Yeah a bit more info about yourself is always nice. I am Chris, your humble and merciful DM! I am a 23 year old Dutch student who has been playing tabletop games for a long time now and has DM'd several campaigns both IRL and on Roll20. What we are looking for is a cool guy (or girl) with decent microphone that wants to play some D&D! This will be a long running campaign and is definately not a oneshot. Some additional information about the campaign All of you currently live in or close by the small town of Maerthwatch, which lies on the Maerthwatch mountain range. Whether you came to the plaguelands decades ago on a pilgrimage or if you were born there, you have lived in or around Maerthwatch for a number of years now. The town is home to about two to three hundred people and has basic shops and a couple of taverns. Maerthwatch contains a city guard, a temple to Chauntea and is home to the ever friendly townswizard Thomas Jones. The surrounding area houses farmers and frontiersfolk. An ancient enclave of druids who worship Silvanus the forest father is set up about a day away. Characters Starting Level 11 FR (that means FR races) Level 10 11 12 starting items and 5000 gold Backgrounds are allowed, themes are not No evil alignments. No vampires etc etc. Some fluff things: In the Year of Blue Fire (1385 DR), a magical disaster called the Spellplague changed the face of Toril, its lost sibling Abeir, and even the planes themselves. Flesh, stone, magic, space, and perhaps even the flow of time were infected and changed. Most scholars believe that the Spellplague was the direct result of the murder of the goddess Mystra at the hands of Cyric. This popular theory holds that magic was bound so long in Mystra’s Weave that, when the goddess died, it spontaneously and ruinously burst its bonds. Areas of wild magic, already outside the constraints of the Weave, touched off first, but the plague raged on and on in ever-widening spirals, devastating some places and leaving others untouched. It even tore through the realms of demons, gods, and lost souls before the end. Ancient realms that had passed beyond easy reach of the world were pulled back, such as the Feywild (called Faerie in ancient days). The Abyss, home of demons, fell through the planes, unleashing swarming evil before finding its new home at the bottom of the Elemental Chaos. The Spellplague was a potent agent of change, but it also set off a whole string of secondary catastrophes. Vilhon Wilds Lore: Since the devastation of the Spellplague, civilization has been slow to return to the region. It quickly earned a reputation for being wild and lawless, which has become self-fulfilling. The Vilhon Wilds is one of the last great frontiers of Faerûn. The ruins here attract attention, but the risks are great. Only the hardiest explorers who venture in make it back. The richest sites lie within or along the edge of the Plaguewrought Land where the Blue Fire is still active. Plaguewrought Land / Permanent Plagueland: The Spellplague is still active in this territory, contorting terrain, natural law, and the flesh of any creature that dares enter. The surreal landscape is breathtaking in its beauty, grandeur, and changeability. Earthmotes aplenty break up the sky in a strange parity with the fractured terrain below. Swaths of moving earth change with mercurial speed, and great ravines empty directly into the Underdark. Spellscarred individuals and scar pilgrims sometimes journey here because it’s the most prominent plagueland in Faerûn, as well as a great hold of the Order of Blue Fire. The stability of the plagueland’s border provides an environment where the clever, ambitious, or insane can experiment with the Spellplague and its effects. Plaguechanged: A massive change in body and mind marks a creature that has survived contact with the original wave of the Spellplague. Such survivors are called the plaguechanged. Few of their descendants survive today—the initial plague was so virulent, and the changes wrought were so extreme. As well, many decades have passed since the Spellplague’s end, and old age claimed most of the plaguechanged. A few of the horrifying things bred true, though. Plaguechanged creatures are monsters, whatever their original race, driven insane by their dreadful metamorphosis. Even the least of them display potent abilities. Luckily, few of these creatures leave the plaguelands. Ormpetarr, City of the Scar: Population 4,000. This is a city of merchants and road agents who prey on, or, as they prefer to say, cater to pilgrims, mages, alchemists, mystics, and adventurers seeking to explore nearby ruins. No other state or authority claims Ormpetarr. The Order of Blue Fire maintains its most prominent edifice, the Changing House, in the town. Its agents, important to local governance, help maintain order where the only other law is a rough brand of frontier justice. A popular place in Ormpetarr among would-be scar pilgrims is an inn called Finara’s. The inn offers reasonable rates for clean rooms above a large tavern to anyone on a scar pilgrimage. Scar Pilgrimage: The Plaguewrought Land is now part of the landscape, and natives have adapted. Some humanoids have tailored their coming-of-age ceremonies to include a venture to the edge of the plagueland. Mystics travel here to seek answers about the universe or about themselves, sometimes coming face to face with a sharn or receiving visions of the Masters of Absolute Accord. Artists who yearn for inspiration and experience come to shape their masterpieces. Shamans seek guidance, saying the land talks to them. Mages conduct experiments in hopes of learning arcane secrets. The Order of Blue Fire facilitates all this through its public works branch.The group also helps creatures that wish to brave the mortal dangers of the Plaguewrought Land in hopes of gaining a spellscar. In Ormpetarr, those who attempt such a feat are said to be on a scar pilgrimage. As with most who brave plaguelands, few pilgrims who enter are ever seen again, but those who do return sometimes claim newfound power. Spellscarred: Spellscars are usually gained when creatures come too close to a plagueland, though sometimes they afflict beings who have never had any contact with rampant magic. Sometimes a spellscar is a physical abnormality, but more often it is an intangible mark that appears only when its power is activated. An active spellscar might appear as jagged cracks of blue light racing across the forearms and hands, a corona of cerulean flame, a blazing blue glyph on the forehead, or perhaps even wings of cobalt flame. In all instances, blue fire is a sure indicator of a spellscar.