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magic outlawed in region
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<blockquote data-quote="Gilladian" data-source="post: 184549" data-attributes="member: 2093"><p>Thanks for some great input. I've decided that I'm going to have magic (arcane and much divine) outlawed because a wizard tried to seize control of the kingdom several hundred years back. This was shortly post-collapse of the empire that predated the current kingdoms. The wizard was overtly evil. He was overthrown by priests of the god Centarius, who now control the realm. (they rule through a puppet king). Later, as the priests became evil themselves, they used the past fear of magic as an excuse to outlaw it. There is a prophecy that the descendants of the evil mage will return to destroy the current kingdom. The priests claim it will only happen if magic is allowed to return, and that naturally the descendants will be evil, overthrowing the "good king". The truth..... depends on the PCs, of course.</p><p></p><p>I've had a few ideas about adventures: there is an ancient ruined city in the swamps to the south of the coastal city where the campaign will begin. this ancient city is several layers deep. Top is 2nd empire, (the current kingdom claims to be the beginnings of the 3rd Empire), while deep down is 1st Empire which was VERY magical. Some entity lives there, protecting a gate which keeps him immortal. </p><p></p><p>His role is to act as a guardian of the gate, a guide to the party as they explore beyond the gate, and a narrator for backstory. Also, he can help the PCs find things that he knows passed through the gate in ages past. Possibly he is looking for the right person to take his place and let him die.</p><p></p><p>Thus the PCs can explore the swamps and have lots of varied dungeon-crawl style adventures "beyond the gate" and return to the civilized (?) evil kingdom to get involved in politics. </p><p></p><p>I am writing up brief "roles" for each potential party member. For example: </p><p>the female fighter/rogue (this character is already established by the player) is the daughter of a rich merchant. He wants to marry her off to a rich noble, but she wants to be an explorer.</p><p>the thief is actually a low-ranking member of a smuggler's guild, who are convinced the father/merchant is smuggling on his own and appoint this person to spy for them.</p><p>a priest is a member of a faction of the temple that is not evil, who are not sure if magic is evil, but definitely want to recruit the merchant to their faction. </p><p></p><p>In other words, each PC will have their own reason for being part of the group hired by the merchant to guard/protect his daughter while he lets her go adventuring as he secretly arranges her marriage to the noble scion he has selected for her. </p><p></p><p>Hopefully this will generate intrigue as the PCs struggle to carry out their divided missions.</p><p></p><p>Gilladian</p></blockquote><p></p>
[QUOTE="Gilladian, post: 184549, member: 2093"] Thanks for some great input. I've decided that I'm going to have magic (arcane and much divine) outlawed because a wizard tried to seize control of the kingdom several hundred years back. This was shortly post-collapse of the empire that predated the current kingdoms. The wizard was overtly evil. He was overthrown by priests of the god Centarius, who now control the realm. (they rule through a puppet king). Later, as the priests became evil themselves, they used the past fear of magic as an excuse to outlaw it. There is a prophecy that the descendants of the evil mage will return to destroy the current kingdom. The priests claim it will only happen if magic is allowed to return, and that naturally the descendants will be evil, overthrowing the "good king". The truth..... depends on the PCs, of course. I've had a few ideas about adventures: there is an ancient ruined city in the swamps to the south of the coastal city where the campaign will begin. this ancient city is several layers deep. Top is 2nd empire, (the current kingdom claims to be the beginnings of the 3rd Empire), while deep down is 1st Empire which was VERY magical. Some entity lives there, protecting a gate which keeps him immortal. His role is to act as a guardian of the gate, a guide to the party as they explore beyond the gate, and a narrator for backstory. Also, he can help the PCs find things that he knows passed through the gate in ages past. Possibly he is looking for the right person to take his place and let him die. Thus the PCs can explore the swamps and have lots of varied dungeon-crawl style adventures "beyond the gate" and return to the civilized (?) evil kingdom to get involved in politics. I am writing up brief "roles" for each potential party member. For example: the female fighter/rogue (this character is already established by the player) is the daughter of a rich merchant. He wants to marry her off to a rich noble, but she wants to be an explorer. the thief is actually a low-ranking member of a smuggler's guild, who are convinced the father/merchant is smuggling on his own and appoint this person to spy for them. a priest is a member of a faction of the temple that is not evil, who are not sure if magic is evil, but definitely want to recruit the merchant to their faction. In other words, each PC will have their own reason for being part of the group hired by the merchant to guard/protect his daughter while he lets her go adventuring as he secretly arranges her marriage to the noble scion he has selected for her. Hopefully this will generate intrigue as the PCs struggle to carry out their divided missions. Gilladian [/QUOTE]
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