BookTenTiger
He / Him
On a long walk yesterday I came up with a concept for a homebrew campaign world. I would love some help coming up with ideas for it! Feel free to swing big, I'd love for this to be a collaborative creation.
When Chaos Wins the War...
This campaign takes place after a great war between the Gods of Law and the Gods of Chaos. At the end of the war, Chaos won. The Lawful gods were banished to the Material Plane, and now the chaotic gods have supreme rule over the divine spheres.
The world is now divided into stark territories of Law and Chaos. The minority of the land belongs to Lawful peoples. The rest is utter chaos.
What I'm picturing are big, fortified cities attempting to hold off the chaos. Everything outside the walls is wild: fey, demons, aberrations... The rules just don't apply. A tree may suddenly produce daggers instead of apples and fling them at a passerby. A lucky dog is worshipped as a king by a band of faeries, and anyone he grows at is executed as a traitor. A tornado that sings like an angelic choir rips through the land, but leaves behind a trail of golden coins.
Here are some "campaign truths" I have come up with so far:
1. Bedfellows Beyond Good and Evil
"Good" and "Evil" as alignments are not that important in this campaign. There are, of course, good actions and evil actions, but this world is much more focused on law vs chaos. Due to Chaos winning the war, cultures and creatures aligned to Law were forced to band together. And now that they're the minority, they have to keep working together even if their motivations clash. This means you might have a city of Lawful Evil Vampires and Lawful Good Celestials ruled over by a Lawful Neutral Androsphinx.
However, I'm not sure what this looks like outside of the Lawful Cities! Would it be more interesting for Chaotic Evil Slaads to be working with Chaotic Good Djinnis? Or would it be more exciting to have these forces of Chaos squabbling over their newly won territories?
2. Gods of Law Banished to the Mortal World
When they lost the war against chaos, the surviving Gods of Law were banished to the mortal world. I imagine they are still immortal but vastly reduced in power. Some now rule over fortified cities, some are worshipped (and pampered) in large, lavish temples, and yet others retreated to isolation in order to meditate or lick their wounds.
I like the idea of the characters interacting with these gods, having to deal with their bruised egos or even working side-by-side with a god to accomplish a goal.
3. The Cities of Law are Falling
Most of the world is now seething chaos. But standing as a bulwark against this maelstrom are the Cities of Law. They are safe havens for those aligned to Law, storehouses for knowledge and craft, and they are falling. One by one the cities of Law crumble in the face of chaos. Some have been taken over by Demons, others have succumbed to the chaos of politics and factionalism. Only a few fortified cities remain.
As mentioned above, I love the idea of these cities housing very different kinds of peoples and creatures. What about a city ruled by a Lawful Good Bronze Dragon and a Lawful Evil Green Dragon, whose citizens are Azers and Kobolds. Once bitter enemies, they now have to work together to keep their city strong against the forces of a Chaotic Evil Red Dragon and his force of Satyrs and Hags.
...
Here are some big questions I have:
Who are the characters?
Do the characters need to be aligned with either Law or Chaos? Could they be agents that travel between?
Why do the Cities of Law need Chaos?
I think it would be interesting if there was a resource the Cities of Law needed from the Forces of Chaos. And maybe the same reversed?
How could the focus on Law and Chaos effect game mechanics?
Would spells or magic items be impacted? What if everything were aligned with Law or Chaos, even normal equipment like swords and ropes?
Anyways, I'd love your ideas for this campaign world! Think big! What would be fun about it? What would you add to it?
When Chaos Wins the War...
This campaign takes place after a great war between the Gods of Law and the Gods of Chaos. At the end of the war, Chaos won. The Lawful gods were banished to the Material Plane, and now the chaotic gods have supreme rule over the divine spheres.
The world is now divided into stark territories of Law and Chaos. The minority of the land belongs to Lawful peoples. The rest is utter chaos.
What I'm picturing are big, fortified cities attempting to hold off the chaos. Everything outside the walls is wild: fey, demons, aberrations... The rules just don't apply. A tree may suddenly produce daggers instead of apples and fling them at a passerby. A lucky dog is worshipped as a king by a band of faeries, and anyone he grows at is executed as a traitor. A tornado that sings like an angelic choir rips through the land, but leaves behind a trail of golden coins.
Here are some "campaign truths" I have come up with so far:
1. Bedfellows Beyond Good and Evil
"Good" and "Evil" as alignments are not that important in this campaign. There are, of course, good actions and evil actions, but this world is much more focused on law vs chaos. Due to Chaos winning the war, cultures and creatures aligned to Law were forced to band together. And now that they're the minority, they have to keep working together even if their motivations clash. This means you might have a city of Lawful Evil Vampires and Lawful Good Celestials ruled over by a Lawful Neutral Androsphinx.
However, I'm not sure what this looks like outside of the Lawful Cities! Would it be more interesting for Chaotic Evil Slaads to be working with Chaotic Good Djinnis? Or would it be more exciting to have these forces of Chaos squabbling over their newly won territories?
2. Gods of Law Banished to the Mortal World
When they lost the war against chaos, the surviving Gods of Law were banished to the mortal world. I imagine they are still immortal but vastly reduced in power. Some now rule over fortified cities, some are worshipped (and pampered) in large, lavish temples, and yet others retreated to isolation in order to meditate or lick their wounds.
I like the idea of the characters interacting with these gods, having to deal with their bruised egos or even working side-by-side with a god to accomplish a goal.
3. The Cities of Law are Falling
Most of the world is now seething chaos. But standing as a bulwark against this maelstrom are the Cities of Law. They are safe havens for those aligned to Law, storehouses for knowledge and craft, and they are falling. One by one the cities of Law crumble in the face of chaos. Some have been taken over by Demons, others have succumbed to the chaos of politics and factionalism. Only a few fortified cities remain.
As mentioned above, I love the idea of these cities housing very different kinds of peoples and creatures. What about a city ruled by a Lawful Good Bronze Dragon and a Lawful Evil Green Dragon, whose citizens are Azers and Kobolds. Once bitter enemies, they now have to work together to keep their city strong against the forces of a Chaotic Evil Red Dragon and his force of Satyrs and Hags.
...
Here are some big questions I have:
Who are the characters?
Do the characters need to be aligned with either Law or Chaos? Could they be agents that travel between?
Why do the Cities of Law need Chaos?
I think it would be interesting if there was a resource the Cities of Law needed from the Forces of Chaos. And maybe the same reversed?
How could the focus on Law and Chaos effect game mechanics?
Would spells or magic items be impacted? What if everything were aligned with Law or Chaos, even normal equipment like swords and ropes?
Anyways, I'd love your ideas for this campaign world! Think big! What would be fun about it? What would you add to it?