Out of the Abyss (1485 DR or later)
Hoard of the Dragon Queen and Rise of Tiamat (1489 DR)
Icewind Dale: Rime of the Frostmaiden (Winter, 1489 DR)
Storm King’s Thunder (1490 or 1491 DR)
Lost Mine of Phandelver (Starter Set) (1491 DR)
Princes of the Apocalypse (1491 DR)
Curse of Strahd (1491 DR)
Tomb of Annihilation (1490 or 1491 DR)
Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage (1492 DR)
Dragons of Icespire Peak (Essentials Kit) (1492 DR)
Candlekeep Mysteries (1492 DR)
Descent Into Avernus (1494 DR)
Acquisitions Incorporated (1496 DR)
However, there are a few of those adventures that are either localized (Starter sets, the Waterdeep modules), only tangentially related (Strahd's connection to the Realms is some werewolves lead some dumb PCs into the mists) or short lived. It's about akin to the sevetal catastrophes that the Marvel universe endures regularly that the Avengers, Fantastic Four, X-Men, Defenders, Guardians of the Galaxy, and Spiderman are all solving separately in thier own titles.But my, it's been quite a few years for the sword coast
demons, elemental princes and cults, dragonic cults, giants, A death curse and more all happening one after another or simultaneously and yet barely interacting with each other as if they were actually in the same world. This is why I can't take FR (or concerns about canon) that seriously
I was never quite sure what the required belief was to avoid the wall, the existence of a god or their specific creed. It seems like non-denominational people get thrown in.I never understood the whole Wall of Faithless thing.
Other than the small issue of maybe being a wee bit offensive, there's the separate issue of not making sense. Think about it... if you are in a world with cleric casting spells given to them by deities, it would be pretty hard to say, "Yeah, those gods don't exist."
It's crazy! It would be like someone today saying, "Okay, I understand time zones, and space travel, and GPS, and all that, but c'mon ... the world isn't really round."
....oh, wait. Drat!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.