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Age of Might
1000-800 PC: Istar Dominant
Istar remains untouched by the Dragon War's ravages. Its trade standards
now have become the de facto standard throughout the world.
1000-800 PC: Resurgence of Thoradin
Dwarves of Thorbardin reopen Thoradin and rid the city of the occupying
ogres. Its proximity to Istar makes it a major manufacturing center.
1000 PC: Kender Treaty
Hylo allies with Solamnia.
980 PC: Thorbardin Opens Kayolin
Solamnia grants the dwarves mining rights in the Garnet Mountains, where
dwarves found the kingdom of Kayolin and the city of Garnet.
967 PC: The Life Tree of the Hylar
The Hylar of Thorbardin begin delving the city of Zakhalax (also known
as the Life Tree). Built inside of a stalagmite over the underground Urkhan
Sea, the magnificent city is accessible only by boat.
948 PC: Hill Dwarves Rise
Thorbardin founds Hillow, an outlying community where the thanedom of
Neidar live.
940 PC: Elves Withdraw
Silvanesti and Qualinesti become increasingly more isolationist.
910-825 PC: The Ogre Wars
Ogres expunged from the delvings at Thoradin unite to overthrow the dwarves,
who appeal to the Knights of Solamnia for assistance.
850-727 PC: Trade Wars
Istar's trade standards anger the kender of Balifor, who begin a trade
war with Istar. After years of failed legal and military actions against
the kender, the Istarians sign the Kendermeld which exempts them from
the standards.
673-630 PC: Istar and Elves Clash
Istar's expansion threatens Silvanesti's sea-going merchants, leading
to the blockade of Istar. The Istarians appeal to Solamnia, which convinces
the elves to allow Istar to sign the Swordsheath Scroll in the Elfmeld.
530-522 Kernen Skirmishes
Ogres from the Khalkist nation of Kernen threaten major trade routes,
but Thoradin, Istar and Solamnia drive them back. Thoradin signs the Swordsheath
Scroll, as well as the Dwarfmeld which is an exclusive trade agreement
with Istar.
490-476 PC: Raiders/Greatmeld
Barbarians from Khur, Nordmaar and Estwilde raid Istarian trade caravans.
Istar convinces Solamnia to attack the barbarians and then resign the
Swordsheath Scroll.
460-280 PC: Peace in the Land
Istar, the center for commerce, tax and art rules all of Ansalon.
280 PC: World Righteousness
Claiming to be the moral and religious center of the world, Istar installs
the Kingpriest. In their 'superiority,'
the Istarians get caught up in the affairs of the world instead to those
of the spirit and repeat the error of the ancient ogres: they suppress
the individual in favor of the good of the corrupt priesthood. Silvanesti
grows antagonistic towards Istar.
260-212 PC: The Temple of Istar
The Temple of Istar is erected by the world's finest craftsmen.
250-100 PC: The Corruption of Justice
Istar represses anyone who does not agree with their ideals. Elves withdraw
into their forests.
118 PC: Manifest Virtue
The Kingpriest declares Evil an affront
to gods & mortals. Anyone guilty of commiting a crime on his list
of Evil acts, known as the Proclamation of Manifest Virtue, face confiscation
of property and slavery or execution. Istarian priests begin losing their
clerical magic as they become enforcers of corrupt laws rather than followers
of the gods.
94 PC: Extermination of Evil Races
An addition to the Proclamation of Manifest Virtue by the Kingpriest makes it an offense
to be an inherently evil creature and bounty hunter receive high bounties
for members of these races.
80-20 PC: Istar's Clergy Dominant
All aspects of everyday life require the approval of the priesthood. Wizards,
considered to be ungodly, are hunted. Priests of Istar lose all of their
clerical abilities.
41 PC: The Turning Point
The Kingpriest begins plotting his ascent to godhood.
19 PC: A Siege on Sorcery
Encouraged by the Kingpriest, the people
lay siege to the Towers of High Sorcery. The Towers in Daltigoth and the
Ruins are almost occupied, but are destroyed causing no small amount of
destruction. The Kingpriest grants safe exile
to the mages if they leave the remaining Towers intact. The Tower in Palanthas
is cursed by a Black Robe who flings himself off the ramparts, impaling
himself on the silvery gates declaring that none shall occupy the Tower
until the "Master of the Past and the Present" returns. The Kingpriest of Istar claims the
Tower of Istar as his home, while the Tower at Wayreth remains with the
wizards.
6 PC: Edict of Thought Control
The Kingpriest decrees that evil
thoughts equate evil deeds. Priests use renegade mages to read people's
thoughts; a reign of terror ensues.
1 PC: The Last Days
The Kingpriest wishes godhood for
himself and to order the gods to do his bidding. On the Eve of Yule (the
Night of Doom), all true clerics are taken from Krynn. Solamnic Knight
Lord Soth is given the opportunity
to prevent the coming doom, but does not complete his quest.
0: The Cataclysm
A fiery mountain is launched upon Istar, driving it to the depths of the
newly created Blood Sea. The Temple of the Kingpriest itself is transported
to the Abyss. Ergoth is split from the main continent and into two islands;
central Ansalon is flooded created New Sea; the seaport of Tarsis in the
south is stranded in the center of what will become known as the Plains
of Dust. Balifor is inundated with water, which recedes creating a desert.
All creatures hide in mortal terror.
Signs of the Cataclysm
- The gods shall withdraw their hands from the world, and man shall
face his doom alone.
- The sky shall lament and beat the earth with its tears and cries
of anguish.
- Fear shall visit the land.
- Light shall be devoured. Hope shall flee.
- Darkness and despair shall be rekindled.
- The flame shall die on the hearth.
- The plains will be cleansed.
- Brother shall turn against brother.
- Knowledge shall be veiled.
- Our children will bleed for our sins.
- Nature shall turn against man in outrage.
- The bounty shall end, and the blood of the land will wash the blot
from the earth.
- Finally, the very earth shall awaken!
Signs Visited Upon Krynn
- The sky turned a sickly green; a cyclone pelted the city of Istar
with a rain of marble for a week, destroying part of the Temple of Istar.
- A pall spread over Balifor and Hylo, sending the fearless kender
cowering in terror.
- The sky at night was black as Nuitari, and extinguished the
bright candles of Lunitari and Solinari.
- The black flame—destroyer of life—awakened once again
in the halls of Thoradin.
- Firewood in Solamnia failed to light in the hearth.
- Brush fires raged across the plains of Abanasinia.
- Lord Soth broke from the Solamnic
Knights, who pursued, laying siege to Dargaard Keep.
- A white mist made it impossible for the scribes at the Great Library
in Palanthas unable to see their work.
- The trees of Silvanesti wept blood.
- Herds of animals rampaged across Qualinesti.
- Red tides washed through the streets of northern ports; no fish were
caught.
- The Lords of Doom near Sanction in the Khalkist Mountains and many
other dormant volcanoes rained fire upon the land.
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All information presented herein
is based on the following:
Connors, William and Cook, Sue. Fifth Age Dramatic Adventure Game.
Cambridge: TSR, Inc. 1996.
Information Courtesy:
the World of Krynn
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