Shadar The Ages of Shadar Timeline

The Ages of Shadar

Age of Antiquity

~3,000 BB - 1400 BB

Ancient days in which the names of the Gods were known and the Saints walked among mortals. A time of both Divine Magic and Primal Magic - wielded by Giants, Dragons, and Titans. People of the mortal races were small in comparison. Little is known of this time, stretching back to creation at the hands of the Gods. What little is known has been carried through time by oral stories of The Tzigani people, those small mortals born of this age who could only watch and tell legends of what they witnessed. The only other remaining proof of this time is the ancient ruins of statues and churches built to worship the Saints during a time in which they could visit their own chapels and act on behalf of their people.

  • 1800 BB - 1600 BB
    War of the World Tree
    Military: War

    While little is known of the details of the War of the World Tree, its effects were significant enough and far reaching enough to be known over a thousand years since its occurrence. Believed to be a conflict that spanned multiple centuries of fighting and bloodshed, across multiple planes - this war is likely the most cataclysmic of events in history. Stories tell of entire races of beings being completely wiped out, including the Giants at the hands of the Dragons. There is also evidence to suggest that devils and demons of the realms of chaos and the hells began their war that continues throughout time, though the source of this is a rather untrustworthy fiddler named Asmodeus.   What is known about this conflict is that it had direct involvement from the Gods and was the reason for the birth of the Saints, which are still observed and worshiped to this day - though their foe in this war still remains a mystery, with any recovered accounts only referring to it as “the enemy”.   Most sides of this war appeared to not fare well, with the destruction said to have damaged even the World Tree itself. The completion of the war quickly led to the end of the Age of Antiquity - something that was taken advantage of by The Mygar Horse Lords and the budding Elven Kingdoms of the time leading into the Age of Queens.

Age of Queens

1400 BB - 1 BB

An age brought about by the birth of Arcane Magic, woven from the Spellweave at the hands of Mystra and given to the rising Elven Kingdoms that had grown to hold dominion over the lands. This power became the tool for which mortals formed their first true age - without the protection of the Saints and able to withstand the dangers of the world on their own. More than survive, this age became an age of prosperity and creation of great cathedrals the size of cities and magic of the Spellweave that changed the fabric of the world. Matched in-kind by the Shadeweave made by Shar, this age also marks the birth of the Shadar-Kai people.

  • 800 BB - 1 BB
    The Queen's War
    Military: War

    While not an era of constant fighting and bloodshed, the Queen’s War is in reference to a significant period of the Age of Queens in which the great Elven Kingdoms of the age were in both direct and indirect conflict with each other. Fighting under the banners of the White Queen and the Black Queen, Mystra and Shar respectively, the kingdoms engaged in outright conflict and cold warfare over ownership of land and the pursuit of Arcane Magic - reaching incredible heights of arcane power in the service of their queens and their kingdoms. Because of the continued loose allegiance of these kingdoms, infighting between each side was also seen throughout the war.   No records show of Mystra or Shar themselves ever taking part in the fighting - though their inaction during these conflicts appears to indicate some kind of passive support of the conflict. There are records of the two interacting with each other during this time, though not in battle.   While historians have attempted to break the war out into phases and significant turning points - such as the disbanding of the Circle of Magi and the Raids of the Sapphire Fleet, records of this period are still incomplete and the active pursuit of many historians and archeologists of the Diaspora Fractals. These pursuits spurring much of the delving and race to recover artifacts and records of this history strewn throughout the Nimbus Sea. In fact, the competitive pursuit of this between the Holy Kingdom of Shar and the Diaspora Fractals is seen by some as a faint echo of this war long past.

  • 1 BB
    The Spellplague
    Disaster / Destruction

    Mystra and Shar continued to pursue even greater power and forbidden knowledge amidst the fighting of their people at the end of the Queen’s War. Together they were trying to unravel a deeper mystery that remains unknown to all others - save for it had something to do with the fabric of reality itself and what appeared to be fragments of a folklore tale called the “Seamstress and the Traveler'' that Mystra wrote to Shar in a letter. Whatever their pursuit, they found something and seemingly crossed a line - which drew the ire of the God of Cleansing Fire. He walked upon the realm and appeared before the two sisters, burning Mystra alive in front of Shar.   Because of the inherent tie that Mystra had to the Spellweave, her immolation spread through her magic and caused every practitioner and enchanted source of Arcane Magic to catch fire in bright blue flames that could not be quenched. This event is referred to as the Spellplague and it is believed to have scarred the world in an irreversible way - though little is known of its lingering effects due to The Breaking.

  • 0 AB
    The Breaking
    Disaster / Destruction

    Upon the advent of the Spellplague and the immolation of her sister Mystra, Shar fled from the wrath of the God of Cleansing Fire. However the effects of the Spellplague and the power of the God made that an impossible task. To protect her continent of Shadar and her people the Shadar-Kai, Shar achieved what is perhaps the greatest feat of magic in history - she consumed her own Shadeweave within herself and infused it within the continent of Shadar. With the entire continent connected to her power, she ripped it from the plane and hurled it through the realms, sending it far out of reach from both herself and the wrath of the Gods. This event is known as The Breaking.   The consequences of this act were significant. The continent of Shadar broke into pieces as it hurtled through the realms until eventually being scattered into the infinite sky of the modern world, now only existing in Fractals. This infusion of Shadeweave also created the Undead and led to hundreds of years of desperate survival for the people of the Fractals, referred to as the Age of Darkness. This act also killed Shar beneath the weight of her own power, creating the burden of the Hollow in all Shadar-Kai.

Age of Darkness

1 AB - 484 AB

After the events of The Breaking, the Fractal remnants of the continent of Shadar were scattered across the skies of this new realm of endless clouds - leaving the surviving mortals stranded on floating islands of varying size and resources, decimated from the planar traversal. What’s more, the Shadeweave knots at the core of each of the landmasses infused the very soil with Arcane Magic, raising the dead from their graves as Undead husks - creating localized outbreaks that trapped the survivors on a small island with their own zombie apocalypse. Those that were able to hold out and survive formed Haven cities, though many of these were taken over with the rise of Vampires throughout the centuries.

  • 442 AB - 484 AB
    The War of Thorns
    Military: War

    The climactic conflict of the War of Thorns marks the end of the Age of Darkness and is the culmination of many years of rebuilding from the survivors of The Breaking and the Haven cities of The Silver Road. Localized in the region of the Imperial Fractals, this war is in reference to a series of revolts against local Vampires that had organized into a council of allies called the Court of Thorns. These revolts were led in large part by the invention of the Skyship, under the leading banner of The Dawnbreaker captained by King Caspian Valero - who would eventually found the Valedori Empire after this victory.   The war itself was a drawn-out and bloody conflict, spanning decades of fighting across what is now Southmark and Eastmark - made difficult by both the strong fortifications of the Vampires of the region and the hordes of Undead armies under their control. While the first revolt in Sigyn's Leap was able to kick-start the conflict, it would be a long campaign across the coast of the Imperial Fractals to present-day Valedor and inland to Castle Ambrose where the final battle would take place.   While all manner of mortal peoples rallied together in the war for a common cause, some of the fiercest fighters include the Devilblood Companies, the Werewolf Clans, and the beginnings of the Imperial Army led by Damascus Ray.

The Imperial Age

484 AB - 680 AB

Marked by the end of the War of Thorns, but heralded years before by the invention of the modern Skyship - the Imperial Age is the turning point for those peoples who survived the Breaking. It marks the first time in which they not only held dominion over their own lives, but were able to master the skies around them and connect the Fractals they lived on into grand civilizations and societies - such as the Valedori Empire for which the age is named. This begins a golden age, a renaissance of ingenuity and exploration for which the world is still living to this day.

  • 488 AB
    The Arcane Exclusion Act
    Political event

    The Arcane Exclusion Act was one of the first major laws put in place by the Valedori Empire at the start of the Imperial Age to maintain a level of control over the Imperial Fractals. It is also one of the most impactful laws currently upheld by any government or nation of the modern world and is single-handedly responsible for the creation of the Elven Diaspora.   While the law itself is quite clear, the implications of this have affected many different peoples. The act explicitly states the “exiling of all Shadar-Kai from the territories of the Valedori Empire” and “forbids the practice of Sorcery, the pursuit of Spellfire, and uncontrolled use of Arcane Magic”.   The last clause of this law has been widely interpreted to mean that any practice of Arcane Magic that is not directly sponsored by the Valedori Empire is subject to the punishments of the law - which are upheld by both the State Spellcatchers and the Imperial Army as a whole and can range from forced exile, life in prison, or in some cases execution. Because of the severity of this set of laws, while they are not named specifically - Wizards, Elves, and Gnomes also considered themselves unable to live a free life and practice their traditions and studies without the threat of imperial action. This led to both the event of the Elven Diaspora and the settlement of the Diaspora Fractals.   Notably, because of their importance in positions of power or economic advancement within the Valedori Empire - Bards and Artificer have often received kind treatment under this law, and even at times a pass from its consequences. So long as their use of Arcane Magic can be proved to be controlled and in the service of the needs of the empire.

  • 488 AB
    The Elven Diaspora
    Population Migration / Travel

    The Elven Diaspora is both a reference to a mass movement of peoples, but also a historic turning point that has redefined the cultures of Elves and Gnomes in the modern world. Spurred by the passing of the Arcane Exclusion Act in the Valedori Empire, the ensuing adoption of the law robbed people of the pursuit and common practice of Arcane Magic within the Imperial Fractals. Given the inherent connection that the peoples of Elves and Gnomes have to Arcane Magic - it was effectively outlawing a part of themselves and a part of their culture and history.   What came from this was a collective movement - not spurred by one leader, but rather by communities of Elves across the Fractals. The goal of this movement was to make for themselves, to find a place that they could be safe against the threats of the Undead but also be free to practice their culture. What it became was years of migration South through the Imperial Fractals and beyond, collectively searching aboard Skyships to find a place to call home.   What they would find was a history that many of them had forgotten - ruins of ancient cities of the Age of Queens before the Breaking that spurred in them a dream of the past, and the dream to rebuild the great Elven Kingdoms of old in this new world. This region would become what is known as the Diaspora Fractals, and this dream is one that is still pursued by the people of this region and their leaderships under the Magistrate to this day.