Campaign Overarching Plot Plot in Theros Homebrew Campaign | World Anvil
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Campaign Overarching Plot

Note here that the ending focus, the overarching concept that will drive the campaign forward and create a new "era" going forward is the concept of the Twilight of the Gods. Their time is ending and belief in them will dwindle making them less powerful, or those we choose to believe in and remain intertwined with will be allowed to continue on in this new era.   The concept here that I'll be playing with is that over the last few centuries disbelief and very importantly- rejection of the Gods has become more and more prevalent. People are doing so out of hate of them, believing that they should have helped them in their individual lives more, out of a desire for more free will and a move away from dependence on the Gods, and out of a moral dilemma that proved to mortals that several of the Gods can be callous and cruel and self-serving.   Certain Gods have curried more favor with mortals, though some out of fear. More and more mortals are believing that these Gods are wrong to do this to their worshippers. There are even Gods that believe it is wrong and seek to find a better way.   In addition to the Twilight of the Gods, the time is ending for predetermined fate. The loom being destroyed will be an option for the characters near the end of the campaign. They'll have the choice to leave the loom intact, kill or strip the power from the Fates using a magical item, or destroy the loom and leave the Fates alive to act as small guides in the Realm of Living- unseen by mortals.   These heroes because of their individual acts and morality or lack thereof in the case of villains, possess such a strong "magic" of their own that it shifts the strands of fate tied to the lives withing the Loom itself.   Unlike other Gods and a singular being herself, Klothys cannot be destroyed and will remain at the end of the Twilight of the Gods. She can act as the small nudge helping to guide mortals and the remaining Gods alone or work together with the Fates to create a new world era without the Loom.   After the fall of Agnomakhos and the other Archons of Trax, humans and minotaurs waged a bloody war in the highlands. The poleis of Akros and Skophos were born from that bloodshed, inspired by the martial doctrines of Iroas and Mogis rather than the legal code of Ephara. Eventually, the years of war settled into an uneasy peace with the badlands of Phoberos as a barrier separating the poleis from each other.   These segregated communities of humans on one side and minotaurs on the other spread terrible rumors about each other. None of them are true and the people there are more similar than different. They wish to enjoy their lives in peace. These racial tensions do still persist among the most stubborn however on both sides and prejudice from one against another is common.   Meletis, Akros, and Skophos perpetuated the stark division between civilization and nature that was inherent in the Archons’ rule. While most humans (and minotaurs) embraced that division, the god Karametra tried to teach people a new way of living in harmony with nature, leading to the founding of Setessa.   The more natural loving classes and races would likely be found here.

Plot points/Scenes

Levels 1-4: Local Heroes

Characters in this tier are still learning the range of class features that define them, including their choice of specialization. But even 1st-level characters are heroes, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them.   At the start of their careers, characters use 1st- and 2nd-level spells and wield mundane gear. The magic items they find include common consumable items (potions and scrolls) and a very few uncommon permanent items. Their magic can have a big impact in a single encounter, but it doesn’t change the course of an adventure.   The fate of a village might hang on the success or failure of low-level adventurers, who trust their lives to their fledgling abilities. These characters navigate dangerous terrain and explore haunted crypts, where they can expect to fight savage orcs, ferocious wolves, giant spiders, evil cultists, bloodthirsty ghouls, and hired thugs. If they face even a young dragon, they’re better off avoiding a fight.   This is where the players will be working to take down the mind-controlled tritons attacking Meletis and discovering the two corrupt councilmembers who were behind it. They can work to break the mind-control or take down the tritons, they can subtly talk to the council about the corrupt members or reveal their actions more vocally/overtly. They can end up fighting the councilmembers or convincing them to serve their time and leave the Twelve.   Additionally, this is where smaller rumors and dungeons can draw the party for a chance at rewards and experience. A brewery invested with rats, a cemetery and underground crypt suddenly becoming haunted, helping the Reverent Army defend against a brief attack at the gates by a group of Returned, finding special magical components and ingredients for the local magic shop, helping the bookseller to determine why her newest shipment is late and discovering a drunken cyclops is responsible, traveling to the other poleis and running into bandits and catoblepases, assisting the satyrs of skola vale as a favor to Philandra, helping Perisophia with a small task as a favor to Meelo, etc.   1-3 Level adventure- A Stop on the Road, where the hamlet of Cartrest has grown up around the Wearied Wagon Inn beside a main road. Recently locals have seen strange lights around a set of ancient ruins nearby. Driven by a mix of fearful superstition and curiosity the locals have scraped together a small reward to encourage someone to investigate.   4-5 Level adventure to check out here is Be Seen By Nobody, where the players end up on a strange island from 300 years ago, Isstic. They must escape and the warning everywhere is to be seen by nobody.  

Levels 5-10: Heroes of the Realm

By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have found their place in the world and have begun to involve themselves in the dangers that surround them.   Dedicated spellcasters learn 3rd-level spells at the start of this tier. Suddenly characters can fly, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle, scrying, flame strike, legend lore, and raise dead can have a significant impact on their adventures. They start acquiring more permanent magic items (uncommon and rare ones) as well, which will serve them for the rest of their careers.   The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where they confront savage giants, ferocious hydras, fearless golems, evil yuan-ti, scheming devils, bloodthirsty demons, crafty mind flayers, and drow assassins. They might have a chance of defeating a young dragon that has established a lair but not yet extended its reach far into the surrounding territory.   Here, information from evil priests could give the party more information about the strange things they've been seeing going on, they must track down smaller branches of these organizations and get what information they have. Some will be hidden in a labyrinthian maze, some in the darks caves hidden in the forests, some have secluded themselves hiding in the Shadowfell- see Riddle of the Ravenqueen, some may be hidden in a strange town of Kalke- see Bound in Chains, see also the Mike's Free Adventures, Bogwitch, Bathhouse, and Gladiomortuus.  

Levels 11-16: Masters of the Realm

By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge.   Dedicated spellcasters gain access to 6th-level spells at 11th level, including spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the-scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an equally large impact. The adventurers find rare magic items (and very rare ones) that bestow similarly powerful abilities.   The fate of a nation or even the world depends on momentous quests that such characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and hungry purple worms. They might encounter and even defeat a powerful adult dragon that has established a lair and a significant presence in the world.   At this tier, adventurers make their mark on the world in a variety of ways, from the consequences of their adventures to the manner in which they spend their hard-won treasure and exploit their well-deserved reputations. Characters of this level construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.   See Durag's Tower and Tomb, here is where you can also start to bring in the hunt for the Divine and Titan weapons now that they have learned about them during the previous tier. Four Divine weapons and the four Titan weapons are needed so they may choose which Divine weapons to go after. These adventures will play directly into the weapon and who created it.   At this point as well, the truth about Tyrael's parentage and the murderer behind the death of Tetra's beloved Mira is revealed. Tyrael is the son of Erebos and Nylea and Nylea chose to make him an Aarokocra to conceal him. She wanted to step in so badly to protect him when he was serving Erebos that she was the cause of the spark of inspiration to go see what the priests were doing. Iroas killed Mira himself to provide Tetra with the true motivation needed to be a champion, to seek war's victory at all costs. Her sisters were innocent.

Levels 17-20: Masters of the World

By 17th level, characters have superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of power — or such terrible dangers.   Dedicated spellcasters at this tier wield earthshaking 9th-level spells such as wish, gate, storm of vengeance, and astral projection. Characters have several rare and very rare magic items at their disposal, and begin discovering legendary items such as a vorpal sword or a staff of the magi.   Adventures at these levels have far-reaching consequences, possibly determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor demons, titans, archdevils, lich archmages, and even avatars of the gods themselves. The dragons they encounter are wyrms of tremendous power, whose sleep troubles kingdoms and whose waking threatens existence itself.   Characters who reach 20th level have attained the pinnacle of mortal achievement. Their deeds are recorded in the annals of history and recounted by bards for centuries. Their ultimate destinies come to pass. A cleric might be taken up into the heavens to serve as a god’s right hand. A warlock could become a patron to other warlocks. Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. A druid might become one with the land, transforming into a nature spirit of a particular place or an aspect of the wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold for thousands of years, or establish guilds or orders that keep the adventurers’ principles and dreams alive.   Reaching this point doesn’t necessarily dictate the end of the campaign. These powerful characters might be called on to undertake grand adventures on the cosmic stage. And as a result of these adventures, their capabilities can continue to evolve. Characters gain no more levels at this point, but they can still advance in meaningful ways and continue performing epic deeds that resound throughout the multiverse. Chapter 7 details epic boons you can use as rewards for these characters to maintain a sense of progress.   Now the time has come to start sealing/binding gods. They will need to seal/bind at least two- Heliod and Erebos, and can also work to seal Phenax and Mogis, these two will be a bit easier.

Themes

This is certainly going to talk about good vs evil but also how our distinctions between the two can be warped by misinformation and lack of knowledge. What is and is not worth worshiping is going to be huge. Dedicating your life to an all-knowing being or to the people around you.

Components

Cruel Tricks

As stated the death of Tetra's lover was actually the result of Iroas's meddling and wanting to create the perfect champion, this act does drive Tetra's sister to follow Mogis and working to destroy everything their family had done in the name of Iroas. It will be a challenge to fit her and learn about the truth of Iroas's betrayal. Additionally, the acts done in Mogis's name are truly terrible. She has also taken the other sisters to the temple of Mogis- Mogis's Chalice to be sacrificed in his honor. Mogis has laid his blessing on Tetra's sister and wants Tetra dead.
Plot type
Campaign Overarching Plot
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