Campaign Pitch and Summary. Help?


Homebrew and House Rules


So, as of late I've played with the idea of a truly wonderful campaign in my eyes. It's a mythic campaign, and the players would start out reasonably high, but at the same time they would know that a general majority of everything they'd be engaging would too, be mythic. This is the idea, and I'd love to hear everyone's suggestions.

The Players - The players themselves would begin the game at level 14 with 6 mythic tiers. That's a good amount, but it's about right given the ratios of everything else. At this point in the game, at the beginning, the players have designated themselves as the lowest forms of a deity, and that's one that's ascending the ranks of the pantheons.

What kind of God? - Generally speaking the players would, with their knowledge of the campaign, choose 2 domains. The players would then build their characters according to the domains they picked as a sort of "Gimmick". These domains should, preferably, not butt heads normally. This means you can't be the god of Positive and Negative energy at the same time and treat it as "Balance" or Fire and Water and treat it as "Steam" Simplicity, yet, creativity, are both king. Vague things are typically shunned unless they play a prominent role in the character.

The Story - The campaign would begin with the 4 chosen players (And no more, because mythic games are difficult to balance as is.) in a place known simply as "The Plane of Fracture" with only 1 other being; Fracture herself. It is here that Fracture explains that the heroes are on the verge of becoming true demigods, and that all deities eventually come through this plane to prove their worth in the on-going game of balance. Those not worthy and those that lack resolve in their personal beliefs have no place in the pantheon, and are a waste of mythic power.

Fracture then takes this moment to explain to the players that their services are not only required but unnegotiable and necessary, and explains that she primarily is the source of all mythic power, but beyond her realm she is only able to gift it. That said, she is the patron deity of power and trial, and she is unable to leave her domain as well.

It's for the above reasons that Fracture claims that the rising gods replace the old ones, and that misplaced power must be sought out and reclaimed. Hence the player's location.

Fracture's powers include, but are not limited to; The siphoning of mythic power from an individual, planar travel (but only for others) and the careful choosing of mythic power's allocation.

With these she tells the players the stories of the "Forgotten Ones" which she would prefer to eradicate and reclaim their power for herself and the new gods. These Forgotten Ones all lead their various campaigns and did their adventures, but all eventually strayed from their original beliefs, and as a result, Fracture wishes for them to be sought out and defeated, and as it is, she's bided her time for quite a while, slowly finding them in the reaches of the grand expanse of all the planes, and has finally found them all, well-protected and surrounded by those that venerate them, or carry their likeness or beliefs.

This is where the players come in, as they choose what they wish to do in any order. 12 Different areas exist, all wrought with mythic power and unimaginable beasts and protectors, and somewhere in all 12 lands, their ruler, brimming with mythic radiance, guards their power in many different ways.

The Locations

- The Seer of Ice, who once poured forth knowledge and the waters of life. Retreated to his study, hoarding his knowledge and the cold.
- The Forger in Fire, who once made the vestments of the gods, created weapons to steal their power.
- The Baron of Filth, who once found peace in cleanliness, found something at the bottom of the great sewer and never returned.
- The All-mother, who tended to children no matter their race or situation, stole from their mothers for she wanted children of her own.
- The Warden of the Forest, who once tamed great beasts, began to see revelry in defeating them and gaining their power.
- The Angel of Lust, who once prided herself on purity, found revelry in both pain and pleasure.
- The Man in the Mirror, who prided himself in his great glassworks, was tempted by his own reflection.
- She that Sleeps, who once dreamed things into creation, found a spark within nightmares.
- The Archon of Wrath, who once found himself just and kind, now feels himself the one true law.
- The King of Storms, who once blessed the sky, found clarity in desstruction.
- The All-King, who once ruled with unmeasured wisdom and piety, seeks only greed and gold.
- The Deep one, who once ruled over decay and age, now plots within darkness to strike at the gods.

These phrases are written at the top of every Obelisk that sits within the room with Fracture, awaiting those that would take them, the trial of their ruler and the challenge that comes with defeating them within their own domain.

Character Creation - Each character would require the following.
- Absolutely 0 Third party, no exceptions to the rule.
- Will not make exceptions. Do not ask.
- Starting Gold is a whopping 185,000 gold.
- Crafters cannot create anything but scrolls and potions with starting gold.
- All Starting gold must be spent.
- No single item purchasable beyond 62,300 gold.
- No Gunslingers or Summoners.
- Characters Will Not Level

Starting stats are up to the players, but generally they're 18,18,16,14,14. The point buy is rather large, but everything else is also susceptible to this point buy. This doesn't include mythic boosts, or path abilities.

If you achieve a stat above 30, no other stay may go above 26. The 30 may still rise.

Starting level is 14, with 6 mythic tiers. Any alignment except chaotic evil is legal, but the rules are as follows:

- Do no harm to those that would take the trials with you.
- Do not return from a Trial until it is complete.

What does everyone think? I'd love to get opinions and questions.


Characters will not level?
During creation or ever?
Are Mythic Tiers not levels?
Some of your potential players may be as unfamiliar with mythic as I am.


As in after 14. Generally with a 4 man party you can comfortably fight everything up to Cr 18, usually, which is the vast majority of the game and I figure it's also right before god-mode kicks in usually.

Characters have had to get to that level, of course, but for the campaign they should focus on their career as a minor deity and the trials they've went through so far to obtain those 6 mythic tiers.

Mythic tiers aren't exactly levels, either, and they're separate from normal class levels.

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