
Hello. My name is Masha'to Forgekeeper. You clicked my thread. Prepare to read! Timing Out the gate let me say that if this takes off, I will be looking to run a Sunday afternoon/evening game based on US Central Time Zone. I work as an automotive leasing consultant, and Sundays are the only day my dealership is closed. I would like to have something to do on the weekend in my free time and to find others who have the same general window. I am open to the hours for a pretty broad range, and will work with the group to find a slot that brings everyone together to tell the best story we can. About the GM Good morning, afternoon, evening, and night. It's the internet. I don't know when you're going to read this, so I have to cover my bases. My name is George, but in most online communities, Roll20 included, I have adopted the name Masha'to or just Masha. I've been playing D&D and other RPG systems since the launch of third edition back in 2000 in my high school days. Over the last few years, I've been running Legend of the Five Rings and Pathfinder almost exclusively with a small splash of playing in some fifth edition games. When fifth edition first launched I was a part of my local gaming store's Adventurer's League, but it closed before the chronicle could come to an end for everyone. All these years later... I'm considering running a small, player-centric game using the fifth edition rules to get my bearings again. So I come to the community looking for a few people who want to sit down and play a casual game with a serious tone. The Outline - Meta I would like to pick up with a group of second-level adventurers, as few as three, but no more than five. However, exceptions have been made for a significant other joining in previous games, but five is my personal comfort zone to keep every player actively engaged and to have their own " moment in the spotlight " during sessions. Ideally, we would have a short story arc of two to three sessions that work to establish a relationship beyond basic mercenary mentality and forge bonds for the players to want to work with one another in the future. Following these initial sessions, I would like to move forward with the story of the players becoming a little older and wiser, and gaining a level or two to represent the time spent together. I personally want this opportunity to better see how the players come together and work, and establish more of their own personalities at the table. If the group builds a common desire to world build, or dragon hunt, or politick... it allows me the chance to tailor the next piece of the story to those ideals. We all come to the table with expectations, but all experienced players know how quickly some of those can change when you get the right PC in your group to push you. Perhaps a paladin takes on a squire who becomes immeasurably important to them, or the cleric feels a need to redeem a villain who escapes or atone for that failure. I like my games to highlight the player's wants and needs. Personally, I still subscribe to the older school of thought that most games have the best conclusions in the "middle levels" of play. With that in mind, should this become a long-lasting chronicle, I intend to bring the story to a fitting conclusion in the level 9-12 range. If you're looking for a level 20, plane-jumping, god-slaying opportunity, I will not be the one to scratch that itch. If something along the lines of a Beholder, Ice Devil, or Adult Dragon are more along your scale, then have I got good news for you! The Setting Our story begins in Fort Rechar (reh-KAR), a once small military outpost on the northern borderlands of the Duchy of Priral (PRY-rahl), within the Kingdom of Elan (E-lun). Fort Rechar was an expedition outpost seeking out threats on the northern border that grew into a trading outpost after the discovery of a number of gold veins in the nearby foothills of the Dotham (dah-THUM) Mountain range. Now it is a small frontier city overseen by Count Findley Elliot, a mage of no small skill. Fort Rechar is a peaceful community with a strictly enforced code of laws and protected by a well-organized guard known as the Ironheart. Fort Rechar is supplied fresh water from the Dotham River, which powers a local lumber mill. The area around the city is mostly cleared into farms for wheat, millet, and flax as well as grazing lands for cows which supply a large dairy supply. Sheep and lamb production is notable for the wool it provides to the area for the long winters. To the north is the dense Howling Forest, which expands beyond the borders of the Duchy into the unknown, but is believed to eventually meet with the frozen glaciers of the Dotham Mountains or a vast frozen sea. Religion is heavily prevalent in the Kingdom, and for ease of new players, will draw from the classic Gods of Greyhawk. There is no official religion within the Kingdom. The Duchy heavily favors the worship of Pholtus, god of light and law, while Fort Rechar's history as a military outpost has left a strong presence of Hextor's worship as the god of war. Though in generations past, this is more in memory of where the city began. The Ironheart worships St. Cuthbert with the highest veneration, Count Findley openly reveres Ulaa as do a number of local noble families, all while the city openly maintains a Cathedral dedicated to Ehlonna, Fharlanghn, and Pelor. Almost all other deities have known shrines around the city to receive prayers with the exceptions of Vecna, Tharizdun, and Iuz who have no publically known shrines. In Conclusion If you've stuck with me through all these ramblings this morning as I've collected my thoughts; You have my thanks. I would love feedback and questions from anyone to help work bring a little more life into this budding world. I hope to see some great interest from players who want to jump into a chronicle and tell a great communal story about inexperienced adventurers carving out their place in the world and leaving a mark on our fictional history. I look forward to reading every single reply here!