Key Elements:**
- Sentient [[Automatons]] with true consciousness wandering since that time.
- Cataclysmic event(s), including the Great Vortex in the Shallow Sea, leaving the continent in a spiral shape.
- Ancient glyphs and lost languages ([[Old Tongue]]) confound modern scholars.
- **Mysteries and Theories:**
- Did the Ancients fall by war, experimentation, or else vanish intentionally?
- Were automatons originally autonomous rulers or tools?
- What power or entity is sealed beneath the ruins?
---
## **1. First Age (~1 – 2,700 F.A.)**
[[The First Age of Baltun'ia]]
- **Key Themes:** Dawn of civilization, emergence of mortal races, first mastery of magic, unsettled wild lands.
- **Important Developments:**
- Early settlements grow into city-states — [[Tirn’ael]] (Elven enclave), [[Kordrumm]] (first dwarven stronghold), Hearthhollow (halfling trade hub), Arcane Halls (gnome workshops).
- [[The First Council of Elders]] establishes peaceful accords and negotiation frameworks.
- Magic codified by mystics such as [[Mireth Silverbranch]].
- Dwarven engineering flourishes under figures like [[Durnhelm the Builder]] with creation of the Deep Roads.
- **Concluding Event:**
- The War of Unification leads by [[King Rangrim the Unyielding]]; dwarven conquest culminating in the fall of free peoples and start of dwarven empire rule.
- **Key Figures:**
- Mireth Silverbranch (Elf, magic codifier)
- Durnhelm the Builder (Dwarf, engineer)
- King Rangrim the Unyielding (Dwarf, conqueror)
---
## **2. Second Age (2,700 – 3,500 S.A.)**
[[The Second Age as recorded]]
- **Key Themes:** Dwarven imperial hegemony, technological expansion, oppression, and eventual rebellion.
- **Highlights:**
- Establishment of the Dwarven Empire with capital Kordrumm; Iron Laws impose harsh control over non-dwarves; automatons deployed extensively as enforcers.
- Increasing suppression leads to resistance: Exile of Elven mystics, gnomish & halfling economic strangling, Deep Roads restricted.
- Key figures like [[King Haldrek the Stern]] continue enforcement, while [[Thrain Runebinder]] advances war machines.
- Rise of covert resistance: [[Veylin Stonefury]] founds the [[Shadowforged]] to sabotage infrastructure, champion automaton rights.
- **The Revolt of the Free Peoples:**
- Multi-racial alliance of elves, halflings, gnomes, rebellious dwarves fight a century-long war culminating in the Siege of Kordrumm and collapse of empire (3199 S.A.).
- Famous battles: Battle of the Weald, Siege of Ord Karag, Fall of Drath Karzul.
- **Aftermath:**
- Conference of Peace dissolves empire; city-states emerge; forced labor outlawed but enforcement spotty.
- **Notable Personalities:**
- Veylin Stonefury (Shadowforged leader)
- [[Elessara Moonveil]] (Elven resistance commander)
- [[Kaelor Blackbrook]] (Halfling merchant king)
- **Locations of Note:**
- Kordrumm (dwarven capital)
- [[Drath Karzul]] (war machine forge city)
- [[The Bastion of Ord Karag]] (fortified stronghold)
---
## **3. Third Age (3,500 – 7,500 A.F.)**
[[The Third Age a brief history]]
- **Key Themes:** Renewal, cultural flourishing, arcane and mercantile growth, rise of integrated city-states.
- **Developments:**
- Widespread rebuilding as races govern themselves in multi-racial city-states and freeholds.
- The Freehold Accords establish tentative peace and cooperation among cities.
- The Great Famine challenges society but ultimately leads to new economic models and migration.
- Emergence of merchant guilds, arcane assemblies, military companies; integration rather than racial kingdoms.
- The Artisan Renaissance: cultural and magical art bloom, the foundation of modern arcane knowledge with institutions like the [[Arcane Concord]].
- **Political Climate:**
- Increasing tension between city-states and factions vying for power. Cold wars and espionage become prominent.
- **Closing Moment:**
- The arrival of humans breaks Baltun’ia’s long isolation, triggering the Fourth Age.
- **Regions and Cities:**
- [[Jessergate]], [[Weinmark]], [[Dragabri]] emerge as key centers.
- **Legacy:**
- Enduring institutions, cultural blending, and groundwork for modern politics.
---
## **4. Fourth Age (1 H.E. – Present ~451 H.E.)**
[[A History of the Fourth Age]]
- **Key Themes:** Expansion, industrialization, ideological conflict, and magitech renaissance.
- **Subdivisions:**
### Early Fourth Age (1 – 150 H.E.)
- Human settlement spreads fast, upsetting old power balances.
- Emergence of political parties: [[Vexen Overview|Vexen]] (capitalist, pro-automation elites) and [[Belter Overview|Belters]] (labor-focused, anti-automaton).
- Social tensions flare with xenophobia, economic competition.
### Middle Fourth Age (151 – 350 H.E.)
- The Shadowforged resistance arises, fighting against automaton repression and Reclamation Sites.
- Urban uprisings and labor wars between Belters, Vexen interests, and mercenary forces.
- Arcane Concord revives ancient magics and leyline research.
- Ancient ruins rediscovered, sparking new rivalries and adventures.
- Political blocs and inter-racial tensions simmer, sporadic proxy conflicts emerge.
### Late Fourth Age (351 – Present)
- Fragile peace holds despite simmering factional unrest.
- Shadowforged continue covert resistance but face increased surveillance.
- Magitech advances blur organic and mechanical lines; automatons gain greater self-awareness and demand rights.
- Expansionist colonial ventures push beyond Baltun’ia as explorers seek lost Ancient technologies and new lands.
- Societal challenges include inequality, economic instability, and philosophical debates about identity and coexistence.
---
### **Depending on Your Campaign Needs, You May Expand or Focus On:**
- Political intrigue in Jessergate (Belters vs Vexen, Vexen party’s near half-control of offices).
- The Shadowforged’s push against Automaton Reclamation Sites.
- Lost Ancients’ technology—ruins, automatons, arcane machines, leyline power.
- Inter-racial relations and integration vs traditional ethnic tensions.
- Economic powerhouses (Benton Brothers Banking, major trade cities like [[Haffol]] and [[Voxiu]]).
- Regional histories and cultures of key provinces (Dragabri, [[Falduhir]], [[The Weald|Weald]], [[Verdant Isle]]).
---
# Quick Navigation & Reference
| Age | Approximate Dates | Key Focus | Key Figures / Locations |
| ---------- | ----------------- | ---------------------------------------------------- | ------------------------------------------------------------- |
| Ancient | Pre-1,000+ F.A. | Lost Ancients, Automatons | Great Vortex, Automatons, Old Tongue |
| First Age | ~1–2,700 F.A. | Early Civilizations, Magic Emerges, Dwarven Conquest | Mireth Silverbranch, King Rangrim, Kordrumm, Tirn’ael |
| Second Age | 2,700–3,500 S.A. | Dwarven Empire, Oppression & Rebellion | Veylin Stonefury, Elessara Moonveil, Siege of Kordrumm |
| Third Age | 3,500–7,500 A.F. | Renewal, City-States, Arcane Growth | Freehold Accords, Artisan Renaissance, Rise of Humans |
| Fourth Age | 1 H.E.–451 H.E. | Expansion, Industry, Automation, Resistance | Vexen party, Belters, Shadowforged, Automatons, Ancient Ruins |