With the recent news on the Sword Coast Adventurers Guide I'm tempted to update my notes and convert my next campaign from being set in the 1st edition era of the Forgotten Realms to the current one. To help set the parameters and tone of my version of the Forgotten Realms I've boiled down 3 important facts of the campaign world for my next campaign.
1. The gods are remote
When the cataclysm known as the Spellplague wracked the world and clerics had to relearn how to cast spells and channel their divine power in new ways, many abandoned their faith and turned their back on the gods they had worshipped. Doubt and fear spread across the land as people cried out to the gods and received no aid. Many priests feared that their gods had abandoned them and declarations of dead gods rang throughout the land. Only the largest and strong of faiths were able to weather this period of uncertainty as their priesthood relearned how to cast spells without use of the Weave.
However not all of the faiths of the so called dead gods were truly abandoned. Remote monasteries kept alive the teachings of their faith and ministered to those few who sought shelter, or quietly walked the world carrying out the teachings of their gods and encouraging people to live their lives in accordance with the old scriptures without requiring the people they aid overtly revere specific deities. These faithful have slowly but surely kept alive the teachings of their gods and slowly regained the confidence of the communities they live within. And when the time is right they have openly adorned themselves with the accoutrements of their gods and declared themselves priests of these gods that people had forgotten about or had assumed dead.
When the Weave was restored many had assumed that the dead gods had returned. In truth the priests who had remained loyal to their gods had never stopped receiving divine power for it is mortal folly to assume that the gods are killed and reborn instead of merely accepting that the worship of particular deities had ceased and then restarted once more. However the common person all too often attributes to the gods the work of their mortal priests. Most priests are only too happy to allow this misconception to continue as well for it leads many to underestimate the true power of the clergy.
2. A land of high fantasy
A dragonborn mercenary may walk down the street of a bustling city with a plane-touched sorcerer on one side and an elven bladesinger on the other. The Forgotten Realms are a magical place with fantastic landscapes and creatures throughout the land, allowing there to be a place for everything. However just because something does exist in the Forgotten Realms doesn't mean it will be appropriate for inclusion in the current campaign.
3. A world of mysteries
When the Weave was restored there was no terrible cataclysm. Magic continued to work much as it had without the Weave. However more efficient and older forms of magic were now possible once more. In the intervening years most spellcasters have relearned the old ways of casting magic once more, although retaining some of the techniques they had invented in the years following the Spellplague. However there are many ancient spells and ancient artifacts that still remain lost. Many have gone out in search of clues to this ancient lore so that what was once known might be recovered once more.
The events surrounding the return of the Weave remain a mystery in and of itself. Whoever was responsible has demonstrated a high degree of power, and while that power may not yet threaten the world it could do so in the near future.
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the purpose of the above is to introduce a bit more uncertainty and mystery (and emphasize the lessened role of gods in my campaign). What are the most important things people know about your campaign world for your next (or current) campaign?
1. The gods are remote
When the cataclysm known as the Spellplague wracked the world and clerics had to relearn how to cast spells and channel their divine power in new ways, many abandoned their faith and turned their back on the gods they had worshipped. Doubt and fear spread across the land as people cried out to the gods and received no aid. Many priests feared that their gods had abandoned them and declarations of dead gods rang throughout the land. Only the largest and strong of faiths were able to weather this period of uncertainty as their priesthood relearned how to cast spells without use of the Weave.
However not all of the faiths of the so called dead gods were truly abandoned. Remote monasteries kept alive the teachings of their faith and ministered to those few who sought shelter, or quietly walked the world carrying out the teachings of their gods and encouraging people to live their lives in accordance with the old scriptures without requiring the people they aid overtly revere specific deities. These faithful have slowly but surely kept alive the teachings of their gods and slowly regained the confidence of the communities they live within. And when the time is right they have openly adorned themselves with the accoutrements of their gods and declared themselves priests of these gods that people had forgotten about or had assumed dead.
When the Weave was restored many had assumed that the dead gods had returned. In truth the priests who had remained loyal to their gods had never stopped receiving divine power for it is mortal folly to assume that the gods are killed and reborn instead of merely accepting that the worship of particular deities had ceased and then restarted once more. However the common person all too often attributes to the gods the work of their mortal priests. Most priests are only too happy to allow this misconception to continue as well for it leads many to underestimate the true power of the clergy.
2. A land of high fantasy
A dragonborn mercenary may walk down the street of a bustling city with a plane-touched sorcerer on one side and an elven bladesinger on the other. The Forgotten Realms are a magical place with fantastic landscapes and creatures throughout the land, allowing there to be a place for everything. However just because something does exist in the Forgotten Realms doesn't mean it will be appropriate for inclusion in the current campaign.
3. A world of mysteries
When the Weave was restored there was no terrible cataclysm. Magic continued to work much as it had without the Weave. However more efficient and older forms of magic were now possible once more. In the intervening years most spellcasters have relearned the old ways of casting magic once more, although retaining some of the techniques they had invented in the years following the Spellplague. However there are many ancient spells and ancient artifacts that still remain lost. Many have gone out in search of clues to this ancient lore so that what was once known might be recovered once more.
The events surrounding the return of the Weave remain a mystery in and of itself. Whoever was responsible has demonstrated a high degree of power, and while that power may not yet threaten the world it could do so in the near future.
---
the purpose of the above is to introduce a bit more uncertainty and mystery (and emphasize the lessened role of gods in my campaign). What are the most important things people know about your campaign world for your next (or current) campaign?