Party Template: Guardians of Beckfyrd

Party Disadvantages:

● Hunted: The forces of Nidhogg the Devourer, the Beast which brings Oblivion. In its quest to destroy the cosmos, Nidhogg finds the various Guardians of the equally-various Nexi of Reality, a dreadful pain - and so it tends to try and send trouble (whether it's own horrifically twisted creatures or easily-manipulated groups such as the Zerg) against them.
● Obligations: While the Heroes of Beckfyrd may be entangled in cosmic affairs, they remain people - and as such are bound to the common folk of Beckfyrd as well as to the defense of the Nexus of Realities that it is built upon.
● Accursed: Like it or not, the great powers often meddle with the Heroes of Beckfyrd. They get shifted through time, charged with dealing with ancient curses, visited by gods, and otherwise harassed - rather like the classical heroes of greek mythology.

Template Effects:

● The Heroes of Beckfyrd are deeply bonded with the Nexus Of Reality which is it's core. No matter how lost they may become amidst the myriad planes of reality - or even the planes of the afterlife - should they wish it, they will always find their way back to Beckfyrd eventually. (Returning, Specialized and Corrupted for Reduced Cost / may take months or years at the option of the game master, 2 CP).
● The Heroes of Beckfyrd are the allies of the Fey of the High Forest, and enjoy the right of Free Passage through it's depths. Within the forest they will not be randomly attacked by wild beasts, be delayed by faerie rings and similar distortions of time and space, and will always find food, water, and pleasant places to camp. This does not, however (at least as yet) extend to being allowed to freely transverse the Straight Ways of the Fey - although they may be led upon them on occasion (Minor Privilege / Hospitality of the High Forest, Corrupted for Reduced Cost / Does not include access to the fey paths 2 CP).
● The Heroes of Beckfyrd stand at the balance-point of Aebir-Toril and its myriad timelines. As such, they may shift the balance of the world and open the hidden ways (1d6 Mana with Reality Editing / Specialized and Corrupted for Reduced Cost / Only for Reality Editing, Users have no conscious control of the process, only to affect what worlds currently connect through the High Forest and what emerges from them. Thus, if the Heroes gossip and speculate about - say - entering a mystical tournament, or encountering the Tomb of the Sleeping King, or going hunting for Pokemon... such a thing is quite likely to happen. (Thus giving the GM an excuse for indulging player speculation a bit. 2 CP).
● All the Myriad Lines of Time pass through the Nexus Of Reality as well, and so the Heroes of Beckfyrd are constants, braced against changes in those timelines. Thus, if they visit the distant past, and save hundreds from the ancient Fall of Netheril - they will remain unchanged, as will Beckfyrd, although Aebir-Toril beyond the High Forest may well show some subtle changes, historical notes, and a slightly revised history. Similarly, their origins may lie in either the possible pasts or futures of Aebir-Toril without difficulty (Infusion / Temporal Energies, Specialized and Corrupted / only to gain immunity to Paradoxical Effects and Historical Revisions (2 CP).
● The Heroes of Beckfyrd are attuned to the High Forest, and to the whispering voices of the Fey that shape it. They thus gain a Specific Knowledge (The Hidden Places and Wonders of the High Forest, 1 CP).
● The Heroes of Beckfyrd stand at the Nexus of Reality, and so can draw on the exotic talents of distant realms - each finding their own unique secret of the cosmos. They gain access to any one GM-allowed Occult Skill (3 CP) at normal cost (+3 CP).