Path of the Wanderer
The 1st Age is a time of legend. It is thought that the Thirteen Worlds were on different courses then; that the Gods didn't speak to mortals yet; that savage folk lived savage lives. It was an age of Chaos.
The 2nd Age is the time when the first Icons came into being, though at this time, an Icon was merely the most powerful being on one of the Thirteen Worlds; it is from this that the tradition of 13 Icons comes down to the present. Some few legends and tales are preserved from the 2nd Age, but little is known of it. Most often it is cataloged as an age of Order.
The 3rd Age was that in which the Wanderer settled into its current course, and thus great contact between the Thirteen Worlds began. It was here that it was discovered that a great many of the Icons were possessed of vastly different power levels, a historical artifact of isolation. Raiding and wars between the Wanderer and the other worlds were common. It was during this age that the Great Sun may have been damaged or thrown from its place. It was an age of Chaos.
The 4th Age was one in which the Icons began to expand their hold on worlds. Many of them conquered the nearest other Worlds; the Wanderer held a mighty empire of six worlds for a time. In this age, the world of Tierzit was abandoned or cleared, and for long centuries had no regular residents. This, too, was an age of Chaos.
The 5th Age was an age of settling in: the remaining Icons (for there were fewer than 13; perhaps only 6 or 7) each held their territories, and lived in an armed peace. Here was the first great age of magic. Here, too, the Gods came into their high honor. It is thought that a voyage to the Great Sun was undertaken in this age. This was an age of Order, and the first which has an estimated length: four hundred years.
The 6th Age was a time of war again, as new powers rose in Amur. The great leveling of power promoted by having the weaker Icons removed, and the stronger Icons unite many worlds, allowed for a number of similar rebellions in which powerful figures ousted imperial overlords. By the end there were 12 Icons, some of whom, though ruling a world, were clearly becoming more like modern Icons, embracing a portfolio of influence. This was an age of Chaos. It is thought to have lasted some two centuries.
The 7th Age is called by many the Age of Peace. The Icons watched one another but did little. They ruled their worlds and though there were minor wars, and always the Wanderer raided, here grew up many of the great cities and ancient traditions still prevalent in Amur. Settlements were founded on Tierzit again (briefly). The first Gates were established at the end of this age. It was an age of Order, and it lasted very many years, seven hundred or more.
The 8th Age was unsettled: the use of Gates promoted struggles and wars such as had not been seen in centuries. The damaging qualities of Gates were discovered in this time; great mages, Icons, cleric and even entire settlements were destroyed when Gates were poorly placed, and many of the Thirteen Worlds were grievously damaged. The settlements on Tierzit were abandoned. This was an age of Chaos. It lasted only eighty years.
The 9th Age was peaceful, but only because it was a time of rebuilding. The damage wrought by the Gate Wars was enormous; every world was impacted. Icons changed and adapted, and built alliances between themselves. Civilization rose from the wreckage of a broken age. It was an age of Order, but a feeble age as well. It lasted three hundred years.
The 10th Age is called by many The Age of Glory. Here rose the great Icons which are well known: the Emperor, the Queen, the Archmage, the Diabolist, and the rest. In this age the Great Sun was again visited; Gates were made use of once more; mortal culture rose to new and exalted heights. The worship of the Gods was denigrated by the mighty, and many temples closed. Though there was great rivalry between the Icons and the Thirteen Worlds, there were few wars, and small. It was an age of Order. It lasted nine hundred years.
In the dawn of the 11th Age, two of the Gods were slain by great alliances of mortals backed by Icons. The remaining gods, with few exceptions, fled to other realities, where they have remained, barely in contact with the world. The resulting chaos as the divine power dwindled in Amur and mortals struggled to cope led to a grim period, such that the 11th Age is called the Age of Darkness. Armies sailed between worlds, Icons battled, monsters roamed freely and all that was known and certain came into question. This was an age of Chaos which lasted one hundred and thirty years.
The 12th Age was one of regrowth. Tierzit was finally resettled, though thinly; monsters were reined in, though barely, the influence of the Gods was gently felt and mortals had assumed enough of their strength to compensate, and all went well enough for many years. In the end of the Age, the Archmage of the time took an apprentice who was enormously skilled, and would have been the next to hold that Iconic seat, except that her master used her as a focus for a grim ritual (the purpose of which is still unknown.) She was transformed by demonic energies into a being consumed by pain, and fled into the outer darkness; the Archmage warded her away from the world and took another apprentice. Her power was such that the wards did not hold, and she broke out into the aether and shattered one of the great sky fortresses with her might. This was held to be the beginning of the end of the 12th Age. Within twenty years, many Icons had fallen to her wrath, and others had dwindled as their sources of strength failed. The 13th Age had arrived. The 12th Age was an age of Order, and it lasted six hundred thirty two years.
The 13th Age has lasted by most counts for 41 years. It is a time of desperation, of a hunt for survival. The Breaker, the Shatterer, seeks to infect all the worlds with her pain, and creates devastation on their surfaces, from which seep voids that consume all things, slowly but certainly. She cares nothing for individual lives; in fact, she can be kind and helpful, as was her wont when she was still fully mortal. But she will destroy all things to end her unendurable suffering. The Icons of this age are such as might survive: some are held to be related to older Icons, but most are new and unique to this trying time.