Heretics of Faerun

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Editorial Team

Writers Team

Behold the splendor of Abeir-Toril. Land of Realms, Monsters and Mystery. This particular setting is a hybrid home-brew/established setting of sorts, being a persistent ‘Forgotten Realms’ setting circa 1997 (and 1358 DR in-universe) that has been crushed, battered and reshaped in almost every imaginable way. From the slaying of Acererak in my sadistic dungeon-crawling teenage years, through to the slaying of Lolth to free the Dark-Elven zeitgeist, and most recently a cataclysmic war between the forces of the Gods of the world and a resurgent alliance of Batrachi, Slaadi, Aboleth and Titans from the Dawn Wars. The conflict seemed to resolve with the Shutting of the Celestial Gate with both the strongest of the Batrachi and the remaining Gods. To prevent mortal interference or some sort of punishment, possibly even the destruction of all the remaining gods.   Divine magic has been closed off from mortal wielders these past 40 years, and you and your allies are some of the few mortals who have managed to eke out existence as an adventurer in this deadly new world. Hidden sons and daughter of angels, lost and forgotten healing spells, or even artifacts of the forgotten gods. Meanwhile Arcane and Psionic powers have been at the heart of live on this new world, empowering people in the wake of this Godforsaken new reality. Healing is difficult to come by, the Druids and masters of the land are becoming more rare as the ancient Spirits of the Land move towards complacency in the wake of growing forest and marshland. Civilization has retreated, great empires brought low by the new realities of food shortage, disease and permanent death.   Armies are more hesitant and their commanders more so. Vast lengths of country making these cultural worlds more distant and disconnected. Only the great Mages are able to move freely in the world, but many of them have left the world, travelling the Spheres and finding richer and safer realities to call home. You play heroes, of great ability and unique abilities. Great Men and Women ready to face this newer dangerous world. Abeir-Toril is an entire world, but the campaign is hopefully start in the Faerun region, more specifically The Sword Coast. The Sword Coast as a High European Fantasy vibe mostly, but you could also pull farther afield, say the Indo-Japanese region of Kara-Tur, or African and Arabian styled Zakhara and The Shining South, even the Meso-American Maztica and New World-ish Anchorome for a far-traveled character.   The setting will have troubling social aspects from ages by-gone, trying to tackle issues like Slavery and Racism. But I do take umbrage at Sexism, in this fictional world men and women get along and are seen as equally capable.
Classes Races Proficiencies
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Psionics
Religion
Sleight of Hand
Stealth
Survival
Languages
Abyssal
Celestial
Draconic
Druidic
Dwarven
Gnim
Halruaan
Illithidka
Imaskari
Infernal
Jannti
Jotun
Luiric
Karaturian
Netherese
Pansaerian
Primordial
Selidarian
Skaldi
Sylvan
Tethyrian
Thieves' Cant
Equipment Levelling

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