---
#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Formation of the Astral Sea**
- The Astral Sea is formed during the multiverse’s creation, becoming the medium through which planes are connected.
- The sea acts as a backdrop for planar travel, enabling entities to move between the Inner and Outer Planes.
- **The Dawn War:**
- During the war between the gods and primordials, the Astral Sea serves as the battleground for many divine conflicts.
- The corpses of defeated gods remain as floating relics in the Astral Sea, becoming places of pilgrimage, habitation, or danger.
---
#### **The Age of Exploration (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Arrival of the Githyanki**
- The **githyanki**, former slaves of the illithids, establish themselves in the Astral Sea after their rebellion.
- They build **Tu’narath**, their capital city, atop the corpse of a long-dead god, making it a center of astral piracy and culture.
- **-25,000 DR: Rise of the Astral Dreadnoughts**
- The first sightings of **astral dreadnoughts**, immense predators of the Astral Sea, are recorded.
- These creatures become a significant threat to travelers and explorers in the Astral Plane.
- **-20,000 DR: Creation of the Astral Nexus**
- Major divine entities establish the **Astral Nexus**, a metaphysical hub connecting key locations within the Astral Sea.
- This network facilitates the movement of divine armies and celestial messengers.
---
#### **The Age of Mortal Exploration (-10,000 DR to -1,000 DR)**
- **-10,000 DR: Discovery by Mortal Planar Travelers**
- Mortals begin exploring the Astral Sea, using spells and magical artifacts to traverse its infinite expanse.
- Early explorers report encounters with dead gods, floating ruins, and astral predators.
- **-7,000 DR: Rise of the Astral Pirates**
- Githyanki and other factions establish astral pirate fleets, using the sea’s lack of time and gravity to ambush travelers and plunder ships.
- Spelljamming vessels, capable of planar travel, become prized tools for exploration and trade.
- **-5,000 DR: Mortal Colonies on Dead Gods**
- Mortal civilizations establish colonies on the corpses of dead gods, harvesting divine remnants for magical power.
- These settlements often attract planar travelers and scholars seeking ancient knowledge.
---
#### **The Age of Mortal Empires (-1,000 DR to 1358 DR)**
- **-1,000 DR: Creation of Astral Anchors**
- Mortal mages develop **astral anchors**, magical devices that stabilize portals between the Astral Sea and Material Plane.
- These anchors allow for safer travel and the establishment of astral trade routes.
- **500 DR: The Githyanki-Illithid War**
- The githyanki launch a massive campaign against the illithids, using the Astral Sea as their staging ground.
- This war shapes the political and territorial dynamics of the Astral Plane for centuries.
- **714 DR: Astral Influence in Myth Drannor**
- Myth Drannor scholars study the Astral Sea extensively, creating portals and magical devices to harness its power.
- Artifacts imbued with astral energy, such as the **Blade of the Eternal Void**, are created during this period.
---
#### **The Time of Troubles and Astral Chaos (1358 DR)**
- **1358 DR: The Time of Troubles**
- The Astral Sea is disrupted as gods walk the Material Plane, severing many connections between divine realms.
- Mortal travelers in the Astral Sea report violent storms and increased activity from astral predators.
- The githyanki take advantage of the chaos to expand their territory, raiding astral settlements and planar travelers.
---
#### **The Spellplague and Astral Adaptations (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The collapse of the Weave destabilizes portals to the Astral Sea, stranding travelers and isolating settlements.
- Githyanki forces use the chaos to consolidate power, reinforcing Tu’narath as an unassailable stronghold.
- **1395 DR: Reclamation of Astral Relics**
- Adventurers recover powerful artifacts from dead gods in the Astral Sea, using them to combat the instability caused by the Spellplague.
- These relics often carry remnants of divine energy, making them highly sought after by scholars and warlords alike.
---
#### **The Second Sundering and Modern Era (1484 DR to Present)**
- **1484–1487 DR: The Second Sundering**
- The restoration of the **Tablets of Fate** reestablishes connections between the Astral Sea and other planes.
- Divine realms stabilize, and the Astral Sea becomes a vital nexus for planar travel once more.
- **1492 DR: Baldur’s Gate 3 and Astral Relics**
- Artifacts from the Astral Sea, such as the **Amulet of Infinite Paths**, resurface near Baldur’s Gate, sparking expeditions to recover more treasures.
- Githyanki pirates play a prominent role in conflicts on the Material Plane, targeting those who seek astral power.
- **Present Day:**
- The Astral Sea remains a realm of intrigue and danger, serving as a hub for planar travel, divine mysteries, and the pursuit of power.
- Mortals and celestials alike traverse its silvery expanse, seeking lost knowledge, divine remnants, and connections to the greater multiverse.
---
### **Themes of the Astral Sea’s Timeline**
1. **Nexus of the Multiverse:**
- The Astral Sea connects all planes, making it a vital realm for exploration, trade, and divine activity.
2. **Eternal Stasis and Freedom:**
- Time holds little sway in the Astral Sea, offering endless opportunities for travel and discovery.
3. **Conflict and Discovery:**
- The githyanki, astral predators, and mortal explorers create a dynamic landscape of battles, raids, and expeditions.
4. **Adventuring Opportunities:**
- The Astral Sea offers challenges like battling astral dreadnoughts, exploring the corpses of dead gods, and recovering powerful relics.
---