The road you’ve been following doesn’t end all at once.
It gives it up in stages. The packed dirt of a road turns into wagon ruts. Those wagon ruts turn into foot trails. Those foot trails just become deer tracks. And those deer tracks? They vanish under fern, moss, mud, roots, and whatever else that’ll make a wagon wheel seem like the worst invention ever made.
Your map still says there’s a road here.
Then, at last, the trees break.
It’s not a grand comfort. It’s just enough open sky to get those really dangerous thoughts going.
"We can make this work."
It’s a clearing in the middle of nowhere that’s about two and a half weeks to the nearest town, Drawn Swords..
A few wagons sit in the mud. There’s a few tents surrounding a cookfire, where smoke trails up, thin and nervous. There’s a few sticks with some rope around a hole that’ll maybe become a well. Someone has started stacking stones for the very ambitious idea of a wall.
That’s optimistic.
Someone calls this home sweet home.
But is it? It’s a few wagons, a handful of tents, and a dense sea of wilderness as far as the eye can see.
This place is not a town.
Not yet.
You have come here with settlers, workers, dreamers, runaways, and fools. A lot of fools, honestly.
Some of them came for land. Some of them came to outrun things that wanted them. Some came because the world of civilization had nothing left for them or didn’t feel right. Hell, some are just plain stupid and came because it seemed like fun.
And then some came because something out here in the wilds called out to them.
Most folks would consider that a bad sign.
Still, pot kettle black, right? You’re here too. So, who are you to judge?
Everyone came here with a dream. A new settlement. A new place to call home.
So!
The work here is going to be simple.
Clear some trees. Raise a few walls. Build some actual shelter. Learn the names of the people around you. Feed anyone who’s hungry. Fix whatever breaks. Bury anyone who dies. And keep a fire lit.
By the Gods, keep a fire lit.
Who knows what truly lurks out here in the dark and untamed wilderness and what it thinks of fools like you.
In The Long Clearing, you will:
🗡 Build a settlement in the untamed wilderness.
🗡 Balance time between town life, work, preparation, and solving the town's problems.
🗡Build relationships (or rivalries) with your fellow settlers and fools.
🗡Explore long-forgotten ruins in The Backlands and decide what is worth bringing into the light.
🗡 Make meaningful connections to face the dangers ahead.
🗡Build something worth protecting.
Well, with the hard sell out of the way, howdy hopeful homesteader!
I’m running The Long Clearing if you haven’t noticed by now. I know. I’ve been keeping it pretty secret. This Rustic Fantasy campaign is set in The Forgotten Realms and focuses on the trials and tribulations of attempting to start your own town in one of the least populated parts of Faerun. Ever want to have a say in how a settlement is built? Who lives there? What does it take to actually raise a barn? Do you want something more than just a rented room at the tavern to return to after an adventure? Do you want to find a small place in the wide, wonderful world, and then see how far you're willing to go to protect it?
This campaign may be for you!
My tables are safe and inclusive spaces. I've been running online games for seven years now and playing various Table Top Role role-playing games for an "oh god you're old, aren't you Grandpa" amount of time. If you're interested in my credentials, DMing style, and what my current/past players say about me, check out my DM Profile on StartPlaying.Games here: Dungeon Master Profile
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Games: The Long Clearing
Group Type: Online || 5.5E
Experience: All Welcome, Prior 5E Experience Preferred. (18+)
Schedule: Friday Evenings || 6:00 - 9:00 PM PST/PDT || Modified Weekly Schedule (2 Weeks On, One Week Off)
Roles Sought: 4 Players
Game Style: Heavy Roleplay, Settlement Builder
Where: Roll20 for Maps || D&D Beyond for Character Sheets/Rolls || Discord for Voice/Video
Cost: $20 per session via StartPlaying.Games
Intended Length: 1st - 10th Level || IRL Time Frame - 1 Year +
Links: StartPlaying Listing || Campaign Primer
The road you’ve been following doesn’t end all at once.
It gives it up in stages. The packed dirt of a road turns into wagon ruts. Those wagon ruts turn into foot trails. Those foot trails just become deer tracks. And those deer tracks? They vanish under fern, moss, mud, roots, and whatever else that’ll make a wagon wheel seem like the worst invention ever made.
Your map still says there’s a road here.
Then, at last, the trees break.
It’s not a grand comfort. It’s just enough open sky to get those really dangerous thoughts going.
"We can make this work."
It’s a clearing in the middle of nowhere that’s about two and a half weeks to the nearest town, Drawn Swords..
A few wagons sit in the mud. There’s a few tents surrounding a cookfire, where smoke trails up, thin and nervous. There’s a few sticks with some rope around a hole that’ll maybe become a well. Someone has started stacking stones for the very ambitious idea of a wall.
That’s optimistic.
Someone calls this home sweet home.
But is it? It’s a few wagons, a handful of tents, and a dense sea of wilderness as far as the eye can see.
This place is not a town.
Not yet.
You have come here with settlers, workers, dreamers, runaways, and fools. A lot of fools, honestly.
Some of them came for land. Some of them came to outrun things that wanted them. Some came because the world of civilization had nothing left for them or didn’t feel right. Hell, some are just plain stupid and came because it seemed like fun.
And then some came because something out here in the wilds called out to them.
Most folks would consider that a bad sign.
Still, pot kettle black, right? You’re here too. So, who are you to judge?
Everyone came here with a dream. A new settlement. A new place to call home.
So!
The work here is going to be simple.
Clear some trees. Raise a few walls. Build some actual shelter. Learn the names of the people around you. Feed anyone who’s hungry. Fix whatever breaks. Bury anyone who dies. And keep a fire lit.
By the Gods, keep a fire lit.
Who knows what truly lurks out here in the dark and untamed wilderness and what it thinks of fools like you.
In The Long Clearing, you will:
🗡 Build a settlement in the untamed wilderness.
🗡 Balance time between town life, work, preparation, and solving the town's problems.
🗡Build relationships (or rivalries) with your fellow settlers and fools.
🗡Explore long-forgotten ruins in The Backlands and decide what is worth bringing into the light.
🗡 Make meaningful connections to face the dangers ahead.
🗡Build something worth protecting.
Well, with the hard sell out of the way, howdy hopeful homesteader!
I’m running The Long Clearing if you haven’t noticed by now. I know. I’ve been keeping it pretty secret. This Rustic Fantasy campaign is set in The Forgotten Realms and focuses on the trials and tribulations of attempting to start your own town in one of the least populated parts of Faerun. Ever want to have a say in how a settlement is built? Who lives there? What does it take to actually raise a barn? Do you want something more than just a rented room at the tavern to return to after an adventure? Do you want to find a small place in the wide, wonderful world, and then see how far you're willing to go to protect it?
This campaign may be for you!
My tables are safe and inclusive spaces. I've been running online games for seven years now and playing various Table Top Role role-playing games for an "oh god you're old, aren't you Grandpa" amount of time. If you're interested in my credentials, DMing style, and what my current/past players say about me, check out my DM Profile on StartPlaying.Games here: Dungeon Master Profile