Age I - The Myriad Deep

PeriodEvent
UnknownThe Titans - beings of immense power, the closest this world had to gods - shape the world through primal force manipulation: cold, heat, time, planar boundaries.
UnknownStructures are raised so vast they are mistaken for geography. Mountains. Valleys. Weather patterns.
UnknownThe Titans vanish. No record survives of how, or why.

Age II - The Age of the Skylords

PeriodEvent
EarlyA civilization achieves sustained aerial infrastructure - floating cities, sky-routes, fortresses suspended in the clouds.
PeakThe Skylord empire expands across the known world.
EndThe Fall: catastrophic collapse of the floating infrastructure. Cause disputed.
EndWreckage scatters across the continent. One structure survives intact; reason unknown.

Age III - The Dark Ages

PeriodEvent
EarlyMortal kingdoms rise across the ruins of Ages I and II.
Early–PeakA polytheistic pantheon is worshipped across many cultures.
UnknownThe gods fall silent. Whether by death, departure, or choice - no one knows.
LateKingdoms continue without divine guidance. Most eventually collapse.

Age IV - The Magitech Dominion

PeriodEvent
ThroughoutDespotic kings and queens rule the Dominion. Magic and technology thrive at significant human cost.
Early–PeakLey-line infrastructure, skyships, enchanted constructs, and weaponized relics become widespread.
UnknownThalorin Vex - a minor, eccentric figure - predicts a coming age of permanent frost. No one believes him.
UnknownVex builds or assembles the device later known as the Hearth Engine. His purpose is unrecorded.
EndThe peoples rise up. The Cydonian Revolutions topple the Magitech rulers.

Age V - The Age of Cydonia

PeriodEvent
EarlyThe Cydonian Bureaucracy is established - intended to distribute power and prevent another Dominion.
EarlySkyships, already fading, are lost entirely in the chaos of transition and administrative neglect.
Early–PeakCydonia expands, establishing colonies including settlements in the region later known as Vespera.
Peak–LateThe Bureaucracy bloats. Inefficiency compounds. Society grinds toward a slow halt.
~10 years before Year 0Unusual cold and signs of creeping climate change begin to appear. Most ignore them. Nomadic tribes in the Wastes-region sense catastrophe and hold the First Gathering - forming what will become the White Maw Clans.
~3 years before Year 0The cold accelerates rapidly. Crops fail across the continent. Infrastructure begins to collapse. The Bureaucracy debates response procedures.
Year 0The Cydonian Bureaucracy officially collapses. Police and government abandon the capital to protect themselves - becoming the nucleus of what will be called The Last Kingdom. This moment defines the start of the Age of Frost calendar.

Age VI - The Age of Frost

YearEvent
Year -1Luthor Shrike - running a failing relic-hunting guild during the chaos of the rapid onset - discovers the The Hearth Engine and begins feeding his collection into it to sustain the Thermal Sphere.
Year 0The Cydonian Bureaucracy collapses. Its officials flee the capital. The Age of Frost calendar begins.
Years 1-2Society continues to fracture. Wheeled transport fails; sled networks develop. Word of the Engine - and Hearth - begins to spread. Shrike’s collection continues to fuel the flame.
Years 3-5Refugees converge on Hearth. The town grows rapidly under the Thermal Sphere. Shrike’s Relic Hunters’ Guild is repurposed as the backbone of Hearth’s survival operation.
Years 6-9The Guild formalizes. Relic recovery expeditions into The Wastes begin in earnest as the founding collection runs low. The Relic economy takes shape out of necessity.
Year 9Shrike’s founding collection is fully depleted. The The Hearth Engine now depends entirely on active expeditions. The need becomes dire.
Year 10Current date: March 3, Year 10. The Guild expands operations. New members are recruited. The players arrive.