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SpiralWorlds Timeline · Earth and Deep Time
Earth Age 02 · c. 541–359 million years ago

The Age of Awakening

The quiet seas become hunting grounds. Armour answers claws. Eyes search the water for movement. Strange life crawls onto barren shores, forests rise where once there was only stone, and the first vertebrates begin the long escape from the sea.

Cambrian sea with Anomalocaris hunting above trilobites, Hallucigenia and other strange early marine animals
The Cambrian seas. Predators, armour and new senses turn the ocean into a world where survival increasingly depends upon seeing, hiding, pursuing and escaping.
01
Earth wakes into danger

The first great ages of monsters

The Age of Awakening begins where the Dawn of Earth ends: with the seas already alive, but not yet ruled by the great arms race of predator and prey.

The change is relentless. Creatures that once drifted now swim with purpose. Eyes watch from beneath armoured brows. Grasping limbs close around living prey. Shells thicken. Spines lengthen. Burrows cut through seabeds that had lain almost undisturbed for ages beyond counting.

With every new defence comes a hunter capable of overcoming it. With every new predator comes something faster, harder, better hidden or more watchful.

The great luminous Flumph choirs of the previous age survive only in scattered refuges. The oldest Aboleths retreat into drowned caverns and lightless trenches.

Neither people now command the history of Earth.

The age belongs instead to the living world itself.

Earth has known life for billions of years. Only now does it begin to resemble a world of monsters.
XXVII
Cambrian–Ordovician · c. 541–444 million years ago

The Armoured Seas

“The oceans discover eyes, armour, pursuit and escape.”

The Cambrian seas are crowded with forms that will never again walk the Earth. Some are tiny. Some are grotesque. A few are already hunters large enough to terrorise the animals around them.

The strange seas

Trilobites crawl across the bottom in countless shapes and sizes. Some scrape food from the mud. Others burrow beneath it. Some scavenge. Some hunt.

Between them move stranger things. Hallucigenia picks its way across the seabed beneath a crown of defensive spines. Five-eyed Opabinia searches the sediment with a long, flexible grasping organ.

Above them swims Anomalocaris, one of the first great hunters of open water. Its enormous eyes scan the sea ahead while paired grasping limbs close around soft-bodied prey.

Trilobites

Armoured crawlers, burrowers and hunters that become one of the enduring signatures of the Palaeozoic seas.

Hallucigenia

Small walking creatures protected by great dorsal spines and an anatomy unlike anything familiar to later ages.

Anomalocaris

A great visual hunter of the Cambrian water column.

Opabinia

Five eyes and a flexible frontal grasping organ make it one of the age’s most unmistakable creatures.

Early Vertebrates

Small jawless fishes begin a lineage that will one day produce sharks, dragons, horses and humankind.

Flumph Remnants

Scattered choirs withdraw from increasingly dangerous upper waters into hidden deep refuges.

The Cambrian is not an age of peace disturbed by monsters. The monsters are the ecosystem.

The long-shell hunters

As ages pass, the seas grow richer still. Reefs spread across warm shelves. Shell beds gather beneath the waves. Fishes become more common.

Then enormous cephalopods appear.

Great straight shells move through the water like living towers. Beneath them hang grasping tentacles and watchful eyes.

In the most isolated seas, monstrous members of these lineages survive as the Giant Orthocones of later legend.

Ordovician sea dominated by a giant straight-shelled orthocone above trilobites and an early eurypterid
The Ordovician hunters. A great orthocone moves above trilobites and the first sea-scorpion lineages.

The sea scorpions

In the shallows, another lineage appears: the Eurypterids.

At first they are only one more strange arthropod among many. In later eons some will become formidable hunters.

Rare supernatural bloodlines will eventually produce creatures such as the Bluetip Eurypterid.

The coiled shells begin

Early ammonoid bloodlines also enter the ancient seas. Their distant descendants will become some of the most recognisable shelled creatures in Earth’s history.

In Lost World waters, monstrous descendants survive as the Ammonites of later ages.

Ice over the world

Then the seas fall.

Great ice sheets spread. Shallow marine habitats vanish as water is locked upon the continents. Reefs wither. Whole branches of marine life disappear.

It is one of Earth’s first great mass extinctions.

But the survivors inherit a world with a new frontier.

Beyond the water lies land.

XXVIII
Silurian · c. 444–419 million years ago

The Age of Spores and Pillars

“The sea still rules, but the continents are no longer empty.”

For almost all earlier life, dry land is a wasteland. Now green stains appear along wet ground. Spores ride the wind. Roots and fungal threads enter stone and sediment. Tiny animals follow.

The first living ground

The first terrestrial landscapes are nothing like forests. Low plants cling to wet ground. Fungi run beneath the surface. Myriapods and arachnid relatives move between patches of vegetation and exposed mud.

There is no grass.

No flowers.

No birdsong.

Only wind, water, spores and crawling things.

The Myconid awakening

Among Earth’s natural fungal networks, magic gives rise to something unprecedented.

Some colonies begin to share more than food.

They share warning. Memory. Sensation.

The spores between them become a language.

These are the oldest Myconid peoples of Earth.

Their settlements are not towns of stone. A colony is itself a living community: chambers beneath the ground, fruiting groves above it and great hidden webs carrying thought from one body to another.

The Demon Queen finds Earth

Fungi are already ancient when Zuggytmoy finds them.

She comes from the Abyss not as their mother, but as their corrupter.

Where her influence takes hold, fruiting bodies swell into predatory growths. Spores carry madness and obedience. Networks once used to share nourishment become paths by which domination spreads from colony to colony.

Some corrupted lines become ancestors or distant kin of the Fungoids and Myceloids known to later ages.

The Spore Wars

The Myconids fight by cutting themselves apart.

Infected networks are burned or buried. Whole colonies sever their deepest connections. Survivors retreat into caverns where corruption cannot travel so easily through the living earth.

Mythic fungal wilderness representing the primordial Spore Wars between Myconids and Zuggytmoy-corrupted fungal creatures
The Spore Wars. A mythic rendering of the hidden conflict between the first Myconid peoples and the corruption of Zuggytmoy.
The first great war on land is fought without cities, kingdoms or armies. It spreads through roots, spores and buried living networks.

The pillars

As the Silurian gives way to the Devonian, strange columns rise over landscapes still dominated by low vegetation.

They are Prototaxites.

Some tower several metres above the ground, branchless and silent, standing where no true forest yet exists.

Ancient wet terrestrial landscape with low primitive vegetation, arthropods and towering branchless Prototaxites pillars
The pillar world. Prototaxites rises above a wet, sparsely vegetated landscape before true forests transform the continents.

For generations scholars of later ages call them giant fungi.

They are stranger than that.

Their surviving structure belongs comfortably to no known fungal lineage, and perhaps to no living branch of life at all.

Canon distinction

Prototaxites is native Earth life. It is not a Myconid, not a creation of Zuggytmoy and not one of her corrupted fungal servants.

By the close of Eon XXVIII, the continents are still harsh, open places—but they are alive.

The next age will give that life height.

XXIX
Devonian · c. 419–359 million years ago

The Age of Fishes and Forests

“The oceans grow jaws while the continents grow shadows.”

The Devonian is a world divided between two revolutions. In the water, jawed fishes become rulers. On land, vegetation rises into the first true forests.

The armoured lords of the sea

The seas belong to armour.

Placoderms patrol reefs, rivers and open water with their heads enclosed in plates of bone.

Some remain small.

Others become giants.

Among them rises Dunkleosteus.

It hunts without ordinary teeth. Sharpened plates of bone close together like blades. Few animals of its world can meet such a predator without becoming prey.

Devonian sea dominated by Dunkleosteus among early sharks, lobe-finned fishes and ancient reef life
The armoured seas. Dunkleosteus dominates a world of placoderms, early sharks and ancient lobe-finned fishes.

Sharks and the lobe-finned bloodlines

Early sharks spread through the waters alongside ray-finned and lobe-finned fishes.

Among the latter are the ancestors and ancient kin of the Coelacanth.

Their descendants will survive the fall of the placoderms and carry one of the oldest vertebrate bloodlines into later seas.

Dunkleosteus

The great bone-jawed hunter and signature sea monster of the late Devonian.

Placoderms

Armoured fishes filling many niches from bottom-dweller to open-water predator.

Early Sharks

A growing predatory lineage that will outlast the armoured rulers of the age.

Coelacanth Lineage

Ancient lobe-finned fishes whose distant descendants survive into later ages.

Eurypterids

Sea-scorpion bloodlines inherited from older oceans.

Land Arthropods

Scorpions, myriapods and other hunters move through increasingly complex terrestrial habitats.

The forests rise

Meanwhile, the land changes beyond recognition.

Plants that once hugged the ground become tall enough to cast shadows. Simple tree-like forms gather into Earth’s first forests. Later come great woody plants with spreading crowns and deep roots.

The old pillar world disappears beneath them.

Roots split rock and bind riverbanks.

Soils deepen.

Fallen plant matter gathers upon the ground.

Rivers change course around living barriers.

For the first time, an animal on land can move beneath a canopy.

The fin-to-limb threshold

In weed-choked shallows and slow river channels, some fishes begin doing something new.

Their paired fins become stronger.

They brace against mud, submerged roots and the bottoms of shallow pools.

Tiktaalik can raise its head on a mobile neck and force its body through water too shallow for ordinary swimming.

It is still a fish.

But the old boundary is weakening.

Later comes Acanthostega.

It still belongs largely to the water, yet its limbs end in true digits.

Dark primordial Devonian wetland with powerful fish-like early tetrapod creatures pushing through shallow water toward the muddy shore
The old boundary weakens. Creatures built for water begin using powerful fins and limbs to force themselves through the mud and shallows.
The conquest of land does not begin with a creature marching boldly from the sea. It begins in mud, roots and water too shallow to swim through.

The old minds beneath the water

In trenches far below the new fishes, Aboleths still remember seas that existed before armour, jaws or forests.

They are diminished, but not gone.

Some regard the multiplying vertebrates as brief biological noise.

Others recognise something more dangerous: Earth has become too diverse for any ancient power to dominate completely.

The dying seas

Then the waters begin to fail.

Across several extinction pulses, great reefs collapse. Whole marine communities disappear. Vast stretches of sea become poor in oxygen.

The placoderms do not survive the ending.

Dunkleosteus vanishes with them.

But sharks remain.

Bony fishes remain.

Forests remain.

Arthropods remain upon the land.

Tetrapods now possess limbs and digits.

The next age inherits all of them.

02
Creatures of Earth Age 02

Born here, changed here, or surviving from older worlds

The Age of Awakening contains genuine prehistoric animals, native magical lineages and a handful of much older supernatural survivors.

Principal creatures and lineages of the Age of Awakening.
Creature Origin Place in the age
Trilobite Native Earth life Armoured inhabitants of Cambrian and later Palaeozoic seas.
Hallucigenia Native Earth life Small spined Cambrian animal of the strange early seas.
Anomalocaris Native Earth life Large Cambrian predator of open water.
Giant Orthocone Monstrous Earth lineage Great straight-shelled cephalopod hunter of ancient seas.
Eurypterid Native Earth life Sea-scorpion lineage appearing in Ordovician waters.
Bluetip Eurypterid Magically altered Earth lineage Rare supernatural branch of ancient eurypterid ancestry.
Ammonite Monstrous ammonoid lineage Later fantasy-scale representative of the ancient coiled cephalopod bloodline.
Prototaxites Native Earth life Enigmatic terrestrial organism of no certain living affinity.
Myconid Peoples Native magical life Sentient fungal communities arising within Earth’s terrestrial ecosystems.
Fungoids and Myceloids Corrupted magical fungal life Predatory branches associated with the ancient Spore Wars.
Zuggytmoy Abyssal intruder Corruptor of ancient fungal networks and enemy of the first Myconids.
Dunkleosteus Native Earth life Great bone-jawed predator of the late Devonian seas.
Coelacanth Lineage Native Earth life Ancient lobe-finned bloodline surviving far beyond the age.
Tiktaalik Native Earth life Late Devonian fish standing near the fin-to-limb threshold.
Acanthostega Native Earth life Early aquatic tetrapod bearing true digits.
Flumph Far Realm exile Residual choirs surviving from the previous age.
Aboleth Ancient aberrant survivor Old minds persisting in isolated deep-water refuges.
03
Chronicle sequence

The Age of Awakening in order

Three eons carry Earth from the first great animal seas to forests, giant fishes and the first true tetrapods.

c. 541 Ma

The Cambrian threshold

Animal ecosystems become more active, mobile and predatory.

Cambrian

The strange seas

Trilobites, Hallucigenia, Opabinia, Anomalocaris and early vertebrates thrive.

Ordovician

The long-shell hunters

Great orthoconic cephalopods become major marine predators.

Ordovician

The sea scorpions appear

Eurypterid lineages enter the ancient oceans.

c. 444 Ma

Ice and extinction

A major marine extinction closes the first movement of the age.

Silurian

Life takes the land

Plants, fungi and arthropods establish permanent terrestrial communities.

Silurian

The Myconid awakening

Communal fungal peoples arise and later face the corruption of Zuggytmoy.

Silurian–Devonian

The pillar world

Prototaxites towers above still-low terrestrial landscapes.

Devonian

The Age of Fishes

Placoderms, sharks and bony fishes diversify through seas and rivers.

Devonian

The first forests

Tree-sized vegetation begins reshaping land, soil and rivers.

Late Devonian

Dunkleosteus

The great bone-jawed placoderm becomes one of Earth’s first truly monstrous vertebrate predators.

Late Devonian

Fin becomes limb

Tiktaalik and later tetrapods such as Acanthostega mark the weakening boundary between water and land.

c. 372–359 Ma

The dying seas

Repeated extinction crises destroy reefs and end the dominion of the placoderms.

c. 359 Ma

The Carboniferous threshold

The forests survive, arthropods spread and tetrapods inherit the land.

04
Enduring legacy

The monsters of the age are not entirely gone

Deep time survives in fossils, buried ecosystems, old bloodlines, underground colonies and places where ancient life never truly ended.

Cambrian Fossil Beds

Soft-bodied creatures can remain preserved in stone with unnerving detail.

Orthocone Graveyards

Immense fossil shells may form sacred sites, mineral beds or foundations beneath drowned ruins.

Eurypterid Refuges

Subterranean seas may still harbour monstrous branches of the ancient sea-scorpion line.

Myconid Vaults

Colonies driven underground during the Spore Wars preserve memories older than forests.

Prototaxites Relics

A living specimen would represent an entire vanished branch of complex terrestrial life.

Devonian Black Waters

Isolated cavern seas may preserve fish lineages lost everywhere else.

Coelacanth Bloodlines

An ancient lineage continues through later seas long after the world that first shaped it has vanished.

Old Aboleth Refuges

Some forgotten waters contain memories older than forests, dinosaurs or humankind.

The First Forest Soils

Fossilised roots and ancient riverbeds preserve the moment land first became truly wooded.

05
Campaign use

When deep time wakes

The Age of Awakening is most useful in play when the modern world encounters something that should have been buried for hundreds of millions of years.

The Reef of a Thousand Eyes

A Cambrian fossil bed begins producing living trilobites, Hallucigenia and radiodonts whenever seawater covers the stone.

The Ivory Spear

A giant orthocone shell is exposed in a quarry. Something inside begins moving.

The Blue Brood

Bluetip eurypterids emerge from a flooded cavern connected to a sealed Palaeozoic sea.

The Pillar That Is Not Fungus

A living Prototaxites rises from thawing stone and belongs to no known branch of present-day life.

The Severed Colony

A Myconid settlement receives thoughts from a fungal network cut away during the original Spore Wars.

The Queen’s First Infection

Ancient spores reopen one of Zuggytmoy’s oldest paths into Earth.

The Bone-Jaw Sea

A cavern ocean preserves a Devonian ecosystem still ruled by giant placoderms.

The Eight-Digit Track

A fossil tetrapod trail disappears into stone and continues inside a magically preserved Devonian wetland.

The Sleepless Aboleth

An Aboleth buried beneath Devonian sediment wakes to a world it does not recognise.

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