A peaceful land of ordinary people, there may be more to Demeo than there appears at first. A ban on international travel, government sponsored kidnappings in the night, and censored folklore. All of this because of one thing: Magic.
Those in power claim that they want to keep magic from falling into the wrong hands. According to some, it already has.
The common people of Demeo know nothing about magic other than what they believe of an occasional whispered rumor. Anyone that tries to speak out about the truth of magic's existence either mysteriously disapears or is quickly dismissed as being insane.
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â,¬Å"It is the year 232 of the Kingdom. We live under the rule of King Robert II and the High Chancellor of the parliament is Lord Van Winkle. These are the most prosperous times that Demeo has ever seen and all credit belongs to those great men.â,¬Â â,¬' Royal Scribe
The kingdom of Demeo prospers. The people do not even know what is kept from them and do not feel oppressed. Indeed, most are perfectly happy with their place in life and could think of no reason to ever leave it. That is for the best as they would be stopped were they to try.
I wanted to run a new campaign and I was having a hard time coming up with a plot in the Great Empire of Un. To fix that, I have created a new place with more conflict. The Great Empire is not gone, it is just going to be on the back burner for a while as I run this campaign and begin to flesh out the world it is set in.
I consider it a plus that the Kingdom of Demeo has some kind of core ethos statement.
Is the Great Kingdom of Un from Greyhawk? I am little confused as to what is original and what isn't.
But that's not a bad thing, I've run great campaigns out of the FOrgotten Realms with my own little hooks and stuff.
As many of us discussed in The Essentials of a Good Campaign, "a plot" is not the way to go. Rather, something more like "many interweaving plots that lead you to a climatic bigger picture" is where you want to be. We found that if you base your campaign (even your campaign world) off of one plot, as soon as it is resolved there is nothing else left.
I still think that a central theme is essential though. For example: In my camapign Astraea: The Chaos Within, the elven people lost their memeory of the past (along with many secrets better left hidden) stored in an ancient magical tomb. When my players start the campaign they discover this, along with the book was torn apart by whoever stole it and its pages were scattered across Astraea. The PC's have to recover all the missing pages along with many side mini-campaigns for various NPC's and factions that lead them closer to finding hat they need.
This keeps my overall theme/plot in line but offers many chances for smaller diversions wich may even lead to entire new campaigns in the future. :)
The Great Empire of Un is my creation.
While this isn't truly based around one 'plot', I understand what you mean. Resolving this plot would likely involve overthroughing a government that has been stable for about fifty years...no end to the story there.
I made a minor, fluffy update. Where is the best place to get started?
How about more information on the government's silencing of magic - why, how, and who?