Game: D&D 5e/2024 Cost? This is a free game. Group type: Online VTT (R20) Experience: As a DM, I have been running games for more than half a decade, most of them streamed games. Location/Timezone: This game will take place weekly. Times listed will be Eastern Time, but all time zones are welcomed. Day and time will be determined by me and the players, but will not be Fridays or Saturdays.
Campaign Start:Mid-January Schedule: First 3 weeks of each month, allowing for a break at the end of each month. Length of Campaign: 1-2 year commitment
Roles sought:
2-4 Experienced Players.
Players will need a very stable Internet connection, a quality webcam and microphone, earbuds or earphones.
We will use ZOOM to play our games in. Players will only need free accounts.
Players should be strong roleplayers, friendly, and work well with others.
Players should be very reliable.
Game style:
Roleplay Heavy. I give the players and their characters a lot of leeway. The stage is theirs. There will be times when I sit back and just...watch things unfold as the characters do their thing.
Storytelling. I am the kind of DM who enjoys working with the players to tell their stories interwoven into my setting. It will not be me versus the players. I will be there to help the players, not kill their characters. I am a published fiction author who loves stories. Players can expect detailed descriptions from me, and they will all have the chance to do some creative writing of their own (I can assist).
Milestone Leveling. I level up my players when they accomplish certain milestones in my games.
Exploration. This world has been in development for 4+ years. It is very unique. I created it with the intent of publishing it as a setting, but decided I like it so much I want to run campaigns in it without publishing (for now). The world is structured for three unique campaigns, with Pyres of Nocturnus being the first. There is a lot to discover about the world!
Horror. Pyres of Nocturnus is a horror-based campaign. It is designed to creep players out, has jump scares, and should make the player's hearts pound. That said, it's not a constant onslaught of horror. That would dull the effect. Pacing is everything.
Unique Campaign Concept. Pyres of Nocturnus has been designed to include the best elements of DnD presented in a new an unique way.
Homage. I like to include the occasional homage to things that have been done before. Think of them as Easter Eggs. Tributes. Enjoy spotting them ;)
Improv. I am used to running games where the players do the unexpected. I roll with the punches. I also like to throw a few punches. For example, I will weave things into the world that unexpectedly affect your characters in twisted ways. Be prepared to roll with the punches as players too.
FUN! To me, it's all about having fun. I want players to enjoy the sessions. I want to enjoy them too. Individual players should behave in a way that keeps it fun for all involved.
STREAMED? This game is not going to be streamed, however the sessions will be recorded and uploaded to Twitch and YouTube within a day or so of each session. This will allow the players to refer back to the sessions. The sessions will look like they were streamed, complete with overlay. As time permits, I will be editing each session to create a higher quality 'enhanced' version on YouTube.
The Teaser
Upon the accursed hemisphere of Aquaria lies a realm untouched for millennia by warmth or mercy—a wasteland of endless frost and fathomless night. There, no sun has ever dared intrude upon the eternal gloom, and the wind howls as if lamenting the death of hope itself. The air is thick with dread, for it is not the living who rule this place, but the restless dead—pale sovereigns whose hollow eyes gleam with a madness older than memory.
Every shadow seems to breathe, to hunger. The scant vestiges of civilization that remain crouch in terror beneath a sky of iron, their hearts divided between predator and prey. No soul walks unafraid; no corner is free from the whisper of unseen horrors. Nature itself has turned traitor, its cold and jagged beauty masking a will to devour.
Above it all broods an Emperor—a ghastly monarch whose dominion is fed not by loyalty, but by flesh. His barons, gaunt and cruel, prowl the tundra with their hollow courts, ruling not to preserve the living, but to harvest them. For in the eternal night of Nocturnus sustenance is not found in the soil nor the ice, but in the slow and pitiful heartbeat of mankind.
However, our tale does not draw its first breath amidst the frozen graves of Nocturnus.
No—its origin lies far from that desolate sphere, beneath a sun too bright, too living. It begins in Sidney, Australia, where the sea murmurs softly against the wharf and the air hums with mortal trivialities. Yet even there, beneath the veil of daylight and the clamor of human contentment, fate stirs—subtle, patient, and hungry. For darkness has many dwellings, and even the warmest shores may cradle the seed of despair.
When The Pyres of Nocturnus begin, you are but an ordinary soul dwelling beneath the pale sun of Sidney, Australia. Morning drapes the city in its indifferent light—the cry of gulls over the harbor, the sigh of the waves against the stones, the restless murmur of a world too busy to notice its own trembling. You rise, as you have countless mornings before, unaware that this day will be your last tether to the known world.
Before you lies a journey across oceans—a flight bound for the United States. The reason for your presence in Sidney is yours alone to decide. Perhaps it is your home, familiar and weary. Perhaps it is a fleeting refuge, the end of a brief and sunlit escape. Perhaps you have wandered here to flee something darker still. Whatever your truth, it waits to be revealed.
Title: Pyres of Nocturnus
Game: D&D 5e/2024
Cost? This is a free game.
Group type: Online VTT (R20)
Experience: As a DM, I have been running games for more than half a decade, most of them streamed games.
Location/Timezone: This game will take place weekly. Times listed will be Eastern Time, but all time zones are welcomed. Day and time will be determined by me and the players, but will not be Fridays or Saturdays.
Campaign Start: Mid-January
Schedule: First 3 weeks of each month, allowing for a break at the end of each month.
Length of Campaign: 1-2 year commitment
Roles sought:
Game style:
STREAMED?
This game is not going to be streamed, however the sessions will be recorded and uploaded to Twitch and YouTube within a day or so of each session. This will allow the players to refer back to the sessions. The sessions will look like they were streamed, complete with overlay. As time permits, I will be editing each session to create a higher quality 'enhanced' version on YouTube.
The Teaser
Upon the accursed hemisphere of Aquaria lies a realm untouched for millennia by warmth or mercy—a wasteland of endless frost and fathomless night. There, no sun has ever dared intrude upon the eternal gloom, and the wind howls as if lamenting the death of hope itself. The air is thick with dread, for it is not the living who rule this place, but the restless dead—pale sovereigns whose hollow eyes gleam with a madness older than memory.
Every shadow seems to breathe, to hunger. The scant vestiges of civilization that remain crouch in terror beneath a sky of iron, their hearts divided between predator and prey. No soul walks unafraid; no corner is free from the whisper of unseen horrors. Nature itself has turned traitor, its cold and jagged beauty masking a will to devour.
Above it all broods an Emperor—a ghastly monarch whose dominion is fed not by loyalty, but by flesh. His barons, gaunt and cruel, prowl the tundra with their hollow courts, ruling not to preserve the living, but to harvest them. For in the eternal night of Nocturnus sustenance is not found in the soil nor the ice, but in the slow and pitiful heartbeat of mankind.
However, our tale does not draw its first breath amidst the frozen graves of Nocturnus.
No—its origin lies far from that desolate sphere, beneath a sun too bright, too living. It begins in Sidney, Australia, where the sea murmurs softly against the wharf and the air hums with mortal trivialities. Yet even there, beneath the veil of daylight and the clamor of human contentment, fate stirs—subtle, patient, and hungry. For darkness has many dwellings, and even the warmest shores may cradle the seed of despair.
When The Pyres of Nocturnus begin, you are but an ordinary soul dwelling beneath the pale sun of Sidney, Australia. Morning drapes the city in its indifferent light—the cry of gulls over the harbor, the sigh of the waves against the stones, the restless murmur of a world too busy to notice its own trembling. You rise, as you have countless mornings before, unaware that this day will be your last tether to the known world.
Before you lies a journey across oceans—a flight bound for the United States. The reason for your presence in Sidney is yours alone to decide. Perhaps it is your home, familiar and weary. Perhaps it is a fleeting refuge, the end of a brief and sunlit escape. Perhaps you have wandered here to flee something darker still. Whatever your truth, it waits to be revealed.
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