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#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Creation of the Elemental Planes**
- The Plane of Water is formed alongside the other Elemental Planes as part of the multiverse’s creation.
- It becomes the dominion of **Istishia**, the elemental god of water, fluidity, and purification.
- The marids (water genies) establish themselves as the primary intelligent race, founding early underwater cities.
- **The Dawn War (Pre-Dalereckoning):**
- During the cosmic war between the **primordials** and the gods, the Plane of Water serves as a refuge for primordial aquatic creatures.
- Istishia remains neutral, focusing on maintaining the balance of water across the planes.
- Titanic sea battles rage between gods and primordial leviathans, leaving parts of the Plane of Water scarred.
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#### **The Rise of Water Civilizations (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Founding of Marid Kingdoms**
- The marids establish their first great cities, such as **Jacinth**, a city of coral and pearl illuminated by bioluminescent sea life.
- The marids begin exploring interplanar trade, particularly with the Plane of Earth and the Plane of Air.
- **-25,000 DR: The Leviathan Wars**
- Giant sea creatures, including leviathans and krakens, rise to challenge marid dominance.
- Istishia empowers her chosen champions, water elementals, to aid the marids in taming these chaotic forces.
- Many leviathans are banished to the Abyss, while some retreat to the Plane of Water's deepest trenches.
- **-20,000 DR: The First Vortexes**
- Natural planar vortices between the Plane of Water and the Material Plane emerge, creating connections to Toril’s oceans.
- Early mortal civilizations, such as aquatic elves and merfolk, begin interacting with the plane, forming alliances with its denizens.
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#### **Interactions with the Material Plane (-10,000 DR to -1,000 DR)**
- **-10,000 DR: The Crown Wars**
- Elven wizards involved in the **Crown Wars** summon water elementals and marids to bolster their naval forces.
- These incursions disrupt the Plane of Water’s currents, angering Istishia, who creates storms and tsunamis on the Material Plane as retaliation.
- **-7,800 DR: Calim and Memnon’s Struggles**
- The Plane of Water becomes a battleground in the conflict between **Calim** (a djinn lord of air) and **Memnon** (an efreet lord of fire).
- Marids, though initially neutral, side with Calim to oppose Memnon’s fiery incursions, further tying the Plane of Water to the history of the **Calim Desert**.
- **-5,000 DR: Netherese Exploration**
- Netherese mages exploit the Plane of Water, using its endless resources to irrigate their lands and summon water elementals.
- The marids grow wary of mortal ambition, limiting their interactions with outsiders.
- **-2,000 DR: Rise of Triton Kingdoms**
- Tritons, empowered by Istishia, establish their first underwater kingdoms.
- They act as defenders of the Plane of Water, combating incursions by sahuagin, krakens, and other malevolent forces.
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#### **The Time of Empires (-1,000 DR to 1358 DR)**
- **-1,000 DR: Merfolk and the Vortex of Umberlee**
- The goddess **Umberlee** creates a powerful vortex connecting the Plane of Water to the Sea of Fallen Stars.
- This gateway allows her followers to summon water elementals and krakens for destructive purposes.
- **500 DR: The Great Marid Exodus**
- Internal conflicts among the marid kingdoms lead to a diaspora of marids across the Plane of Water.
- Some marids become mercenaries for mortal summoners, while others withdraw to isolated sanctuaries.
- **714 DR: Myth Drannor’s Fall**
- Water elementals summoned to defend Myth Drannor during its siege are drawn from the Plane of Water, creating localized droughts in the Material Plane.
- These disruptions highlight the delicate balance between the planes.
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#### **The Time of Troubles and Water’s Turmoil (1358 DR)**
- **1358 DR: The Time of Troubles**
- Istishia briefly manifests on the Plane of Water as a mighty tidal surge during the gods’ descent to mortality.
- This causes massive storms and floods in Faerûn, especially near planar vortices.
- Adventurers report sightings of Istishia’s avatars calming the seas and guiding lost sailors.
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#### **The Spellplague and Water’s Unrest (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The death of **Mystra** disrupts planar connections, causing erratic tides and water anomalies in the Material Plane.
- Portals to the Plane of Water become unstable, flooding areas like Chult and the Moonshae Isles.
- Tritons and marids work to stabilize these portals, preventing greater disasters.
- **1395 DR: Sahaugin Incursions**
- Sahaugin forces empowered by demonic influences invade parts of the Plane of Water, clashing with triton defenders.
- Istishia’s intervention prevents widespread destruction, but tensions between the two aquatic races grow.
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#### **The Second Sundering and Modern Era (1484 DR to Present)**
- **1484–1487 DR: The Second Sundering**
- The **Tablets of Fate** are restored, rebalancing the Elemental Planes.
- Istishia reasserts her influence, stabilizing the Plane of Water’s currents and vortices.
- Tritons emerge as guardians of planar balance, forming alliances with mortals to protect the Material Plane’s oceans.
- **1492 DR: Baldur’s Gate 3 and Elemental Cults**
- Cults of **Olhydra**, the Princess of Evil Water, attempt to corrupt planar vortices to flood coastal cities like Baldur’s Gate.
- Adventurers thwart their plans, securing Istishia’s favor and restoring balance to the Plane of Water.
- **Present Day:**
- The Plane of Water remains a realm of untapped potential, teeming with life, danger, and resources.
- Adventurers seek alliances with marids and tritons, venture into underwater ruins, or battle Olhydra’s cultists threatening the balance of the planes.
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### **Themes of the Plane of Water’s Timeline**
1. **Fluidity and Adaptability:**
- The Plane of Water embodies the principles of change and flow, adapting to cosmic and mortal influences.
2. **Conflict and Cooperation:**
- Internal conflicts between marids, tritons, and sahuagin are mirrored by mortal struggles to control or defend the plane’s resources.
3. **Interplanar Influence:**
- The Plane of Water frequently impacts the Material Plane through natural disasters, summoned beings, and magical portals.
4. **Adventuring Opportunities:**
- The Plane of Water offers endless exploration of underwater cities, coral labyrinths, and sunken treasures.
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