After several centuries of recovery, the lands of Muriah had reached a population level almost commiserate with that from before the Three. Much of the wilderness had been, if not tamed, subdued, so as to no longer threaten the greater population centers. Everywhere arts and culture exploded, as people once again felt safe enough to pursue interests other than survival.
Magical and scientific research also advanced relatively quickly. Alchemy was established, with many new concoctions and formulas created. New spells were constantly being devised, and the first forays into the outer planes were conducted. Magical and alchemical experimentation saw the creation of many magical items, as well as countless magical aberrations or monstrosities.
Government also saw many innovations in development. City-States lead way to the democracies in Free Dynoria; guilds and unions were formed for most industries, and the peasant saw an increase in livelihood and political power in some parts of the lands (though many still clung to their feudal structure). Merchants became the largest class of people, and often held more clout than the nobles. In Dyninn, this led to the Merchant Revolt of ER 820, which was unsuccessful, but served as a wake-up call to the nobles, who would later grant many freedoms to the merchant class in that region.
Religion had its own revival during this period. Where in the Age of Reconstruction, religion focused on the afterlife, religion here focused on the mortal realm, and how one’s actions were important in life. It also sought to seek out the meanings of the planes, and the structure of the universe. Philosophy was studied in earnest, with many of the greatest names having lived in this period.
It was during this period that the first accounts of a new power was reported: Mentalism, or the power of the mind. Psionics would become widely used in the Kingdom of Muriah, and would serve it well in the next several centuries.