Hello and welcome , For starters I'll let you know a bit about me. I'm 25 years old and I've been DM'ing for the last 8 years, between a multitude of premade campaigns and homebrews. I always strive to give my players the best experience I possibly can, and enjoy working with them aside from the campaign to see what we can think of together to further their personal story alongside the main storyline. A little bit about the world , Long ago, a great war ripped across the realm. Differences of faith and culture divided the mortals, eventually coming to an end when a treaty was forged and borders were created to separate the lands and faiths. Now, 834 years after the war, a great darkness is once again cast over the lands. Invicta, the once proud nation of the Roman pantheon now serves the might of the God Emperor, it's former faith shattered under the regime. The military power of the south gathers it's forces to march against the realm, seeking to put an end to those who do not recognize their Emperor as the one true leader of the realm in seemingly endless waves. It is up to a brave few to answer the call, to unite the other nations under one banner and to unravel the mysteries that hide in the shadows of war. Are you up to the challenge? Player levels and and requirements , -Veterans and new players alike are welcome, I have plenty of experience both as a DM and as a player so any questions or concerns you may have I will happily answer and work with you through. -This campaign can range in levels depending on the players preference, be that rushing through as a medium length campaign (Typically ending around 12-16th level) or ascending the laws of the realm itself and fighting as gods themselves in a long campaign (Ranging from level 20 upward, no cap on levels). -Players classes and races are open, with the exception of races reliant on technology to exist (Warforged for example). Blackpowder was a recent discovery in the realm, so anyone looking to play artificer is more than welcome, though it'll be a work in progress for custom built firearms. -Starting stats will use a preferred system of mine leading to players being more developed starting out, I default to rolling 5d6, drop the two lowest, thus allowing a higher average of stats for players to round out characters. (This depends on player preference, should players decide they would like more of a challenge or enjoy making roleplay use of below average stats I will always encourage them to do so) General knowledge of the campaign , Androma is a homebrew realm I created, an amalgamation of different cultures and mythologies of history, which I will list below. This means players have quite the variety to choose from in character concepts. Countries of the world , Avalon - The only country in the realm that does not practice the worship of gods, Avalonians instead follow the virtues of their knights, and judging others by the content of their heart over faith, it was here that the ending of the Great War came to an end at the Declaration of Borders. Passed down through generations, there is no greater honor than being selected by a sword to take up the mantle as Knight of the Round table, to serve under King Arthur Pendragon himself. Aztlan - A hot and humid jungle, dense with foliage and life. The people here find no settlement in the land, rather choosing to live nomadically in tribes as they worship the Mayan and Aztec pantheons. Though pyramid like structures and shrines adorn this land, no tribe can stay in one place for long as the jungle holds many large predators of reptilian nature. Ikaria - Cradled in snaking mountains, Ikaria is home to those who worship the Greek pantheon. Though divided into four city states, they stand united in defense of their home when faced with war. The only entrances to their land are through their border country, Avalon, braving the mountains through the mighty port of Altea, or for those brave (or foolish) enough to push through the smaller mountain pass of the hot gates. Niflheim/Alfheim - Only separated by a straight of the ocean, Alfheim sits in the north of the central continent while Niflheim sits as an island nation above it. Both practice faith of the Nordic gods, however Alfheim is a host of the established elvish people while Niflheim stands with only a single city, the rest of it's people living nomadically across the frozen tundra. It is also believed that deep in the depths of the mountains, elves of darkness lurk below Niflheim. Manu - Sprawling deserts, split in two by the great river, Manu stands as the divide of life and death in the Egyptian pantheon. Known for producing strong and proud warriors of faith, the isle is also well known for it's priests who shepherd the recently departed to the afterlife that awaits. Ashihara no Nakatsukuni (Crescent Isles) - A strand of island's believed to be forged from the broken pieces of Hachimans' blade, the Crescent Isles find themselves divided as the north protects their faith in the Japanese and Chinese pantheons while the south has surrendered the the imperial armies of Invicta. Now divided, the land is locked in internal conflict between the Empire and Bushido states.&nbsp; Mount Kilaraus - Isolated to it's own devices, not much is known of the Gaelic Island. Those who have returned from expeditions there report of strange magic around the volcano, believed to be the birthplace of the mighty dragons and creatures of the fae. Isle of Kali - Sharp black rocks pierced from below the sea, a remnant of the Great War, the Isle of Kali stands both as a warning and a reminder of deals with darkness. Near the end of the war, the armies of hell itself broke through, ravaging the land as spines of black rock erupted to form this dangerous landscape, demons and the likes still roaming to this day. Reports indicate magic can have strange side effects or even cease working altogether when too close to the island, most likely due to the nature of the otherworldly minerals found there. Invicta - Once proud in their faith in the Roman pantheon, Invicta now kneels to the God Emperor, believing them to be above that of even the gods themselves. Hosting the largest standing army in Androma, they seek to enforce their belief on the rest of the realm, removing any evidence of other faiths in their war path. With the recent discovery of black powder in this region, the army grows in force as weapons made seem to make even the lowest citizen a lethal force on the battlefield. <a href="https://app.roll20.net/campaigns/details/15483561/androma" rel="nofollow">https://app.roll20.net/campaigns/details/15483561/androma</a> This game will require payment to the Game Master at a rate of $10 per player per session, payments are handled via Paypal . Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.