These three campaigns take place in a world of Gods. Hundreds of Gods. All vying for power and glory and slaughter. They roam and claim territories, and in those territories demand patronage and worship from those that occupy it. Some Gods invade other pantheons, some marry, breed, and fight their way into others. The worship of the Gods is an ever changing landscape. There are no devils. There is no hell. There are no demons. There are only Gods, some good, some bad, some grey, all out for themselves. A God in this world is more powerful based on the number of worshippers they have access too within their claimed territory, and without offering a piece of themselves [A Spark of the Gods] to their followers to actively carry with them, they cannot hear or be empowered by the prayers of those outside of their territory, and so every god is constantly striving for more territory. When a God dies, their power explodes and desecrates the ground into Black Stone. Black Stone is deadly to almost all beings that step on it with few exceptions. Because of this, Gods try their best to fight each other not to the death, or more often, fight via proxies, enhanced and blessed mortals called God-Touched and God-Claimed. Noted Differences to Faerun/Standard D&D: Warlocks/Clerics: Warlocks and Clerics are two sides of the same coin and both get their power from Gods. Clerics by worship, Warlocks by contract. Tiefling/Aasimar: Descendants of either a Warlock or Cleric respectively, often claimed before birth by said God their parentage/ancestor worshiped/was contracted to. Healing Magic: Not infallible. A broken leg can heal wrong if not set correctly first, for example. All healing magic will still leave a scar EXCEPT for the divine magic of a cleric. Dimensions: Fae Wild exists [but is not as depicted in Faerun/Standard DND] Secret Shadow Wild Ethereal Plane [but is not as depicted in Faerun/Standard DND] Domain of the Nameless Ancients Material Plane There are no other dimensions than these 5.