The myths of Kar, the turning of the Arcane Assemblage, Kaleb & Tosh, and stories of the Azrael are passed down
Piko Fizzlebottom falls
An agent forms the "Initiative", and his team stops a plot that would raise an ancient evil
Those events cause that world to stop rotating, become tidally locked, and earn its current name "Stassius"
The realm of Krotarra is pocketed away, and Azrael's Anchor is built to imprison his current form.
Warks of Krotarra gain sentience. Not long after, n3 begin appearing
Uncovering a plot by Fizzlebottom to enact revenge on the descendants of his former friends, Piko is imprisoned in Stassius.
Ambrosia is peaceful, under the watchful eye of the heroes of AXE+ARCANA
The creature William Wisp begins wreaking havoc in Ambrosia
Multiple attempts are made before Wisp is finally banished from the lands
The cleric Karnac, corrupted by Wisp's influence, left without a trace
Gorella Red used components from A.R.C. to trap Wisp, and herself, in Krotarra
With Wiliam Wisp no longer a threat, Prince Darling takes off in search of Karnac
Barris Grelmdarr stands alone, watching over Ambrosia with ocassional assistance from the Sisterhood of the Twin Arrow
Barris is able to recruit new heroes to aid in his guardianship over the lands
Host Frang's presence makes itself known as his influence grows
The Cult of Whispers forms as a group of dragon worshipers accidentally make contact with the banished William Wisp.
Drake Dragonstorm changes his allegiance to work in service of Wisp, converting Saja, Khyrus, and Vel'oor.
Host Frang begins enlisting T.H.W.A.R.T. mercenaries to act as a heavy hand in his service to the elusive Cortex Prime.
A band of heroes make their way to Krotarra
Barris Grelmdarr is abducted, his absence leading to the immediate return of William Wisp
Magic is banned in Ambrosia
Azrael's Anchor is breached
The Quorum, 4 crime syndicates, have stretched across Ambrosia
TIMELINE FOR THE FANTASY ADVENTURE GAME
The events of Season 1