Game: D&D 5e Group type: Online (Dndbeyond & Discord (voice)) Experience: A couple of years Timezone: PST Schedule: We play every Sunday at 3pm (PST) to 7-8pm, we take intermediate breaks between gameplay Roles sought: Players (Preferably no more than four) Game style: Hi! The first thing I should do is introduce myself. I am Rhiannon, she/her and I've been gamemastering for a couple of years on and off. I love players that aren't afraid of heavy roleplay and complex characters, but I do also love combat in this system so I try to strike a healthy balance. I also love players with deep backstories as I try to incorporate character backstories in the campaign. I currently have two other players in the party, and am looking to add a manageable amount so it's not just the two of them. I am extremely queer/ LGBTQ+ and BIPOC friendly and inclusive. I am also always willing to make any reasonable accommodations if the need strikes itself. As such I also maintain that my table is a safe space. All players must be 18+. Please let me know if you wish to join by either replying to this thread or dm'ing me on discord my tag is Showstopper#6397. Below this I thought I'd write up a little splurge about Tymhora my homebrew world the campaign would take place in.
Tymhora is a world split between four realms, each perpetually in a different season for what has felt like an eternity. The realms are ruled by a separate aristocratic family whose ambitions know no limit. They live in fear however, of the true ruling force, a being borne from the royal house, known simply as The Monarch. Which was appointed by the last of the deities.
For the deities of this world have all but left the Material Plane. Leaving cryptid rituals and dubious agents. Large churches control swathes of land to rival even the nobles, and their priests go throughout Tymhora, speaking on behalf of their deities. Orders of Paladins and Knights ride throughout the land defending the church's laws. This is due to a previous time, in which Arcane Magic ran afoul and unfettered.
As such now Arcane magic is barely allowed at best, with many commoners trusting none that show a sign of Arcane influence. Yet, the state does have a league of wizards who enforce the law of the land, known as the Order of Wands. Those born or found to have developed a personal connection to magic are swiftly taken by the state for the protection of others and themselves. Finally those that consort with extraplanar or dangerous forces in return for magic are considered criminal in actions.
As civilization continues to spread and grow, the natural world or as some Druids call it The First World has seen this as a threat to its own existence, old gods whose existence now lingers in massive beasts that rule this First World, gather druids and plot to defend the forests, deserts, mountains, and much more. Yet a splinter group of Druids seek to not defend but integrate both worlds both First and New into a better one. This splinter group known as Meadowmaids protect small villages from their sibling Druids who seek to destroy the encroaching settlers.
Despite the suspicion of Arcane magic, domestic magic is seen as both natural and traditional. This magic while requiring a level of mastery and understanding can be accessed by the more mundane of people. Yet, it is also the starting point for powerful and deep magical paths such as Alchemy. With the industrial revolution of Autumn however, many Artificers have found this new technology as a useful conduit for domestic magic as well.
The northern nation of Winter is one of harsh icy demeanors that give way to hearty warmth next to roaring fireplaces. The least populated of all the nations, what winter lacks in natural hospitality they make up with in cheer. Despite being in the harshest of environments, occupants of Winter are usually quite delightful, for they know the worth of a single smile. In Winter there are the highest of peaks in the Mistletoe Mountains where under the craggy tops lay the beautiful glittering jeweled cities of the dwarfs. Goliath herders walk through the mountain paths down to the small towns dotting the peaks. Out in the tundra, tribes of Leonin hunt Mammoths on sleds drawn by saber-toothed tigers. The Aarakocra flock in airborne island cities where they continue in their arcane traditions ignoring the populace below. Yet, the only true cities are the capital Zimniytron and the newer port of Yugochag which both are ruled by the royal tsar’s House Borealis with each city being divided by age and outlook towards the past and what we owe to it as well as the future and where one should go.
To the east lays Spring, where beauty is found in every curve and creature. To the north lays Mount Moonsinger where communities of firbolgs gather riding giant snails every full moon to sing their grief of their lost goddess. Across the gentle hills are the many farms and communities of humans who are ruled by local houses, each fighting for the attention of the royal house Zephyrus situated in their capital Primavera. Further south in the plains and meadows where flowers grow without restraint are the Orc people who live at peace with the natural world and are nomads who ride powerful giant boars. Yet every seven years, Orc war bands will fight each other for glory and honor. The D’ssyrah island people are home to Genasi as they live off the land and control the elements around them, in ceremonies where they compete in elaborate dances. To the furthest east on the coast lies the Kysath Labrynt where Minotuars live off the roots of the plentiful flowers and the pink and purple grasses that grow next to the beautiful ocean. Before Spring turns to the sandy dunes of summer lays the hot but plentiful Strawberry Savannah where the Loxodon harvest strawberries and tell stories about the many myths of the world at night in their communal nightly fires.
Resting in the south is the expanse known as Summer. Here, lagoons dot across tropical islands and dolphins swim under an expanding mercantile empire caught at war with an emerging rebel pirate force. The jungles of Summer are inhabited by a civilization of goblinoids who erect large monuments to their mythical savior, Derata the Dawncaller. They celebrate this figure once every year in a month-long party. To the eastern side of Summer is a vast desert of rolling dunes where caravans of Kalashtar follow the stars where their ancestors once roamed, and build beautiful cities where every window is mathematically placed to have the perfect view. Dragonborn villages live in the desert clustered among rare oases, where they dwell after rebelling against their arcane creators. The vast majority of Summer however is found in the surrounding waters and seas where tritons swim and House Notus rules from their volcanic capital, Los Verno where they feud with the minor noble house but rulers of the larger city Baia Estiva, run by the rambunctious satyrs native to the northeast of Summer. In the southwest bayous of Summer lay the boating villages of the Tabaxi who float on houseboats tied to wooden paths, where they fish and travel with help from their herd animal of choice, alligator.
Finally to the west is gloomy Autumn, the misty region is home to shaded glens of wood elves hidden in the ancient forests of their ancestors. Valleys hold villages of fear struck by human descendants of spring's first pilgrimage as unseen threats stalk the night of Autumn. Yet to the east a new age is beginning, the gnomes of Maple Mill have struck a new form of gold, a technological revolution, industrialism has begun as well as the invention of the steam engine. In a land of perpetual night the local drow ride giant spiders and fight against the black scaled lizardfolk of the Blackthorne swamp. The High elves meanwhile congregate in palace-like cities where they research into the mysteries of the world maintaining the last of all libraries. Kenku populate the higher mountain ranges as silent shepherds of hundreds of llamas and alpacas, where they hide the secret of their missing voices. Tieflings live as travelers on the road, in wagons drawn by giant cats with glowing eyes. They travel town to town but the odd tiefling will settle down in rural and urban areas alike. Resting in the cemetery-like city of Mormant is the floating castle Dreadroost where the rulers of Autumn, House Notus rest.
Game: D&D 5e
Group type: Online (Dndbeyond & Discord (voice))
Experience: A couple of years
Timezone: PST
Schedule: We play every Sunday at 3pm (PST) to 7-8pm, we take intermediate breaks between gameplay
Roles sought: Players (Preferably no more than four)
Game style: Hi! The first thing I should do is introduce myself. I am Rhiannon, she/her and I've been gamemastering for a couple of years on and off. I love players that aren't afraid of heavy roleplay and complex characters, but I do also love combat in this system so I try to strike a healthy balance. I also love players with deep backstories as I try to incorporate character backstories in the campaign. I currently have two other players in the party, and am looking to add a manageable amount so it's not just the two of them. I am extremely queer/ LGBTQ+ and BIPOC friendly and inclusive. I am also always willing to make any reasonable accommodations if the need strikes itself. As such I also maintain that my table is a safe space. All players must be 18+. Please let me know if you wish to join by either replying to this thread or dm'ing me on discord my tag is Showstopper#6397. Below this I thought I'd write up a little splurge about Tymhora my homebrew world the campaign would take place in.
Tymhora is a world split between four realms, each perpetually in a different season for what has felt like an eternity. The realms are ruled by a separate aristocratic family whose ambitions know no limit. They live in fear however, of the true ruling force, a being borne from the royal house, known simply as The Monarch. Which was appointed by the last of the deities.
For the deities of this world have all but left the Material Plane. Leaving cryptid rituals and dubious agents. Large churches control swathes of land to rival even the nobles, and their priests go throughout Tymhora, speaking on behalf of their deities. Orders of Paladins and Knights ride throughout the land defending the church's laws. This is due to a previous time, in which Arcane Magic ran afoul and unfettered.
As such now Arcane magic is barely allowed at best, with many commoners trusting none that show a sign of Arcane influence. Yet, the state does have a league of wizards who enforce the law of the land, known as the Order of Wands. Those born or found to have developed a personal connection to magic are swiftly taken by the state for the protection of others and themselves. Finally those that consort with extraplanar or dangerous forces in return for magic are considered criminal in actions.
As civilization continues to spread and grow, the natural world or as some Druids call it The First World has seen this as a threat to its own existence, old gods whose existence now lingers in massive beasts that rule this First World, gather druids and plot to defend the forests, deserts, mountains, and much more. Yet a splinter group of Druids seek to not defend but integrate both worlds both First and New into a better one. This splinter group known as Meadowmaids protect small villages from their sibling Druids who seek to destroy the encroaching settlers.
Despite the suspicion of Arcane magic, domestic magic is seen as both natural and traditional. This magic while requiring a level of mastery and understanding can be accessed by the more mundane of people. Yet, it is also the starting point for powerful and deep magical paths such as Alchemy. With the industrial revolution of Autumn however, many Artificers have found this new technology as a useful conduit for domestic magic as well.
The northern nation of Winter is one of harsh icy demeanors that give way to hearty warmth next to roaring fireplaces. The least populated of all the nations, what winter lacks in natural hospitality they make up with in cheer. Despite being in the harshest of environments, occupants of Winter are usually quite delightful, for they know the worth of a single smile. In Winter there are the highest of peaks in the Mistletoe Mountains where under the craggy tops lay the beautiful glittering jeweled cities of the dwarfs. Goliath herders walk through the mountain paths down to the small towns dotting the peaks. Out in the tundra, tribes of Leonin hunt Mammoths on sleds drawn by saber-toothed tigers. The Aarakocra flock in airborne island cities where they continue in their arcane traditions ignoring the populace below. Yet, the only true cities are the capital Zimniytron and the newer port of Yugochag which both are ruled by the royal tsar’s House Borealis with each city being divided by age and outlook towards the past and what we owe to it as well as the future and where one should go.
To the east lays Spring, where beauty is found in every curve and creature. To the north lays Mount Moonsinger where communities of firbolgs gather riding giant snails every full moon to sing their grief of their lost goddess. Across the gentle hills are the many farms and communities of humans who are ruled by local houses, each fighting for the attention of the royal house Zephyrus situated in their capital Primavera. Further south in the plains and meadows where flowers grow without restraint are the Orc people who live at peace with the natural world and are nomads who ride powerful giant boars. Yet every seven years, Orc war bands will fight each other for glory and honor. The D’ssyrah island people are home to Genasi as they live off the land and control the elements around them, in ceremonies where they compete in elaborate dances. To the furthest east on the coast lies the Kysath Labrynt where Minotuars live off the roots of the plentiful flowers and the pink and purple grasses that grow next to the beautiful ocean. Before Spring turns to the sandy dunes of summer lays the hot but plentiful Strawberry Savannah where the Loxodon harvest strawberries and tell stories about the many myths of the world at night in their communal nightly fires.
Resting in the south is the expanse known as Summer. Here, lagoons dot across tropical islands and dolphins swim under an expanding mercantile empire caught at war with an emerging rebel pirate force. The jungles of Summer are inhabited by a civilization of goblinoids who erect large monuments to their mythical savior, Derata the Dawncaller. They celebrate this figure once every year in a month-long party. To the eastern side of Summer is a vast desert of rolling dunes where caravans of Kalashtar follow the stars where their ancestors once roamed, and build beautiful cities where every window is mathematically placed to have the perfect view. Dragonborn villages live in the desert clustered among rare oases, where they dwell after rebelling against their arcane creators. The vast majority of Summer however is found in the surrounding waters and seas where tritons swim and House Notus rules from their volcanic capital, Los Verno where they feud with the minor noble house but rulers of the larger city Baia Estiva, run by the rambunctious satyrs native to the northeast of Summer. In the southwest bayous of Summer lay the boating villages of the Tabaxi who float on houseboats tied to wooden paths, where they fish and travel with help from their herd animal of choice, alligator.
Finally to the west is gloomy Autumn, the misty region is home to shaded glens of wood elves hidden in the ancient forests of their ancestors. Valleys hold villages of fear struck by human descendants of spring's first pilgrimage as unseen threats stalk the night of Autumn. Yet to the east a new age is beginning, the gnomes of Maple Mill have struck a new form of gold, a technological revolution, industrialism has begun as well as the invention of the steam engine. In a land of perpetual night the local drow ride giant spiders and fight against the black scaled lizardfolk of the Blackthorne swamp. The High elves meanwhile congregate in palace-like cities where they research into the mysteries of the world maintaining the last of all libraries. Kenku populate the higher mountain ranges as silent shepherds of hundreds of llamas and alpacas, where they hide the secret of their missing voices. Tieflings live as travelers on the road, in wagons drawn by giant cats with glowing eyes. They travel town to town but the odd tiefling will settle down in rural and urban areas alike. Resting in the cemetery-like city of Mormant is the floating castle Dreadroost where the rulers of Autumn, House Notus rest.
Hey, i sent you a friend request and a message on discord. Senri#6889 he/him