
Hello everyone! Using the 5th edition ruleset, I'd like to invite you to join me for an adventure! I will detail out some of the odd things in this world that have been homebrewed. Firstly, AFTER reading, and if you are still interested please send me a PM. I will post the Template for the "application" below as well. If you'd like to ask questions here in thread i will answer, but for all interested of actually joining, please PM. I am looking to cater to a 6 player group at most. If I find a solid 4-5, we will run that. but no more than 6 players. This world will feature quite a few things that you normally wouldn't encounter. You will be choosing one of the "Good" Races. This is because there are good races, and evil races. They are at odds with each other in this world. This campaign will focus on the "Good" side of things, and their story in this world. Every race (humans, dwarves, elves ect ect...) As well as the evil races each have their own city in the world. The majority of the population of that city is of that race. the vast population of the world are not adventurers. Yes there are plenty of adventurers, but relative to the entire world, it is a small population. It is not uncommon while visiting a different city outside of your race to encounter nothing but local populace. Also all races are equal in most respects when it comes to technology, economy, and manpower. it is a delicate balance. The good races are as follows. Elves- and there are 2 elven cities. Dwarves Gnomes Humans Halfling Goliath Half-elves- who reside in both elven and human cities. However they are typically born there and don't reside other than "home". Even adventuring half elves only call 1 place home. The Evil Races are as follows- Trolls Ogres Dark elves (aka Drow) There is also a faction of evil humans, who have their own city. If you have any questions regarding the races in this world, please ask. Also if it is not clear, The only races that you are allowed to play for this world are the ones listed under the good races. There is also a homebrew class. It is a shadow knight. Now, these are in the game for lore, and other story driven reasons. Instead of completely rewriting a new class and hope that it is balanced, I have decided that it is just easier to keep what's already in 5e. with minor changes. rules for a SK are as follows. First 3 levels of your character must be taken as fighter. You must meet all of the stat requirements to multi class. The next 5 levels must be taken as wizard. You may only take abjuration, and necromancy spells You will be given an ability to be used once per day, a "Harm Touch" as a bonus action. This will deal 50% of your max hp instantly to a target. There is no save or roll. You must take necromancy specialization for wizard All necromancy spells that deal direct damage also heal 100% of the damage dealt. I know some of these things might sound scary. But I've done my best to balance out encounters. Shadow knights, if you are interested to play one will be well thought out by you. Shadow knights are not common. If played by a good character, they are very similar to paladins in their righteousness. However their main moral difference is that they see the beauty in death. So you take the admiration for death, and use that as your fuel for how you'd like to play the character. This campaign will be starting at level 1. I will be running a 1 shot for each player/s. Some of you may begin together, some of you may not. These one shots will happen before the entire party is together. We need to create foundation for a story, and for your characters. It will also be nice to endear you to your starting cities. Give you a sense of home. These one shots I would plan on having enough time for a regular whole session (aka likely 3 ish hours) Speaking of sessions, and times. I have not mentioned what time and day of the week. I will not have an answer for that. I need to see which day of the week is most available for all of the players interested. This is a "Will be updated" Ongoing thing. Once I have chosen players we will discuss a great many more things. Including more details of each of your starting cities so that you can write a history and backround. This is all I have at the moment for the most important homebrew changes of the world I'm inviting you to play in! Please, if you have any questions at all, list them here in the thread. This will help others who also may have the same question. And as a reminder, PLEASE PM me if you'd like to apply to join. The application is listed below. 1. Please explain, in your own words what metagaming is. 2. Are you comfortable taking the lead in the party if no one is stepping up? What exactly is "taking the lead" anyhow in your words? 3. Your general D&D experience 4. Are you ok with creating a layered, and detailed story and history for your character? *This is not for the feint of heart. I will lay below an example of something that was well done in one of my other campaigns. The passion, and thought that was put into it will only help to enhance the story, and your play of that character. The more you put into the backround for your characters, the more I can create a story around your characters. Using some elements and surprising each of you. Again, just an example below, and I do not expect the same by any means. I only ask for actual thought, time, and effort. Cas'ean Dwin'rae (Walker in Light) History: Born on the Island of Merrindor to Father Uth'ron and Mother Ly'winn, Cas'ean was born into an upper crust family that sat upon Merrindor's High Council for 1000's of years. Living what most would consider a charmed adolescent life; full of games, laughter and love, it would soon come to an end when his parents went missing in an attempt to aid Merrindor. A young Cas'ean, just 10 years old, would be taken in by friends of the Dwinrae family, Kon'rad and Py'rah Mitore . Kon'rad was an arcane scholar, who like Uth'ron, was skilled in evocation, while Py'rah, much like Ly'winn, dealt with religious artifacts. Py'rah was sure to instill Cas'ean with his mothers moral compass and religious intrigue, while Kon'rad was sure that Cas'ean knew the ways of Evocation and the importance of keeping an open mind. Though they didn't provide the luxurious life Uth'ron and Ly'winn would have provided, they provided all the love and direction he needed to become a successful elf. Merrindor itself is a beautiful secluded magical island located (N/E/S/W of Landmark/Continent) The Island's central hub Islewind is surrounded by Ancient Magical Willows which shroud the Island from wandering passer-by's. In fact, one would basically have to be upon the Island before actually seeing it. Elves born in Merrindor find they have a life force like compass that draws them to the Island when venturing out. There is no real defining reason behind the enchantment of the trees other than the founding Elves of Merrindor wanting their privacy. The forest is brought to wondrous life by Magical Lakes, Nymphs, Unicorns, Glowing insects and other magical creatures. But beware.. though beautiful, the Willows can be a frightful trek to those who aren't familiar. Magical beasts, traps, dens of Elvens gone bad along with various lost travelers are known to be sprawled throughout the forest. Many a young elf have gone missing while journeying through it. Iselwind itself is a sprawling metropolis. In the middle sits Highmark, the Islewind Capitol, a towering white building where the high council meets to discuss important matters. Highmark also houses it's central library along with hosting town halls and elegant gala like events. Attached to its peak is a Windmill which catches the winds coming off of (sea). This wind force combined with the magical waters of Merrindor, create quite the colorful water display which bounce off large busts of Merrindor's settlers along with other unique sculptures such as Dragons and other creatures. It's back drop, white and pale blue towers that house Merrindor's elite. Surrounding Highmark is a bustling business district where an Elf can find everything their heart desires. Near it's outskirts are schools where an Elf can learn to become a master of various studies along with the housing communities for the more common Elf. (120 years ago) One day, the water display in front of Highmark lost it's wildly vibrant colorful hue and became clear water. The High Council didn't think too much of this at first, but as the reports of a dying Willow began to make their way to Highmark they decided to investigate. After a simple investigation and a soil sample taken for studies, the High Council came to the conclusion that it wasn't just the Willow that was dying.. but the ground under it began to decay as well. There appeared to be no immediate danger, but if allowed to fester who knows what would become of the Island itself.. let alone its trees. (100 years ago) After losing one of it's trees and the land beneath it collapsing into the (sea), the high council continued to search for reasons behind the decaying land. One night, Ly'winn prayed to (Diety) for assistance, she received a reply. Unfortunately, Ly'winn was told there is no cure.. but that it could be stopped by placing a specific relic upon a sacred piece of land in Highmark. The high council held a city meeting and asked for volunteers to assist Merrindor in seeking out this relic, which were known to be in dangerous areas of the world and outside of Merrindor. Only 3 hands went up, Uth'ron, Ly'winn and shortly after Uth'ron's brother Kor'van. Even with a son just 10 years old, Uth'ron and Ly'winn knew its something they must do, being among the most powerful Elves available. (20 years ago) Over the last 80 years, Cas'ean would grow up to be much like his mother and father, but also shared traits from Py'rah and Kon'rad. Though the 2 eventually had a son of their own, Sel'reth, who is 10 years younger than Cas'ean, they spent most of their time and efforts rearing Cas'ean. Cas'ean would make many friends over the years.. Gill'ean being his best friend, the sharpest bowman in Merrindors military. Unfortunately Sel'reth Mitore and Cas'ean would never truly be friends or siblings, however, there appeared to be no real love lost between them. Cas'ean would take to Evocation like a fish to water and found inspiration through history and religion. A constant learner, he read every book in Highmarks library, but all the studying in the world could not make him forget his loving parents. As the question festered inside him over the years of what may of happened.. rumors made their way to Highmark, unfortunately they carry grim news.. (Next few years) After decades of searching, it appears Kor'van may have perhaps actually found the relic, but at the cost of the lives of Ly'winn and Uth'ron.. After hearing of these rumors, Cas'ean became broken; 90+ years of hopeful wonderment had come to a crashing end, he further committed himself to the study of Evocation and began to study religious relics. Over the years these rumors would spread like wild fire among Merrindor's residents. They began to not only question whether or not Kor'van would even return, but how could such skilled Elves like Ly'winn and Uth'ron perish. Doubt would begin spread throughout Merrindor. It didn't help that Kor'van was known to be jealous of his little brother. Jealousy that not only stemmed from a competition of courting Ly'winn, who ultimately chose Uth'ron. But also the fact that before they left for their journey, their father Mal'rah had chose Uth'ron to succeed his chair in the High Council instead of Kor'van himself. (Today) Cas'ean sets out for not only vengeance... but also a cure.