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Sell me on your low magic grim and gritty (LM/GnG) homebrew
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<blockquote data-quote="dontpunkme" data-source="post: 1593009" data-attributes="member: 17938"><p>--Here's the info for my campaign which is about to relaunch.</p><p></p><p style="text-align: center">Agrinias</p><p></p><p>Core Ethos: Agrinias is one large land mass with a few islands scattered in the oceans. It is a dark world where the drow have reclaimed their "rightful" place on the surface through force and alliances with other nations of power (the last group died trying to prevent this and the current campaign takes place well after). One of these nations is Treckslen, a predominatly human militaristic theocracy (Bendrast is the diety's name, but in common terms think Hextor) with goals of eventually ruling the entire known world. Also there's Sargrese, known for its rule by the wealthy, a despot nation where money is the only source of power. These nations combined their power (with aid from orcs and giants) to launch devastating attacks and crushed the Elven nation of Delaphor, the human nation of Falknor (or as the half-orc called it paladinland), the Confederation of the Crown (NG Confederacy of largely independent city states) and enslaved the barbarians of the plains of Asghost. A red great wyrm of incredible power named Malyx frequently makes raids on the kingdom of Brendel. The remaining nations have largely acquiesced to the obviously superior firepower of the evil nations. The only free lands left are largely unfit for civilization and include the Pehlt Forest (think land before time), Vahlon's stretch (a foreboding and deadly desert), the Great Anvil (arctic wasteland), and the Bleak Marsh (let's just start by saying that nearly every black dragon in my world lives here and you tell me if you think its a good idea to travel there let alone live there). The dwarves have largely retreated to their underground homes rarely venturing forth into the dangerous world outside. The elves, halflings, and many humans have scattered taking refuge where they can. Magic use is restricted and controlled by local tyrannies and an evil wizards' guild. </p><p></p><p>Who Are The Heroes: I don't know, but my characters have pretty much full flexibility with most core races (no gnomes!!!). The characters are restricted to no evil alignments. Any class other than monk and wizard is allowed (the only monastary still standing being evil and all doesn't help). </p><p></p><p>What Do They Do: Battle the overpowering evil while staying low key and not attracting the attention of the powers that be who will surely kill them.</p><p></p><p>Threats, Conflicts and Villians: Everyone, from the actual power holders, who will try to slay any threat to their power to mere commoners, who look to any heroes as champions in these dark times and will unwittingly alert the higher powers of the characters.</p><p></p><p>Nature of Magic: Relatively low. Wizardry outside of the Wizard's guild is strickly forbidden. Freedom of religion does not exist and only temples to Bendrast, Rixau (drow), Gorash (orc) and Seletk (giant) <- for their contributions in the war, Paulst (magic), and Arik (merchants) can openly exist. Heretics and rogue wizards are hunted and slain with high rewards placed on the heads of the more elusive. </p><p></p><p>--There's more but it'll take me way too long to type the bulk of it.</p></blockquote><p></p>
[QUOTE="dontpunkme, post: 1593009, member: 17938"] --Here's the info for my campaign which is about to relaunch. [CENTER]Agrinias[/CENTER] Core Ethos: Agrinias is one large land mass with a few islands scattered in the oceans. It is a dark world where the drow have reclaimed their "rightful" place on the surface through force and alliances with other nations of power (the last group died trying to prevent this and the current campaign takes place well after). One of these nations is Treckslen, a predominatly human militaristic theocracy (Bendrast is the diety's name, but in common terms think Hextor) with goals of eventually ruling the entire known world. Also there's Sargrese, known for its rule by the wealthy, a despot nation where money is the only source of power. These nations combined their power (with aid from orcs and giants) to launch devastating attacks and crushed the Elven nation of Delaphor, the human nation of Falknor (or as the half-orc called it paladinland), the Confederation of the Crown (NG Confederacy of largely independent city states) and enslaved the barbarians of the plains of Asghost. A red great wyrm of incredible power named Malyx frequently makes raids on the kingdom of Brendel. The remaining nations have largely acquiesced to the obviously superior firepower of the evil nations. The only free lands left are largely unfit for civilization and include the Pehlt Forest (think land before time), Vahlon's stretch (a foreboding and deadly desert), the Great Anvil (arctic wasteland), and the Bleak Marsh (let's just start by saying that nearly every black dragon in my world lives here and you tell me if you think its a good idea to travel there let alone live there). The dwarves have largely retreated to their underground homes rarely venturing forth into the dangerous world outside. The elves, halflings, and many humans have scattered taking refuge where they can. Magic use is restricted and controlled by local tyrannies and an evil wizards' guild. Who Are The Heroes: I don't know, but my characters have pretty much full flexibility with most core races (no gnomes!!!). The characters are restricted to no evil alignments. Any class other than monk and wizard is allowed (the only monastary still standing being evil and all doesn't help). What Do They Do: Battle the overpowering evil while staying low key and not attracting the attention of the powers that be who will surely kill them. Threats, Conflicts and Villians: Everyone, from the actual power holders, who will try to slay any threat to their power to mere commoners, who look to any heroes as champions in these dark times and will unwittingly alert the higher powers of the characters. Nature of Magic: Relatively low. Wizardry outside of the Wizard's guild is strickly forbidden. Freedom of religion does not exist and only temples to Bendrast, Rixau (drow), Gorash (orc) and Seletk (giant) <- for their contributions in the war, Paulst (magic), and Arik (merchants) can openly exist. Heretics and rogue wizards are hunted and slain with high rewards placed on the heads of the more elusive. --There's more but it'll take me way too long to type the bulk of it. [/QUOTE]
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Sell me on your low magic grim and gritty (LM/GnG) homebrew
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