🗺️ State of the Realms: 1493 DR
Welcome to the Sword Coast. You are living in the Present Age, a time of recovery and cautious hope. To understand the world you walk in, you must know the three ghosts that haunt it.
1. The Death of Magic is Over
For a century, the world was broken by the Spellplague (1385 DR). Magic was a jagged, blue fire that mutated the land. That nightmare ended six years ago with the Second Sundering (1482–1487 DR). The Goddess Mystra has returned, and the Weave is stable once more. If you cast a spell today, it behaves as the ancients intended.
2. The Empire of Shade is Gone
Until recently, the flying cities of Netheril cast long shadows over the North. They were an empire of shadow-mages who sought to reclaim the world. Their reign ended abruptly in 1487 DR when their capital city fell from the sky and crushed Myth Drannor. The "Netherese Resurgence" is over, leaving behind only ruins and scavengers.
3. A New Civilized North
The roads are safer than they have been in a hundred years. In 1489 DR, the Lords' Alliance (Waterdeep, Neverwinter, Baldur's Gate) signed a historic pact to protect trade and mutual defense. While the Absolute Crisis of 1492 shook Baldur’s Gate to its core, the city survived.
Your Adventure
It is now 1493 DR. The gods are back in their heavens, the empires of the undead and shadow have retreated to the dark, and the frontier is open. Whether you seek gold, glory, or the truth behind the lingering secrets of the Raven Queen and Shar, the Realms are yours to shape.
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