- 2 000 000 years
The goddess arrives on Agon. Casting word-stones upon the surface, she awakes
fires within the icebound planet. Oceans and dry land to emerge for the first
time in millions of years.
- 1 500 000
The goddess plants the word-stones of life in the oceans of Agon. In the following
centuries, life spreads like wildfire, taking innumerable strange and varied
forms.
- 400 000
The goddess plants the spark of intelligence in the most suitable of Agon's
hominids. With astounding, god-driven speed, they evolve into the intelligent
races that dominate Agon today.
- 150 000
A group of mortals assemble the sixteen word-stones cast forth by the goddess.
Twisting the power of creation to their own ends, they use them to gain access
to the Halls of the Goddess. Desiring the goddess's divine power, they kill
her, and cast her into the void.
- 140 000
Jealousy and greed tear the alliance of the Usurper Gods apart, and war breaks
out among them. Millennia pass as they struggle for overlordship, until life
has been pushed to the brink of extinction, and many Usurper Gods lie slain.
- 120 000
While the Usurper Gods are busy fighting each other, a multitude of gods arise
from among Agon's mortals, some of them seizing much power. Realizing their
perilous position, the surviving Usurper Gods make a truce in order to defend
the divinity they have left. In the course of the Usurper Wars, many word-stones
have been scattered and lost.
- 32 000, Mirendil
The legendary elven heroes Myrthai and Lorathai perish on a quest to find
the home dimension of the demons who wreak occasional havoc on Agon. It is
claimed that they successfully located the dimension, but were slain by some
terrible gate guardian.
Slowly abandoning the worship of three older Usurper Gods, who had a tendency
to bicker and fight among themselves, the mirdain turn to Myrthai and Lorathai,
who reawake as gods. In time, the hero-couple becomes completely dominant,
and the older gods are forgotten by all but a few.
- 20 000, Dvergheim
The god Ymir arrives among the dwarves of Dvergheim. He teaches them many
things, such as the secrets of magesmithing and runecasting, and he shows them
how to find and extract metals of power. Ymir hints at further secrets, and
encourages the dwarves to explore the depths and seek new inventions.
Ymir promises to return to Dvergheim when all the great secrets of stone and
metal have been unveiled, and to give the dwarves one final task. When this
task is completed, he promises to lead the dwarves into a golden age.
- 14 000, Mirendil
A son is born to the mirdain gods Myrthai and Lorathai. They name him Melechai
and he is the apple of their eye. The mirdain adore and venerate the newborn
god, seeing his great beauty and the potential for good within him.
- 10 000, Dvergheim
The dwarven capital of Ymir's Tear is founded. A vast rock formation is hollowed
out in order to house the city, and the cavern surrounding it is decorated
with a magnificent piece of art: the heavenly constellations recreated in lapis
lazuli, kvitjarn and raudstaal.
- 9 800, Mirendil
Melechai steals an immensely powerful artifact called the Silver Circlet from
his sleeping mother's brow, and thus begins his rebellion. He tricks Myrthai
and Lorathai into believing that a Celestial Dragon stole the Circlet, and
descends to Mirendil in order to start the second phase of his plan. Shedding
his given name, he takes a new one, Melek.
Under the cover of a series of wildfires, Melek and his henchmen kidnap entire
clans of temporarily displaced mirdain. They lead their victims deep underground,
where no mirdain treads, and where the power of the mirdain gods is weak. He
encloses them within a dank, spacious cavern, and goes to work on them.
Using the Circlet's awesome powers of influence, Melek pounds and twists the
minds of the captive mirdain, turning them into a vicious race of killers who
worship him unquestioningly. He then launches an intense, god-driven breeding
program, physically shaping them into a race suited to his plans, and to life
in their new subterranean homeland.
- 8 200, Nagast
His work complete, Melek leads his race of followers now called the Alfar out
from the Cave of Birth . They found the capital of Shoal in the cavern of Dun
Mardukar, and Melek takes up residence in the Towers of Silence, a stalactite-fortress
in the ceiling above the new city .
Realizing the awful extent of their son's treachery, Myrthai and Lorathai
incite a mirdain invasion of Nagast. Pressing its way to the Dun Mardukar,
the mirdain army is defeated in a cataclysmic battle outside the gates of Shoal.
- 8 000, Chaldea
Modern agriculture is perfected by the Chaldeans, a people living in the Eannic
delta of present-day Mercia . Soon, these early farmers build the first human
cities on Agon.
- 7 200, Mirendil
On an island within the ever-calm Lake of Dreams , the mirdain capital of
Charybdis is founded. It is perfectly placed in the heart of the Mirendil forest,
and connected to the outside world by the Sirith River , which is navigable
all the way from the northern border to the ocean.
- 6 500, Chaldea
Ashur-Sin unites all the city-states of the Eannic delta and is crowned the
first king of all Chaldea . Ashur-Sin then founds the city of Ashur , which
quickly grows into Agon's first true metropolis. Throughout the empire's long
history, Ashur remains its capital.
- 6 100, Chaldea - Morak
Provoked by countless raids, the Chaldeans invade the orkish land of Morak
. After nearly ten years of campaigning, they subjugate the last of the major
tribes.
- 6 050, Chaldea Yssam - Dvergheim
Graceful ships from Yssam arrive in Ashur. Peaceful relations are established
between the Ithwen and the Chaldeans, and a rich vein of trade is opened. At
approximately the same time, the Chaldeans begin trading extensively with the
dwarves of Dvergheim and the mirdain of Mirendil.
- 5 800, Chaldea - Nagast
After establishing outposts on the Nagast surface, the Chaldeans encounter
the aggressive alfar, who dwell in a system of caverns underneath the newly
colonized land. Defeating the alfar at Moldar, the Chaldeans then establish
fortresses near major entrances to the caverns. However, attempts at following and
vanquishing - the alfar armies underground fail.
- 5 600, Rubaiyat
The Chaldeans establish trading colonies on the spice-rich but relatively
backward continent of Rubaiyat. They also establish a city called Kasdim on
the continent of Cairn, in order to trade with the peace-loving natives of
that barren land.
- 5 400, Niflheim
The primitive northmen of Niflheim begin trading with the Chaldeans, exchanging
fur and wood for weapons and luxury goods.
- 5 200, Chaldea
After suffering decades of raiding, the Chaldeans launch a campaign against
the mahirim. They defeat the largest clans one by one, and establish a large
city near the Moontower.
This marks the beginning of the so-called Chaldean Peace. For nearly a thousand
years, the armies of the Benevolent Empire ensure peace throughout Agon. Eventually,
even the alfar raids decrease in ferocity and frequency. In time, the Chaldeans
grow complacent, and their culture no longer progresses at its old pace.
- 4 810, Chaldea - Lyonesse
Chaldean explorers discover the island of Lyonesse , befriending its primitive
human inhabitants. In the following years, the Chaldeans work among the people
of Lyonesse, bringing them such gifts as the arts of writing and mathematics.
- 4 220, Chaldea - Nagast
The worst flood in history ravages the Eannic delta, destroying many cities
of the Chaldean heartland. At the same time, a large alfar army strikes against
the outposts of the Nagast plains, breaking through all defenses. The alfar
then march on the chaldean heartlands, laying waste to those cities which the
flood had spared. A hastily assembled defensive army is swiftly crushed.
Aided by dwarves, mirdain and ithwen, a provincial army eventually drives
the alfar back to Nagast. But no heir of the last Chaldean king has survived,
and the days of the empire are at an end.
- 4 220, Chaldea - Cairn
As Ashur falls, a group of leading citizens escape through teleport gates
to the remote city of Kasdim , which lies on the wasteland continent of Cairn.
They destroy the gates upon arrival, and establish themselves as the last custodians
of Chaldean knowledge and culture.
- 3 159. Mirendil
Eight mirdain archmages experiment with an exceptionally powerful, artifact-fuelled
spell, which is supposed to reveal the location of the lost word-stones. As
the spell is cast , however, a magical chain reaction is sparked, and the tower
of each mage is engulfed by a field of wildly morphing magic. To this day,
the areas surrounding the eight towers are haunted by wild and often destructive
magical effects.
- 2 050, Cairn
Due to climate changes, the lakes near Kasdim, the last Chaldean city, dry
out. As their city-state dies, the citizens hide the books, items and artifacts
they were guarding in a deep, magically sealed dungeon.
- 1120, Mirendil
Spurred by escalating trouble with aggressive non-elven loggers, an isolationist
movement rises among the mirdain. In 1110, isolationist tribes launch a full-scale
rebellion, seeking to replace the king with one sympathetic to their views.
The uprising fails, but the schism is final: many extremists distance themselves
from mainstream mirdain society, moving to new settlements in the Denwode forest
and in sparsely populated parts of the Mirendil. Today, these elves have grown
extremely xenophobic and culturally conservative, and they are known as the
Ciel Fey. Many Ciel Fey regard the mirdain as outright enemies.
- 590, Rubayiat
Having grown rich and powerful through trade with the main continent, the
city-state of Akkad grows predominant on the desert continent of Rubaiyat.
-510, Lyonesse
Spurred by ancient writings, explorers from the island state of Lyonesse set
out in search of an advanced race, which is said to inhabit a large western
land. Making landfall in Mercia , they find that the advanced Chaldean civilization
has been replaced by the scattered tribes of their descendants, the Imric people.
Disappointed, the islanders return home.
Timeline of Agon Part 2 >>
|