So I have an idea for a homebrew campaign called "Into the Dark" where magic is outlawed though I don't want to write anything down as I have general idea for a story but I mostly want to create a story around PCs backstories and mold them into the world though I don't know if people would be interested in something like that where the story could change as to who the BBEG is depending on player actions. Then there's the basic story so far all I have is this..."Into the Dark takes place in the City of Nordia where they view magic as evil and have outlawed its' usage within the city limits as most cities and town around the Kingdom have. While magic does exist within the world there have been magic welders that have set up encampments where parents send their children to hone their magic as well as learn to control even though they're never allowed to leave the encampment again as the encampments are guarded by Paladins from the Order of Anti-Magic who were trained to resist magic, though not all magic users are in the encampments some are actively planning a rebellion to "free" their mage brothers and sisters even though all the magic users in the encampments see them as a means of protection for non-magic users and themselves as all their lives they have seen magic do unspeakable things and damage to people."
That's pretty much all I have at the moment I want to add more to it but I don't know what to add to it any suggestion is welcomed if I complete this it would be my first time DMing a campaign
Go to World Anvil, and sign up. This will have many places for you to develop cities, countries, worlds, and your whole campaign.
I wouldn't call it the Paladin Order of Anti-Magic, I'd call it the "Orderly Sect of the Unmagi".
Is magic only outlawed in Nordia in the region? If so, why specifically just there? Do they deny trade with other cities that are run by magic users, or trade magic items? Is only magic from creatures banned, or magic items as well? What about divine magic? Is this outlaw on magic only arcane magic, or divine magic as well? Is the ban because of religion, or is it because of past experiences in the kingdom?
What about Druids and Rangers? Druids might be excluded from society, shunned for being detached from reality. Rangers would be seen as the communicators between civilization and nature, able to be sort of an ambassador to the druid circles from the cities.
I'd have there be a secret society of magic users in the city, possibly a group of illusionists, that travel around like a thieves' guild in the sewers and catacombs of the city, possibly conferring information to other groups of magic users.
Wizards in my game like this would be executed for treason. Sorcerers would be tried as witches. Warlocks would be feared and exiled. Arcana and Knowledge Clerics would be seen as heretics. Paladins would be looked down by Fighters, who'd see their smiting and spells as cheating, granting them the ability to not have to actually train in weapons, while fighters are true masters of combat. Eldritch Knights would be thrown out, and Arcane Trickster Rogues would be seen as pure evil to the government, not only do they sneak around, assassinating and stealing, but also using vile magical practices to avoid detection.
These are some important questions and ideas that can help you campaign. Nice idea, I hope you found these helpful.
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Please check out my homebrew, I would appreciate feedback:
It would be all magic that's banned but there will be people who will look the other way some for gold and some because they still see magic users as people. The ban would be because there was magical event that killed 1000's people died from it so the king banned all magic doesn't matter where it comes from I'm going to make it so some magic users have set up safe-havens. Also I have a World Anvil
So, all magic is banned. I'd imagine that churches would now denounce the throne, wizard academies would be dismantled to avoid death or prison, and libraries would likely have to be government run.
Bards would be banned.
Clerics and their temples would be torn down.
Druids would be driven out, and seen as wild-people, uncivilized anarchists.
Eldritch Knights would be banished from knightly orders.
Paladins would likely have to be sworn to the king.
Rangers would be seen as split between two worlds, the wilds and civilization.
Arcane Tricksters would be the worst enemies to the government.
Sorcerers would be witches, and would likely have unfair trials. (See the Salem Witch Trials)
Warlocks would be feared, and their patrons would be spoken of in hushed tones, texts mentioning their existence would be burned/destroyed.
Wizards would be executed for breaking the law.
Magical creatures (fey, monstrosities, et cetera) would likely have a small battle in the woodlands against the kingdom.
Fear would run rampant through the kingdom, political rivals would accuse each other of witchcraft, certain races would be seen as abominations, persecution would be common, public examples would be made of those who break the law.
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Please check out my homebrew, I would appreciate feedback:
Well the ban would be more focused on Wizards and Warlocks as that's what I want to say you did the event an evil warlock and they would look down on wizards as it would have been a wizard who failed to "save" even though the wizard told the king at the time who refused to call in people to help stop so the wizard took it upon herself to build up a force of other wizards and some sorcerers while trying to get Druids and Paladins who refused because they didn't believe her. Then after her and the force failed to stop the the BBEG and his force there was mass destruction and only the GP(Good Protagonist) and force of wizards and sorcerers were in the area in the aftermath. So a group of Paladins and Druids teamed up to save their kind with the Druids saying they would build encampments and the Paladins saying they would learn how to prevent magic and guard the wizards and sorcerers placed in the encampments think Dragon Age with the circles which is how the encampments would work except I wouldn't be leading to a mage rebellion, I want to make it so the party is hired to find GP as she escaped from the encampment and it would be the PCs job to capture her and bring her back though when they find her she tells them that she has found the BBEG and she needs their help to bring him to justice now the PCs can choose to just bring her back to the encampment where the GP tries to tell the king about the BBEG again the King will not believe her but many of the citizens will at this point the GP is executed where the PC can choose to leave the kingdom or go look for the BBEG against the King's orders.
Edited added some Public DM notes not sure how Campaigns work on here or if PC's who join can read them, but this is what I posted for them as I'm going to use the Public DM notes to write up important information about the campaign if there's anything else I should add please let me know
Orderly Sect of the Unmagi: A Paladin Order that is dedicated to keeping magic Users in check and inside encampments where they can be watched.
Magic Encampments: These encampments were set up by Druids who use their "Nature Magic" to watch over the Wizards and Sorcerers inside the camps. While they were set up as pseudo-prisons, but the Wizards and Sorcerers within them use them as places where they can train young magic users in controlling their magic.
State of Warlocks: Warlocks withing the world are either killed or enslaved because the main BBEG is a Warlock. While not all warlocks sided with him that didn't matter after the event as Warlocks and their Patrons were seen as evil even if their Patron is a "Good God" that didn't matter either. So now Warlocks are enslaved or killed and forced to wear an iron neck shackle with a magic dampening rune on it that weakens a warlock's power.
I'm still working on how each version of magic will be treated I'm leaning towards Clerics being protected by Churches and Temples. Then the Bards being protected by Bards of the College of Whispers by them gathering information(blackmail) on the Nobility just have to figure out how to word it and what to call it I'm leaning on calling it the "Bardic University" seeing Bards seek knowledge so all of that would be with the Bards. Rogues would move underground and create a network of routes that would be able to get Wizards, Sorcerers, and Warlocks to get them to towns or cities where they're not shunned so if their is an Arcane Trickster in the group they will get a message that "the company" wants to speak with them at that time they can choose to alert their party and bring them or sneak off on their own and meet with the company
The setting sounds like it'll be great for political intrigue. You have a few powerful groups that aren't against magic, and then you have some that are only against some magic, and then you have the people who are completely anti-magic and they're all vying for power. A very Drow-like tale of blades and whispers.
Also if you're planning to go that route, you should really use Eberron's patron mechanic because it'll work great with that setup.
For those who say clerics and bards and stuff would have to be outlawed too, I disagree. Magic typically works in Faerun by passing everything - even worship - through the Weave, and then either back to the sender or to an intermediary who sends it back to the sender. It's that simple. But other realms might not work that way; maybe gods have major restrictions on what magic they grant so it's intrinsically understood their magic isn't problematic, maybe bards get their "magic" like monks and it's basically ki rather than the stuff wizards and sorcerers use. Anything is possible.
Also as for Paladins swearing to a king or anything else, it doesn't matter in Faerun. Still uses the Weave as an intermediary, regardless of whether gods are also involved. A Paladin that doesn't use the Weave is basically just a less capable Fighter.
I think the best option for this kind of setting, if it's in Faerun, is to still have magic but distinguish arcane magic and life energy (ki, psionics). In DnD monks and psionics channel the same energy - living, spiritual energy - which is separate from the Weave. Whereas wizards, sorcerers, warlocks, and even clerics and paladins use Weave magic. That said, bards, paladins, clerics, and so on could probably learn to use life energy to follow the law, and even artificers might learn how to use life energy to do infusions; only the 3 core magic classes would have to have an underground network.
Wild magic is nasty issue, so you could say that the nation swore off Weave magic after high magic caused the Weave to mess up creating a major wild magic disaster at a smaller scale, but similar to, the Spellplague's wild magic effects. A philosophical order of monks and psionics that advocated against Weave magic gained strong influence after the disaster, and groups like the Harpers - who idolize magic civilizations - were branded criminals. Temples to gods still remained and worshiping them was allowed, but receiving divine magic from them was not, and so such temples started employing monk-like traditions when it came to training, taking on the concept of spiritual enlightenment while still revering their deities.
As for where and when this could happen, I'd say the best way to handle it is to have the major disaster occur somewhere in East Faerun, since magocracies are all over the place there. The disaster caused multiple nations to get wrecked by wild magic and eventually the survivors established a new nation somewhere nearby, outlawing magic. Of course, magocracies still existed and the nation ended up at odds with them, and there are talks of a possible war.
Alternatively, you could just have this as an island nation that ended up in Abeir during the Spellplague. It already had monks and psionics, and they taught their ways to the dragonborn and helped fight against the dragons there. The nation was a major stronghold for the anti-dragon forces, so when it returned to Toril that helped the dragons turn the tide and reclaim Abeir. The island nation is now back somewhere in the Trackless Sea and helps act as a stop between Faerun and the western continents. This is a more restricted setting, focusing on internal power struggles rather than external threats.
Nature: Druid, Ranger, Barbarian(Path of the Totem Warrior)
Divine: Cleric, Paladin
Life: Monk, Bard*
In my story Bards draw their magic from all forms of magic which is why in my story Bards from the College of Whispers would use their skills and gather information(blackmail) on the Lords of the kingdom and hold it over their heads and create the massive Bardic University where all Bard Colleges are located along with all of the magical knowledge for all types of magic. I could make a sub-class for the Bard that allows them to use Wild Magic Surge or someone else could create it for me as I'm not keen on creating sub-classes.
You can't really get rid of life magic though, it's... I mean, it's life itself. Even the Illithid, which are from a supposedly anti-magic plane, use psionics.
I don't see why life magic would be outlawed. I mean, I guess you could, but it wouldn't be as interesting as, say, some magic being allowed and others not.
Also, nature magic is divine magic. Divine magic is arcane magic. Divine magic uses gods as an intermediary and nature magic is when gods/spirits act as an intermediary. Nature deities just don't require worship.
it wouldn't be outlawed as in my world "Life Magic" wouldn't be seen as magic plus I also want to make it so that people who don't do magic think there is a difference between the types of magic
State of Bards: The Bards thanks to information gathered by the College of Whispers have been able to hoard most if not all of the Magical Knowledge within the Kingdom and the City of Nordia. Allowing them to set up what is being called the Bardic University where all Bard Colleges have been moved to. There are some Bards who have learned to use Advanced Wizard, Sorcerer, and Warlock spells with some even learning a Sorcerer's Wild Magic, though the Bardic Council denies Bards being able to use Wild Magic.
State of Monks: Monks have always been reclusive within the Kingdom as most monasteries are high in mountains and Monks are rarely seen outside of their monasteries unless they're trading goods or meeting with the King or Lord of a hold. After the event Monks have taken it upon themselves to try and maintain a fragile peace between hold Lords some of which support the King's actions and others who don't support his actions so Monk monasteries have become seen as diplomatic havens and peace keepers. While Monks have kept the peace for two years there are talks of war brewing as the tensions rise around the Kingdom.
State of Clerics and Paladins: Clerics were protected by the Churches and Temples of the Kingdom while many Paladins formed and joined the Orderly Sect of the Unmagi as a means of guarding the encampments. Clerics have stuck to their role as healers and have relatively stayed neutral in any conflicts that have happened as a result of the King's actions.
so would it be cool if I made audio files that are logs from the BBEG's prospective on why he's doing what he's doing or would that be going too far for this story
If you want a reference source, the Witcher world had a church that outlawed magic and burned mages alive - the church of the eternal fire. You could read up on some plotlines from the game or the books, just to see how worlds with outlawed magic run. It's an (imo) excellent story, because you can see mages scrambling to get out, you see how other kingdoms respond, etc.. You can get a great idea of how this sort of world runs, and you get some insight into character actions.
The political intrigue idea sounds amazing. It would run so well.
I like the Witcher but don't know enough about its story which is why my basic premise comes from the Dragon Age games except the war I'm leading up to is about Holds who don't like the King's decision to outlaw Wizards, Sorcerers, and Warlocks and there are Holds who do agree with the King's action
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So I have an idea for a homebrew campaign called "Into the Dark" where magic is outlawed though I don't want to write anything down as I have general idea for a story but I mostly want to create a story around PCs backstories and mold them into the world though I don't know if people would be interested in something like that where the story could change as to who the BBEG is depending on player actions. Then there's the basic story so far all I have is this..."Into the Dark takes place in the City of Nordia where they view magic as evil and have outlawed its' usage within the city limits as most cities and town around the Kingdom have. While magic does exist within the world there have been magic welders that have set up encampments where parents send their children to hone their magic as well as learn to control even though they're never allowed to leave the encampment again as the encampments are guarded by Paladins from the Order of Anti-Magic who were trained to resist magic, though not all magic users are in the encampments some are actively planning a rebellion to "free" their mage brothers and sisters even though all the magic users in the encampments see them as a means of protection for non-magic users and themselves as all their lives they have seen magic do unspeakable things and damage to people."
That's pretty much all I have at the moment I want to add more to it but I don't know what to add to it any suggestion is welcomed if I complete this it would be my first time DMing a campaign
Go to World Anvil, and sign up. This will have many places for you to develop cities, countries, worlds, and your whole campaign.
I wouldn't call it the Paladin Order of Anti-Magic, I'd call it the "Orderly Sect of the Unmagi".
Is magic only outlawed in Nordia in the region? If so, why specifically just there? Do they deny trade with other cities that are run by magic users, or trade magic items? Is only magic from creatures banned, or magic items as well? What about divine magic? Is this outlaw on magic only arcane magic, or divine magic as well? Is the ban because of religion, or is it because of past experiences in the kingdom?
What about Druids and Rangers? Druids might be excluded from society, shunned for being detached from reality. Rangers would be seen as the communicators between civilization and nature, able to be sort of an ambassador to the druid circles from the cities.
I'd have there be a secret society of magic users in the city, possibly a group of illusionists, that travel around like a thieves' guild in the sewers and catacombs of the city, possibly conferring information to other groups of magic users.
Wizards in my game like this would be executed for treason. Sorcerers would be tried as witches. Warlocks would be feared and exiled. Arcana and Knowledge Clerics would be seen as heretics. Paladins would be looked down by Fighters, who'd see their smiting and spells as cheating, granting them the ability to not have to actually train in weapons, while fighters are true masters of combat. Eldritch Knights would be thrown out, and Arcane Trickster Rogues would be seen as pure evil to the government, not only do they sneak around, assassinating and stealing, but also using vile magical practices to avoid detection.
These are some important questions and ideas that can help you campaign. Nice idea, I hope you found these helpful.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It would be all magic that's banned but there will be people who will look the other way some for gold and some because they still see magic users as people. The ban would be because there was magical event that killed 1000's people died from it so the king banned all magic doesn't matter where it comes from I'm going to make it so some magic users have set up safe-havens. Also I have a World Anvil
Almost sounds like Dark Sun.
So, all magic is banned. I'd imagine that churches would now denounce the throne, wizard academies would be dismantled to avoid death or prison, and libraries would likely have to be government run.
Bards would be banned.
Clerics and their temples would be torn down.
Druids would be driven out, and seen as wild-people, uncivilized anarchists.
Eldritch Knights would be banished from knightly orders.
Paladins would likely have to be sworn to the king.
Rangers would be seen as split between two worlds, the wilds and civilization.
Arcane Tricksters would be the worst enemies to the government.
Sorcerers would be witches, and would likely have unfair trials. (See the Salem Witch Trials)
Warlocks would be feared, and their patrons would be spoken of in hushed tones, texts mentioning their existence would be burned/destroyed.
Wizards would be executed for breaking the law.
Magical creatures (fey, monstrosities, et cetera) would likely have a small battle in the woodlands against the kingdom.
Fear would run rampant through the kingdom, political rivals would accuse each other of witchcraft, certain races would be seen as abominations, persecution would be common, public examples would be made of those who break the law.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well the ban would be more focused on Wizards and Warlocks as that's what I want to say you did the event an evil warlock and they would look down on wizards as it would have been a wizard who failed to "save" even though the wizard told the king at the time who refused to call in people to help stop so the wizard took it upon herself to build up a force of other wizards and some sorcerers while trying to get Druids and Paladins who refused because they didn't believe her. Then after her and the force failed to stop the the BBEG and his force there was mass destruction and only the GP(Good Protagonist) and force of wizards and sorcerers were in the area in the aftermath. So a group of Paladins and Druids teamed up to save their kind with the Druids saying they would build encampments and the Paladins saying they would learn how to prevent magic and guard the wizards and sorcerers placed in the encampments think Dragon Age with the circles which is how the encampments would work except I wouldn't be leading to a mage rebellion, I want to make it so the party is hired to find GP as she escaped from the encampment and it would be the PCs job to capture her and bring her back though when they find her she tells them that she has found the BBEG and she needs their help to bring him to justice now the PCs can choose to just bring her back to the encampment where the GP tries to tell the king about the BBEG again the King will not believe her but many of the citizens will at this point the GP is executed where the PC can choose to leave the kingdom or go look for the BBEG against the King's orders.
Edited added some Public DM notes not sure how Campaigns work on here or if PC's who join can read them, but this is what I posted for them as I'm going to use the Public DM notes to write up important information about the campaign if there's anything else I should add please let me know
Orderly Sect of the Unmagi: A Paladin Order that is dedicated to keeping magic Users in check and inside encampments where they can be watched.
Magic Encampments: These encampments were set up by Druids who use their "Nature Magic" to watch over the Wizards and Sorcerers inside the camps. While they were set up as pseudo-prisons, but the Wizards and Sorcerers within them use them as places where they can train young magic users in controlling their magic.
State of Warlocks: Warlocks withing the world are either killed or enslaved because the main BBEG is a Warlock. While not all warlocks sided with him that didn't matter after the event as Warlocks and their Patrons were seen as evil even if their Patron is a "Good God" that didn't matter either. So now Warlocks are enslaved or killed and forced to wear an iron neck shackle with a magic dampening rune on it that weakens a warlock's power.
I have done this sort of campaign, I started the players as rebels, in an army camp.
I also banned clerics and paladins. my group had no healer and I dealt a tpk on session 2
we never ran it again
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I'm still working on how each version of magic will be treated I'm leaning towards Clerics being protected by Churches and Temples. Then the Bards being protected by Bards of the College of Whispers by them gathering information(blackmail) on the Nobility just have to figure out how to word it and what to call it I'm leaning on calling it the "Bardic University" seeing Bards seek knowledge so all of that would be with the Bards. Rogues would move underground and create a network of routes that would be able to get Wizards, Sorcerers, and Warlocks to get them to towns or cities where they're not shunned so if their is an Arcane Trickster in the group they will get a message that "the company" wants to speak with them at that time they can choose to alert their party and bring them or sneak off on their own and meet with the company
The setting sounds like it'll be great for political intrigue. You have a few powerful groups that aren't against magic, and then you have some that are only against some magic, and then you have the people who are completely anti-magic and they're all vying for power. A very Drow-like tale of blades and whispers.
Also if you're planning to go that route, you should really use Eberron's patron mechanic because it'll work great with that setup.
For those who say clerics and bards and stuff would have to be outlawed too, I disagree. Magic typically works in Faerun by passing everything - even worship - through the Weave, and then either back to the sender or to an intermediary who sends it back to the sender. It's that simple. But other realms might not work that way; maybe gods have major restrictions on what magic they grant so it's intrinsically understood their magic isn't problematic, maybe bards get their "magic" like monks and it's basically ki rather than the stuff wizards and sorcerers use. Anything is possible.
Also as for Paladins swearing to a king or anything else, it doesn't matter in Faerun. Still uses the Weave as an intermediary, regardless of whether gods are also involved. A Paladin that doesn't use the Weave is basically just a less capable Fighter.
I think the best option for this kind of setting, if it's in Faerun, is to still have magic but distinguish arcane magic and life energy (ki, psionics). In DnD monks and psionics channel the same energy - living, spiritual energy - which is separate from the Weave. Whereas wizards, sorcerers, warlocks, and even clerics and paladins use Weave magic. That said, bards, paladins, clerics, and so on could probably learn to use life energy to follow the law, and even artificers might learn how to use life energy to do infusions; only the 3 core magic classes would have to have an underground network.
Wild magic is nasty issue, so you could say that the nation swore off Weave magic after high magic caused the Weave to mess up creating a major wild magic disaster at a smaller scale, but similar to, the Spellplague's wild magic effects. A philosophical order of monks and psionics that advocated against Weave magic gained strong influence after the disaster, and groups like the Harpers - who idolize magic civilizations - were branded criminals. Temples to gods still remained and worshiping them was allowed, but receiving divine magic from them was not, and so such temples started employing monk-like traditions when it came to training, taking on the concept of spiritual enlightenment while still revering their deities.
As for where and when this could happen, I'd say the best way to handle it is to have the major disaster occur somewhere in East Faerun, since magocracies are all over the place there. The disaster caused multiple nations to get wrecked by wild magic and eventually the survivors established a new nation somewhere nearby, outlawing magic. Of course, magocracies still existed and the nation ended up at odds with them, and there are talks of a possible war.
Alternatively, you could just have this as an island nation that ended up in Abeir during the Spellplague. It already had monks and psionics, and they taught their ways to the dragonborn and helped fight against the dragons there. The nation was a major stronghold for the anti-dragon forces, so when it returned to Toril that helped the dragons turn the tide and reclaim Abeir. The island nation is now back somewhere in the Trackless Sea and helps act as a stop between Faerun and the western continents. This is a more restricted setting, focusing on internal power struggles rather than external threats.
I'm not setting it in Faerun as I want to define magic differently as there would be types of magic from Arcane, Nature, Divine, and Life.
Arcane: Sorcerer, Warlock, Wizard, Fighter(Eldritch Knight), Rogue(Arcane Trickster)
Nature: Druid, Ranger, Barbarian(Path of the Totem Warrior)
Divine: Cleric, Paladin
Life: Monk, Bard*
In my story Bards draw their magic from all forms of magic which is why in my story Bards from the College of Whispers would use their skills and gather information(blackmail) on the Lords of the kingdom and hold it over their heads and create the massive Bardic University where all Bard Colleges are located along with all of the magical knowledge for all types of magic. I could make a sub-class for the Bard that allows them to use Wild Magic Surge or someone else could create it for me as I'm not keen on creating sub-classes.
If anyone is wondering I changed the title of the campaign to
Forbidden Magic: Into the Dark
You can't really get rid of life magic though, it's... I mean, it's life itself. Even the Illithid, which are from a supposedly anti-magic plane, use psionics.
I don't see why life magic would be outlawed. I mean, I guess you could, but it wouldn't be as interesting as, say, some magic being allowed and others not.
Also, nature magic is divine magic. Divine magic is arcane magic. Divine magic uses gods as an intermediary and nature magic is when gods/spirits act as an intermediary. Nature deities just don't require worship.
it wouldn't be outlawed as in my world "Life Magic" wouldn't be seen as magic plus I also want to make it so that people who don't do magic think there is a difference between the types of magic
Updated again what does everyone think
State of Bards: The Bards thanks to information gathered by the College of Whispers have been able to hoard most if not all of the Magical Knowledge within the Kingdom and the City of Nordia. Allowing them to set up what is being called the Bardic University where all Bard Colleges have been moved to. There are some Bards who have learned to use Advanced Wizard, Sorcerer, and Warlock spells with some even learning a Sorcerer's Wild Magic, though the Bardic Council denies Bards being able to use Wild Magic.
State of Monks: Monks have always been reclusive within the Kingdom as most monasteries are high in mountains and Monks are rarely seen outside of their monasteries unless they're trading goods or meeting with the King or Lord of a hold. After the event Monks have taken it upon themselves to try and maintain a fragile peace between hold Lords some of which support the King's actions and others who don't support his actions so Monk monasteries have become seen as diplomatic havens and peace keepers. While Monks have kept the peace for two years there are talks of war brewing as the tensions rise around the Kingdom.
State of Clerics and Paladins: Clerics were protected by the Churches and Temples of the Kingdom while many Paladins formed and joined the Orderly Sect of the Unmagi as a means of guarding the encampments. Clerics have stuck to their role as healers and have relatively stayed neutral in any conflicts that have happened as a result of the King's actions.
so would it be cool if I made audio files that are logs from the BBEG's prospective on why he's doing what he's doing or would that be going too far for this story
Just created a World Anvil page for the Campaign not sure how to really use World Anvil but if someone does any tips would be helpful...
Link to the World below
Forbidden Magic: Into the Dark
This is the invite link if anyone wants to check out what I have so far and let me know if you can see the public DM's Notes
Forbidden Magic: Into the Dark
Join let me know what you think of it so far
If you want a reference source, the Witcher world had a church that outlawed magic and burned mages alive - the church of the eternal fire. You could read up on some plotlines from the game or the books, just to see how worlds with outlawed magic run. It's an (imo) excellent story, because you can see mages scrambling to get out, you see how other kingdoms respond, etc.. You can get a great idea of how this sort of world runs, and you get some insight into character actions.
The political intrigue idea sounds amazing. It would run so well.
I like the Witcher but don't know enough about its story which is why my basic premise comes from the Dragon Age games except the war I'm leading up to is about Holds who don't like the King's decision to outlaw Wizards, Sorcerers, and Warlocks and there are Holds who do agree with the King's action