Wanted: One to Two Adventurers With Questionable Judgment and Excellent Backstories
We're an established group of three players looking to recruit two more for a brand-new, long-term D&D campaign.
A little about us: we're unapologetically enthusiastic about roleplay, worldbuilding, character development, and collaborative storytelling. We create characters with extensive backstories, personal ambitions, complicated relationships, and the occasional unresolved childhood trauma. You know, well-adjusted individuals.
We like our characters to feel like they genuinely belong in the world. They have histories, motivations, people they care about, and things they're willing to do regrettable things for. Their decisions have consequences, their actions shape the world, and ideally, they leave behind a legacy.
Preferably one that doesn't require a war crimes tribunal, but we're flexible.
And yes, we have combat. Plenty of it.
We simply prefer our battles to mean something. Maybe you're finally confronting the person who ruined your life. Maybe you're defending a kingdom you've grown to love. Maybe you've made a series of increasingly terrible decisions and the consequences have finally rolled for initiative.
Either way, combat is part of the story, not just something that happens because the DM got bored.
We currently have four campaigns ready to go, and once we've assembled our merry band of emotionally compromised protagonists, we'll decide together which one to embark on.
THE CAMPAIGNS
1. UNWRITTEN (Dark Fantasy · Epic Fantasy · Political Intrigue)
The King sees all. The King knows all. No one escapes his grasp. Or so they say.
Across the continent of Vaal Sedant, an immortal, omniscient King reigns supreme. His empire, Nirid, stretches further with each passing day, swallowing kingdoms, nations, and the freedoms of those unfortunate enough to fall under his rule.
At the heart of his power lies the Pool of the Broken Heart, a place shrouded in myth and legend. Its nature has been described in countless ways throughout history, but most accounts agree on one thing: it is a fate worse than death.
Yet, in his boundless generosity (or so he'd have you believe), the King offers his subjects an extraordinary opportunity: enter the Pool, survive its horrors, and emerge wielding powers beyond your wildest dreams.
Not interested? How unfortunate. The Niridians have a habit of dragging people to the Pool first and entertaining their objections later.
Naturally, many have attempted to flee. Few have succeeded.
After all, the King sees everything. Everyone knows that. No one can escape his Seal.
But what if you could?
What if, unlike the countless souls living beneath his watchful gaze, you could slip beyond the King's sight? Beyond his reach? Beyond the very power that keeps an entire continent in his grasp?
What would you do with such freedom?
Would you stand against him? Seek to claim his throne? Dare to face the Pool yourself? Or perhaps attempt the unthinkable and claim the Pool as your own?
For once, the choice would be yours.
And what you choose to do with it? Well, that's a story for you and your DM to write.
After all, the future is still... Unwritten.
2. PHENOMENA CRISIS (Mystery Fantasy · Exploration · Arcane Horror)
The countryside is changing. The wildlife is getting creative. The Queen would like someone to look into that.
Once an empire spanning the continent of Calzyntia, the Queendom of Falgora has enjoyed an era of relative peace following the overthrow and restructuring of its former regime by the Free Alliance.
But peace is a fragile thing.
Across the countryside, whispers of inexplicable magical phenomena have begun to spread. Landscapes transform overnight. Flora and fauna twist into unfamiliar forms. Strange creatures, monstrous abominations, and things previously unknown emerge where ordinary life once flourished.
No one knows what causes these occurrences. No one knows where the next will strike.
And as fear spreads, one question grows increasingly difficult to ignore: What happens when the next phenomenon appears in a populated city?
In response, the Queen of Falgora has issued a missive across the realm:
"Those who are brave in the face of the unknown, come to the capital. We seek those of able capability to be sent on a reconnaissance of the Phenomena that have been recorded in our lands. There will be a reward to those who answer our call."
Whether drawn by duty, curiosity, ambition, or the promise of reward, your journey now leads toward the capital.
A mysterious magical crisis, an increasingly nervous population, and a royal invitation to investigate things that may or may not want to eat you.
The gods lost a war. The devils want the world. And apparently, it's everyone else's problem now.
Once upon a time, the gods of Nelshara got a little too ambitious. Their considerably more powerful divine relatives took offense, a war broke out, and the gods of Nelshara lost.
Spectacularly.
Enter the Arbiter, the newly appointed authority over the fate of Nelshara, who delivered a rather generous ultimatum:
The devils have expressed interest in claiming your world. Personally, I couldn't care less for it. But I'll give you sixty years to convince me otherwise. Impress me.
That was 32 years ago.
With just 28 years remaining before Nelshara's fate is decided, the world finds itself on a rather uncomfortable countdown to potential damnation.
To determine whether Nelshara deserves to continue existing, the Arbiter erected an enormous, reality-defying tower known as the Spire. Sixty floors. Sixty mysteries. And presumably, somewhere within, a way to convince an indifferent cosmic authority that your world is worth saving.
What's inside? Well, you'll have to enter to find out.
Naturally, Nelshara's first response was to send entire armies to destroy the thing.
That went poorly.
The armies never returned.
The Spire got bigger.
So, the people of Nelshara adopted a more civilized approach.
Every winter, the Grand Selection brings together teams of ambitious, desperate, and occasionally spectacularly overconfident contenders to compete in a series of dangerous trials. The victors earn the right to enter the Spire and attempt what entire armies could not.
The losers? Well, there's always next winter. Assuming they're still in a condition to try again.
And now, another winter has arrived.
The Grand Selection is about to begin, the devils are waiting patiently, and the clock is ticking.
Will you conquer the Spire? Bargain for your world's survival? Defy the Arbiter himself? Or discover that the fate of Nelshara was never quite as simple as anyone believed?
Welcome to Sarlee, the beating economic heart of the Kingdom of Ryo. A city of wealth, opportunity, indulgence, and secrets.
Especially secrets.
Lately, however, Sarlee has developed something of a problem.
Things that should be impossible are happening. Things meant to stay buried have a nasty habit of resurfacing at the most inconvenient moments. The city's mages are questioning everything they know about magic, investigators are losing their marbles, and every answer seems to raise three more questions.
But that's none of your business, is it?
You've got your own life to live, your own ambitions to pursue, and presumably better things to do than concern yourself with whatever fresh absurdity has the city's authorities in a collective panic.
Until one fateful night in Sarlee, that is.
What begins as an isolated incident, with you and a handful of unfortunate souls at the very heart of it, quickly unravels into something far stranger.
A series of unlikely events. Bizarre coincidences. Seemingly unrelated incidents that, by all accounts, have absolutely nothing to do with one another.
Except, somehow, they do.
And the common thread?
You.
Or, more precisely, something you know. Something you've seen. Perhaps something you don't even realize you know.
The deeper you dig, the less sense anything makes. People aren't quite who they claim to be. The past refuses to stay in the past. And in a city where almost everything has a price, you may discover that some debts are collected in ways no one could possibly anticipate.
So, what exactly have you walked into?
Go figure.
One thing is certain, though.
If I told you any more, I'd literally have to kill you.
THE BORING BUT IMPORTANT DETAILS
Players needed: up to 2 (joining our existing group of 3)
Schedule: Weekly, Fridays or Saturdays (TBD based on group availability)
Session length: Approximately 3.5 to 4.5 hours. We enjoy a good story, and apparently have a lot to say.
Platforms: We use DnD Beyond, Owlbear Rodeo and Discord.
Experience required: Absolutely NONE!
Seriously. We don't care whether you've been playing since the dawn of D&D or learned what a d20 was fifteen minutes ago. Rules can be taught. Enthusiasm is much harder to manufacture.
Commitment required: Yes, please.
We understand that real life exists and occasionally has the audacity to interfere with our plans. We're simply looking for people who can reliably make time for a weekly session and communicate when they can't.
WHO WOULD FIT RIGHT IN?
If you enjoy writing backstories that accidentally become novellas, getting emotionally invested in fictional people, theorizing about lore at unreasonable hours, and watching your character's carefully constructed worldview collapse under the weight of a single revelation, you'll probably feel right at home.
We love players who take an interest in each other's stories, not just their own. People who enjoy building relationships between characters, engaging with the world, and contributing to a narrative that belongs to the whole table.
You don't need to be a professional voice actor, an expert tactician, or a walking encyclopedia of D&D rules.
You just need to be willing to engage, collaborate, and occasionally accept that your actions may have consequences.
Terrible, terrible consequences.
But meaningful ones.
SO, INTERESTED?
If any of these campaigns have caught your attention, and you're confident you can commit to the schedule, come find me in Discord DMs (username below) al_taiir
Tell me a little about yourself, your D&D experience (if any), what you love about roleplaying, and which of the four campaigns interests you most.
No formal application, no elaborate audition, and no requirement to submit a 40-page character biography.
Although, given the nature of our group, we wouldn't necessarily be opposed.
We're looking for people who want to create memorable stories, develop characters worth caring about, and build a world together through the choices they make.
Come for the adventure. Stay for the lore. Leave with emotional damage.
The good, fictional kind. Mostly.
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Wanted: One to Two Adventurers With Questionable Judgment and Excellent Backstories
We're an established group of three players looking to recruit two more for a brand-new, long-term D&D campaign.
A little about us: we're unapologetically enthusiastic about roleplay, worldbuilding, character development, and collaborative storytelling. We create characters with extensive backstories, personal ambitions, complicated relationships, and the occasional unresolved childhood trauma. You know, well-adjusted individuals.
We like our characters to feel like they genuinely belong in the world. They have histories, motivations, people they care about, and things they're willing to do regrettable things for. Their decisions have consequences, their actions shape the world, and ideally, they leave behind a legacy.
Preferably one that doesn't require a war crimes tribunal, but we're flexible.
And yes, we have combat. Plenty of it.
We simply prefer our battles to mean something. Maybe you're finally confronting the person who ruined your life. Maybe you're defending a kingdom you've grown to love. Maybe you've made a series of increasingly terrible decisions and the consequences have finally rolled for initiative.
Either way, combat is part of the story, not just something that happens because the DM got bored.
We currently have four campaigns ready to go, and once we've assembled our merry band of emotionally compromised protagonists, we'll decide together which one to embark on.
THE CAMPAIGNS
1. UNWRITTEN (Dark Fantasy · Epic Fantasy · Political Intrigue)
The King sees all. The King knows all. No one escapes his grasp. Or so they say.
Across the continent of Vaal Sedant, an immortal, omniscient King reigns supreme. His empire, Nirid, stretches further with each passing day, swallowing kingdoms, nations, and the freedoms of those unfortunate enough to fall under his rule.
At the heart of his power lies the Pool of the Broken Heart, a place shrouded in myth and legend. Its nature has been described in countless ways throughout history, but most accounts agree on one thing: it is a fate worse than death.
Yet, in his boundless generosity (or so he'd have you believe), the King offers his subjects an extraordinary opportunity: enter the Pool, survive its horrors, and emerge wielding powers beyond your wildest dreams.
Not interested? How unfortunate. The Niridians have a habit of dragging people to the Pool first and entertaining their objections later.
Naturally, many have attempted to flee. Few have succeeded.
After all, the King sees everything. Everyone knows that. No one can escape his Seal.
But what if you could?
What if, unlike the countless souls living beneath his watchful gaze, you could slip beyond the King's sight? Beyond his reach? Beyond the very power that keeps an entire continent in his grasp?
What would you do with such freedom?
Would you stand against him? Seek to claim his throne? Dare to face the Pool yourself? Or perhaps attempt the unthinkable and claim the Pool as your own?
For once, the choice would be yours.
And what you choose to do with it? Well, that's a story for you and your DM to write.
After all, the future is still... Unwritten.
2. PHENOMENA CRISIS (Mystery Fantasy · Exploration · Arcane Horror)
The countryside is changing. The wildlife is getting creative. The Queen would like someone to look into that.
Once an empire spanning the continent of Calzyntia, the Queendom of Falgora has enjoyed an era of relative peace following the overthrow and restructuring of its former regime by the Free Alliance.
But peace is a fragile thing.
Across the countryside, whispers of inexplicable magical phenomena have begun to spread. Landscapes transform overnight. Flora and fauna twist into unfamiliar forms. Strange creatures, monstrous abominations, and things previously unknown emerge where ordinary life once flourished.
No one knows what causes these occurrences. No one knows where the next will strike.
And as fear spreads, one question grows increasingly difficult to ignore: What happens when the next phenomenon appears in a populated city?
In response, the Queen of Falgora has issued a missive across the realm:
"Those who are brave in the face of the unknown, come to the capital. We seek those of able capability to be sent on a reconnaissance of the Phenomena that have been recorded in our lands. There will be a reward to those who answer our call."
Whether drawn by duty, curiosity, ambition, or the promise of reward, your journey now leads toward the capital.
A mysterious magical crisis, an increasingly nervous population, and a royal invitation to investigate things that may or may not want to eat you.
What could possibly go wrong?
3. EX'SPIRE (Isekai · Dungeon Crawl · Progression Fantasy)
The gods lost a war. The devils want the world. And apparently, it's everyone else's problem now.
Once upon a time, the gods of Nelshara got a little too ambitious. Their considerably more powerful divine relatives took offense, a war broke out, and the gods of Nelshara lost.
Spectacularly.
Enter the Arbiter, the newly appointed authority over the fate of Nelshara, who delivered a rather generous ultimatum:
The devils have expressed interest in claiming your world. Personally, I couldn't care less for it. But I'll give you sixty years to convince me otherwise. Impress me.
That was 32 years ago.
With just 28 years remaining before Nelshara's fate is decided, the world finds itself on a rather uncomfortable countdown to potential damnation.
To determine whether Nelshara deserves to continue existing, the Arbiter erected an enormous, reality-defying tower known as the Spire. Sixty floors. Sixty mysteries. And presumably, somewhere within, a way to convince an indifferent cosmic authority that your world is worth saving.
What's inside? Well, you'll have to enter to find out.
Naturally, Nelshara's first response was to send entire armies to destroy the thing.
That went poorly.
The armies never returned.
The Spire got bigger.
So, the people of Nelshara adopted a more civilized approach.
Every winter, the Grand Selection brings together teams of ambitious, desperate, and occasionally spectacularly overconfident contenders to compete in a series of dangerous trials. The victors earn the right to enter the Spire and attempt what entire armies could not.
The losers? Well, there's always next winter. Assuming they're still in a condition to try again.
And now, another winter has arrived.
The Grand Selection is about to begin, the devils are waiting patiently, and the clock is ticking.
Will you conquer the Spire? Bargain for your world's survival? Defy the Arbiter himself? Or discover that the fate of Nelshara was never quite as simple as anyone believed?
Whatever your ambitions, one thing is certain:
This winter, it's your turn.
4. SHALLOW GRAVES (Urban Fantasy · Conspiracy Mystery · Investigation Focus)
Some things are better left buried.
Welcome to Sarlee, the beating economic heart of the Kingdom of Ryo. A city of wealth, opportunity, indulgence, and secrets.
Especially secrets.
Lately, however, Sarlee has developed something of a problem.
Things that should be impossible are happening. Things meant to stay buried have a nasty habit of resurfacing at the most inconvenient moments. The city's mages are questioning everything they know about magic, investigators are losing their marbles, and every answer seems to raise three more questions.
But that's none of your business, is it?
You've got your own life to live, your own ambitions to pursue, and presumably better things to do than concern yourself with whatever fresh absurdity has the city's authorities in a collective panic.
Until one fateful night in Sarlee, that is.
What begins as an isolated incident, with you and a handful of unfortunate souls at the very heart of it, quickly unravels into something far stranger.
A series of unlikely events. Bizarre coincidences. Seemingly unrelated incidents that, by all accounts, have absolutely nothing to do with one another.
Except, somehow, they do.
And the common thread?
You.
Or, more precisely, something you know. Something you've seen. Perhaps something you don't even realize you know.
The deeper you dig, the less sense anything makes. People aren't quite who they claim to be. The past refuses to stay in the past. And in a city where almost everything has a price, you may discover that some debts are collected in ways no one could possibly anticipate.
So, what exactly have you walked into?
Go figure.
One thing is certain, though.
If I told you any more, I'd literally have to kill you.
THE BORING BUT IMPORTANT DETAILS
Players needed: up to 2 (joining our existing group of 3)
Schedule: Weekly, Fridays or Saturdays (TBD based on group availability)
Start time: 7:00 PM GMT (2:00 PM EST / 3:00 PM EDT)
Session length: Approximately 3.5 to 4.5 hours. We enjoy a good story, and apparently have a lot to say.
Platforms: We use DnD Beyond, Owlbear Rodeo and Discord.
Experience required: Absolutely NONE!
Seriously. We don't care whether you've been playing since the dawn of D&D or learned what a d20 was fifteen minutes ago. Rules can be taught. Enthusiasm is much harder to manufacture.
Commitment required: Yes, please.
We understand that real life exists and occasionally has the audacity to interfere with our plans. We're simply looking for people who can reliably make time for a weekly session and communicate when they can't.
WHO WOULD FIT RIGHT IN?
If you enjoy writing backstories that accidentally become novellas, getting emotionally invested in fictional people, theorizing about lore at unreasonable hours, and watching your character's carefully constructed worldview collapse under the weight of a single revelation, you'll probably feel right at home.
We love players who take an interest in each other's stories, not just their own. People who enjoy building relationships between characters, engaging with the world, and contributing to a narrative that belongs to the whole table.
You don't need to be a professional voice actor, an expert tactician, or a walking encyclopedia of D&D rules.
You just need to be willing to engage, collaborate, and occasionally accept that your actions may have consequences.
Terrible, terrible consequences.
But meaningful ones.
SO, INTERESTED?
If any of these campaigns have caught your attention, and you're confident you can commit to the schedule, come find me in Discord DMs (username below)
al_taiir
Tell me a little about yourself, your D&D experience (if any), what you love about roleplaying, and which of the four campaigns interests you most.
No formal application, no elaborate audition, and no requirement to submit a 40-page character biography.
Although, given the nature of our group, we wouldn't necessarily be opposed.
We're looking for people who want to create memorable stories, develop characters worth caring about, and build a world together through the choices they make.
Come for the adventure. Stay for the lore. Leave with emotional damage.
The good, fictional kind. Mostly.