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