This game will require payment to the Game Master at a rate of $5/session/player via paypal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. This is an LGBTQ+ friendly game. Please be respectful of other peoples' orientations and identities. Hey folks, I'm looking for a couple of players to join my 5e homebrew campaign. We are a bit of a ways into it, we removed a player and kept going with 3 players for a while, but lately life has been making it difficult for everyone to show up. So, we are looking for 1 or 2 more players to join us. This is a more linear style of game with a focus on RP and story telling, but I try to add some challenging combat when appropriate. If this sounds interesting to you, read on! About the World Annoxar is a vast world with a young history. Long ago, mortals were enslaved by aberrations and were disconnected from the weave. Then, the god Orpheus, blessed them with the world tree. All magic flows through it, and with their new power, the mortals overthrew their masters and freed themselves of their chains. Now, Annoxar is a world that has seen much conflict over the centuries. In recent years, however, the people of Westin and Ydriss have expanded their horizons and built foreign trade with newly discovered lands. With a bustling economy and a time of peace, one hopes that the coming years will be prosperous for this world. The story so far (TL;DR Bad Wizard is trying to be God, must stop him) It all began when the adventurer's guild decided to host a publicity event to draw people in to the life of adventuring. The challenge was simple enough- a trans continental race for the reward of 1,000 gold pieces. With teams of 3-5, it took no time at all for anyone to try to earn their glory. Experienced adventurers and peasants alike found themselves trying to make it big in the competition, but it all quickly fell apart. Reports of undead hordes, terrifying, faceless monsters, and even a dragon from the north spread, but not until all but 4 of the competitors were wiped out. With growing dissent for the guild and their lack of responsibility, many hold the guild responsible. The 4 adventurers who survived were contacted by the leader of the magic council. It seems that someone wished to get rid of adventurers, but as for why, she does not know. She urged them with caution as they continued their travels. Over time, the adventurers grew stronger and learned of a being known as "The Master." Their investigations led them to the holy city of Ylandris, where a priest reported seeing a cloaked figure in the nearby graveyard. The adventurers remained near the temple, when the people were attacked. It was here they first saw the master face to face, and learned his identity to be that of Morlar, a world renowned wizard who went missing some 50 years ago. The party learned that he was after the gems of creation, magical gems that created all life. With 1 of the 6 gems in his possession and very little idea of how to find more, the adventurers left with little hope, but know that somehow they must locate the other gems before Morlar becomes unstoppable. About me I am a GM who loves storytelling. I really love coming together with players to create a wonderful story. I like to collaborate and plan with them how they wish for their character to grow. I am a GM who likes to present challenges and scenarios to my players and see how they handle them (this is especially true with social situations.) I apologize for the novel this ended up being, but if you're still with me, I appreciate the interest! Please DM me if you wish to know more and/or are interested, thank you so much!