- 498, Dvergheim

The northern svartdverg tribe fall under the influence of a sinister god called Heimar. War breaks out between the svartdvergir and their allies and Dvergheim's majority of Ymir loyalists. Despite some early successes, the followers of Heimar are ultimately defeated. Instead of renouncing their faith, most svartdvergir choose exile, fleeing to the peripheries of the dwarven realm, or to the sparsely populated northern regions of Morak.

- 480, Rubaiyat

Rubaiyat and the nearby island of Arash are united under the rule of Akkad . A period of prosperity follows on the desert continent, with trade connecting its old cities, and new cities emerging along caravanserais and near oases.

The akkadians found the mainland city of Socora , using it as a base for swiftly conquering the nearby regions of Khali and Ochre. They then march on into the human lands inhabited by the horse-tribes of the Imric people. Following a series of ruthlessly efficient military campaigns, they establish themselves as the masters of present-day of Mercia .

- 450, Rubaiyat – Main continent

Realizing that the akkadians pose a threat to them all, the mirdain, lithwen and dwarves form an unlikely alliance with the northmen of Niflheim and several mahirim tribes. The akkadian fleet is crushed by an alliance fleet, and Akkad and Socora are placed under blockade.

Though they fight bravely, the akkadian campaign army is eventually slaughtered by the numerically superior alliance forces. Following this defeat, akkadian culture falls into a long decline, from which it is still to emerge.

- 413, Niflheim

The Ice Anvil clan unites the continent of Niflheim under their rule. Their heroic leader, Skjalg Torsson, is crowned the first king of all northmen.

- 400, The Tribelands

The shaman-warrior Amurran conquers the central Tribelands and founds the city of Red Moon . Initially, this first permanent settlement in the Tribelands is little more than a fortress surrounding the Moontower, which is sacred to the mahirim. In the following decades, however, Red Moon grows into a city.

Soon after, Amurran founds the Order of the Crescent. He charges its knights with the task of protecting the Moontower against all non-mahirim intruders.

- 381, Niflheim

Skjalg Torsson dies of a sudden illness, leaving his four lieutenants in the Ice Anvil clan to fight for the Niflheim throne. The northman kingdom succumbs to a long civil war, and to this day Skjalg Torsson remains the only man to have ruled a united northman realm.

- 300, Morak

A massive eruption of the Flaming Skull volcano is perceived as a divine signal by the orks of Morak's Gutlands region. Seeing themselves as the chosen of Azhi Dahaka, a previously obscure god of fire, they launch a particularly determined campaign of conquest, eventually uniting all the tribes of Morak under their rule.

Azhi Dahaka immediately begins influencing the orks through his priests, manipulating them into becoming more organized and civilized.

- 290, Cairn

Outside the currents of history and trade, the native aernar of Cairn have grown to be a deeply religious people. They are accomplished astronomers, who regard the night sky as an open book, from which they read the nature of their god and his works.

In 290, however, a horde of minotaurs invades Cairn, sweeping the feeble armies of the aernar before them. Slaughtering and devouring civilians, the minotaurs, who originated in the mainland wastes of Ochre, settle as conquerors in the villages of the aernar. Some speculate that pockets of aernar refugees still survive in Cairn's subterranean lands and in peripheral wildernesses.

- 280, Morak

The Gutlands orks establish a new, stone-built capital in the shadow of the Flaming Skull volcano.

- 250, Morak

Azhi Dahaka's eternal enemy, Draupnir, begins his counter-work in the swamps of Morak. He manifests among a race of lizardmen called the sadayel, and begins teaching them magic and the ways of civilization.

- 213, Lyonesse

The nobles of Lyonesse rebel against the rule of the island-state's clerics, who insist on strict adherence to the tenets of the Morganic faith. Tapping into a thirst for personal freedom, the rebels swiftly gain support among broad layers of the populace.

After a series of bitter defeats, the last of the traditionalist forces are pressed into the southwestern corner of the island. At this critical moment, the goddess Morgaine visits the leader of the remaining loyalists, Duke John of Malregard, commanding him to lead his followers to new lands, where they are to build a new kingdom bathed in her light. Hastily constructing a fleet of ships, the Morganic loyalists set sail for the main continent. Glad to be rid of the fierce duke, the victorious rebels do not follow.

Duke John and his war-hardened knights land on Imric soil, on the eastern coast of Agon 's main continent. Swiftly defeating the local heirs to once-proud Chaldea , they establish the city of Sanguine .

-210, Mercia

After a series of impressive victories against the Imric, John of Malregard crowns himself the first king of Mercia - a new kingdom under Morgaine.

The remaining tribes of free Imric finally unite under a High King, called Aur the Bold. Aur inflicts several bloody defeats on overstretched Mercian forces, before being decisively defeated at the Battle of Dalriada. With the last High King dead, the final vestiges of Imric resistance fade, and the kingdom of Mercia now controls the old Chaldean heartland.

- 200, Morak

In their first major campaign under the banner of the fire-dragon, the orks crush and enslave the svartdvergir tribes of northern Morak. For an orkish endeavor, the campaign is remarkably well-planned, and unlike all previous orkish invasions, it has direction and a defined goal.

- 190, Lyonesse

The island-state of Lyonesse is pulverized by a cataclysmic volcanic eruption, which occurs with little or no advance warning. Few escape the destruction as one of Agon's greatest nations is wiped from the face of the planet.

- 180, Mercia

While interrogating a number of cultists, the White Order learns that Malaut, the Demon Prince of greed, has followed the Mercians to their new homeland, establishing a stronghold in a mysterious place called the Shadelands. The cultists claim that Malaut's feared lieutenants, the Below, have grown numerous on the main continent.

- 150, The Tribelands

Inspired by civilizing impulses from the priesthood at Red Moon, the first mahirim clans build permanent all-year settlements. Instead of following their seasonal migrations, these mahirim begin to keep prey in spacious enclosures.

- 120, Morak

In a series of campaigns lasting more than five years, the orkish armies utterly crush the largest goblin tribes of Morak. Countless goblins are enslaved as a result, and the remaining semi-free tribes are forced to pay regular tributes of fresh slaves to Flaming Skull.

Fuelled by the ambitious priesthood and a near-inexhaustible pool of expendable slaves, the orks of Morak embark on an ambitious program of construction. The towering city walls, royal castle and ziggurat at Flaming Skull are built, and in the following decades, similar buildings appear in large settlements throughout Morak.

- 100, The Tribelands

Reacting against the civilizing work of the priesthood at Red Moon, a growing number of mahirim clans turn away from the worship of Leen and Neith, the divinities that represent the moons of Agon. Instead, they turn to the worship of an ancient, wild and cruel god called the Moon-Beast, and renounce all the trappings of civilization.

- 90, Mercia

A long-simmering conflict between state and church escalates into full-blown civil war. Both sides enjoy periods of success, but the end result is a stalemate, with Mercia split in two parts, one controlled by the church leadership at Dalriada, the other by the king at Sanguine.

- 85, Morak - Mercia

Led by Yrrak the Vile, a king of legendary strength and initiative, the orks of Morak invade Mercia . Laying waste to the northern regions of the human kingdom, they plunder and burn their way south towards Dalriada.

Realizing the grave threat to their nation's future, the Mercian factions – the Church and the Crown – finally manage to negotiate a truce. United at last, the Lightbringer and the King lead their troops toward the fire-snake banners of the orkish army. After a series of fierce battles, the orkish campaign army is decisively defeated at the Battle of the Still Waters.

- 78, Yssam

Appearing on the jungle continent of Yssam without warning, a Celestial Dragon called Far-Loradain lays waste to the cities of the Ithwen elves. Within days, and before help from Dvergheim and Mercia can arrive, the ancient cities of the Ithwen have been torn to the ground. Desperate survivors flee towards the main continent on cramped ships.

As the Ithwen flee, Far-Loradain returns to his slumber, in new lair at the centre of the jungle continent. He has slumbered there ever since, and is the only Celestial Dragon known to reside on Agon. To this day, nobody knows why he came, or why he laid waste to the Ithwen nation.

- 52, Mirendil

The brave and beautiful Ilynna, mirdain crown princess, is killed during a bold – some say foolhardy – attempt to steal the Silver Circlet from Melek. Her intention is to return the Circlet to Myrthai, the elven god to whom it originally belonged. Today, Ilynna is a treasured culture hero of the mirdain, remembered in countless songs and stories.

- 45, Nagast

A terrible plague spreads through the lands of Agon, killing thousands of people. Unstoppable by known medicine or magic, the disease eradicates villages and decimates cities from Niflheim in the north to Akkad in the south. No cure is ever found, but in the course of the next eight years, the disease slowly fades away. Nagast is untouched by the disease, and mirdain officials claim that the disease was created by the Unseen Radiance, a group of Deathless Mages who serve Melek.

- 32, Yssam

Presumably at the behest of Azhi Dahaka, an Erodach called Iyrtan the Destroyer begins establishing a kingdom of Fire Giants in the eastern regions of Yssam.

- 14, Morak

Led by a charismatic svartdvergir called Imrak, the slaves of Flaming Skull rise in revolt. The rebellion swiftly spreads through Morak's central regions, seriously threatening the orkish kingdom. Eventually, the elite Iron Orks subdue the slave-rebels within the capital and capture Imrak, who is swiftly executed. Parading Imrak's skull through the provinces, the Iron Orks eventually break the remaining vestiges of resistance.

- 10, Dvergheim

Barin inherits the throne of Dvergheim. The young king immediately instigates a program of economic expansion, while simultaneously giving engineers and magesmiths semi-unlimited resources for research and development.

- 8, The Tribelands

Members of the Cult of the Moon-Beast assassinate a high-ranking leader of the mahirim priesthood in his Red Moon home. It becomes obvious that mahirim society is headed towards a final, potentially cataclysmic confrontation between traditionalists and reformers.

- 6, Niflheim

The Ice Demon Illgarm arrives on Niflheim, and immediately begins forcing the monsters of the interior to join the growing ranks of his army. He then convinces the most powerful Northman leaders to join his cause, and begins coordinating raids against southern lands.

- 4, The Moldar plains

In a single night, a black tower rises from a wall of rock in the heart of the plains, raised by a powerful Deathless Mage called the Watcher. Shortly thereafter, he invokes powerful magic, covering the surrounding lands in thick, yellowy shadow and slowly suffocating all natural life. Fierce shadow creatures, also called forth by the Watcher, begin to stalk the plains, killing all who haven't yet fled. Within months, the Moldar plains – devoid of life – become known as the Watcher Wastes.

In the time that has passed since, the Watcher has built a network of fortresses under the Wastes, while summoning steadily more powerful shadow creatures to stalk the surface. Many have tried to put an end to this growing threat, but all have failed. Now, many fear that entire armies of shadow creatures will soon be unleashed upon Agon, conquering all in the name of the Watcher.





  The Lost Civilization of Chaldea  
  The Book of Chaldea  
  Timeline of Agon Part 1  
  Timeline of Agon Part 2  
  The Four Subcontinents  
  Travels on Agon Intro