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#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Formation of the Far Realm**
- The Far Realm exists outside the structure of the multiverse, likely predating its creation.
- It is theorized to have been formed from the raw chaos and madness that the gods and primordials sought to seal away.
- **The Dawn War:**
- During the war between gods and primordials, incursions from the Far Realm disrupt the balance of power.
- Aboleths, beholders, and other aberrations emerge during this time, sowing chaos across the planes.
- The gods work to seal the Far Realm behind dimensional barriers, limiting its influence on the multiverse.
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#### **The Age of Aberrations (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Rise of the Aboleths**
- The **aboleths**, ancient psionic beings tied to the Far Realm, emerge as the first known aberrations.
- They enslave primitive mortals on the Material Plane, building vast underwater empires.
- **-25,000 DR: Beholders Appear**
- The first **beholders**, terrifying aberrations of singular eyes and floating bodies, are created or drawn from the Far Realm.
- They establish themselves as tyrants and power-seekers across the multiverse.
- **-20,000 DR: Illithid Incursion**
- Mind flayers (**illithids**), psionic aberrations capable of enslaving entire civilizations, begin spreading from the Far Realm.
- They construct **Elder Brains**, collective psionic intelligences that guide their hive-like societies.
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#### **The Age of Mortal Awareness (-10,000 DR to -1,000 DR)**
- **-10,000 DR: Discovery by Mortal Scholars**
- Mortal spellcasters discover evidence of the Far Realm through forbidden rituals and psionic experimentation.
- These experiments often lead to madness, corruption, and the creation of small Far Realm breaches.
- **-7,000 DR: Rise of Aberration Cults**
- Cults devoted to Far Realm entities emerge on Toril, worshiping beings like **Tharizdun**, **Ghaunadaur**, and other Elder Evils.
- These cults seek to create rifts between the multiverse and the Far Realm, unleashing aberrations and chaos.
- **-5,000 DR: The Spellwars of Madness**
- Conflicts between mortal mages experimenting with Far Realm magic escalate, resulting in wild magic zones and localized planar distortions.
- Aberrations invade these areas, further destabilizing the Material Plane.
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#### **The Age of Mortal Empires (-1,000 DR to 1358 DR)**
- **-1,000 DR: The Fall of the Illithid Empire**
- The mind flayers’ Material Plane empire collapses due to slave revolts and the rise of gith civilizations.
- The **Githyanki** and **Githzerai** form, both factions harboring deep hatred for aberrations and the Far Realm.
- **500 DR: Creation of the Elder Orbs**
- Beholders create **Elder Orbs**, powerful magical devices tied to the Far Realm.
- These orbs amplify the influence of the Far Realm, causing corruption and planar breaches.
- **714 DR: Influence in Myth Drannor**
- Elven arcanists accidentally summon aberrations during magical experiments, creating rifts to the Far Realm.
- These breaches allow Far Realm entities to corrupt the city’s magical infrastructure.
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#### **The Time of Troubles and Far Realm Chaos (1358 DR)**
- **1358 DR: The Time of Troubles**
- As gods walk the Material Plane, barriers between the Far Realm and the multiverse weaken.
- Aberration activity surges, with cults and rifts appearing in major cities.
- Adventurers confront Far Realm horrors, sealing breaches and destroying corrupted artifacts.
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#### **The Spellplague and Far Realm Intrusion (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The collapse of the Weave disrupts planar boundaries, causing rifts to the Far Realm to appear spontaneously.
- Entire regions, such as portions of the **Underdark**, are overrun by aberrations.
- Some mortals gain warped powers by absorbing Far Realm energy, becoming monstrous hybrids.
- **1395 DR: The Rise of Aberrant Empires**
- Aboleths and illithids expand their influence, exploiting the chaos of the Spellplague to establish new strongholds.
- Far Realm cults flourish, spreading madness and corruption across the Material Plane.
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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 planar boundaries, reducing the number of Far Realm rifts.
- Despite this, lingering breaches and corrupted regions remain, serving as conduits for aberrations and cult activity.
- **1492 DR: Baldur’s Gate 3 and Far Realm Influence**
- Artifacts and entities tied to the Far Realm resurface near Baldur’s Gate, sparking cult activity and planar incursions.
- Adventurers encounter **Elder Brains**, **Star Spawn**, and other Far Realm horrors as they confront the growing influence of aberrant forces.
- **Present Day:**
- The Far Realm remains a constant, lurking threat to the multiverse, with its influence seen in aberrations, corrupted magic, and cults.
- Adventurers frequently seal rifts, combat aberration hordes, and recover lost artifacts to protect the multiverse from Far Realm incursions.
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### **Themes of The Far Realm’s Timeline**
1. **Alien Horror:**
- The Far Realm embodies incomprehensible chaos and terror, distorting the laws of reality and sanity.
2. **Aberrations and Corruption:**
- The plane is the source of aberrations, whose influence threatens the balance of the multiverse.
3. **Forbidden Knowledge:**
- The Far Realm tempts mortals with power, often at the cost of sanity, morality, and reality itself.
4. **Adventuring Opportunities:**
- The Far Realm offers challenges such as battling Elder Evils, sealing planar rifts, and recovering artifacts imbued with alien energy.
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