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#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Creation of Pandemonium**
- Pandemonium is formed during the multiverse’s creation, a chaotic rift between law and chaos.
- The plane’s endless winds begin carving its tunnels, creating an ever-expanding labyrinth of howling darkness.
- **The Dawn War:**
- During the war between the gods and primordials, Pandemonium becomes a place of exile for defeated primordials and deities.
- The howling winds trap and torment those who are banished, adding their screams to the plane’s eternal cacophony.
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#### **The Rise of Madness (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Arrival of the First Exiles**
- Mortals and planar beings who defied their masters are cast into Pandemonium, their sanity gradually eroded by the plane’s oppressive winds.
- Some become the first **mad wanderers**, while others are twisted into new forms by the plane’s chaos.
- **-25,000 DR: Expansion of the Caverns**
- The tunnels of Pandemonium expand as chaotic winds reshape the landscape.
- Entire regions collapse or are swallowed by new caverns, creating a constantly shifting terrain.
- **-20,000 DR: Formation of Agathion**
- **Agathion**, the lowest layer of Pandemonium, becomes the final prison for powerful beings who cannot escape the plane.
- These entities, trapped in complete silence and isolation, descend into madness, their despair feeding the plane’s chaotic energies.
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#### **The Age of Mortal Interaction (-10,000 DR to -1,000 DR)**
- **-10,000 DR: Summoning Rituals Begin**
- Mortals discover ways to summon chaotic beings from Pandemonium, seeking their power.
- These rituals often backfire, as the summoned entities spread madness and chaos to their summoners.
- **-7,000 DR: Rise of the Whispering Cults**
- Cults dedicated to the chaotic energies of Pandemonium emerge on Toril.
- These cults claim to hear the plane’s whispers and promise power in exchange for servitude, though most of their followers succumb to insanity.
- **-5,000 DR: Netherese Exploration**
- Netherese wizards explore Pandemonium, seeking its chaotic winds as a source of magical energy.
- Many expeditions fail, with mages lost to madness or devoured by the plane’s inhabitants.
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#### **The Age of Chaos (-1,000 DR to 1358 DR)**
- **-1,000 DR: The First Rift Wars**
- Planar rifts to Pandemonium appear in Faerûn, unleashing winds that sow chaos and madness across entire regions.
- Adventurers and planar scholars work to seal these rifts, but not before the winds corrupt several mortal leaders.
- **500 DR: Founding of the Spiral Keep**
- A powerful sorcerer builds the **Spiral Keep**, a fortress within Pandemonium designed to harness its chaotic energy.
- The keep becomes a center of planar experimentation, though its creator eventually succumbs to madness.
- **714 DR: Myth Drannor’s Collapse**
- Winds from Pandemonium are unleashed during the siege of Myth Drannor, spreading chaos among its defenders.
- These winds create pockets of insanity that linger in the ruins, tied to the plane’s influence.
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#### **The Time of Troubles and Pandemonium’s Unrest (1358 DR)**
- **1358 DR: The Time of Troubles**
- During the chaos of the gods walking Faerûn, several minor deities are exiled to Pandemonium.
- The winds amplify their despair, reducing them to shattered echoes of their former divinity.
- Adventurers encounter new planar rifts, which spread madness across Faerûn’s countryside.
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#### **The Spellplague and Pandemonium’s Expansion (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The collapse of the Weave disrupts Pandemonium’s planar boundaries, creating temporary vortices that drag mortals and creatures into the plane.
- Entire villages disappear into the caverns, their inhabitants transformed into chaotic horrors.
- **1390 DR: The Rise of the Wailing King**
- A powerful entity known as the **Wailing King** emerges in Pandemonium, claiming dominion over a vast network of caverns.
- The king’s influence spreads to the Material Plane, where his cultists create storms that drive entire cities mad.
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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 Pandemonium’s connection to the multiverse, though its chaotic winds continue to expand its tunnels.
- Cults aligned with Pandemonium resurface, spreading whispers of power and destruction across Faerûn.
- **1492 DR: Baldur’s Gate 3 and Chaotic Plots**
- Agents of Pandemonium attempt to open rifts near Baldur’s Gate, unleashing the plane’s winds to destabilize the region.
- Adventurers thwart their plans, sealing the rifts before the chaos spreads further.
- **Present Day:**
- Pandemonium remains a realm of despair and madness, its influence seen in whispers of chaos, planar storms, and cursed artifacts.
- Adventurers explore its caverns in search of lost knowledge, treasures, or to confront the entities that dwell within.
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### **Themes of Pandemonium’s Timeline**
1. **Madness and Despair:**
- Pandemonium thrives on unraveling the minds of its inhabitants and visitors, spreading chaos and insanity.
2. **Eternal Chaos:**
- The plane’s winds are ceaseless, creating an ever-changing and hostile environment that challenges even the most prepared adventurers.
3. **Interplanar Influence:**
- Pandemonium’s influence spreads through planar rifts, cults, and artifacts that carry its chaotic energy into the Material Plane.
4. **Adventuring Opportunities:**
- The plane offers challenges like navigating its labyrinthine tunnels, resisting its maddening winds, and confronting its twisted inhabitants.
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