OOC - The land and its people
Before the Time of Dragons
Eons before men walked the earth, ages before the elves were civilized enough to record history, in a time when the North was always warm and the seas of the world were deeper, the lands of Abeir-Toril were dominated by vast empires of inhuman peoples. In the elven oral tradition, these were known as the “Days of Thunder” when cruel lizard, amphibian, and avian peoples(known to the elves as the Iqua’Tel-’Quessir or creator races, but with no honor or respect intended) tamed the mighty dinosaurs, built towering cities of stone and glass on the shores of the warm seas and spanned the wilderness with shining roads, and fought constant wars of extermination, such was their hatred towards each other. The stuff of magic was rawer in those days, less refined, more potent. These ancient peoples experimented endlessly with magics more powerful than
can be even imagined today. Powerful mages hurled devastating bolts of seemingly
god-like power, leveling armies and mountains; and like gods, they played at creating life, wryly choosing to release their monstrous mistakes rather than destroy them. To those who made them, the mistakes were unnatural horrors, unlike anything that walked the land. Most died in the cruel jungles, yet many lived and as thought awakened in them they hid themselves from their creators. When the end came at last, it was they, not the surviving creators who seized control of the suddenly colder realms. And so it was that the first of the elves, the dragons, the goblin races and an endless list of creatures of a new age took possession of their heritage. Their creators, the ancestors of the lizardmen, bullywugs and aarakocra, declined into endless barbarism, never to rise again.
The Time of Dragons
The unmeasured age that followed was known as the Time of Dragons, when those mighty creatures reigned supreme. Not until the elves themselves became powers in the world would the rule of dragons be challenged. Elven sages still speculate on the events that brought about the “overnight destruction of the creator races. There are wildly diverging theories, but all agree that a rapid climate change occurred, creating a world unsuitable to most of the creator races and the dinosaurs. Many believe that the change resulted from a cataclysm the races brought upon themselves. Proponents of this theory point to the Star Mounts in the central High Forest, whose origins are most likely magical and otherworldly. The elves believe that around this time, the greater and lesser Powers began to manifest themselves in the world, particularly the beings known as Chauntea and Corellon Laretheian, aiding the new races and confounding the survivors of the
creator races.
The Time of the Elves
There has been civilization in the North since before the Time of Dragons, yet little more than tantalizingly vague myths survive. For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and Eaerlann (along the River Shining). From their ornate forest cities, they traded with primitive, emerging human nations like Netheril and Illusk and repulsed the constant attacks of the goblin races. Yet as men began to dominate the world, the elven lands declined and now little or no remnants remain of those lost and abandoned realms. When the elves chose to leave the North and travel to Evermeet, their works quickly disappeared, leaving only places like the Old Road and a ruined port in the High Forest to mark the passing of Eaerlann, while a mysterious ruin called the
Crumbling Stair may be the last remnant of fabled Illefarn.
Meanwhile, in the far North, the dwarven burrow clans united as the dwarven nation of Delzoun, named for the dwarf who forged the union. The dwarven nation, which existed primarily underground, extended from the Ice Mountains in the Utter North to the Nether Mountains in the south. Silver Moon Pass was its western border and
the Narrow Sea its eastern.
The Time of Men
To the east, on sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns, then joined together as the nation of
Netheril. Sages believe that the fishing towns were unified by a powerful
human wizard who may have discovered a book of great magic power that
had survived from the Days of Thunder— a book that legend calls the Nether Scrolls. Under this nameless wizard and those that followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say that this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over 3,000 years Netheril dominated the North, but even its legendary wizards were unable to stop their final doom.
Doom came as desert, devouring the Narrow Sea and spreading to fill its banks with dry dust and blowing sand. Legend states that when the great wizards of Netheril realized their land was lost, they abandoned it and their countrymen en masse, fleeing to all corners of the world and taking the secrets of wizardry with them. More likely, this was a slow migration that began some 3,000 years ago and reached its conclusion some 1,500 years later.
Whatever the truth, the wizards no longer dwelt in Netheril and to the north, once-majestic dwarven Delzoun had fallen upon hard days. Then the orcs struck. Orcs had always been foes in the North, surging out of their holes every few tens of generations when their normal haunts could no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost
dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether
Mountains and stormed upward from the bowels of the High Moon Mountains. Never before or since had there been such an outpouring of orcish
power.
Before this onslaught Delzoun crumbled and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The elves of Eaerlann alone withstood the onslaught and, with the aid of the treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more.
The Time of the Northmen
In the far west, men also dwelled — wise, clever primitives called the Ice Hunters. They lived their simple lives on the Sword Coast since time beyond reckoning, countless generations before Netheril’s first founders set foot on the Narrow Sea’s western shore. Yet this peaceful folk fell prey to another invasion. From the south came crude long ships to disgorge a tall, fair-haired, warlike race which displaced the Ice Hunters from their ancestral lands.
This race , now known as the Northmen, spread their farms and villages along the Sword Coast from the banks the Winding Water to the gorges of the Mirar. Their fierce warriors drove the simple Ice Hunters further
and further north , forced the goblinkind back into their mountain haunts and instigated the last Council of Illefarn. Within 500 years of theNorthmen’s arrival, Illefarn was no more —its residents had migrated to Evermeet.
From the Sword Coast, Northmen sailed westward, finding, claiming and establishing colonies on the major western islands of Ruathym and Gundarlun, eventually spreading to ail islands in the northern sea. Others migrated northward, past the Spine of the World and became the truly savage barbarians of Icewind Dale. Where Luskan now stands, the Northmen found the citadel of Illusk, built by a refugee wizr d fromNetheril. The Illusk wizards ruled for
centuries until the folk of Illuskan (as the surrounding village was known)
were “liberated” by raiders led by Uther Gardolfsson, a Ruathym Thane.
The angry Illuskani destroyed Gardolfsson's fleet and drove him inland where he and his warriors would die(theoretically) in the monster-infested wilderness. Instead, they forged the birth of a new people, the Uthgardt barbarians.
Meanwhile in the east, the elves of Eaerlann built the fortress of Ascalhorn and turned it over to refugees from Netheril, as the Netherese followers of Karsus built the town of Karse in the High Forest. Other Netherese founded Llorkh and Loudwater. Still more wandered the mountains, hills, and moors north and west of the High Forest. These became the ancestors of the Uthgardt barbarians and the founders of Silverymoon, Everlund and Sundabar.
In the centuries that followed, Ascalhorn became Hellgate Keep when it fell into the hands of demons, and Eaerlann collapsed under the attack of a new orc horde. The elves fled southeast, joining with Northmen, Netherese descendants, and dwarves to form what would later be known as the Fallen Kingdom. This realm was shortlived and collapsed under the next orcish invasion— though in dying, it dealt the goblin races a blow from which they have yet to recover.
The New Time of Men
Yet along the coast, in what was once elven Illefarn, humanity was once again rising in power. Merchants from the south, tribesmen from the North, and seafarers from western islands had created a village around a trading post on a deepwater harbor, first known as Nimoar’s Hold after the Uthgardt chieftain whose tribe seized and fortified the ramshackle village. Nimoar and his successors, known as War Lords, led the men of Waterdeep (as it had become known to the ship captains who called there) in a slowly losing battle against the trolls. In a final, climactic battle, the trolls breached the ageing palisade and all seemed lost —until the magic of a Northern youth, Ahghairon of Silverymoon, turned luck against the trolls and the “everlasting ones” were destroyed or scattered.
Ahghairon, heir to the magical heritage and learning of Netheril, stayed in Waterdeep and in his 112th year he again saved the city... from itself. In so doing, he created the Lords of Waterdeep,the government that rules there
today. The city has since grown into the largest in North, possibly in all Faerun. With Waterdeep as a firm anchor, “civilization” again forged cautiously into the wilderness. Illuskan (now just Luskan) was retaken from the orcs.
Loudwater, Llorkh, Longsaddle, Triboar, Secomber and other towns were resettled by pioneers from Waterdeep, sponsored by noble Waterdhavian merchant families.
The Present Time
Though it has been centuries since the last orc invasion, there is still constant strife. Barbarians harass merchants, travelers, and towns; the seas are filled with Northmen pirates; the demon forces of Hellgate Keep assault the east; and two wars have marred the land in recent years.
Luskan, now a fierce merchant city known to harbor(and support) pirates, wages war with the island realm of Ruathym over an act of piracy against a Luskan merchant ship; and to the far north, in Icewind Dale beyond the Spine of the World, the Ten Towns are slowly rebuilding after being nearly destroyed by the monstrous forces of Akar Kessell.
It is a time of relative quiet in the North. Where once elves and dwarves reigned, men now rule, but their hold— as was true for all civilizations before — is tenuous at best.