## **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 |