![[Pasted image 20251222205635.png]] **Type:** Major Continent of [[Toril]] **Name Meaning:** “One Land” in an ancient human tongue **Scope:** Spanning from the frozen reaches of [[Icewind Dale]] in the north to the jungles of [[Chult]] in the south; from the shifting sands of [[Anauroch]] to the western coastlines of the [[The Sword Coast]] and the war-scarred eastern realms. **Note:** Faerûn is the primary continent of Toril and the stage upon which most recorded history, conflict, and legend unfold. It is not a unified land, but a mosaic of kingdoms, empires, ruins, and wilderness; each shaped by cycles of ambition, collapse, and renewal. Borders change, cities rise and fall, and yet the land persists, carrying the weight of every age that has passed across it. Geographically, Faerûn is defined by contrast rather than cohesion. The North and the Heartlands form its mercantile and cultural core, anchored by cities such as [[Waterdeep]] and realms like [[Cormyr]]. To the south lie older powers and harsher climates, jungles, deserts, and magical enclaves such as [[Calimshan]] and [[Halruaa]]. The east bears deeper scars, marked by infernal legacies and arcane tyranny in lands like [[Impiltur]] and [[Thay]], while the west thrives on trade, intrigue, and coastal power. Faerûn’s history is inseparable from magic and divine interference. The fall of [[Netheril]] ended an age of arcane supremacy when [[Karsus]]’s hubris shattered the balance of magic. [[The Time of Troubles]] saw the gods walk the land as mortals after the theft of the [[The Tablets of Fate]], permanently altering the relationship between faith and power. [[The Spellplague]], born of [[Mystra]]’s death, reshaped continents and erased nations. [[The Second Sundering]] restored [[The Weave]] and reasserted divine order, though not without cost. Culturally, Faerûn is defined by diversity without unity. Humans dominate most realms, but elves, dwarves, halflings, gnomes, orcs, and countless other peoples are woven into its fabric. Faith is unavoidable; the gods are real, present, and interventionist. Deities such as [[Tymora]], [[Lathander]], [[Chauntea]], and [[Mystra]] are openly venerated, while darker powers like [[Beshaba]], [[Bane]] and [[Shar]] are feared and whispered about. Magic is not exceptional; it is infrastructure, weapon, miracle, and catastrophe all at once. Faerûn shaped [[Dio Eldwynair]] long before his curse defined him. He was born into a world still scarred by [[The Spellplague]] and raised amid the instability of [[The Second Sundering]], never knowing a Faerûn untouched by divine meddling or magical upheaval. Where others see opportunity and adventure, he sees a stage upon which gods maneuver and mortals pay the price....