Ages: The History of Evindale

Lessons from a Seer

For five coppers, a storyteller in a crowded bazaar told me the whole history of the world: eight ages, from the first dream of the gods to a future among the stars. As she spoke, I saw it. I am Talbot, and these are my visions.

Dates count from Year 1 of the Ivarian Calendar (IC), which opens the Fourth Age.

I
First Age · Before recorded time

Creation

Sythlia, the creator goddess, dreams the worlds into being. Her last creation is Ævyn, her consort, and the two settle on a world mortals will later call Elydris.

The world. Everything is new and nothing dies yet. Living spirits rise from the Eight Elements, the forces all matter is built from. Dreg’n, ancient beings who helped shape the universe, walk the land. Sythlia makes the first peoples one by one: some from elemental spirits, some from earth, some from every element at once.

Play here as:

  • The first witnesses, naming storms, rivers, and feelings no one has felt before
  • Keepers of memory in a world before writing
  • Mortals caught between gods still deciding what the world is for

Mythic. Wild magic. Discovery.

Talbot's Visions

When she spoke of the beginning, the bazaar went silent for me. I saw light with no source and rivers learning which way to run. Something vast turned its head toward me, and I understood that nothing had ever died. I have never felt so welcome, or so small.

II
Second Age · IC -1380

Chaos & God-Kings

The world grows crowded with deathless life. Sythlia sends Ævyn to restore order, and he is killed in the First Murder.

The world. His released power, the Surge, warps every world. Death enters creation for the first time. Divine power curdles into arcane magic, the volatile fallout of a god’s violent death. Some beings swell into italti, tyrant god-kings who rule mortals through fear of the death they have only just discovered. Secret orders form to fight them.

Play here as:

  • Tribes surviving an italti that moves through villages like a season
  • Members of a hidden order hunting god-kings
  • The first mortals to wield the new, dangerous magic

Raw, tribal, brutal.

Talbot's Visions

I smelled it before I saw it: smoke, and something sweeter underneath. A figure walked through a village and the people knelt. I thought it a god. It was not. A god does not need you to kneel. This thing did. It fed on their terror the way fire feeds on wood, and I saw the secret it guarded above all others: without them, it was nothing. Its greatest fear was the day they would stop kneeling.

III
Third Age · IC -67

Expansion of Empires

After a brutal millennium, a great hunt kills the last ruling god-king and scatters the survivors into hiding.

The world. Free kingdoms rise fast. Cities gleam with newness, borders spread, and monsters are driven to the edges of the map. Great empires, colleges, and fortress-nations are founded. For the first time, magic is studied instead of merely survived.

Play here as:

  • Explorers mapping wild frontiers for a crown
  • Courtiers and diplomats shaping young kingdoms
  • Hunters tracking the god-kings who escaped

High fantasy and exploration.

Talbot's Visions

Banners. So many banners, all of them new. I watched a city rise in what felt like a single breath, white stone on green hills, while at its edges the beasts backed away into the dark. Everyone I saw believed the world was finally theirs. Some of them were right… for a while.

IV
Fourth Age · IC 1

Exploration

The Fanuei Empire, the great power of the previous age, collapses after its king dies. A new calendar begins at Year 1.

The world. Empires settle and civilization stagnates. Greed drives people into the Harrow: delving ancient ruins for lost magic, relics, and forgotten power. Gothic cities rise, the undead prove real, and people stay home after dark. Cults hunt for artifacts from the First Age. Some god-kings, it turns out, survived, and want back what they lost. Late in the age comes first contact with the Unspoken, beings that exist beyond our three dimensions.

Play here as:

  • Delvers in the Harrow, breaking into tombs older than nations
  • Investigators in gothic cities where every cult has a patron
  • Rebels against regimes that control what people may learn

Dark fantasy. Oppressive regimes. Cults in the shadows.

Talbot's Visions

This vision frightened me most, for it was my own time. First came one man with a lantern and a debt. He went down a stair beneath a ruined cathedral and came back up rich. Then came a hundred. Then guilds, then kings, all descending the same stair, and people began to call it the Harrow. They broke every seal they found. They carried up relics no one understood and sold them to buyers who understood less. Below, something had waited a very long time, and it was hungry for those on the Harrow. Still they kept coming. The last thing I saw was a table, and on it, pieces of something ancient being fitted together.

V
Fifth Age · IC 1436

Fall of the Gods

Mortals reassemble the Caldra’fa Helix, a relic from the First Age, without understanding it. It tears Nor’dagha, the spirit of uncaring nature, loose from Sythlia.

The world. Nature turns against everything outside Sythlia’s original design, which includes most of what mortals have built. Earthquakes and spiritual cataclysms topple civilizations. Faith in the old gods breaks, and mortals raise new gods in their own image. In the surviving cities, old families cling to power while secret societies trade scraps of half-remembered magic.

Play here as:

  • Scavengers stripping ruined cities for anything that still works
  • Followers of new gods, still deciding what they believe
  • Survivors in a fierce contest against nature itself

Post-apocalyptic survival.

Talbot's Visions

The ground breathed. I mean it plainly. Mountains shrugged, and cities slid into the sea. Rivers left their beds overnight. Within a season, roots had split the palaces. Within a year, the forest stood in the streets as if it had always been there, and moss had swallowed the names on every grave. A woman knelt before a statue carved that morning and prayed to it anyway. I did not blame her.

VI
Sixth Age · IC 1770

Rise of Science

The last great temple to Sythlia is plundered and razed. The age of faith is over.

The world. People turn to invention, industry, and critical thought. Steam gives way to electricity, then to global networks. Faith and magic are dismissed as superstition, so they go underground, into secretive cults that summon impossible creatures from other dimensions. By the age’s end, scientists are measuring magic in laboratories.

Play here as:

  • Investigators of occult horror in gaslit cities
  • Engineers and airship crews in steam-driven metropolises
  • Researchers proving magic is real, and paying for it in years of their lives

Victorian horror to near-future.

Talbot's Visions

Iron and smoke and a sky the color of weak tea. Men in tall hats laughed at the old prayers while, two streets over, someone drew a circle in chalk and called through a thing that should not have fit through a door. Belief had not died. It had only gone where no one was looking.

VII
Seventh Age · IC 2323

Rise of the Syndicate

The first working Ion-X Drive, a faster-than-light engine, makes crossing galaxies possible in a single lifetime. The Syndicate, a corporate empire, rides it to power.

The world. Science is taken from the people. Tyrannical governments unite under the Syndicate. Prison-like megacities spread across worlds stripped of their resources. Simulants, powerful artificial beings, enforce control. Magic survives only in hiding. In time, rebellion begins tearing the empire apart from within.

Play here as:

  • Undercity runners moving people and secrets off the grid
  • Hackers and spies inside corporate towers
  • Rebels fighting a war across star systems

Cyberpunk. Survival. Rebellion.

Talbot's Visions

I cannot describe the cities. Towers with no top, light with no fire, people stacked like grain in a granary. Every face bore a number. Every word was heard. Simulants walked the corridors, and no one looked up, because looking up was noted. Ships crossed between stars faster than I cross a market, hauling ore torn from dying worlds, and none of that wealth ever touched the hands that dug it. In all that brightness, I saw a child hiding a single candle under her coat, as if it were the most dangerous thing in the world. Perhaps it was.

VIII
Eighth Age · IC 5208

Dawn of Hope

On a forgotten world, people revive a teenager found in an old, heavily guarded medical facility. She is Sythlia, the creator goddess, kept sedated by the Syndicate for ages.

The world. The Syndicate collapses. Magic, faith, and science join for the first time, and the old gods rise again. Cities grow into the land around them instead of paving over it. This is no paradise: scarcity remains, and old powers push back. The difference is that people are organized enough to fight for something better.

Play here as:

  • Rebuilders reclaiming poisoned land and dead cities
  • Communities defending hard-won freedom from the remnants of the old order
  • Witnesses to a goddess learning to live in a human body

Brightpunk: hopeful science fiction.

Talbot's Visions

The last vision she gave me, I keep close. A girl opened her eyes in a cold white room, and every living thing for a thousand miles seemed to exhale. Then I saw priests and engineers bent over the same machine. Spells woven into towers of glass, wrapped in gardens. Light with no fire, the same light I had feared in the age before, now growing food and mending the sick. Grass grew through broken towers. People sang. Not all of them, and not without cost, but they sang. Whatever comes, the road does not end in darkness.

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