Timeline of the Sea of Dread
by Andrew Theisen from Threshold Magazine issue 3The following is a fairly complete listing of events in the Sea of Dread. I posted a larger timeline http://www.angelfire.com/ca3/cthulhudrew/mystara/seatime.html including many bits of fan works on a webpage many years ago. Those bits were excised from this version, which only includes published canon sources.
Year
Event
Source
3000 BC
Blackmoor is destroyed in the Great Rain of Fire. The planet shifts its axis; ice caps melt and lands are flooded as the sea level rises.
G4, G9, PC3
2500 BC
A human culture, the Taymora, settle along the shores of southeastern Brun.
PC3
2400 BC
To the north of the Taymora, another human culture- the Antalians- enter into the bronze age.
HW
2200 BC
Elves from the two southern migrations reach the frozen valleys of the land now known as Glantri, to the northwest of the Taymora and southwest of the Antalians.
Colonists from the human Tanagoro culture of distant Skothar reach the Serpent Peninsula. They conflict with the Sheyallia elves who have also settled there.
HW, CoM
2100 BC
The Meditor and Verdier elf clans part ways with the Ilsundal migration, settling along the southern shores of Brun, near to the Taymora.
G9, HW
2000 BC
The humans living near the River Nithia develop a swiftly growing bronze-age civilization.
The Antalians begin migrating southwards, closer to the Nithians.
G4, G8, HW, DotE, PC3
1750 BC
The Nithians begin developing new technologies. Within a century and a half, they will have progressed to Iron Age.
Further to the south, a series of earthquakes and geological disasters begin to break apart the continent. The Taymora civilization is destroyed, and the Meditor elves are left stranded on islands in the newly-made southern sea. They name this sea the Sea of Dread.
The earthquakes cause flooding of the Serpent Peninsula, causing the Tanagoro culture to splinter and regress.
HW, G4, G9, CoM
1720 BC
Continuing geological changes and volcanic eruptions cause more land to break away from the continent, creating new islands in the western Sea of Dread. The Makai humans and lizard men find themselves stranded on these islands.
The Verdier elves build ships and join their cousins the Meditor on the southeastern islands.
Fleeing similar elemental clashes in the southern seas near Davania, primitive tribes of merrow head northwards. Many settle in and around the Thanegioth Islands, but still others continue further, settling in the Sea of Dread. They name their new home the Sunlit Sea.
G4, G9, PC3
1500 BC
The Nithians have now formed an Empire, and begin sending out colonial expeditions. One such expedition is led by the Traldar clan, and settles in lands to the southwest, along the shores of the Sea of Dread.
Davanian halflings, driven out of their homelands from population pressures of expanding human nations, sail northwards. They stop briefly at Thanegia Island, but quickly move onwards.
G2, HW, CoM
1400 BC
The Traldar colonists have not endured their new home well, and have suffered population loss from disease, weather, and animal attacks. They revert to a pre-agrarian lifestyle.
HW
1300 BC
The halflings reach a sheltered land along the shores of the Sea of Dread inhabited by a reclusive clan of elves. They settle this land, which they name Llora.
HW, G8
1100 BC
A Nithian mercantile expedition led by the adventurer Minroth claims a large island in the Sea of Dread which they name Trader’s Isle and found a settlement they call Harbortown. They name the newly discovered island chain the Colony Islands.
G9, HW
1000 BC
Gnolls invade the lands of the Traldar. King Milen leads a massive flotilla in an exodus to escape the gnolls, heading southwards to the continent of Davania. Traldar piracy in the Sea of Dread is drastically diminished.
With the Sea of Dread now relatively safe, the Nithian Empire extends its colonial holdings to the westernmost islands of the Colony Isles, conquering and enslaving the Makai inhabitants.
The Nithians also begin transporting Antalian slaves to the Colony Isles, to be sent with Nithian overlords following the flight of Milen’s people, to start colonies in Davania. The slaves soon revolt, however, and the colonies quickly collapse.
G4, HW
800 BC
Elves from the distant Sylvan Realm reach the eastern shores of the Sea of Dread via a magical rainbow. They attempt to settle in the forests there, but are driven out by warlike humans.
HW
700 BC
The Nithian Empire begins its decline, as Entropic Immortals corrupt its leaders.
The eastern Colony Isles are flourishing, and the people begin calling themselves the Minroth Traders, after the cult that arose to honor its founder. They increasingly distance themselves from the Nithian Empire.
HW, G9
600 BC
Three warrior-tribes, formerly from Davania, sail north through the Sea of Dread, driven out by Milenian aggression. They make landing on the eastern shores, coming into conflict with the human tribes that drove out the elves 200 years before.
HW, DotE
500 BC
The Nithian Empire collapses, and all memory of the culture is wiped out by the Immortals. All Nithian colonies are destroyed, save for those of Thothia and the Colony Isles, which have already turned away from the Entropic faith which led to the destruction of Nithia.
In the western Colony Isles (now called the Ierendi Islands), the Malpheggi lizard men, doomed to extinction by a parasitic plague brought by the Nithian colonists, wipe out the Nithians before dying themselves.
Goblin slaves brought by the Nithians retreat into lava tunnel complexes beneath the islands.
Whitenight Abbey is established on White Isle, populated by followers of the Immortal Orisis as a safeguard against any resurgence of the dark powers that led to the destruction of ancient Nithia.
The Thyatians, Kerendans, and Hattians have by now conquered the human tribes who opposed them, and control the region now known as Thyatis
HW, DotE, G4
250 BC
Thyatian pirates are by now a common scourge in the Sea of Dread.
HW
200 BC
Fleeing devilfish enemies to the south, tritons enter the Sunlit Sea, settling waters between the islands of Ierendi and Minrothad.
PC3
The tritons and merrow clash over undersea territory for several centuries before the more organized tritons finally triumph, establishing the Kingdom of Tilluaraver, and leaving the rest of the Sunlit Sea to the merrow.
192 BC
Irritated by the increasingly wide-ranging piracy of the Thyatian tribes, the Alphatians launch a campaign to conquer Thyatis.
HW, DotE
190 BC
The Alphatians complete their conquest of Thyatis, bringing its lands and peoples into the Empire.
HW, DotE
100 BC
The Kikianu Caldera erupts, killing the native population and breaking the landmass up into four smaller islands. These islands will later be repopulated by Makai and come to be known as White, Honor, Aloysius, and Roister Islands.
G4
2 BC
Lucinius Trenzantenbium of Thyatis leads a revolt and declares himself King of Thyatis; war breaks out between Thyatis and Alphatia.
HW, DotE
0 AC
First Emperor of Thyatis crowned.
Their economies wrecked by the war, Thyatis and Alphatia sign the Treaty of Edairo. Later, in Thyatis, General Zendrolion Tatriokanitas assassinates King Lucinius and several other kings gathered there, crowning himself Emperor of Thyatis, Ochalea, and the Pearl Islands.
Thyatians do some trading with Minroth islanders. The halflings of the now established Five Shires also establish sea trade relationships with coastal nations.
The Verdier and Meditor split over disputes about usage of forest wood. The Verdier enter a period of isolation.
Alawyn Verdier, Treekeeper of the forest elves, undertakes a quest to find a relic to replace their long-lost Tree of Life.
G4, HW, DotE, G9, PC3, G8
150 AC
Thyatis begins colonizing the Alasiyan basin, driving out or enslaving native peoples.
G4, DotE, HW
250 AC
Alphatia begins colonizing the Alasiyan basin in direct competition with the Thyatians.
The Alphatian colony of New Alphatia is founded on Trader’s Isle, and Alphatian air-magics are adapted to more sea-based needs.
G4, G9, HW, DotE
251 AC
The Alphatians and Minrothians of Trader’s Isle discover one another and though initially are hostile, quickly establish a formal alliance.
G9
276 AC
New volcanic activity in the Sea of Dread pushes the Meditor elves into looking for new settlements. As they explore, they come into contact with the human cultures of the Colony Isles and establish trade relations.
The Meditor re-establish ties with the Verdier elves, bringing them into the new trading combine.
G9
284 AC
Conflicts over slavery drives a wedge between the Minrothian and Alphatian cultures, but the elves force the humans to make peace.
G9
300 AC
Seahome is established as a trading port.
G9
313 AC
The Hattians attempt to establish independence, but Emperor Alexian II puts down their rebellion.
DotE
c.313 AC
Sir Actius, a warrior-knight of Alexian II, is granted an island off the coast of Hattias as his dominion, which he names after himself. It soon becomes a major provisioning center for trade in the Sea of Dread.
DotE
360 AC
Minrothians engage in slave trade for the Thyatians; halfling slaves are introduced into the Colony Islands.
G9
410 AC
The plagues of lycanthropy and vampirism spread throughout the Sea of Dread cultures by unwitting Minroth traders. Even the undersea kingdoms are affected.
G9, HW, PC3
432 AC
The first reported sightings of lycanthropic Weresharks in Undersea.
PC4
437 AC
Devilfish attack the Sunlit Sea in the Great Abysmal Invasion; they first strike at the undersea settlements of Ulhedar and Narwa.
PC3
443-445 AC
The Silver Purge: elves and humans led by an elvish adventurer named Ruaidrhi purge Trader’s Isle of all lycanthropes. The human population is sorely devastated and the entire colony of New Alphatia is wiped out.
Similar events take place in Undersea, with many of the lycanthropes fleeing to deeper waters. This time is known as the Night of the Long Knives.
G9, PC3, PC4
450 AC
In the Colony Islands, the hafling Malf Quickhand leads a slave revolt and leads the newly-freed halflings on ships to the island they name Open Isle.
The elves, long opposed to slavery, quickly sign a treaty with the halflings, bringing them into the trade federation as freedmen. The humans, hurt by the events of the Silver Purge, can do little to protest.
G9
475 AC
Verdon is established as a trading port.
G9
488 AC
The scattered humans of the Colony Islands are brought together by Hadric Corser, the Great Uniter. The city of Minrothad is founded on the former site of New Alphatia. Corser lays the foundation for an organized trading federation.
The Farmarva family of tritons begins its monarchic dynasty in the kingdom of Tilluaraver.
The economy of Actius has begun to sour, as traders increasingly use the route through Vanya’s Girdle as opposed to taking the longer route around Cape Hattias. Actius turns its resources towards shipbuilding instead.
G9, PC3, DotE
500 AC
Alphatia and Thyatis begin another period of intermitten warfare that will last for the next three centuries. The Minroth Traders stay neutral as they dominate shipping for both sides of the conflict.
The savage Makai tribes of northwestern Ierendi are mysteriously decimated. Legend attributes their disappearance as being brought on by a curse connected to the tribal burial grounds of distant Elegy Island.
The Battle of Minrothad takes place in the bay outside of the city of Minrothad.
The Clash of the Princes takes place between the islands of Alfeisle and Open Isle.
The Storm Battle takes place at the northeast end of Cove Reef.
G4, DotE, G9, HW
520 AC
The halfling trading port and capital city of Open Isle, Malfton, is established.
G9
570 AC
Exiles from the Five Shires found a settlement on Ierendi Island alongside the native Makai inhabitants.
G4
571 AC
The Empire of Thyatis begins to use the Ierendi Islands as prison colonies, putting them into conflict with the Five Shires, who are using the islands as naval bases.
G4, HW, DotE, G8
575 AC
Halfling sea trade flourishes as they begin building small, stout, rounded ships (nicknamed “wallowing turtles”), which prove surprisingly sturdy.
G8
582 AC
Last known sighting of a werehawk, slain by the Silver Hunter on a tiny island in the Sea of Dread.
PC4
586 AC
The Empire of Thyatis, at war with the Empire of Alphatia and needing ships and shipbuilding harbors urgently, seizes the Ierendi islands from the halflings with all ships in harbor at the time. In retaliation, the halflings begin piracy against Thyatian shipping, which continues to the present day.
The navy of Thyatis clashes with the Five Shires navy at the Battle of Ierendi and the War of Fletcher.
The Thyatians also clash with halfling pirates and kna at the Battle of the Trap off the northwestern coast of Safari Island.
G8, HW, DotE, PC3
593 AC
Battle of the Rovers takes place in the deepwater pool of the Kna.
Ruaidhri kills the last of the werehawks.
PC3, PC4
600 AC
Mad Creeg the pirate leads a rebellion among the prisoners of the Ierendi Islands. With the help of the Makai natives, Mad Creeg’s army drives out the Thyatians.
Honor Island is settled by a colony of humans and their goblin slaves, refugees from an Alphatian subject nation southeast of the Isle of Dawn.
G4, HW, DotE
601 AC
Gregus Verdier, the Second Uniter, is born on Alfeisle.
G9
602 AC
Mad Creeg claims all of the Ierendi Islands, establishing the Kingdom of Ierendi, and declaring himself ruler.
Thyatis, faced with its more urgent war with Alphatia, signs a treaty with Mad Creeg, abandoning its claims on Ierendi.
The Honor Islanders establish themselves as an independent nation, though they maintain close diplomatic ties and an alliance with the Kingdom of Ierendi.
G4
625 AC
A man named Lord Ingram rules a small island nation in the Sea of Dread, terrorizing the natives. They call him “the Devil Swine.”
PC4
637 AC
Mad Creeg’s son, Black Toes, assumes rulership upon death of his father. He marries Kerhy Matrongle from Glantri and assumes her surname. The Matrongle family begins long control of the island.
G4
642 AC
The Council of Lords, a cabinet of his closest advisors, is established by Black Toes.
G4
644 AC
The Thyatians attempt to regain control of the Ierendi Islands, but are defeated by the islanders with the help of war fleets from Honor Island at the Battles of Honor and Utter Isle Strait.
G4, PC3, DotE
646 AC
Gregus Verdier forges the forest elves into a unified political and economic faction.
G9
650 AC
The first naval school is established on Ierendi Island.
Tomia, a visitor from the Minrothad Guilds, combines his magic and the native beliefs of the Makai people and establishes himself as the leader of a new cult. He founds the People’s Temple, and begins calling himself ‘The Hope.’ Followers and converts flock to his teachings.
G4
651 AC
Battle of Helk’s Drift in the mermen kingdom of Nortens.
PC3
662 AC
The Sharkfray; shark-kin battle devilfish near Sharkville.
PC3
681 AC
The Ierendi navy is up to full strength and can fully defend islands.
G4
687 AC
Ierendi merchants discover the rich trade opportunities Sindhi ports offer. Jaibul and Putnabad compete fiercely for foreign trade.
CoM
691 AC
Honor Island wizards begin secret negotiations with the Supreme Symposium of Gnomish Syndicates to create combined magical/technological warships for the Royal Ierendi Navy.
Gregus Verdier establishes the Council of Dread and consolidates the Minroth traders into a system of family guilds. The Minrothad Guilds are formally established.
G4, G9
700 AC
Gregus Verdier disappears at sea, murdered by Ierendi assassins hoping to disrupt his political ambitions.
Fanatic missionaries from Minrothad arrive in the Ierendi Islands prophesying the birth of a child named Right who is destined to save humankind. Their cult begins to spread among the native Makai.
The Minrothad Guilds rely increasingly on its merchant ships to supplement their navy’s patrols. The Privateers Guild is formed as a direct result.
The island of Sclaras is declared a Protectorate and divided into estates for Thyatis’s most powerful wizards.
G9, G4, DotE
713 AC
The Battle of Midpoint; the first magical warships and galleys of the Royal Navy, along with their mermen allies, utterly destroy a Thyatian patrol. The Royal Navy achieves instant preeminence among the Known World naval powers.
G4, PC3
726 AC
The newly-completed Sindhi navy of four merchant vessels and a war galley mysteriously sinks in Jaibul’s outer harbor shortly after returning from their maiden voyage to Tanakumba. The rajah of Putnabad suspects sabotage on the part of foreign merchants jealous of their own lucrative positions as middlemen in the trade between the eastern and western lands.
CoM
748 AC
The merrow of the Sunlit Sea agree to continue assisting the Ierendi Navy in return for Ierendi protecting sacred merrow shrines from pirate plunder.
PC3
775 AC
After a major uprising of merchants, the Ierendi Council of Lords agrees to limitations on its power, and to the popular democratic election of the king and queen.
G4
786 AC
Mount Haumea on Ierendi Island erupts, destroying the town of Port Siers and its entire population of 1,000 people. The Ierendi Navy manages to successfully evacuate, but the Naval School is destroyed along with the rest of the town.
G4
790 AC
The Ierendi Council of Citizens is formed, primarily of merchants and influential islanders of foreign heritage. The annual election ceremony becomes an established tradition for revelry and popular celebration.
G4
794 AC
The Battle of the Uddars in the deep waters south of Amari in Undersea.
PC3
800-825 AC
An influx of immigration workers and craftsmen flood Minrothad.
G9
800 AC
Thyatis regains control of Terentias isle from Minrothad.
Devilfish reappear in the Sunlit Sea, and war with the inhabitants.
A volcanic eruption destroys the triton castle of Facats.
DotE, PC3
816 AC
The Kelp Quarrel in Smaar.
PC3
828 AC
Dwarves fleeing persecution in Glantri join the list of immigrants to Minrothad, settling on Fortress Island.
G9
841
The dwarven port of Stronghold is established.
G9
850-862 AC
The Council of Minrothad refines structure and establishes office of ruling guild master, appointing Missan Meditor; severe laws restricting immigration are passed.
The guild system is restructured to incorporate the newly developed merchant-prince class.
G9
852 AC
Minrothad explorers discover the city of Tanakumba on Thanegia Island. They name it “the Most Limpid City of Thanopolis.”
CoM
867 AC
The Council of Lords proposes selection of king and queen in an annual series of contests called the Royal Tournament of Adventurers. The Honor Island magic-users offer aid in sponsoring and designing the contests.
G4
880 AC
Fire Island atoll is declared off-limits to all shipping; thieves’ guild secretly establishes Cove Harbor as a pirate base on this island.
The Fire Battle takes place between the Kna of Undersea and Minrothad pirates.
G9
890 AC
Ruling guild master Kitrina Meditor passes Isolation Act prohibiting immigration and most visitors to Minrothad.
G9
900 AC
North Isle is annexed by Minrothad, and the refuge colony of Gapton is established.
Emperor Gabrionus IV begins a policy of expansion. The Empire of Thyatis conquers Traladara.
Followers of the Eternal Truth, brought by Ylari merchant ships, establish a sanctuary in Ierendi City.
G9, HW, DotE
920 AC
The war with the devilfish ends indecisively.
PC3
935 AC
The contests are opened to any adventurers willing to swear allegiance to the Council of Lords, the Council of Citizens, and Ierendi.
G4
940 AC
All Minrothad trading vessels are now captained by merchant-princes and carry marines.
Three volcanic islands arise 50 miles to the south of Aloysius island.
G9, PC3
950 AC
Minrothad signs neutrality pacts with most mainland countries.
G9
957 AC
Haradith of the Tall Cedars is the first non-Ierendian to win a regency, a feat she repeats in 12 of the next 14 years.
G4
959 AC
Alphatia and Thyatis begin another war.
HW, DotE
960 AC
Piracy in the Minrothad Isles is at an all-time high as a direct result of suffering trade brought on by the Isolation Act of 890.
G9
965 AC
Kitrina Meditor is assassinated by a thief from a foreign guild; council of guild leaders acts as regent until Oran Meditor comes of age.
Following the death of Kitrina Meditor, the Death to Thieves decree is passed, mandating immediate trial and death sentences to anyone convicted of thievery.
G9
970 AC
Triella Tien-Tang discovers the secret of the volcano on Mositius Island and successfully petitions the Emperor to grant her the island as a Barony.
DotE
974 AC
Gastenoo’s World of Adventure- Ierendi’s first adventure park- is opened on Safari Island. Its proprietors are Gastenoo Longblade and Simon Saint-Pierre.
G4
975 AC
The Academy of Naval Science is founded on site of the original school at Port Siers.
G4
977-984 AC
Breakwater constructed around city of Ierendi.
G4
979 AC
Devilfish resume their attacks on Undersea.
PC3
980 AC
The Ierendi Tribunal (formerly the Council of Lords) formed as the official advisory council to all palace matters. Council consists of both elected individuals and those selected by the king and queen.
Lycanthropes are again discovered in Minrothad and Undersea; fear spreads that more may have escaped the Silver Purge.
G4, G9, PC3, PC4
988 AC
Thyatians mount an expedition to colonize the southern continent and establish Ravenscarp.
DotE
989 AC
Oran Meditor takes office, institutes reforms.
By this time, lycanthropes have been spotted in places on all of the Minrothad Islands.
Koom’s Fight in the southern Sea of Dread.
G9, PC3
990 AC
Thyatian and Ierendi pirates step up their raids on Minrothad Guilds ships. Guild Privateers respond in kind.
G9
991 AC
Oran Meditor rescinds the Isolation Act and opens Minrothad to outside contact.
G9
995 AC
First assassination attempt on Oran Meditor; Clan Elsan promoted to replace Clan Kasan, who were behind the attempt.
Mineral deposits are discovered on Aloysius Island. Ierendi encourages settlement of the island, leading to conflicts with the native Makai. Dwarvish settlers arrive with the blessing of the government.
G9, G4
998 AC
Second assassination attempt on Oran Meditor.
Undead are reported in the waters to the south of Undersea.
G9, PC3
1000 AC
Minrothad celebrates 150 years of nationhood; Oran Meditor makes public appearances to stop rumors of his continued ill health.
Shark-kin tribes take up arms against the land dwellers; devilfish increase their attacks; the numbers of undead and werecreatures grows.
G9, PC3
References:
This section for use by Layout
G4: Gaz4 Kingdom of Ierendi
G2: Gaz2 Emirates of Ylaruam
G9: Gaz9 The Minrothad Guilds
HW: Hollow World DM’s Guide
PC3: The Sea People
CoM: Champions of Mystara Explorer’s Manual
G8: Gaz8 The Five Shires
DotE: Dawn of the Emperors
Sidebar 1: Fan Creations in the Sea of Dread
Over the years, there have been many fan works involving the Sea of Dread and its many islands and inhabitants. Many of these have been archived at the Vaults of Pandius, including:
Gaz XF series detailing the Sea of Dread http://www.thepiazza.org.uk/bb/viewforum.php?f=33
Geoff Gander’s Colhador http://pandius.com/colhador.html
James Mishler’s Thanegioth Achipelago http://pandius.com/thanegio.html
Sharon Dornhoff’s Ierendi v.2.0 http://pandius.com/ierendi2.html
Sidebar 2: The Tomia Code
The People’s Temple of Ierendi is generally viewed as a benevolent organization, albeit one founded by a con-artist from Minrothad. But what if the underpinnings of the church are more nefarious than they appear? Perhaps Tomia was a cleric or even an avatar of Masauwu, the fast-talking Entropic also of Minrothad origins? The People’s Temple might actually be a front for him to pursue his aims via the unwitting people of Ierendi. Gaz4 includes a number of adventure seeds involving the church and its long-vanished commandments, the Hope Stones. Consider adding Masauwu as the church’s hidden sponsor to these adventures to bring a more deadly and potentially consequential epic undertaking.
Sidebar 3: Elemental Upheavals
There is some inconsistency with the dates of the Great Elemental upheavals in canon sources. In particular, the dates of 1750, 1720, and 1700 are used to refer to several of the same events, in seemingly conflicting accounts. This timeline has used as many of them in direct connection with their source as possible, but where conflicts occurred, generally defers to the most recent, or most commonly used date as possible. In any event, it should be considered that all of these dates are not intended to be exact, but rather to reflect an ongoing time of considerable change. Some more in-depth coverage of the dating conflicts can be found at the Piazza. http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=2524