Dragondeep was not always known as such, certainly the Gods had another name for it before they caused the deep-sea creatures which became Dragons to rise. In addition to the races and cultures that still exist in modern Dragondeep, however, there have also been many that came through Gates and Portals that have closed, only to return to their worlds, or that thrived in their time but didn’t make it to this era.
The timeline listed here is neither complete nor fully accurate. Any given society may have had their own interpretations of events, and the years are approximate since they are not generally counted the same way by each and every people. In particular the extinct societies are listed only based upon archaeological evidence or anecdotal in some cases.
Eras are expressed in “Before Rebellion” and “After Rebellion”. Some individual cultures will start their own calendars from their official arrival, or perhaps the founding of their first major township. Most add ‘in the reign of’ their political leaders (be they monarchs or elected), very few of them sport any form of religious connotations from their home worlds.
~93000BR Arrival of the Gods
90000BR Creation of the Dragons
40000BR Creation of the Dragonkin
8000BR Arrival of the Griffins
5000BR Celestial Wyrm’s Rebellion
0 Death of the Gods
Era of the Dragons
~2000AR to ~3100AR Grassland Imperium – advanced in business and botany, near the Bitter Portal, this culture vanished when, as evidenced by Dragonkin notes, the entire area became swept by a hundred-year long drought
~8500AR to ~9200AR Savannah Commonwealth – when two factions of its highly religious culture conflicted over the too-indulgent nature of their leader, this society left behind many tombs and impressive ruins near the SandShire portal
12000AR Arrival of the Necromancers and True Vampires
~12500AR to ~13700AR Bloodthirst – a domain filled with war, astronomically based sacrifices and rituals, and what had been some of the most incredibly beautiful pottery; living on the southern side of the Patriarch, died off in their own last civil wars
~13600AR to ~15500AR Arctic Theocracy – one of the only known societies to build directly on the thick polar ice cap in the North, this gentle civilization was noted by the Necromancers as a highly advanced culture. However, their delicate bodies couldn’t handle the climate change when one of the larger eruptions of the Sulfur Shadow covered the hemisphere with ash. Now all that is left of them are mathematic notes and some few incredible crystalline sculptures found on display at the Necropolis
~14200AR to ~17000AR Oceangoers – on the northern side of the continent, this culture of amphibians ruled for a time in the seas and shores. Eventually the Dragons took it upon themselves to put a stop to their enslavement of dragonkin and whoever else might be found on the shores, though there are some remnants of their underwater arenas still visible in clear shallow bays
15500AR – Sulfur Shadow erupts
~15600AR to ~21000AR Mystics of the Shimmering Peak – Though this culture traded widely with anyone who was friendly, and most surely would have survived to become a thriving part of the world today, their location, upon a low-rolling island they’d been warned was the precursor to a volcanic land, eventually blew up entirely, leaving not even a few islands as many would. Unfortunately, all of their sculpture and much of their medicinal knowledge was lost in this disaster to the south-west of Stonefall’s coast
~18000AR to ~20000AR Brewers of the Barren Stone – long before the Clockworks’ rebellion on their home world, others had come to Dragondeep, humanoids who enjoyed their beer. Though their reign was short, they likely showed others secrets of brewing, wine making and cultivation that are still in use today. Rather than being destroyed in any kind of weird accident or disaster, most simply left the world back through the Bitter Portal, bored with this world’s lack of technological advancements, and those who remained would eventually travel the seas with their human companions
~20500AR to 23000AR The Darklings – creatures that came through the Mossgate when it was much bigger and still a Portal, predating the Fey, these terrifying humanoid demons nearly spread around the world with the idea of conquest. Since they remained on land and generally inland by hundreds of miles, they might have escaped notice by the Dragons, but they did eventually come into contact with the Necromancers. And far from being welcomed by those magical folk, the Necromancer king at the time made quick work to notify the natives of this dangerous group. It took nearly two hundred years to wipe out all of them or drive them back through the Mossgate, and this may have also led to the Portal becoming a Gate instead
~22500AR to 26500AR Cloud Kingdom – Generally peaceful and not entirely intelligent (though listed here because they had been part of the ecosystem for many generations), these air-born fliers drifted literally everywhere around the world for their entire lives, feeding off the plentiful pollens over what would become the Bracken Realm. They were almost entirely wiped out when the Sulfur Shadow erupted and polluted their very bodies to the core
~23800AR to ~30000AR Underlanders – Hidden from all for such a very long time, the Underlanders were heavily elemental-magic users who lived exclusively under the surface, and in particular loved the areas near the Sulfur Shadow. Though the area was always volatile with its rumbling and eruptions, normal heat and stone didn’t bother the Underlanders whatsoever. Only in the last thousand years of their existence did anyone else know of them, obviously the Necromancers were the ones to discover their culture. Unfortunately they discovered the culture had all but hollowed out places below the Shadow, which rapidly filled with lava and superheated steam when it erupted again, killing many who could not escape. Many of those who didn’t die were rescued however, and along with several other cultures mixed in to the Necropolis population as well as scattered locales around the mountains. Underlanders still appear now and again, or at least their dilute descendants, who are dark-skinned humanoids with very strong stone magic
26500AR Sulfur Shadow erupts
~27000AR to ~31500AR Desert Makers – kin-like creatures, chimera like the Griffs but with lizard and snake like parts, slithered out of the SandShire Portal, not long before the Wyldkin came. Whether they were from the same world is questionable, as portals may shift with time from place to place. They were adept at elemental magic, at least with sand, stone and wind. SandShire is named thus because of these travelers, who took reasonably jungle conditions and dried them until it was little more than sandy dirt. Why they did this remains a mystery – they were known to the Wyldkin and others around that area, however they never communicated with anyone else, and were extremely insular. When they vanished is anyone’s guess, but after SandShire closed none have been seen since
28000AR Arrival of the Jewel Witches
28000AR Arrival of the Wyldkin
~28000AR to 30000AR Mountain Republic – a humanoid culture which had ranged on Rotwood Promontory long before the other cultures, was wiped out in a difficult, long standing war between them and the neighboring Fey after their arrival. It is thought that they had harnessed some of the fey creatures for energy or experiments, and thus sparked the angry response
28800AR Sulfur Shadow erupts, filling the Underlanders’ tunnels
29000AR Arrival of the Fey
31000AR SandShire Portal closes
31000AR to 36500AR Domain of Illumination * See Lumin
32000AR Arrival of the Summoners
32400AR Shifter Resettlement – due to numerous issues with the shapeshifter population among the Wyldkin, most of the shifter population was relegated to their current digs near the Fey areas. This is still a common practice today, running off shifters if they cause problems or out of superstition
33000AR Arrival of the Grape Barons
34000AR Arrival of the Clockworks
34000AR Arrival of the Rotwood Elves
* 36000AR Lumin population reestablished – the Lumin consist of descendants of the survivors of the Domain of Illumination, and apparently learned from their ancestors mistakes. Situated due south of the Summoners and stretching nearly a thousand miles across, their realm is still growing.
37000AR Arrival of the Nomads
37000AR Arrival of the Reed People
38000AR Arrival of the Ravenhill and Starcourt Elves
Current Day 41000AR
|