---
#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Formation of the Elemental Chaos**
- The Elemental Chaos forms during the multiverse’s creation, a vast expanse of unshaped energy from which all elements flow.
- The **primordials** emerge from the chaos, becoming its rulers and shapers.
- **The Dawn War:**
- The primordials clash with the gods in the **Dawn War**, seeking to destroy the ordered planes and return the multiverse to chaos.
- The gods defeat many primordials, imprisoning them within the Chaos or other planes, while others are slain outright.
- During the war, the god **Tharizdun** corrupts a shard of elemental energy, creating the **Abyss** at the deepest layer of the Elemental Chaos.
---
#### **The Age of Elemental Sovereignty (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Rise of the Primordial Realms**
- The primordials who survived the Dawn War establish elemental dominions, such as the **City of Brass** on the Plane of Fire and the **Great Rift** in the Plane of Earth.
- The Elemental Chaos becomes a fractured realm of warring elemental powers.
- **-25,000 DR: The Creation of Elemental Beings**
- The primordials create the **elementals** to serve as soldiers, guardians, and agents within their realms.
- Genies, more intelligent and independent beings, rise to prominence as rulers and intermediaries.
- **-20,000 DR: Abyssal Influence Spreads**
- The Abyss, a corruption within the Elemental Chaos, begins spreading its influence, creating demonic entities and corrupting elemental regions.
- Demons like **Demogorgon** and **Orcus** rise to power, establishing domains within the Abyss.
---
#### **The Age of Mortal Interaction (-10,000 DR to -1,000 DR)**
- **-10,000 DR: Discovery by Mortals**
- Mortals begin exploring the Elemental Chaos through planar magic, summoning elementals and bargaining with genies.
- Early mortal civilizations use elemental power to create wonders but also inadvertently unleash chaos upon the Material Plane.
- **-7,000 DR: The Elemental Pacts**
- Mortals establish the first **Elemental Pacts**, binding themselves to elemental forces for power.
- These pacts lead to the rise of elemental cults, some benevolent and others destructive.
- **-5,000 DR: The Rise of the Elemental Princes**
- Elemental beings of immense power, such as **Imix**, Prince of Evil Fire, and **Yan-C-Bin**, Prince of Evil Air, assert dominion over regions of the Chaos.
- These princes clash with genies and other elemental rulers, fracturing the Elemental Chaos further.
---
#### **The Age of Mortal Empires (-1,000 DR to 1358 DR)**
- **-1,000 DR: The Elemental Wars**
- Mortal mages and summoners exploit the Elemental Chaos, triggering conflicts between rival elemental factions.
- Entire regions of the Material Plane are scarred by these wars, creating wastelands and elemental rifts.
- **500 DR: The Founding of the City of Brass**
- The **efreet**, led by their grand sultan, expand the **City of Brass**, making it a center of trade and power within the Elemental Chaos.
- The city becomes a hub for planar travelers, adventurers, and those seeking elemental power.
- **714 DR: Elemental Influence in Myth Drannor**
- Elven wizards in Myth Drannor summon elementals to power their magical experiments, inadvertently creating unstable rifts to the Elemental Chaos.
- These rifts persist after the city’s fall, allowing elemental creatures to enter the Material Plane.
---
#### **The Time of Troubles and Elemental Chaos (1358 DR)**
- **1358 DR: The Time of Troubles**
- During the chaos of the gods walking Faerûn, elemental forces surge across the planes, destabilizing regions connected to the Elemental Chaos.
- Mortal summoners lose control of their elemental servants, causing widespread destruction.
---
#### **The Spellplague and Elemental Chaos Unleashed (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The collapse of the Weave disrupts barriers between the Elemental Chaos and the Material Plane, creating **wild magic zones** and elemental rifts.
- Regions like **Chult** and **Calimshan** are heavily affected, with elemental creatures wreaking havoc.
- **1395 DR: Rise of Elemental Cults**
- Cults devoted to the **Elemental Princes** spread across the Material Plane, seeking to use the weakened barriers to summon their masters.
- Adventurers thwart many of these cults, though their influence lingers in remote regions.
---
#### **The Second Sundering and Modern Era (1484 DR to Present)**
- **1484–1487 DR: The Second Sundering**
- The restoration of the **Tablets of Fate** stabilizes the Elemental Chaos, restoring its balance with the Material Plane.
- Elemental activity diminishes but remains a threat in areas where rifts persist.
- **1492 DR: Baldur’s Gate 3 and Elemental Intrigue**
- Elemental cultists aligned with the **Princes of Elemental Evil** resurface near Baldur’s Gate, seeking to exploit latent rifts to the Chaos.
- Adventurers confront these cults, sealing rifts and preventing catastrophic elemental incursions.
- **Present Day:**
- The Elemental Chaos remains a realm of raw, untamed power, its influence felt through elemental creatures, magical phenomena, and cultists seeking to harness its energy.
- Adventurers frequently explore its realms, seeking ancient knowledge, treasures, or alliances with elemental beings.
---
### **Themes of the Elemental Chaos’ Timeline**
1. **Raw Creation and Destruction:**
- The Elemental Chaos embodies the unbridled forces of nature, offering both the power to create and the potential to destroy.
2. **Primordial Legacy:**
- The primordials and their creations continue to influence the multiverse, shaping the Material Plane and beyond.
3. **Mortal Exploitation and Conflict:**
- Mortals frequently exploit the Elemental Chaos, often at great cost, triggering conflicts and unleashing its unpredictable power.
4. **Adventuring Opportunities:**
- The Elemental Chaos offers challenges such as battling elemental princes, closing rifts, and retrieving treasures from the City of Brass or the Abyssal edges.
---