The **Age of Humanity** marked the rise of humans as a dominant force in Faerûn, stepping into the void left by the decline of the elven empires after the **Crown Wars**. During this period, human civilizations grew rapidly, spurred by innovation, exploration, and the influence of powerful magical empires. The Age of Humanity also saw the first significant conflicts between humans and other elder races, the rise and fall of several influential realms, and a dramatic reshaping of the world.
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### **Chronology of Events**
#### **-9,000 DR: The Rise of Netheril**
- Early human tribes began to settle in the region that would later become **Netheril**, north of the **Anauroch Desert**.
- These humans, under the guidance of powerful **elven High Mages**, learned the secrets of magic and began experimenting with the **Weave**.
- Over centuries, the **Netherese** developed advanced arcane techniques, including the creation of **mythallar** devices that powered floating cities.
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#### **-8,000 DR: Establishment of Imaskar**
- The **Imaskari**, a mysterious and advanced human civilization, arose in the lands east of the Raurin Desert.
- Renowned for their mastery of planar magic and vast architectural achievements, the Imaskari enslaved entire populations from other planes of existence to build their empire.
- The Imaskari created artifacts such as **planar gates** and **dimensional fortresses**, which would later have lasting consequences.
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#### **-7,500 DR: Rise of Raurin (Imaskari Golden Age)**
- The **Raurinese Empire**, led by the Imaskari, reached its zenith, controlling vast regions of southeastern Faerûn.\n- Imaskari wizards built the **Imperial City of Inupras**, adorned with magical wonders and planar gateways.
- Their exploitation of extraplanar slaves angered the gods of those enslaved peoples, setting the stage for divine intervention.
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#### **-5,000 DR: The Arrival of the Mulhorandi and Untheric Pantheons**
- The enslaved population of the **Imaskari** summoned their gods from distant planes to aid their rebellion.
- The **Mulhorandi** and **Untheric Pantheons** (including deities such as **Osiris**, **Isis**, and **Tiamat**) appeared on Toril and led a devastating war against the Imaskari.
- The **Imaskari Empire** fell, and the gods established the nations of **Mulhorand** and **Unther** on the ruins of Imaskar.
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#### **-4,000 DR: The Fall of Netheril**
- **Karsus**, a powerful Netherese archwizard, attempted to ascend to godhood by casting the spell **Karsus's Avatar**.
- His attempt disrupted the Weave, causing the **death of Mystryl**, the goddess of magic, and the collapse of Netheril's floating cities.
- The **Anauroch Desert** was created as the magical devastation transformed the fertile lands of Netheril into barren wastelands.
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#### **-3,000 DR: The Founding of Cormyr**
- Human settlers, fleeing the chaos of Netheril’s collapse, migrated southward and established the kingdom of **Cormyr**.
- This new realm became a bastion of human governance, military strength, and cultural advancement in the western Heartlands.
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#### **-2,800 DR: The Expansion of Calimshan**
- **Calimshan**, founded centuries earlier by genies and humans, began expanding its influence across southwestern Faerûn.
- This era saw conflicts between humans and the **genasi**, descendants of elemental beings.
- Calimshan’s wealth and power grew through trade, creating one of the earliest human merchant empires.
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#### **-2,000 DR: The First Unther-Mulhorand War**
- The nations of **Unther** and **Mulhorand**, both heavily influenced by their god-kings, clashed over control of the fertile lands of eastern Faerûn.
- The war lasted for centuries, with no decisive victory, but weakened both nations significantly.
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#### **-1,500 DR: Rise of the Chosen of Mystra**
- After the destruction of Netheril, the goddess **Mystra** (reborn after Mystryl's death) began appointing **Chosen**, mortal champions empowered to protect the Weave.
- These Chosen, such as **Elminster Aumar**, **Khelben Blackstaff**, and **the Seven Sisters**, played pivotal roles in preserving magic and guiding humanity.
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#### **-1,000 DR: The Founding of Waterdeep**
- Human settlers began constructing a settlement around **Mount Waterdeep**, on the Sword Coast.
- This settlement grew rapidly, becoming a major trade hub and the foundation of the modern city of **Waterdeep**.
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#### **-339 DR: The Eruption of Thay**
- A group of powerful Red Wizards, formerly loyal to Mulhorand, rebelled and established the nation of **Thay**.
- Thay became a land of arcane experimentation, necromancy, and brutal slavery, ruled by the enigmatic **Zulkirs**.
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#### **-300 DR: The Dawn of the Present Age**
- By this time, humanity had firmly established itself as the dominant race in Faerûn, with nations, trade networks, and magical traditions surpassing those of the elder races.
- The rise of nations like **Waterdeep**, **Cormyr**, and **Calimshan** set the stage for the political and cultural dynamics of the modern era.
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#### **Key Artifacts of the Age of Humanity**
1. **Karsus’s Folly**
- **Description**: A fragment of the magical spell used by Karsus to ascend to godhood.
- **Effects**: Imbued with powerful but unstable magic, capable of reshaping reality at great risk.
- **Location**: Lost in the ruins of Netheril’s floating cities, buried beneath the sands of Anauroch.
2. **The Imaskarcana**
- **Description**: A series of magical tomes created by the Imaskari, detailing advanced planar and arcane knowledge.
- **Effects**: Grants mastery over planar magic and extraplanar summoning.
- **Location**: Scattered across the ruins of Imaskar, often heavily guarded by traps or planar guardians.
3. **The Staff of the Archmage**
- **Description**: A legendary staff wielded by the archmages of Netheril.
- **Effects**: Enhances arcane spellcasting and grants control over mythallar devices.
- **Location**: Lost after the Fall of Netheril, believed to be buried in a collapsed floating city.
4. **The Crown of Mulhorand**
- **Description**: A divine artifact bestowed upon the first god-kings of Mulhorand.
- **Effects**: Amplifies divine magic and grants visions of the gods’ will.
- **Location**: Held in Mulhorand’s royal vaults.
5. **The Red Grimoire**
- **Description**: A tome of necromantic spells created by the first Zulkirs of Thay.
- **Effects**: Enhances necromantic magic and provides knowledge of the creation of undead.
- **Location**: Hidden within the halls of the Red Wizards.
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#### **Legacies of the Age of Humanity**
1. **Rise of Human Nations**
- Human kingdoms like **Cormyr**, **Calimshan**, and **Waterdeep** became centers of power, culture, and trade.
2. **Advancements in Magic**
- Human mages, influenced by the traditions of Netheril and Imaskar, developed new schools of magic and magical artifacts.
3. **Cultural Diversity**
- The rapid expansion of humanity led to the blending of cultures, fostering unique civilizations across Faerûn.
4. **Shaping the Future**
- The foundation of cities, trade networks, and magical traditions during this age shaped the political and cultural landscape of modern Faerûn.
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