1. Timelines

The Infinite Continuum

"An unyielding cycle—where ruin begets renewal, and from the embers of oblivion, existence is born anew. The Infinite Continuum is not mercy, nor fate, but a sentence—an eternal waltz of entropy and genesis, bound to the throes of a cosmos that knows no peace."

— The Ascendant Valekith on the nature of the Infinite Continuum.

First Age (Primordial Pandemonium) (BA) < 0

The First Age, known as Primordial Pandemonium, was a time of ceaseless disorder, where the cosmos existed in a raw and unstable state. The universe had no structure, no balance—only the violent clash of elemental primordials, the Eldari, who warred across the expanse in a struggle that shaped and reshaped reality itself.

This age was the direct consequence of Azhorra'tha, the Watcher in the Abyss, whose subconscious dream gave birth to the Eldari and, in turn, to the unbridled chaos that defined this era. Each Eldari was an embodiment of a fundamental force—Ael, the Star-Smith (Creation), Prism (Order), Ignis (Energy), Thanatos (Entropy), Kinetus (Motion), Gaia (Matter), Kronus (Time), Zephyr (Space), and Nox (Void). However, their existence was not harmonious. Instead, their very nature compelled them to clash in endless conflict, their power shaping the very fabric of reality yet preventing any lasting stability to form.

This unending turmoil lasted for an immeasurable span of time, beyond the comprehension of mortal reckoning. Stars were born and extinguished in an instant, planetary bodies formed and collapsed, and the very laws of existence twisted upon themselves in an eternal cycle of creation and destruction.

This era only came to an end with the Solis Singularity, a cosmic creation event event in which Ael, the Eldari of Creation, sought to impose order upon the chaos. By the Eldari's ultimate sacrifice, Ael forged the Continuum Crystal Cosmology, bringing stability to the realms and marking the transition from Pandemonium to an age of structured existence.

Dreams of the Abyss

The First Age began the moment Azhorra’tha—the Watcher whom dwelt beyond the Void—breached the known universe. As this being of infinite madness stirred, its subconscious took form, manifesting as the Eldari, the first and most powerful of all beings.

These primordial forces were not created with purpose or order, but as mere fragments of Azhorra’tha’s dreamscape, existing only as raw elemental concepts. Each one embodied an aspect of reality, their mere existence shaping the very essence of creation itself. Yet, bound by no order, the Eldari found themselves in an eternal war—a struggle that was not born of malice, but of the nature of their being.

With no laws to guide them and no boundaries to contain them, reality itself was in constant flux. The universe was an unformed battlefield where the Eldari’s raw power birthed and annihilated entire realms in mere moments.

Elemental Discord of the Eldari

In the midst of the Pandemonium, the Eldari waged ceaseless war, their titanic clashes shaping the cosmic landscape in ways beyond mortal comprehension.

  • Ael, the Star-Smith, sought to create lasting order, forging stars and celestial bodies—yet Thanatos, the Eldari of Destruction, unmade them just as swiftly, believing all things must return to nothing.
  • Ignis, the Flame Eternal, gave birth to great suns and infernos, yet Gaia, the Mother of Matter, cooled them into stillborn, lifeless husks.
  • Kinetus and Zephyr, embodiments of motion and space, sent planets and stars careening through the abyss, only for their trajectories to be violently disrupted as they were folded into the void-space of Nox.

Reality had no permanence. Time unraveled, stars collapsed, and the fabric of space itself warped endlessly. It was a time where nothing could persist, for each moment erased the last.

The power of the Eldari was beyond reckoning, raw and untamed, reshaping existence at their whim. During this age:

  • Matter had no consistency, forming and collapsing at random.
  • Time was fluid, folding and unfolding, with moments replaying or being erased altogether.
  • The Void bled into the known universe, as reality itself could not hold its shape.
  • Rift Energy had no structure, existing only as wild, argent force that surged across the abyss.

It was a maelstrom of chaos, a universe caught in a war with no victors and no end in sight.

The Solis Singularity

After an eternity of conflict, Ael, the Star-Smith, came to an understanding—if the war of the Eldari continued, there would be no future, no cosmos, only perpetual ruin. He knew that creation could not last unless order was imposed.

Seeking a solution, Ael turned to Prism, the Eldari of Order, and together they devised a final act—one that would reshape existence forever.

In a single, cataclysmic event, the Eldari poured their essence into the heart of the cosmos, triggering the Solis Singularity. This act forged the Continuum Crystal Cosmology, stabilizing reality by binding the elemental forces into structured elemental planes of existence.

  • The Eldari became the very fabric of the universe, transmuted into the Elemental Planes, the Astral Riftways, and the cosmic energies that now sustain reality.
  • The Continuum Crystal was created, a fulcrum of temporal axis that would hold the universe together, preventing it from falling back into chaos.
  • Azhorra’tha was sealed within the Crystal, its influence suppressed, ensuring that its subconscious madness would no longer unravel creation.. Yet, ironically, it would still serve as the argent genesis of that very same cosmic creation.

With this final act of sacrifice, the Primordial Pandemonium ended, giving rise to the structured cosmos that would become the foundation of all existence.

Echoes of the Abyss

Though the First Age came to an end, its echoes remain across the cosmos:

  • The cosmic expanse still bears the scars of the Eldari’s war, where fragments of their ceaseless struggles continue to ripple through space and time.
  • The Plane of Khaos and Void of Infinitum exists as a shadow of the cosmos, a place where only Khaos thrives. Yet despite their chaotic nature, the Plane of Khaos plays an integral role in the cosmic order, functioning as the argent energy source that gives the very stars their form.
  • The Balance of the Continuum Crystal remains fragile—should it ever shatter, the universe may yet return to pandemonium if the void's veil thins...

Though the Eldari are no longer as they were, their elemental essence permeates every aspect of this newfound existence. The cycles of creation and destruction, life and death, energy and entropy—all are remnants of the Pandemonium that once was.

The Twilight of Creation

With the Solis Singularity, the First Age came to an end, and history was forever divided into two eras:

  • BA (Before Ael's Sacrifice): The era of chaos unbridled, before the cosmos was stabilized.
  • AA (After Ael’s Sacrifice): The structured age, where the Continuum Crystal and Worldstones maintains ordered existence in the teetering balance.

The moment of the Solis Singularity marked the very first year of AA (1 AA), a new era in which the universe would no longer be shaped without form or function, but by the delicate balance between order and chaos.

Thus ended the age of Primordial Pandemonium, and from its zenith, the Infinite Continuum was born.

Second Age (Twilight of Creation) (AA) 1 — 3,000

The Twilight of Creation was the first era of order after the ceaseless chaos of Primordial Pandemonium. The Continuum Crystal Cosmology had been forged in the Solis Singularity, and the raw forces of creation were at last shaped into a stable reality. From the remnants of the Eldari’s elemental essence, the Pantheon of Primus emerged—the first gods, forged to bring balance to the cosmos. However, this peace was short-lived.

The universe still bore the scars of its chaotic birth, and from these wounds, the Elementari Titans—monstrous remnants of the elements unbridled power—rose to ravage the cosmos. This clash between the Primus gods and the primordial titans would ignite The Planar Rapture, an epoch-spanning war that defined the Second Age.

Dawn of the Cosmic Order

At the dawn of the Second Age, the universe had taken shape under the structured design of the Continuum Crystal Cosmology. Each of the elemental planes—energy (Plane of Ignis), water (Plane of Aquos), air (Plane of Zephyron), earth (Plane of Gaian), growth (Plane of Faewyld), entropy (The Netherveil), life/creation (Helios), and death/destruction (Plane of Oblivion)—had been transmuted from the elemental essences of the Eldari, forming the building blocks of creation.

Yet, for all its grandeur, this newly shaped cosmos lacked guidance. From the lingering divine essence of the Eldari, the Pantheon of Primus was born—a pantheon of gods imbued with the will to sustain and protect the ordered universe. Among them stood Helios, God of Life, Deimos, God of Death, Oronos, God of Time, Mystera, Goddess of Magic, and Symetrius, God of Order, each entrusted with maintaining balance across the realms. The elemental Primus deities -- Pyros (energy), Hydrus (water), Aether (air), and Theia (earth) were contained within their respective elemental planes to preserve the cosmic order.

These gods took dominion over the cosmos, ensuring the harmony of life and death, creation and destruction, time and fate, order and chaos. Yet, unbeknownst to them, the Elementari Titans, vast primordial remnants of the Eldari’s chaotic power, still permeated within the depths of the elemental planes—seething at a cosmos which now stood still.

The Planar Rapture

The Planar Rapture erupted as the Elementari awakened, surging forth from the elemental planes to wreak only destruction upon creation. These titans—beings of pure elemental devastation—sought (by their innate nature) to unravel the order imposed by the Continuum Crystal Cosmology, plunging reality back into chaos.

To counter the titanic onslaught, the Pantheon of Primus rallied the forces of creation:

  • The True Dragon—immortal, elemental beasts sculpted by the gods themselves—were charged with protecting the Riftways and the sacred Worldstones, anchors of elemental balance. The dragons were sculpted by Helios in the elemental image of the Archon, which existed as the manifest primordials of each core element upon the Prime Plane. 
  • The Hosts of Helion, angelic warriors forged by Helios, descended from the Plane of Helion to battle the rampaging titans.
  • The Mythar of the Mytharil Empire, descended from the celestial Hosts of Helion, reigned upon the Prime Plane and worked to establish order amidst only chaos.

For millennia, the heavens and the earth were engulfed in cosmic warfare. Mountains were sundered, oceans boiled, and storms raged as divine forces clashed with the Elementari. Some gods fell, their divine essence scattered across the cosmos, while the True Dragons—once numerous—were pushed to the brink of extinction.

It was Symetrius, God of Order, who finally brought an end to the Planar Rapture. Harnessing the power of the Riftways, he siphoned the shattered essence of the elemental titans across the Prime Plane, merging their essence back into their respective elemental planes. Their broken bodies shaped the very landscape of the world—the jagged mountains, vast deserts, and fathomless oceans were all remnants of this war.

Yet, a far greater horror loomed beyond the veil of existence.

A Struggle Beyond the Stars

While the gods waged war against the Elementari, Helios and Deimos fought a battle beyond the Prime Plane itself. From the dark reaches of the Void of Infinitum, the Revenant Titan—aberrations spawned from the fractured psyche of Azhorra'tha—descended upon the cosmos. This cataclysm was no coincidence, however, as Valekith (a powerful Mythar archmage entrusted to protect The Continuum Crystal by charge of Emperor Ezekiel) fractured the Continuum Crystal into what would become known as the Infinity Shards.

These eldritch entities, born from the dreaming madness of the Watcher in the Abyss, sought to consume creation itself. Their war with the divine spilled across the celestial tapestry of the stars, requiring direct intervention from Helios and Deimos to prevent the annihilation of reality.

Though the gods of life and death succeeded in driving the Revenant Titans back into the void, their victory came at a terrible cost. Many of Helios’ Host of Helion were lost in battle, and Deimos, weary from war, withdrew to the Plane of Oblivion to watch over the souls of the dead.

As the dust settled, the Planar Rapture had reached its end. The gods stood triumphant, the elemental planes were secured, and the first age of order had begun. But amidst this newfound peace, the seeds of ambition were taking root—seeds that would soon bring about the first great crisis of the cosmos.

The First Continuum Crisis

With the Planar Rapture waning, civilization began to flourish. The greatest among them was the Mytharil Empire, a magocracy of angelic beings known as the Mythar, who wielded divine Rift Magic to shape the world around them.

At the height of their power, the Mythar mastered the secrets of the Riftways, constructing vast floating cities that defied the laws of nature. None among them was greater than Valekith, the empire’s Archmage and foremost scholar of Rift Energy.

But Valekith’s hunger for knowledge knew no bounds. He sought true immortality, to ascend beyond mortals and gods alike. To achieve this, he devised a forbidden experiment—fracturing the Continuum Crystal.

In his blind ambition, Valekith shattered the sacred crystal, splintering its divine essence into Infinity Shards. This reckless act opened a Khaos Rift to the Plane of Khaos, unleashing an eldritch abomination known only as Eyes of Stars.

When Gods & Mortals Fell

Eyes of Stars was the first Revenant Titan to descend upon the prime, an entity of pure, consuming void born from the mad dreaming mind of Azhorra’tha. As it emerged, it spread an all-consuming void, devouring both the Mytharil Empire and the Dragon Realms in its wake. Entire cities warped into the abyss, and the True Dragons, already weakened from the Planar Rapture, were nearly wiped from existence.

The crisis demanded immediate divine intervention. Helios and the Pantheon of Primus descended upon the Prime Plane, leading the Host of Helion in battle against the Revenant Titan. But even the gods themselves struggled against the Eyes of Stars, suffering great losses in the process.

Ezekiel, just ruler of Mytharil, made a final stand against Valekith to the cataclysmic backdrop of the horror he had just unleashed on their people. In a desperate bid to escape the destruction, Valekith attempted to rift the Floating City of Netheril into The Netherveil by activating the Soulmonger Crystal, consuming countless Mythar to fuel his ritual. Ezekiel confronted him atop the city’s highest spire, and in their battle, severed the Hands of Valekith, breaking his control over the ritual.

Yet it was too late. The city was pulled into the The Netherveil, lost forever, and Valekith was consumed by his own dark magic. But his soul did not die—instead, it split, creating two cursed beings:

  • Valekith, now a a severed shadow lingering in the Shadowfell, plotting his return.
  • Malekith, his fractured mortality, left behind on the Prime Plane to continue his dark legacy.

The End of an Era

The First Continuum Crisis left the world irrevocably changed. The Mytharil Empire was no more, its people gone and its floating cities lost to the void. The True Dragons faded into legend, their numbers too few to reclaim their former glory.

The gods, weakened from their battle, withdrew from the world, no longer willing to intervene so directly. And in the void left behind, new powers began to rise—mortal empires, whose ambition would shape the Third Age to come.

Thus ended the Second Age: Twilight of Creation, an era of gods and titans, of celestial war and divine reckoning. But even as order was restored, the echoes of chaos remained.

For the Continuum Crystal had been fractured, and the cycle of destruction and rebirth had only just begun...

Third Age (Age of the Elves) (AA) 3,001 — 6,000

The Third Age, known as the Age of the Elves, marked a pivotal era where the torch of civilization was passed from the True Dragon to the Elf, their chosen progeny. The remnants of the Second Age—shattered elemental titans of The Planar Rapture and the lingering echoes of the First Continuum Crisis—left the world fractured. It was the True Dragons, the dwindling keepers of the elemental balance, who sought to nurture a new lineage of guardians, beings capable of wielding the ancient Rift Magic they had inherited from the primordial Archon whom Helios molded them in the image of.

Thus, the elves were born—sculpted from elemental essence, imbued with divine grace, and postured to inherit the realms of their draconic creators. But as this age would soon reveal, the ambition of mortals is never satisfied.

What began as an age of enlightenment and stewardship soon unraveled into war, treachery, and cataclysm. The Riftfire Rebellion, a devastating uprising against the dragons, would ignite a bitter conflict between the elven civilizations and their draconic creators, eventually culminating in the Second Continuum Crisis—a catastrophe that would shatter the world once more.

Cycle of the Avatars

At the dawn of the Third Age, the True Dragons, now few in number and weary from their endless struggles, realized that their time as rulers of the Prime Plane was nearing its end. Though their strength remained formidable, their losses in the Planar Rapture had left them too diminished to guide the world alone. In their wisdom, they sought to create successors—beings who could steward the elements and ensure the continued balance of creation.

Using their mastery of Rift Magic, the dragons sculpted the elves from the elemental essence of the world itself. Each lineage was shaped by its draconic progenitor, bound to a specific realm:

To safeguard the balance of the world, the Archons would then decree a sacred cycle—the Cycle of the Avatars. Every three thousand years, a new Avatar would be chosen from the elves, blessed with primordial power to serve as the elemental protectors of the realm. The first Avatars of this cycle emerged during the early third age:

  • Avatar Rozan, Avatar of the Sun – A radiant warrior-king of the Solir, bearing the radiant legacy of the Solar Drakes.
  • Avatar Umber, Avatar of the Earth – A mighty protector of the Njordir, embodying the unyielding strength of the mountains.
  • Avatar Atla, Avatar of the Sea – The chosen of the Dragon Turtles, guiding the tides and defending Atla.
  • Avatar Aegis, Avatar of the Air – A visionary sage of the Vanir, wielding the boundless winds of the Aether Drakes.

These Avatars symbolized harmony between the elves, their draconic progenitors, and the Archons whom first the elements birthed upon the Prime Plane. But the peace they embodied would soon be torn asunder by the stoked flames of ambition.

The Riftfire Rebellion

For centuries, the elves thrived under the stewardship of the True Dragons, mastering the arcane arts and refining their civilizations. But where the dragons sought balance, the elves saw potential—a chance to surpass their creators.

It was Malekith, a remnant of the fractured soul of Valekith, whom first sowed the seeds of rebellion. Disguised as an enlightened Vanir mage, he whispered forbidden knowledge to the Vanir mages of Itelion, revealing the secrets of Rift Energy—secrets he claimed the dragons had withheld to prevent them from achieving true dominion over what was rightfully theirs.

Driven by these revelations, the Vanir sought to experiment upon The Continuum Crystal itself, delving into powers beyond their understanding. As the Solir and Njordir learned of this ambition, they, too, were drawn into the promise of boundless knowledge.

A storm of betrayal and war followed. The elves, once united in their divine purpose, turned against their draconic creators in what would be known as The Riftfire Rebellion.

In a cataclysmic uprising, the elves turned their Rift Magic against the True Dragons, striking them down in their own realms. Each lineage waged war against their progenitors:

  • The Vanir slaughtered the Aether Drakes, cursing the survivors into mist-dwelling wraiths.
  • The Solir extinguished the Solar Drakes, cursing those whom survived into the wrathful Red Dragon.
  • The Njordir sundered the Terran Drakes, driving them into hiding and reducing them to savage forms.
  • The Aesir, alone, rejected the rebellion, standing beside the Dragon Turtles against the rising chaos.

By the time the war had ended, the Age of Dragons was over. The few remaining True Dragons scattered into exile or slumber, and the elves stood as masters of the world. But their victory was hollow, for they had shattered the very balance they sought to control.

The Second Continuum Crisis

Even in triumph, the elves were fractured by their own ambition. Having slain their creators, they turned their weapons against each other, coveting the forbidden knowledge their rivals possessed. So ensued the War of the Wyrmborn...

The Vanir of Tolria, now unchecked in their pursuit of power, sought to claim dominion over all arcane knowledge. This led to an all-out war between the elven civilizations, as:

  • The Vanir of Tolria waged war against the Solir of Itela, attempting to claim their Sun-Rifting secrets.
  • The Njordir of the Earth Kingdom joined the conflict, seeing both sides as threats to the balance.
  • The Vanir of Aerenal withdrew, foreseeing disaster but unable to prevent it.

This war, also known as the Shardborne Schism (or the Schism of the Shards), saw the reckless experimentation of Rift Magic escalate beyond control. The Cult of Infinitum, a secret cabal of Vanir occultists, collected the Infinity Shards left behind by Valekith’s sins, and guided by the unseen hand of Malekith.

What they unleashed was far worse than war.

Their experiments fractured the fabric of reality itself, opening a Khaos Rift that destroyed the Vanir of Itelion, much of the Solir civilization, and entire swathes of Njordir lands in the Earth Realm. Cosmic shockwaves rippled through the Continuum Crystal Cosmology, nearly collapsing the elemental balance.

Only the divine intervention of the Archangels of Helion, led by the ascended Archangel Ezekiel (see: Emperor Ezekiel), prevented total annihilation. The celestial hosts waged a desperate battle to seal the rift, but at a terrible cost—their power was nearly spent, and the Infinity Shards remained scattered across the realms.

The End of an Era

The Vanir of Tolria were no more. Their once-magnificent empire lay in total ruin, their arrogance devoured by the very forces they sought to command.

The Solir and Njordir, broken by the horrors of the crisis, abandoned their war and turned inward, retreating into isolation.

The Aerenal Vanir and the Aesir of Atla, refrained from joining the conflict, severed all ties with their kin, isolating themselves from the world.

Malekith, knowing what was to come, had made exodus to The Sands of Serrakhan before the catastrophe struck, leaving behind only whispers of his next move.

The Age of the Elves had ended. Their golden age had burned to ash, and the world would never again be the same.

  • War of the Wyrmborn

    4850 - 6000 AA

Fourth Age (Dawn of Man) (AA) 6,001 — 9,000

The Fourth Age, also known as the Dawn of Man, marked a transformative period in the history of the Prime Plane. The remnants of the Second Continuum Crisis irrevocably altered the cosmos, mutating the surviving elves and their offspring into the diverse mortal races that would come to populate the world. As the Age of the Elves came to an end, the world saw the rise of new civilizations—kingdoms of men, sprawling empires, and war-torn realms, each carving their destiny upon the shattered remains of the old world. It was an age of uncertainty, upheaval, and conflict, culminating in the Third Continuum Crisis—an event that would once again bring the world to the brink of annihilation.

Genesis of the Mortal Races

The cataclysmic energies unleashed during the Second Continuum Crisis had unforeseen consequences. The argent Rift Energy, though eventually sealed by the Hosts of Helion, had already seeped its corruption into the Prime Plane. Many of the once-proud Vanir, Solir, Njordir, and Unknown (whom managed to survive the crisis) found themselves irreversibly changed, their essence fractured and reshaped by the lingering Rift energy. Over generations, the elves mutated into countless mortal species, their original forms forever lost to the tides of chaos.

  • From the Njordir: Orc, Dwarf, Earth Genasi, Gem Genasi, and Gnome emerged—sturdy, enduring beings bound to the land, shaped by the echoes of their former elemental might.
  • From the Vanir: Human, Halfling, Changeling, and Air Genasi arose—adaptive, ambitious, and unpredictable, their fates unbound by tradition.
  • From the Solir: Fire Genasi were born, carrying the embers of their former brilliance but now scattered across the world.
  • From the Aesir: Water Genasi and Triton emerged, their forms reflecting the fluidity and resilience of their once-great aquatic empire.
  • From the Wilds: Many of the sentient beast-folk that now walk the world were horribly mutated and disfigured from primal creatures, now imbued with intelligence through the same chaotic energies. Among them were the Arakocra, Leonin, Grippli / Grung, Kenku, Gnoll, Unknown, Tuskari, Thri-Kreen, Tortle, and Yuan-ti Pureblood, each tracing their origins to the warped remnants of the Second Continuum Crisis.

With the elves fractured and scattered, the world entered an era of expansion and conflict. The shattered remnants of Itelion, the Earth Kingdom, and Itela left behind vast lands now free for the taking—wild and untamed, ripe for the birth of new civilizations.

Rise of the Mortal Kingdoms

With the decline of elven dominance, new kingdoms and empires arose to claim the world. Untethered from the old world, the races of man and beast forged their own destinies.

In Tolria

  • Kingdom of Avoronia – A powerful monarchy in the heart of Tolria, its rulers claimed noble elven ancestry while embracing the ambitions of man.
  • Tsardom of Ruska – A land of harsh winters and hardier warriors, forged in the crucible of war.
  • Diocese of Alpia – A theocratic kingdom obsessed with technological advancement, fusing magic and machinery in pursuit of progress.
  • The Free States – A collection of city-states, merchant lords, and outcast princes vying for control.
  • The Empire of Bastile - A southern empire ruled by the Immortal Emperor Caeus, whose hunger for conquest would define much of the age.
  • The Duchy of Zubar - A meager coastal power, known for its influence over the black-market trade network across Tolria.
  • The Magocracy of Thouran - A floating city ruled by arcane scholars who unearthed the remnants of the Mytharil Empire and sought to reclaim its lost knowledge.

Three major conflicts defined Tolria this age:

  • The First Imperial Crusade – The Empire of Bastile sought to expand into the Northern Kingdoms but was repelled. The war ended with Bastile’s retreat across the Isle of Niveus, marking the first great defeat of the Immortal Emperor.
  • The Great Advancement – The Diocese of Alpia, obsessed with technological ascension, attempted to convert its own citizens and those of neighboring kingdoms into Clockwork automata. This terrifying invasion was thwarted by a legendary band of adventurers led by Thomm & Bar-Then the Kneebreaker, uniting the Northern Kingdoms in an inspiring defense.
  • The Third Continuum Crisis – A secretive cabal known as the Cult of Infinitum, led by Kalekai Blackhand, sought to collect the Infinity Shards to shatter The Continuum Crystal once more. In doing so, he nearly killed Mystera and Oronos, hoping to wield their divine vestiges, but was stopped before he could release Azhorra'tha. However, the preceding war (ignited by the cults widespread influence) left the Northern Kingdoms in ruin—providing perfect opportunity for the Empire of Bastile to strike.
  • The Second Imperial Crusade - Following the chaos of the Third Continuum Crisis, the Empire of Bastile launched a second campaign—this time successful. With the Northern Kingdoms weakened, Bastile conquered Zubar, subjugated Alpia, and then turned upon Ruska and Avoronia, reducing them all to vassal states under the Immortal Emperor’s iron rule. The conquest marked the end of the Fourth Age, ushering in an era of Bastilian dominance upon Tolria.

In Osira

  • The Fall of Itela - The Solir civilization of Itela stood for a time, but the dark schemes of Malekith culminated in Avatar Lumina’s sacrifice (see: The Light of Lumina). As she revealed the true power of the Sunstone to him (to spare the life of her son Talyen), he bound her elemental essence and sundered The Sun Realm into ruin. The land was left scorched and scarred, with a permanent rift to The Netherveil torn open upon The Umbral Gateway. The surviving Solir were cursed into the Kroot—twisted, lightless husks of their former selves, forever scorched by the sun they once worshipped (see: The Elegy of Emberfall).
  • Rise of the Serrakhan Sultanate - Malekith, having foreseen the consequences of his schemes (during the Third Age), fled Tolria before the Second Continuum Crisis reached its zenith. He established the Serrakhan Sultanate, building an empire in The Sands of Serrakhan with his most loyal followers who followed him to Osira.
  • Trials of the Aesir - The Aesir of Atla, already devastated from their battle against the World Eater Serpent, struggled to rebuild under Avatar Vapora (and later Avatar Typhon).
  • Isolation of Aerenal - The Vanir of Aerenal remained hidden, shrouded in the eternal mists conjured by Admiral Aegis, ensuring their separation from the world and the subsequent protection of the Etherstone.
  • The Earthen Wars - The Njordir, fractured and leaderless, were left divided among warring Orc, Dwarf, and Genasi tribes. Avatar Rok, the second Earth Avatar, eventually united them into the Earth Kingdom, bringing stability to the once-divided land.
  • Curse of the ValarThe Valar (accursed and exiled descendants of the Vanir from itelion) survived upon The Immortal Isle, yet remained trapped by the Night Mother Nyx's spiderweb of malediction—any sailor who attempted to leave and drowned, would return as a Draugr revenant.

Aegis of the Ancients

Few species survived from the Second and Third Ages, but among them were:

The End of an Era

The Fourth Age ended, nearly just as the third did, in cataclysm and conquest. While the Third Continuum Crisis would be averted by the actions of a heroic band of legendary warriors whom thwarted the Cult of Infinitum's plans, Bastile’s imperial ambitions would go on to reshaped the Tolrian continent. As the Immortal Emperor tightened his grip over Tolria, and the remnants of the elven past crumbled, a new age loomed on the horizon—one where men, gods, and titans would once more decide the fate of the Infinite Continuum. The elemental realms of Osira remained fractured and largely isolated from one another, reeling from scars of the past, which yet threatened to capitulate their civilizations into ruination.

  • Earthen Wars

    6450 - 6650 AA

Fifth Age (Age of Progress) (AA) > 9,001

The Fifth Age, known as the Age of Progress, is an era defined by the fusion of arcane mastery and technological marvels. As civilization accelerates toward a new frontier, the boundaries between magic and science blur, and nations flux and fall upon the currents of innovation, trade, and war.

From the soaring spires of Thouran, the Metal City, where Rift Energy pulses through towering constructs, to the Imperial Academy of Bastile, where engineers and artificers weave spellcraft into machines, the world surges into an age of unparalleled advancement. Yet, even as great minds push the limits of possibility, the scars of past ages linger—some forgotten, others festering beneath the surface, waiting for their moment to emerge once more.

The Age of Arcane Innovation

The dawning of the Fifth Age is marked by a golden era of discovery, where Rift Magic is no longer solely the domain of magicians or sorcerers, but has been harnessed into practical technology that revolutionizes warfare, trade, and transportation.

Innovations of the Fifth Age:

  • Rift Rifles – Arcane-powered firearms that channel Rift energy into lethal projectiles, shifting warfare away from traditional melee combat.
  • Rift Engines – Aether-fueled mechanisms that power war machines, automaton constructs, and airships.
  • Stable Rift Energy – The refinement of Rift magic to provide sustainable energy sources for entire cities.
  • Clockwork Automata – The fusion of machinery and magic, resulting in sentient constructs that serve as workers, soldiers, and advisors.
  • Rift-powered Airship – Great floating vessels that traverse the skies, their engines fueled by distilled Rift energy.

With these advancements, civilization expands faster than ever before, especially on Tolria, where the Empire of Bastile dominates the continent through a network of imperial airship lanes, forging trade routes and fueling its war paths alike. However, while Tolria soars toward a technological renaissance, the fractured lands of Osira remain scattered and isolated—each realm a shadow of its former self, still reeling from past cataclysm.

Osira: A Realm Fractured

Unlike Tolria, where imperial conquest and rapidly accelerating industrialization drives froward progress, Osira remains splintered, its elemental realms estranged from one another, the memory of their shared kinship all but forgotten.

The Conjunction of the Realms

Though the realms remains divided, the elemental planes beyond the prime were nearly reunited by force. The Primarchs of the Sun—demigods created by Malekith’s will—were unwittingly released by the Sunsations (see: Primarch's Release), culminating in the Conjunction of the Realms, a catastrophe where Prometheus, greatest of the Primarchs, attempted to forcibly merge the Plane of Faewyld with the Prime Plane.

His actions terraformed vast swaths of Osira, including:

Though the Sunsations defeated Prometheus and destroyed the Promythean, the ziggurat that would have completed the merging of realms, the damage could not be undone.

Destiny of the Dragons

Among the chaos, the Y’azi Empire flourishes, entering a golden age of prosperity. Trade relations with the Serrakhan Sultanate and Aerenal (see: The Trilateral Concord) now thrive as the Great Y’azi Fireline stands strong.

Yet, on the empire’s northernmost borders, pale riders bring dark omens. From the frostbitten wastes of Norska, the champions of Khaos ride forth. Having hunted the last of the Fyrashan Spirit Seers during the early fourth age, they now seek to unleash the united Tribes of Khaos upon the civilized world once more.

This prophesied struggle against Khaos turned into the bloodiest conflict since the third age, when the Warrior-King Valkur once ravaged the continent until he was banished to the Plane of Khaos by Fujin and Raijin.

Only by the aide of the sunsations in rallying the Imperial Y'azi Guntai to mount a desperate defense (see: Dawn of the Rising Dragon), slaying Varaghast Ghuul, and closing the Khaos Rift, did this cataclysm come to a pyrrhic end.

The Empire of Bastile

With Tolria firmly under Bastilian control, the empire’s grip extends over nearly the entire continent. As Bastilian interests expand into Osira, the empire sees an opportunity to exploit its untamed lands, raising tensions between the western Empire and the separated sovereignties of Osira...

  • The Duchy of Zubar and Alpia – Folded into the imperial province of Averland.
  • The Kingdom of Alpia – collapsed into the imperial vassal state of Middenland.
  • The Tsardom of Ruska – capitulated into the reluctant imperial state of Nortland.
  • Averland, Middenland, and Nortland – Now imperial vassaldoms, supplying Bastile with manpower and resources.
  • The Free States – Technically sovereign, but forced to pay heavy tribute for Bastilian "protection" and access to airship lanes.
  • The Ruskan Remnants – Pushed to the northernmost fringes, turning to the Ruinous Powers of Khaos in desperation.

Only The Floating City of Thouran, the last great magocracy, remains independent. Yet, its fragile peace with Bastile grows weaker.

In a ruthless show of force, the Immortal Emperor Caeus deployed an experimental Rift-Nova Device aboard Bastile’s forward fleet, testing them against Archmage Kelak Nilfard—Archmage of Thouran and Avatar of the Air (see: Aegis of the Archmage). Slaying Kelak was only a first step, but it provided valuable research data to imperial scientists, whom had been long-since studying the avatars of the elements and their connection to the Worldstones.

With the arcane supremacy of Thouran waning, Bastile grows ever bolder as the Golden Kraken spreads it tendrils to the farthest reaches of the world.

Odyssey of the Sunsations

In a time when empires clash, realms shatter, and the old world has all but vanished to ruins, the Sunsations venture across Osira to uncover secrets lost to the sands of time and reunite the shattered elemental realms..

Their journey may be the only thing standing between order and oblivion.

Fate of the Future

As Osira and Tolria rebuild, forgotten history is continually unearthed, and arcane innovation reshapes civilization. Yet, even as nations prosper, the scars of past ages remain.

Among them:

  • The remnants of the ancient Dragon Realms (see: Our Forlorn Fathers).
  • The scattered fragments of the Revenant Titan, Eyes of Stars.
  • The lingering influence of the Infinitum Cult and the Infinity Shards which they coveted.

The question remains—will this generation continue the cycle of destruction, or forge a new destiny?

The fate of the world hangs in the balance.