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#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Formation of the Ethereal Plane**
- The Ethereal Plane is created during the multiverse’s formation, acting as a boundary and conduit between the Material Plane and the Inner Planes.
- Its mists are formed from **proto-matter**, a raw, mutable substance that enables the creation and dissolution of reality.
- **The Dawn War:**
- During the war between gods and primordials, the Ethereal Plane is used as a pathway for divine forces to access the Inner Planes.
- The first ghosts and incorporeal undead are born during this time, becoming permanent residents of the Ethereal Plane.
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#### **The Age of Elemental Formation (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Flow of Elemental Energy**
- The Ethereal Plane becomes a critical link in the multiverse, channeling elemental energy from the Inner Planes to the Material Plane.
- The Border Ethereal develops as a reflection of the Material Plane, allowing travelers to interact with the physical world indirectly.
- **-25,000 DR: Rise of the Proto-Realms**
- Within the Deep Ethereal, pockets of proto-matter coalesce into **proto-realms**, regions of raw energy and potential.
- Some mortals and planar entities attempt to shape these proto-realms, often leading to strange and unstable creations.
- **-20,000 DR: Emergence of Ethereal Predators**
- Phase spiders and ethereal marauders evolve to prey on travelers and spirits wandering the plane.
- These creatures become a constant danger for those who explore the Ethereal Plane unprepared.
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#### **The Age of Mortal Exploration (-10,000 DR to -1,000 DR)**
- **-10,000 DR: Discovery by Mortal Planar Travelers**
- Mortals begin exploring the Ethereal Plane, using spells like **Etherealness** to step into the mists.
- Early wizards and druids document the plane’s reflective nature and its connection to the Inner Planes.
- **-7,000 DR: Use in Necromancy and Divination**
- Necromancers exploit the Ethereal Plane as a medium for communicating with spirits and binding ghosts.
- Diviners use the plane to spy on the Material Plane, taking advantage of the Border Ethereal’s unique perspective.
- **-5,000 DR: Rise of Ethereal Anchor Points**
- Magical artifacts and locations, such as **Ethereal Anchors**, are created to stabilize access to the Ethereal Plane.
- These anchors allow longer and safer journeys into the Deep Ethereal, opening up trade routes to the Inner Planes.
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#### **The Age of Mortal Empires (-1,000 DR to 1358 DR)**
- **-1,000 DR: Expansion of Ethereal Travel**
- Mortal civilizations expand their use of the Ethereal Plane, using it as a hidden pathway for spies, merchants, and armies.
- Ethereal conduits are established, enabling faster travel between distant locations on the Material Plane.
- **500 DR: The Ghost Plague**
- An influx of restless spirits causes a surge of ghostly activity in the Ethereal Plane, spilling over into the Material Plane.
- Priests and adventurers work to banish or appease the spirits, restoring balance.
- **714 DR: Ethereal Influence in Myth Drannor**
- Myth Drannor’s arcanists create permanent portals to the Ethereal Plane, using it to conduct research and magical experimentation.
- Artifacts tied to the Ethereal Plane, such as the **Veilstone Orb**, are created, allowing advanced manipulation of the plane’s properties.
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#### **The Time of Troubles and Ethereal Chaos (1358 DR)**
- **1358 DR: The Time of Troubles**
- During the gods’ descent to the Material Plane, the Ethereal Plane becomes a battleground for spirits and divine fragments.
- Ghostly storms and ethereal disturbances plague the Border Ethereal, disrupting planar travel and trapping adventurers.
- **Rise of the Shattered Paths:**
- In the Deep Ethereal, pathways to certain Inner Planes are severed or warped, stranding travelers in dangerous proto-realms.
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#### **The Spellplague and Ethereal Disruption (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The collapse of the Weave destabilizes the Ethereal Plane, creating zones of chaotic proto-matter and making travel hazardous.
- Some regions of the Border Ethereal become "ghost locked," trapping spirits and cutting them off from the Material Plane.
- **1395 DR: Ethereal Recovery**
- Planar scholars and adventurers work to repair connections within the Ethereal Plane, restoring its role as a conduit between planes.
- New spells and artifacts are developed to stabilize travel and combat the dangers of ghostly storms.
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#### **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 Ethereal Plane, reestablishing its connections to the Material Plane and Inner Planes.
- Spirits and planar travelers report a resurgence of proto-realms, providing new opportunities for exploration.
- **1492 DR: Baldur’s Gate 3 and Ethereal Relics**
- Relics from the Ethereal Plane, such as the **Amulet of Mistbound Paths**, resurface near Baldur’s Gate, inspiring expeditions into the plane.
- Ethereal disturbances linked to powerful spirits and ancient proto-realms attract adventurers seeking lost knowledge and treasure.
- **Present Day:**
- The Ethereal Plane remains a vital part of the multiverse, serving as a bridge between realms and a haven for spirits.
- Adventurers frequently explore its mists, seeking forgotten artifacts, lost souls, and secrets hidden in the Deep Ethereal.
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### **Themes of the Ethereal Plane’s Timeline**
1. **Boundary and Connection:**
- The Ethereal Plane connects the Material Plane to the Inner Planes, acting as a liminal space for travel and interaction.
2. **Haunting and Mystery:**
- The plane is home to ghosts, spirits, and other entities trapped between life and death, creating opportunities for both horror and redemption.
3. **Exploration and Discovery:**
- The Deep Ethereal’s proto-realms offer endless possibilities for exploration, with unique dangers and treasures waiting to be uncovered.
4. **Adventuring Opportunities:**
- The Ethereal Plane provides challenges such as rescuing trapped spirits, navigating unstable proto-realms, and recovering artifacts imbued with ethereal energy.
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