SHATTERED BONDS: A Faerûnian Metaplot
Noodling over the various large-scale campaigns that have taken place in the Sword Coast since the introduction of 5th Edition D&D, it occurs to me that a great many of the troubles are causes by previously-held limits being wiped away.
Noodling over the various large-scale campaigns that have taken place in the Sword Coast since the introduction of 5th Edition D&D, it occurs to me that a great many of the troubles are causes by previously-held limits being wiped away.
Specifically, many metaplanar boundaries seem to have been erased or altered sufficient to allow things like demon lords to enter the world en masse, the Hells to snatch away entire portions of Faerûn, and malevolent deities like Tiamat and Auril to enter and wreak havoc.
Even the shattering of the Ordning is one such bit of bond being broken.
For groups who have played through multiple of these campaigns, I feel like it would be tremendously fun to play a sort of over-arching arch-campaign that addresses the how and the why of this.
For groups who have played through multiple of these campaigns, I feel like it would be tremendously fun to play a sort of over-arching arch-campaign that addresses the how and the why of this.
Specifically, I feel like the Sundering (I mean, it's in the name, no) is probably at the root of this. Gods being brought back from dead, changes to the world being undone - there HAS to be a cost for that. I suspect the breaking of these bonds is both the mechanism and the cost
So, this conceptual arch-campaign might be all about laying those boundaries back in place – godly/metaphysical "wards," if you will, which sequester the Prime Material from the sort of influence-wars that go on in other planes.
Right now, it feels like Faerûn is very much in danger of being swept away by each of these power groups rising up to take advantage of the broken boundaries.
So it only makes sense that the player characters should be the ones to "fix" that.
So it only makes sense that the player characters should be the ones to "fix" that.
In this sort of format, you'd ideally break down the task into a number of quests, which have to be performed by different groups all at once.
Enter: the PCs who finished the previous campaigns. Since so many campaigns end in the early-to-mid-teens of levels.
Enter: the PCs who finished the previous campaigns. Since so many campaigns end in the early-to-mid-teens of levels.
Those PCs are perfect levels to do the kind of planes-hopping, epic questing that is necessary to re-secure the boundaries that keep insanely powerful deities, elemental princes, demons, devils, and who-knows-what-else from breaking through into Faerûn.