Shadowfire Shadowfire Epochs Timeline

Shadowfire Epochs

Master timeline - not to be confused with the recorded histories, myths and beliefs that individuals and cultures may have.

Creation, The Elder Gods and the Wars of Emancipation

Deeptime

Prehistory and mythology, millennia before the count of years or the Elderkins' racial memory

  • Deeptime
    Creation
    Celestial

    The cosmic forces of the universe coalesce from pure energy and magic into a new world. Forced into being by the Elder Gods, primal forces of pure hunger that farm the untamed energies into worlds in order to feed off the concentrated magics that result.

    Additional timelines
  • Deeptime
    Evolution
    Geological / environmental event

    The as yet unmanifested Elder Gods wait patiently for millions of years for life to be born from the focussed magics, arising deep within the lava-flows of the planet. The new life emerges as the world cools. The great lava flows leave vast tracks of hollowed out earth and underground waterways where the ecosystems are born - many feeding directly from the magic that flows through the veins of the earth. Life emerges onto the surface and explodes in diversity beneath the light of the sun.   This is the sign the Elder Gods are waiting for, The ripening of the World.

    Additional timelines
  • Deeptime
    The Seeding
    Geological / environmental event

    The Elder Gods take physical form.   The Elder Gods seed themselves onto the planet - splitting into thousands of physical avatars to feed off the new life being formed. These take the forms of the original abominations: Demons, aboleths, illithids etc. In this age all are tied to the consciousness of the Elder Gods. Slowly over aeons, these avatars of the Elder Gods grow more independent and self-conscious. Through greed, gluttony and slothfullness, they become earth-bound and lazy.

    Additional timelines
  • Deeptime
    Forging of the Eldarkin
    Life, Birth

    The Avatars of the Elder Gods decide to create slaves - forming the first of the Elderkin through magic manipulation of the Blood of the Earth with their own alien magics.   The Eldarkin are subject to brutal torment in servitude to the abominations over many generations.

    Additional timelines
  • Deeptime
    Stealing the Blood Magic
    Revolution

    The Elderkin slaves steal the secrets of the Blood Magic from the Elder Gods.   A hero of the Kin arises, and plants the first seeds of dissent. Growing resentful of the inequality they feel, they realise they need to take power.

  • Deeptime
    The Wars of Emancipation
    Military action

    During the age of uprising, there is much conflict and destruction. The Kin slowly learning to shake their dominion, and experiment with the blood magics.

    Additional timelines
  • Deeptime
    The Second Divinity
    Celestial

    The second divinity forms from the creative powers of the Elderkin.   As the Kin battle for freedom against the Eldar Gods using the stolen blood magics, a hope arises among the Kin, and it sparks the generation of the first of the new divinity - the Trinity is born.

  • Deeptime
    The Cosmic Defiance
    Military action

    Through the powers of Provider, Preserver and Destroyer, the Kin fight wars against the Elder God Avatars, slowly gaining freedom.   The Elder God Avatars, however, draw into themselves the powers from the non-manifested Elder Gods. The Cosmic battle between the minions of both Eldar and the Trinity is immense, reshaping the world, and splitting the two moons from surface of the planet.

  • Deeptime
    Banishment of the Elder Gods
    Era beginning/end

    The battles escalate and new hero’s and avatars being born from the Trinity as the victories of the Kin escalate into a divine magic feedback loop.   The war is won, when the magics succeed in banishing the Elder Gods - creating the demonic realms separate from the physical. The magics creates the Astral Sea and outer planes as prisons for the Elder Gods. It forced all the Elder Gods into physical form, and trapped them in the outer hells. Doing so used up much of the primal magic sources.   Remnants of the Elder Gods’ avatars remain, but are destroyed or chased into hiding.

The Eldarkin and the Bloodstone Wars

8000 BD 2320 BD

Thousands of years before known written records, some preserved (and protected) in the Eldarkin racial memories

  • The Elderkin rebuild the cathedrals of the hollow earth
    The Hollowing
    Construction beginning/end

    The Eldarkin, not wishing to view the skies which remind them of the Eldar Gods and the trauma of cosmic war, retreat to the cathedrals under the earth, to be close to the source of the Divine Blood Magic.   They design and build great underground cathedrals and cities of unsurpassed beauty, determined to live in freedom, and allow all life on the world to do so too.

  • The Excuberance
    The flowering of the surface world
    Geological / environmental event

    While the Eldarkin build the Hollow Earth, the surface world explodes in new life, growing free beneath the light of sun and moons, powered and guided by the Trinity and the Blood Magics left behind after the wars of emancipation.

  • 4200 BD

    3500 BD


    The Elderkin Schism
    Political event

    Some of the Elderkin seek the new life out on the surface of the world, becoming enamoured of it and seeking to protect and guide its growth.   Others are horrified by this - seeing in it the seeds of avarice and control that the Elder Gods visited upon the world, and that a show of power on the surface may invite further conflict with the remnants of the Old Ones   Conflict arises between the two sides.

    Additional timelines
  • 4000 BD

    3800 BD


    The development of Stone Magic
    Technological achievement

    Members of the Elderkin discover a new way to channel and manipulate magic.     The new magic (Stone magic) is focussed through objects like stones and magical items. Concerned more with energy storage and release, mechanics, capture and control, manipulation of matter.   In contrast to the old magic (Blood magic) which is direct channeling of magic (divine, elemental, healing, ebb and flow, energy exchange).   Both sides of the Elderkin schism embrace the new methods in a race for supremacy.

  • 3800 BD

    2500 BD


    Stoneforged and Bloodforged
    Technological achievement

    Tensions mount, an arms race of magic and magical engineering of new races - the Stoneforged and the Bloodforged.   The Deepkin and Arkin begin crafting armies of forged beings by channeling the magics of Blood and Stone and breathing life and intelligence into them.   The Deepkin create the Stoneforged - Dwarves, Giants, Golems and Machines - from the rocks and metals deep within the earth.   The Arkin on the surface create the Bloodforged - Shroomkin, Avians, lizardkind and countless others by manipulating existing animals and pants and warping them into new forms.   The culmination of the forging saw the creation of the Dragons, the pinnacle of both Blood- and Stone-forged magic, combined.

    Species
    Dragons
  • 2425 BD

    2323 BD


    The Bloodstone wars
    Military action

    The arms-race erupts into a series of wars between the Arkin and the Dopkin over a period of 100 years.   Primarily using the forged races as their proxies.

    Additional timelines
  • 2322 BD

    2320 BD


    Strike and insurrection
    Civil action

    The forged races, growing tired of dying for their masters who see them as property and tools, form hidden pockets of resistance, and growing examples of mutinee, and a refusal to fight any more.  The Forged begin to meet in secret, planning peaceful insurgency and freedom from their masters.

  • 2321 BD


    The Great Subversion
    Diplomatic action

    The wars end in a peaceful strikes and forced armistice led by the mighty Dragons. The Alliance of Blood and Stone forces an uneasy truce between the Deepkin and the Arkin, and independence for the forged races.

    Species
    Dragons
    Additional timelines

The Age of Exultancy

2319 BD 217 BD

  • 2319 BD

    2195 BD


    The Retreat and the Middling
    Population Migration / Travel

    In shame, Many of the Dopkin retreat back to the Hollow Earth and isolate themselves.   Many Arkin do the same - retreating the the deep forests and the Feywild.   Many remain however, and choose to live in harmony with the forged races. These become know as the Middlekin.

  • 2319 BD

    2254 BD


    A new order
    Diplomatic action

    A long period of adjustment as the world adapts to peace and a new order of self-rule for the Forged races. The slow establishment of democratic rule and peaceful diplomacy.

    Additional timelines
  • 2253 BD


    The Stoneforged Assembly
    Founding

    The new nations of the Stoneforged and Middlings form a compact and systems of global rule based on diplomacy and democracy.  The Stoneforged Assembly sets down principles and shared infrastructure to encourage the sharing of knowledge and opportunity, and to celebrate the diversity of all things.

  • 2252 BD

    1200 BD


    The years of exultancy
    Artistic creation

    For over a thousand years the Assembly guides a new enlightenment. Collaboration and trade between burgeoning states powers discoveries both scientific, magic and cultural.   The nations span the globe, travel is commonplace.   Conflict is rare, and easily negotiated by the rule and oversight of the Assembly.

    Additional timelines
  • 983 BD

    217 BD


    Personality cults
    Cultural event

    The democratic structures begin the fade into a new cast system, with many seeking fame, privilege and power across the globe.   A new cult of personal gods arises, status and privilege is fought over in a global Cold War of divine magics

  • 305 BD

    217 BD


    Magical flight and space travel
    Technological achievement

    Flying machines and space craft are invented, enablin g mass movements across the globe for those even without magical abilities, and the nations turn their eyes towards exploration and colonisation of the moons.

  • 217 BD


    The Ascendency
    Discovery, Exploration

    The first moon landing by the Forged Assembly is seen across the nations as the greatest achievement and proves their unchallenged mastery over the world.   For many later scholars, this event marks the end of the Age of Exultancy and the beginning of the Age of Ascendancy.

    Additional timelines

The Age of Ascendency

216 BD 1 BD

  • 215 BD

    153 BD


    The Reawakening of the Elder God Avatars
    Metaphysical / Paranormal event

    Remains of the Elder God Avatars are discovered on the Second Moon. The Avatars are awoken, and quickly subsume and control those that found them. The events are known by few, and kept under tight secrecy and cover-up.   Key world leaders are slowly infiltrated and corrupted by the influence of the Elder God Avatars.

  • 182 BD

    1 BD


    The Godling Wars
    Military action

    A long Cold War develops as the democracies of the Stoneforged Assembly descend into competing theocracies and dictatorships riven by civil unrest.   Fuelled by a magical arms race, growing border disputes and global subterfuge.   The Stoneforged Assembly dissipates as the hundreds of sects of personality gods descend into chaotic wars.  Godlings dominate and subsume the weaker among them, as greater and greater divine forces are unleashed against each other.   These conflicts escalate, unleashing ruin upon the people of the worl, and power coalesces into three primary factions intent on domination.

    Additional timelines
  • 56 BD

    1 BD


    The Cabal and Refuge
    Diplomatic action

    People from across the new warring empires attempt to salvage the dreams of the Stonefrorged Assembly for a new secret organisation called the Cabal.   At first its aim to use diplomacy to subvert the conflicts and avert the disaster.   Agents of the Cabal discover the machinations and plans of the Elder God Avatars behind the Godlings Wars.  Learning that it is their attempt to end the Elder God’s banishment, to undo the creation of the Astral Sea, and empty the denizens of the hellish prisons back into the world.   The Cabal channels its energies and activities to prevent this cataclysm by confronting the forces putting the final ritual in place, while others build a Refuge to salvage what they can before it is too late.

    Additional timelines
  • The Sacrifice
    The Final Gambit of the Cabal
    Metaphysical / Paranormal event

    A final confrontation where the hero’s of the Cabal sacrifice all to prevent the full completion of the Elder Gods' ritual.   Their efforts only half succeed. The ritual is completed, but the Cabal’s heroes manage to stop time at that precise point. The magic unleashed radiates outwards and causes the Destruction.   Most know nothing of these events, but later scholars of the Refuge and the Protectorates believe and teach that the Undoing of the Banishment was prevented by the heroes of the Cabal.  The truth is, it still ongoing, only frozen in time. Should the balance of Cabal vs Elder God magics be upset, then what was set in motion may continue.

  • Gods' Ruin
    The Destruction
    Disaster / Destruction

    The Destruction as a result of the unleashed magics, failed to be stopped by the Cabal. Planet altering magic is unleashed, and the earths core is fragmented. Half a continent is ejected into the atmosphere and the world’s spinning altered. The magics alter time, and the world spins now with one side always facing the sun.   It results in countless years of fire, raining meteors, earthquakes and volcanism.   Those left behind die in their millions. The survivors endure - transformed and mutated into new forms.

    Additional timelines

Age of Shadowfire

1 AD 2788 AD

  • Uncounted years
    The Collapse of the Hollow Earth
    Disaster / Destruction

    The Destruction and subsequent earthquakes cause untold damage throughout the subterranean empire, destroying much of the Deepkin's civilisation. Survivors slowly rebuilt where they could.   In desperation, explorers were sent to the surface to discover what had occurred, most failed to return.

  • 1 AD

    426 AD


    Refuge
    Population Migration / Travel

    To escape the Destruction, the Cabal leads as many people as they can into a protected realm - a magically created micro-universe called the Refuge.   Time runs faster in Refuge. While well over a thousand years pass in Shadowfire, only 426 yrs pass in refuge.   [ link to parallel timeline here ]

    Additional timelines
  • Uncounted years
    The Tangled Fathoms and the Under Ice
    Founding

    A small group of survivors use their magic to forge themselves into survival underwater. These folk form the seeds of the underwater races.   Long before the surface cultures had restablished themeselves, the underwater kingdoms battled for territory, either beneath the shelter of the black ice, or in the balmy clines of the Golden reaches and the depth of the Tangled Fathoms.    Many sought out exposed caverns of the Hollowed Earth, and the ruins of sunken cities.

  • Uncounted years
    The Fey Mists
    Founding

    The noble houses of the Arkin retreat to the Feywild, using their magic to prolong life and keep a pocket of the Fey connected to the world of Shadowfire within the protective mists of the forest of Ophillias.

  • Uncounted years
    The Mortugurra Incursion
    Metaphysical / Paranormal event

    The Destruction causes the barriers from the Prime Material Plane and the Elemental planes to weaken. The Lords of Fire gai entrance to the world and establish the Gleaming City in the melting lands of Mortugurra on Sunside and set about expanding their dominion.

    Additional timelines
  • Uncounted years
    The surfacing of the Deepkin
    Population Migration / Travel

    Eventually an intrepid member of the Vegassi clan discovered the exit to the lands of Twilight near what was to become of Deepmot , and realising the sun no longer shone there, that they could now live on the surface.

  • ~2,000 years before the Tempus Accord
    The Goblins settle in Uferbrech
    Population Migration / Travel

    The ancestors of the Motu migrate from the Danwcrags, discover the lost ruins, and begin their long vigil.

  • ~2,000 years before the Tempus Accord
    The founding of Deepmot
    Founding

    After the collapse of the Hollow Earth and years of turmoil, the Vengassi clan convince the majority of the Deepkin to abandon the unstable depths and live on the surface. There is hidden dissent about abandoning tradition, with many citing the legends and warnings from before the original Elderkin schism.   Compromise was had, with the Deepkin establishing Deepmot on the surface, with many remaining in the shallow depths just below the city. Trade was established with the Genasi hordes to Sunside, and the tribes on Sea of Black Ice. Trade in Stone magics for exotic food and materials from Sunside and Shadowside alike.

    Location
    Deepmot
  • ~1,000 years before the Tempus Accord
    The first council at Kukutana
    Diplomatic action

    The many roaming and warring tribes of long survivors of the Destruction slowly develop the trading city at Kukutana over hundreds of years of trading with each other. The city is given to self rule by agreement from the tribes, with sacred oaths to maintain its independence and neutrality across the Shimmerlands.

    Location
    Kukutana
  • -198 BT
    First performance of the Wise and Gracious Allmother of the Deep Flowing Uhd
    Artistic creation
    Location
    Deepmot

The Return

2789 AD 2909 AD

  • -120 BT


    The Return from Refuge

    The people of Refuge re-emerge in the mountains and spread down into the plains just Sunside of the Brightweld Mountains.

  • -120 BT

    -106 BT


    The Brightweld Wars
    Military action

    A period of battles and skirmishes between the newly Returned from Refuge and the Mountain Goblins and the Sunside Tribes of the Shimmerlands The Goblin tribes are pushed south the the Dawncrags, while the Returned are driven back to the colder twilight lands just Shadowside of The Brightweld ranges, where they finally manage to establish a foothold and begin to settle.

  • -106 BT


    The Siege of Fyrgard
    Military action

    The final 6 month long battle where the forces of the Returned held the passes against the mountains goblin tribes.  It marks the end of the Brightweld Wars and the establishment of the Protectorates' sunward borders.

    Location
    Fyrgard
  • -106 BT


    Destruction of Dam Nation
    Military action

  • -105 BT


    Founding of the Protectorates
    Founding

    The return of the people saved from the destruction within the Refuge. The leaders of the Cabal founded the fledgling nation on Reverence Bay , at the location to become known as New Lafaelle

  • -74 BT


    Foundin g of Kaltsrad
    Founding

    Location
    Kaltstad
  • -47 BT

    0 BT


    The invasion of Uferbrech
    Military action

    The Protectorates forces begin their long lasting incursion into Uferbrech , slowly displacing the Motu from their ancestral homes as they found the colonies at Badenton and later Omberstad

    Additional timelines
  • -28 BT


    The Founding of Badenton
    Founding

    Settlement created at Badenton by forces of the Protectorates

    Additional timelines
  • -24 BT

    -13 BT


    The Building of Fort Kustos
    Construction beginning/end

    The long construction of the Fort at Omberstad, overseen by Lord Ackron and enabled by the Motu slaves forced to make it.

    Location
    Fort Kustos
    Additional timelines
  • -18 BT


    The First Council of the Mothers of Motu
    Diplomatic action

    After their displacement, the disparate goblin tribes of Uferbrech establish the first council of the Mothers of Motu

    Location
    Motu
    More reading
    Mothers of Motu
    Additional timelines
  • -14 BT

    -4 BT


    The Kaltstad Rebellion
    Civil action

    A decade insurgency by the people of Kaltstad against the oppressive rule of the Protectorates. It erupts into regular armed rebellions over the 10 years.

    Location
    Kaltstad
  • -11 BT


    Birth of Impetine
    Life, Birth
  • -3 BT


    The Novalucca Intervention
    Military action

    At the request of the Protectorates, the forces of Deepmot mobilise to quell the rebellion at Katstad.

    Location
    Kaltstad

The Modern Era

Year Zero of the Tempus Accord

The agreed restart of dates written into the Tempus Accord between the The Protectorates , Deepmot and Tribes of the Shimmerlands.

  • 0 TA


    The Tempus Accord
    Diplomatic action

    The Tempus Accord agrees to a new count of years - ZERO - which begins the modern era. It is also the date by which the Protectorates recognised formal annexure of Tokaru and Timesdawn from the Motu.

    Additional timelines
  • 13 TA


    Birth of Annika Lux
    Life, Birth

    Annika born in Omberstad to parents Clara and Felsen Lux.

    Location
    Omberstad
  • 29 TA

    52 TA


    The Exile of Annika Lux
    Life, Relocation

    The 23 years of Annika's global travels in exile, documented in The Lost Journals of Annika Lux

    Additional timelines
  • 31 TA

    38 TA


    The Stonesky Riots
    Military action

    More reading
    Stonesky Riots
  • 36 TA


    Murder of Kholkosi
    Life, Death

    The murder of the Firelord Kholkosi by his servent Tasido Diamond. The only know death of one of the original Lords of Fire, which also saw the escape of Kholkosi's tehtered Godling, now known as the Dead Lord Kholkosi.

  • 38 TA


    Impetine becomes the Risen Lord
    Life, Achievement/ Win
  • 53 TA

    58 TA


    Building of the Steam House at Omberstad
    Construction beginning/end

    Upon her return to Omberstad, Annika immediately began construction on the windwheels, pipes and Steam House.

    Location
    Lux Steam House
    Additional timelines
  • 72 TA


    The Ostfen Displacement
    Disaster / Destruction

    An unexpected eruption of the supposdely dormant caldera near Ostfen caused one of the most disasterous time quakes in modern history.   Survivors who managed to flee have become a diaspora of refugees living in the other Portectorate cities. Most are still struggling with the trauma of the event itself, and many carry permanent disfigurments as a result.

  • 73 TA


    The retaking of Talon's Reach
    Military action

    The The Talons of Aetora, led by Aktaca Galerider, secretly set up camp on the southern end of Tokaru, regain access to the The Eyries of Aetora, and begin geurilla activities against Lord Akron's forces.

    Location
    Talon's Reach
    Additional timelines
  • 79 TA


    The Drowning at Telela
    Military action

    The great sea battle that marked the turning point of the Protectorates invasion of Uferbrech, and the destruction of Lord Akron's fleet by the Motu and their allies from the Tangled Fathoms.

    Location
    Telela
    More reading
    Drowning at Telela
    Additional timelines