Game: D&D 5e Group type: Online Experience: a few years Location/Timezone: US Central Timezone Schedule: alternating Fridays, Saturdays, or Sundays afternoons or evenings Roles sought: Players (prefferably 5) Game style: Roleplay/Combat Centric, nautical fantasy adventure (see below), Casual game.
Prelude to Varzia: a Marithor Campaign (Introduction)
Marithor is a homebrew world I created over the course of a year or so. It is a burgeoning fantasy world on the cusp of magical tech.
Marithor campaigns normally center around a central sea and the nearby regions, each divided into city states which are predominantly inhabited by a variety or races, each with their own culture. Several of the races from the PHB and D&D in general do not exist here (i.e. Drow, Golitaths, Dwarves, Gnomes, Halflings etc) but are replaced by a number of homebrew races like the stoic Skarn, the freedom loving Rilkans, and the quirky techy Rask.
Race and Class Options and Information
SPOTLIGHT races include the following: Yuan-ti Purebloods, Elves (specifically Wood, Wild, Spring Eladrin, Half Elves, and Sea Elves), Krosians (use Fey Hobgoblin statistics but are otherwise considered elves), Sirens (as they appear in MTG’s Planeshift Ixalan), Tieflings (variants included), Humans (variants included), Merfolk (as they appear in MTG’s Planeshift Ixalan), Tortles, Nagas (as they appear in MTG’s Planeshift Amonkhet), Aasimar, Goblins (including the MTG Planeshift variants [henceforth known as red and blue goblins]), Kobolds, Awakened Skeletons (using the Reborn statistics in VanRichtens Guide to Ravenloft), and Lizardfolk
HOMEBREW races include the Rilkan (as they appeared in D&D 3.5 Magic of Incarnum), Shifter (specifically of a homebrew ware-rat heritage), Khalezon (a race of fire attuned half-reptile folks from a burning desert), Leshy (plant people magically grown from vines, initially from an enchanted forest), Gnolls (Hyena folk, using the NPC racial stats from the DMG), Rask (rabbit-reptiles who tinker with things similar to Rock Gnomes), and Skarn (as they appear in D&D 3.5 Magic of Incarnum)
CLASSES: All of the classes (save 4) are available for use in my campaign, this includes the mystic, and several playtest classes. The expetions to the rule are City Clerics, Ghost of the Machine Warlocks, Technomancy Wizards, and Druids of Technology. The in game world is not advanced enough for these classes to exist let alone be common. BEYOND THAT, various classes have cultural connotations or are region specific (such as certain wizard schools). I would ask new players to speak with me about their character ideas before they make characters so we can work together to create a character the player both loves and wants to play and also fits into the world and culture.
SPELLCASTING works on the Spell Point System found in the Dungeon Masters Guide in world referred to as mana, and the gods of this world are somewhat homebrew (with a significant amount of inspiration drawn from MTG). Clerics work slightly differently (although this is optional) in that they spend their formative years learning of their faith’s doctrines (as a paladin or wizard would). As a result Clerics will typically cast spells that would readily be known by their faith but can “unlock” other spells by encountering them similar to how Wizards can by finding them in spellbooks.
Conjuration spells that summon creatures don’t work well on Marithor. Creatures summon to this plane of existence cannot readily return home unless they can plane shift. Though creatures summon to a location from elsewhere on the plane can be sent back whence they came. Beyond actively planeshifting, creatures brought to Marithor from other worlds can still be Banished (and some will even actively fail saving throws just to return after the fact) though they may become hostile once their terms of service are over.
Magic items are not particularly common on Marithor and players will have to roll for their starting gold (for the characters they generate, NPC characters will start with a randomly generated amount of gold using treasure tables based on the base creatures CR). Firearms are legal items, but require feats to use.
Campaign Infromation
Now, on to the specifics of the Campaign in question: The actual campaign, I hope, will occur over a series of acts. The first act will see players playing NPC characters (with NPC levels as Tasha’s Cauldron of Everything). I hope for players to select from a number of available monsters stat blocks to begin the game. At the same time I would like players to also make characters at 3 level, revealing them to me but keeping them secret from other players.
The Main theme is to be fantasy adventure, and the plan is to have a number of acts over which the main campaigns will take place
The First Act (prologue) will focus on bringing players together and defining a common goal. I plan to have the party go on a few minor quests (featuring the Beneath the Keep module from Fifth Edition Fantasy and Goodman Games)
BEYOND the first act the primary campaign is nautical themed campaign (with great amounts of time spent on board a ship). The players will, hopefully, be hired to join an expeditionary fleet to sail beyond the known edges of the sea in search of a new continent far to the east to settle and explore. However, there will be intrigue, as several of the expeditionary ships carry a significant amount of cannons and powder, and mysterious powers seem to be pulling the strings of the entire operation from well behind the scenes. Is this really just an expedition in to the unknown, even that would be challenging enough, or is there some other reason these ships are sailing into uncharted waters.
There will be several named NPCs (though no "DMPC" characters) as there were in the Dead in Thay module. They will have roles in this story as much as the players due but the story will mostly focus on the players and their actions and choices. It also means that actions taken by the players WILL HAVE CONSEQUENCES under certain circumstances. Information will be provided to players at times through the manner of "Cutscenes" whereby certain things will be revealed to the players through the eyes of other NPCs in the campaign.
Timeslot, Openings, and Server Information
I hope to run the game in the afternoon or evenings of alternating weekends (Friday, Saturday, or Sunday depending on which is best of the player group), I am looking for 5 dedicated players.
I am hoping to run the game online on my discord server; Tyrian Goblin Online, although is other platforms work better (including D&DB) I'm not above moving to a better platform to maximize the gaming experience for the players.
Questions?
Any questions about the campaign or it's contents are welcome if interested. If the information is something I can divulge I will be glad to answer.
I'm interested, I can do late afternoons to early evenings for Fridays and Saturdays. My only question is if this will be held over voice chat, since I'm not too comfortable with using it, or if it'll be purely text-based?
I know you've gotten a lot of replies already, but if you're still looking for people, I'd be interested in giving it a try! Sunday isn't really doable for me, but I'm free either Friday after 6pm CST or Saturday anytime, really. My Discord is Lubillious#4504. Hope to hear from you!
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Game: D&D 5e
Group type: Online
Experience: a few years
Location/Timezone: US Central Timezone
Schedule: alternating Fridays, Saturdays, or Sundays afternoons or evenings
Roles sought: Players (prefferably 5)
Game style: Roleplay/Combat Centric, nautical fantasy adventure (see below), Casual game.
Prelude to Varzia: a Marithor Campaign (Introduction)
Marithor is a homebrew world I created over the course of a year or so. It is a burgeoning fantasy world on the cusp of magical tech.
Marithor campaigns normally center around a central sea and the nearby regions, each divided into city states which are predominantly inhabited by a variety or races, each with their own culture. Several of the races from the PHB and D&D in general do not exist here (i.e. Drow, Golitaths, Dwarves, Gnomes, Halflings etc) but are replaced by a number of homebrew races like the stoic Skarn, the freedom loving Rilkans, and the quirky techy Rask.
Race and Class Options and Information
SPOTLIGHT races include the following: Yuan-ti Purebloods, Elves (specifically Wood, Wild, Spring Eladrin, Half Elves, and Sea Elves), Krosians (use Fey Hobgoblin statistics but are otherwise considered elves), Sirens (as they appear in MTG’s Planeshift Ixalan), Tieflings (variants included), Humans (variants included), Merfolk (as they appear in MTG’s Planeshift Ixalan), Tortles, Nagas (as they appear in MTG’s Planeshift Amonkhet), Aasimar, Goblins (including the MTG Planeshift variants [henceforth known as red and blue goblins]), Kobolds, Awakened Skeletons (using the Reborn statistics in VanRichtens Guide to Ravenloft), and Lizardfolk
HOMEBREW races include the Rilkan (as they appeared in D&D 3.5 Magic of Incarnum), Shifter (specifically of a homebrew ware-rat heritage), Khalezon (a race of fire attuned half-reptile folks from a burning desert), Leshy (plant people magically grown from vines, initially from an enchanted forest), Gnolls (Hyena folk, using the NPC racial stats from the DMG), Rask (rabbit-reptiles who tinker with things similar to Rock Gnomes), and Skarn (as they appear in D&D 3.5 Magic of Incarnum)
CLASSES: All of the classes (save 4) are available for use in my campaign, this includes the mystic, and several playtest classes. The expetions to the rule are City Clerics, Ghost of the Machine Warlocks, Technomancy Wizards, and Druids of Technology. The in game world is not advanced enough for these classes to exist let alone be common. BEYOND THAT, various classes have cultural connotations or are region specific (such as certain wizard schools). I would ask new players to speak with me about their character ideas before they make characters so we can work together to create a character the player both loves and wants to play and also fits into the world and culture.
SPELLCASTING works on the Spell Point System found in the Dungeon Masters Guide in world referred to as mana, and the gods of this world are somewhat homebrew (with a significant amount of inspiration drawn from MTG). Clerics work slightly differently (although this is optional) in that they spend their formative years learning of their faith’s doctrines (as a paladin or wizard would). As a result Clerics will typically cast spells that would readily be known by their faith but can “unlock” other spells by encountering them similar to how Wizards can by finding them in spellbooks.
Conjuration spells that summon creatures don’t work well on Marithor. Creatures summon to this plane of existence cannot readily return home unless they can plane shift. Though creatures summon to a location from elsewhere on the plane can be sent back whence they came. Beyond actively planeshifting, creatures brought to Marithor from other worlds can still be Banished (and some will even actively fail saving throws just to return after the fact) though they may become hostile once their terms of service are over.
Magic items are not particularly common on Marithor and players will have to roll for their starting gold (for the characters they generate, NPC characters will start with a randomly generated amount of gold using treasure tables based on the base creatures CR). Firearms are legal items, but require feats to use.
Campaign Infromation
Now, on to the specifics of the Campaign in question: The actual campaign, I hope, will occur over a series of acts. The first act will see players playing NPC characters (with NPC levels as Tasha’s Cauldron of Everything). I hope for players to select from a number of available monsters stat blocks to begin the game. At the same time I would like players to also make characters at 3 level, revealing them to me but keeping them secret from other players.
The Main theme is to be fantasy adventure, and the plan is to have a number of acts over which the main campaigns will take place
The First Act (prologue) will focus on bringing players together and defining a common goal. I plan to have the party go on a few minor quests (featuring the Beneath the Keep module from Fifth Edition Fantasy and Goodman Games)
BEYOND the first act the primary campaign is nautical themed campaign (with great amounts of time spent on board a ship). The players will, hopefully, be hired to join an expeditionary fleet to sail beyond the known edges of the sea in search of a new continent far to the east to settle and explore. However, there will be intrigue, as several of the expeditionary ships carry a significant amount of cannons and powder, and mysterious powers seem to be pulling the strings of the entire operation from well behind the scenes. Is this really just an expedition in to the unknown, even that would be challenging enough, or is there some other reason these ships are sailing into uncharted waters.
There will be several named NPCs (though no "DMPC" characters) as there were in the Dead in Thay module. They will have roles in this story as much as the players due but the story will mostly focus on the players and their actions and choices. It also means that actions taken by the players WILL HAVE CONSEQUENCES under certain circumstances. Information will be provided to players at times through the manner of "Cutscenes" whereby certain things will be revealed to the players through the eyes of other NPCs in the campaign.
Timeslot, Openings, and Server Information
I hope to run the game in the afternoon or evenings of alternating weekends (Friday, Saturday, or Sunday depending on which is best of the player group), I am looking for 5 dedicated players.
I am hoping to run the game online on my discord server; Tyrian Goblin Online, although is other platforms work better (including D&DB) I'm not above moving to a better platform to maximize the gaming experience for the players.
Questions?
Any questions about the campaign or it's contents are welcome if interested. If the information is something I can divulge I will be glad to answer.
I would be interested, I can do friday and Saturdays up till around 6:00 Mountain Time, and Sundays any time that works for you. Discord is
Henry the 8th#1616
I'm interested, I can do any day but thursday and any time in the afternoon . I'm EST my discord is Athrawe#3156
Im interested, I can do weekends
I'm interested, I can do late afternoons to early evenings for Fridays and Saturdays. My only question is if this will be held over voice chat, since I'm not too comfortable with using it, or if it'll be purely text-based?
GMT+8 timezone
I am interested as well, I can do Fridays or Sundays. My discord name is Corn#2000 feel free to add me and we can talk.
I’m interested. I can do Fridays and Saturdays!
Interested I can do all three days, if Friday just after 6pm PST
I know you've gotten a lot of replies already, but if you're still looking for people, I'd be interested in giving it a try! Sunday isn't really doable for me, but I'm free either Friday after 6pm CST or Saturday anytime, really. My Discord is Lubillious#4504. Hope to hear from you!