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[LFP][5e][Free][new players welcome]

1620430028

Edited 1620590073
Hello and welcome. I am looking for 3-6 players to guide through a homebrew setting known as Amara. The game will run every Monday for 3 hours from 8AM- 11AM EST, the time is non-negotiable but the day is negotiable. New players welcome. You have been chosen to fulfill an ancient prophecy! At least that is what each of you were told at a very young age. Every so often village elders, wizards, wise man, monks, barbarian shamans, priests etc etc have visions or go on pilgrimages to find gifted children to test whether or nor they are the reincarnations of ancient guardians said to have protected the realm millions of years ago. These guardians are so ancient that no one even remembers their names any longer, yet this tradition still stands. A "chosen one" or "reincarnate" as they are called has not been chosen for 5,000 years. That reincarnate wound up to be a false reincarnate. In the current age though, it has happened seven times to seven separate children. This is the tale of a group of these "guardians" and their adventures in the realm of Amara. Amara is an open world sandbox setting that I as a GM want to try as an experiment. The experiment is this, the GM and the players will create an entire setting/world/universe/ multiverse or all of the above completely from scratch. Meaning, I as the Gm will have main quests and side quests, i will create towns and cities and NPCs of course. However, the players have a lot of agency, as they can create towns and cities and cults and virtually anything they want to add to this setting. I want this game to feel like Skyrim, where there are side quests and things to do everywhere but the players can go anywhere and do anything they want. Be assured, if you go to a village, town, or city there will be a multitude of things to do, people to meet, and quests to complete. You and your party will choose where to go and the more players and characters interact with the environment the more there will be to do. When a player does write up a location, NPC, cult etc, they will receive an imaginary token that they should include on their character sheet. These tokens can be exchanged whenever the player wants for advantage on any they make or any any of the other players make. Maybe one or more of your party isn't a creative type or they simply don't want to create locations or write ups. That's fine, and if no one does that is also fine it will be the DMs job alone to do that then. A player can sell their token to another player in exchange for healing, gold, items anything they want really the transaction is up to the players you may even give the other player the token freely. Alternatively, if a player "turns in" ten tokens to the DM, the entire party gains one of the following: +1 level or +1 attribute ( Strength, dexterity etc). This last option must be done at least three days before game day and cannot be used on game day. I will make a folder of all the write ups I as well as other players do so that all players may read the write ups at their own leisure This game will feature: The option for players to build a keep and rules for doing so as well as hiring staff for the keep, facing off against dangerous cults, exploring unique ; shops, inns, taverns, temples, castles etc. It will also feature epic quests, rare and powerful (and dangerous) magical artifacts, undead valkyries, necromancers, and the players may even stumble upon a plot to save all of reality. This campaign will feature a healthy amount of roleplaying and combat. Maps are used for comabt so tactics are useful. Lethality in this game is moderate, some big bads may have instant death abilities meaning that they have some ability where a player makes a save and if they fail they are instantly dead, but random enemies or enemies without legendary actions will not have a chance to have these abilities. In the realm of Amara there are no maps. At the start of this campaign the players will be told, when they grace the local tavern of the starting town of Northwind, that a group of adventures a long time ago used a huge table in the back room of the tavern to carve out a map of the surrounding area. That tavern burned down along with the map, and this tavern was built atop it. The players are encouraged to use the back room for the same purpose, just as the tavern keepers great great great grandfather once did. Why he even has such an table for the occasion. If this idea sounds intriguing to you please apply in the posted topic marked "player applications". If you have any questions for me feel free to message me on discord or on direct message me on here. My discord is : Elias the DM (Elias Pendragon)#0282 Stats: we will roll during our zero session. 4d6 drop lowest re roll ones allocated as the player likes. You roll two stat blocks take the one you like best. My philosophy as a DM and who I am: Hi I am Elias and I've been playing and dming dnd for fifteen years. My philosophy for dming can be summed up like this: I never want to kill your characters but I won't stop their deaths for any reason. I want to make your character's heroes. I'm the kind of DM who always rolls in front of my players and never fudges the dice. I'm also the kind of DM who puts quests and politics and situations and areas in front of the players or lets them know certain things exist and let them pick up or ignore whatever they want. The players choices matter in my game, and the characters can get themselves into trouble that I don't expect them to get out of. It is entirely possible the players can come up with a way I didn't think of to get out of the situation, but the choice of running away or surrendering is also sometimes possible and usually preferable to characters getting killed. Current Players: 1. Keno Hanali, Eladrin Warlock played by Arlo 2. 3. 4. 5. 6. Apply here:&nbsp; <a href="https://app.roll20.net/lfg/listing/290361/pieces-of-a-puzzle" rel="nofollow">https://app.roll20.net/lfg/listing/290361/pieces-of-a-puzzle</a> &nbsp;
There has been a ton of interest in this game so far. I am taking applications until Tuesday 8Pm EST and then I will send invites out.&nbsp; Here is some new information on the setting, some history: It has been 5,000 years since The Dawn, a time when the great cities and civilizations of Amara were wiped out by the awakening of a great and terrible evil. To speak about it is forbidden, for most believe that by doing such it would invite this evil to awaken from it's eternal slumber. Most only know of the name of this evil and nothing more. They call it The Avatar of Death. They call it The Frozen Grave. Few know it's actual name, and even fewer speak it aloud. Callavan the Devourer. The continent of Kiocia is an overgrown wilderness with settlements and civilizations spattered above and below ground due to the Frozen Grave's desolation of the land. Few of these civilizations even have knowledge of the other's existence as exploring the wilderness is a horrifyingly dangerous task and few ever live to tell of their exploration. A few roads still exist on the continent of Kiocia that connect several civilizations to one another. The cities of Zradiff and Egosea for instance trade regularly, although caravans that travel the 100 mile distance between these cities on the Broken Tower Path ten to go missing frequently. As such, volunteering for these caravans whether guarding the caravan or being a merchant/trader is regarded in these cities to be a most honored position.
I am still accepting applications until Tuesday 8PM EST, in the mean time for the six eventual adventurers here is a town on the continent of Kiocia Greenmire Purpose : It is the largest farming town of Kiocia and provides food for the surrounding area by way of it's farms, mills, and hunters. The hunters are a collection of retired soldiers and adventurers, local farmers who volunteer and have been made members, and retired members of The Shadow's Bane. These hunters belong to the Guild of the Fearless&nbsp; Wolf . The caravans also come every so often to pick up grain from the mills, food from the farms and meat from the hunters of the Fearless&nbsp; Wolf &nbsp;to ship off to the surrounding settlements. The caravans tend to stay a few days to offer news of far off cities and lands as well as provide trading to the locals. Centerpiece(s) : The Sleeping Nightingale Inn Features of the Town :&nbsp; The temple of the Morning Dove (Lady Nephine) The local wizard Isheira Wynzeiros The Fearless&nbsp; Wolf &nbsp;Guildhall Population : 500, Mostly farmers and their families. The dominant races consist of humans, half elves, and gnomes. Key Figures : Inn keep: Osgreas Shadowbeard Priestess of the Morning Dove: Ophiravae Grefir Local Wizard: Isheira Wynzeiros Guildmaster: Alfred Thanatahr Blacksmith: Clerbubis "Cler" Scheppen Travelling Caravan Merchant: Mordai Lunashine History : A couple hundred years after The Dawn, or 253 ATD (after the dawn) to be exact, the small town of Greenmire was established. It started off as a farming community to feed the few established civilizations around it. Food was scarce in those times and so Lord Avarell the First ordered miles of wilderness and&nbsp; forest &nbsp;to be cleared, half way between the main cities at the time of Zradiff and Egosea, in order &nbsp;to produce food for the nearby settlements. This proved to be a more difficult endeavor than the wise Lord had anticipated, not the clearing of the wilderness but of what resulted in it. The wilderness is a dangerous place, and Greenmire was&nbsp; constantly being attacked in this First Age of the Realm. Greenmire being a primary source of grain, corn, carrots, apples and meat needed protected. Lord Avarell the First ordered a contingent of his knights, the Silver Wardens, to protect the town. The knights kept watch but the townsfolk were still carried off by gnolls, orcs, goblins, giants and all manner of deadly creature. This was the situation in place for thousands of years as rulers kept a small contingent of the Silver Wardens in town for all of the First and Second Ages. In the Third Age, the current age, the political climate has shifted. The council of Nine overseen by Lord Elmon Avarell has put in place a Baron to oversee the region in which Greenmire is in place known as The Seven Wilds. The contingent of the Silver Wardens in this Third Age is scarce. Their numbers dwindling due to constant attack of the creatures of&nbsp; the wilderness. In the middle of the Third Age a dark aura creeps over the wilderness and an ominous wind blows, there has been an increase in attacks from the dangerous creatures that lurk there. It had been rumored that the few knights left guarding the town were about to be dismissed back to Egosea but thankfully one day a perky half-elven woman showed up in town with the solution to their problem. Sent by her mentor from Zradiff, she placed a barrier around the town in order &nbsp;to keep the creatures of the wilderness from entering. This is exhausting work as it takes quite a bit of energy to place this barrier but Isheira does it every morning, and every morning someone must carry her unconscious body back to&nbsp; her small cottage for a 12 hour rest. This barrier has allowed the Silver Wardens to diminish the numbers to just two Wardens in the town, as the barrier is both a physical barrier and acts as a mystical illusion so the town is disguised which effectively deters dangers from the wilds from entering Greenmire.
Page not found from application link
are applications still open?
Unfortunately no, we have found our six players for the game.