Weekly game looking for dedicated & involved player!
When: Saturday 17:00 GMT+O TIme will be adjusted according to European Daylight Savings Time to accommodate players
Duration: 4-5 hours
Style of play: Clans of Azur'Haran is a heavily homebrewed 5e (2014) game, the combat is hard and difficult and involves mechanics, and RP and getting involved in the world and its lore is very important. Additionally RP is important and interacting with the world and all in it is heavily encouraged, be it talking with NPC's exploring areas, and memorizing information you learn or taking good notes. The ideal player will enjoy both combat and RP, love lore and diving into the world and learning about it.
The world is homebrewed, all of the monsters are homebrewed, and both monsters and players are stronger than regular 5e, with plenty of custom homebrewed loot to balance things around. There is a lot of effort put into homebrewing for all the characters and including their backstory in the game, so the difficulty is aimed to challenge, not to grind through players/PCs.
The campaign is fully homebrewed using D&D 5e rules as a baseline - most people play custom classes or subclasses, and the enemies and most of the items are also custom made. If you do not like homebrew, big numbers, difficult combat, powerful abilities AND powerful enemies, this game is not for you. If you want to play something standard class & race-wise, items and other balancing will be done to accommodate it - all official WOTC 5E content allowed.
The combat is difficult and mechanically heavy, with an aim to feel like a Dark Souls combat where winning is hard earned but satisfying. However, that does NOT mean the campaign is a meat grinder. Death is meaningful and returning often comes at a price, but the aim is not to permakill PCs on purpose.
Roleplaying is done both in session, and between sessions via text (pc to pc, pc to npc).
Roleplaying is realistic - actions have consequences, decisions matter, and the world changes as you act within it; the world also moves on even if you do nothing. Azur'Haran is alive. Beginners and experienced players are both very welcome!
We use Discord for Voice and Roll20 for the Battlemaps
Main premise:Azur'Haran is a large continent inhabited by clans who worship spirits called the Azur. These spirits are the closest thing the natives have to gods, though they are physical beings, creatures that wander the earth the same as a mortal. The clans often fought among each other over territory, beliefs, or to win the favor of their Azur, until a great empire from overseas descended on the land.
The Velym Empire was led by its leader Velymtide, a mighty golden dragon who had ascended to godhood, and who has a deep hatred of other gods and magic. She rapidly expanded her empire, conquering everything she came across until she reached Azur'Haran, war waged for 30 years and the empire took control of 1/3rd of the continent. One day Velymtide disappeared and the empire retreated, building a wall to shield the territory it had conquered, and the remaining clans, exhausted and diminished of number didnt have the strength to continue fighting so an uneasy peace fell over Azur'Haran. That was until now.
120 years after the empire built its wall, the clans came to meet at the sacred Azur'Treane, the leaders coming to speak, make offerings to the Azur, hear advice from their most ancient and powerful shamans. Except one clan betrayed the rest and broke the sacred rules of the meet, attacked the other clans by calling forth a mysterious white fire to burn the tree. That clan's leader demanded the clans follow him into war against the Velym empire.
A few people managed to escape the slaughter at the Azur'Treane and find unlikely allies along the way, and after hearing of a mysterious prophecy, now seek to save the land of Azur'Haran.
The campaign is ongoing and the party is currently level 5
If interested please messege me here or on Discord at Zylithe
Weekly game looking for dedicated & involved player!
When: Saturday 17:00 GMT+O TIme will be adjusted according to European Daylight Savings Time to accommodate players
Duration: 4-5 hours
Style of play: Clans of Azur'Haran is a heavily homebrewed 5e (2014) game, the combat is hard and difficult and involves mechanics, and RP and getting involved in the world and its lore is very important. Additionally RP is important and interacting with the world and all in it is heavily encouraged, be it talking with NPC's exploring areas, and memorizing information you learn or taking good notes. The ideal player will enjoy both combat and RP, love lore and diving into the world and learning about it.
The world is homebrewed, all of the monsters are homebrewed, and both monsters and players are stronger than regular 5e, with plenty of custom homebrewed loot to balance things around. There is a lot of effort put into homebrewing for all the characters and including their backstory in the game, so the difficulty is aimed to challenge, not to grind through players/PCs.
The campaign is fully homebrewed using D&D 5e rules as a baseline - most people play custom classes or subclasses, and the enemies and most of the items are also custom made. If you do not like homebrew, big numbers, difficult combat, powerful abilities AND powerful enemies, this game is not for you. If you want to play something standard class & race-wise, items and other balancing will be done to accommodate it - all official WOTC 5E content allowed.
The combat is difficult and mechanically heavy, with an aim to feel like a Dark Souls combat where winning is hard earned but satisfying. However, that does NOT mean the campaign is a meat grinder. Death is meaningful and returning often comes at a price, but the aim is not to permakill PCs on purpose.
Roleplaying is done both in session, and between sessions via text (pc to pc, pc to npc).
Roleplaying is realistic - actions have consequences, decisions matter, and the world changes as you act within it; the world also moves on even if you do nothing. Azur'Haran is alive. Beginners and experienced players are both very welcome!
We use Discord for Voice and Roll20 for the Battlemaps
Main premise: Azur'Haran is a large continent inhabited by clans who worship spirits called the Azur. These spirits are the closest thing the natives have to gods, though they are physical beings, creatures that wander the earth the same as a mortal. The clans often fought among each other over territory, beliefs, or to win the favor of their Azur, until a great empire from overseas descended on the land.
The Velym Empire was led by its leader Velymtide, a mighty golden dragon who had ascended to godhood, and who has a deep hatred of other gods and magic. She rapidly expanded her empire, conquering everything she came across until she reached Azur'Haran, war waged for 30 years and the empire took control of 1/3rd of the continent. One day Velymtide disappeared and the empire retreated, building a wall to shield the territory it had conquered, and the remaining clans, exhausted and diminished of number didnt have the strength to continue fighting so an uneasy peace fell over Azur'Haran. That was until now.
120 years after the empire built its wall, the clans came to meet at the sacred Azur'Treane, the leaders coming to speak, make offerings to the Azur, hear advice from their most ancient and powerful shamans. Except one clan betrayed the rest and broke the sacred rules of the meet, attacked the other clans by calling forth a mysterious white fire to burn the tree. That clan's leader demanded the clans follow him into war against the Velym empire.
A few people managed to escape the slaughter at the Azur'Treane and find unlikely allies along the way, and after hearing of a mysterious prophecy, now seek to save the land of Azur'Haran.
The campaign is ongoing and the party is currently level 5
If interested please messege me here or on Discord at Zylithe
Sounds interesting, my discord is sheepish shepherd