A Thread of Fate
A world set in Forgotten Realms (Map) with only imagination and knowledge of the world binding the PC’s to a written path. A group adventurer’s move towards their individual goals in life. Their paths cross… was it planned… was it luck… or was it written before time began. All one knows, are a few simple truths in life, will they respond to a truth that is thrust upon them?
Utilizing: Forgotten Realms books, 4e Modules, 3rd Party novels, and of course DM ingenuity. Plus special “seat-flying-pants”
At the center of the universe lie the twin worlds of Abeir and Toril, slightly out of phase with each other. Both revolve around the same sun and both have a large lunar satellite, Selûne, trailed by a line of moonlets known as the Tears of Selûne. Toril is the body that folk refer to as “the world.” In the aftermath of the Spellplague, it includes pockets of Returned Abeir that have replaced pockets of the old Toril. The planet’s primary and “central” continent is Faerûn. To the north of Faerûn is the arctic north, home to the polar icecap. To the west of Faerûn is the Trackless Sea, and beyond that horizon lies Returned Abeir, which completely replaced a land known as Maztica. To the south of Faerûn is the Great Sea. To the east of Faerûn are the Hordelands. Other continents exist as well, but the folk of Faerûn and Returned Abeir know little about those far-off lands.
Adventurers break the molds of their home societies in many respects. They are expected to travel the world and absorb new ideas. They can advance their status rapidly in most societies, ignoring the strictures of class and station. Most common folk envy the freedom enjoyed by adventurers, but their fear of Faerûn’s many dangers holds them back. Nobles and wealthy merchants often view adventurers with great suspicion, rightly fearing their ability to overturn the established social order with a few well-placed spells or sword thrusts. Some react by employing adventurers and p sending them off on dangerous quests in which they are likely to die—or at least not pose a threat. Others surround themselves with bodyguards or spend coins to discreetly undermine the position held by powerful adventurers in society. An adventurer who attaches himself to a wealthy or noble patron earns a place in society commensurate with the influence and station of the patron. Those who threaten or intimidate the local power structure invite all manner of trouble—legal, financial, and violent. Adventurers who abuse their power are seen as little more than bandits, whereas those who use their power to help others are blessed as heroes. Groups of adventurers often assemble in formal companies, pooling their resources to share treasure, responsibility, and risk. These companies stand a better chance of receiving official recognition and licenses from governments or blessings from established churches, but individual members are more limited in their chances for advancement. On the other hand, informal adventuring bands take the greatest risks and offer the greatest rewards to individual members, but these freewheeling groups are often seen as lawless mercenaries in established kingdoms such as Cormyr.