The Material Plane
The Material Plane is the physical world of mortals, forged from primordial chaos by ancient deities. Once a active battlefield where gods, giants, and titanic armies walked the earth, it has since been sealed away from direct divine presence by a cosmic barrier known as the Divine Gate, leaving its inhabitants to shape their own destinies. The plane exists as a vibrant reflection suspended between the timeless twilight of the Feywild and the deathly, decaying shadows of the Shadowfell.
History
The Dawn of Creation
Eons before recorded history, a group of formless gods arrived at a world churning in primordial chaos. Recognizing boundless potential within this disorder and seeking a chance to learn about their place in the universe through creation, they tamed the environment and created life. Elves were born first, followed by dwarves, humans, and other mortal races. To help their children survive this tumultuous, chaotic land, the young gods gifted them small slivers of their own divine essence, which birthed magic.
The Age of Arcanum & The Ancient Sky
During the Age of Arcanum, the mortal races achieved unimaginable feats of arcane innovation, building grand cities. In this era, the night sky was vastly different. Sel3ne (the Moon) did not appear as a celestial body because she physically walked the earth alongside mortals. The stars formed three major constellations: the Hand (with long, delicate fingers), the Castle (with turrets and crenellations), and the jeweled Hammer.
It was during this golden age that the legendary dwarven craftsman Gond—who was not a deity but a mortal blacksmith of unparalleled talent—constructed the miraculous Forge of Spells and built a massive mechanical guardian known as The Blacksmith to protect it. However, progress bred unchecked ambition. Some mortals sought godhood, attempting to use magic for the ruthless pursuit of immortality and ultimate power, which disrupted the cosmic balance of the plane.
The Calamity and the Great Schism
Though the exact trigger of the war is debated—attributed by some to mortal hubris attempting to touch divinity, and by others to conflicts between mortal nations that drew their patron deities to the battlefield—the result was The Calamity. This devastating, magical arms race pitted heroes against monsters, angels against devils, and legendary wizards against great warriors.
As the destruction mounted, the gods fractured into two factions: the Prime Deities, who defended their creations, and the Betrayer Gods, who sought to destroy or enslave them, believing mortals could not be trusted with free will or magic. In a desperate bid to preserve his magical research from the ravages of this global conflict, the archmage Halas Lutagran constructed the Folding Halls of Halas, an extra-dimensional manor of about one hundred interconnected rooms accessible only by a clockwork-puzzled key called the Heirloom Sphere.
When the Calamity finally ravaged the north, the grand cities of the Age of Arcanum were utterly ruined, leaving the natural world scorched, barren, and scarred.
The Divine Gate & The Era of Divergence
To end the ruinous presence of unchecked divinity, the Prime Deities constructed the Divine Gate, a powerful barrier that sealed both themselves and the Betrayer Gods away from the mortal realm. This sorrowful farewell ushered in the current era, marked by the Era of Divergence. Since then, a long line of stars stretching across the middle of the horizon has symbolized the Divine Gate, and the gods’ influence can only be channeled through their most devout mortal worshipers.
The Pact of Phandelver & The Curse of the Hand
Approximately one thousand years ago, a historic alliance known as the Pact of Phandelver was forged between the humans of Highthorn (led by King Phandelver II), the dwarves of Axeholm (led by Queen Kima), and the reclusive elves of the Hand of Sehanine (led by Archmage Larellion). Together with the Gnomes of the Vale, they utilized Gond’s Smelter to power the legendary Forge of Spells.
The Pact unraveled due to growing mistrust, catalyzed when Larellion’s daughter, Vyldara, poisoned Queen Kima out of jealousy toward her sister Agatha (the “Moonlit Prodigy”). Vyldara was cut down by the dwarven guard, but Sehanine Moonbow did not claim her soul, and she rose as a banshee, turning Axeholm’s residents into undead shadows. Highthorn was sacked and became the ruin known as Cragmaw Castle.
Believing his daughter had been kidnapped, Larellion fell into despair. As hordes of monsters descended, he cast the Mythal of Moonshadow, shifting the Hand of Sehanine into the Ethereal Plane. Angered by this abandonment, Sehanine Moonbow and Corellon twisted the mythal into a divine curse, trapping the elves in repeating time loops and transforming Larellion into a mad Baelnorn. Recently, the Magnificent Five phased the Hand back using Vyldara’s Hearthstone, defeated Larellion, laid the spirits of both Vyldara and Agatha to rest, and permanently lifted the millennium-old curse.
The Dragon War of the North
Three centuries ago, a coalition of five Chromatic Dragons conspired to lay waste to the rising northern cities of the Sword Coast: Cryovain the Everfrost (White), Skaldreth the Red Rage (Red), Barakis the Sandstorm (Blue), Nocturne the Dread Prince (Black), and Virethas the Jade Queen (Green). While Luskan submitted and paid tribute, the cities of Waterdeep, Neverwinter, Silverymoon, and Baldur’s Gate formed the Lord’s Alliance to push back the threat.
A legendary band of heroes—including Elminster Aumar (the Sage of Shadowdale), Lady Tanager Alagondar of Neverwinter, Hrothgar Hillsfar of Kuldahar, Esfaloth Nightbreeze (The Fey-Touched), Gorion of Candlekeep, Kiara Shadowbreaker, and Uther Vendrock—confronted this terrifying threat.
The heroes successfully defeated the dragons using five specialized Dragon Masks, each corresponding to a chromatic color, which granted their bearers the power to influence and control the minds of the great wyrms. Using these masks, the party convinced the Black, Red, and Blue dragons to fly away and never return to the northern Sword Coast. Hrothgar Hillsfar buried the White Dragon Mask in his own empty grave in a tomb by the shores of Lac Dinneshere, the frozen lake near Kuldahar.
However, the masks failed against the smartest and most wily of the group, the Green Dragon Virethas, the Jade Queen. She had to be dealt with directly and was slain outside Neverwinter by Lady Tanager Alagondar, who tragically died in the same strike. To protect the secret Firbolg community of Kuldahar and his family from future draconic vengeance, Hrothgar asked Elminster to cast a powerful version of Modify Memory and True Polymorph on him, turning him into the frail old human adventurer known as Farwald.
Recent Events & The Draconic Threat
Today, the Cult of the Dragon seeks to resurrect Virethas. Sidorna, the Green Wyrmspeaker, sought to claim the Soul Stone of Elire Stork (the sister of Gilmore Stork, a descendant of Alagondar) within the Dragon Barrow, which was built within the very skeletal remains of Virethas, and trigger the reincarnation of Virethas. Although the Magnificent Five interrupted the ritual, Virethas was resurrected as a weakened, adult-sized shadow of her former self and escaped into the sky.
Meanwhile, in the far north, Cryovain fled south to terrorize the Sword Mountains, while Talis is currently held in Neverwinter’s high-security Peninsula Prison.
Factions of Note
The Zhentarim
The Black Network is currently fractured by a bitter internal schism. The chapter leaders across the plane are:
- Lucian Nightshade (Neverwinter spymaster)
- Nezznar the Spider (The Underdark - deceased)
- Jamra Gleamsilver (Waterdeep)
Members of this shadow guild recognize each other by a secret symbol: a dragon with its wing bent inward, swallowing a crescent moon.
Cosmology and the Pantheon
The deities of the Material Plane are split into two distinct factions, represented by their alignment, teachings, and their cosmic tarot cards:
The Prime Deities
- Avandra (The Changebringer): Goddess of freedom, trade, travel, adventure, and luck. (Tarot: Wheel of Fortune / Fortune: Luck, change, travels, free will, shape-shifting).
- Bahamut (The Platinum Dragon): First of the metallic dragons and god of justice, honor, and good-aligned dragons. (Tarot: Justice / Fortune: Fairness, honor).
- Corellon (The Arch Heart): Deity of art, beauty, the fey, and spring. (Tarot: The Magician / Fortune: Beauty, art, creativity, capriciousness).
- Erathis (The Lawbearer): Goddess of civilization, laws, and peace. (Tarot: Judgement / Fortune: Civilization, rule of law, order, trade).
- Ioun (The Knowing Mentor / Mistress): Goddess of learning, prophecy, knowledge, and skill. (Tarot: The High Priestess / Fortune: Knowledge, truth-seeking, teaching).
- Kord (The Stormlord): God of battle, competition, and storms. (Tarot: Strength / Fortune: Courage, physical prowess).
- Melora (The Wildmother): Goddess of wild nature and the sea. (Tarot: The World / Fortune: Nature untamed, cruelty without malice, the circle of life).
- Moradin (The All-Hammer): God of craft, creation, family, and legacy. (Tarot: The Hierophant / Fortune: Family, craft, legacy).
- Pelor (The Dawnfather): God of the sun, agriculture, and summer. (Tarot: The Sun / Fortune: Toil, honor in hard work, work ethic).
- The Raven Queen (Matron of Death/Ravens): Ascended goddess of fate, death, twilight, and winter. (Tarot: Death / Fortune: Fate, grief, endings, beginnings, transformation).
- Sarenrae (The Everlight / Raei): Goddess of redemption, compassion, healing, temperance, and the dawn. (Tarot: The Empress / Fortune: Hope, redemption, grace, compassion, believing in the best of everyone).
- Sel3ne / Sehanine (The Moonweaver): Goddess of misdirection, love, moonlight, and autumn. (Tarot: The Moon / Fortune: Love, illusion, dreams, hidden truths).
The Betrayer Gods
- Asmodeus (Lord of the Nine Hells): Devil god of domination and ruler of the Nine Hells. (Tarot: The Devil / Fortune: Lies, control, deceptive appearances).
- Bane (The Strife Emperor): God of war and conquest. (Tarot: The Emperor / Fortune: War, domination).
- Gruumsh (The Ruiner): God of slaughter. (Tarot: The Chariot / Fortune: Chaos, destruction).
- Lolth (The Spider Queen): Goddess of deceit, shadows, and spiders. (Tarot: Queen of Swords / Fortune: Deceit, traps, shadows, hidden agendas).
- Tharizdun (The Chained Oblivion): Elder Evil and mad deity of destruction. (Tarot: Five of Pentacles / Fortune: Oblivion, the void, nothingness).
- Tiamat (The Scaled Tyrant): Queen of the chromatic dragons and goddess of greed, envy, hoarded wealth, and evil dragons. (Tarot: The Tower / Fortune: Greed, envy, corrupted majesty, vanity).
- Torog (The Crawling King): God of torture and enslavement. (Tarot: The Hanged Man / Fortune: Entrapment, loss of freedom, slavery).
- Zehir (The Cloaked Serpent): God of poisons, assassins, and darkness. (Tarot: The Hermit / Fortune: Poisons, assassins, darkness).
Geography and Settlements
The Sword Coast
- Neverwinter: Known as the “Jewel of the North,” this bustling city is warmed by geothermal springs and is slowly recovering from the magical plague known as the Wailing Death. It is divided into several major districts:
- Castle District: Home to Castle Never, from which Lord Nasher Alagondar rules.
- Blacklake District: The exclusive enclave of the nobility, containing Lucian Nightshade’s manor.
- Market District: The commercial hub containing the famous Moonstone Mask Inn.
- Arcanist District: Home to the Cloaktower, where the city’s wizards study and trade magical items. The Heirloom Sphere of Halas lies hidden here.
- Temple District: Features the Hall of Justice, Raven’s Rest, and the Druid Grove of the Emerald Enclave.
- Beggar’s Nest: The sprawling southern slums, home to Anthony “The Gentleman” Calloway’s casino, the Cha-Ching.
- Peninsula District: A middle-class district connected to the Island Prison.
- The Docks: The chaotic heart of trade, shipping, and smuggling.
- The Neverwinter Council: Lord Nasher is advised by Lady Aribeth De Tylmarande (Captain of the Guard and Lord Nasher’s Right Hand, a champion paladin of Erathis who survived an orc raid on her hometown of Thundertree), Lucian Nightshade, Archmage Vael Tarmyth, Count Gelden Allfield, Captain Aldis Trueshot, and Lord Admiral Finster Lionheart.
- Neverwinter Wood: A dense, primeval forest that has grown hostile and defensive. Within it lies Deadwood and the remnants of Silverwood, once the home of the Naila tribe of druids. The forest is protected by Esfaloth Nightbreeze (under his alias Reidoth the Druid), who wages a silent, bitter war against human loggers, believing civilization to be the world’s greatest evil. His sister Nimiriel Nightbreeze acts as an Emerald Enclave guardian in Neverwinter City.
- Phandalin: A frontier mining town that has recently seen a revival. It features Barthen’s Provisions, the Stonehill Inn, and the restored Tristan Manor, which was bequeathed to the Magnificent Five.
- Gnomengarde: A safe haven of gnomish inventors and complex contraptions, carved into the mountainside and ruled by the paranoid King Korboz and King Gnerki.
- Kuldahar: Located far to the north in Icewind Dale, this secret Firbolg settlement is built around an enormous world tree grown by Diancastra (daughter of the giant deity Annam the All-Father) to exist outside the giant social order (ordin).
- Mintarn: A trade island in the Moonshaes.
- Stork’s Rest: A wind-swept, isolated island on the western edge of the Moonshae Isles, containing the communities of Pink Tor, Wraithcliff, and Dunfold, along with the abandoned, fog-choked port of Greyhaven. It is the ancestral seat of the exiled Stork family, descendants of Lady Tanager Alagondar.