Every world needs a history, this is the history of one of my current 3x edition worlds im working on.
The Barbaric Times.
BT 10 The humans start to come from a distant land, primitive hunter gathering types.
BT 23 The humans quickly spread across the fertile land, clustering along the riverways.
BT 39 The humans and dwarves meet for the first time, the humans learn metal and stoneworking.
BT 45 Humans and dwarves start to compete for minerals.
BT 50 A great winter wipes out all of the northern human tribes, thinning the numbers greatly.
BT 54 Great lizards fall from the sky upon outlaying settlements and make off with the weak and young.
BT 58 Stories of monsters and spirits, spread first by the dwarves, are quickly picked up by man about 'dragons'.
BT 60 The humans meet the elves for the first time, a bloody war is engaged in that causes the elves to retreat to the woods.
BT 78 A staggered skirmish war between elves, humans and even dwarves goes on for almost two decades, peace thin and strained.
BT 82 The elves concede the battle against the other two races and demand peace.
BT 88 A peace accord among the elves and humans is created, the humans trade weapons and meat for training in the arts and other education.
BT 93 The humans start to repopulate the mountainous areas they once lived in prior to the winter storm.
BT 98 Dwaves begin to contest the humans claim on the mountains.
BT 100 The humans and dwarves wage war over the resources of the mountains.
BT 123 War drags on, both sides competing and killing each other over gold, silver and iron.
BT 136 The elves are pulled into the conflict and attempt to forge a resolution.
BT 140 Peace is drawn up between the humans and dwarves, under the aid of the elves.
BT 150 The elves start to teach their nature magics to select humans.
BT 164 A collage of nature is created deep in the woods to train those with the skills in nature magic.
BT 167 Trial of pain begins. A mad druid comes out of the deep south and enslaves the elves.
BT 170 The Black Wood kills anyone who enters 'his' woods, elves and human and dwarf are all slain and left on giant thorn bushes.
BT 184 The Black Wood, as the druid is known, holds much of the south in a grip, using bushes, animated trees and other strange magics.
BT 213 Trial of pain ends due to the Black Wood vanishing suddenly during a thunderstorm. The magics that held the land start to decay and fall apart.
BT 222 The races of man live in a tribal structure, each following a druid or shaman who speaks to the spirits and work to undo what Black Wood did.
BT 234 The great tribes develop a rulership by council with chieftains and tithes to a great chief.
BT 240 Most elves have retreated to their woods to work on repairing the damage.
BT 250 War of bones. Two great tribes fight each other for control of the waterways.
BT 254 End of the war of bones with the waterways being declared neutral grounds.
BT 256 First recorded encounters with the Lost Gods. The land starts to recognize the divine and natural powers.
BT 260 The pantheon of the Lost Gods is established and worshipped alongside ancestor spirits and nature spirits.
BT 266 A minor skirmish over the gods temples occurs, ends in a stalemate.
BT 270 A great drought strikes the land. People start to curse the gods.
BT 274 The drought is unending, many die. False prophets attempt to cash in on rain dances, souring the peoples view of the gods.
BT 282 The drought slowly ends but the gods have been all but forsaken and appear to have left.
BT 294 The last of the Lost Gods temples' are taken down, the stones scattered across the land and forgotten.
BT 298 The last follower of the Lost Gods dies and is buried in a hidden tomb in the mountains with their relics and gold then forgotten.
BT 300 The people of the land meet the Gnomes, who had lived on a distant Continent.
BT 324 The Gnomes sign the accord of peace after various misunderstandings.
BT 356 The Gnome-Dwarf war over resources starts and heads underground.
BT 388 The Gnome-Dwarf war ends. Peace is drawn up.
BT 450 A new race, the Haflings, come to be due to gnome and human interbreeding.
BT 480 The land develops religion, following a god of the woods and forest, later named Solgar.
BT 487 Solgar is attributed as having many if not all of the powers of the Lost Gods.
BT 500 The dwarves retreat underground to flee something known as the 'Coming of the Blood'.
BT 503 Coming of the blood happens, a great sickness starts to decay the weak and sickly. The dwarves are blamed.
BT 512 Minor struggles against the dwarves spring up, the sickness continues without end. People pray to the Lost gods to no avail.
BT 518 The Dwarves fight back, securing their hidden caverns in a mass exodus.
BT 520 The people deal with a famine that spreads across the land, wiping out thousands.
BT 530 The dwarves manage to withdraw from the surface completely.
BT 550 The great sickness is cured by accident with aid from the gnomes.
BT 568 A statue is found in the woods of stone, a ancient faceless man with flowing hair. Miracles are attributed to it, during a heavy fog however the statue vanishes.
BT 573 The Gnomes develop a new type of water collection device that allows access to deeply hidden water.
BT 584 Legends begin to spread about the dwarves being creatures of disease and suffering.
BT 600 First human King elected. Was a noble if unimpressive leader. Known as King Olgar the Steady.
BT 610 A new god, Solgar is discovered after the fevered dreams of a madman come to pass.
BT 619 A celestial event occurs, suddenly people with inherent arcane skills are discovered scattered thinly.
BT 624 A terrible winter encases several cities completely, rescue efforts are in vain. The people learn to survive in the cold.
BT 628 The winter ends slowly. The dead are uncovered by the dozens.
BT 630 The winter frozen cities are preserved as graveyards.
BT 633 The Gnomes spur on new types of growing and establishment of permanent towns.
BT 635 Amid a power struggle the king is slain. A council of tribes rules for a short time causing minor economic chaos then a king is elected to stabilize the land. King Karm I is keen to develop the economy.
BT 639 The gnomes help perfect the dwarven traning in smithing and metalwork.
BT 640 The land develops extensive agriculture, metal smelting and begins to tap into energies around them known as 'magic.'
BT 648 Secret magic users, once hidden are now recognized and start to spread through the land from secret clusters, they help advance the world slowly.
BT 650 The Teachings of Solgar are first written down.
BT 656 The Dragons are encountered, great beings from the depths of mountains and forests. They teach the races the arts of Magic in trade for wealth.
BT 668 The Mages are found to have ties to the Dragons for power.
BT 670 War happens, human vs human for control of the new art. The Dragons start to withdraw from humanity, deeming them too childish.
BT 671 Human king dies in a minor skirmish war. His queen rules for many years. Queen becomes Minstria Karm the First.
BT 703 The Mages, as they are known start to gain more power here and there in small pockets but are mostly isolated madmen.
BT 710 Several Mages attempt to slay one of the eldest remaining dragons, desiring its flesh for power.
BT 712 The Dragons begin to attack groups of Mages in vengeance.
BT 715 Several expensive deals later the Dragons part from this realm.
BT 718 The Queen dies, a her son is the next King and the new Dynasty is established. The Bloodline of Karm becomes the hereditary rulers. King Hulthar Karm the II is wary of magic and seeks to control it.
BT 720 Dragons, are all but unknown now. The races of the realm, humans, gnomes, halflings and elves all settle into a uneasy peace. The elves seek balance, the humans and small folk seek industry and development.
BT 725 The Teachings of Solgar are lost in a great fire. Work begins on the second draft.
BT 734 The king sets restrictions on what the Mages can and cannot do. This displeases them.
BT 756 A accord of peace is drawn up and signed by all the races.
BT 760 Trade prospers among the races. Silver is accepted as the standard currency.
BT 762 Warriors from across the sea, lizardmen, attack the shorelines then flee after several months of piracy. Their origins are unknown.
NT 770 The first Orcs and goblins are found in the depths of the mountains and swamps.
BT 773 Rumors abound that the Mages are planning something though no evidence is found.
BT 778 The lizardmen return, this time being defeated by the fledgling Navy, the king proposes a long range strike using their maps.
BT 780 The King creates a continent spanning series of roadways to allow economic travel.
BT 784 The Fleet is launched to wage war on the distant lizardman lands. The fleet never returns and nothing is ever heard from them.
BT 790 The Kings Highway is completed.
BT 795 Dozens of tiny towns grow across the land, spreading civilization to all parts of the wilderness.
BT 800 Gnomes start to devise water powered devices and wind power.
BT 803 The Giants, Orcs and Goblins engage in a bloody war among themselves for land and power. Ends up a stalemate.
BT 810 King Halthar Karm the III is given power after the old king vanishes during a winterstorm never to be found.
BT 812 A single battered ship comes from across the sea with less then a dozen survivors, all old and badly wounded. Cite legends of the lizardmen having pyramids, demons and terrible powers.
BT 814 The Mages come forth as a semi independent political power, the most powerful among the human magic users elected to lead. They serve the King with restrained honor.
BT 818 Second Text of Solgar's words is completed and stored.
BT 820 The lizardmen come again, this time as merchants. Tenuous trade is established though the profits are minimal due to the distances involved.
BT 832 The Mages start to gain more and more control over the kingdom via monetary means and arcane talents.
BT 840 Long distance trade stagnates and ends.
BT 843 The King dies, his successor is chosen and rules well. King Kalthar Karm the IV is a charismatic but laid back ruler.
BT 844 Rumors about the royal house are spread by agents of the chaos, a plot to assassinate the new king is uncovered and stopped
BT 850 First offical mage tower constructed.
BT 852 The so called 'Mages' begin to churn out magics and items of all sorts, swelling their numbers greatly, the common folk, fearing this start to worry about their safty.
BT 879 Long succession of unimpressive kings dulls the Karm bloodline, the mages gain more and more control. King Jolthar Karm the X is a puppet.
BT 885 The Mages start to outlaw everything from study of magic to blacksmithing and farming, citing 'visions' as a reason to cease doing them. The king reluctantly agrees.
BT 890 The Orcs, Goblins and Giants are admitted into the Kingdom as members, given land and taxes which they often don't pay. Armed peace exists.
BT 900 Karm Kings now only rule for a few years before the Mages choose a new one. Most are assassinated not long after sitting on the throne. Bloodline thins dramatically.
BT 910 The Mages start using the Orcs and their blood as agents in a war to come, paying them to attack outlaying settlements and cause havoc.
BT 912 The Mages are now known as the Mage Kings and given land and position.
BT 915 The Mage Kings unseat the formerly noble King of the land who is slain. They take power as thousands of bestial beings spring up all around.
BT 930 Thousands are enslaved under the Mage King's hold.
BT 936 A temple of the old gods is found and looted by the Mage Kings, finding secret lore within.
BT 943 The first Mage King uncovers the secrets of eternal life.
BT 950 The Giants are first encountered by a party of explorers in the distant mountains.
BT 952 The Giants wage a short lived war on the races of man for gold, silver and wealth. Quickly stopped by the Mage Kings.
BT 956 The greatest Mage Kings become liches.
BT 958 A temple of the Lost Gods, full of the walking dead is uncovered. The hordes spread across the land for years until the Mage Kings bring them under control with flames.
BT 960 Druids and Shamans of the ancient tribes start to fade out, losing talents for a unknown reason. The last of the wild tribes are integrated into the regular population.
BT 975 The last of the Karm bloodline is slain.
BT 980 The Mage Kings use a ancient spell to wipe the minds of the entire Continent at once. Their minions destroy almost all records and lore of the time before their rule.
BT 985 The Mage Kings are firmly seated in power and extend their fingers across all cities and people.
BT 990 A myth that Solgar is one of the lost gods is circulated but never proven.
BT 994 A Mage Tower is now in every town in the land.
BT 999 The Age of Magic begins.
AOM 1000 (Age of Magic) The High Mage King comes forth.
AOM 1012 War among the eldest mages for control of the land begins.
AOM 1017 A single great ruler of the Mage Kings is finally chosen.
AOM 1020 The Council of Mages is created. They split into two types, those who seek immortality and those who seek to protect, known as the Black and the White.
AOM 1025 The Black and White start to splinter.
AOM 1030 Rumors abound among the common folk that the druids are still around and will come when needed.
AOM 1032 The Second Text of Solgar is uncovered and edited by the Mage Kings.
AOM 1034 The Black start to undermine the White by any means possible, from doctoring potions to theft and murder.
AOM 1037 The Mage Kings seal the doorways to the ancient dwarven holds and destroy all knowledge of them.
AOM 1039 Dwarven make items and buildings are destroyed under the command of the Mage Kings.
AOM 1040 The people demand a alternate to the Mage Kings, they, grant the people a church with a single god, deeming it harmless.
AOM 1041 Ancient lore about one of the lost gods known as Solgar is released to a group of the most devout Whites and their allies.
AOM 1043 The Solgarian Church is founded officially under the permission of the Mage Kings.
AOM 1052 The Solgarian Church starts to collect military resources in secret.
AOM 1060 The first Mage war between the White and the Black happens, 10,000 people killed in the crossfire.
AOM 1063 Fiftieth Church constructed.
AOM 1068 Solgar grants his first miracle. Giving a unexpectedly bountiful harvest to his followers.
AOM 1073 Seventy Fifth Church constructed. Solgarian Order of Paladins founded.
AOM 1080 The Solgarian Church begins to chafe under the control of the Mage Kings.
AOM 1100 The Mage Kings start to develop types and subtypes, dividing into houses based on powers and intent.
AOM 1118 The Complete works of Solgar are uncovered by the Church and kept in secret.
AOM 1124 Order of Paladins thousands strong. The Word of Solgar spreads like wildfire.
AOM 1128 The Solgarian church creates and founds many small traveling cities that operate on a tribal structure, secretly each town is a militia unit.
AOM 1135 A cache of true magical items are uncovered by a farmer, the Church sweeps them under the rug and falsifies information on their location to protect them.
AOM 1140 The Mage Kings move forward with a long prepared plan. A long war against the lesser races begins, starting with the enslavement and extinction of the Orcs they once hired to aid them and all of their bloodline, using them as experimentation subjects.
AOM 1156 The Solgarian Church breaks all ties with the Mage Kings.
AOM 1161 The Church declares war on the Mage Kings.
AOM 1164 The Last of the giants fall before the boots of the Mage's army. Smaller races start to go underground or die off.
AOM 1172 The Church engages in a constant war on all fronts against the forces of the Mage Kings.
AOM 1180 A group of Solgarian Paladins engage in a brutal skirmish war that gives hope. They are however betrayed in the end and executed.
AOM 1200 The Church takes a severe blow, many of its temples destroyed by dark magics.
AOM 1223 Solgar grants his second miracle. The army of slain paladins all raise up and march on the Mage Kings.
AOM 1228 The army of raised paladins are slain after a long bloody war.
AOM 1230 The Mage Kings now control over eighty percent of the population, all orcs, goblins and similar grow extinct. The Dwarves are a ancient myth now, having went underground and fled. Production of magical and religious items stops completely.
AOM 1254 The Halflings are extinct or have fled.
AOM 1264 The Mage Kings start to offer money to any who will report on those who perform acts against the Laws of Magic. Bounties for rebels range from a few silver to thousands.
AOM 1276 The Solgarian Church is heavily oppressed but keeps hope alive in secret cells across the land.
AOM 1280 Solgar performs his third miracle. The heavens rain across all cities but the rain misses anyplace the Mage Kings call theirs. This gives the people hope and resources.
AOM 1286 The people of the land exist via any means from theft and cannibalism to reporting their famlies to the Mage King's hunting squads for coin. The Mage Kings start to enslave gnomes to create machines for them.
AOM 1295 Falstar the Black, the last Dragon, falls from the sky, slain by the Mage Kings. Magic shudders across the land.
AOM 1302 The Solgarian church is stamped out in all towns, temples burned and resources stolen, the people weep.
AOM 1324 Solgar performs his fourth miracle. Lightning falls from the sky, where it strikes magical weapons are found.
AOM 1334 War. The people rise up in a great rebellion, having uncovered a cache of dwarven weapons, armor and magic items. The fight goes on for ten long years but the Mage Kings win in the end, thousands of people are slaughtered as a result.
AOM 1342 The Mage Kings destroy the ancient Highway of Kings that connects all the major cities to further stifle trade.
AOM 1350 The Elves withdraw from the land, unleashing ancient magics to protect and conceal their homes. The last of the gnome freeholds are taken and enslaved. Mining triples in speed across the land, raping the mountains of their value.
AOM 1356 The Church operates in secret, out of barns and out of underground caverns.
AOM 1367 The great Houses of Magic, clash, killing friend and foe alike. Across the sky, blood rains. The war ends with three Houses remaining out of what was once seven.
AOM 1374 A great winter falls across the land, lasting for ten years. The people use this time to plan. The Mage Kings, are unable to stop it. Many claim it is Solgar's Wrath. People start to dig underground and fortify houses. In secret combat training is given to all. Sorcerers are discovered among the downtrodden, and a army begins to take shape.
AOM 1380 A celestial event causes fire to fall from the sky, damaging the primary stronghold of the Mage Kings, this gives hope and plans are made. The snow falls unceasingly.
AOM 1384 The Mage Kings, unstable from the attack upon them from the sky, are unprepared for the assault on them from all sides. This time the war has only one goal, ending the Mage Kings.
AOM 1401 The war drags on, neither side making headway. The people have magics, bought in secret from the elves and groups of low power but fanatical sorcerers on their side.
AOM 1414 During a celestial alignment Solgar performs another miracle though it is his last recorded. Across the mountains the lizardmen return, this time as warriors, though their attack is ultimately futile against the Mage Kings, it helps just enough to tip the scales slightly. Small numbers of them remain and take to the mountains to survive.
AOM 1422 The Sorcerers, those with draconic blood are the spearhead of the ongoing war.
AOM 1430 The Solgarian Church, now reborn sends over ten thousand paladins to aid in the war, coming from all across the continent. This gives the war a vital influx of steel and divine might.
AOM 1435 The war starts to draw to its height. The Mage Kings start to fall due to finding a huge elven cache of magical items, some given some stolen. The Elves return in a torrent of magic, striking a fatal blow against the Mage Kings.
AOM 1442 The Mage Kings fall. Towers are shattered, the combined might of ancient druids, the paladins and the elves crush them in a three sided attack.
AOM 1450 The last of the Mage King's minions are found and slain. Magic is forbidden for all but those allied.
AOM 1453 Last known temple of the Mage Kings are destroyed and holdouts are slain.
AOM 1457 The land recovers. Magic items are collected and either destroyed or hoarded in hidden chambers within the mountains.
AOM 1462 A list of authorized magical items is signed by the races and rulers as to what is allowed.
AOM 1468 Thousands of Mages, Sorcerers and Warlocks are burned at the stake for crimes against all races.
AOM 1475 Hero Inc is founded by a group of Clerics and Paladins to help the land.
AOM 1480 Magical energy, likely from the ashes of the slain Mage Kings, begins to create magical items by accident from coins and nails to magical weapons and armor, even beasts.
AOM 1484 the Council of Knights issues orders for mages to operate under licensed rules and regulations and are all trained under the express permission of the Council and the elves.
AOM 1486 A hidden temple in the woods is uncovered, peopled by a near primitive group of elves and humans that wielded forgotten lore of nature.
AOM 1490 The Druids return in small numbers, helping the people.
AOM 1500 The Age of Magic ends, everyone across the lands weary of magic but hopeful. The Dwarves return slowly. Gnomes retreat to their distant homeland and are all but nonexistent.
YR (Year of Recovery 50 years after 1500) 1 The land grows under the power of the elves. Grasses and trees sprouting with liberal application of magic.
YR 2 Agriculture spreads rapidly, the art of metal working and crafting springs up out of long hidden lore.
YR 3 The council begins to create minor magical items, tokens and charms. The lore drawn from the safe aspects of magic. The people start to develop their own items in a limited fashion. The economy of the land grows.
YR 4 An ancient and -complete- book of history is uncovered and the people learn from it, as well as from the dwarves of history stolen from them.
YR 5 the Council of Knights is officially recognized as the rulers all across the land.
YR 8 Cult of the Naz'ra'gah is uncovered. They are madmen who seek the return of the Mage Kings.
YR 10 the Council of Knights rules with a fair and strong hand now to protect the people.
YR 12 Reconstruction of the Highway is in progress.
YR 15 The Council starts to cache dangerous magical items in earnest.
YR 18 Hero Inc, the Council of Knights and people all across the land work together to heal the damaged land. A myth of a great 'winged lizard' circulates widely, that it was seen near Karakam.
YR 20 Game begins after a great rainstorm helped wash away much of the gloom and almost tripled plant growth.