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#### **The Primordial Age (Pre-Dalereckoning)**
- **Before -35,000 DR: Formation of The Beastlands**
- The Beastlands is created during the multiverse’s formation, embodying the ideals of harmony with nature and good.
- Its three layers form, each representing different aspects of nature’s cycle: energy, twilight, and rest.
- **The Dawn War:**
- During the war between the gods and primordials, the Beastlands remains a neutral sanctuary for animal spirits and deities aligned with nature and good.
- The plane’s inhabitants protect it from incursions by chaotic or destructive forces, ensuring its balance remains intact.
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#### **The Age of Wild Guardians (-30,000 DR to -10,000 DR)**
- **-30,000 DR: Rise of the Animal Lords**
- The **Animal Lords**, powerful archetypes of their respective species, ascend to prominence as guardians of the Beastlands.
- These include beings such as the **Wolf Lord**, **Bear Lord**, and **Eagle Lord**, who embody the traits of their species.
- **-25,000 DR: Emergence of the First Petitioners**
- The first mortal souls aligned with nature and good arrive in the Beastlands, merging with its natural harmony.
- Many take on animal forms, becoming eternal parts of the plane’s ecosystem.
- **-20,000 DR: The Pact of the Wilds**
- The Beastlands’ animal spirits and celestial beings form the **Pact of the Wilds**, a divine agreement to protect the plane from external threats.
- This pact reinforces the plane’s role as a sanctuary for natural harmony.
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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 from Toril and other Material Planes discover the Beastlands, drawn by its untamed beauty and spiritual serenity.
- Druids and rangers establish connections to the plane, seeking its wisdom and power.
- **-7,000 DR: Rise of the Wild Orders**
- Mortal orders dedicated to nature and good, such as the **Circle of the Eternal Grove**, align themselves with the Beastlands.
- These groups work to preserve the natural world on the Material Plane, guided by the plane’s ideals.
- **-5,000 DR: The Blessings of the Beastlands**
- Artifacts imbued with the essence of the Beastlands, such as the **Horn of the Wild Hunt**, begin to appear on the Material Plane.
- These relics grant their wielders abilities tied to the plane’s themes of harmony and primal strength.
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#### **The Age of Mortal Empires (-1,000 DR to 1358 DR)**
- **-1,000 DR: The Founding of the Sanctuaries**
- Sanctuaries devoted to the Beastlands’ ideals, such as the **Glade of Eternal Harmony**, are established on the Material Plane.
- These sanctuaries serve as refuges for druids, rangers, and seekers of peace.
- **500 DR: Creation of the Wild Concord**
- A planar alliance between the Beastlands and other nature-aligned planes, such as Arborea and the Feywild, is formed.
- This alliance strengthens the protection of nature across the multiverse, fostering cooperation among its guardians.
- **714 DR: Influence in Myth Drannor**
- Myth Drannor, during its golden age, incorporates the ideals of the Beastlands into its policies of coexistence with nature.
- Druids and rangers affiliated with the Beastlands play key roles in the city’s stewardship of its natural surroundings.
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#### **The Time of Troubles and the Beastlands’ Guidance (1358 DR)**
- **1358 DR: The Time of Troubles**
- During the chaos of the gods walking Faerûn, the Beastlands provides sanctuary for spirits and divine beings displaced by the conflicts.
- Mortals aligned with the Beastlands receive visions and blessings, inspiring them to protect the natural world amidst the turmoil.
- **The Wild Hunt Awakens:**
- The **Wild Hunt**, a manifestation of the plane’s primal energy, appears on the Material Plane, rallying druids and rangers to defend nature against destruction.
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#### **The Spellplague and the Beastlands’ Stability (1385 DR to 1487 DR)**
- **1385 DR: The Spellplague**
- The collapse of the Weave disrupts connections between the Beastlands and the Material Plane.
- Despite this, the Beastlands remains stable, its innate balance shielding it from the chaos affecting other planes.
- **1395 DR: Renewal of the Wild Orders**
- New orders of druids and rangers emerge on the Material Plane, inspired by visions from the Beastlands.
- These groups work to restore ecosystems damaged during the Spellplague and spread the plane’s ideals of harmony.
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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** reestablishes connections between the Beastlands and the Material Plane.
- Animal Lords and celestial beings from the plane guide mortal champions in their efforts to restore balance and protect nature.
- **1492 DR: Baldur’s Gate 3 and Beastlands Artifacts**
- Relics from the Beastlands, such as the **Pelt of the Primal Guardian**, resurface near Baldur’s Gate, inspiring adventurers to safeguard nature.
- Animal spirits appear to aid mortals in confronting threats to the natural world, reinforcing the plane’s influence.
- **Present Day:**
- The Beastlands continues to inspire mortals and celestials alike, serving as a source of strength and guidance for those who value nature and harmony.
- Druids, rangers, and planar scholars seek the plane’s wisdom, while adventurers recover its relics to protect the natural order.
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### **Themes of The Beastlands’ Timeline**
1. **Harmony with Nature:**
- The Beastlands emphasizes coexistence with the natural world, inspiring mortals and celestials to protect and nurture life.
2. **Primal Freedom:**
- The plane embodies the untamed beauty and power of nature, offering solace to those who seek freedom and peace.
3. **Spiritual Guidance:**
- The Beastlands serves as a source of inspiration for druids, rangers, and others who align with its ideals, guiding them in their efforts to restore balance.
4. **Adventuring Opportunities:**
- The Beastlands offers challenges such as forging alliances with Animal Lords, retrieving lost artifacts, and protecting the plane from external threats.
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