Timeline

This page chronicles the many events that have shaped the history of Atheria. Given the timespan covered, not every entry exists beyond the few lines contained on this page. But like the blog, this timeline will be updated regularly as new narratives are written and new events unfold.

I try to keep the stories aligned with the timeline, but they may occasionally get out-of-sync. When that happens, I’ll happily engage in some revisionist history.

And a couple of notes on the year notations:

  • Pre-Sanctified Order (PSO): Refers to the time before the First Inquisition and the founding of the Imperium, marking an era where kingdoms and tribes were largely independent, and magic was still permitted.

  • Sanctified Order (SO): Denotes the time following the First Inquisition and the establishment of the Imperium, a unified government formed to regulate magic and enforce the edicts of the Inquisition across Atheria.


~10,000 PSO

The known world is said to be inhabited by powerful mages, mystical beasts, and enchanted lands.

~8,000 to 4,000 PSO

The Lost Ages. Elders tell of a great cataclysm which shook every corner of Atheria. Mountains moved, folding in on themselves. The skies grew hazy and wine-red, as if the Fates were bleeding from the heavens. All was silent. Soon, only the silence remained.

~2,000 PSO

The Church of the Four Fates is founded. Legends claim that four spirits appeared to King Gregor of Valo, warning that he must make peace with the neighboring kingdoms and unite the continent of Durram under one banner.

1997 to 1962 PSO

King Gregor is bestowed the title of Gregor The Divine and engages in decades-long negotiations with the neighboring lands to attempt to unite them.

1962 PSO

Gregor The Divine dies, having failed to unite the continent of Durram. Gregor II is appointed heir to the throne at age 14.

1949 to 1920 PSO

The Bloody Accords. Pursuing peace by military might, Gregor II subdues the various kings and chieftains within Durram, uniting them into one kingdom, the Empire of Durram. Gregor II becomes known as Gregor the Bloodied. Gregor the Bloodied's first decree is to outlaw the practice of magic, claiming the Four Fates came to him and willed it.

~1920 to 1704 PSO

The Long Peace. The Empire of Durram rules over the continent from the southern city of Valo. Much of the land is at peace until the death of King Brandor IV.

1704 to 1650 PSO

The War of Heretics. Skirmishes erupt between the Empire of Durram and the former kingdom of Treador over religious differences and the appointment of suspected mages to religious positions. The war - or more accurately an extended series of smaller wars - is thought to have begun with the Battle of Last Rites and ended with the Battle of The Choke. The Empire of Durram is pushed back to the lands south of The Choke - a narrow isthmus connecting the kingdoms of Durram and Treador.

1650 PSO

The Peace-Upon-Choke. A treaty is established between the Empire of Durram and the armies of Treador. The Empire cedes all lands north of The Choke. The northern part of the continent is further divided between the Kingdom of Treador and various clans. The Empire's citizens commonly refer to this as the Choking Peace.

1641 to 1630 PSO

The Dark Tide War. The diminished Empire of Durram engages in numerous skirmishes against pirates inhabiting the Agora archipelago along its eastern shores. The empire's navy is no match and ultimately cedes control of the archipelago and outlying islands.

~1600 PSO

The Agora archipelago becomes a hub of illicit trade and criminal activity. It begins to serve as a waystation for pirates and slavers. Most kingdoms warn sailors to give it a wide berth and refer to it as the Stolen Isles - claiming the land itself was stolen from nearby kingdoms and dropped in the middle of The Drown.

~1100 PSO

The Andar Kingdom is formed from the unification of the Andar and Essarian peoples on the continent of Menes. Despite occasional skirmishes on its northern borders from the Chezāhrani Kingdom and the Ushani tribes to its east, it enjoys a relative peace. King Rynald of Andar grants the Essarian people considerable autonomy over their own affairs and builds a series of well-fortified outposts along the northern border of the Essarian lands, vowing to protect all who live within the newly expanded Andar Kingdom.

795 to 776 PSO

The Qurassi Civil War. With the suspicious death of the long-ruling Sultan Amira IV, various political and military factions vied for power. The ensuing chaos to capture the throne results in nearly two-decade civil war and unrest within the Qurassi Sultanate and the city-states of Ishtab-Atta.

782 PSO

Under the rule of Lady Rosamund of Greengood, the major Essarian cities declare independence from the Andar Kingdom, citing unjust expansion of the kingdom and undue political, legal, and financial burdens. The secessionists claim the southern territory of the Andar Kingdom as their rightful land.

774 PSO

The Andar Kingdom - led by King Arvin - entreats both the Ushani tribes and Chezāhrani Kingdom to unite against the Essarian revolutionaries, promising to divide the Essarian territory amongst those who come to their aid. The Chezāhrani Kingdom refuse, desiring to maintain its reputation for neutrality and trade. Two of the three Ushani tribes agree to assist the Andar Kingdom.

773 to 765 PSO

The Essarian Revolution. Under the leadership of King Arvin's armies, the Qonid and Ikosha tribes unite with the Andar Kingdom in an attempt to end the Essarian uprising. Led by Lady Rosamund, the Essarian military narrowly defeats the joint Andar-Ushani armies due, in large part, to the well-fortified outposts along its northern border. Rosamund's Wall, as it comes to be known, hosts the site of the final battle of the revolution - the Battle of the Nine Knights.

610 PSO

The M'aktun people - a tribe of mystics - split from the Qurassi Sultanate and travel east across the Beholden Sea to the continent of Yidarro.

609 PSO

M'aktun settlers discover ancient ruins carved into the rock-walls of the Il-Khatabi desert. Covered in ancient runes illuminated by the setting sun, M'aktun mystics interpret this as a good omen and establish their new capital city, naming it Hasna Sayifra (House of the Sun).

600 PSO

The people of Ishtab-Atta split from the Sultanate and claim the western part of the continent for themselves, founding the Western Free Lands and outlawing both slavery and magic.

488 PSO

The M'aktun people expand across the continent of Yidarro to establish the Ma'sayifra Kingdom, and relocate their capital to the island-city of R'asha.

~450 to 399 PSO

The Norrin Wars. The various tribes of the northlands engage in bloody and protracted wars against one another for nearly half a century, commonly held to have started with the War of Whales and ended with the Second Battle of Lorheim.

398 PSO

Prince Sundhelm of the Iceheart Tribe hosts the leaders of the Howlingwood and Brevvik Tribes to negotiate peace. The Three-Year Accord is brokered - a temporary peace treaty which was meant to limit the bloodshed between the factions. The initial treaty grows over time, eventually leading to the founding of the Norrin Triumvirate.

~300 to 150 PSO

The Ma'sayifra Kingdom reaches the height of its cultural and scientific advancements. Known for its grand cities that shimmered along the desert oases, it became a center of art, philosophy, and alchemical study.

18 PSO

The assassination of Queen Elosia of Korvald and High Seer Marevin of Falreach. Their deaths, suspected to be at the hands of unknown mages, fuel anti-magic sentiment across the kingdoms. The assassinations trigger many Kingdoms’ demands for drastic measures to control the rise of magic.

2 PSO

The All-Kingdom Conference. Representatives from each kingdom (except the Western Free Lands and the Norrin Triumvirate) agree to meet in the city of Valo to put an end to magic. An inquisition is proposed and planned to be carried out in 2 years' time. Each representative kingdom agrees to contribute forces, supplies, and financial support to form a centralized authority capable of hunting and eradicating magic users.

1 SO

The First Inquisition begins. Founding of The Imperium, a unified government of the Inquisition, led by the most fervent anti-magic rulers and religious leaders of the time. The Imperium is tasked with rooting out magic from every corner of Atheria, uniting the disparate kingdoms under a singular banner of control and suppression. The Imperium begins its reign of terror, marking the beginning of a dark period for magic users across the realm.

24 SO

The Unification. The Ma'sayifra Kingdom unites seven of the largest, most powerful Atherian kingdoms under its banner. Although it projected its power through military force, the Ma'sayifra Kingdom also weaponized the First Inquisition against its rivals.

39 SO

Siege of Bitter Lake. Held as the final battle in the First Inquisition. The Imperium lost nearly half of its forces in the siege, leaving its military in shambles and its leadership in disarray.

40 SO

The First Inquisition ends, unsuccessful. Despite decades of effort, the First Inquisition failed to fully eradicate magic in Atheria, leading the Imperium to officially declare its end. However, a devout splinter faction of Inquisitors, led by the fervent High Inquisitor Veral, refused to accept defeat. Forming their own sect known as The Second Order, they rejected the Imperium's decision and sought to continue the crusade against magic. The Second Order seized control of Nyskar Hold, a notorious prison colony on the Isle of Atrixos, turning it into their fortified capital. From this stronghold, they vowed to carry on the inquisition, free from the Imperium's oversight.

41 SO

The Council of the Supreme is established to preside over The Second Order. The Council appoints Isolde Trottier as the Order's first Prefect.

59 SO

Prefect Isolde dies and is succeeded by Percival Sumner.

85 SO

Prefect Sumner steps down due to ill health. The Council of the Supreme appoints Osbert Messier. Prefect Messier establishes the Council of Mercy, which is tasked with surreptitiously finding heretics in any kingdom. Inquisitor Robert Callister is appointed as the head of this new council and is bestowed the title of High Marked.

92 SO

The Second Inquisition begins, spurred on by King Siduri of the Ma'sayifra Kingdom. The Second Order declares the this Inquisition to be illegitimate and does not commit troops or resources.

93 SO

Battle of Desclair. First major victory of the Second Inquisition.

98 SO

Slaughter at Bramburn. Considered to be the final battle of the Second Inquisition, with Inquisitors laying siege to the castle at Bramburn and razing all surrounding villages. The massacre at Bramburn is immortalized into the widely-known folk song, Bramburn Still Burns, popular amongst dissident and anti-Inquisition circles.

99 SO

The Second Inquisition ends, with King Siduri declaring victory over magic that has scourged the land.

173 SO

The League of Tradelands is formed - a loose confederation of pirates-turned-traders in the Agora archipelago. It quickly votes to forbid the use of magic, but permits the slave trade to continue within its shores.

228 SO

Prefect Isolde III dies. The Council of the Supreme convene to elect a new leader. The new Prefect is not announced publicly - a break from centuries of tradition.

229 SO

The Second Order begins to send out Inquisitors into the kingdoms, claiming the scourge of magic has returned. The Second Order announces that it has located the first heretic in over 200 years. The Third Inquisition begins.

240 SO

The Ma'sayifra Kingdom's influence begins to wane, as many of its former colonies declare independence.