The Fourth Age of Blimnor begins after the defeat of the Dwarvic Conglomerate and the end of hundreds of years of war that involved every major nation. While this war left the world scarred and divided, and the homeland of dwarves obliterated and uninhabitable, it is also the cause of a rapid industrialization. New technologies such as steam locomotives, combustion engines, electricity, radiowaves, and mass-production swiftly outperformed traditional magic. Artisan guilds gave way to massive corporate entities that revolutionized business and production. And societies changed to value new and modern ideas, sharing culture and ideas across borders. But perhaps most remarkable of all is the relationship with magic, with many Blimnorians viewing it as a dangerous and unpredictable set of phenomena that should be controlled and suppressed so that modern ideas can help progress society. However, this attitude is not universal, as the accidental discovery of a parallel world called Faeland, full of fantastical and strange creatures, has spurned a new interest in the fables of Blimnor, and the potential of confirming many of its long disproven mythology.
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