
Allow me to introduce myself… I’m John, DM extraordinaire (over 50,000 hours on R20). Feel free to check out my profile on R20. Jump to the juice and just email me - <a href="mailto:taibhsear71@gmail.com" rel="nofollow">taibhsear71@gmail.com</a> Or Discord if you prefer, taibhsear #7908 I’ll give you a quick summary. I’m 54 and from Canada (originally from Toronto, but don’t hold that against me). I’ve been DMing since October 1991. I run D&D 3.5 exclusively. Seriously, you can’t even pay me to play 5e anymore. I’ve run dozens of campaigns and games and still love it. Most of my content is homebrew and unique to my game, although I have borrowed from many sources over the years. Ember of the North - Sponsored by the church of Lathander, The Ember of the North is a military company that last served in the Great Orc War about a year ago. After the peace treaty was signed, they disbanded , but not all found their place in the post-war reality. Some fragments of this company reunite many months after the war has ended to take on a new adventure. Fate finds them all in the capital city of Ornvir when a new opportunity arises. <a href="https://www.youtube.com/watch?v=oqFXZ-2QDNE&list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1" rel="nofollow">https://www.youtube.com/watch?v=oqFXZ-2QDNE&list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1</a> The Setting Depending on which game you join, you may be in one of many areas of Thera (the world). Most of my games have taken place on Multras, the primary human continent. Multras is divided into five portions (east, west, north, south, and central), each with its own trade language (Eastern Common, Western Common, Northern Common, Southern Common, and Central Common), kingdoms, and empires. Some of these kingdoms resemble medieval European countries, such as France and Germany, while others are unique, like the Banite Theocracy of Kallum. However, they all have their own distinct language and culture. The East Marches is a large archipelago east of Multras, about 2400 miles across (covering 40 degrees of latitude). Like Multras, it reaches from the tropics to the Arctic Circle. Unlike Multras, this chain of interconnected islands is not dominated by humans. Although they rule many areas, they are separated by vast stretches of wilderness filled with a wide variety of creatures, both friendly and aggressive. To the south, across the maelstrom known as Umberlee’s Playground, is the dwarven homeland of Ardokhan (Ar-do-khan). The ocean around the equator is impassible by ships, but it does not matter as Ardokhan has no ports, just sheer cliffs rising from the ocean floor. One mundane way to travel to and from Ardokhan is the great highway, a tunnel under the ocean that opens up in Southern Multras. The mountain dwarves have held the tunnel entrance for over five millennia. Flanking Ardokhan are the goblin and orc savage lands of Krozago (Kro-ZAGO) and Bruhazavo (Bru-HA-zavo). Krozago is the homeland of the goblinoids, and Bruhazavo is the heart of the orc horde. While neither race controls these continents entirely, their presence is unmistakable. <a href="https://app.roll20.net/lfg/listing/343132/embers-of-the-north" rel="nofollow">https://app.roll20.net/lfg/listing/343132/embers-of-the-north</a> Expectations I run open, sandbox, player-centric original content games. The central theme is established, and the story is there, but the players choose to engage with these elements, and I let them write their own tales. I'm indifferent about the outcome, which seems to surprise many players. I don't care how the story unfolds; although I try to make the most dramatic things happen, the dice and the players' actions are the final arbiters. On that note, I roll everything openly. Players only roll secret checks if they wish to conceal an action or outcome. When I have time, I make most of my own maps and custom tokens for each player. I detail my loot with the players in mind. I roll randomly, but I like juicy drops, so I often pick the next thing on the table if it looks sweet. Rates Most games will be $20 (minimum) per session; however, games with fewer players (fewer than 5), longer durations (6 hours or more), and higher-level content will incur increased costs. $4 per hour (with a group of 5) of gameplay (5th-9th level). $5 per hour (with a group of 5) of gameplay (10th-14th level). $6 per hour (with a group of 5) of gameplay (15th-19th). $7 per hour (with a group of 5) of gameplay (20th+). My games have no level limit, and we continue as long as the players wish to play. The highest we’ve reached is 22nd level. While the PE game is only 14th level, they already discuss epic-level content (20+) and post-epic content (30+). I have rules for both, despite never really getting that high with players. Payment is made via PayPal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. Getting Started Before you contact me, make sure: You are 18 or over. You’re willing to play D&D for four hours or more a week. You own a microphone of decent quality. You have a Roll20 account. You have a Discord account.