Game: D&D 5e 2014 Group type: Online, Play-by-post (Discord) Experience: Any Location/Timezone: n/a Schedule: n/a Roles sought: Player (1 or 2) Game style: I'm looking for a couple of players for a homebrew game - more info below. The party (Starting level 3) currently consists of a halfling druid, a human rune knight and a human monk, so people wanting to play less fighty characters would be welcome! I am very happy with complete beginners, but you do need to be over 18 years old. The game will be gritty, relatively low magic (see info below) and with a good mix of combat, rp and problems to solve. Ideally, you are in it to tell a good story together.
Campaign setting: In the time of the ancestors, the world was a paradise. Arriving from a distant star, they created a utopia. Work was indistinguishable from play, and their science was as magic. Cities grew like coral, every child was hale and handsome. Every plant hung heavy with exquisite fruits and the waters were as the elixir of life itself.
No one knows exactly what caused their downfall. Some say the very Sun itself warped and spurted. Some say boredom caused them to seek entertainment from increasingly bold experiments and technologies. Perhaps they meddled with the very fabric of life, interfered with the forces of nature itself in search of titillation? Some say invaders from elsewhere came and jealously poisoned what they could not possess themselves.
Whatever the cause, species began to morph in impossible ways. Plagues swept the inhabitants that even their most powerful physick could not halt. The tides and weather became erratic: crops failed entirely or became something else. The earth shuddered and shifted, and the shapes of the continents became unfamiliar and inconstant. The air became restless, thicker here, thinner there. Sea levels rose and fell as ice melted and then refroze.
Some fled back into space, to the third planet or out of the system entirely, using the craft that had floated dormant around the world against such a need.
Some fled underground to avoid the storms and harsh flares of the sun. Over time they became shorter to fit in the tunnels, broader to cope with the toil of hewing the restless rock to create chambers for the fungi that would sustain them. Their eyes adapted to the shadows and could sense the heat of warm bodies. Their minds became keen at using and fixing the machines that pumped air and water that kept their dark homes alive.
Some took refuge in the vast, changed forests. Food was scarce here, and they adapted to hibernate in times of famine, which extended their lifespans greatly. They became lithe and nimble to hunt the new creatures of the undergrowth and to climb the great trunks. Their ears elongated, the better to hear the approach of prey - and predators - in the crowded environment where vision was limited. They learned to live in harmony with their surroundings, moving constantly to avoid over-stretching the fragile ecologies they moved through.
Some squatted in the dark remains of the cities, sifting through the wreckage and using the technology that seemed more and more opaque with each uneducated generation. These people changed the least, so they fancied, but are a pale shadow of the ancestors.
Others found even less favourable environments to weather the changes. Some found themselves melded with beasts or plants and thrived, but only of at the expense of the less fortunate. They became cruel and twisted hunters who took what they needed through main force.
For the past hundred years, the elements have been stable. Some believe that new arrivals from the home world of the ancestors came to fix the folly before them, unseen by the dwellers on the surface. Others heed the tales of the four great dragons - Fire, Air, Earth, and Water - that roil in the depths of the world, their endless battle an equal match that keeps the flux in check.
The elves, dwarves, humans and other races have slowly prospered and have ventured out of their territories for the first time in thousands of years. Bountiful harvests have allowed expansion, building and pathfinding on the main continent. For the first time in memory, people have some time to think, create and play rather than fight to survive. As the borders of new countries begin to encroach on one another, cities have been founded on trade. Here you may see the races mingle. Some of the more adventurous feel the need to explore beyond the horizon in the new ships that are being built. Tales of strange places, strange lands, vast treasures and bizarre people from beyond the sea fill the seaside towns and the minds of those who have questions.
The country where the action takes place is essentially a military dictatorship (think Rome under Julius Caesar). Most people are humans, dwarves or halflings. Elves were on the losing side of a recent war, so there is some stigma attached to being an elf or half-elf. Gnomes are mostly very elusive forest ones. Any magic users from there have almost certainly been drafted or have had to hide their abilities. Goliaths and half-orcs would have served as shock troops. If you are not a native, there is likely some suspicion/discrimination against you. However, in the last year or so, an ongoing war in the west has drawn a lot of the military away, leaving room for entrepreneurs like adventurers from all over to take advantage, especially in a frontier town where our adventure begins.
Thanks for reading and I look forward to hearing from you.
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Game: D&D 5e 2014
Group type: Online, Play-by-post (Discord)
Experience: Any
Location/Timezone: n/a
Schedule: n/a
Roles sought: Player (1 or 2)
Game style:
I'm looking for a couple of players for a homebrew game - more info below. The party (Starting level 3) currently consists of a halfling druid, a human rune knight and a human monk, so people wanting to play less fighty characters would be welcome! I am very happy with complete beginners, but you do need to be over 18 years old. The game will be gritty, relatively low magic (see info below) and with a good mix of combat, rp and problems to solve. Ideally, you are in it to tell a good story together.
Campaign setting:
In the time of the ancestors, the world was a paradise. Arriving from a distant star, they created a utopia. Work was indistinguishable from play, and their science was as magic. Cities grew like coral, every child was hale and handsome. Every plant hung heavy with exquisite fruits and the waters were as the elixir of life itself.
No one knows exactly what caused their downfall. Some say the very Sun itself warped and spurted. Some say boredom caused them to seek entertainment from increasingly bold experiments and technologies. Perhaps they meddled with the very fabric of life, interfered with the forces of nature itself in search of titillation? Some say invaders from elsewhere came and jealously poisoned what they could not possess themselves.
Whatever the cause, species began to morph in impossible ways. Plagues swept the inhabitants that even their most powerful physick could not halt. The tides and weather became erratic: crops failed entirely or became something else. The earth shuddered and shifted, and the shapes of the continents became unfamiliar and inconstant. The air became restless, thicker here, thinner there. Sea levels rose and fell as ice melted and then refroze.
Some fled back into space, to the third planet or out of the system entirely, using the craft that had floated dormant around the world against such a need.
Some fled underground to avoid the storms and harsh flares of the sun. Over time they became shorter to fit in the tunnels, broader to cope with the toil of hewing the restless rock to create chambers for the fungi that would sustain them. Their eyes adapted to the shadows and could sense the heat of warm bodies. Their minds became keen at using and fixing the machines that pumped air and water that kept their dark homes alive.
Some took refuge in the vast, changed forests. Food was scarce here, and they adapted to hibernate in times of famine, which extended their lifespans greatly. They became lithe and nimble to hunt the new creatures of the undergrowth and to climb the great trunks. Their ears elongated, the better to hear the approach of prey - and predators - in the crowded environment where vision was limited. They learned to live in harmony with their surroundings, moving constantly to avoid over-stretching the fragile ecologies they moved through.
Some squatted in the dark remains of the cities, sifting through the wreckage and using the technology that seemed more and more opaque with each uneducated generation. These people changed the least, so they fancied, but are a pale shadow of the ancestors.
Others found even less favourable environments to weather the changes. Some found themselves melded with beasts or plants and thrived, but only of at the expense of the less fortunate. They became cruel and twisted hunters who took what they needed through main force.
For the past hundred years, the elements have been stable. Some believe that new arrivals from the home world of the ancestors came to fix the folly before them, unseen by the dwellers on the surface. Others heed the tales of the four great dragons - Fire, Air, Earth, and Water - that roil in the depths of the world, their endless battle an equal match that keeps the flux in check.
The elves, dwarves, humans and other races have slowly prospered and have ventured out of their territories for the first time in thousands of years. Bountiful harvests have allowed expansion, building and pathfinding on the main continent. For the first time in memory, people have some time to think, create and play rather than fight to survive. As the borders of new countries begin to encroach on one another, cities have been founded on trade. Here you may see the races mingle. Some of the more adventurous feel the need to explore beyond the horizon in the new ships that are being built. Tales of strange places, strange lands, vast treasures and bizarre people from beyond the sea fill the seaside towns and the minds of those who have questions.
The country where the action takes place is essentially a military dictatorship (think Rome under Julius Caesar). Most people are humans, dwarves or halflings. Elves were on the losing side of a recent war, so there is some stigma attached to being an elf or half-elf. Gnomes are mostly very elusive forest ones. Any magic users from there have almost certainly been drafted or have had to hide their abilities. Goliaths and half-orcs would have served as shock troops.
If you are not a native, there is likely some suspicion/discrimination against you.
However, in the last year or so, an ongoing war in the west has drawn a lot of the military away, leaving room for entrepreneurs like adventurers from all over to take advantage, especially in a frontier town where our adventure begins.
Thanks for reading and I look forward to hearing from you.