I'm looking for a few players for a long-term homebrew D&D campaign, and I'm hoping to find people who want the same kind of game I do. I like character-driven campaigns with strong party relationships, mysteries worth investigating, recurring NPCs, meaningful choices, and a world that reacts to what the players do. I want serious moments and real consequences, but also humor, friendship, victories, and the weird moments that naturally develop when a group has been playing together for a while. Nalaria is a young human kingdom formed from three formerly independent city-states. Its leaders promise stability after generations of conflict, but that stability increasingly comes with a price. Magic is regulated by a powerful organization called Arcane Oversight. Non-human citizens face growing suspicion and restrictions. War may be approaching. Criminal groups, political factions, religious movements, resistance organizations, and government officials all have their own ideas about what's happening and what should be done about it. There are also much older mysteries beneath all of this. The people of Nalaria live among remnants of civilizations they don't fully understand. History is incomplete, and some things accepted as fact may simply be the best explanation anyone has come up with. There are real answers to discover. I'm not going to hand them to you. Despite some serious subject matter, this isn't intended to be grimdark. Danger and difficult situations should make friendship, humor, safety, discovery, and victories matter more. I'm also not writing a plot that the party is expected to follow. I'll create people, factions, problems, mysteries, and places. You decide what matters. If the party becomes fascinated by something I expected to be minor, I'll follow you there. If you make an NPC important, they can become important to the campaign. If you ignore a problem, the world won't necessarily wait for you to come back. There will be combat, and I enjoy the tactical side of D&D, but investigation, exploration, negotiation, sneaking into places you shouldn't be, making allies, and figuring out what's actually going on are just as much a part of the game. Most importantly, I want the party itself to matter. I'm looking for characters who develop relationships with one another. Friendships, disagreements, running jokes, personal quests, loyalties, romances if people want them, and quiet conversations between adventures are all welcome. You don't need to be a great actor or speak in character constantly. You do need to care about your character as a person and be interested in the other characters at the table. You'll probably fit well if you enjoy getting curious about the world, creating characters with motivations and flaws, interacting with recurring NPCs, making decisions without obvious right answers, supporting another player when they're in the spotlight, and having sessions where combat isn't necessarily the focus. New players are completely welcome. I'd rather play with an engaged new player than an expert who isn't interested in the characters or world. Your character can be secretive, abrasive, morally complicated, or slow to trust, but ultimately make someone who has a reason to be part of a group and who is capable of caring about the people in it.
I know what's happening behind the scenes, but I'm not trying to trick you into making the "correct" decisions. NPCs may lie. People can be wrong. Different factions may have legitimate reasons for believing they're doing the right thing. But if you investigate something, you'll learn things. If you come up with a good plan, I'll let it work. If you make a choice I wasn't expecting, I'll follow it rather than trying to steer you back toward my original idea. If the party fundamentally changes the direction of the campaign, that's not ruining my story. That becomes the story. If you're interested, don't send me a character sheet yet. I'd rather hear a little about you as a player: What kind of moments in an RPG stick with you after the campaign is over? Tell me about a character you've played—or would like to play—that interests you for reasons other than their build. How do you feel about sessions where little or no combat happens because the party gets absorbed in roleplay, investigation, or planning? What do you enjoy about another player's character getting the spotlight? What's something a DM or another player can do that makes a campaign stop being fun for you? There aren't secret right answers. I'm mostly trying to find a group of people who get excited about the same kind of D&D. If this sounds like the kind of campaign you've been looking for, tell me a little about yourself.