Page 19 - D&D - Player's Handbook
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In 882 DR, a village and trading post on the shore of a   titioners of the Art were driven mad or killed, while the
            deep bay in the shadow of a great mountain was named   face of Faeriln was reshaped by waves and veils of mys-
            Nimoar's Hold, after the Uthgardt chieftain who claimed   tic blue fire. Entire nations were displaced or exchanged
            the area and fortified it. The place became known to sea   with realms from other worlds, and parts of the earth
            captains as "Waterdeep," a name that displaced the orig-  were torn free to float in the air.
            inal within a few generations. In 1032 DR, Ahghairon,
            heir to the arts of Netheril, saved the city from itself by   THE SECOND  SUNDERING
            unseating Waterdeep's warlord and would-be emperor,   A century after the S pellplague, the lands and peoples of
            Raurlor. Ahghairon declared that wisdom, not strength   Faeriln had become accustomed to the state of things-
            of arms, would rule in the city from now on, and created   just in time for everything to change again.
            the Lords of Waterdeep.                             The first indication of new turmoil came in 1482 DR,
              These and other nations and great city-states rose to   when Bhaal, the long-dead god of murder, was reborn
            prominence along the Sword Coast, forming a chain   in Baldur's Gate amid chaos and bloodshed, leaving two
            along the Trade Way from Illusk in the far north to   of the city's dukes and many of its citizens dead. The
            Baldur's Gate in the south, near the borders of Arnn.   return of Bhaal and his apparent reclamation of the do-
            Like their elven and dwarven predecessors, they fought   main of murder from Cyric led some scholars and sages
            off attacks by savage humanoids, including ore hordes   to believe that the rules by which all deities must abide
            from the Spine of the World. Waterdeep, guided by its   were in flux.
            mysterious Lords, became a rising power, while old   In 1484, strange calamities began to occur through-
            Illusk fell to the ores for decades, until it was eventually   out Faeriln. An earthquake struck Iriaebor. A plague
            reclaimed and the city of Luskan built upon its ruins.   of locusts afflicted Arnn. Droughts gripped the south-
                                                              ern lands as the sea steadily receded in places. Amid
            THE PRESENT AGE                                   this tumult, conflict broke out in many regions of the
                                                              continent. The ores of Many-Arrows warred against
            The four and a half centuries since the establishment of   the dwarfholds of the North and their allies. Sembia
            the Lords of Waterdeep have been tumultuous times for   invaded the Dalelands, and Cormyr raised an army to
            the Sword Coast and the world. Throughout this period,   come to the aid of the Dalesfolk.  Netheril brought forces
            civilization struggles against the savage forces of chaos,   to Cormyr's border, and Cormyr was drawn into a war
            and life attempts to persevere against the agents of death
                                                              on both fronts.
            and strife, sometimes in places where even the gods
                                                                Throughout this period, tales began to spread of indi-
            themselves have not been exempt from destruction.
                                                              viduals who had been touched by the gods and granted
              The last one hundred fifty years have comprised one   strange powers. Some of these so-called Chosen were
            of the most cataclysmic periods in Faeriln's history.  On   at the root of the conAicts that grip the land. Some
            no fewer than three occasions, Tori! has been shaken to
                                                              seemed driven by divine purpose, while others claimed
            its core by forces that have repeatedly rewritten the laws
                                                              to be mystified as to why they would be singled out.
            of reality.
                                                                In 1485, in Icewind Dale, the Chosen of Auril foments
                                                              war with Ten-Towns and was defeated. In Anauroch,
            THE TIME OF TROUBLES
                                                              seeing that Netherese forces were spread thin, the
            In 1358 DR, the gods were cast out of their otherworldly
                                                              long-subjugated Bedine people rebelled. Having de-
            domain and made to wander the land incarnated as
                                                              feated or besieged the dwarfholds of the North, ores
            mortals. In seeking to recover their divinity, they warred
                                                              march on Silverymoon. In Cormyr and Sembia, the
            among themselves. Magic became unpredictable, and
                                                              Netherese and the Cormyreans traded ground, while the
            the prayers of the faithful went unanswered. Some of
                                                              Dalelands became a war zone. As if to offset the drought
            the gods-turned-mortal were slain, while a handful of
                                                              in the south, in the autumn of 1485 the Great Rain be-
            mortals ascended to godhood, assuming the responsibil-
                                                              gan to fall around the Sea of Fallen Stars and continued
            ities of the dead deities.
                                                              unceasingly.
            THE RETURN OF NETHERIL                              While the waters rose to the east in early 1486, the
            In 1374 DR, the Empire of Netheril rose again when the   tide turned against the ores in the North, and by the
            floating city of Thultanthar, commonly known as Shade,   end of the year their armies were broken and scattered.
            returned from a nearly two-thousand-year-long excur-  Also during that year, the elves of Myth Drannor came
            sion in the Shadowfell, to hover above the Anauroch   to the aid of the Dalelands and helped push back Sem-
            desert. The shadow-touched nobles of the city almost   bian forces. On the Sword Coast, the Hosttower of the
            immediately began hunting for ancient Netherese ruins   Arcane rose again in Luskan, along with the Arcane
            and artifacts and preparing for a restoration of their   Brotherhood. In Waterdeep and Neverwinter, efforts
            once-great empire.                                were made to clear those cities of century-old rubble
                                                              and neglect. Cormyr repulsed the last of the Sembian
            THE SPELLPLAGUE                                   and Netherese forces from the nation, reclaiming its ter-
            In 1385 DR, the ascended deity Cyric, aided by Shar,   ritory, and recalled its forces, turning inward to address
            murdered Mystra, the goddess of magic, in her domain   issues of rebuilding.
            of Dweomerheart. This act ripped asunder the fabric   Late in 1486, the Great Rain finally abated, but this
            of magic in the world, unleashing its raw power in a   event didn't signify an end to the chaos. The Sea of
            catastrophe called the Spell plague. Thousands of prac-
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