Moving from one Prime Material (Faerun) to another (Scarred Lands).

Thyrkill

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Part of my new campaign is to transport my adventurers from one Prime (Faerun) to another (Scarred Lands). When this is done, it will part of a magical event/disaster, thus separating them completely from their home Prime. In doing this they will be cut off from their Gods and be thrust into a new, and very God centric world.

I am asking for some tips on how to run my group through the initial "shock" stages of their divine separation (ther is a Cleric and a Paladin in the group). Should the Gods become interested in these newcomers and try to gain their worship? Would my divine spellcasters be devastated by the severing of the ties to their Gods? Any and all advice would be greatly appreciated.

Thanks,
Thyrkill

PS. If Nightfall is out there, please let me know what you think.
 

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I too have done this in reverse with my PC's moving from my old home brew into the new 3e Faerun...

I handled the issue of dieties by deciding there old dieties exist in Faerun under another name...

So whilst they did not lose the capabilities for casting spells etc, they had some interesting role plays to understand couldn't go by the "old names"...

Luckily they caught on quick enough given that the transition was seemless. They simply stepped through a portal and out they popped on the "other side".

A little meta-gaming helped though unfortunately. When asking directions to a town in the home brew world, the locals raised quizical eyebrows and said "we don't know the place you speak of, but you are 20 leagues from Waterdeep"...

FR fans amongst the group collectively went "ohhh...."
 

I did this in a campaign I took over. The game had become confused, had switched DMs twice, and the old DM was still influencing the game. I stepped in and literally threw the characters into my own setting. I gave the party the unifying goal of "get home" and presented a couple options toward that end.

Naturally, there was a cleric in the party. He was fairly new to D&D 3e and was playing a LE war cleric. Well, when I was playing he wasn't acting like a LE war cleric and I told him as much when I became DM. He readily agreed with me that evil wasn't his strong suite and converted to a religion of my world. So it worked out pretty well for my only divine spellcaster.

Had this not been the case, he could have easily become a war cleric of my setting. I think the world's similar religion would take kindly to one of similar mindset. Of course, if there is not a similar deity or the character refuses to convert, then that could be a problem. Perhaps a quest for a "divine amplifier" in order for the cleric to once again pray for spells from his old deity.

Hope that helps! Later.
 


Sorry I was off meditating!

Sorry Thry, busy week! Anyway, my advice first of all, is connecting the two world through the use of a permanent shadow portal. Shar, the Lady of Loss, is looking towards a new world in hopes of infecting it with her evil...but unbeknownst to her, the TRUE lady of shadow, Drendari, notices this disturbance. So she send out a few of her favored priest/fighters to deal with this nuisance. Unfortunately Shar got a hold of one, an outcast Penumbral Lord, that wants to feel the power of the Shadow Weave. Now as your band comes to the portal, unbeknownst to them, the Penumbral Lord (you can choose race and algniment), tries to summon the essance of the Shadow Weave INTO Scarn. The problem is, a HORDE of arcane devourers come and start to REALLY screw with the Shadow Weave, causing Shar to smash her end, AND in the process, cause mass devastation, AND severing all ties Scarn from Toril. So now they have to find their own gods...and they do, as immediately Corean informs his now chosen paladin that his job is to be come one of the heads of his order of the Knights of Silver, while the cleric finds that he/she is getting interest from ALL sides to try and bring her over, while the Titanspawn races are also looking to add a new follower as well.

That help?
 

One thing to remember is that not only will Divine spellcasters be changed (at least for a bit) but so will Arcane spellcasters, who rely on the Weave to cast spells. They now have to learn an entirely different way of doing things. They have to learn to cast without the Weave now.
 

I must say that when doing this be careful not to ruin the fun that your pcs maybe having. You might think that you have a great story worked out but I have played under similar situations and had a 2e wizard who had to make it through several levels with no spells other than those he had from his race. It was not fun. Severely limiting your players may only make them resist your attempts to progress your story or they could just want to abandon it all together. My advice for handling this is that their spell casting is not affected at all. Their old gods still grant them power and they continue on the same way. They are in essence ambassadors of their faith trying to win followers and increase the influence of their god in this new world. They may find that some gods are more hostile to them than others and this may provide great opportunities. A good god who stands to lose power form these "infidels" may what them eliminated. The thing to remember is that what god the character worships maybe part of the character and the pc may resist all atempts by you to change his/her character. Think of it this way your a cleric or paladin thrown to a new land. You have dedicated your life to a god felt their divine power flow through you and now your suddenly going to say opps their not giving me spells I'm going to switch. Not going to happen. Ask the Pope if he would switch religions. Remeber that your players play to have fun not so you can play out your idea for a great story.
 

Thanks for the input.

I don't plan on ruining my players fun or concepts. I always have their fun and enjoyment as the main idea of my games. I just want to introduce them to a potential new campaign world, that they can stay in if they like. If they want FR back then they can "get back home" through a series of adventures. Their characters can definitely stay loyal to their Gods but they will be "sorely" tested by the Gods of Scarn and the Titanspawn.

Thanks again,
Thyrkill
 

I have to agree with Dareoon on some accounts, if your players are really into roleplaying thier religious PC's you might run into that exact problem. I disagree in that he seems to be placeing to much an enfisis on keeping the players happy, the DM definatly needs to be having fun too, and building kick butt stories and playing cool NPCs and monsters is where that fun is had.
Basically, you should go ahead with the adventure but make sure you discuss how to handle the character altering aspects with them, come to a descision you can all live with (it's places like this i feel a little meta-gaming is perfectly exeptable) and the campaign should be alot more fun for every body.

Some thing like this did happen in our group once, I had designed an NPC for our DM, the gruop really need a cleric and we didn't have one. So was born one of the most remebered characters in the history of our gaming group, Dick Durkin priest of lathander. Dick was a planar human that had spent a great deal of time on Fearun and had become a devoute worshiper of lathander, ufortuneatly he got lost in his travels and ended up on my DM's homebrew world, Shedon. As this was an exeptable history for my DM, it was just automatically assumed there was no loss of spells. Later one of our players who at the time was on agian off again started playing regularly and when his character died (he's just one of those guy's with no luck and a high character fatality rate) it was decided he would take over as Dick. Now what happened was all of a sudden Mr. noluck started doing real well, survied and prospered. Eventually when the gruop had become famous, he started winning converts and built a church, things expanded from there and now one of the campaigns major religions is the church of lathander.

Maybe you should try this tactic if the players aren't thrilled with changing gods, it will definatly give them that great sense of accomplishment that only comes with making a tangable change to the world.

BTW, very cool plot set up, Nightfall.
 

Right now I am playing a Cleric/Paladin of Torm in FR. If you were to rip him out and put him in a new world, he would be crushed. Not having the ability to even converse with Torm would, quite literally, give him nothing to live for. This needs to be done VERY delicately, or else, as has been stated earlier, you could have some very lonely clerics.
 

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