1. Timelines

The Infinite Continuum

World Chronicle

'A wicked cycle of cataclysmic destruction and rebirth...' in the words of the Ascendant Vecna on the Infinite Continuum.

First Age (Primordial Chaos) (BA) < 0

Little is known about the before time, although, it is widely theorized throughout the academic halls of Tolria that reality as we know it was held in a state of primordial chaos...

Second Age (Twilight of Creation) (AA) 0 — 4,000

Although little is known of the second age, it is presumed that through evidence of elemental species surviving in the landmasses of Tolria, ancient primordial creatures and races spread across the world. Through the twilight of creation, giants, dragons, and celestials alike were born to inherit these lands and to live on for centuries. 

Third Age (Age of The Elves) (AA) 4,001 — 8,000

Through the founding of the twin cities of Itela and Itelion on the distant shores of Tolria and Osira, the descendant races of high and sun elves lived in decadence with abundances of knowledge, wealth, and power. Betrayed by their own curiosity, it is believed the elven kingdom of Itelion tested with rift magic before unleashing eldritch destruction upon their own empire. When trying to stop the tears in reality threatening the entirety of Tolaria, or Itelion, the bravest and strongest of their people were sent to retrieve the continuum crystals in hopes of averting the impending crisis. Through the deception and betrayal of Farric, the Archlich, their heroes were slain before their quest could ever be completed. In the end, the ancient civilization of Itelion was destroyed and lost to time.. 

Fourth Age (Dawn of Man) (AA) 8,001 — 12,000

In the fourth age, the many diverse races which are seen across Tolria even today begin to inhabit the known world. Vast kingdoms and regal powers were constructed from centuries of development, with the dissemination of various races there existed ever-changing political powers constantly struggling for supremacy over the continent of Tolria. Over the course of centuries of bloody war, backstabbing, and deception, a wicked plague had begun to infest the peoples of Tolria and spread its toxic roots. As the world was at each other's throats, the Infinitum Cult infiltrated many aspects of society as it was known in the Northern Kingdoms and empire of Bastile. Sheathed in lies and shrouded in shadow, their cruel plans began to slowly unfold after years of meticulous planning.. Culminating in the third continuum crisis, the allied powers of the heroic band of adventurers, Fraljar Icebourne, Fineas Farric, Thomm, Bar-then, Alvalor the Wise, Kelak Nilfard, and Boomer saved the world from a repeat of the infinite continuum... Finally breaking the cycle of cataclysmic death and rebirth..


Fifth Age (Age of Progress) (AA) > 12,000

Booming with expansion through the rapidly evolving arcane innovations developed in the Metal City of Thouran, as well as in the Imperial Academy of Bastile, civilization has begun expanding to the known reaches of the world. Forwarded by progress and advancement, new trade relations and discoveries are made within Osira and Tolria alike... It is up to this generation to decide the world's fate moving into the uncertain horizons of the future... 

  • The Cold-Front Confrontation represents the culmination of Harkon Chillbringer's arctic conjurations as he attempted to bring about Everwinter in service to Auril the Frostmaiden. Residing within the remote Frost Shrine, Harkon Chillbringer utilized the Ring of Winter to bring about the end times and blanket the world in snow and frost. It was only when a united force of The Sunsations and the Unknown faced off against the Frost Giant sage in mortal combat before he was ultimately decapitated by Wulfgar Beornson who was wielding the legendary Frost Brand sword which was stolen by Jager Boston from deep within the icy sanctum chambers of the Frost Shrine.

  • Setting sail aboard the Sky's Edge airship flown by Captain Aurelius are the greatest adventurers amongst the Emris Adventuring Guild. Personally selected by Headmaster Emr1s and Professor Henry Endsworth themselves, the voyage is the greastest of its kind, seeking to explore the northern reaches of Osira which remain a mystery to those within the Sarranid Sultanate. Aboard the voyage are adventurers Jager Boston, Vander Greatoak, Isaac Redmane, Dobrun, and Tormund Brightblade, with a motley cast of zany characters joining their expedition along the way!

  • The Conjunction of The Realms was an interplanar disaster caused by Primarch Prometheus as he collided the Feywild with the material plane. Utilizing the astral beacon within the risen Promythean, Prometheus anchored the temples arcane bastion to a fixed point within the Feywild and collided the two planes together causing untold catastrophe and destruction. Killing thousands instantly within The Sarranid Desert and destroying the town of Torbah, the Conjunction event caused much of the once desolate dune sea to be terraformed into the sprawling Feywild Jungles. Forming an entirely new landscape, Prometheus sought to utilize this corruptive change to mold the new world in the Sun Gods image. With his elaborate plans thwarted by The Sunsations, the Promythean was destroyed and sank back beneath the dunes which it arose, leaving in its wake the sprawling and overgrown forests of the Feywild Jungles, forever changing the landscape of The Sarranid Desert.

  • The Battle of The Four Armies was a conflict of unprecedented proportion, involving tens of thousands of combatants on multiple fronts, all aiming to surplant the others for dominance over The Shadowfell. Increased tensions between the demonic order of the Crimson Hand and the Shadowlords within the City of Evernight led to armed escalation between the groups which would lead to bloody conflict. With The Sunsations rallying the fragile support of the Tribunal of Netheril on the side of the City of Evernight, the battle was waged on four fronts. An army of Death Giants under the banners of the Night Mother Nyx led by the Night Mothers Chosen rallied from the southern expanses of the Dread Marshes, with the combined forces of Ravagers and Shade warriors of Netheril marching from the north. The three forces soon after met atop the marshy wasteland beneath the obsidian ramparts of the Crimson Hand Fortress. What ensued was pure chaos and pandemonium as a flood of lesser Demons of the Crimson Hand poured from the fortress to face the bannered legions of the Shadowlords and Night Mothers Chosen who likewise clashed in savage combat between one another. To the backdrop of unprecedented bloodshed atop the Dread Marshes, The Sunsations infiltrated the Crimson Hand Fortress with the help of adventurer, Guy the Grateful, before facing the demonic champions of the Crimson Hand in deadly combat. Intense fighting ensued within the decorated halls of the Crimson Hand Fortress, with Guy the Grateful nearly disembowled by Erwin the Prideful and Ghad'Rah (Gibbly) turning on The Sunsations before being felled by the resurrected Thomm. As the battle was turning in favor of Crimson Hand, Ascended Vecna reclaimed his ruinous eye and hand after killing Lucius the Master and erupting a radiant beam of energy, wreaking unscaled devastation which nearly destroyed the entirety of the Crimson Hand Fortress, along with the combatants inside. As the demonic champions fell one by one, Vecna returned to his floating city of Netheril and activated the Soulmonger crystals which devastated the battling armies below with powerful arcs of arcane lightning, consuming the souls of thousands nearly in an instant.. The Sunsations soon after fled with the aide of The Curator, whilst only Shadowlord Decimus remained on the Dread Marshes soaked in blood atop a mountain of withered corpses...

  • With the intense battle between The Sunsations and the Vampire Lord Leonardo the Unliving unfurling, the group managed to discover the source of his unholy power. Constructed throughout the tower itself, and taking the form of a flesh covered organic tree, was the heart of Leonardo the Unliving himself, which gave The Ebony Tower its font of necrotic power and hold over the outlying Burned Woods. With adventurers Haellae Colaerth and Guy the Grateful chopping into the heart of the tree, the tower fell to ruin shortly after, killing the abomination Bar-Then the Kneebreaker along with his master, Leonardo the Unliving

  • Sun Curse 12300 AA

    In the sun-scorched expanses of The Sarranid Desert, there spread a vicious blight known as the Sun Curse. Originating from the intense heat waves that bombarded the region under its ever-blazing sun, the Sun Curse wreaked havoc across the desert, relentlessly sapping life and vitality from its victims. The Sun Curse was a brutal affliction, causing its victims to fall deathly ill. It wrought devastating symptoms, from unbearable fever and dehydration to severe skin burns and organ failure. Many who were touched by the curse succumbed to its effects, their bodies unable to withstand the merciless onslaught.

    The toll of the Sun Curse was evident in the heart of the Sarranid Sultanate, the city of Shariz. Here, countless bodies lay wrapped in funeral shrouds, a grim testament to the curse's destructive reach. Mass graves were dug throughout the city, a desperate measure taken to halt the curse's relentless spread. The sight of these graves, rows upon rows of final resting places, sent shivers down the spine of the living. It was a constant reminder of the looming threat that hung over the city, a silent predator waiting to claim its next victim.

    Within the Sarranid Sultanate, the Sun Curse was seen not merely as a natural disaster but as divine retribution. The populace widely believed that the curse was a punishment inflicted by the Sun God, a direct response to the practice of blasphemy and faltering faith within their society. The Sun Curse, thus, cast a dual shadow over The Sarranid Desert. Not only was it a physical affliction that caused untold suffering, but it also served as a spiritual test, a divine examination of faith and piety. This curse continued to loom over the region, a sinister specter haunting the desert's golden dunes and the hearts of its people.

  • In the heart of The Sarranid Desert, The Sunsations, a group of adventurers, stumbled upon the ancient Temple of The Seven Suns. This sacred monument, largely untouched by the sands of time, held within its sandstone walls a secret that would forever change the course of events in the region: the arcane prison of the Primarchs of The SunThe Primarchs, six celestial beings of demigod-like power, were once revered as stewards of the sun's light, responsible for maintaining the cosmic balance between light and dark. However, their tremendous power became a threat, and they were trapped within an enchanted mural in the deepest chamber of the temple, a sandy tomb serving as their eternal prison.

    This mural, a marvel of arcane craftsmanship, depicted the Primarchs in stunning detail, a testament to their majestic countenance and their celestial glory. However, its beauty belied the potent enchantment that held these formidable beings in a state of suspended animation. The Sunsations, intrigued by the mural, found themselves magically drawn into it. Two of their members, Kairus the Brass and Losk the Wanderer, came close to sharing the Primarchs' fate as the mural attempted to trap them within its enchanted confines. However, in their desperate bid to escape, the Sunsations inadvertently shattered the mural's enchantment, freeing the Primarchs from their millennia-long captivity. As the enchantment broke, the temple shook violently, sending sand and stone flying in every direction. When the dust settled, the Primarchs were free, their radiant forms towering over the awestruck Sunsations.

    Unleashing an ancient evil of such magnitude had unforeseen consequences, as the released Primarchs wreaked havoc across the Sarranid Desert. Their celestial might twisted the natural order, turning day into night and summoning devastating sandstorms that buried entire settlements beneath the desert sands. The Primarchs' release marked the beginning of a dark chapter in the history of The Sarranid Desert, as The Sunsations were forced to confront the catastrophic consequences of their actions. The task to rectify their mistake and restore balance would prove to be a challenging one, pitting them against celestial beings of immense power in a battle for the fate of the desert.

  • Deep in the heart of The Sarranid Desert, in the secluded and forsaken depths of the Serpent's Shrine, a confrontation of titanic proportions unfolded. It came to be known as the Serpent's Showdown, a battle that pitched The Sunsations, a renowned group of heroic adventurers, against the deplorable and fearsome remnants of the Snake Cult, a notorious band of serpent-worshipping occultists. The confrontation came to a head with the cult's leader, the unhinged and fanatical Kassim. In a twisted act of devotion and desperation, Kassim threw himself into the pit within the Serpent's Shrine, a dark and foreboding abyss rumored to house the remains of the cult's patron deity, The Great Serpent.

    As Kassim's life-force melded with the pit, the shards of The Great Serpent's skeletal remains began to twitch and stir, a morbid puppet show directed by a force unseen. As the sunlight from Rozan's Eye, the local star, passed over the pit, it catalyzed a disturbing transformation. The Great Serpent's skeletal remains started to knit together, gradually forming a monstrous, tangible body that defied the laws of nature and mortality. The Great Serpent, its form fully reconstituted, rose once again from the confines of the pit, towering over The Sunsations and the dune sea with an aura of primordial power and insidious intent. It first sought to corrupt The Sunsations, whispering words of temptation and deceit, promising power and glory in return for their allegiance.

    When its attempts at corruption failed, The Great Serpent engaged The Sunsations in a brutal and bitter battle, its monstrous form writhing and striking with relentless fury. The battle claimed several victims amongst The Sunsations, including Queefus and Queefer, their lives brutally snuffed out by the Serpent's fanged maw and constricting coils. In the end, it was Guy the Grateful, one of the Sunsations, who landed the decisive blow, his blade slicing through the Serpent's scaled hide. Bathed in the creature's primordial blood, Guy struck down The Great Serpent, putting an end to its reign of terror and the Serpent's Showdown, a confrontation that would forever be etched into the annals of history.

  • The Trials of The Sun were a series of three ceremonial quests which were required for every prospective adventurer of the Emris Adventuring Guild to complete in order to become a fully fledged adventurer and join one of the three adventuring schools. Testing all manner of skills, the tests served the dual purpose of selecting each individual member for a respective school within the Emris Adventuring Guild, based upon their personal proficiencies. The first trial involved bringing a magical token of the Sun God, Malekith, to the Sun Shrine across the eastern desert. In the second trial, adventurers were tasked with retrieving poisonous fangs of the ancient Basilisk serpent from the depths of the Serpents Labyrinth. Finally, for the third trial, adventurers faced the powerful Brass Dragon, Jasar, in combat within the guilds fighting pits. The trials were notoriously deadly and difficult, leaving many prospective adventurers dead or gravely injured in the process.