The Great Accident was the singular event that created The Shard. An explosion of celestial magic spawned the matter that forms the planet, and led to the evolution of life forms that inhabit it.
The early stages of Shardinia, stretching back to The Great Accident and the early formation of the planet, its landmasses and seas. This era encapsulates the evolution of life in the seas and life stretching its new legs onto land. Over tens of thousands of years, many species evolved, developing the intelligence to form nomadic tribal societies, coming together to ensure their survival and protect themselves from predators and other tribes. Towards the end of this age, tribes began to create primitive weapons and tools to help them thrive, and started to build permanent structures to give themselves a foothold on the planet. As survival became easier, many turned their interests towards the world around them, looking for answers to questions they had of the place they called home. The Age Before Time ends with the derivation of a basic understanding of earth, fire, air and water.
The Great Accident was the singular event that created The Shard. An explosion of celestial magic spawned the matter that forms the planet, and led to the evolution of life forms that inhabit it.
A great celestial object, later discovered to be the ball of Alan's hip joint, descended into The Shard's atmosphere at terminal velocity, striking the centre of the planet, starting a chain reaction that would bring The Age of the Elements to an end, and usher in The Age of Religion.
The impact of the Celestial Collision caused significant disruption to the REM sleep of Marog Thistlespear, a great dragon slumbering underneath the Spearmint Spires in North Sherberre.
Following The Celestial Collision, Shardinia entered into an age of religious rule. The appearance of the eye of stone (The Moon) gave way to the concept of deities. The elements previously worshipped were quickly personified, making them more relatable, and more alluring to the people. Of course, the "gods" they thought they were praying to weren't real - a god can't be willed into existence - but gods do exist in the universe, and they have very good hearing. Soon enough, the prayers were heard by the real gods of the elements, The Elemental Lords, who turned their attention to Shardinia and its inhabitants. Over the first years of this age, the first four religions of Shardinia were formed: The Church of Kossuth, The Holds of Grumbar, The Order of Akadi and The Sects of Istishia. The other gods soon followed the Elemental Lords to Shardinia, trying to get their own slice of the devotion pie.
After spending around 50 years deep in the bowels of the Spearmint Spires, Marog Thistlespear finally made her way to the surface, bursting forth from the mountainside in a hail of rocks and minty, icy blasts.
As is often the case when multiple religions exist in close proximity to one another, it wasn't long before violence broke out on Shardinia. The major religions all vied for dominance, vowing that theirs was the only God deserving of the devotion of the Shardinian people. The war would rage for hundreds of years, becoming increasingly bitter and costly.
The followers of Kossuth, The Firelord unleashed their secret weapon upon the world. They had discovered a new, highly volatile substance called Paprika, and set about creating a weapon with it. The weapon, dubbed the Red Storm by their enemies, helped turn the early stages of the war in the Church of Kossuth's favour.
In the years following the introduction of the Red Storm, the Church of Kossuth's technology advantage helped them gain the upper hand, driving back invading forces and helping them lay waste to the mainly wooden defences of their opposition. The other factions had to think and act fast to avoid their downfall, and while better quality weapons, training and construction methods helped mitigate the effects of the Red Storm, it was the discovery of magic that next changed the tide of battle.
Having seen warriors and sages from Taurinestein wielding weapons adorned with a strange multicoloured mineral, Turmeric began to search for their own source of this material, constructing two mines to search their mountains for Alanmantium.
Miners at Turmeric's North Alanmantium mine unexpectedly surfaced from the bottom of the mine, making a huge leap in their understanding of the planet they inhabited, and finding Shardinia's Alanmantium core. Both mines immediately set their sights on the core, constructing huge rigs to enable them to access it and mine the precious Alanmantium. They kept their discovery a secret for as long as they could.
The first haul of Alanmantium was extracted from the mine at Habanero City and brought to the surface.
As the factions of the world were locked in a battle to create the deadliest deterrent to attack, a called The Worldrazer, developed by Vedalken Artificers, threatened to plunge the world back to The Age Before Time. It was, however, stolen, bringing the world into a new age.
The Age of Adventure became so degenerate that the governments and factions of the world had lost total control over wealth and power, with a small few hoarding the vast majority of both. Their only solution was to work together to topple the Adventurers who had took far more than their fair share. A purge of magical items was held, along with a symbolic treaty, signed by all governments of the world, ushering in a new age of peace.