The More Recent AgesThe Ascent of Man (4 mya to 65000 BCE)Among the mammals, a branch of primates slowly evolved larger brains and a bipedal structure. They began using primitive tools and eventually fire as well. Grouping together in tribes, they learned cooperation for survival and their societies slowly grew more complex. As they became more sapient their emotions and beliefs began influencing the metaplanes. The first human-like spirits appeared but were eventually eaten by the Horrors and the Invae, who the elder arthropod spirits had ultimately evolved into. They found these new spirits to be the sweetest meats they’d tasted so far and their rage at the great barrier doubled. Such torture that they could only look but not touch…
The 1st Age (Apr 8th, 64618 BCE to Aug 17th, 59493 BCE)The overall magic level drops below zero.
Behavioral Modernity evolves during the
Southern Dispersal of the
early migration out of Africa. A combination of environmental changes, genetic drift, and the need for improved pattern-recognition and communication abilities pushes several recessive gene combinations into prominence. Modern linguistic capabilities are born.
The 2nd Age (Aug 18th, 59493 BCE to Dec 27th, 54368 BCE)Magic returns to the world, and this time around modern humans discover that the ability to form complex linguistic constructs and abstractions can also be used to form mental constructs for channeling mana. With that level of flexibility, they spread out across the world, rising to prominence over those remaining archaic humans.
The 3rd Age (Dec 28th, 54368 BCE to May 9th, 49242 BCE)Magic drops below zero again. Absorbed in wandering and settling, modern humans do not develop much of any civilization this time around. Though they do start developing some finer microlithic tools.
The 4th Age (May 10th, 49242 BCE to Sep 17th, 44117 BCE)Magic returns once again. Competing against each other along with the remaining archaic humans, modern human magicians seek deeper magical secrets, eventually discovering both initiation and the metaplanes. Unfortunately, accessing the metaplanes breaches the great
Precambrian astral barrier that had protected Earth for eons, allowing the creatures of the metaplanes access to the planet at long last. Fortunately for humanity, this development comes too late in the mana cycle for any spirits from the deep metaplanes to actually do so. However, with the great barrier gone the influence of the metaplanes upon Earth was now unconstrained and the first magical animals, plants, and rocks began appearing.
The 5th Age (Sep 18th, 44117 BCE to Jan 28th, 38991)The overall magic level drops below zero. The civilization of modern humans reverts to reliance on trivial personal magics and links with those few metaplanar power sites which have been directly linked to the stable energies of the metaplanes. Technology remains primitive.
The 6th Age (Jan 29th, 38991 BCE to Jun 9th, 33866 BCE)Magic rises to useful levels once again. Used to working with only a trickle of magic, modern human magicians exploit this new resource with great enthusiasm. Magical settlements and constructs arise, in a period that will enter later mythologies as a golden age – a comfortable hunter-gatherer paradise augmented with easy magic. But the good times draw to a premature end with…
The First Scourge (36732 BCE to 36126 BCE)The magic level becomes high enough for the Invae (later known as
Insect Spirits) – and, roughly a hundred years later, the true
Horrors – to exploit the disruption of the great Precambrian astral barrier and manifest themselves on Earth, free to sate their hunger for earthly life at long last. Early attempts at protection against the Invae result in the creation of several types of magical guard-beasts, but none of these experiments are truly effective against the Horrors. As the most intelligent species, modern humans survive in scattered groups and in a few heavily-protected areas; those remaining archaic humans do not. Civilization will partially rebuild afterwards, but – in the waning years of the age of magic – does not reach its original heights again. Overall, the Scourge lasts for over 600 years, although the first and last hundred are mostly restricted to being harassed by the Invae. In the modern era, much of the fallout of this apocalypse this would be noted under the
Late Pleistocene Extinctions (as would the subsequent Scourge periods).
The 7th Age (Jun 10th, 33866 BCE to Oct 18th, 28741 BCE)Magic falls once again, save for the megalithic power sites set up during the waning days of the age of magic. Humans finish repopulating the globe, but continue to rely on what little magic is still possible rather than technological innovations for the most part.
The 8th Age (Oct 19th, 28741 BCE to Feb 28th, 23615 BCE)Magic returns, and another magical civilization rises, weaving homes from trees, air, and magic, storing knowledge in chunks of crystal, and bringing bounty to the earth. Sadly, the feral descendants of the ancient guard-beasts join the other dangers of the awakened world to make things more difficult than they used to be. With the rise of the Horrors, a new solution is attempted. The most powerful mages of the world reach back into the depths of the memory of the earth to call forth the forms of the most terrible warrior-beasts that have ever lived (now known as dinosaurs), weave those forms from magic, will, imagination (and not a little creative license), and then transmigrate their souls into them. The first
Great Dragons rise to war with the Horrors. Unfortunately, even they are no match for the Horrors, although they do allow the survival of considerably greater numbers of humans.
The 9th Age (Mar 1st, 23615 BCE to Jul 11th, 18490 BCE)The magic level drops to zero again, forcing the surviving dragons into hibernation. Humans are tolerably well prepared for the low-magic period this time, once again using various methods of keeping limited amounts of magic working. In addition, the notion of alternative methods of doing things has taken firm root. Basic “technologies,” such as ceramics and similar simple developments, make life a little easier.
The 10th Age (Jul 12th, 18490 BCE to Nov 19th, 13365 BCE)Magic – and the dragons – return to the world. As the Scourge approaches, the wiser dragons and human magicians attempt other routes – reawakening some of the ancient magical channels which once granted inherent abilities to various members of the archaic hominid lines. Among other variants, orks, trolls, elves, dwarves, obsidimen, windlings, and their “Physical Adept” variants are created. The Adepts, at least, are moderately successful against the Horrors. Various techniques for building refuges and fortifications are, however, at least as useful. Civilization is badly damaged and there are numerous casualties, but it could have been much worse. Unfortunately, among those losses are the remaining elder Great Dragons to the
Great Hunter, who managed to capture and imprison them in astral cocoons to be corrupted; with them goes the knowledge of the true origin of dragons. Towards the end of the age, some of the remaining dragons sire dragon-kin and t’skrang on various humans and variant humans. A very few elven crossbreeds seem to inherit undistorted forms and natural draconic near-immortality; these are the first “immortal elves.”
The 11th Age (Nov 20th, 13365 BCE to Mar 31st, 8239 BCE)Magic again drops below the zero point. The surviving dragons and their progeny enter hibernation. Without magic to power their innate channels and enhancements, metahuman children begin to be born as normal humans. The lack of widespread magic spurs human innovation and the
Neolithic Revolution is born. Hunter-gatherer tribes transition to lives of agriculture and settlement, domesticating both plants and animals. Simple tools and weapons of wood and stone, hide armor, and better pottery are developed. But even with these achievements their primitive technology is no match for the magic which can be kept working at the metaplanar power sites, and so is never seriously developed.
The 12th Age (Apr 1st, 8239 BCE to Aug 10th, 3114 BCE)Magic once again reaches usable levels. The dragons reawaken – but with the last of the original dragons long gone, the younger lesser dragons soon begin to chafe under the domination of their elders. This results in the Dragonwars – a conflict between the elder dragons and their younger progeny (with the dragon-kin mostly siding with the younger dragons). This isn’t good for anyone, and eats up a good deal of the time and resources that might have been used to prepare against the return of the Horrors. Several of the surviving immortal elves, however, create the “Books of Harrow” and use them as the basis to exploit the impending arrival of the Horrors for their own ends. They collect vast amounts of orichalcum, turn Thera/Atlantis into a magical fortress, exaggerate the dangers of the Scourge, and arrange for everyone else to seal themselves away in magical fortresses to be opened only when the magic level drops below the point that would force the Horrors back into the metaplanes. They then use their orichalcum reserves to construct a magical amplifier designed to stabilize magic on a global scale, allowing them to emerge and take over enormous territories while everyone else is still in hiding. Thanks to this meddling, some minor Horrors are able to remain in residence until the end of the age when the Scourge proper normally would only have lasted from approximately 5980 – 5374 BCE. The dragons decide that the immortal elves are a bigger pain than they’re worth and forbid the siring of further dragon-kin.
The 13th Age (Aug 11th, 3114 BCE to Dec 20th, 2012 CE)The magic level hits zero again – and the Theran planetary magical amplifier overloads and explodes. The island of Thera is completely destroyed, leaving behind nothing but a scar on the ocean floor. Across the world, the magic level drops from a level high enough to sustain an advanced magical civilization to zero within hours. Without time to prepare, without metaplanar power sites primed, and without decades of adaption to using tiny personal magics, all magic save that of master magicians (who still have some minor tricks to call upon) abruptly ceases to work. Unprepared magical beings, including some foolish young dragons, and most of the obsidimen and t’skrang, die painfully. The windlings – unable to remain sentient at their brain size without magic – are deprived of the time needed to gradually grow larger as magic fades, and become near-extinct save for a few recessive genes. Millennia later, they would call this global disaster the
Neolithic Decline.
On the island of Crete, the shell-shocked survivors of what was largely considered Thera’s breadbasket are suddenly bereft of magic and their overlords in a single afternoon. The “B Team” magicians living on the island who still have some minor magics at their disposal organize an exodus to an island 70 miles to the north and name it Thera, attempting to carry on the traditions of their lost empire. Unfortunately, their descendants are destroyed in the
Minoan Eruption 15 centuries later.
In the rest of the world, civilization undergoes an unparalleled collapse with the sudden absence of the magic it depended on. However, necessity is again the mother of invention in the absence of widespread magic and this spurs technological innovation in earnest. Over the next few millennia, history takes a familiar course – culminating in the modern era of human civilization.
The 14th Age (Dec 21st, 2012 CE to May 2nd, 7138 CE)The Awakening and the start of the “Sixth World” according to the Mesoamerican Calendar.
The 15th Age (May 3rd, 7138 CE to Sep 11th, 12263 CE)The next non-magical age.
The 16th Age (Sep 12th, 12263 CE to Jan 20th, 17389 CE)The next magical age. (See the
Equinox RPG for further details on an unofficial future age for the Earthdawn/Shadowrun universe.)