The History of the Universe

This is a rough outline of my universe, mainly intended to give you an idea of how the world got the way it is. You can use it as a reference for unusual character origins, and as a list of places that 'Extra-Dimensional Movement Through Time, Area Effect Useable Against Others' may put you.
This timeline is based on the The Hero Universe published by Hero Games, but has been heavily edited to fit my campaign.

Prehistory

Primeval Fantasy
(500,000 BC to 350,000 BC)

This is a time of primitive humans in a savage land. Humans live in tribes and fight beasts and the elements. See Jean Auel's books for descriptions of life during this age.

The age comes to an end with the awakening of Gaia's Heart, a physical representation of the planet's energy field. It is the power source behind all superhuman abilities, and it's radiations attract alien races and various extradimensional beings.


Alien Empires
(350,000 BC to 250,000 BC)

Earth is under alien control as civilizations rise and fall among the stars. Humans are pawns in the various wars and power struggles. Alien technologies mingle with powerful sorceries and gods walk the earth, warring among themselves. The Elder Races trace their roots to this age as do most near-human construct races.

This era ends with an interstellar war and the destruction of Gaia's Heart. The event causes volcanic eruptions, natural disasters and eventual glaciation. The planet's mystical energies fade, lowering the ambient power level. Energy-based and magic-dependent entities leave or go into stasis.


First Age of Man
(250,000 BC to 200,000 BC)

Humans emerges as the dominant race on the planet. The Elder Races are still around, though their civilizations are on the decline. Fantastic creatures of all descriptions are found, some remnants of the Primeval age while others are creations of Alien Empires. Gods still exert a strong influence on the Earth, though it's through gateways, priests and avatars for the most part.

The human civilizations of rises in power and build great, towering cities even as the Elder Races struggle to maintain their decaying empires. Subtle manipulation is discarded in favor of open warfare, and the conflict spreads across the world. The final battle becomes known as the Cataclysm.


The Cataclysm
(~200,000 BC)

The last battle shakes the earth, sinks continents, topples mountain ranges, creates great floods, and dissipates the last remnants of Gaia's Heart. The Elder Races are destroyed or flee, the gods leave the earth, human civilization is devastated and the survivors are thrown back to stone age technology. In the decades after the battle the continuing convulsions of the Earth destroy almost all traces of pre-Cataclysm civilization.

Age of Legends
(200,000 BC to
10,000 BC)

The continents have their current form, though most of North Africa is forest and savanna rather than desert. Civilizations rise with bronze age technology, iron in some places. Magic is rare and much lower in power, and the remnants of the Elder Races sometimes interfere with mortals. Pleistocene mammals are found from time to time, survivors of the Cataclysm. Exploration, primitive empire-building, intrigue, trade and warfare abound, along with encounters with remnants of elder sorcery.

Age of Heroes
(10,000 BC to
323 BC)

Ancient Egypt begins this age along with Sumeria, Babylon and the Shang, but Greece is the dominant culture near the end of the era. Magic is believed in by many but not often seen in action. The rise of the Roman Empire and the death of Alexander the Great in 323 BC marks the end of this age.


The Historical Age

The Roman Empire
(550 BC to 378 AD)

The Roman Empire conquers most of the known world during this period. Magic is disbelieved for the most part by the pragmatic Romans, existing only in corners of the world far from the science of Rome. This is an era of politics, warfare, trade, intrigue, exploration and more. It comes to an end with the defeat of the Roman army at Hadrianople in 378.

High Fantasy
(400 to 600)

With the decline of the science-oriented Romans, magic returns in the Dark Ages. The Celtic / pre-Arthurian Age is a time of high magics, faerie folk and adventure. Europe is a wilderness with pockets of civilization surrounded by harsh wilderness. The wilds are dangerous and home to dragons, trolls and fierce beasts.

Arthurian Fantasy
(600 to 1350)

The classic period of medieval adventure. Knights in shining armor slay dragons and rescue maidens, powerful sorcery appears (though very rarely) and only the power of the Church keeps Satans' minions at bay. The Black Plague heralds ends the of the feudal system and the rise of city-oriented industry.

The Age of Reason
(1350 to 1650)

The era of the Three Musketeers and the exploration of the rest of the world by Europeans. By this time magic has almost completely faded away and is only rarely found (usually in the darker, less explored corners of the world). The Renaissance brings Machiavellian intrigue, the clashes of kings, and great nobility and heroism in an era of early gunpowder, fencing and little or no armor.

The Age of Adventure
(1650 to 1837)

This age includes the colonization of the new world, trade with the orient and world-wide empire-building. The era deals with high romance, clashing navies, vast treasures, and heroic adventures (think Errol Flynn). The concept of the "masked adventurer" appears during the Revolutionary War. The age comes to a close with Queen Victoria's ascension to the throne in 1837.

Victorian Age
(1837 to 1901)

This era encompasses great explorations, gold rushes, frontiers, the wild west, civil war, and more. Lost lands, exploring darkest Africa, strange magic, Frankenstein's creature, the mummy, Dracula, werewolves, Fu Manchu, Thuggee, Sherlock Holmes, Robur, Captain Nemo, Professor Challenger, Tarzan, The Lone Ranger and others prove that the world is getting stranger. There are no superhumans as yet, but there are "masked adventurers" and many more who are not masked.


The Modern Age

Two-Fisted Heroes
(1901 to 1939)

This is the era of the great pulp adventure stories, the Prohibition, gang fights and whisky-running. The Blue Sapphire appears as the world's first true superhuman, as do Indiana Jones, the Shadow, and Doc Savage. "Masked adventurers," now more commonly known as "mystery men," abound, though there are few true superhumans. This is the beginning of the modern era of costumed crimefighters.

Golden Age
(1939 to 1945)

More superhumans appear, don costumes and fight in World War II. The majority are low-powered, brightly colored, and highly patriotic. It is also a time of military and espionage activity for heroic normals, and front-line combat for the Rat Patrol and Kelly's Heroes.

Captain America, Ant-Man, Wasp and Thor form the first public superhero team, The Avengers. They are given official government support and are instrumental in countering the Nazi superhuman threat, which consists primarily of The Red Skull and assorted mystics.

The era ends with the detonation of two thermonuclear bombs on Hiroshima and Nagasaki.


Silver Age
(1945 to 1986)

This is the heyday of the Cold War, James Bond, SPECTRE, international espionage, terrorism, conspiracies, drug lords and high-technology organizations. The general level of technology is slightly higher than our historical counterpart, with advances being made in energy production and weaponry.

Dozens of superheroes and supervillains make their appearance, including Spiderman, Daredevil, Batman, the Flash, Iron Man, Wonder Woman, The Fantastic Four, The X-Men and more. These heroes are young, bright, optimistic and more cynical about working with the "system" than previous heroes, forming small goups instead of working with a large organization.

In 1986 the organization DEMON opens a portal to Hell in Southampton, England. Over 27,000 people die in four days of combat, as most metahumans worldwide join forces. The good guys win but demonic contamination scars the land for miles around, and the psychic and spiritual taint give European sensitives nightmares for years. Horrible monsters appear worldwide as the demons that escaped spread corruption and foulness.


Modern Day
(1986 to 1999)

Classic superhero action, with costumed heroes and villains a regular sight in most major cities. The course of history now capable of being significantly changed by a very small number of people. Public opion on metahumans has polarized into "good guys" and "bad guys."

Most high technology is concentrated in small groups and super-agent organizations such as PRIMUS, UNTIL, RAVEN and government SWAT teams. Effective battlesuits appear but such technology is still expensive and difficult to maintain. The legal system has absorbed the impact of metahuman abilities and integrated their existance into the law.

Hundreds of metahumans appear across the planet, displaying more power than ever before. Phoenix, Ms. Marvel, Juggernaut, and Dr. Destroyer make their appearance. Individuals are also gaining powers at a younger age, proven by the formation of the group The Teen Titans.



The Near Future

Aftermath
(2010 to 2020)

The Proprietor War leaves the ranks of earth's metahumans virtually empty. As the world rebuilds from the wide-spread destruction, a small number of businesses gain vast power and influence. Similarly, high-tech organizations fill the power vacuum created by the loss of the heroes. The merger of these agencies and multi-national corporations leads to the first true megacorps.

The vast majority of the powerful and experienced heroes are dead, leaving behind few individuals capable of having a great impact on the world. High-tech organizations are widespread and capable of taking on (and defeating) most supervillains that appear. Anti-mutant hatred is on the rise as people the world over seek someone to blame. Third-Generation SENTINALS appear.


Shadowrun
(2020 to 2050)

This era is marked by high technology, genetic engineering, and rival factions fighting for control of limited resources. High-technology has become prevalent; cybertechnology, aircars, portable railguns and the like are cheap and visible. The first manned orbital and lunar colonies are founded, but for the most part the eyes of men are cast downward into the squalid urban settings the vast majority of them are forced to inhabit, or inward to the glittering neon pseudoworld of Cyberspace.

Genetic testing can identify metahumans before birth. Since megacorps have given so much negative publicity to independent metahumans, the vast majority of parents terminate or transplant the fetus to an artifical womb and donate it to a corporate creche. Most megacorps have a private army of trained and controlled metahumans, with independent metahumans being feared reviled as vigilante killers. SENTINALS are a major enforcement arm for the government.

This setting has advanced technology, large-scale actions and players have the opportunity to change the world or watch it slide into oblivion. Vigilante-style heroes fight against the political and corporate forces that threaten to toss the world into darkness.


Star Frontiers
(2050 to 2103)

A High Frontier setting limited to our solar system, with tentative, sub-light-speed journeys to Alpha Centauri and Alpha Proxima. Technological and population growth moves humans into space and colonies appear around the solar system as a relatively cheap sublight drive is created. Slave labor becomes popular in the asteroid belts. Even though there are vast new resources available, countries and corporations continue to wage an undeclared war over the resources of the solar system.

An alien invasion in 2103 throws everyone into even deeper turmoil, as the invaders slaughter colony after colony on their way to Earth. The invasion is stopped when the remaining Earth forces link up and ambush the alien fleet as it passes the moon. Several alien task forces reach the earth and inflict severe damage to the industrial infrastructure before being destroyed.

Most high-tech forces have been destroyed and since government forces form the vast majority of the low-tech military, the power of the megacorps has been severely reduced. The primary SENTINAL facility has been destroyed and is not rebuilt. A one-world government takes shape and consolidates power during the reconstruction.



The Far Future


Rogue Trader
(2150 to 2300)

This is an age of expansion and exploration as mankind salvages fast interstellar travel from the defeated alien invaders. Military vessels tasked with exploration spread out through the stars, while independent traders seek to bring back the wealth of the newly-discovered planets. Many aliens races are discovered among the stars, the majority of them friendly.

The Bug Wars
(2300 to 2500)

Bugs, Mr. Rico. Zillions of them. Power armor. Starship battles. Yucky aliens trying to exterminate ambitious humans, and the humans fighting back. All over the spiral arm. The battles throw the human civilization into turmoil, shattered into individual worlds and small associations of worlds. Colonization and exploration continues throughout this period.

First Federation
(2500 to 2900)

The Bugs have been defeated for now and a Federation arises, welded together from the bits and pieces of human colonies and various conquered alien races. Lots of political intrigue, trade, more exploration, rebellions, military actions and galactic power struggles with alien empires.

Galactic War
(2900 to 3000)

The Federation is cast into war on a scale not seen before. Power armor has evolved into giant, mechanized battle machines: think Battletech, Macross and OGRE. In the end, interstellar civilization collapses. This period has large-scale military action, intrigue and great dramatic potential.

Interstellar Dark Ages
(3000 to 4000)

In the Interregnum, civilization rebuilds itself on individual worlds. Societies and cultures change and technology is rebuilt from the drastic step backwards. This is an era for piracy, dangerous trade routes, and the discovery of First Federation technology. New human and alien cultures develop as interstellar culture gradually reappears.

Empire and Rebellion
(4000 to 6000)

This period sees the rise of an interstellar empire and it's degeneration into an oppressive bureaucracy. Now the fight begins to free the trillions of sapients held hostage under the heel of the evil empire. New powers have arisen amongst humans and aliens: mutant and psychic powers become the key to the rebellion. Star Trek is a good example of the beginning of this era, while Star Wars pretty much describes the conclusion.

Imperial Starfire
(6000 to 10,000)

As Gaia's Hearts (now understood to be universal phenomena, at least throughout our galaxy) wax in power, new superheroes and supervillains arise across the galaxy. Amid an era of incredible engineering (ringworlds, Dyson spheres, Starmakers, etc.), psychic and magical forces reach incredible levels of power. Time and time again, superheroes and starships fight for the control of sapient life in the galaxy, and empires rise and fall. The end comes with a galaxy-wide interdimensional invasion and a war of incredible force engulfs the galaxy. The climactic battle shatters the Hearts and sends civilization back to the stone age.

The Long Night
(10,000 to 100,000)

Barbaric sword-wielders use the fragmented remnants of old technology and sorcery to carve out kingdoms on isolated planets. The galaxy is quiet as the cycle of history starts to repeat itself once again (see: Primeval Fantasy).

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