Into the Eyrie Game: D&D 5e Group type: Online (Voice Only) Experience: Moderate Experience Preferred (Not new player friendly) Location/Timezone: US PDT Schedule: Thursday, 11:00 PDT Occurrence: Every other Week Roles sought: Players (1-2) Setting This game takes place in a fully developed homebrew world that has been built from the ground up for almost 4 years thanks to the help of other DMs and players new and old. It is a personal creation, with centuries of lore behind every corner. The Hook In the passing months in the Prime Material Realm of Odellia, bonds between the kingdoms are weakened in the face of The Stout Hins and their trespasses against the Magiya, a school of magical arts that now rests at the bottom of the sea. The rival Halfling Kingdoms have made peace for the first time in centuries, joining forces with the anti-Magic peoples of Men to the South. Among this alliance is the mysterious, Longfoot Hin Kingdom that seems primed and ready for a witch-hunt. In reaction, the High Elves has placed heavy restrictions on their borders, as have The South Western Kingdoms of Men and Dragonkin, where an internal group of extremists, known as the Mage Slayers, have risen out of the Wutanokawa Province in the wake of the Antimagic movement, blaming the heritage of dragons as a root cause of violent Magic acceptance. The Kingdom of the Wood Elves scramble to open discussions with their once friendly Stout Allies. Meanwhile, The Northern Reigning Kingdom of Men sits idly by, waiting for the other shoe to drop. At the top of the world, a collective of heroes is hard at work uncovering a greater plot as an ancient temple burns. Squabbles of Men and Magic are small compared to the greater picture here, where a single scorned man threatens to harness the power of the God Dragons to insight his own vengeance on Men and Magic alike. The world is divided. The Kingdoms of Men, Elves, and Hin are on the brink of war over sentiments of magic. Riots have broken out across all regions and Dragonkin and their magic wielding descendants are being hunted in the streets. And you? You have no idea. For weeks, months, perhaps even years you’ve been trapped in a crystalline prison after happening into the wrong cave with several unforgiving spiders. When you are freed at last it seems it’s no coincidence that it’s by the very same heroes who intend to save Odellia from a far worse fate. Who am I? I have been playing TTRPGs for around 5 years and GMing for the past 4 years so I have some experience. My games host a lot of opportunity for RP and exploration, puzzle solving, with at least 1 encounter/session. I always prefer the Rule of Cool over RAW. What are the rules? Be kind to one another, don't interrupt unnecessarily and don't be a rules-lawyer. We're all here to have some fun and to enjoy the game. It’s rare I’ll pull out the rules book or the social contract. You'll need a discord account for communication and a roll20 account for in game visuals and battle maps. What can you expect? This is an active campaign with three veteran players and two slots opening. Entering PCs will start at level 7, most races/classes are up for grabs, even playtest races. The party currently consists of a Way of the Shadow Monk, A Druid/Cleric, and a Barbarian. Why Free? TTRPGs have been heavily monetized by DMs/GMs that claim a financial investment is the only way to incentivize role-play, punctuality, and fun. In my opinion, it guts the entire basis of TTRPGs at their core. That being said, I invest a great deal of my time into games and as such, reserve the right to hold players accountable for any unsavory behaviors. How to apply? Follow the Player Application for Into the Eyrie and fill out the form.
Into the Eyrie
Game: D&D 5e
Group type: Online (Voice Only)
Experience: Moderate Experience Preferred (Not new player friendly)
Location/Timezone: US PDT
Schedule: Thursday, 11:00 PDT
Occurrence: Every other Week
Roles sought: Players (1-2)
Setting
This game takes place in a fully developed homebrew world that has been built from the ground up for almost 4 years thanks to the help of other DMs and players new and old. It is a personal creation, with centuries of lore behind every corner.
The Hook
In the passing months in the Prime Material Realm of Odellia, bonds between the kingdoms are weakened in the face of The Stout Hins and their trespasses against the Magiya, a school of magical arts that now rests at the bottom of the sea.
The rival Halfling Kingdoms have made peace for the first time in centuries, joining forces with the anti-Magic peoples of Men to the South. Among this alliance is the mysterious, Longfoot Hin Kingdom that seems primed and ready for a witch-hunt.
In reaction, the High Elves has placed heavy restrictions on their borders, as have The South Western Kingdoms of Men and Dragonkin, where an internal group of extremists, known as the Mage Slayers, have risen out of the Wutanokawa Province in the wake of the Antimagic movement, blaming the heritage of dragons as a root cause of violent Magic acceptance.
The Kingdom of the Wood Elves scramble to open discussions with their once friendly Stout Allies. Meanwhile, The Northern Reigning Kingdom of Men sits idly by, waiting for the other shoe to drop.
At the top of the world, a collective of heroes is hard at work uncovering a greater plot as an ancient temple burns. Squabbles of Men and Magic are small compared to the greater picture here, where a single scorned man threatens to harness the power of the God Dragons to insight his own vengeance on Men and Magic alike.
The world is divided. The Kingdoms of Men, Elves, and Hin are on the brink of war over sentiments of magic. Riots have broken out across all regions and Dragonkin and their magic wielding descendants are being hunted in the streets. And you? You have no idea. For weeks, months, perhaps even years you’ve been trapped in a crystalline prison after happening into the wrong cave with several unforgiving spiders. When you are freed at last it seems it’s no coincidence that it’s by the very same heroes who intend to save Odellia from a far worse fate.
Who am I?
I have been playing TTRPGs for around 5 years and GMing for the past 4 years so I have some experience. My games host a lot of opportunity for RP and exploration, puzzle solving, with at least 1 encounter/session. I always prefer the Rule of Cool over RAW.
What are the rules?
Be kind to one another, don't interrupt unnecessarily and don't be a rules-lawyer. We're all here to have some fun and to enjoy the game. It’s rare I’ll pull out the rules book or the social contract. You'll need a discord account for communication and a roll20 account for in game visuals and battle maps.
What can you expect?
This is an active campaign with three veteran players and two slots opening. Entering PCs will start at level 7, most races/classes are up for grabs, even playtest races.
The party currently consists of a Way of the Shadow Monk, A Druid/Cleric, and a Barbarian.
Why Free?
TTRPGs have been heavily monetized by DMs/GMs that claim a financial investment is the only way to incentivize role-play, punctuality, and fun. In my opinion, it guts the entire basis of TTRPGs at their core. That being said, I invest a great deal of my time into games and as such, reserve the right to hold players accountable for any unsavory behaviors.
How to apply?
Follow the Player Application for Into the Eyrie and fill out the form.
https://docs.google.com/forms/d/e/1FAIpQLSePCALOkrXjrY6ExdtXhLuBeQ73KpYZTncrf0wHQ2T1WSmOJA/viewform?usp=pp_url