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== The Age of Magic ==
== The Age of Magic ==
'''0107''' - '''''The Wizards of Oerth.''''' A secular group of magic-users attempt to decipher ancient text. They believe magic was brought to the realms by another universe called the Greyspace, from the planet Oerth. This group of scholars become the first to record magic on enchanted scrolls and create the first spells. They called themselves the Wizards of Oerth. Two of their most promising members, was a human named '''Vecna''' and his teacher '''Orcus'''.
'''0107''' - '''''The Wizards of Oerth.''''' A secular group of magic-users attempt to decipher ancient text. They believe magic was brought to the realms by another universe called the Greyspace, from the planet Oerth. This group of scholars become the first to record magic on enchanted scrolls and create the first spells. They called themselves the Wizards of Oerth. Two of their most promising members, was '''Orcus''' and his student '''Vecna'''.
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'''0110''' - '''''The Liches of Oerth.''''' The studies of the Wizards of Oerth delve into forbidden territory. They begin to practice necromancy and black magic, obsessing over immortality and Godhood. It's believed that to prevent this magic from growing any further, the Gods of the Death Domain cast a vile spell over the Wizards of Oerth that cursed them with the immortality they sought. At the cost of their minds and bodies. The first '''Liches''' are created: Orcus, Vecna, and Kas, a devote follower of Vecna and Orcus, lead them.
'''0110''' - '''''The Liches of Oerth.''''' The studies of the Wizards of Oerth delve into forbidden territory. They begin to practice necromancy and black magic, obsessing over immortality and Godhood. It's believed that to prevent this magic from growing any further, the Gods of the Death Domain cast a vile spell over the Wizards of Oerth that cursed them with the immortality they sought. At the cost of their minds and bodies. The first '''Liches''' are created: Orcus, Vecna, and Kas, lead them.
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Revision as of 17:19, 20 January 2021

The Age of First Light


0000 - The Great Spark. An infinitely stretching light awakens in a black void sparked by the collected willpower of the Architects. Also known as the Greater Gods, the Architects were supposedly a precursor godly race that both somehow existed before and were born during the Awakening. This is one of many debated theories of the first creation of the Realms.

0005 - Tyranny of Dragons. Willed into existence by the emotions of the Greater Gods, Tiamat and Bahamut are created. From them and the chaotic energies in the world, other lesser dragons as well as deities are willed into creation. Tiamat seeks to create, and absorb lesser deities so that she may ignite her own first spark. Birth her own reality. Bahamut, set on stopping his sister, aligns with other dragons to do battle. The conflict between Tiamat and Bahamut’s dragons bathes the greater realms in fire. All life is extinguished in a great battle between dragons. The Greater Gods, unable to ‘unwill’ that which has already been made, cast themselves as pure astral energy to weaken Tiamat. This collision releases astral energy into the realm’s depths, creating arcane fonts of undiscovered power. Magic.

The surviving deities imprison Tiamat and create barriers between the material plane, and planes of godly, ancient power. The Planes of Existence are created.

0020 - The First Ones. From the fallout of the creation of the Planes of Existence, life begins to form on the material plane. From this life, the first sentient, non-deitic life is formed. Life which will to go on to evolve into Ancient Humanoids.

0100 - First Contact. The First Humans and Elves colonies make contact. A gap in language results in miscommunication and the first conflict is recorded between humanoids. Not all conflicts between ancient races are hostile. Many pool together resources and begin larger development.

0105 - The Veins. Ancient Dwarves break bedrock that reveals the astral fallout of the Greater Gods power. These wells of otherworldly power introduce magic into the world. For the next few years, this breach awakens long derelict planes and their inhabitants. Magic being introduced ushers in a chaotic age of elementals, demons, dragons, and Gods.

The Age of Magic

0107 - The Wizards of Oerth. A secular group of magic-users attempt to decipher ancient text. They believe magic was brought to the realms by another universe called the Greyspace, from the planet Oerth. This group of scholars become the first to record magic on enchanted scrolls and create the first spells. They called themselves the Wizards of Oerth. Two of their most promising members, was Orcus and his student Vecna.

0110 - The Liches of Oerth. The studies of the Wizards of Oerth delve into forbidden territory. They begin to practice necromancy and black magic, obsessing over immortality and Godhood. It's believed that to prevent this magic from growing any further, the Gods of the Death Domain cast a vile spell over the Wizards of Oerth that cursed them with the immortality they sought. At the cost of their minds and bodies. The first Liches are created: Orcus, Vecna, and Kas, lead them.

0274 - The Alliance. The three largest, most advanced civilizations at the end of the Age of Magic, the Humans, High-Elves, and Dwarves, form the Alliance.

The Age of Heroes

0275 - The War Party. In response to growing domestic and otherworldly threats, a traveling war party of Dwarves sells their experience for gold. With only an allegiance to gold, battle, and exploration, the earliest recorded Adventuring Party is formed calling themselves the War Party. This lifestyle catches on as a dangerous, but lucrative path for those that can stifle it. These roaming bands of adventuring parties, at the time known as War Bands, were good for solving problems of all shapes and sizes, so long as the hiring settlement or family could pay.

0320 - The Rangers of Oakvale. At a rundown bar in Oakvale, Edgar Castille and Craig Firebrand take the first steps to starting the Rangers of Oakvale. They become one of the most famous adventuring parties during the Age of Heroes, and become the standard by which all other adventuring parties are judged by, and compete with.

0328 - A New Day. The Rangers of Oakvale with an army of their friends and closest allies, do battle with Tiamat. Their victory is what immortalizes them as one of the greatest adventuring parties during the Age of Heroes. They formally decide to disband shortly after. Each member going on their own path of a life after adventuring.

0330 - Uprising. The Goliath Uprisings begin.

0331-0338 - The Bloody Seven. The Goliaths declare war on the Alliance. The Seven Year War ravages the realm for seven long years.

0338 - The New Empire. The Conclave is formed.

0340 - The Sankofa Incident. The tragedy at Sankofa occurs. The Sankofa Accords are passed and adventuring parties are banned across the Alliance.

Post Age of Heroes

0350 - Heroes for Hire. Croak and Dagger is formed.

0351 - Cataclysm. The Black Sun Cult and their leader, Caelrogh Soledad, breach the barrier between the Shadowfell and the Material Plane in an attempt to fuse the two. Croak and Dagger defeat Caelrogh and usher in a new age of heroes.

The Adventuring Party Registration Act is passed and the Sankofa Accords are amended. Croak and Dagger become the first registered adventuring party under the APR Act.