The multiverse encompassed an endless variety of worlds, including Toril, Krynn, Oerth, and Mystara, as well as all the planes of existence with which they were interconnected. These worlds might take the form of solitary planets or complete systems with planets, moons, asteroids, comets, and stars sealed within crystal spheres, or they could even exist entirely as planes and demiplanes.
The true magnitude of the multiverse remains unknown. It could contain infinite planes of existence, most of which were infinite in size, and might even harbor endless parallel universes. Each plane could have its own alternate versions corresponding to different timelines.
Initially, it was widely accepted that the multiverse held infinitely many Material Planes, such as Toril's Material Plane and Oerth's Material Plane. Each Material Plane possessed its own cosmology.
However, by the late 15th century DR, some cosmological scholars had formulated a new unifying theory: there existed a single Material Plane that cradled an infinite number of worlds, among which were Toril, Oerth, and Krynn. Each of these worlds was encased within its own crystal sphere, bobbing in the phlogiston like a cork in an ocean. Furthermore, many of these worlds, including Toril, Oerth, and Krynn, shared the same Great Wheel cosmology.
Certain scholars still argued that alternate Material Planes could exist within the multiverse, such as parallel Material Planes identical to the past or potential future of their own plane. Each alternate Material Plane could have its own unique cosmology.

God Asgorath

Pandora was one of many worlds discovered in the multiverse, but it was only one world. In its early history, it was struck by an event that spanned many worlds, the Dragonrage.
Traveling between different worlds within the single Material Plane was entirely possible and could be accomplished through a variety of means:
Spelljammer: One method was to sail aboard Spelljamming ships, navigating the phlogiston rivers that flowed between crystal spheres.
The Dream of Other Worlds: Another approach was to fall into a deep slumber and dream oneself into a new world. The spell dream of the blue veil employed this method of transit.
The Leap to Another Realm: The most direct method was to cast the teleportation circle or teleport spell, aiming to arrive at a known teleportation circle or another specific location on a different world.
Nexus points of the Worlds: Similar to magical portals, nexus points were locations that existed in multiple worlds at the same time. A nexus point could be a geographical feature, such as an enormous tree, a mountain, or a mesa. It might also be a constructed feature: a lonely tower, a bustling tavern, or even a city. Normally, upon leaving, visitors to these places returned to the same world they came from, but it was also possible to use a nexus point to travel from one world to another. Depending on the nexus point, shifting worlds might require the use of magic, an object from the desired destination world as a sort of key, or nothing more than an act of will.
What if the ending is ours to change? Every time we choose each other, every time we choose to stay. We are weaving threads of wonder, for the songs they'll sing one day.
Rage of Dragons −25,000 DR
In ancient times, dragons ruled the world uncontested. To end their reign, powerful elven archmages cast a curse upon the entire dragon race, hoping they would destroy themselves in endless wars against one another. Unfortunately, the spell had the opposite effect and unleashed the Dragon Rage, a catastrophe that has consumed the Realms for thousands of years.
Dracorage — the Dragon Rage — is a curse tied to the comet known as the King-Killer Star. Every few centuries, when the comet returns, it drives all dragons into uncontrollable madness, bringing destruction across entire kingdoms and the deaths of countless dragons. However, the warlock Sammaster bound the curse to his own phylactery, making the rage permanent and unending.



A small group of heroes, who care more for the fate of the Realms than for their own lives, together with the last dragons still resisting the madness, set out on a quest to find a cure for the Dragon Rage, uncover and destroy its source, and finally end the curse forever.
If the price is life and soul. Then Bahamut take them both. Let me be the closing page. Let this madness end this age, set the brokens dragons free.
