 
   Eos: The Bells of Drur    A living saga of gods, towers, and returning souls.   D&D 5e (2024 Rules) | Foundry VTT | Tues & Wed 9:30 pm PST ( 8:30 pm after DST ) / Wed & Thurs 5:30 pm NZT.   Open slots for TWO players.     Current players:      Ian  —  Kai Abne   Half-Elf Warlock — the only survivor of the last era. Returned from the Realm of Echoes with fractured memories and black coins whispering of truth and lies. Haunted, tempered, and fated.    Pixiesour  —  Ore Wolvesbane   Orc Barbarian — fey-touched warrior of the Fall Court. Too honest to lie, too stubborn to fall. A haunted protector who speaks truth like a blade.    CG  —  Varruk Emberclaw   Leonin Paladin — disciple of Asisto, Goddess of Creation. A forge-bound knight whose faith and fire are one. Both hammer and heart of the group.    Space for 1–2 Players   Seeking strong storytellers and character-driven adventurers to join this evolving legend.     “All worlds are born from light.    Only one was built from memory.”    — The Book of the Traveller, Verse I         ⚙️  The Nuts and Bolts    System: D&D 5e (2024 Ruleset)  Platform: Foundry VTT + Discord + D&D Beyond integration   Sessions: Tuesdays & Wednesdays — 9:30 pm PST (8:30 pm after DST) / Wednesdays & Thursdays — 5:30 pm NZT   Length: 1.5 - 2 hours each   **Players: 3/5 (Need 2)**   Current Level: 7   First Two Sessions: Free   Then: $15 USD per week (PayPal → Patreon soon)   Voice & Video: Preferred for immersion   Sourcebooks: Nearly all official D&D Beyond titles unlocked          ⚜️  The Birth of Eos      Before the gods, before mortals, there were two brothers who shaped the void: The Architect and The Traveller.   Together they sought to understand the chaos between worlds — to build something pure from the fragments of broken realities.Where the Architect sought order and permanence, the Traveller desired freedom and balance. Their labour gave birth to Eos, a land drawn from the echoes of countless worlds — a continent outside of time.  Eos was not meant to be a world at all, but an experiment in harmony. The Architect forged its foundations — mountains of worlds gone extinct, rivers carved from forgotten time. The Traveller breathed life into its sky and oceans, scattering souls from a thousand planes to populate its fields.  But creation breeds conflict. The Architect, fearing imperfection, sought dominion over all life within his design. He desired a world bound by law and symmetry — without chaos, without choice. The Traveller resisted, believing that even imperfection was sacred.   Their conflict split the heavens. The Architect struck his brother with a dying star, shattering him into the folds of time. In that final moment, the nine great Gate-Stones — artifacts that tethered reality within Eos — fractured and fell to the land below. Where each stone landed, the magic of the world bled upward into colossal crystalline spires: the Nine Towers of Eos, each a monument to power and the ruin of balance.    Without the Traveller to sustain it, Eos grew heavy and quiet. The divine withdrew. The stars dimmed.   And thus began The Age of Silence.        The Age of Silence      For nearly a thousand years, Eos slumbered beneath its own weight. The Portals of Starfall — gateways once used by the brothers to draw souls from other planes — went dark. Those who remained built new kingdoms upon the ruins of older ones, blind to the truth of what had come before.   Three empires endured the collapse and rose as heirs to the silent age:  -  Duugath , the western empire — forged by discipline, faith, and war.   -  Kalothal , the heartland — vast, humid, a nation of scholars and swamps.   -  Zeitia , the east — a land of fire and storm, carved by volcanoes and blood.   Each empire learned to worship the memory of divinity rather than its presence. They built temples to absent gods, forged orders of knights and mages, and taught that silence itself was proof of divine restraint. The Towers became myth. Some said they were palaces of angels. Others claimed they were prisons for fallen gods. None could agree — for none dared seek them. But Eos remembers all things. And memory, given time, becomes destiny.       The Age of Awakening     When the stars realigned, the silence shattered. The air trembled, the rivers surged against their banks, and from the empty portals of old light spilled once again. The bells of Drur, capital of the Duugathian Empire, rang for the first time in a thousand years.   Through the light stepped new souls: strangers drawn from other worlds, bound together by fate’s invisible thread. They wandered east into the misted forests beyond Duugath’s borders, and there, half-swallowed by ivy and time, they found the White Crystal Tower.  It pulsed with impossible life — a monument to Daryllian, one of the Nine Archmagi of Eos, whose essence still haunted its walls. When the first fellowship entered its mirrored halls, their reflections stepped forward and replaced them. Those who waited outside saw the tower blaze with light, then fall silent. The adventurers were gone.  Mere moments later — though drawn by different forces, not the portals but something deeper and stranger — a new fellowship appeared upon the same ground. They climbed the tower, confronted Daryllian reborn, and at the summit faced calamity. An Ancient Green Dragon, known as the Warden of the Veil, descended upon the spire in wrath. Its wings blotted out the sun, its roar cracked stone and soul alike. When the dragon departed, the White Tower lay in ruin — and yet, when they turned to look back, it stood whole once more. Eos had simply… chosen to forget.  The fellowship travelled across the empire, their names whispered in court and tavern alike. They thwarted an assassination of Princess Delana by bending time itself, exposed a slaver-engineer’s tower of lies, spoke with dragons, demons, and spirits, and brought solace to a widowed mother and her child. Their journey touched every corner of the mortal and divine.  But no triumph stands forever. Their path led south into darkness, where they faced Ashurand, the God of Fear. The heavens turned to flame — and when the dawn came, they were gone. Their absence became legend. The gods retreated once more. And for one long year, the bells of Drur were silent.       The Current Age — The Bells of Drur    Now, a year later, the empire stirs uneasily.  Austere, the Eye of the Eagle, Archmage of the Duugathian State, has vanished without trace. Her disappearance has shaken the Orders and fractured the balance of power. Among the empire’s highest circles, quiet rumours speak of a Green Tower rising in the north, though no commoner dares whisper it. Then, one night, the bells rang once more.  Through the southern gate of Drur walked a man whose likeness still stands in marble —  Kai Abne , half-elf warlock, last survivor of the fallen heroes. He returned from the Realm of Echoes, where truth and memory intertwine, haunted by voices and visions, clutching strange black coins that whisper in the dark.  At his side walk:  -  Ore Wolvesbane  — Fey-touched orc barbarian of the Fall Court; too honest to lie, too stubborn to fall.   -  Varruk Emberclaw  — Leonin paladin of Asisto’s forge; faith and steel made one.    Together they hunt the vanished mage Austere, the truth behind the Green Tower, and the secret of their cursed inheritance. The gods stir once more, and the bells of Drur toll across the city’s rooftops — heralding an age of revelation, redemption, and ruin.       ⚔️  The Orders and Empires    All of Eos stands upon two great pillars — the State and the Church — each reflected through light, balance, and shadow.    The State :    Eagle  — Knights & Mages of courage and truth.    Owl  — Knights & Mages of balance and knowledge.    Raven  — Knights & Mages of secrecy and dominion.    The Church :   Rose  — Templars & Priests of mercy and faith.    Protea  — Templars & Priests of spirit and equilibrium.    Dahlia  — Templars & Priests of decay and ambition.    Their banners divide the heart of civilisation. Their rivalries define history.      The Duugathian Empire, ruled by Princess Delana, remains the strongest of the three — governed by reason and faith in equal measure. Drur, its capital, gleams like a coin of light and shadow, where knights share taverns with thieves, and gods walk unseen among the streets.        House Rules     Potions  → Bonus Action (self) / Action (others)    Flanking  → +2 / +5 (three-way)   Heroic & Regular  Inspiration  active   Fiction first - describe intent before rolling    Passive  Perception / Insight / Investigation  always active     Multi-skill  rolls for complex actions   PvP only by consent + GM approval   No harassment or malice tolerated       About the GM    Kia ora — I’m Josh from NZ and back in NZ (previously lived in Seattle for 6 years), worldbuilder of Eos for four years. I craft campaigns that reward curiosity, consequence, and courage. Outside the table: husband to Treasure, father of two, fisherman, smoker of meat, and lover of good whisky. Inside: the keeper of Eos...where every player leaves an echo.     If you can make it believable, and make it matter, it belongs in Eos. APPLY BELOW!  The World of EOS - The Third Age pt.1 LFG | Roll20: Online virtual tabletop   The World of EOS - The Third Age pt.2 LFG | Roll20: Online virtual tabletop    This game will require payment to the Game Master at a rate of $15 USD per week via PAYPAL (until such a time as that payment method changes). Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.                       
