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(Created page with "'''**PAGE IN PROGRESS**''' This timeline provides context for the nations and guilds across the continent of Gathandia. It contains much more in-depth information about Supereons One and Two as the first official campaign modules take place in these time periods.<blockquote>NOTE ON TIMEKEEPING Timekeeping in a standardized, international method is uncommon before the modern age. Many nations have their own timekeeping customs; monarchies, for example, might keep time...")
 
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'''**PAGE IN PROGRESS**'''
__NOAUTOLINKS__


This timeline provides context for the nations and guilds across the continent of Gathandia. It contains much more in- depth information about Supereons One and Two as the first official campaign modules take place in these time periods.<blockquote>'''Note on Timekeeping'''


This timeline provides context for the nations and guilds across the continent of Gathandia. It contains much more in-depth information about Supereons One and Two as the first official campaign modules take place in these time periods.<blockquote>NOTE ON TIMEKEEPING
Timekeeping in a standardized, international method is uncommon before the modern age. Many nations have their own timekeeping customs; monarchies, for example, might keep time by numbering the years of a ruler’s reign. “The Fifth Year of Queen Astaria III” might be as formal as some nations get with their records until standardized timekeeping becomes more widespread thanks to scholarly collaboration.


Timekeeping in a standardized, international
Standardized timekeeping usually references a major event in world history. In Ancerra, there are two such events: the Tear and the Unity. The Tear marks the transition from Ancerra’s first to second Supereon, and the Unity marks its transition from the third Supereon to the fourth. Until the time of the Unity, the Tear is used by academic scholars as a point of standard reference (BT and PT respectively meaning Before the Tear and Post-Tear). After the Unity occurs, most scholars adopt it as their timekeeping system, while some continue using the Tear as a frame of historical reference. PU and AU respectively mean Pre-Unity and After the Unity. Information in this book that references “present day” or “current times” refers to the 7th Century Post-Tear, contemporaneous with the Cloven Lands campaign module.
method is uncommon before the modern age.
Many nations have their own timekeeping
customs; monarchies, for example, might keep
time by numbering the years of a ruler’s reign.
“The Fifth Year of Queen Astaria III” might be as
formal as some nations get with their records until
standardized timekeeping becomes more widespread
thanks to scholarly collaboration.
Standardized timekeeping usually references a
major event in world history. In Ancerra, there are
two such events: the Tear and the Unity. The Tear
marks the transition from Ancerra’s first to second
Supereon, and the Unity marks its transition from
the third Supereon to the fourth. Until the time of
the Unity, the Tear is used by academic scholars as a
point of standard reference (BT and PT respectively
meaning Before the Tear and Post-Tear). After
the Unity occurs, most scholars adopt it as their
timekeeping system, while some continue using the
Tear as a frame of historical reference. PU and AU
respectively mean Pre-Unity and After the Unity.
Information in this book that references “present
day” or “current times” refers to the 7th Century
Post-Tear, contemporaneous with the Cloven Lands
campaign module.
Note that WGC and W.A.N.D. have not yet been
formed at the time of the Cloven Lands campaign,
but are included in the following entries nonetheless
due to their significant influence over Gathandia
after their inception.</blockquote>


T H E D E M I P L A N A R
Note that WGC and W.A.N.D. have not yet been formed at the time of the Cloven Lands campaign, but are included in the following entries nonetheless due to their significant influence over Gathandia after their inception.</blockquote>
SHUNT
Millennia before the first humanoid societies came forth
on Ancerra, during an ancient cosmic war between the
Paragon and Corrupted Avadri, Ancerra was a stronghold
of the Paragon. In [[order]] to preserve it from the ravages of
war, the Avadri shielded it with powerful warding magic
and expelled it from the material plane into a demiplane
that drifted through the Pale. As dangerous as the Pale is,
Ancerra was nonetheless unaffected as the planet and its
solar system drifted through the mists beyond time.


S UPEREON ONE
== The Demiplanar Shunt ==
The first Supereon tracks Ancerra from its ancient prehistory
Millennia before the first humanoid societies came forth on Ancerra, during an ancient cosmic war between the Paragon and Corrupted Avadri, Ancerra was a stronghold of the Paragon. In order to preserve it from the ravages of war, the Avadri shielded it with powerful warding magic and expelled it from the material plane into a demiplane that drifted through the Pale. As dangerous as the Pale is, Ancerra was nonetheless unaffected as the planet and its solar system drifted through the mists beyond time.
to the inception of its first nations, the rise and fall of early
empires, and finally, the Tear.
FIRST NATION
90th Century BT
Stone Age Technology
The name of the first nation is lost to time, but most
archaeologists think that its name was Am and have dated
its existence to as early as 9,000 years before the Tear.
FOUNDING OF NEVNA
47th Century BT
Stone Age Technology
A coastal settlement gradually expands into a city-state, and
then into a small but economically successful nation. This is
[[Nevna]], and it is the oldest nation that still exists to this day.
RAMPAGE OF THE COLOSSUS
44th-43rd Centuries BT
Stone Age Technology
The Kaijan are titanic monstrosities, ferocious apex
predators of ancient Ancerra. The largest of all Kaijan,
known simply as the Colossus, goes on a terrifying rampage
that leaves many nations in utter ruin.
LORD OF THE UNTOLD DEEPS
Campaign Module
41st Century BT
Stone Age Technology
Karnap, the first pirate king, has created a new type of boat
that seems more seaworthy than the small coastal vessels
typical of this time. He is lost at sea on his maiden voyage,
but other coastal sailors begin seeing his haunting visage in
their dreams.
DRAGONSONG
Campaign Module
24th Century BT
Stone Age Technology
After the dwarves created the first two Dragons out of the
corpse of a Kaijan and an artifact of untold power, those
dragons sired seven children. These nine dragons sing a
cosmic song that shapes Ancerra’s reality in fundamental
ways and creates three new species: Wyrms, Wyverns, and
[[Dragonfolk]]. Many nations view these new species with
trepidation, causing the Dragonfolk to struggle as they look
for their place in the world.


CHAPTER 9 | EXPLORING ANCERRA 151
== Supereon One ==
The first Supereon tracks Ancerra from its ancient prehistory to the inception of its first nations, the rise and fall of early empires, and finally, the Tear.<blockquote>'''First Nation'''


GILGALON, THE FIRST EMPIRE
''90th Century BT''
20th Century BT
Bronze Age Technology
After battling one another for some time, two kingdoms
form an alliance held together by the marriage of two of
their most prominent royal leaders. This is widely cited as
the first political marriage, and whether it was a happy one
or not, the two kingdoms prospered as the first Ancerran
empire: Gilgalon.
ASSURGAZZAR THE GODKING
18th Century BT
Bronze Age Technology
A megalomaniacal tyrant named Assurgazzar rises to


prominence when he overthrows the king of Brazodir, a city-
''Stone Age Technology''
state that no longer exists today, and declares himself the


[[godking]]. He then promptly declares war on his surrounding
The name of the first nation is lost to time, but most archaeologists think that its name was Am and have dated its existence to as early as 9,000 years before the Tear.</blockquote><blockquote>'''Founding of Nevna'''
neighbors.
T H E D I N O SAU R WA R S
Campaign Module
18th Century BT
Bronze Age Technology
Assurgazzar and his Immortal Legion wage war on the
empire of Gilgalon. Both nations implement dinosaur
cavalries and many of their bloody battles come to an end
only when a stray Kaijan takes interest in the [[carnage]].
WORLD-QUAKE
14th Century BT
Bronze Age Technology
A series of enormous earthquakes caused by some
unknowable reaction in the planet’s core tear the world
asunder. Ancerra’s single supercontinent splits apart into
many continents - including Gathandia - that drift into
more or less their modern locations over the course of the
next couple hundred years. Mountain ranges, continental


borders, island chains, and ocean currents become well-
''47th Century BT''
defined over this time.


H AV E N I N T H E STO R M
''Stone Age Technology''
Campaign Module
14th-12th Centuries BT
Bronze Age Technology
As the tremors of the World-Quake still rock Ancerra, a
group of rangers and mystics band together and form a
group called the Haven Conclave. They serve as shepherds
over the various settlements struggling to survive these
brutal times.


FJ O R D E N H AV E N A N D S K AV R FO U N D E D
A coastal settlement gradually expands into a city-state, and then into a small but economically successful nation. This is Nevna, and it is the oldest nation that still exists to this day.</blockquote><blockquote>'''Rampage of the Colossus'''
13th Century BT
Bronze Age Technology
Migrants to the far north find boreal forests and bubbling
hot springs. These migrants form the nations of [[Skavr]] and
[[Fjordenhaven]].
P R E -A N E D O N I A N C I T Y- STAT E S
13th Century BT
Bronze Age Technology
Settlers and sailors exploring the newly widening sea that
would soon become the Inner Sea form a collection of
settlements that eventually grow into [[Anedonia]].
END OF THE KAIJAN AGE
12th Century BT
Bronze Age Technology
As the ancient supercontinent breaks apart into its
configuration that it holds throughout the second Supereon,
the Kaijan Age gradually comes to an end. Kaijan hunt
themselves to near-extinction, and legendary heroes finish
off the rest. The stray Kaijan might still lurk for another few


centuries yet, but their reign over Ancerra begins its death-
''44th-43rd Centuries BT''
knell around this time.


GOLDEN AGE OF AHTEN
''Stone Age Technology''
11th-7th Centuries BT
Bronze Age Technology
The Ahteni enter into a golden age of prosperity and
become the most powerful nation west of the Cloudpiercer
Range. Their age of prosperity lasts for nearly four hundred
years.
U N JA A R N A N D VA DA N S C H I S M
9th Century BT
Bronze Age Technology
Tired of Unjaarn’s strict caste system, a large region of
the nation split away into its own nation, [[Vadan]]. The
two nations have much tension and very complicated
international dynamics.
YO DVA N ’ S I N D E P E N D E N C E
9th Century BT
Bronze Age Technology
The northern nation of Fjordenhaven ratifies Yodvan’s
independence. The two nations maintain an amicable
relationship.
KENDARIA AND NALATHESH FOUNDED
8th Century BT
Bronze Age Technology
Two notable kingdoms bordering the Great Chasm -
[[Kendaria]] and [[Nalathesh]] - are both officially founded within
three years of one another.


152 CHAPTER 9 | EXPLORING ANCERRA CHAPTER 9 | EXPLORING ANCERRA
The Kaijan are titanic monstrosities, ferocious apex predators of ancient Ancerra. The largest of all Kaijan, known simply as the Colossus, goes on a terrifying rampage that leaves many nations in utter ruin.</blockquote><blockquote>'''Lord of the Untold Deeps'''
S E T H A N / TA S PA R WA R S
Campaign Module
7th Century BT
Bronze Age Technology
Two of Anedonia’s most prominent city-states, Sethan and
Taspar, wage war on one another on four separate occasions
throughout the century before reaching a lasting peace.
BUILDING BRIDGEMOOR
5th Century BT
Iron Age Technology
Kendaria and Nalathesh, in an effort to improve trade
relations and ease of access to one another, co-finance the
construction of a city built entirely on an enormous bridge
that spans the Great Chasm.
B E TA A L E S E M I N D PA L AC E
4th Century BT
Iron Age Technology
Predating the Tear and magic being widely accessible,
Betaalese monks managed to cultivate [[psionic]] powers great
enough to forge a mind palace. This very mind palace is still
in use by modern Betaalese monks.
INDEPENDENCE OF BRIDGEMOOR
4th Century BT
Iron Age Technology
Bridgemoor’s meritocrats cunningly secure independence
as a proper city-state by playing Nalathesh and Kendaria
against one another.
E RY N D O R ’ S G R E AT WA L L
3rd Century BT
Iron Age Technology
Having dealt for centuries with strange monsters creeping
from Nachtskog, the rulers of [[Eryndor]] invest in building a
tremendous wall to keep the terrors at bay.
T H U N D E R H E A D C I V I L WA R
2nd Century BT
Iron Age Technology
As Princess Shadra comes of age, she is unable to claim the
throne from king regent Rehan Jehoram, which leads to a
civil war that splits [[Valstrom]] into two nations: Valstrom and
[[Shadradoth]].
MUL’ATOR
1st Century BT
Iron Age Technology
The brutal [[assassin]] guild that was once a subsect of the
Betaalese Shinus is exiled from their mountain home. They
become nomadic mercenaries for centuries before making
their home in [[Falth]] during the 7th Century PT.


THE TEAR
''Campaign Module''
Year 0 PT
Iron Age Technology
A great rend in the sky reveals stars at night for the first
time in written history. Along with this revelation, magic
floods into the world in unprecedented magnitudes.
KENDARIAN SECESSION
1st Century PT
Iron Age Technology
The nation of [[Constel]] comes into existence when Kendaria
splits in two. The southern kingdom retains the name
Kendaria, while the northern becomes Constel.
S UPEREON TWO
Ancerra’s second Supereon follows world history from the
Tear and its aftermath through the vast and rich histories of
nations that grow, trade, and war with one another. They
advance the world from the iron age to a highly advanced
postmodern global economy, but it all falls apart with the
Third Magic War.
SKY FIRE
2nd Century PT
Medieval Technology
A storm of meteors crash into Ancerra and its moons,
blanketing the sky in black ash and flickering fire. Plants die,
livestock follow, and Ancerrans struggle to survive in the
apocalyptic climate.
H AV E N ’ S L E G ACY
Campaign Module
2nd Century PT
Medieval Technology
Members of Haven, originally founded in the wake of the
World-Quake, once again find their services in high demand
as entire nations struggle to survive and rebuild in the
aftermath of the Sky Fire.
CHEHOZRAN/CHEE SCHISM
2nd Century PT
Medieval Technology
Devastated by the Sky Fire, Chehorzran splits into two
nations. This is done amicably and out of a need to localize
power to survive the difficult times, rather than from the
result of a civil war or political disagreements.
FOUNDING OF PASH
3rd Century PT
Medieval Technology
[[Pash]], the settlement straddling the southwest bay, becomes
formally recognized as a city-state.


CHAPTER 9 | EXPLORING ANCERRA 153
''41st Century BT''


FORSTEN’S SECESSION
''Stone Age Technology''
4th Century PT
Medieval Technology
The nation of [[Forsten]] is formed when the northern half of
Constel secedes from the southern half.
R O S H A L L A N ’ S CA M PA I G N O F
CONQUEST
5th-9th Centuries PT
Medieval Technology
[[Roshallan]], a nation with a powerful military, begins
aggressively expanding and conquering its neighbors.
FOUNDING OF LESMISHAN
6th Century PT
Medieval Technology
[[Lesmishan]], a mining nation on the west of the Great Chasm,
is formally founded.
BELAN’S CRUSADE
6th Century PT
Medieval Technology
Prince Belan of [[Thaaj]] marches his army of elephants and
arcanophants across the volcanic mountains into the
heartland of Roshallan in an effort to crush the empire.
THE CLOVEN LANDS
Campaign Module
7th Century PT
Medieval Technology
Nalathesh and Kendaria spar over trade agreements with
[[Bridgemoor]]. These economic battles turn violent as a
mysterious figure pulls the strings from the shadows.
THE GREAT ASCENDANT’S REIGN
Campaign Module
8th Century PT
Medieval Technology
The Great Ascendant, leader of the Path of Ascendancy,
assumes control of Thaaj. Having proven capable of fighting
off Roshallan’s army, the Great Ascendant seems to be a
powerful new player that national leaders must contend
with unless heroes can thwart his tyranny.
PA LO RVA’ S S H A D OW
Campaign Module
8th Century PT
Medieval Technology
Leading [[Kess]] out from its impoverished state, Palorva
conquers the nations around her and threatens to extend
her power to even farther reaches if she cannot be stopped.


FORMATION OF W.G.C.
Karnap, the first pirate king, has created a new type of boat that seems more seaworthy than the small coastal vessels typical of this time. He is lost at sea on his maiden voyage, but other coastal sailors begin seeing his haunting visage in their dreams.</blockquote><blockquote>'''Dragonsong'''
10th Century PT
Medieval Technology
Based in Pash, the West Gathandia Trading Company is
officially signed into operation as an international trade
organization.
FOUNDING OF W.A.N.D.
11th Century PT
Medieval Technology
Given the vast amount of magic and magical items in
the world - and the magical threats that accompany
both - a conglomerate of [[arcane]] casters form W.A.N.D.,
an international defense organization that specializes in
magical protection services.
R O S H A L L A N C I V I L WA R
13th Century PT
Medieval Technology
No empire lives forever. As the old empire of Roshallan
begins to crumble under its own weight, several prominent
political figures vie for control over a region of the formerly
mighty empire.
T H E M AG I C WA R
16th Century PT
Medieval Technology
As nations grow in economic and military power, they
naturally grow restless and begin to test their strength. A
complex arrangement of alliances embroils the entirety of
Gathandia in a three-way war when Kendaria declares war
on Constel. Magic plays a fundamental role in this war,
scouring the land.
THE CONQUEST
17th-21st Centuries PT
Medieval Technology
A cruel and enormously powerful tyrant named Samorael
rises to power and conquers many of Gathandia’s nations,
including the entirety of the continent west of the Great
Chasm. The few nations left to resist him struggle to
cooperate even in the face of existential threat.
FELDRITH CALAMITY
Campaign Module
21st Century PT
Medieval Technology
The demiplanar wards around Ancerra dramatically weaken
and a horrible hivemind entity known as the Feldrith
emerges from the Pale. The terrifying organisms wreak
havoc on Ancerran society for decades before heroes of all
stripes manage to beat back the worst of these nightmarish
creatures.


154 CHAPTER 9 | EXPLORING ANCERRA CHAPTER 9 | EXPLORING ANCERRA
''Campaign Module''
T H E I N T E R P L A N E WA R
22nd Century PT
Medieval Technology
Once the Feldrith are no longer a significant threat, many
Archfiends, Celestials, and Exiles begin to take a direct
interest in the avadrium that can be mined from the planet’s
core. They war with one another over access to the material,
and this often spills into the mortal plane.
T E L E P O R TAT I O N C I R C L E S AC H I E V E D
23rd Century PT
Medieval Technology
After centuries of experimentation and error, [[Husk]] and Vel
finally achieve a major magical breakthrough: they can
draw large teleportation circles in the ground that remain
indefinitely and reliably link to one another even over vast
distances. This allows Velans to travel to any location in the
world near-instantaneously as they create more and more
teleportation circles.
REIGN OF THE VELANS
23rd-24th Centuries PT
Medieval Technology
The dreaded Mages of the Beach rule over a huge swathe
of Gathandia with fists of iron. Criminal elements in
virtually every city take on humanitarian roles and try to
smuggle basic necessities to the neglected. Meanwhile,
freedom fighters try against all odds to overthrow the nearly
omnipotent magical oligarchy.
H I D D E N WA R S
24th Century PT
Medieval Technology
The Illuminati and Web face off more directly than they
ever have in the past. They wage a covert war on one
another, maneuvering nations and monarchs like pawns on
a game board. The end of the conflict leaves many nations
dramatically weaker than they were beforehand.
G O L D E N A G E O F T H E G E N T L E M A N
BRIGANDS
26th-29th Centuries PT
Medieval Technology
After the first Hidden War, many international powers are
severely weakened, especially those in the Thunderhead
Vale. This leads to the Gentleman Brigands’ golden age
under the lead of its young [[halfling]] leader named Robyn,
who idolizes the [[kleppin]] Hood of old.


WA R FO R T H E I N N E R S E A
''24th Century BT''
Campaign Module
27th Century PT
Medieval Technology
Renden’s hold on the Inner Sea has weakened, the powers
in the region leap to fill the vacuum. Anedonia, Eryndor,
and even the WGC vie for dominance over the lucrative
maritime trade routes.
T H E G AVA R E S E A P O CA LY P S E
29th Century PT
Steampunk Technology
An abundance of soot from cutting-edge vehicles and
factories in [[Gavare]] trigger a series of environmental
catastrophes that leave the nation desolate and struggling to
catch up with its neighbors.
D E M O N WA R O F VA E N Y T H
Campaign Module
30th Century PT
Steampunk Technology
The champions for the next monarch of [[Vaenyth]] band
together in opposition of tradition, summoning bloodthirsty
fiends from Inferno to fight alongside them. Vaenythan
nobles, soldiers, and champions each embrace unholy
powers as they vie for dominance.
DOMINION OF THE SOUTHERN SEAS
Campaign Module
32nd Century PT
Steampunk Technology
[[Nausa]] and many of Gathandia’s nations along the southern
shores become embroiled in conflict. What begins as a series
of trade embargos quickly spirals into a many-faceted war
for dominion over these lucrative waterways.
ROT OF NACHTSKOG
Campaign Module
34th Century PT
Industrial Technology
Nachtskog, the Black Forest, belches out all manner of
monstrosities far more horrible than typical to the region,
fueled by an open [[portal]] to Phlegmereth. Eryndor and Skavr
must rise to the challenge or be overrun.


CHAPTER 9 | EXPLORING ANCERRA 155
''Stone Age Technology''


REIGN OF THE ICE QUEEN
After the dwarves created the first two Dragons out of the corpse of a Kaijan and an artifact of untold power, those dragons sired seven children. These nine dragons sing a cosmic song that shapes Ancerra’s reality in fundamental ways and creates three new species: Wyrms, Wyverns, and Dragonfolk. Many nations view these new species with trepidation, causing the Dragonfolk to struggle as they look for their place in the world.</blockquote><blockquote>'''Gilgalon, The First Empire'''
Campaign Module
35th Century PT
Industrial Technology
In the generational wake of the devastation caused by the
Rot of Nachtskog, Queen Vestreida ascends to the throne in
Skavr and leverages her armies to declare surprise war on
Eryndor and Fjordenhaven.
S E C O N D M AG I C WA R
38th Century PT
Modern Technology
Several belligerent nations seize on recent international
unrest and try to make power plays, annexing nearby
nations too weak to stop them. Eventually, this crescendos
into the Second Magic War, made even more devastating
than the first thanks to the advent of modern technology.
BIOTECH REVOLUTION
40th Century PT
Futuristic Technology
A faction of humanoids with cybernetic enhancements
- especially cybernetically enhanced brains - make the
claim that they should be the de facto governors of their
nations. The ensuing revolution is at times bloody and at
times diplomatic, and ends with a mix of cybernetic and
“traditional” humanoids leading various nations. Tensions
on the matter linger for centuries thereafter.
MOON DISPUTES
41st Century PT
Futuristic Technology
Many modern nations both on Ancerra and on the three
habitable moons face shortages of basic resources like
food and water. The two uninhabitable moons might have
resources to be mined, but many nations lay claim to these
moons for a variety of reasons.
T H I R D M AG I C WA R
42nd Century PT
Futuristic Technology
The tenuous world peace eventually falls apart, and as
many nations are armed with both magic and nuclear fusion
technology, the devastating war that follows leaves Ancerra
unrecognizable.
S UPEREON THREE
The Third Magic War leaves Ancerra a post-apocalyptic
wasteland. In the third Supereon, the denizens of a broken
planet struggle to survive a vast array of threats, any one of
which could spell doom for all sapient life.


THE SHATTERING
''20th Century BT''
12th Century PU (43rd Century PT)
Steampunk Technology
In the wake of the Third Magic War, the wards around
Ancerra’s solar system finally give way completely, and the
creatures of the Pale and of every other plane have free rein
over the planet.
I N T E R P L A N E WA R I I
12th Century PU (43rd Century PT)
Steampunk Technology
The Celestials, Fiends, and Exiles battle over Ancerra and its
moons. They are especially interested in controlling Ancerra
due to the planet’s avadrium core. The warring is so intense
that the Archfae even get involved, first as diplomats and
then as warriors themselves.
AGE OF THE DEAD
7th-4th Centuries PU (48th-51st Centuries PT)
Steampunk Technology
A horrible outbreak of the [[Zombie]] [[Plague]] sweeps Ancerra,
plunging the world and its moons all into a hellish fight for
survival against the dead.
THE CONVERGENCE
2nd Century PU (53rd Century PT)
Modern Technology
Drawn by the ancient power contained within Ancerra’s
core, creatures and even the planes themselves from every
corner of the multiverse converge on Ancerra. During this
time, the Avadri run rampant, and the Celestials, Exiles, and
Archfiends make an unprecedented alliance to deal with
what they view as a collectively existential threat in the
Avadri.
TUNNEL OF REALITIES
1st Century PU (54th Century PT)
Postmodern Technology
Harnessing tremendous power beyond the scope of any
single god, the Celestials and Exiles force the entirety of
Ancerra’s multiverse through a series of other multiverses.
Ancerra’s physical plane was known among the highest


gods - the six Creator Avatars - as Prime Existence 31 (PE-
''Bronze Age Technology''
31). As they smashed through subsequent existences, the


Celestials and Exiles banished the Avadri on PE-33 and
After battling one another for some time, two kingdoms form an alliance held together by the marriage of two of their most prominent royal leaders. This is widely cited as the first political marriage, and whether it was a happy one or not, the two kingdoms prospered as the first Ancerran empire: Gilgalon.</blockquote><blockquote>'''Assurgazzar the Godking'''
finally arrived on PE-36, where Ancerra’s entire multiverse
and all its planes of existence (except Avadria, of course)
became embodied galaxies in the much broader PE-36 prime
material plane.
THE UNITY
Year 0 AU (55th Century PT)
Futuristic Technology
All things come together. The immense gravity of the
event completely and fundamentally restructures Ancerran
worldview.


CHAPTER 9 | EXPLORING ANCERRA
''18th Century BT''


S UPEREON FOUR
''Bronze Age Technology''
After clawing its way out of the ashes of the apocalypse,
Ancerra’s future looked bright again. The Unity, however,
completely destroyed Ancerra’s hope of making a full
recovery, and the sparse [[remnant]] of people that survived
looked to the stars for one last hope.
BIG NET VIRUS
2nd Century AU (56th Century PT)
Futuristic Technology


The people of Ancerra follow the leadership of an all-
A megalomaniacal tyrant named Assurgazzar rises to prominence when he overthrows the king of Brazodir, a city- state that no longer exists today, and declares himself the godking. He then promptly declares war on his surrounding neighbors.</blockquote><blockquote>'''The Dinosaur Wars'''
knowing AI. This society falls apart when a carefully


designed malware program causes the AI to collapse,
''Campaign Module''
plunging society into a state of anarchy.
 
O I T C O N TACT
''18th Century BT''
4th Century AU (58th Century PT)
 
Futuristic Technology
''Bronze Age Technology''
The OIT, an intergalactic trade organization, make contact
 
with the remnant of Ancerrans who still live.
Assurgazzar and his Immortal Legion wage war on the empire of Gilgalon. Both nations implement dinosaur cavalries and many of their bloody battles come to an end only when a stray Kaijan takes interest in the carnage.</blockquote><blockquote>'''World-Quake'''
 
''14th Century BT''
 
''Bronze Age Technology''
 
A series of enormous earthquakes caused by some unknowable reaction in the planet’s core tear the world asunder. Ancerra’s single supercontinent splits apart into many continents - including Gathandia - that drift into more or less their modern locations over the course of the next couple hundred years. Mountain ranges, continental borders, island chains, and ocean currents become well- defined over this time.</blockquote><blockquote>'''Haven in the Storm'''
 
''Campaign Module''
 
''14th-12th Centuries BT''
 
''Bronze Age Technology''
 
As the tremors of the World-Quake still rock Ancerra, a group of rangers and mystics band together and form a group called the Haven Conclave. They serve as shepherds over the various settlements struggling to survive these brutal times.</blockquote><blockquote>'''Fjordenhaven and Skavr Founded'''
 
''13th Century BT''
 
''Bronze Age Technology''
 
Migrants to the far north find boreal forests and bubbling hot springs. These migrants form the nations of Skavr and Fjordenhaven.</blockquote><blockquote>'''Pre-Anedonian City-States'''
 
''13th Century BT''
 
''Bronze Age Technology''
 
Settlers and sailors exploring the newly widening sea that would soon become the Inner Sea form a collection of settlements that eventually grow into Anedonia.</blockquote><blockquote>'''End of the Kaijan Age'''
 
''12th Century BT''
 
''Bronze Age Technology''
 
As the ancient supercontinent breaks apart into its configuration that it holds throughout the second Supereon, the Kaijan Age gradually comes to an end. Kaijan hunt themselves to near-extinction, and legendary heroes finish off the rest. The stray Kaijan might still lurk for another few centuries yet, but their reign over Ancerra begins its death- knell around this time.</blockquote><blockquote>'''Golden Age of Ahten'''
 
''11th-7th Centuries BT''
 
''Bronze Age Technology''
 
The Ahteni enter into a golden age of prosperity and become the most powerful nation west of the Cloudpiercer Range. Their age of prosperity lasts for nearly four hundred years.</blockquote><blockquote>'''Unjaarn and Vadan Schism'''
''9th Century BT''
 
''Bronze Age Technology''
 
Tired of Unjaarn’s strict caste system, a large region of the nation split away into its own nation, Vadan. The two nations have much tension and very complicated international dynamics.</blockquote><blockquote>'''Yodvan's Independence'''
''9th Century BT''
 
''Bronze Age Technology''
 
The northern nation of Fjordenhaven ratifies Yodvan’s independence. The two nations maintain an amicable relationship.</blockquote><blockquote>'''Kendaria and Nalathesh  Founded'''
''8th Century BT''
 
''Bronze Age Technology''
 
Two notable kingdoms bordering the Great Chasm - Kendaria and Nalathesh - are both officially founded within three years of one another.</blockquote><blockquote>'''Sethan/Taspar Wars'''
''Campaign Module''
 
''7th Century BT''
 
''Bronze Age Technology''
 
Two of Anedonia’s most prominent city-states, Sethan and Taspar, wage war on one another on four separate occasions throughout the century before reaching a lasting peace.</blockquote><blockquote>'''Building Bridgemoor'''
''5th Century BT''
 
''Iron Age Technology''
 
Kendaria and Nalathesh, in an effort to improve trade relations and ease of access to one another, co-finance the construction of a city built entirely on an enormous bridge that spans the Great Chasm.</blockquote><blockquote>'''Betaalese Mind Palace'''
''4th Century BT''
 
''Iron Age Technology''
 
Predating the Tear and magic being widely accessible, Betaalese monks managed to cultivate psionic powers great enough to forge a mind palace. This very mind palace is still in use by modern Betaalese monks.</blockquote><blockquote>'''Independence of Bridgemoor'''
''4th Century BT''
 
''Iron Age Technology''
 
Bridgemoor’s meritocrats cunningly secure independence as a proper city-state by playing Nalathesh and Kendaria against one another.</blockquote><blockquote>'''Eryndor's Great Wall'''
''3rd Century BT''
 
''Iron Age Technology''
 
Having dealt for centuries with strange monsters creeping from Nachtskog, the rulers of Eryndor invest in building a tremendous wall to keep the terrors at bay.</blockquote><blockquote>'''Thunderhead Civil War'''
 
''2nd Century BT''
 
''Iron Age Technology''
 
As Princess Shadra comes of age, she is unable to claim the throne from king regent Rehan Jehoram, which leads to a civil war that splits Valstrom into two nations: Valstrom and Shadradoth.</blockquote><blockquote>'''Mul'ator'''
 
''1st Century BT''
 
''Iron Age Technology''
 
The brutal assassin guild that was once a subsect of the Betaalese Shinus is exiled from their mountain home. They become nomadic mercenaries for centuries before making their home in Falth during the 7th Century PT.</blockquote><blockquote>'''The Tear'''
 
''Year 0 PT''
 
''Iron Age Technology''
 
A great rend in the sky reveals stars at night for the first time in written history. Along with this revelation, magic floods into the world in unprecedented magnitudes.</blockquote><blockquote>'''Kendarian  Secession'''
 
''1st Century PT''
 
''Iron Age Technology''
 
The nation of Constel comes into existence when Kendaria splits in two. The southern kingdom retains the name Kendaria, while the northern becomes Constel.</blockquote>
 
== Supereon Two ==
Ancerra’s second Supereon follows world history from the Tear and its aftermath through the vast and rich histories of nations that grow, trade, and war with one another. They advance the world from the iron age to a highly advanced postmodern global economy, but it all falls apart with the Third Magic War.<blockquote>'''Sky Fire'''
 
''2nd Century PT''
 
''Medieval Technology''
 
A storm of meteors crash into Ancerra and its moons, blanketing the sky in black ash and flickering fire. Plants die, livestock follow, and Ancerrans struggle to survive in the apocalyptic climate.</blockquote><blockquote>'''Haven's Legacy'''
 
''Campaign Module''
 
''2nd Century PT''
 
''Medieval Technology''
 
Members of Haven, originally founded in the wake of the World-Quake, once again find their services in high demand as entire nations struggle to survive and rebuild in the aftermath of the Sky Fire.</blockquote><blockquote>'''Chehozran/Chee Schism'''
 
''2nd Century PT''
 
''Medieval Technology''
 
Devastated by the Sky Fire, Chehorzran splits into two nations. This is done amicably and out of a need to localize power to survive the difficult times, rather than from the result of a civil war or political disagreements. </blockquote><blockquote>'''Founding of Pash'''
 
''3rd Century PT''
 
''Medieval Technology''
 
Pash, the settlement straddling the southwest bay, becomes formally recognized as a city-state.</blockquote><blockquote>
'''Forsten's Secession'''
 
''4th Century PT''
 
''Medieval Technology''
 
The nation of Forsten is formed when the northern half of Constel secedes from the southern half.</blockquote><blockquote>
'''Roshallan's Campaign of Conquest'''
 
''5th-9th Centuries PT''
 
''Medieval Technology''
 
Roshallan, a nation with a powerful military, begins aggressively expanding and conquering its neighbors.</blockquote><blockquote>
'''Founding of Lesmishan'''
 
''6th Century PT''
 
''Medieval Technology''
 
Lesmishan, a mining nation on the west of the Great Chasm, is formally founded.</blockquote><blockquote>
'''Belan's Crusade'''
 
''6th Century PT''
 
''Medieval Technology''
 
Prince Belan of Thaaj marches his army of elephants and arcanophants across the volcanic mountains into the heartland of Roshallan in an effort to crush the empire.</blockquote><blockquote>
'''The Cloven Lands'''
 
''Campaign Module - In Playtesting''
 
''7th Century PT''
 
''Medieval Technology''
 
Nalathesh and Kendaria spar over trade agreements with Bridgemoor. These economic battles turn violent as a mysterious figure pulls the strings from the shadows.</blockquote><blockquote>
'''The Great Ascendant's Reign'''
 
''Campaign Module''
 
''8th Century PT''
 
''Medieval Technology''
 
The Great Ascendant, leader of the Path of Ascendancy, assumes control of Thaaj. Having proven capable of fighting off Roshallan’s army, the Great Ascendant seems to be a powerful new player that national leaders must contend with unless heroes can thwart his tyranny.</blockquote><blockquote>
'''Veil of the Eternal Night'''
 
''Campaign Module - On DTRPG and Patreon!''
 
''8th Century PT''
 
''Medieval Technology''
 
Leading Kess out from its impoverished state, Palorva conquers the nations around her and threatens to extend her power to even farther reaches if she cannot be stopped.</blockquote><blockquote>'''''Formation of W.G.C.'''''
 
''10th Century PT''
 
''Medieval Technology''
 
Based in Pash, the West Gathandia Trading Company is officially signed into operation as an international trade organization.</blockquote><blockquote>'''Founding of W.A.N.D.'''
 
''11th Century PT''
 
''Medieval Technology''
 
Given the vast amount of magic and magical items in the world - and the magical threats that accompany both - a conglomerate of arcane casters form W.A.N.D., an international defense organization that specializes in magical protection services.</blockquote><blockquote>'''A Conquest of Crimson (MythCraft the Podcast Campaign)'''
 
''13th Century PT''
 
''Medieval Technology''
 
Follow a group of adventures who face off against Roshallan as they attempt to invade the surrounding countries.
 
Listen on our Patreon.</blockquote><blockquote>'''Roshallan Civil War'''
 
''13th Century PT''
 
''Medieval Technology''
 
No empire lives forever. As the old empire of Roshallan begins to crumble under its own weight, several prominent political figures vie for control over a region of the formerly mighty empire.</blockquote><blockquote>'''The Magic War'''
 
''16th Century PT''
 
''Medieval Technology''
 
As nations grow in economic and military power, they naturally grow restless and begin to test their strength. A complex arrangement of alliances embroils the entirety of Gathandia in a three-way war when Kendaria declares war on Constel. Magic plays a fundamental role in this war, scouring the land.</blockquote><blockquote>'''The  Conquest'''
 
''17th-21st Centuries PT''
 
''Medieval Technology''
 
A cruel and enormously powerful tyrant named Samorael rises to power and conquers many of Gathandia’s nations, including the entirety of the continent west of the Great Chasm. The few nations left to resist him struggle to cooperate even in the face of existential threat.</blockquote><blockquote>'''Feldrith Calamity'''
 
''Campaign Module''
 
''21st Century PT''
 
''Medieval Technology''
 
The demiplanar wards around Ancerra dramatically weaken and a horrible hivemind entity known as the Feldrith emerges from the Pale. The terrifying organisms wreak havoc on Ancerran society for decades before heroes of all stripes manage to beat back the worst of these nightmarish creatures.</blockquote><blockquote>'''The Interplane War'''
 
''22nd Century PT''
 
''Medieval Technology''
 
Once the Feldrith are no longer a significant threat, many Archfiends, Celestials, and Exiles begin to take a direct interest in the avadrium that can be mined from the planet’s core. They war with one another over access to the material, and this often spills into the mortal plane.</blockquote><blockquote>'''Teleportation Circles Achieved'''
 
''23rd Century PT''
 
''Medieval Technology''
 
After centuries of experimentation and error, Husk and Vel finally achieve a major magical breakthrough: they can draw large teleportation circles in the ground that remain indefinitely and reliably link to one another even over vast distances. This allows Velans to travel to any location in the world near-instantaneously as they create more and more teleportation circles.</blockquote><blockquote>'''Reign of the Velans'''
 
''23rd-24th Centuries PT''
 
''Medieval Technology''
 
The dreaded Mages of the Beach rule over a huge swathe of Gathandia with fists of iron. Criminal elements in virtually every city take on humanitarian roles and try to smuggle basic necessities to the neglected. Meanwhile, freedom fighters try against all odds to overthrow the nearly omnipotent magical oligarchy.</blockquote><blockquote>'''Hidden  Wars'''
 
''24th Century PT''
 
''Medieval Technology''
 
The Illuminati and Web face off more directly than they ever have in the past. They wage a covert war on one another, maneuvering nations and monarchs like pawns on a game board. The end of the conflict leaves many nations dramatically weaker than they were beforehand.</blockquote><blockquote>'''Golden Age of the  Gentleman  Brigands'''
 
''26th-29th Centuries PT''
 
''Medieval Technology''
 
After the first Hidden War, many international powers are severely weakened, especially those in the Thunderhead Vale. This leads to the Gentleman Brigands’ golden age under the lead of its young halfling leader named Robyn, who idolizes the kleppin Hood of old.</blockquote><blockquote>'''War for the Inner Sea'''
 
''Campaign Module''
 
''27th Century PT''
 
''Medieval Technology''
 
Renden’s hold on the Inner Sea has weakened, the powers in the region leap to fill the vacuum. Anedonia, Eryndor, and even the WGC vie for dominance over the lucrative maritime trade routes.</blockquote><blockquote>'''Ties that Bind (MythCraft the Podcast Campaign)'''
 
''29th Century PT''
 
''Steampunk Technology''
 
The Presidency and the Senate have been established and accepted keystones in Falthic society for almost one hundred years. However, Falth seems cursed to never escape the deep stain of corruption. Major crime families that were established during key historical events – the conquest of Samorael, the reign of the Velans, the hidden wars, or the guild war – still cling to ill-gotten power. Many elected officials, judges, and law enforcement officers are not above bribes or are secretly in the pocket of certain groups. Any industry, no matter how legitimate it seems, is likely touched by the mob in some way.
 
Follow our adventurers as they learn that every relationship matters, every tie can bind, and family is everything.
 
Listen anywhere you find your podcasts. </blockquote><blockquote>'''The Gavarese Apocalypse'''
 
''29th Century PT''
 
''Steampunk Technology''
 
An abundance of soot from cutting-edge vehicles and factories in Gavare trigger a series of environmental catastrophes that leave the nation desolate and struggling to catch up with its neighbors.</blockquote><blockquote>'''Demon War of Vaenyth'''
 
''Campaign Module''
 
''30th Century PT''
 
''Steampunk Technology''
 
The champions for the next monarch of Vaenyth band together in opposition of tradition, summoning bloodthirsty fiends from Inferno to fight alongside them. Vaenythan nobles, soldiers, and champions each embrace unholy powers as they vie for dominance.</blockquote><blockquote>'''Dominion of the Southern Seas'''
 
''Campaign Module''
 
''32nd Century PT''
 
''Steampunk Technology''
 
Nausa and many of Gathandia’s nations along the southern shores become embroiled in conflict. What begins as a series of trade embargos quickly spirals into a many-faceted war for dominion over these lucrative waterways.</blockquote><blockquote>'''Rot of Nachtskog'''
 
''Campaign Module''
 
''34th Century PT''
 
''Industrial Technology''
 
Nachtskog, the Black Forest, belches out all manner of monstrosities far more horrible than typical to the region, fueled by an open portal to Phlegmereth. Eryndor and Skavr must rise to the challenge or be overrun.</blockquote><blockquote>'''Reign of the Ice Queen'''
 
''Campaign Module''
 
''35th Century PT''
 
''Industrial Technology''
 
In the generational wake of the devastation caused by the Rot of Nachtskog, Queen Vestreida ascends to the throne in Skavr and leverages her armies to declare surprise war on Eryndor and Fjordenhaven.</blockquote><blockquote>'''Second Magic War'''
 
''38th Century PT''
 
''Modern Technology''
 
Several belligerent nations seize on recent international unrest and try to make power plays, annexing nearby nations too weak to stop them. Eventually, this crescendos into the Second Magic War, made even more devastating than the first thanks to the advent of modern technology.</blockquote><blockquote>'''Biotech Revolution'''
 
''40th Century PT''
 
''Futuristic Technology''
 
A faction of humanoids with cybernetic enhancements - especially cybernetically enhanced brains - make the claim that they should be the de facto governors of their nations. The ensuing revolution is at times bloody and at times diplomatic, and ends with a mix of cybernetic and “traditional” humanoids leading various nations. Tensions on the matter linger for centuries thereafter.</blockquote><blockquote>'''Moon Disputes'''
 
''41st Century PT''
 
''Futuristic Technology''
 
Many modern nations both on Ancerra and on the three habitable moons face shortages of basic resources like food and water. The two uninhabitable moons might have resources to be mined, but many nations lay claim to these moons for a variety of reasons.</blockquote><blockquote>'''Third Magic War'''
 
''42nd Century PT''
 
''Futuristic Technology''
 
The tenuous world peace eventually falls apart, and as many nations are armed with both magic and nuclear fusion technology, the devastating war that follows leaves Ancerra unrecognizable.</blockquote>
 
== Supereon Three ==
The Third Magic War leaves Ancerra a post-apocalyptic wasteland. In the third Supereon, the denizens of a broken planet struggle to survive a vast array of threats, any one of which could spell doom for all sapient life.<blockquote>'''The Shattering'''
 
''12th Century PU (43rd Century PT)''
 
''Steampunk Technology''
 
In the wake of the Third Magic War, the wards around Ancerra’s solar system finally give way completely, and the creatures of the Pale and of every other plane have free rein over the planet.</blockquote><blockquote>'''Interplane War II'''
 
''12th Century PU (43rd Century PT)''
 
''Steampunk Technology''
 
The Celestials, Fiends, and Exiles battle over Ancerra and its moons. They are especially interested in controlling Ancerra due to the planet’s avadrium core. The warring is so intense that the Archfae even get involved, first as diplomats and then as warriors themselves.</blockquote><blockquote>'''Age of the Dead'''
 
''7th-4th Centuries PU (48th-51st Centuries PT)''
 
''Steampunk Technology''
 
A horrible outbreak of the Zombie Plague sweeps Ancerra, plunging the world and its moons all into a hellish fight for survival against the dead.</blockquote><blockquote>'''The Convergence'''
 
''2nd Century PU (53rd Century PT)''
 
''Modern Technology''
 
Drawn by the ancient power contained within Ancerra’s core, creatures and even the planes themselves from every corner of the multiverse converge on Ancerra. During this time, the Avadri run rampant, and the Celestials, Exiles, and Archfiends make an unprecedented alliance to deal with what they view as a collectively existential threat in the Avadri.</blockquote><blockquote>'''Tunnel of Realities'''
 
''1st Century PU (54th Century PT)''
 
''Postmodern Technology''
 
Harnessing tremendous power beyond the scope of any single god, the Celestials and Exiles force the entirety of Ancerra’s multiverse through a series of other multiverses. Ancerra’s physical plane was known among the highest gods - the six Creator Avatars - as Prime Existence 31 (PE- 31). As they smashed through subsequent existences, the Celestials and Exiles banished the Avadri on PE-33 and finally arrived on PE-36, where Ancerra’s entire multiverse and all its planes of existence (except Avadria, of course) became embodied galaxies in the much broader PE-36 prime material plane.</blockquote><blockquote>'''The Unity'''
 
''Year 0 AU (55th Century PT)''
 
''Futuristic Technology''
 
All things come together. The immense gravity of the event completely and fundamentally restructures Ancerran worldview.</blockquote>
 
== Supereon Four ==
After clawing its way out of the ashes of the apocalypse, Ancerra’s future looked bright again. The Unity, however, completely destroyed Ancerra’s hope of making a full recovery, and the sparse remnant of people that survived looked to the stars for one last hope.<blockquote>
'''Big Net Virus'''
 
''2nd Century AU (56th Century PT)''
 
''Futuristic Technology''
 
The people of Ancerra follow the leadership of an all- knowing AI. This society falls apart when a carefully designed malware program causes the AI to collapse, plunging society into a state of anarchy.</blockquote><blockquote>'''OIT Contact'''
 
''4th Century AU (58th Century PT)''
 
''Futuristic Technology''
 
The OIT, an intergalactic trade organization, make contact with the remnant of Ancerrans who still live.</blockquote><blockquote>'''Return of the Avadri'''
 
''24th Century AU (78th Century PT)''
 
''Futuristic Technology''
 
The Avadri develop a multiversally powerful algorithm to travel from PE-33 to PE-36. They appear with a vengeance, looking to punish the Celestials and Exiles - now notably less powerful - for locking the Avadri away. The result is a universe-wide war that leaves nobody untouched.</blockquote><blockquote>'''Entropy and The Door'''
 
Eventually, all things come to an end. But in the endless progression of creation, the end of one thing is the beginning of another. As the three multiverses touched by Ancerra and its gods each inevitably reach their heat deaths - peaceful, or perhaps unceremonious depending on one’s view - new multiverses are born.</blockquote>

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