Toril is the world that hosts the storied continent of Faerûn. Bitter winds sweep the steppes of the End-less Wastes, storm waves crash against the cliffs of the Sword Coast, and in between stretches a vast land of shining kingdoms and primal wilderness. The mysteries, secrets, and stories of Faerûn are virtually limitless.
Abeir is the realm forgotten. A twin to Toril and once joined with it, Abeir went its own way at the dawn of the world. Where gods and their servants oversee Faerûn, the lords of Abeir were towering primordials and elder wyrms, and savagery ruled with them. Now, after long epochs of separation, Abeir has joined with Toril once again, in a return both violent and unlooked-for.
The Time of Troubles 1358 DR – 1478 DR
The Time of Troubles, also known as the Arrival, the Godswar and the Avatar Crisis, was a cataclysmic time period in the chronology of Faerûn. Taking place during 1358 DR, the Year of Shadows, the Time of Troubles was a period during which the deities of Faerûn were forced to walk the earth in their mortal avatar forms. Several major deities died during the Time of Troubles and a handful of mortals rose to divinity.
The Time of Troubles was precipitated by an attempt by the gods Bane and Myrkul to steal the Tablets of Fate from the overdeity Ao. Angry at the gods for their habitual pursuit of power and negligence toward their mortal faithful, Lord Ao relegated every god (except for the guardian god Helm, selected to protect the gates to the heavens) to walk among their followers on the earth. The immediate effects of this edict were threefold. First, divine magic (spells granted to clerics by their patron deities) ceased to function altogether unless the cleric was within one mile of their deity’s avatar. Second, arcane magic (a force channeled from the Weave by wizards and sorcerers) ceased to be regulated by its steward, Mystra and became dangerously unpredictable. Third, the characteristically immortal and aloof deities were now vulnerable (though still devastatingly powerful) and dwelling among the civilizations of Faerûn.
Era of Upheaval 1479 DR – Present (1481)
The Era of Upheaval was the name given, in 1479 DR, to the time from the Avatar Crisis through the time of the Spellplague, the merging of Abeir and Toril until present day.
When Ao the Overgod destroyed the Tablets of Fate at the conclusion of the Time of Troubles, he instigated the Era of Upheaval. The Tablets defined the laws of Realmspace and kept it relatively stable. Without them, chaos ensued and the worlds of Abeir and Toril, separated many thousands of years ago, slowly started to overlap. The Spellplague drastically sped up this process. The Sundering involves the re-separation of those worlds. In addition, Ao will rewrite the Tablets of Fate, and the gods, unsure of what this will do to them and their power, make efforts with their most powerful servants to prepare for that event.
The Sundering is somehow connected to The Sundering that took place around -17600 DR when an elven High Magic ritual went both forward and backward in time to create Evermeet.
SWORD COAST NORTH
The region stretched from Waterdeep in the south to the Spine of the World in the north, and from the Sword Coast in the west to the Long Road in the east.
Commerce along the Trade Way and other caravan routes binds the city-states of the Sword Coast. The coast itself is treacherous, featuring undersea reefs, rocky outcroppings, and a soft, mucky bottom that extends for miles in many areas. True ports are few and far between, a fact that makes the sheltered bay at the foot of Mount Waterdeep so precious. Its natural harbor has permitted Waterdeep, the City of Splendors, to grow into one of the shining jewels of the Sword Coast. Port cities north of Waterdeep didn’t fare well in the years after the Spellplague; both Neverwinter and Luskan are now in utter ruin.
Baldur’s Gate, on the other hand, survived the last century relatively unscathed and has swelled to become the most populous city in Faerûn. Candlekeep remains a bastion of learning, though the crag it rests upon now stands at least 100 feet off the coast.
Important factions to the campaign