ALL magic user campaign! Bards, Druids, Sorcerer, Wizard, and Warlock.
2 players
Experienced players and dndbeyond users a plus!!
DMing from EST.
Multiple post per day requirement.
ALL races in Player's Handbook (want another race; sell me on it)
Starting 3 level, starting gold or starting equipment
ONLY good, lawful, or neutral alignments. I have the expectation you know what alignment dictates in game play
Use encumbrance
Milestone progression it's merit based decided by me
Ability scores will be rolled in the forum HERE by rolling 4d6; drop lowest after selection
Your arcane focus: staff, orb, wand, rod, totem, or relic/heirloom
Brief backstory why you choose your magic class, arcane focus, and is your family magical too or do/did they shun you?
Welcome to Talamh where magic is kept hidden from the populous who are publically reliant on the religious who use magics to heal as well as to ward off evil and chaos. Magic itself still exists but in the shadows. Amongst those who wield magic in secret there is a large following within the discipline of druids, sorcerers, wizards, and warlocks. Bards do exist but live in the fringes of the fringe of even hidden magic society. There are four large cities within the large continent of various climates and terrains. High concentrations of diversity fill the four major cities and outside the cosmopolitan areas the denizens of Talamh exist in race specific settlements with very few intermixed. The Talamhians remain willingly separate among their own peoples often further dividing themselves by their trades and wealth or lack thereof. The four large cities in Talamh are held in control of four sister Goddesses with dedicated worshipers of Sune, Mystra, Mielikki, and Chauntea.
The first and largest of the sister-cities is Sul na Mara known as the jewel of the coast. Sul na Mara is the hub of the arts and commerce with imports and exports dominating trade and worshipers of Sune, goddess of life and light, at the core of the cities beliefs. ALL races intermix here but humans, half-elves, half-orcs, and halflings dominate the populate this area. Sorcerer magic resident here.
The second largest city is Caorthann. The stronghold capital of Talamh hewn into the very mountain range of Selva Donard is where the council of Talamh makes their home with worshipers of Mystra, goddess of knowledge and magic. Elves, dwarves, and humans dominate the area. Wizard magics resident here.
The third city is deep within the Tranglam forest itself is the city of Foraois. The forest city is comprised of buildings and homes built directly into the vast trunks of ancient trees high off the ground, a city in the sky. The vast forests themselves some say even the trees are alive! Foraois is the center of natural magics used by druids. The natural magics here go unchecked by the Council of Talamh. The druids are masters the elements protecting all of Talamh with worshipers of Mielikki at its center! Elves, half-elves, and gnomes dominate this area. Druid magics reside here.
The fourth and smallest city of Talamh is Feirm. Although the smallest of the sister cities it is dominated by vast and seemingly endless farmlands. Known as the breadbasket of Talamh, Feirm as well as the surrounding settlements worship Chauntea goddess of agriculture. Hill dwarves, gnomes, humans, and half-elves dominate this area. Warlock magics reside here.
Bards are found everywhere but are seen as outcasts, jesters, and among transients communities.
Our story begins....as news reaches you where you live within Talamh that Legerdemain, the famous coven of choatic good magic users composed of all types of magic disciplines, is looking for new members. Legerdemain is famous, in secret, for representing magical bloodlines, pacts, and schools of magic from all areas. You heard they are recruiting in secret in the port city of Triskele which you will travel to attend this call. Each of you hope to be chosen by the coven that is famous amongst ALL underground magic circles as the unwritten heroes of Talamh! Legerdemain research, defend, and preserve magic in Talamh working in parallel with the ruling councils of each of larger city centers of Caorthann, Sul Na Mara, Foraois, and Ferim. Although in the shadows of these governments seen as the scourge of the four sister goddesses' clergy Legerdemain fight against all manner to bad either it be magic users or monsters.
You join the established party at the beginning of the trials in the port city of Triskele. On your travels you ran into a little trouble to be discussed if picked...
ALL magic user campaign! Bards, Druids, Sorcerer, Wizard, and Warlock.
2 players
Experienced players and dndbeyond users a plus!!
DMing from EST.
Multiple post per day requirement.
ALL races in Player's Handbook (want another race; sell me on it)
Starting 3 level, starting gold or starting equipment
ONLY good, lawful, or neutral alignments. I have the expectation you know what alignment dictates in game play
Use encumbrance
Milestone progression it's merit based decided by me
Ability scores will be rolled in the forum HERE by rolling 4d6; drop lowest after selection
Your arcane focus: staff, orb, wand, rod, totem, or relic/heirloom
Brief backstory why you choose your magic class, arcane focus, and is your family magical too or do/did they shun you?
Welcome to Talamh where magic is kept hidden from the populous who are publically reliant on the religious who use magics to heal as well as to ward off evil and chaos. Magic itself still exists but in the shadows. Amongst those who wield magic in secret there is a large following within the discipline of druids, sorcerers, wizards, and warlocks. Bards do exist but live in the fringes of the fringe of even hidden magic society. There are four large cities within the large continent of various climates and terrains. High concentrations of diversity fill the four major cities and outside the cosmopolitan areas the denizens of Talamh exist in race specific settlements with very few intermixed. The Talamhians remain willingly separate among their own peoples often further dividing themselves by their trades and wealth or lack thereof. The four large cities in Talamh are held in control of four sister Goddesses with dedicated worshipers of Sune, Mystra, Mielikki, and Chauntea.
The first and largest of the sister-cities is Sul na Mara known as the jewel of the coast. Sul na Mara is the hub of the arts and commerce with imports and exports dominating trade and worshipers of Sune, goddess of life and light, at the core of the cities beliefs. ALL races intermix here but humans, half-elves, half-orcs, and halflings dominate the populate this area. Sorcerer magic resident here.
The second largest city is Caorthann. The stronghold capital of Talamh hewn into the very mountain range of Selva Donard is where the council of Talamh makes their home with worshipers of Mystra, goddess of knowledge and magic. Elves, dwarves, and humans dominate the area. Wizard magics resident here.
The third city is deep within the Tranglam forest itself is the city of Foraois. The forest city is comprised of buildings and homes built directly into the vast trunks of ancient trees high off the ground, a city in the sky. The vast forests themselves some say even the trees are alive! Foraois is the center of natural magics used by druids. The natural magics here go unchecked by the Council of Talamh. The druids are masters the elements protecting all of Talamh with worshipers of Mielikki at its center! Elves, half-elves, and gnomes dominate this area. Druid magics reside here.
The fourth and smallest city of Talamh is Feirm. Although the smallest of the sister cities it is dominated by vast and seemingly endless farmlands. Known as the breadbasket of Talamh, Feirm as well as the surrounding settlements worship Chauntea goddess of agriculture. Hill dwarves, gnomes, humans, and half-elves dominate this area. Warlock magics reside here.
Bards are found everywhere but are seen as outcasts, jesters, and among transients communities.
Our story begins....as news reaches you where you live within Talamh that Legerdemain, the famous coven of choatic good magic users composed of all types of magic disciplines, is looking for new members. Legerdemain is famous, in secret, for representing magical bloodlines, pacts, and schools of magic from all areas. You heard they are recruiting in secret in the port city of Triskele which you will travel to attend this call. Each of you hope to be chosen by the coven that is famous amongst ALL underground magic circles as the unwritten heroes of Talamh! Legerdemain research, defend, and preserve magic in Talamh working in parallel with the ruling councils of each of larger city centers of Caorthann, Sul Na Mara, Foraois, and Ferim. Although in the shadows of these governments seen as the scourge of the four sister goddesses' clergy Legerdemain fight against all manner to bad either it be magic users or monsters.
You join the established party at the beginning of the trials in the port city of Triskele. On your travels you ran into a little trouble to be discussed if picked...
Submissions are closed.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
PM'd
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