Campaign Setup: The year is 1601 DR, more than 100 years after the fall of Waterdeep. The Mulhorandi Empire has expanded to cover almost the entirety of Faerun, adopting new lands whenever they were besieged by a great evil. From the forests of Cormanthor to the mountains of Thay, nearly all bow to the great Pharaoh Orboros The First and his Council. Nearly.
This story begins in the nation of Impiltur, a once influential kingdom that has wasted away in isolation for centuries. It is a place of righteousness and religious zeal, the sort found in abundance almost nowhere else. Its people despise demons and devils alike, along with everything else that carries the taint of evil. Protected by The Most Holy Order of The Shrike, The Royal Intelligence, and a dedicated militia known as The Warswords, it has remained staunchly independent out of suspicion of The Empire's strange ways.
However, the forces that have protected Impiltur for so long may one day not be enough, as new powers begin to move in. Organized private militaries, bizzare new religions, dangerous new technologies, and radically different (and sometimes violent) cultures either fleeing persecution or seeking opportunity have all infested themselves across the nation. What's worse, a terrible evil hiding deep within Impiltur itself plots and schemes, seeking to destroy all that is good and righteous once and for all.
Will Impiltur manage to survive these new challenges, and the dark plan designed for it? Or will it suffer the same fate so many nations before it have?
Game: D&D 5e
Group Type: Online
DM Experience: Ran 4 Campaigns/Played in about 8 (about two years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 4 - 7 players
Game Style: 70% Roleplay 30% Combat, Complex Worldbuilding and Plot with a very loose railroad, choices matter + affect future campaigns
Platform: Discord and Roll20. (Roll20 is not constantly used, but will likely be needed for larger encounters)
Session Start Time is 2:00 PM EST on Sundays.
Session Length is about 3-4 hours.
The World: I use a slightly modified version of the regular Forgotten Realms world, both for my own convenience, as well as the convenience of anyone building characters. The campaigns are all pretty much homebrew at this point, with the events of the first campaign starting during the events of an altered Lost Mine of Phandelver game, and quickly evolving to be completely detached from any official modules in their original form.
Things worth noting:
*The biggest flaw in the games I run, I think, tends to be balancing. Campaigns I run have been called dark & gritty, (despite that not being my original intent) with a feeling of the odds being dangerously against the players. For context, my second campaign Doom of Ilonduil was a gestalt (two-classes, one character) campaign going up to level 19, and yet there was a very real sense of anxiety among many of the players for most of the game.
The main reason for this is that I setup most overarching threats to be an uphill battle in combat by default. Rather than the CR of the conflict being right at the level of the pcs, it tends to be a bit above, or very much above depending on the circumstances. Of course, part of the balancing issue is that there are edge cases where encounters are either much easier, or much harder than expected, so keep that in mind.
The point of that is quite simple: the more stuff accomplished out of combat, the easier things will be inside combat. There are mysteries to be solved, potential allies to make with their own sidequests, hidden lore which may contain secrets of the world, etc.
The more you know and the more allies you have, the easier you will find fights to be. You cannot learn everything, nor can you help everyone, but doing nothing, or knowing nothing, puts you at a severe disadvantage. Beyond that, I try to run things RAW in most cases, to make the rulings as fair to all sides as possible.
*The world is constantly moving. Just as the party does its own adventures, both individual players and even npcs are likely to be making their own moves behind the scenes. That orc chieftain you let get away might be plotting his revenge, collecting new followers or even rare items before trying to hunt you down. Perhaps the party ranger has been working with a guild of hunters between sessions to try and hunt this chieftain down, causing the ranger, or even party as a whole to become somewhat associated with that guild. Through their actions, the chieftain or the ranger may even draw the attention of another force previously disconnected from the party's antics.
This has manifested in prior games has been through (OPTIONAL) minisessions, smaller sessions handled through text or just shorter voice chats. They basically allow more players to follow leads and pursue personal interests the rest of the party isn't really interested in, or aren't able to join in for. Also, if a person can't make it one week, they can still choose to be active in the game that week through a minisession. One or multiple pcs can be involved in a minisession, and they can impact the main game the same as normal sessions.
*Evil characters, lawful, neutral, or even chaotic, are not technically banned in this campaign. The option, and even temptation to do harm or even turn on the party exist within the campaign. Characters could join the party with ulterior motives, but more often you'll see pcs already in the party offered a short-cut to fulfilling their personal desires, getting personal advantages, or just getting revenge on someone else who had wronged them. (sometimes another pc)
These sorts of deals are not automatically evil, as sometimes neutral or even good entities are forced to deal in the shadows to avoid being noticed by their enemies. Some of the deals offered by forces of evil are not directly harmful to the party's interests, but do at the very least add another potential problem to solve. However, there is always the chance, however slight, that someone in the party is operating against party, without it being known.
A pc actively working against the party can be just as dangerous, if not more so than a bbeg. Unless they seriously screw up at hiding their actions, (treating the other party members like npcs is a good way to do that) they are likely to pull off at least one problematic thing. (Such as delivering a maguffin to a servant of the bbeg, poisoning the drinks of certain pcs, etc) The other players always have a brief window to notice these acts, and prevent them from taking hold, as they're given a number of clues to grab onto before its too late.
Rules of Conduct:
Don't be a dick. In-character, most things are permitted. However, out of character, harassment, bullying, or other such trouble is going to get you banned. I try to be reasonable with that, so everyone gets a fair warning if they're creating issues for others out of game. If this warning is ignored, you can expect the ban soon enough.
Do not show up to the sessions intoxicated or otherwise on the effects of any drugs. Once again, you get one warning.
Hey I was interested in joining this campaign. Got a couple character ideas I would like to see if they're ok, but your discord tag isn't working mine is BloodGodKhorne#1489
Hey Uggubaa, love the sound of the world! I appreciate those extra stipulations as well. I'd love to join up if it's still available. Just like the others I don't think the discord link is working. Mine is cobaltfox_ I have a few ideas for characters but would love to go over them with you!
DM Looking for 5e Players
Campaign Setup: The year is 1601 DR, more than 100 years after the fall of Waterdeep. The Mulhorandi Empire has expanded to cover almost the entirety of Faerun, adopting new lands whenever they were besieged by a great evil. From the forests of Cormanthor to the mountains of Thay, nearly all bow to the great Pharaoh Orboros The First and his Council. Nearly.
This story begins in the nation of Impiltur, a once influential kingdom that has wasted away in isolation for centuries. It is a place of righteousness and religious zeal, the sort found in abundance almost nowhere else. Its people despise demons and devils alike, along with everything else that carries the taint of evil. Protected by The Most Holy Order of The Shrike, The Royal Intelligence, and a dedicated militia known as The Warswords, it has remained staunchly independent out of suspicion of The Empire's strange ways.
However, the forces that have protected Impiltur for so long may one day not be enough, as new powers begin to move in. Organized private militaries, bizzare new religions, dangerous new technologies, and radically different (and sometimes violent) cultures either fleeing persecution or seeking opportunity have all infested themselves across the nation. What's worse, a terrible evil hiding deep within Impiltur itself plots and schemes, seeking to destroy all that is good and righteous once and for all.
Will Impiltur manage to survive these new challenges, and the dark plan designed for it? Or will it suffer the same fate so many nations before it have?
Game: D&D 5e
Group Type: Online
DM Experience: Ran 4 Campaigns/Played in about 8 (about two years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 4 - 7 players
Game Style: 70% Roleplay 30% Combat, Complex Worldbuilding and Plot with a very loose railroad, choices matter + affect future campaigns
Platform: Discord and Roll20. (Roll20 is not constantly used, but will likely be needed for larger encounters)
Session Start Time is 2:00 PM EST on Sundays.
Session Length is about 3-4 hours.
The World: I use a slightly modified version of the regular Forgotten Realms world, both for my own convenience, as well as the convenience of anyone building characters. The campaigns are all pretty much homebrew at this point, with the events of the first campaign starting during the events of an altered Lost Mine of Phandelver game, and quickly evolving to be completely detached from any official modules in their original form.
Things worth noting:
*The biggest flaw in the games I run, I think, tends to be balancing. Campaigns I run have been called dark & gritty, (despite that not being my original intent) with a feeling of the odds being dangerously against the players. For context, my second campaign Doom of Ilonduil was a gestalt (two-classes, one character) campaign going up to level 19, and yet there was a very real sense of anxiety among many of the players for most of the game.
The main reason for this is that I setup most overarching threats to be an uphill battle in combat by default. Rather than the CR of the conflict being right at the level of the pcs, it tends to be a bit above, or very much above depending on the circumstances. Of course, part of the balancing issue is that there are edge cases where encounters are either much easier, or much harder than expected, so keep that in mind.
The point of that is quite simple: the more stuff accomplished out of combat, the easier things will be inside combat. There are mysteries to be solved, potential allies to make with their own sidequests, hidden lore which may contain secrets of the world, etc.
The more you know and the more allies you have, the easier you will find fights to be. You cannot learn everything, nor can you help everyone, but doing nothing, or knowing nothing, puts you at a severe disadvantage. Beyond that, I try to run things RAW in most cases, to make the rulings as fair to all sides as possible.
*The world is constantly moving. Just as the party does its own adventures, both individual players and even npcs are likely to be making their own moves behind the scenes. That orc chieftain you let get away might be plotting his revenge, collecting new followers or even rare items before trying to hunt you down. Perhaps the party ranger has been working with a guild of hunters between sessions to try and hunt this chieftain down, causing the ranger, or even party as a whole to become somewhat associated with that guild. Through their actions, the chieftain or the ranger may even draw the attention of another force previously disconnected from the party's antics.
This has manifested in prior games has been through (OPTIONAL) minisessions, smaller sessions handled through text or just shorter voice chats. They basically allow more players to follow leads and pursue personal interests the rest of the party isn't really interested in, or aren't able to join in for. Also, if a person can't make it one week, they can still choose to be active in the game that week through a minisession. One or multiple pcs can be involved in a minisession, and they can impact the main game the same as normal sessions.
*Evil characters, lawful, neutral, or even chaotic, are not technically banned in this campaign. The option, and even temptation to do harm or even turn on the party exist within the campaign. Characters could join the party with ulterior motives, but more often you'll see pcs already in the party offered a short-cut to fulfilling their personal desires, getting personal advantages, or just getting revenge on someone else who had wronged them. (sometimes another pc)
These sorts of deals are not automatically evil, as sometimes neutral or even good entities are forced to deal in the shadows to avoid being noticed by their enemies. Some of the deals offered by forces of evil are not directly harmful to the party's interests, but do at the very least add another potential problem to solve. However, there is always the chance, however slight, that someone in the party is operating against party, without it being known.
A pc actively working against the party can be just as dangerous, if not more so than a bbeg. Unless they seriously screw up at hiding their actions, (treating the other party members like npcs is a good way to do that) they are likely to pull off at least one problematic thing. (Such as delivering a maguffin to a servant of the bbeg, poisoning the drinks of certain pcs, etc) The other players always have a brief window to notice these acts, and prevent them from taking hold, as they're given a number of clues to grab onto before its too late.
Rules of Conduct:
Discord Username: Noahbaa#0431
Can I join?
Hey I was interested in joining this campaign. Got a couple character ideas I would like to see if they're ok, but your discord tag isn't working mine is BloodGodKhorne#1489
Would love to join, your discord tag doesnt work so here is mine Xaler#0497
your discord isnt working here is mine redguard463
Hey Uggubaa, love the sound of the world! I appreciate those extra stipulations as well.
I'd love to join up if it's still available. Just like the others I don't think the discord link is working. Mine is cobaltfox_
I have a few ideas for characters but would love to go over them with you!
Thanks for reading, cheers!
Sorry for the mess up, forgot to capitalize the N in Noahbaa. Should work now.
Sent an fr!