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<blockquote data-quote="Faraer" data-source="post: 4389823" data-attributes="member: 6318"><p>In broad terms, I'd start it as you would most Realms campaigns: with a set of smaller plot threads and happenings going on around the PCs which they can choose to involve themselves with, and perhaps a catalyzing event that drives them in a particular starting direction. Using the 'wheels within structure', this might later be found to be caused by a higher-level conflict, and so on, until the PCs find out about your big central plot, which they'll have to be made to care about through loyalty, religious affiliation, etc. That's just one of the many problems with deciding what a campaign's going to be in advance, and my advice would be to keep it more organic, multistranded, and PC-led. </p><p></p><p>Personally, the Amaunator/Lathander thing is one of the least interesting latterday additions to the Realms, but I do recommend you look at <em>Power of Faerûn</em> if it interests you.Bringing back dead gods is discussed in <em>Faiths & Avatars</em>, the main source on the Faerûnian pantheon, available as a $4 download from Paizo.com; it's touched on in various other sources including those mentioned by hamishspence, but ultimately I'd make it work to suit your campaign. These are divine mysteries, after all.The god would send divine visions to inspire followers. Mask's priesthood is independent in each major city or region, but there are also roving Maskarran adventuring bands and other affiliated groups, as well as the mysterious Circle of the Gray Ribbon. See <em>Faiths & Avatars</em> again.</p></blockquote><p></p>
[QUOTE="Faraer, post: 4389823, member: 6318"] In broad terms, I'd start it as you would most Realms campaigns: with a set of smaller plot threads and happenings going on around the PCs which they can choose to involve themselves with, and perhaps a catalyzing event that drives them in a particular starting direction. Using the 'wheels within structure', this might later be found to be caused by a higher-level conflict, and so on, until the PCs find out about your big central plot, which they'll have to be made to care about through loyalty, religious affiliation, etc. That's just one of the many problems with deciding what a campaign's going to be in advance, and my advice would be to keep it more organic, multistranded, and PC-led. Personally, the Amaunator/Lathander thing is one of the least interesting latterday additions to the Realms, but I do recommend you look at [i]Power of Faerûn[/i] if it interests you.Bringing back dead gods is discussed in [i]Faiths & Avatars[/i], the main source on the Faerûnian pantheon, available as a $4 download from Paizo.com; it's touched on in various other sources including those mentioned by hamishspence, but ultimately I'd make it work to suit your campaign. These are divine mysteries, after all.The god would send divine visions to inspire followers. Mask's priesthood is independent in each major city or region, but there are also roving Maskarran adventuring bands and other affiliated groups, as well as the mysterious Circle of the Gray Ribbon. See [i]Faiths & Avatars[/i] again. [/QUOTE]
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