
SUMMARY Welcome! This is a Dungeons and Dragons 5th Edition(2014) Open-World game set in the Forgotten Realms, Faerun. In this game, you will not be locked into plots centered purely in the sword coast, or any particular region of the world, but rather dropped into the larger continent in one of several locations of your choosing, free to set out after your own ambitions, goals and interests into the wider continent! Game scheduled for Tuesdays, 9pm CDT. ABOUT THE GAME... The game will take place in 1372 DR(Pre-Spellplague) and allows for players to write their own history of the Forgotten Realms, potentially changing the world greatly based on their actions(or lack thereof). Whether heroes or villains, mercenaries, vagabonds, or survivors, your stories could be integral to shifting fate, for better or worse, in the lands you roam. The game will have a decent emphasis on personal character backstory and motivations. Whether you write a page, or a paragraph, your characters past will come back to haunt, or aid them, during their travels and heroics. Indeed, as you travel the world, vestiges of your past may come seeking you, diverting your attention or interwoven in the intrigue you find yourself in. MECHANICS & HOUSERULES Optional for players, based on majority vote for acceptance into the game, are many houserules and homebrew mechanics designed to provide players with a wider range of choices, and to shore up a few loose ends in the system without overly changing the balance of it. These include, but are not limited to: -Class Tweaks(Few, on request for less potent class and archetype options, such as Wild Magic Sorcerer) -Proficiency Ability Special Attacks for Weapons on Short Rest(Think the special attack options from Baldur's Gate 3, if you're familiar, modified to fit seamlessly into a virtual pen and paper format.) -Homebrew Feats -Expanded Cantrips Rules Players start at Level 3, and gain a free feat at level 1. Multiclassing is permitted. No homebrew classes. ABOUT THE DM & GAME FEEL Hello! You can call me Dapper or Weevil. I've been running tabletop games(paid and free) for about a decade and a half. I am -very- familiar with the D&D 5th edition system, but I've also experience in other editions of D&D, and several other tabletop systems such as: Vampire The Masquerade, Blades In the Dark, STAR WARS: FFG, Genesys, MOTHERSHIP, etc. As a DM I prefer to emphasize Player Choice, Exploration, and Roleplay. I am the type of DM to write thousands of words of notes for an important NPC or object, only for the players to kill them or make a choice that drastically changes how -I- thought they might be interacting with them, and loving every second of it! I love to tell a story with my players, rather than to my players. While I run the stage, the side and background characters, and set before you threats both deadly and mundane, YOU are the protagonists of this story! Make choices, change the world, and lets see what happens to Faerun from your actions! You need not be experienced in the system or lore to enjoy this game. I am more than comfortable teaching new players, and slowly easing any player into the flagship setting of D&D. As an Open World game, you are free to explore to your hearts content. Every place has something happening, whether large or small. IN THE BEGINNING... Player will start in one of three locations, based on party vote during Session 0. You may stay there as long as you wish, or simply get prepared for your future journeys and set off immediately! Each place has its own hooks for your first few forays into the dangers of the wilds and dungeons. -STARTING LOCATIONS- IMPILTUR: THE FORGOTTEN KINGDOM, THE LAND OF SWORD & WAND Impiltur is a pious nation of wealth and opportunity, with a rugged frontier spirit emboldened by its faithful populace. The untamed wilderness provides opportunity for fortune and danger in equal measure. This eastern kingdom's tumultuous landscape and monsters are tempered by the peoples faithful nature. Nearly all folks in Impiltur are religions, and follow The Triad, Torm, Tyr, and Illmatyr. Demonic worship and necromancy craft are explicitly forbidden, yet many such monstrosities still roam the land due to the allure of its power and the obscure environs one can hide within. In Recent History... The people of Impiltur have for generations been ruled over as a unified Monarchy, however, due to the death of the previous king a little less than 10 years ago, and the Prince of Impiltur being underage for the position of leadership, the Lords of Imphras II, an organization of governmental stewards meant to guide the people in absence of the King, had for some time ruled alongside the Queen-Regent Sambryl, former wife to prince Imphras IV, and daughter to the former King Rilimbrar. Now, the people wait with baited breath for the True King to take his throne. 14 Year old Imbrar the second is nearly considered of Age to rule. Yet people worry if he will ever live to see the throne. For Lord Imbrar II was not the original heir to the throne. Indeed, for him to inherit came about because the previous TWO Heirs, Prince Soarimbrar, and Prince Imphras V died. Soarimbar to assassins along the eastern roads, and Imphras V to a mysterious wasting disease. The people wish desperately to see a true heir upon the throne, but many grow hopeless and believe the royal lineage cursed... Of note as well, the eastern-border communities suffer under a withering trade economy, with many smaller port towns bleeding refugees into larger communities as the once boundless wealth of the wilderness becomes inaccessible. The more safe options spent and a sudden influx of reptilian and draconic threats making the less-safe options now near impossible for any but hardened warriors to reach. STARTING LOCATION FOR IMPILTUR The Town of Sarshel, a small port town under great enonomic distress, spurred to unbearable degrees by growing danger in the wilderness. WHAT TO EXPECT FROM IMPILTUR Political Intrigue, Faithful Folk vs Unspeakable Evils, Greenskins, Bandits, Potentially Dragons. CORMYR: THE FORESTED LAND, LAND OF THE PURPLE DRAGON . Cormyr. Land of culture, famous Knights, valor, and forests. The Purple Dragon Knights of yore are famed throughout the entirety of the continent. The Monarchy of Cormyr is beloved by its people, and even the War Wizards order of militant arcane casters serve as a backbone of this goodly nation, dedicated to the cause of laws and honor. The folk of Cormyr are perhaps some of the most free common folk in the realm, so long as they adhere to the rule of law. No man in Cormyr falls under serfdom, and the military offers a swift path for any who dislikes their lot in life to find a new path. Adventurers will find the land perhaps a bit more orderly than they are used too, specllasting and adventuring requirign Licenses in order to be legalized, but people are goodly and wealth flows for those who know where to fin it. In Recent History... At the beginning of the year, a terrible event struck Cormyr and changed its landscape forever. The City of Tilverton was destroyed when a strange, shadowy rift in reality subsumed the city during an attack by a floating city suffused with dark magic and left nothing but a crater filled with a writhing, dark abyss that not even Divination magic could pierce. This situation has left the Purple Dragon Army and the noble families of Cormyr baffled, and the land overflowing with refugees and questions. What was this floating city? What madness has wrought this destruction? How will these shadowy abominations spawning from the Crater be dealt with..? As the shadows lengthen, adventurers heed the call to see to the defense of the people, and the containment of this evil. STARTING LOCATION FOR CORMYR Junirill, a Small fishing village on the outskirts of the Thunderpeak mountains. WHAT TO EXPECT FORM CORMYR Shadowy Horrors, Ancient Evil Magics, Resettling, Investigation. SEMBIA: THE LAND BENEATH THE DALES, LAND OF MERCHANTS The land of Sembia has always been an obscure but wealthy nation, similar to its neighbor Impiltur, but notably different for its emphasis on city-life over frontiersmanship. The people live relatively lavish lifestyles and value coinage and the letter of the law above most other concerns. Corruption and nepotism run rampant in the land where coin above all rules. Some people, desperate fleeing from mistakes in other lands, hope to find their fortunes here. Some do, others find only misery. The people of Sembia are savvy, and a bit of mercantile backstabbing is considered normal in this place, but such trickery has its limits. Now, the Merchant-Lords of Sembia stand on the brink of a mercenary-backed Civil War. A war that many seek to profit off of. Sellswords, adventurers, and even the monstrous entities seek to take advantage of the chaos and carnage to achieve their own ambitions. Will you be one of them? STARTING LOCATION FOR SEMBIA Saerloon, City of the Consortium Princes WHAT TO EXPECT FROM SEMBIA Trickery, War, Mercenary Plots, Opportunistic Evils This game requires payment at a rate of $15 per session, to be paid weekly or monthly by each player via Paypal. Session 0 is free. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. GAME LISTING: <a href="https://app.roll20.net/lfg/listing/422905/tales-of-the-forgotten-realms" rel="nofollow">https://app.roll20.net/lfg/listing/422905/tales-of-the-forgotten-realms</a> Please apply in the Game Listing above or contact me at weevilknievel on discord.