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LF1P - D&D 5E, RP-Oriented Group, Still early game only third session, 2nd level. Role Selected.

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Edited 1516045310
We are a 5E group with a homebrew world/lore, and some special mechanics for magic to simulate the overarching theme of a generally low magic world, where magical society is very cut throat. To gain magic spells you either learn them from another, find a Mages Tome or Warlock's Grimoire, or find a Fallen Titan Bone; which act similar to Skyrim's Shout leveling system. Current Group: Dragonborn Paladin, Xulmer (Dark Elf) Warlock, Ishmer (High Elf) Wizard, and a Venetian (Think Venice) Human Bard. Sessions: 3 Brief overview of story thus far: The Ishmer of ths group is a bleeding heart, helped our Dragonborn escape Ishmer captivity and went on the run. They heard rumor that there was an underground railroad of Dragonborn in a city called Istaria in the Kingdom of Venii, where they learn of a contact supposedly in the know about the railroad. On their way there, the DB and Ishmer get spotted by Ishmer Dragon Huntets, basically SS. The two barge into a shack and find a Xulmer, who's like wtf - but sees they are being chased by Ishmer. Not a fan of Ishmer himself, the Xulmer helps them escape. They dart out the back only to be found by the Ventian Bard who hides them in her home - they again flee out the back and down the sewers; find out their is a Kobold and Goblin turf war, leave the sewer, learn some info and in particular that there is a baby eating witch in a nearby swamp that is infested lately with Orcs and Goblins; which it typically isn't. So the party departs into the swamp. -- Said Character is actually hunting after the party to capture the DB; but they get ambushed by a lot of Goblins, the PC Party finds the group amd helps, but not until after everyone os dead besides said character. Gametime: Wednesday and Thursday, 7PM Central. Focus: RP, Story, Fun, Exploration, World Discovery, Political Intrigue, Strategy.. Not a rule lawyer, story and RP comes first before all. Said character belonged to a Mercenary Group that recently perished to a Goblin Ambush; the Mercenary Band specialized in Dargon Born Hunting, and thus has an advantage against Dragonkin. Very general, basic background that you can easily add on to - so far the only thing on his history is his village got burned down by an Ishmer(High Elves) Attack, which Dragonborn are created and owned by said Ishmer and are treated as slave soldiers. So obviously some bad blood towards Dragonborn. Said character lost his younger brother in said attack, and just lost his older brother in the Goblin Ambush. Miles deep in a dangerous, unforgiving swamp, the Mercenary decided to join up with the PCs for the time being. If you are interested, let me know. ----------- Lortharia is a complete Homebrew game focused on Roleplay, Immersion, and Story; rules will be treated lightly with Roleplay and Story being favored over mechanics depending on the situation. Lortharia is being led by a GM relatively new to D&D 5E, but with nearly ten years of experience roleplaying, developing characters and stories, and running roleplay organizations. ---------- General Lore: ---------- Many unfathomable years ago the world as we know it was but one single, rocky continent. On this ball of untamed mud rose the grand forest, the impassable mountains, and canyons that could swallow nations - but there were no rivers, no oceans, no beast, and no life. In this day there were more Gods in the skies than stars, and they saw the value of this rock hurtling through the twisting nethers of space. Wars between the godly brothers and sisters arose, and with their bleeding corpses came the tides of the oceans, and flooding of the rivers. Through much devastation a faction of our founders came to a head, becoming the original Gods of our world. Sylvan; the God of Life took a clump of mud from the world and with it forged the first beings of the world - deer, elk, bears, tigers, wolves, birds, and fish... Then he made the first of Mer; breathing life into the Elf’s lungs. Sylvan named him Lor to mean earth... Then Sylvan took from the earth another clump of mud and formed the second of the Mer and he named her Syl to mean life. Together, Syl and Lor bred and from their bosom birthed generation after generation of Mer. The Elves of the Olde lived all over the world, in the forest, the mountains, near rivers and oceans - and did as Sylvan had told them; his one commandment. Protect all life. But, as many stories go - not all were satisfied with their gift of immortality, or immunity to disease, or bountiful harvest. An Elf by the name of Ul whom lived in a mountain village went to explore in an area forbidden by his elders... it was there that Ul found the skull of one of the many fallen Gods who had died in the war of our creation. As Ul approached he could hear whispers of promised power, and with that his heart was corrupted. Ul took the Titan’s Skull into his hand and with that he was bestowed with the curse of the Arcane: his olive flesh was rendered pale like the Great North’s snow, and his primal-brown gaze turned into a purified blue that glowed brilliantly with power. Ul went to his village and shared his new-found knowledge, the Elders called for his exile and Ul left - with a handful of mew apprentices. Many years later Ul would return to his mountain village with an army of pale, blue-eyed elves; and they would commit the first genocide of the world. Burning flesh, and ripping Mer apart with their powerful spells - the Mer were no match. It was on the burning ruins that Ul created his capital for his new Kingdom. Many years later Ul would return to his mountain village with an army of pale, blue-eyed elves; and they would commit the first genocide of the world. Burning flesh, and ripping Mer apart with their powerful spells - the Mer were no match. It was on the burning ruins that Ul created his capital for his new Kingdom. He renamed his people the Ishmer, meaning Enlightened Elves and called his Kingdom: Ish’alla meaning Enlightened Kingdom. Ul and his growing Kingdom spread through the land like a plague, conquering new lands, and slaughtering those that helplessly opposed him. However Ul had an apprentice, and like his Master - Xor craved power. Under the guise of night Xor fled from a scouting party that was searching for another rumored Titan Skull; determined to find it himself. Little did Xul know that there were dark forces at play, he did indeed find the skull of a believed Titan - the skull of Abrojn; the Father of Dragons. Xul was enticed by the encroaching whispers in his head as he reached for the reptilian skull; finally taking it into his grasp. An agonized scream came forth from his lungs as his whole body burst into flame, his flesh turning to ash and his eyes turned red like the blood of the innocents he had killed. Xuk was thrown away from the now levitating skull as the earth and trees broke and flew towards the skull, rapidly creating a cast of the God’s former body. Finished the long dead Abrojn opened his dark eyes for the first time in thousands of years and looked to Xul; the Father of Dragons enriched Xul’s mind with dark magics and then took to the skies and flying out of view. Xul returned to camp and much like his master before him, his people were disgusted and fearful - but the years of violence had made them much less forgiving than the Mer that had exiled Ul. The Ishmer of the Camp had Xul tied to a post and flayed his skin with a knife. The Ishmer then dismantled camp and left Xul for dead; through his new-found mastery of magic Xul managed to free himself - fearful of the Dragon he had found, he secluded himself in a nearby cave - and over the years collected a small cult following of Elves who called themselves Xulmer, or Dark Elves. These ‘Xulmer’ traditionally painted their flesh with ash, and tattooed their flesh in red inks in honor of their leader, Xul the Flayed-One. Those truly loyal and faithful to Xul were granted a blessing - burning their flesh a permanent black, and turning their eyes blood-red much like his own fate in exchange for powerful magics. (Gods) Mer Gods: Xuron is the Werebear Pantheon; a god of war essentially. Lunis is the Werewolf Pantheon, god of the hunt/harvest, symbol of community, bravery, etc. Thur is the Werelion Pantheon, symbol of individualism, courage, heroes, god of fertility. Ishmer Gods: Ul the Enlighted; seen as the Father of the Ishmer. Worshipped for Insight, Knowledge, Perception; largely worshipped by the Ishmer and Wizards/Mages - Temples are Common. Often portrayed as a sigil of the Sun Xulmer Gods: Xul the Flayed One, the Bloodied, the Ashborne; seen as the Father of the Xulmer, worshipped as a Deity of Freedom and Power throughout the World; cult-god. Sacrifices of Flesh are common place for devotees. Temples are few and far in between, usually hidden; followers are few but typically devot. Human Gods: Lothar: God of Time, most Powerful of the Gods. Father God Marius:God of Life & Death Sepion: God of Wisdom and Logic Trium: God of Mercy and Justice Yorn: God of Man, Honor/Pride. Torish: God of War Moore: God of Law, Order, State Yilda: God of Love, Beauty - Mother God. Zelthim: God of Work, Trade, Commerce, and Gold. ------------ Starting Information: ---------- We will be starting our Campaign in the Lands of Venetia, traditional homeland to the ancient Human Family the Venii. The lands of Venetia are largerly considered hostile and dangerous with various swamps filled with diseases, orcs and goblins, and other creatures; rivers rumored to be strong enough to drag an elephant away in its current; and bogs riddled with quicksand and water envelopes manholes. It is only along the coast and scattered islands that the ancestors of the Venii reside and have made an empire founded on trade ans culture. It is in the lands of the Venii that you will start your journey; in the famous capital-city of Istaria, known for its natural bridge of stone that crosses the great Treedis River; the only known passage from the West Coast to the Southern Kingdoms of Eternal War. The only other known passages from North to South cross through the drylands: the Malian Desert within the Stone Ribs Valley running through the center of Lortharia. The other passage drives through the Eastern Coast, with the Kingdom of Ostaria hosted atop Redcliff; a near impenetrable cliff-face with the Ostarian Capital. Typically an easier route from North to South, the passage has been riddled with rockslides and earthquakes, as well as bandits and raiding parties caused by the current Civil War of Ascension to the Ostarian Throne. ---------- Things of note: ---------- Must be active: Things happen, we get that - but don't consistently have an excuse every week. If you miss more than two game in short notice or if it's happening consistently, we'll pull in a player that'd like to be in the game. No rule lawyers/nazis; you will be removed - focus on the story not the numbers. No mim/max focus; it's one thing to be efficient and another to do everything in your power to make an OPed character; focus on the story not the numbers. No Nazis in general; don't be a bigot dude. Only 18+ years of age. Don't stop a game to argue with the GM; if you have a question or concern over a ruling, make note of it and we can discuss it AFTER the game. GMs can change their mind; while consistency is ideal, if required we can revoke a former ruling. No Party Splitting or Player V Player; Unless planned and discussed before hand, parties must not be split. Players will not attack other Players, conflict of interest is fine. Adult Game; expect detailed gore, mentions of various cruelties, and adult language. Communication; all major decisions will be decided as a collective, the party will be encouraged to ask questions, and discuss the situation OOCly and ICly before making a decision. ---------- Current House Rules: ---------- Magic Spells cannot be learned on your own whim, instead Magic is either taught by an Instructor or collected through gathering Fallen Titan Bones, which empower the collector with knowledge of a spell. From the starting town, spells will be radiated outward onto the map with higher level spells being further away in more dangerous locations - players will need to ask around or do research to learn which spells are where; incentive to explore and give a creative feel to Magic users with the existing homebrew lore.
Still searching for one more!
I'm quite interested. Are dwarves acceptable?
hello I am looking for a game on any of those days I could do more then one if you have others to do it I love dnd and am an experienced dm I am looking to be a player I have years of expirence and have a long expirince with roll 20 I have a tortle barbarian that I really would love to play hopfuly I can take part in your game