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Gods create flora, fauna, and landmasses.
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A time at the beginning of Crea, when Gods ruled and life was just beginning.
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Humans, Elves, Dwarves, Goliaths, Halflings and Gnomes appear on Crea.
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Humanity enters the scene. Groups of peoples divided by race begin wandering the planet, cultivating crops and taming livestock.
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Magic is discovered by the peoples of Crea, in the form of large well-like sources.
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A time period when magic reached its peak. The wars and ideals shaped the world to decide the uses of the magic granted by the gods.
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A battle between two schools of magical thought: combat and utility. General Ansem, leader of the Silver Casters, sat down and negotiated with General Syloreum, leader of the Order of Arcana. Eventually a treaty was struck and the two sides put aside their differences to form the Magus Guild.
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The Magus Guild begin to find places of power around Crea to construct magical gateways that will allow them to traverse between realms.
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The period of time when magic grew too powerful, and wars were waged to bring an end to magic-users.
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A group of humans against the use of magic form the Purifiers; a group of mage-killing warriors to hunt and kill magic users.
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The first magical purge begins, and hundreds of mages fall to the hand of the Purifiers.
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The purifiers overrun the last magical stronghold in Fortress Ontario, killing all mages except for Sephira and her daughter, who escaped through the mountain.
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After the last mages were killed, a strange black dust seemed to rise from their bodies, frightening the Purifiers.
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The magic siphoned from the dead mages is crystallized into usable Mana Crystals. The Purifiers deem it best to use these crystals to break away from the ground and send landmasses into the sky, bringing them closer to the Gods they revered. Six Islands were lifted into the sky.
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The remaining peoples on the ground use the left-over Mana Crystals to jump-start a technological revolution.
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Technological boom after utilizing crystallized magic from the previous era.
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People begin to build cities in the craters of the floating islands, as a form of natural protection.
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The first experimental Airship being constructed in the Zaphkiel Crater is accidentally unleashed when prominent thief, Leroy used it to escape from pursuing guards.
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After piloting what seemed to be an eternity, Leroy and Guard #2 come upon one of the floating islands and crash right into it. The Purifiers that still dwelled on these islands brought them into questioning immediately, before ultimately releasing them and fixing the airship. This ultimately lead to trade routes forming with airships, between all of the floating islands and the ground. Leroy buried one of the items he stole, under a tree on this island.
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Using a diagram of an old Purifier Fire-stick, a human and Dwarvish inventor team up to create long range weapons to fill the void of spells. After several failed attempts, the first flintlock pistols and muskets are created
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The Qill becomes the standard form of currency that civilizations use to trade with eachother.
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Lailah Isle, one of the original 6 floating islands, is sabotaged and falls out of the sky. The impact sends up a huge cloud of dust, covering Crea in swirling Dust storms that ravage the landscape.
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A period of crisis and evolution after the fall of the Isle of Lailah. The Dust pours over the land, forcing individuals to adapt or perish.
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With the whole of Crea (except for the floating islands) now covered in dust, the peoples begin fighting one another for control over important resources, such as water.
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One of the major battles during the Dustbowl, General Gambios lead his men into war against general Turnik's forces. The oasis was turn asunder, but eventually Gambios and the Order of the Wolf bested Turnik, and laid their rightful claim to the mushrooms that grew there.
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After years of conflict, the first Relic is unearthed.
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With tensions at an all time high, the Relic, which was unearthed on Elvish ground, starts a war between the People of Pintel Crater, and the Elves of Talant Elen. It is a bloody battle, but eventually, Islgaar Lord of the Elves claims victory, and the Relic is left with the Elves. This drives a rift between the humans end Elves.
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The humans decide to leave most of the other races to fend for themselves, and begin marching through the cities, fortifying human defenses.
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Liviticus the Celestial being, calls upon the Gods that watch over Crea to hold council. He berates them for screwing up a perfectly good world, and as punishment for letting the dust grow, he banishes the Gods into another realm, leaving the humans to fend for themselves.
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As a final demonstration of Power, Leviticus hurls a black meteor from the heavens crashing down to Crea.
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The Meteor strikes the land near the Dwarven mountain range. An Elven scout ran back to Talant Elen to report on the effects. When she reached the Council, she told them of the Dwarves that it eradicated when it fell. A black Dust had come out of the Meteorite and vaporized them. Islgaar decided it would be best to take the Relic and flee towards the nearest floating Isle for sanctuary.
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In a last ditch effort to save which that they created, the God of Mischief siphoned the other gods power into a mass of energy, and hurled it at the earth before they were exiled.
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A dark age when the gods were called to another plane by the celestials.
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With the floating islands near inaccessible, a new form of currency is adopted on the ground: Poch.
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After years of the black Dust spreading through the mountains, most of the Dwarves have died out. Bilby, a young adventuring Dwarf, goes to the High Dwarven Council and shows them a way to protect themselves from the Dust. The Council agrees the only thing to do is to seal themselves off from the outside world and protect the Relic they have until someone on the outside finds a solution. They then close the entrance to Kaz'ad Nerroth.
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Over the next couple hundred years, the Dust from the Meteorite corrupts the land and creatures it touches, carried by the Dust storms that already ravage the land.
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Groups of bandits known as Outriders start forming in an effort to survive the harsh wasteland that Crea has become. They ravage across the lands, pillaging any nomads or traders that come their way.
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With civilizations clustered into remote cities scattered across Crea, the tale of the Sire is the only thing that keeps people hopeful. Several cities start sending out their youth to search for the Sire as a last means of survival.
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The period up to present day where civilization has been separated and scattered, succumbed to the dust and searching for a way to survive.
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The remaining cities that have survived, begin building large walls in an attempt to shelter their citizens from the harsh outside world.
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While the search is going on, some cities begin development of artificial floating islands using balloons to try and flee to the sky. Unfortunately, many of these artificial islands are unsuccessful and crash to the ground.
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After years of searching, a researcher of the Jah'Borra Crater believes he has found the location of the Sire: Zaphkiel Crater.
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The brave efforts of The Banished (formally known as team Irissss), lead to the discovery of a secret chamber under Zaphkiel Crater. When all hope seemed lost and the dust had taken over the outlands, the Sire was uncovered by The Banished deep within the chamber, and after a brief fight with a corrupted monk, brought peace back tot the land and assured the safety of lady Sapphira's bloodline.