Timeline
The chronicles of Landorya span millennia, from the creation of the world to the current age. 68 recorded events across 13 eras.
The Creation / Dawn of Landorya
5 events
Emergence of the Celestials
The primal beings of Time, Space, Matter, Energy, and Thought arise from the cosmic void and begin shaping reality. Source: History - “The Celestials' Emergence”.
Shaping of Landorya
The Celestials mold continents, oceans, mountains (the Celestial Mountains) and forests (the Eldar Forest), infusing the world with raw magic. Source: History - “Creation of the Landscapes”.
Formation of the Elemental Planes
Pure realms of Earth, Air, Water, and Fire are created, each a reservoir of primal energy. Source: History - “The Elemental Planes are formed”.
Birth of the Elder Races
Dragons, Fey, and Elementals are forged as reflections of the Celestials, each given stewardship of a domain. Source: History - “First Inhabitants”.
Bestowal of Magic upon the Elder Races
The Celestials teach each Elder Race its own magical tradition (Draconic, Sylvan, Elemental). Source: History - “Celestials bestow the Elder Races with the knowledge of magic”.
Age of the Celestials
2 events
Celestial Concord
A period of perfect harmony where the Celestials directly guide all beings; cities of crystal float in the sky. Source: History - “The first era of harmony”.
First Great Celestial Conflict (The Schism’s Seed)
Minor philosophical disputes among Celestials over mortal use of magic begin; foreshadows later war. Source: History - “A great disagreement arises among the Celestials”.
Rise of the Elder Races (Dragons, Fey, Elementals)
4 events
Dragon Empire of Aurixia
Dragons establish soaring eyries and hoards, dominate the high places. Source: History - “Dragon Empire of Aurixia”.
Fey Court of the Eternal Twilight
Fey carve hidden glades and construct the Fey Gateways, becoming masters of illusion and nature magic. Source: History - “Fey Court of the Eternal Twilight”.
Elemental Kingdoms of the Deep Earth
Elementals build the Elemental Forges, anchoring the balance of primal forces. Source: History - “Elemental Kingdoms of the Deep Earth”.
Legends of the Dragonscale Thrones, Fey Gateways, Elemental Forges
Artifacts that will later shape mortal wars. Source: History - “These civilizations leave behind legends, artifacts, and ruins”.
The Five Ancient Civilizations
5 events
Talamhari
Masters of arcane-technological synthesis; create the first crystal conduits for ley-line power. Source: “The Five Ancient Civilizations”.
Zephyrians
Harness wind magic; build floating sky-cities that later become the Shattered Isles. Source: “The Five Ancient Civilizations”.
Pyrakians
Forge fire-forged weapons and the Staff of the Archmage; their smiths become legendary. Source: “The Five Ancient Civilizations”.
Oceara
Command sea magic; construct the first deep-sea citadels and the Orb of Elemental Dominion. Source: “The Five Ancient Civilizations”.
Order of Starlight
Astronomers and Celestial mages; map the heavens and create the first celestial wards. Source: “The Five Ancient Civilizations”.
Emergence of the Younger Races (Dawn of Diversity)
5 events
Creation of Humans
Formed from earth clay and wind breath; gifted with free will. Source: “Humans are created last”.
Creation of Elves
Born from star-song and forest whispers; attuned to natural magic. Source: “Elves, graceful and long-lived”.
Creation of Dwarves
Forged from mountain bones and forge heat; become master craftsmen. Source: “Dwarves, strong and steadfast”.
Creation of Orcs, Halflings, Gnomes
Each receives distinct strengths and destinies. Source: “Other races, such as the Orcs, the Halflings, and the Gnomes”.
First Contact Between Elder and Younger Races
Trade routes open; occasional skirmishes over resources. Source: “The first interactions… range from peaceful trade… to violent conflict”.
Age of Magic: The Rise of the Arcane
5 events
Founding of Arcanum Majoris
The premier school of high magic, attracting scholars from every race. Source: “The first great schools of magic are founded”.
Founding of the Celestial Academy
Dedicated to studying Celestial Magic; later becomes a flashpoint for the Celestial Schism. Source: “The first great schools of magic are founded”.
Founding of the Elemental Collegium
Focuses on elemental theory and the creation of the Elemental Forges. Source: “The first great schools of magic are founded”.
Creation of the Staff of the Archmage & Orb of Elemental Dominion
Powerful artifacts that later fuel wars. Source: “Powerful and dangerous artifacts”.
Rise of Otherworldly Entities
Demons, angels, and planar beings begin to meddle in mortal affairs, attracted by the growing magical flux. Source: “The increasing use of magic also attracts the attention of otherworldly entities”.
The War of the Heavens: The Celestial Schism
5 events
Celestial Factional Dispute
One faction advocates open sharing of Celestial Magic; the other demands strict containment. Source: “A great disagreement arises among the Celestials”.
Open Celestial War
Divine beings take mortal avatars; the Aeriels side with the “Open” faction, the Celestial Order with the “Contain” faction. Source: “The war spills over into Landorya”.
Mortal Involvement
Elder and Younger Races choose sides; the Dragon Empire backs the “Open” faction, the Order of Starlight backs the “Contain” faction. Source: “The Elder and Younger Races are drawn into the conflict”.
Banishing of the Defeated Celestials
The losing Celestial faction is expelled from the mortal plane, leaving behind the Shattered Isles, the Blasted Lands, and the Forbidden Realms. Source: “The losing faction… is defeated and banished”.
[CONFLICT] Chronology Discrepancy
Some later texts place the banishment 500 years earlier; this timeline follows the majority consensus of the “Chronicles of the Old Kingdom”.
The Age of Strife: The Sundering of Nations
4 events
Fragmentation of Empires
The Human Empire of Azaria, the Elven Kingdom of Sylvanos, and the Dwarven Holds of the Iron Mountains rise, but soon splinter into rival states. Source: “Great empires rise and fall”.
Regulation of Magic
In response to the Celestial War’s devastation, magical guilds impose strict controls; dark magic is outlawed. Source: “The use of magic becomes increasingly regulated and feared”.
Rise of Dark Magic & Necromancy
Secret cults begin experimenting with forbidden arts, spawning undead hordes. Source: “The rise of dark magic and necromancy leads to… undead hordes”.
Heroes & Villains Emerge
Figures such as the first Archmage of Aurixia and the Necromancer King of the Blasted Lands shape the era’s narrative. Source: “Heroes and villains emerge”.
The Age of Exploration: The Discovery of New Lands
3 events
Great Sea-Voyages
Explorers chart the Sapphire Sea, discovering the spice islands and the Sunset Mountains’ gold veins. Source: “Discovery of new lands and resources”.
First Contact with Naga, Lizardfolk, Sphinxes
New races are encountered; trade routes are opened. Source: “New races and cultures are encountered”.
Rise of Piracy & Plagues
The high seas become contested; exotic diseases spread to inland cities. Source: “The Age of Exploration also brings new dangers”.
The Age of Enlightenment: The Pursuit of Knowledge
4 events
Founding of the Grand Library of Solaria
Central repository of magical and scientific lore. Source: “Great libraries, universities, and centers of learning are established”.
Invention of Airships & Clockwork Automatons
Technological breakthroughs blend with arcane theory. Source: “Development of airships, … clockwork automatons”.
Inter-Racial Scholarly Collaborations
Joint research projects on rune-craft, celestial navigation, and elemental synthesis. Source: “Scholars, philosophers, and scientists seek to unravel the mysteries”.
Ethical Debates over Celestial Magic
Philosophers argue the morality of resurrecting lost Celestial arts. Source: “The pursuit of knowledge also raises new ethical and moral questions”.
The Age of Upheaval: The Return of Ancient Powers
6 events
Unsealing of the Fractal Labyrinth
A magical anomaly appears in Mystara, warping reality. Source: “The Fractal Labyrinth appears”.
Echoes of the Ancients
Deep-sea vibrations awaken a forgotten civilization; massive ruins rise from the ocean floor. Source: “Strange, haunting echoes… ancient structures emerge”.
Shattered Skies Cataclysm
A cosmic fracture creates floating islands and destabilises gravity, threatening the Aeriels. Source: “A massive… event causes the very fabric of the sky to crack”.
Unbound Menagerie Incident
A Sylvan Elf mage’s hybrid-creature garden escapes, spreading chaotic hybrids across the Eldar Forest. Source: “The Unbound Menagerie”.
Rise of the Nameless Hierophant
A desert philosopher gains a following, blending Celestial mysticism with Drakonian might, destabilising political structures. Source: “The Nameless Hierophant”.
Weakening of Planar Barriers
The banished Celestials’ lingering echo and the Fractal Labyrinth together thin the veil between worlds, allowing demons and angels to slip through. Source: “Barriers between the planes begin to weaken”.
The Ten Great Civilizations
10 events
Celestial Order
Neutral mediators; keep the remaining celestial wards. *Source:* Interracial Relations - “Celestial Order often serves as mediators”.
Aeriels
Star-watchers; practice celestial magic; heavily involved in the Shattered Skies response. *Source:* Interracial Relations - “Aeriels remain aloof… intervene if they foresee a major threat”.
Sylvan Elves
Guardians of the Eldar Forest; central to the Unbound Menagerie crisis. *Source:* Interracial Relations - “Sylvan Elves have a close alliance with the Eldorians”.
Drakonians
Dragon-bonded warriors; key players in the Celestial Schism and later in the Hierophant’s militarised cult. *Source:* Interracial Relations - “Drakonians are often seen as aggressive”.
Frostborn
Rune-crafters; provide runic wards against the Fractal Labyrinth. *Source:* Interracial Relations - “Frostborn have a strong alliance with the Eldorians”.
Eldorians
Master craftsmen; trade metalwork with many races. *Source:* Interracial Relations - “Eldorians trade in high-quality metalwork”.
Mystarans
Prophetic scholars; first to study the Fractal Labyrinth and the Echoes of the Ancients. *Source:* Interracial Relations - “Mystarans are enigmatic… sought after for prophetic abilities”.
Islanders
Sea-traders; crucial for supplying the floating islands after the Shattered Skies. *Source:* Interracial Relations - “Islanders are the primary sea traders”.
Nereids
Water-spirit guardians; lead the investigation of the oceanic echoes. *Source:* Interracial Relations - “Nereids are generally peaceful”.
Nomads of Aurora
Mobile messengers; ferry news between the fractured realms. *Source:* Interracial Relations - “Nomads of Aurora trade with various races”.
Recent History / Current Era
10 events
Prophecy of the Three Siblings
An ancient vision foretells that Robert, Mary, and James Starwind will restore lost harmony. Source: History - “A prophecy whispers of the arrival of three siblings”.
The Shattered Skies Response
Aeriels, aided by the Islanders and Frostborn, establish the Sky-Anchor Network to stabilise gravity on floating islands. Source: “Shattered Skies” arc.
The Unbound Menagerie Containment
Sylvan Elf ranger teams with a Drakonian beast-mage to capture hybrid creatures; the incident sparks a new treaty on magical experimentation. Source: “Unbound Menagerie” arc.
Echoes of the Ancients Expedition
A Nereid sonar-singer, Mystaran psychic-diver, Aeriel star-navigator, and Drakonian forge-master uncover the dormant oceanic civilization; decide to seal the signal rather than awaken it. Source: “Echoes of the Ancients” arc.
Fractal Labyrinth Investigation
Mystaran Mathemagician, Eldorian Rune-Scribe, Frostborn Geo-Mancer, and an Aurora Nomad navigate the Labyrinth, ultimately sealing its core but leaving a fragment as a research site. Source: “Fractal Labyrinth” arc.
Rise of the Nameless Hierophant’s Sect
The Hierophant’s philosophy spreads across Whispering Sands; a coalition of Frostborn, Drakonians, and Desert Scholars forms to counter his influence. Source: “Nameless Hierophant” arc.
Renewed Dark Magic Crackdown
After the Labyrinth’s reality-warping effects, the Ten Great Civilizations enact the Covenant of Balanced Arcana, outlawing unchecked necromancy. Source: “The Age of Upheaval” and “The Age of Enlightenment”.
Technomagical Renaissance
Airships, clockwork guardians, and elemental forges become commonplace; the Starwind siblings pilot a hybrid sky-ship powered by a reclaimed Celestial Ward. Source: “The Age of Enlightenment” & “Present Day”.
Current Tension: The Shattered Skies vs. Fractal Labyrinth
Some factions argue the Labyrinth’s fragment should be weaponised, while others fear it will repeat the Celestial Schism. Source: “The Age of Upheaval” & “Present Day”.
The Great Convergence
A planetary alignment amplifies all magical currents, setting the stage for the final showdown that will decide whether harmony is restored or the world descends into another age of discord. Source: “The Great Convergence / Rise of Younger Races” (implied by the prophecy).