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City of Mind – Level 1-20 Campaign Outline

by Marius on May 4, 2024
Art generated by DALL-E using the prompt, »A-digital-fantasy-artwork-depicting-the-City-of-Mind«

I played ICARUS again! And the game was, again, incredibly inspiring. So, I came up with a level 1-20 D&D campaign outline based on the events of the game. I previously made one of these outlines based on another ICARUS session I played. You can read that here: The Extinction of Icarus – A Level 1-20 D&D Campaign Outline.

In today’s level 1-20 campaign outline, you will find an advanced city state in the apocalyptic future of a medieval fantasy world, an elder brain controlling the city, enhanced super soldiers, and political division, inequality and strife that eventually lead to the downfall of the City of Mind.

Theme and Elevator Pitch – City of Mind

Central Theme: In a distant pre-apocalyptic future of a medieval fantasy world akin to D&D’s Forgotten Realms, a super-advanced city hovers above the ground, ruled by an enigmatic elder brain that functions as a super-intelligent AI. This elder brain controls everything from interplanar diplomacy to the creation of powerful super soldiers. Below, simply called the »Ground,« the lower class toils endlessly to produce energy for the floating city. Meanwhile, the upper class lives lives of luxury and privilege, cautiously looking away from the suffering below. A strong centralized religion, called the Holocenox, has built up around the elder brain. Its priests and bureaucrats shape the beliefs and practices of the city’s inhabitants.

Campaign Elevator Pitch: Embark on a journey into a future forged from the remnants of a medieval fantasy world. Watch magic and technology collide! Will you fight to overthrow the oppressive regime and usher in a new era of freedom? Or succumb to the allure of power and privilege in the floating city above?

Six Truths of the Campaign

The following things are true and known about the City of Mind at the beginning of the campaign:

  1. The Divide: The stark division between the upper and lower classes shapes every aspect of life in the city. Those in Icarus above live in opulence, while those on the Ground struggle to survive.
  2. The Holocenox Rules: At the helm of Icarus, a mysterious and elusive authority silently orchestrates the city’s affairs. This entity is shrouded in secrecy and whispered rumors. Revered by devout followers of the Holocenox, the enigmatic figure wields unparalleled influence. But its true nature and identity remain obscured from the prying eyes of the populace
  3. Interplanar Diplomacy: The fate of the city is intertwined with its relations with other planes of existence. Diplomatic tensions, alliances, and betrayals play a crucial role in shaping events and determining the city’s place in the multiverse.
  4. The Quota of Criminals: The creation of super soldiers is fueled by a quota of criminals, condemned to serve as unwilling subjects for experimental enhancements. The morality of this practice is a source of contention and conflict. Ethical dilemmas arise from the use of criminals as expendable resources.
  5. The Planar Nexus: Towering at the city’s epicenter, the colossal antenna acts as a conduit for interplanar travel and communication. It serves as a gateway to distant realms and facilitating contact across the planes. Maintained by the Holocenox church, it is rumored to have more hidden functions central to the Holocenox’s grip on power.
  6. The Rebellion: Resistance against the oppressive regime is growing, fueled by the suffering of the lower class and the desire for freedom. Characters may choose to join the rebellion, or carve out your own path in this turbulent world. Either way, they’ll have to navigate the complex web of alliances, betrayals, and power struggles that define the city’s politics.

Three Factions in the City of Mind:

These three factions shape events throughout the campaign:

  1. The Holocenox’s Grip: Within the super-advanced city, the Holocenox stands as the religious arm of the elder brain’s dominion, aiming to perpetuate control over both the city and its populace. Its grim portents manifest in escalating surveillance, ruthless suppression of dissent, and the eradication of any threat to its authority. Through fear and reverence, it enforces strict obedience and conformity upon the citizens, solidifying the elder brain’s rule.
  2. Ambassador Renulda’s Machinations: Amidst the machinations of the elder brain’s dominion, Ambassador Renulda of House Everhold emerges as a formidable adversary. A relic of old aristocracy, sustained by magic and decadence, Renulda leverages her position to advance the city’s influence across planes. Facilitating the trade of super soldiers as interplanar mercenaries, controlled by the city’s powerful antenna, she orchestrates diplomatic maneuvers to expand her power and profit. Her cunning diplomacy and subterfuge pose a dire challenge to the rebellion’s aspirations, threatening to entrench the oppressive regime’s hold even further.
  3. The Rebellion’s Struggle: In the heart of the super-advanced city, a rebellion quietly simmers, driven by disparate grievances and shared aspirations for change. Far from a unified front, it represents a tangled web of motivations and ideologies, navigating a delicate balance between hope and uncertainty. As it seeks to challenge the oppressive regime, the Rebellion grapples with the complexities of forging alliances, managing dissent, and evading the watchful eye of the ruling elder brain. Its path forward is fraught with obstacles and challenges, requiring both courage and pragmatism to navigate the treacherous waters of resistance.

Campaign Outline: Tier 1 – 4

The campaign can be loosely structured into the four tiers of play. For each tier, I only provide brief inspiration for events that might shape play in these levels, potential adventure locations, and potential monsters.

Levels 1-4: The Awakening Rebellion

  • The players are introduced to the super-advanced city and its oppressive regime under the control of the elder brain and its religious arm, the Holocenox. They witness escalating tension among the lower class on the Ground, as Lady Renulda’s brutal methods maintain control.
  • Adventure Locations: The Lower Levels of the City, The Resistance Hideout
  • Potential Monsters: Security Drones, Enforcers, monstrosities in the dirt of the Ground

Levels 5-10: The Rise of Resistance

  • Lady Renulda cracks down on protests, unleashing super soldiers, resulting in a shocking massacre. The players uncover connections between the super soldiers and the elder brain, delving into the city’s underbelly to prepare for larger-scale confrontations.
  • Adventure Locations: The Upper Levels of the City, The Factory District
  • Potential Monsters: Super soldiers, security mechs, minor thralls of the elder brain

Levels 11-16: The Battle for Freedom

  • The players confront Lady Renulda and her forces in a climactic showdown, aided by a city watch officer who retains control over his mind. The Holocenox grants Lady Renulda and the church mind control over the city, leading to a desperate race against time to prevent total domination.
  • Adventure Locations: The Antenna Tower, The Nexus Chamber
  • Potential Monsters: Elder brain thralls, elder brain, priest warriors, super soldiers

Levels 17-20: The Fall of the City

  • The antenna collapses, severing the elder brain’s control, plunging the city into chaos. The players navigate the crumbling cityscape, facing remnants of Lady Renulda’s forces and the elder brain’s influence. In a final confrontation with Renulda herself, they witness the city’s collapse, trying to save as many citizens as possible.
  • Adventure Locations: The Shattered City, The Abyssal Void
  • Potential Monsters: Renulda herself (mind-controlling archmage), eldritch horrors, apex super soldiers

Level 1-20 in a single city?

Yes, the level 1-20 campaign outline above assumes the characters stay in the City of Mind for 20 levels of play. However, we can spice things up by running adventures in other advanced cities. Perhaps even on other planets or other planes of existence. In a super-advanced fantasy world, portals to other planes and gateways to other planetary objects are fairly commonplace. Trade, diplomacy and warfare is conducted through these pathways.

Therefore, we can fill each tier with adventures that spotlight more of the futuristic-fantastic world the City of Mind is set in.

Let this campaign outline inspire you: for NPCs and/or villains for your own campaign, for a sci-fi D&D one-shot or even for a whole campaign set in the City of Mind or a similar setting.

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