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[3.5e][Homebrew]Chaotic campaign[sometime in July]

date is just a time placer

Must have discord. I am in the UK so please keep that in mind when applying - I don't want to be awake at 3am.

In the ancient times, long before the world was what it is today, chaos had no place in world created by Lawful Gods. They gave their worshippers divine magic to serve their gods well within their stable civilisation. Fortunately, a spontaneous happening (similar to that of a meteor or explosion) brought about chaotic interdimensional agents who intervened in this mundane world of concrete and structured society.

Instead of welcoming these aliens, they rejected all diplomatic contact with them to oppose their foreign creatures. These lawful worshippers denied any use of the magic of these creatures to fit in their orderly lifestyle, to them, it was a gift given from their dogmatic gods. They assumed authority over the use of magic, stating “...divine magic could never be used against it’s jurisdiction” and that “(non-divine) magic was a path in instability and primitive civilisation with the liberty of use (non-divine) magic had”.

The chaotic dwellers had no choice to fight back against the ruthless devotees. Luckily for them, when they gave the world an abrupt rebirth, they brought with them creatures with ruthless nature and of course, those similar to themselves.

They made 100s of dozens of magical weaponry and armour and artefacts. Many destroyed but some still remain in mysterious lairs kept by the worshippers – protected, ironically, by anti-magical areas and devices – remnants of the previous wars. These areas still afflict towns and cities today.

When the divine officers emerged from their ruins, they reinstated order across the kingdom, with the original creatures who previously entered the land, now lost and mangled in the dirt beneath them. However still there lays parts of the nation with a lack of their control and the remainder of the magical cult lives on in a secret society beneath the ground, or preside the unmoderated wilderness of the kingdom.

The battle may have settled down but there is still tension in these lands. Especially to retrieve items of magical value back to the hands they belong with, often having to risk lives in order to smuggle out and in the borders. However, there is rumour of whether descendants of their outlander ancestors who mingled with other humanoid races, hold the innate magic they brought into the world in the first place.

Will magic infiltrate the kingdom? Will the agents of magic consolidate their power? Or will society become strong and stable again?

Main quest: You’ve been smuggled through the frontier, your aim to retrieve this mysterious artefact give it to the resistance who currently hide underground.

World Setting:
- Mixture with the 1500s/1600s time in Europe where pestilence is a problem and feudal system is in place.
- It's in the aftermath of a stalemate war (similar to cold war state).

Alignments:
- The alignments aren't on whether you're good or evil but more on whether you're chaotic or lawful.
- If you're lawful, you are apart of those who have "won" and reside in a bordered part of the world.
- If you're chaotic, you live your life in secret or literally underground. (There'll be more information once things are sorted)

Mechanics or use of magics:
- Divine magic can only be used by lawful characters and paladins/clerics/rangers are exclusively lawful.
- Race doesn't matter but I'm not a fan of totally alien or interdimensional creatures.
- This will be in 3.5e but as a DM, I'm flexible with rules and I just prefer 3.5e for its skills more than anything. (so eating, how much you can carry isn't an issue for me).

Please be tactful. There are laws and you will get punished for doing something out of ordinary e.g killing a person/stealing. Thank you.
Also date is a holder.

Want to join this game? Make a post in the discussion forum below and let the GM know!

1 Players (5 Open Slots)

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