--- #### **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. ---