So my players are arriving to a human controlled nation where all other races live on three "reservations" very much like U.S. History I guess. Big catches are non humans are not allowed to travel outside of the reservations without a scroll of permission. And guess what? None of my players are humans. Also they especially are not allowed to use weapons or magic outside of the reservations. How can I deal with this dilemma?
More info on Galsi
So in this homebrew its called Galsi, it's like a sandbox. Players start at one of the 5 known nations called the Pipotec Islands, but guess what? They are all in prison sentenced to die by death in an arena for an annual blood god festival because the half orc/humans who control Pipotec worship a blood god Gruumsh. Imagine islands with pyramids and giant roman coliseums.
Another nation is Cohei, the human controlled reservation nation.
A third is called The Red Coast this is a nation with many other races controlled by a council which is dominated by 3 big groups: Wood Elves, Loxodons, and Centaurs. Imagine vast prairies forest jungles swamps and wet mountain ranges. There is an isolated kingdom of Dragonborne here but they are isolationists and don't interact with anyone else in Red Coast at all. There is also an underground city of Drow on The Red Coast. It was given this name by Cohei because on its western shores it has tall red cliffs.
The fourth nation is Egena, controlled by Goliathes far to the north, here also is where Ice Dragonborne are from. Imagine ice and mountains.
The fifth nation is Vavonne controlled by Dwarves. What is known so far about them is they have been at war with Elves in the Red Coast and they have been at war with their land neighbors Egena the Goliathes and the Dragonborne..
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(Stormknight):
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Since magic is illegal, there can definitely be "magic disguisers." You can buy the services of a person who puts a charm on you which makes magic detection fail. Also, what is the magic guard like? Is it a police force that instantly knows? Do they have to be there to see it? Are there secret tunnels for easy travel with the players?
Yes, you would physically be able to carry a weapon. Smuggling them in or getting your hands on one once you're there could be a bit tougher. And obviously if you're caught with it you could be in all sorts of strife. So you need to figure out what would constitute a weapon. Obviously a sword of a greataxe or something. But a staff? A dwarven forge hammer. A Cleaver? You could come up with reasonable excuses to have any of those items, particularly with a good Persuasion check.
Magic is tougher. If it's banned, they would have to have some way of detecting it, and probably stopping you from casting. They're not going to have a ban like that and just hope you'll be honest. SO. They would need to be able to detect magic users when they cross the border. And then they would need to magically track them (spell/amulet) and then they would have to be able to remove their ability to cast (spell/amulet again). And then they would need to know if you had found a way to remove the amulet or dispel their spell, pinging a location when it occurred.
Well the elite unit in this nation and true controllers of the human nation are called The Keepers. Your questions gave me an idea there be an anti magic group of The Keepers with magic detecting amulets and this group will be high power human mages.
Thanks Im thinking someone can explain to them you can get away with carrying "tools" or "clothing accessories" but not weapons. So theyll have to craft some homemade weapons.
An update things have been going very well in the campaign. The players ended up carrying their weapons around with permission while doing murder investigations.
I sometimes notice OP abilities so these are ones I'd make sure to ban in future games: Stunning Strike from the Monk (Yes essentially constant paralysis), Comprehend All Languages (I know all languages!) and heat metal (I will destroy anything with metal on or inside of it).
Update the campaign finished with players reaching level 20 I got a lot of compliments from the players. We are now starting a second campaign taking place 8 years after the first campaign ended. Their old PCS will now be NPCS in this next campaign.
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So my players are arriving to a human controlled nation where all other races live on three "reservations" very much like U.S. History I guess. Big catches are non humans are not allowed to travel outside of the reservations without a scroll of permission. And guess what? None of my players are humans. Also they especially are not allowed to use weapons or magic outside of the reservations. How can I deal with this dilemma?
More info on Galsi
So in this homebrew its called Galsi, it's like a sandbox. Players start at one of the 5 known nations called the Pipotec Islands, but guess what? They are all in prison sentenced to die by death in an arena for an annual blood god festival because the half orc/humans who control Pipotec worship a blood god Gruumsh. Imagine islands with pyramids and giant roman coliseums.
Another nation is Cohei, the human controlled reservation nation.
A third is called The Red Coast this is a nation with many other races controlled by a council which is dominated by 3 big groups: Wood Elves, Loxodons, and Centaurs. Imagine vast prairies forest jungles swamps and wet mountain ranges. There is an isolated kingdom of Dragonborne here but they are isolationists and don't interact with anyone else in Red Coast at all. There is also an underground city of Drow on The Red Coast. It was given this name by Cohei because on its western shores it has tall red cliffs.
The fourth nation is Egena, controlled by Goliathes far to the north, here also is where Ice Dragonborne are from. Imagine ice and mountains.
The fifth nation is Vavonne controlled by Dwarves. What is known so far about them is they have been at war with Elves in the Red Coast and they have been at war with their land neighbors Egena the Goliathes and the Dragonborne..
Since magic is illegal, there can definitely be "magic disguisers." You can buy the services of a person who puts a charm on you which makes magic detection fail. Also, what is the magic guard like? Is it a police force that instantly knows? Do they have to be there to see it? Are there secret tunnels for easy travel with the players?
it's been a long time...
Yes, you would physically be able to carry a weapon. Smuggling them in or getting your hands on one once you're there could be a bit tougher. And obviously if you're caught with it you could be in all sorts of strife. So you need to figure out what would constitute a weapon. Obviously a sword of a greataxe or something. But a staff? A dwarven forge hammer. A Cleaver? You could come up with reasonable excuses to have any of those items, particularly with a good Persuasion check.
Magic is tougher. If it's banned, they would have to have some way of detecting it, and probably stopping you from casting. They're not going to have a ban like that and just hope you'll be honest. SO. They would need to be able to detect magic users when they cross the border. And then they would need to magically track them (spell/amulet) and then they would have to be able to remove their ability to cast (spell/amulet again). And then they would need to know if you had found a way to remove the amulet or dispel their spell, pinging a location when it occurred.
Well the elite unit in this nation and true controllers of the human nation are called The Keepers. Your questions gave me an idea there be an anti magic group of The Keepers with magic detecting amulets and this group will be high power human mages.
Thanks Im thinking someone can explain to them you can get away with carrying "tools" or "clothing accessories" but not weapons. So theyll have to craft some homemade weapons.
An update things have been going very well in the campaign. The players ended up carrying their weapons around with permission while doing murder investigations.
I sometimes notice OP abilities so these are ones I'd make sure to ban in future games: Stunning Strike from the Monk (Yes essentially constant paralysis), Comprehend All Languages (I know all languages!) and heat metal (I will destroy anything with metal on or inside of it).
Update the campaign finished with players reaching level 20 I got a lot of compliments from the players. We are now starting a second campaign taking place 8 years after the first campaign ended. Their old PCS will now be NPCS in this next campaign.