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[LFP][D&D5e][$20][HOMEBREW WORLD][LONG CAMPAIGN][Every Other Sunday 2pm GMT+0][New Players Welcome!][LGBTQIA+ Safe][Experienced DM] God's and Monsters

1714865657

Edited 1715038823
<a href="https://app.roll20.net/campaigns/details/17121159/gods-and-monsters" rel="nofollow">https://app.roll20.net/campaigns/details/17121159/gods-and-monsters</a> Want to go on a journey through a land abandoned by the Gods? How about you Sherlock Holme's it as Private Investigators in a massive city run by the rich, the corrupt, as you navigate the politics of the Thief Lords to solve mysteries? What about sailing on the open sea? Traversing an archipelago in the midst of a war between the Gods? These three campaigns are all set within a Homebrew world for Gods and Monsters. You as players will get to decide in session 0 (Which is free) which one you wish to embark on! Click Here for More Info on the offered Campaigns!!!! &lt;-- More info on each. All payments are done through paypal. Games are done here on roll20, and voice will be done in a discord group.
World Map. The black lands - like the Scar of the World - are locations where a God has died. The resulting eruption infuses magic into the ground and results in Black Stone. Black Stone is lethal and everyone who steps on it disintergrates into dust.
These three campaigns take place in a world of Gods. Hundreds of Gods. All vying for power and glory and slaughter. They roam and claim territories, and in those territories demand patronage and worship from those that occupy it. Some Gods invade other pantheons, some marry, breed, and fight their way into others. The worship of the Gods is an ever changing landscape. There are no devils. There is no hell. There are no demons. There are only Gods, some good, some bad, some grey, all out for themselves. A God in this world is more powerful based on the number of worshippers they have access too within their claimed territory, and without offering a piece of themselves [A Spark of the Gods] to their followers to actively carry with them, they cannot hear or be empowered by the prayers of those outside of their territory, and so every god is constantly striving for more territory. When a God dies, their power explodes and desecrates the ground into Black Stone. Black Stone is deadly to almost all beings that step on it with few exceptions. Because of this, Gods try their best to fight each other not to the death, or more often, fight via proxies, enhanced and blessed mortals called God-Touched and God-Claimed. Noted Differences to Faerun/Standard D&amp;D: Warlocks/Clerics: Warlocks and Clerics are two sides of the same coin and both get their power from Gods. Clerics by worship, Warlocks by contract. Tiefling/Aasimar: Descendants of either a Warlock or Cleric respectively, often claimed before birth by said God their parentage/ancestor worshiped/was contracted to. Healing Magic: Not infallible. A broken leg can heal wrong if not set correctly first, for example. All healing magic will still leave a scar EXCEPT for the divine magic of a cleric. Dimensions: Fae Wild exists [but is not as depicted in Faerun/Standard DND] Secret Shadow Wild Ethereal Plane [but is not as depicted in Faerun/Standard DND] Domain of the Nameless Ancients Material Plane There are no other dimensions than these 5.
There are three campaigns players will get to choose. Here's one of them!!! Overview: Vaepratia is a small continent in the north. A land of 32 states run by a Queen, it has remained pseudo-isolated for the last 80 years. Surrounding the land are the Vaepratian Knives , a collection of jagged black and brown rocks encrusted with amber coloured jewels that line the majority of the coast. These knives have blocked the Gods who now have no power there. Clerical Magic does not work, and beseechments of the Gods fall upon deaf ears. An army of Paladin’s keep the peace, but are they there to help? Or do the bidding of a corrupt ruling body? And what is happening in the centre of the land? Why are the poor and the destitute going missing? Why does the land seemingly hate non-humans? And what are the necromantic abominations called Torment’s that crop up and terrorise the populace before they keel over dead on their own accord… and who is making them? Start: Players will begin on a boat heading for Estren, one of the only ports available through the Knives . Why are they going? What will they find? Questions that for each player may hold a unique answer, but all will intertwine. Basic Description: Campaign is a more standard adventure, of travelling, journey, and great evil. Players will journey across Vaepratia for their own reasons, discovering the mysteries and heart of the land, and maybe, if they be canny enough… they can save it. Length: 2-3+Years. (I did say long... lol)
Here's another!! Overview: Cordis; a city Kingdom in the Ribald region of the Country called Magra Jen. A city that stands as a monument to avarice, where the poor are discarded and forgotten, and the rich live in ignorance of the plights of those beneath them. The city is separated into the Northern Quarter, and the Southern Quarter. These two areas are separated by Heaths River . The Southern Quarter holds 3 Million people ranging from working class to the rich and affluent. The Northern quarter holds 9 Million people in a section a quarter of the size… it holds only the poor. The city is lorded by the Prince Regent, a young 14yo boy who had only taken up the throne after his father, King Heath, died. But the King and his advisers and his council and his politicians, do not control the city as they might think. The true power is held by the Thief Lords. 7 individuals who hold the city in their grip from the shadows. And directly beneath them in power, are the 15 Sects. Secret societies that sway politicians and activities and occurrences within the city, all headed and membered by those with money and influence. The city is a corrupt cancer, and there are plots on the horizon. Vies for power, territories to claim, and mysteries to be solved. Start: Players will be Private Investigators of an Investigation Agency in the Northern Quarter. They will quickly learn the corruption of the city. Will they join it? Will they challenge it? How will they navigate the dark underbelly when its sins are so vast that it can be tasted on the air? Basic Description: Think - Sherlock Holmes Meets Scooby Doo with D&amp;D races and magic. Players will solve mysteries, undertake clients, build their contact lists and uncover the secrets and mysteries of the city. Length: 1-2+Years.
HERE'S THE THIRD! \0/ Overview: Rastavan Archipelago is a massive collection of islands [roughly the size of Australia] situated in the south-east of the world. A place sought after by the Gods in the midst of a divine war lasting a hundred years and counting. While the Gods battle with their mortal proxies like chess pieces on a board, the waters have become treacherous with Pirates. The saving grace of the Waymen and the Doctor’s Colleges have kept the peace and safety of the individual ports and islands, but the open-waters still hold many dangers… and many secrets. Which god died to create the cataclysm of the Black Islands? Where is the original Goddess of the Isles? Are the Waymen truly the good guys? Is the Doctor’s College innocent? Who are the Silver Masts? And why has this hundred year war not seen a victor? And lastly… are you here by coincidence? Start: Players will start in Seresport, where they will be hired onto a ship. Ship-roles are available and one player [decided by the players themselves] will get to take on the role of Captain. That Captain will decide where to go and how to conduct his crew, the crew will decide on whether they listen, whether they mutiny, or maybe they will all just go pirating. One thing is for certain: They won't want for options. With an entire Archipelago to explore and mysteries on every island, there'll barely be enough time for singing sea-shanties. Basic Description: Sea-faring voyage. Ship naval battles. Pirating. Trading. Battling the gods. Staking your claim. Upgrade your ship, buy a new one, capture an enemy’s, build a fleet. This archipelago is your sandbox; so unfurl your sails, hoist the colours, and ready the cannons. Adventure awaits! Length: 2-3+Years.