Living campaigns are a shared campaign setting with a codified set of rules for the campaign that govern how to build and advance characters as well as how the campaign will handle rules elements of the setting. Campaign staff create, distribute, and manage new adventures in that campaign setting, and quite often administer a player database and promote various products. A living campaign lets players build and advance characters, develop their personalities, and forge relationships. Living campaign games are run at conventions, game days and other gatherings. The rules for character tracking allow a player to take their PC they created for the campaign to any of these meetings and play it in the adventures offered.
In this instance the OLC or Ohr Living Campaign is an online living campaign centered on using the programs Discord & Roll20.net to create a living, breathing world where multiple game masters and players can come together to build a shared universe. Players can create characters and take them to multiple games to go on different adventures or explore dark dungeons as they present themselves. Always keep in mind however that actions have consequences and those consequences can affect the world around you!
Custom Classes & Races with OSR themes and mechanics. Critical thinking and players working together is expected.
A dark, but hopeful setting.
Mic required. Primarily voice based game using Discord and Roll20 for maps/tokens/music/etc.
A living campaign with games ran as one-shots, campaign scenarios, large scale server events and more.
Age Requirement: 16+
LGBT friendly with a code of conduct in place.
New player friendly and new players always welcome to join. Veteran players are always welcome as well.
Game Masters who wish to world build, create lore or to run games in our setting are free to sign up as a trial GM and begin playing.
THE CURRENT STORY OF OHR | CAMPAIGN PRIMER
Ohr has been a world in darkness for over two thousand years, as the final days of the sun’s light flickered down upon the lands there was an understanding of finality as the last hold of the mortal races would undoubtedly be extinguished. The Long Dread or the Dread Shadow would mark the first of the literal dark ages. In these black ages, cities of men slipped into ruin toppled by war and consumed by pestilence and misery. The elves, still tormented by the loss of their self-appointed prestigious positions as the firstborn and perceptions shattered would turn to suicide and seclusion. Ishul Insel is lost forever, their gleaming cities and golden spires left abandoned or engulfed by the terrifying things that crept within the eternal black. The elves of the Todeswald and their homelands decayed, they grew more cold and impatient towards the other races and soon apathy and loss of contact left them addicted to loneliness. The Dwarves of the Stone Confederacy had found their route down assured destruction hundreds if not thousands of years before the Dread Shadow. Taking advantage of the Bright King’s death, they held a steely grip over the lands of their allies and ultimately drove them away from the empire. Dwarven influence now connected the entire Confederacy. Already spread thin and with civil wars being waged on the political and battlefronts throughout the empire, it was during the Dread Shadow when the Slender Crown and his forces of undeath would march upon them. It was only then that the empire dwarves finally understood just how alone they were. They surrendered the Old Stone, their king executed, and the distinguished houses crumbled under the burden of the Ghoul King‘s might. Only a few thaigs remain and they have been without the direction of the old stone for thousands of years, their theory of grand technologies and new weaponry lost to selfishness and war.
Yet hope remains.
Tir’Brannon, one of the grandest human kingdoms stood the tide. The exiles from the Stone Confederacy reinforced their borders, mass migrations of the free march dwarves and the human free cities of the Southlands. This granted them precious time to construct marvelous defenses and magnificent cities. The coming twilight, a shared foe allowed them to lend their wisdom and united efforts to repel the Dread Shadow. It has been thirty years since the sun returned to Ohr, this is the age of heroes, an age of knights, savage barbarians, dark dungeons, profane temples dedicated to forgotten gods, and the looming threat of the return of the everlasting night of the Long Dread. It is time to rise from the ashes of the old world and forge a new destiny.
WHAT MAKES THIS CAMPAIGN DIFFERENT FROM THE REST?
The World of Ohr is a very different setting from what you're used to. This world is bleak and unrelenting and it undoubtedly doesn’t take much to end up dead. In fact, it’s painfully easy, specifically if you seek to construct characters you would ordinarily play in standard fantasy frameworks, where you’re a mighty hero who’s prepared to handle any challenge and smite evildoers by the dozens. In this game conflict is ever perilous. Know that many individuals will not pause to deceive you, take from you, or murder you, should they see fit. Use your head, be wary of what you say, and always look out for yourself, because no one else will. One final thought to keep in mind is that you are not supposed to beat every challenge you’re presented. There is no ridicule in running away if it means you live to fight another day. Optional conflicts are frequently the hardest, so don’t dive at the first chance to be viciously murdered.
Adventurers are Rare
Adventuring is not an occupation, rather it is a side effect of fulfilling a more pressing need - saving the town, completing a quest from a lord, or finding a lost princess. Ohr is a dangerous location and player's start off as a level one. Chances are you don't have the experience to claim that you have traveled too far from the village you were born in. You are a person in world much larger than yourself, filled with monsters, people, cities, factions and other players. You're a cut above the rest, but you aren't the main character.
Magic is Uncommon
Magic is well, magical. Cantrips are more common than other true types of spells, but anything above that becomes rare very quickly. Magic is seen as a source of darkness and mystery in the world. It's dangerous. Something to potentially be feared at all times.
Magic Items are Very Rare
There is no such thing as a "magic shop" in this setting. Sometimes it is possible to find someone who sells potions or other magic-like concoctions but even those are limited and somewhat rare. Magic items are truly special, each of which has a unique story attached to the item. In addition, magic items are always gifted with a "Name". A name defines it as something greater than a normal weapon found in the world. A name gives something power and meaning.
EPIC 10 | LEGENDARY 11+
Experience points are handled differently in our campaign, they are used as a currency. You spend XP points to level your character and the amount of experience to level from 1-10 is the standard amount that it would require for you to reach those levels in the base game of D&D 5th Edition. Once you attempt to level beyond that however, levels 11-20 are exceptionally difficult to obtain. This isn't to limit the players, but to limit the world around them. Class levels are uncommon among the peasants and NPCs that you meet in the world.
Custom Races & Classes - Low Magic
The World of Ohr campaign setting has custom races and classes. We have a variety of different human, dwarven and elven cultures to choose from. There are a limited number of monstrous and more unique races to choose from as well. Our classes are based on the Adventures in Middle of Earth 5th Edition game from Cubicle 7 with a number of tweaks to make them unique to our setting. There is only ONE magic class 'The Hedge Mage' and it has limited slots, at any given time there can only be 3 Hedge Mages on the server.
HOW DO I JOIN THE CAMPAIGN?
If you're interested in joining the campaign please feel free to post here and let me know, especially if you have any questions! In addition you can follow the links found below to help you navigate our website or to join our discord community server. Please remember that this server is different from traditional Dungeons & Dragons 5th Edition. If you're looking for a "normal" experience, this isn't it. We use heavy home-brewed rules, we have custom classes and races, but the foundations of combat, skills, rolling, HP, AC, and basically the "core" game play mechanics are all there. Just tweaked to for our own preferences. So please have a look around and see if you think you'd enjoy yourself on our server. Thanks for taking a look!
New & Veteran Players Welcome!
We are seeking enthusiastic, fun loving and easy going people to join our server to play D&D. Character death can happen, but it's not the focus of the campaign.
We use OSR mechanics and we enjoy challenge and having to critically think about things when talking to NPCs. Creating your own maps while adventuring through a dungeon, talking to NPCs, taking the initiative in social encounters and ensuring that you're prepared for charging into combat is always recommended.
WHAT IS A LIVING CAMPAIGN?
In this instance the OLC or Ohr Living Campaign is an online living campaign centered on using the programs Discord & Roll20.net to create a living, breathing world where multiple game masters and players can come together to build a shared universe. Players can create characters and take them to multiple games to go on different adventures or explore dark dungeons as they present themselves. Always keep in mind however that actions have consequences and those consequences can affect the world around you!
WORLD OF OHR AT A GLANCE:
THE CURRENT STORY OF OHR | CAMPAIGN PRIMER
Yet hope remains.
Tir’Brannon, one of the grandest human kingdoms stood the tide. The exiles from the Stone Confederacy reinforced their borders, mass migrations of the free march dwarves and the human free cities of the Southlands. This granted them precious time to construct marvelous defenses and magnificent cities. The coming twilight, a shared foe allowed them to lend their wisdom and united efforts to repel the Dread Shadow. It has been thirty years since the sun returned to Ohr, this is the age of heroes, an age of knights, savage barbarians, dark dungeons, profane temples dedicated to forgotten gods, and the looming threat of the return of the everlasting night of the Long Dread. It is time to rise from the ashes of the old world and forge a new destiny.
WHAT MAKES THIS CAMPAIGN DIFFERENT FROM THE REST?
Adventurers are Rare
Adventuring is not an occupation, rather it is a side effect of fulfilling a more pressing need - saving the town, completing a quest from a lord, or finding a lost princess. Ohr is a dangerous location and player's start off as a level one. Chances are you don't have the experience to claim that you have traveled too far from the village you were born in. You are a person in world much larger than yourself, filled with monsters, people, cities, factions and other players. You're a cut above the rest, but you aren't the main character.
Magic is Uncommon
Magic is well, magical. Cantrips are more common than other true types of spells, but anything above that becomes rare very quickly. Magic is seen as a source of darkness and mystery in the world. It's dangerous. Something to potentially be feared at all times.
Magic Items are Very Rare
There is no such thing as a "magic shop" in this setting. Sometimes it is possible to find someone who sells potions or other magic-like concoctions but even those are limited and somewhat rare. Magic items are truly special, each of which has a unique story attached to the item. In addition, magic items are always gifted with a "Name". A name defines it as something greater than a normal weapon found in the world. A name gives something power and meaning.
EPIC 10 | LEGENDARY 11+
Experience points are handled differently in our campaign, they are used as a currency. You spend XP points to level your character and the amount of experience to level from 1-10 is the standard amount that it would require for you to reach those levels in the base game of D&D 5th Edition. Once you attempt to level beyond that however, levels 11-20 are exceptionally difficult to obtain. This isn't to limit the players, but to limit the world around them. Class levels are uncommon among the peasants and NPCs that you meet in the world.
Custom Races & Classes - Low Magic
The World of Ohr campaign setting has custom races and classes. We have a variety of different human, dwarven and elven cultures to choose from. There are a limited number of monstrous and more unique races to choose from as well. Our classes are based on the Adventures in Middle of Earth 5th Edition game from Cubicle 7 with a number of tweaks to make them unique to our setting. There is only ONE magic class 'The Hedge Mage' and it has limited slots, at any given time there can only be 3 Hedge Mages on the server.
HOW DO I JOIN THE CAMPAIGN?
A dagger in the dark is worth a thousand swords at dawn.