If the Dm you have now wasn't involved in the originating of this storyline/campaign, it may just be that more difficult for him to "get into it". Most DM's I have known, including myself, take a lot of pride in creating their campaign worlds, story lines, and the challenges therein.
Also, despite the fact that much of the info you have given regarding your character and the story is very interesting and unique, was all the power you have just basically given at the start of the campaign? I don't know how long you've been playing this particular storyline, but if the PCs started out as basically demi-gods, that's a very difficult situation for a DM to step into. If this was all earned through a long campaign, then that's one thing, but to start with it is quite another.
I agree with the majority here... Still if you want to insist playing your demigods without restrains, you and your buddies can always show up wearing these at the next session:
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You almost don't even need a GM for that game.
That was my initial thought. I say let the DM make a similar character and everyone can run the adventures/setting together, by the book, with random encounters of diefic levels to trounce. I know a group in earlier editions who would take the deities books and make awesome characters just to go through the whole book and see if they could build character to beat them. If you're playing RAW with no adjudicating for any incidentals then there's no need for a DM.
Welcome to EnWorld!
I am a bit confused here. In your posts you state that:
1 - Due to your own artifact, the only beings in the world able to challenge you are unable to perceive you..meaning you have to seek out the challenges and you only want to do that when you are ready to.
2 - The DM, as part of his task to challenge you, has to break some rules to challenge the broken characters you run..... and this surprises you?
Honestly, If I were your DM and thought I could step up the pressure on you ** ... I would. Heavily. Brokenly. And then I would take your stuff. Ao would have her own voidstone. Death himself would come hunting for his negative energy and turn it against you. War would come to get you out of his entertainment with the nations. In short order, you would be the most hunted and scared group of 'deity assassin contenders'.
My favorite house rule is that anything the players get, I get. Binding the negative energy plane to you allows you to control undead? Sure!
I would *love* to have a player ask me for that amount of power... and I never have, exactly because they never want me to have that amount of power. {I had a group destroy a ring of Wishes.... awesomeness}
Is that what you want out of the game? Cause that is where it looks like it is going. {If the DM can keep up, that is}
The other option is for the DM to get aggravated and hate running a game where he has no control and the rules hold no safe harbor.
Talk to the group about where you want this to go. Perhaps it is best to restart from low level and work back into it.
** : See note from @BlackMoria , he has more time as a DM than I do.. but I run CP2020 and Paranoia, so I could see running this kind of game as a fun, albeit very short term, challenge in which I would expect the PCs to die off from too much curb-stompage. You have set it up so that you can reasonably only encounter those underneath your level or those massively over your level... and nothing in between. All while giving those over your level a very good reason to stomp you before you get to the point of being a danger to them.
I have been DMing since 1977 so I have considerable experience in DMing but if a group approached me with wanting to run a campaign like the one you are in, I would run away screaming.
Frankly, in my assessment, the DM is well over his head and it not up task at hand. Really, think about it .... how to you challenge someone who has the entire negative plane in his body and has a demigod for a familar?
The campaign is in rough water and it is only going to get worse. The only way the DM can cope is telling you 'no' and giving some bull**** reason to support the 'no'. Trust me, my friend, it is only going to get worse, not better as the campaign unfolds.
It is better to chalk this one up to a good idea with huge problems in implementation and start a new campaign with more realistic expectations.
I understand where you're coming from. Some poeple see sandbox play as, dot a map with interesting locations and let the players loose on them. I see it more like you, give the players an idea of the setting and then let them do whatever they want and tell them how it turns out (I've heard called both improv or lazy GMing).
Criticizing your group's play style doesn't help you any, so hopefully there'll be less of that. The point, regardless of the setting, is that the players and GM decided how things were going to go in the beginning and he's changed his mind in the midst of it, right? So basically, there's three choices. Tell him to go back to what was agreed upon, keep playing under his new rules, or play a new game.
We've come up with a couple ideas on how you might confront the GM, but it comes down letting him know that the game's not living up to expectations because he's not playing how it was initially agreed by everyone. It's not unlike a GM adding a house rule in the middle of a campaign that nerfs a PC without discussing it with the player, that's not cool either.
Really, you just have to ask him to let things go the way they were intially planned if he wants it to continue. If he doesn't want to , then there's no way to make him. And if the players don't want to play the game the way it's been changed, there's no way to make them, either. Maybe a compromise can be worked out, I dunno, but everyone needs to agree if they want to enjoy the game.
Also I had to ask, is the DM's job really to just challenge the players? challenge alone and a bunch of combat is nice but I prefer a game with more mental challenges, (. . .)