Painting: a great river of time seen from high above, flowing through a landscape that changes from standing stones to castles to glowing modern cities.

The Chronicle

The whole history, told in fourteen chapters and about 33,000 words. Read it straight through, or open any chapter; each one links out to every work, maker and event it mentions.

  1. Chapter I · c. 2100 BCE – 1500 CE

    Myth, Epic & Saga

    The oldest stories, and the monsters that never left

    From clay tablets in Uruk to a Welsh manuscript and Caxton's press, the epics and sagas that gave fantasy its heroes, dragons, dwarves and descents into the dark.

    Epic of Gilgamesh, The Odyssey, Beowulf, The Eddas, The Mabinogion, One Thousand and One Nights

  2. Chapter II · 1500 – 1850

    Romance, Fairy Tale & the Gothic

    Paladins, fairy queens and the collectors of shadows

    Hippogriffs over Ferrara, a fairy queen for Elizabeth, Mother Goose in Paris, haunted castles and the Brothers Grimm: three centuries in which Europe reinvented the marvelous.

    Orlando Furioso, The Faerie Queene, Grimms' Fairy Tales, One Thousand and One Nights, The Mabinogion, Beowulf

  3. Chapter III · 1850 – 1920

    The Invention of Modern Fantasy

    Rabbit holes, goblin mines and the Well at the World's End

    A Scottish minister's dream-romance, an Oxford don's rabbit hole and William Morris's invented kingdoms: how the Victorians and Edwardians created the fantasy novel.

    Phantastes, Alice's Adventures in Wonderland, The Well at the World's End, Little Wars, The Worm Ouroboros, The King of Elfland's Daughter

  4. Chapter IV · 1920 – 1960

    Pulps, Weird Tales & Sword-and-Sorcery

    Barbarians, elder gods and the cheapest paper in America

    On rough wood-pulp paper, Lovecraft summoned Cthulhu, Howard unleashed Conan, and Leiber, Moore, Smith and Vance built the dark, thrilling fantasy that D&D would play.

    Conan the Cimmerian, Fafhrd and the Gray Mouser, The Dying Earth, Three Hearts and Three Lions, The Broken Sword, Call of Cthulhu

  5. Chapter V · 1930 – 1960

    Tolkien, Lewis & the Inklings

    Oxford dons build other worlds

    In Oxford college rooms and a pub called the Bird and Baby, Tolkien and Lewis read aloud the books that would define fantasy: The Hobbit, The Lord of the Rings and Narnia.

    The Hobbit, The Lord of the Rings, The Chronicles of Narnia, The Once and Future King, Gormenghast, The Broken Sword

  6. Chapter VI · 1965 – 1980

    The Paperback Boom & the Counterculture

    Frodo lives, and fantasy becomes a genre

    A pirated Tolkien paperback, a campus craze and a shelf of unicorn-stamped reprints turned fantasy into a mass-market genre, and gave a generation of gamers its reading list.

    The Lord of the Rings, The Elric Saga, Earthsea, The Last Unicorn, The Chronicles of Prydain, Dragonriders of Pern

  7. Chapter VII · 1812 – 1977

    From Kriegsspiel to Dungeons & Dragons

    How the war table learned to tell stories

    A Prussian officer's sand table, a novelist's toy cannon and a Minnesota basement dungeon: the 165-year road by which the wargame became the roleplaying game.

    Kriegsspiel, Little Wars, Braunstein, Chainmail, Blackmoor, Dungeons & Dragons

  8. Chapter VIII · 1977 – 1990

    The Tabletop Golden Age & the Satanic Panic

    Hardcover rules, red boxes, and a nation's moral fright

    From the first AD&D hardcover in 1977 to Second Edition in 1989, roleplaying games became a mass hobby, a publishing empire, a Saturday-morning cartoon, and the target of a moral panic.

    Advanced Dungeons & Dragons, Dungeons & Dragons Basic Set, Tomb of Horrors, The Keep on the Borderlands, World of Greyhawk, Ravenloft

  9. Chapter IX · 1975 – 1992

    Mainframes to Microcomputers: the First Computer RPGs

    From plasma terminals to the Stygian Abyss

    How D&D leapt into software: university dungeons on PLATO, text caves, Lord British's Apple II empire, Wizardry's mazes, Rogue's random depths, the Gold Box, and 1992's first texture-mapped 3D dungeon.

    pedit5, dnd, Colossal Cave Adventure, Zork, Akalabeth: World of Doom, Ultima

  10. Chapter X · 1983 – 2000

    The Japanese Line: Console RPGs

    Slimes, crystals, and the long road to Midgar

    Japanese designers took Wizardry and Ultima, redesigned them for a game controller and a mass audience, and within fifteen years made the console RPG a worldwide form, from Dragon Quest's slimes to Final Fantasy VII.

    The Black Onyx, Dragon Slayer, Hydlide, The Legend of Zelda, Dragon Quest, Final Fantasy

  11. Chapter XI · 1990 – 2000

    Collapse & Renaissance: Cards, Vampires & Baldur's Gate

    The empire falls, the card sharks rise

    In the 1990s a Seattle card game made millions, a vampire game drew new players to the tabletop, TSR went bankrupt in all but name, and Diablo and Baldur's Gate brought the computer RPG back.

    Magic: The Gathering, Vampire: The Masquerade, Dark Sun, Planescape, Legend of the Five Rings, The Elder Scrolls II: Daggerfall

  12. Chapter XII · 1978 – 2010

    Online Worlds: From MUD1 to World of Warcraft

    Thirty years of shared fantasy on the wire

    From a text game on an Essex University mainframe to twelve million World of Warcraft subscribers, fantasy became a place millions shared, with economies, feuds, funerals, and a runaway plague.

    MUD1, Avatar, Neverwinter Nights, Legend of the Red Dragon, Meridian 59, Ultima Online

  13. Chapter XIII · 2000 – 2014

    Screens, Sandboxes & the Open Game

    Middle-earth at the multiplex, Skyrim on every screen

    Between the d20 System and Skyrim, fantasy reached the mainstream: Peter Jackson's Oscars, HBO's Westeros, open worlds, Dark Souls, a split in D&D, the old-school revival, and the first Kickstarter fortunes.

    Dungeons & Dragons 3rd Edition, Dungeons & Dragons 4th Edition, Pathfinder Roleplaying Game, The Lord of the Rings film trilogy, Game of Thrones, Neverwinter Nights

  14. Chapter XIV · 2014 – present

    The New Golden Age

    Streams, romantasy, and the triumph of Baldur's Gate 3

    Since 2014 D&D has reached its greatest popularity. Critical Role made play into entertainment, Elden Ring and Baldur's Gate 3 swept awards, and romantasy topped bestseller lists.

    Dungeons & Dragons 5th Edition, The Witcher 3: Wild Hunt, Stranger Things, The Legend of Vox Machina, Gloomhaven, Blades in the Dark