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DM looking to start a D&D 5e game on Thursday starting at 7pm EST

I have already posted my want to create a group that was geared towards those that enjoy delving into characters and roleplay. I have had a few people express interest but also heard that people couldn't come up with something without a setting. Normally I like to create the setting with the group so that it is much their creation as it is mine, however it seems that it is best to just create the setting ahead of time and go from there. So with that in mind I am going to post a "short" synopsis on the world of Amorsa. The game is going to start off in the Jade Manor and the players will decide from there. I have a map created as well as short blurbs about the cities/towns that comprise Zemrik, but don't want to create a post that is a mile long. I figure this should be enough to get people started, the where part is easy to add in later. I also want to touch base on the application process just to make sure everyone is on the same page. I am not necessarily looking for people to send me character concepts as I know that when I get the rare chance to play that I like to wait to see what the party is going with. So feel free to send me the reasons why you should be picked over the others. Almost like when you apply for a job, although in this case you don't get paid in cash but in fun :P  The World In the ancient times the Precursors ruled all of Amorsa. As the first born from the gods these powerful beings dwarfed even the oldest of dragons, claiming large spanses of land as their personal domains. As the gods continued to create life with which to populate the world, the Precursors continued their dominance, subjugating all the new races. For centuries the Precursors held the world in their grasp, warring with their own kind in order to bolster their power. However power always sways, bringing forth a revolution of the slaves against their masters. The other races would no longer remain under the feet of the Precursors. The conflicts were bloody and often reshaped the terrain of the lands, but in the end the first ones were slain and a new age was ushered in. The Kingdom of Zemrik Contained within the island of Zalthar, it was once the home of Xagthria the last Precursor, but now is ruled by King Voldrik Artuu. Since the defeat of Xagthria, the Koothaal (malignant aquatic creatures) that lived in the surrounding waters, have become far more aggressive. In just a few short years they managed to claim dominance of the water, cutting off Zemrik from the outside world. For centuries the protracted conflict has continued, neither side gaining much ground. With no way to contact the outside world, the kingdom of Zemrik grew with no knowledge of the rest of Amorsa, creating a slightly xenophobic mentality among the people. Even now, twelve years after the first airship from the Orjo'ly Empire arrived, the citizens of Zemrik continue to distrust outsiders. Zemrik is also home to a large slave market, and while all races can be used in slave labour only elves may be bought or sold. As part of the trade agreements with the Orjo'ly Empire, the king has made amendments to the laws regarding elves and slavery. The most notable change was his repeal of the law stating that all elves were to be enslaved on sight. The capital of Zemrik is the Jade Manor, which is home to well over 30 000 citizens. The Jade Manor The capital city of the kingdom of Zemrik, it was built around the name sake of the city, a large house sculpted entirely from jade. The legends say that the Ancient One Xagthria was enamored with the gem type and gathered as much as he could, molding them into manor. With his death, mankind took up residence in the home, carving away at it in order to alter it to accommodate their small stature. It took several hundred years for the craftsmen to complete their work. With the process requiring the artisans to chip about at large slabs of jade, the stone became quite common amid the kingdom of Zemrik, becoming one of their main sources of trade. This abundance has caused Jade to become the official stone of the kingdom, represented on their flag as well. The largest city in the kingdom, The Jade Manor is home to over 10,000 citizens as well as the ruling family. From the outside the Jade Manor appears as a large home although one of enormous proportions. Stepping inside its gates reveals the truth, that the structure has been carved out into dozens of floors. During sunny days the city is cast in a beautiful green glow that gives the appearance of being under water. The Metaphysical Institute In the kingdom of Zemrik arcane magic is seen as something that needs to be controlled or at least guided. If those that use it are left to their own devices they are quite capable of great destruction or being corrupted by the very power they wield. The Metaphysical Institute ensures that arcane magic users are watched over. Those that show an ability to weave the fabrics of arcane magic are tested, those that pass are seen as worthy of being granted the right to continue to practice their arts. The tests that a candidate must endure push them mentally and physically, many dieing from their ordeals. Those that fail but survive are marked with a magical sigil across their face. They are also forbidden to use magic under penalty of incarceration or death. Some potential wizards that undertake the test are deemed to dangerous and are often maimed if not outright killed. Those that manage to pass the Institutes tests are allowed to join the ranks of the Institute. The symbol of the Institute is tattooed on the back of their hands, granting them the right to cast arcane spells without worry of wrongful arrest. The Orjo'ly Empire The closest nation to the Kingdom of Zemrik, the Orjo'ly Empire is steeped in mystery. Ruled by elves, the Empire possesses a greater understand of magic and its uses, allowing them to create wondrous devices such as the airships seen in the port cities. With travel by sea being impossible, the Empire controls the trade routes between the two nations. The Orjo-ly Empire is ruled by empress Rai-xia, known more commonly amongst the people of Zemrik as the Masked Empress due to the extravagant masks she always wears. It is rumored that no one has ever seen her face. Climate The world of Amorsa is hot, most of the populace having never seen snow or experienced temperatures that dip below the freezing point. Jungles, grasslands and deserts are frequent. Regardless of the season, Amorsa experiences high levels of humidity. Calendar The people of Amorsa track the passage of time via the cycle of the moon and the seasons. Each season the moon completes a single cycle, requiring roughly 100 days in order to do so. The people of Amorsa keep track of the year in terms of reference to a major event. The last major even that restarted the count was the death of Xagthria. When writing the date they use this style: 45th day of Summer, 332nd year. The Mirror World The world that connects the material plane to all the others, the Mirror World is a gray reflection of Amorsa. Also known as the Spirit World, it is home to a variety of creatures. Like the world that it reflects, the inhabitants of the Mirror World vary greatly in terms of personality and goals. Some are willing to aid those that seek it while others seek only destruction. While a reflection of the Material Plane this world is heavily influenced by magic, altering its appearance based on it. Places fraught with vile magics begin to twist and distort themselves into broken versions of their former selves. Conversely, those places ripe with protective or healing magics become brighter, serene even. Major Deities Treifahness: Goddess of the sea and storms she is often depicted as being a slender woman with hair as blue as the ocean itself. She is known as being somewhat unstable, switching from a calm demeanor to a great rage, much like the sea and sky. Her symbol is a trident with lightning bolts shooting from the tips and her favoured weapon is a trident. Valsin: God of light and valor, Valsin urges his followers to cleanse the world of the vile and evil creatures. While many consider Valsin to be a man of virtue there is a small contingent that view him as nothing more than a racist. It is commonplace for his followers to perform crusades, pushing into areas that are controlled by or merely ripe with the monstrous races. His favoured weapon is the flail. Borjhuul: Worshiped by most in order to curry his favour, Borjhuul governs the land of dead. A barren wasteland where souls venture to if they are deemed unworthy by their god. As Borjhuul can not be there to lead every soul to his domain, he sends his minions...the lost souls of children that end up on his plane. The favoured weapon of Borjhuul is Bolliruss, a long spear made from bone. Infarria: Known as the Blood Maiden, her presence haunts battlefields as she looks for skilled fighters to join her forces. Warriors of all sorts offer their prayers to her as they enter the battlefield. When she appears before mortals it is always as a redheaded woman in simple clothes, clutching a longsword. Her holy symbol is a depiction of two longswords crossed above a rose. Uumloa: The source of all fire, Uumloa is a giant fire bird that travels high in the sky. Uumloa is also known by a simpler name: the sun. It is said that when its flames touch the world they take on a life of their own, creating the phoenix's that roam the world. Uumloa's holy symbol is a giant flaming bird. Rilm: Father of lies, Rilm is a god that is revered by rogues, criminals and those that prefer to use the cover of darkness for their goals. Rilm is also the god of secrets and is quite inquisitive. Of all the gods he meddles in the affairs of mortals the most, attempting to sate his lust of forbidden knowledge’s. While he appears in many guises, the god is easily identified by the curved daggers he wields. Aomgree: Protector of nature and the oldest tree in Amorsa, this god is incredibly slow to act. Aomgree is also known for having a flawless memory, capable of recalling all events in perfect detail. Aomgree has been engaged in a fued with Uumloa since the dawn of time. The god of fire attempted to land on Aomgree, setting the gentle giant ablaze with a fire that is still lit. Aomgree is represented by a tree that is partly on fire. Myada: The goddess of luck, fate and time. Myada is capable of seeing into the future but lacks the ability to focus on the past at all and struggles to keep her mind on the present. Whether this is a side effect of her diving or merely a personal choice is unclear. While she is a pacifist at heart, she understands that sometimes she must intervene in the affairs of the world. When she does, she is said to use a giant axe. Minor Gods Dozens of minor gods dot Amorsa. Races Dwarves: The Dwarven clans of Zemrik are few in number but close knit in nature. Nestled deep underground, they hardly see the surface for the majority of their lives. During their adolescence they are sent on the Rundlewoon , an age old tradition where they are given a task to complete above ground in order to be seen as members of their society. It is during the Rundlewoon that many of them see the surface world for the first time. This process is used to weed out those that lack the dedication to their clan while doing away with the weak. Dwarven architecture is seen in two lights. While not creative in comparison to the other races, it has no equal in terms of structural integrity. To a dwarf, true beauty lies in the function rather than the form. Game Mechanics: Dwarves live for 150 years. Drák ōn (Dragonborn): Most people in Zemrik go their entire lives without learning of the Drákōn let alone seeing one. Hailing from the few quagmires that dot the kingdom they are forced to adopt a harsh mentality. With limited resources available to them Drákōn society does not allow the weak or old to slow them down. If a member of their society is deemed as a hindrance they are either killed outright or cast out to be left to the fates. Game Mechanics: The Drákōn come in two types; those that spew acid and those that spew poison. When creating a Drákōn you decide which type your breath weapon is and whether it is a cone or a line. They also have scales of green, brown, black, tan or other natural/earthen tones. Elves: The majority of elves of Zemrik are born into a life of slavery. Those lucky enough to be "Freeborn" still must live with the constant fear of ending up as one of the "Irons". While the kingdom allows the use of slave labour, only the elves are able to be subject to sale and/or trade. With roving bands of slavers hunting them, elves tend to stick to their hidden communities. Those that do roam tend to do so en masse. Since beginning trade agreements with the Orjo'ly Empire the relation between elves and the Zemrik Kingdom have started to improve. As an empire ruled by elves, the Orjo'ly Empire has slowly been working to better the living conditions of their distant cousins. Game Mechanics: Elves from Zemrik all use the Wood Elf traits. Elves hailing from the Orjo'ly Empire use the high elf traits. The elves from Zemrik also replace the weapons granted by their Elf Weapon trait with the following ones: Flail, Whip, Light Crossbow, Crossbow. Elves live for 340 years. Gnomes: Builders and inventors the gnomes of Amorsa seek out knowledge in all its forms. From this passion they have managed to create wondrous machines powered by steam and driven by gears. These insights have come at a price, all gnomes regardless of religion and location are all mad in one way or another. Game Mechanics: The gnomes of Amorsa use the Rock Gnome traits and replace the bonus to Constitution with a bonus to Dexterity. Gnomes can live 120 years. Half-elves: Known as half-breeds, the bastard children of elves and humans have started to see a surge in their numbers due to the banning of the law that allowed them to be hunted. With 100 years of "freedom" the half-breeds have started to flourish although they are still received rather poorly in many places. It is currently unknown how long half-elves actually live for in Zemrik. Those from the Orjo'ly empire have a better understanding of them (175 years). Half-orcs: These poor creatures are seen in the same light as their full blooded cousins. Feared by most, they often lead very hard and very short lives. If death does not kill them, they only live for four decades. Halflings: There have never been any known halflings in the world of Amorsa. Game Mechanics: They don't exist. Humans: The dominant race in Zemrik, humans are said to be the first race that stood against the oppressive reign of the Ancient Ones. This has left many of them to be rather arrogant when dealing with the other races however like all things in the world, exceptions do exist. The humans of Xemrik are ignorant to the world outside of their kingdom. Tiefling: To the civilized world of Amorsa, there is no difference between a demon, devil or tiefling. As such they are hunted and killed without hesitation. Game Mechanics: This is a playable race, it is just extremely difficult.
Feel free to ask any questions :)
Hello there! I have been hoping to find a DM that can run a 5e game on Thursday night's for a while now. Coming across your post has made my night. And after reading what a detailed world you have created, I'm even more excited. But before I go further, I have to present the most important part of my case. I have three friends that want to play a game of D&D 5e. So when I apply for this campaign, I am really applying in the name of 4 people, not just me. We are all experienced players (some of us have played for years) but two of my friends have yet to play any of fifth edition yet. We really want to get in a game together and I was actually planning on posting a request in the forums for a DM that would fit our best time slot until I saw your post. Your campaign fits our time slot perfectly and your world synopsis looks fantastic. Is there any chance you would be willing to accept the 4 of us for your campaign?
@James: There is always the option lol. I am looking for a group to run a game with so I don't mind if the group knows each other. Now the question for you is whether or not you and your friends are the type of players I am looking for? I'm looking for a group that is not than comfortable with the RP aspect and can/will create characters that are not only more than just a clump of stats but also can grow as the game progresses. I've been running games the last few years for groups that are more combat inclined so I am looking for a departure from that. Now by no means does this mean I want a group that never breaks character or the like as I will probably be the first one to crack a joke. I just want a group that can have a session or two with no combat and enjoy it.  So if this sounds like something you guys are down with we can go on from there
Speaking from experience with my friends, I can say we are absolutely willing to go for RP over Combat. Character creation is something we all take rather seriously and put a lot of effort into. I personally always try my best to build a character that will fit a world setting, rather than use pre-made creations. An RP oriented campaign is no bad thing as far as we are concerned. If you are willing to work with us to make good characters with interesting stories, we are willing to play up those stories in your world and have a grand ol' time doing it. Combat is fun, but a good RP session is just as much fun, if not more so. If you are willing to take us on, I'll PM you their roll20 usernames.
If you're looking for one more I'd love to join.The world sounds absolutely amazing! I am still new to D&D, but am learning quick. I enjoy combat and RP pretty equally, though I have a real soft spot for character development. I can be a bit silly at times, but I don't mind adjusting to fit better with the group if other people are more serious. I'm really interested in how a half-elf character i have would deal with the world you've built.