History in motion

Timeline

The long waning of magic, followed by the living record of the party’s journey.

BEFORE THE CAMPAIGN

History — The Magic Wanes

Years are measured backwards from the fall of the Safehold.

  1. Rumours of Invasion

    Stories spread of invasions involving barbarian hordes.

  2. The Gods Grow Distant

    Contact with the gods becomes difficult. Divine casters receive only lesser spells through avatars, while arcane casters struggle to draw enough mana for powerful magic. Over the next decade, both traditions steadily diminish.

  3. Magic Items Fail

    Minor objects, potions and charged items lose their power, followed by nearly all permanent items. Only the mightiest objects and artefacts endure. Cities dependent on magic fracture into riot, civil war and ruin.

  4. The Silence of the Gods

    All contact with the gods is gone. Temples can no longer answer mortal need, and much of the population abandons the cities for rural life.

  5. New Religions

    Violent new forms of worship arise. Surviving magical creatures and objects are hunted as prizes, threats or evidence of forbidden power.

  6. The Sealed Towers

    As trade between increasingly insular peoples collapses, strange towers appear across many lands. They have no obvious entrances. Those broken open appear empty, and public interest fades.

  7. The Witch Hunters

    Belief in gods and magic is outlawed in many lands. Witch hunters prosecute suspected believers with extreme severity.

  8. The Lands of the Restless Dead

    Without clerics or magical weapons, incorporeal undead become almost impossible to destroy. Entire regions are abandoned.

  9. The Travelling Roads

    Tinkers, traders and other wanderers become the principal source of commerce and news for isolated communities.

  10. The Great Fayres

    Annual fayres bind distant settlements together. Tradespeople recruit apprentices there, and marriages between otherwise isolated villages become common.

  11. The Chosen Recruits

    Exceptionally talented young people are quietly identified at the fayres, befriended and eventually told of a hidden organisation that still believes in the old gods and magic.

  12. Journey to the Island

    The recruits travel to the organisation’s island stronghold: a vast centre of learning later known to them as the Safehold.

  13. Universal Training

    A group of ten trains together. Every member studies martial disciplines, practical skills, history, religion, magical theory, wizardry and clerical practice—even though no functioning magic is available to them.

This history is drawn from the original campaign briefing. Its mysteries remain unresolved unless later events reveal more.

NOW

Current Timeline

The campaign record begins when training ends in fire.

Day 1

The campaign begins

The Fall of the Safehold

Barbarians assault the island stronghold. A Bulette tears open the training ground, the dwarven instructor entrusts Karl with a red gem, and eight survivors escape into ancient dwarven underways.

Read Day One →
Day 2

The forgotten proving ground

The Marsh of Forgotten Trials

The party crosses a drowned causeway, defeats a giant crocodile and completes trials of strength, aim, balance and voice before approaching a tower behind living thorns.

Read Day Two →
Day 3

Beneath the underways

After the Rats and the Rat Ogre?

A rope descent leads to a forgotten laboratory. The party recovers usable alchemical flasks, a faintly pulsing lime-green gem and a strangely cold brass bell before returning past the ratmen cavern.

Read Day Three →
Day 6

The Order and the western mire

The Order and the Beastmen

The party discovers a hidden watchtower of the Order, trades for equipment, then hunts Beastmen into the mire. Their druid summons a Purple Worm; Toby survives being swallowed, the druid falls and the party returns to the Order.

Read Day Six →
Day 8

Eyes in the dark

The Basilisk Ambush

Two Drow bring a chained basilisk into the dwarven underways. Karl, Halen and Toby are petrified before Asuran attacks from concealment with alchemist’s fire.

Read Day Eight →
Day 9

Beyond the underways

Through the Living Stone

An earth elemental leads the party through a tunnel wall into a demiplane of earth, where they shelter in a chamber sacred to Gond.

Read Day Nine →
Day 10

The demiplane of earth

The Forbidden Doors

The party survives clay-armoured warriors, a self-loading ballista and four wraiths before an amber portal draws Asuran between worlds.

Read Day Ten →
Day 11

The warning beyond

The Celestial Warning

A Celestial Watcher warns that darker beings hear the party’s divine calls. Asuran begins to fade and takes Ghaunadaur’s symbol at the Library threshold.

Read Day Eleven →
Day 12

Fire in the primordial marsh

The Water Passage and the Ambush

Toby infects a living tunnel creature before Karl calls on Kord and cures it. In the prehistoric swamp, Asuran ignites marsh gas to break a troglodyte ambush.

Read Day Twelve →
Day 13

Gods lost and souls adrift

The Ziggurat of Semunyae

The party cleanses a diseased swamp shrine, frees a trapped high priest and learns that divine essence may survive inside the dwarven gems.

Read Day Thirteen →
Day 14

Titans beneath the purple storm

Flight from the Ancient Lands

Karl persuades a dryad to open the jungle path. Beneath a supernatural storm, Utabo confronts an unidentified dragon-demon titan while the party flees to the railway tunnels.

Read Day Fourteen →
Day 22

Blood beneath the ice

The Temple of Laogzed

Days 15–21 pass strangely within the Library. On the frozen surface, a barbarian camp conceals a buried sanctuary where blood awakens an avatar of Laogzed and Karl attunes the red gem.

Read Day Twenty-Two →
Day 23

Where the ice is born

The Elemental Below

Glacially pure water, refreezing passages and a newborn ice elemental reveal that the advancing winter is breaking the boundary between worlds.

Read Day Twenty-Three →
Days 24–25

The fox beneath the snow

Sebastian’s Hidden Refuge

The party travels north through virgin snow, shelters beneath a deceptive ruin and meets Sebastian, a werefox and surviving member of the Order who maps the road ahead.

Read Days Twenty-Four and Twenty-Five →
Day 25

The wolf in the white

The Silent Menhirs

Beyond the wolf hunt and the corrupted polar bear, the party descends beneath the ice, discovers a dimensional mammoth-hide lodge and revives four champions of Telchur. They identify the green shards as diseased fragments of Morgion, the Black Wind.

Read Day Twenty-Five →
Day 26

The wall that walks

Return Through the Menhir

Telchur’s final ritual returns the party to the dead trees. Three new fragments raise their total to eight before they discover an immense wall of ice advancing south.

Read Day Twenty-Six →
Day 27

The drowned valley and the White Corpse

The Road to Telchur’s Heart

After crossing the drowned valley, the party learns that the glacier is Telchur’s transformed divine body. They survive Kraal, stop crystal parasites from possessing the Winter Knight and receive the first of five shard-keys leading to the Heart.

Read the Drowned Valley → Continue into the White Corpse →