Welcome to The Frontier, Errant. Campaign Style: Long-Form Campaign, Open-World Exploration with running plots. Optional Settlement Building. Themes: Man vs Nature, Burden of the Past, Found Family/Home Aesthetic/Vibes: Rustic Fantasy, Dungeon Classics, Gritty Level Range: 1-10. Many avenues other than leveling to increase power and customize your character.[Magic item crafting, spell creation, etc.] Three-Pillars XP system. (Exploration, Combat, RP.) Homebrew: Heavy Homebrew revisions to certain rules to provide a sense of true danger, while still emphasizing fun over pure mud-fantasy realism. Core mechanics remain mostly untouched. Certain subclasses have been tweaked(in almost all cases, this means certain subclasses which lagged behind have been buffed to be up to parity with others.) All homebrew rules negotiable upon session 0, and will be gone over thoroughly. Backgrounds: Whether you prefer to write just a paragraph, or pages of backstory, I make my best effort to integrate your characters story into the world. YOU are the protagonists of this story, and your past, ambitions, and fears will be highly relevant to the story, whatever road you decide to wander. As this game takes place in a homebrew setting I can go over regional lore with each player, if desire, to make their characters feel like part of the world. However, I am also more than happy to take a 'Cooperative worldbuilding' approach and allow you to co-create entire regions, kingdoms, families and organizations for the tapestry of your characters origin. Let us tell the story you want to tell, together. STORY PREMISE Three hundred years after the Great Scouring, the civilized world while recovered still knows caution, perhaps even fear, towards thoughtless expansion. In those days, preceded by the height of urbanization the world had ever known, a great horde of monstrosities and monstrous humanoids arose. This roving army of feral and corrupted abominations laid siege to the Jewel Cities, the greatest settlements of wealth in the Old Empire. By the end of it all, though civilization itself managed to survive, the ancient political structures were shattered. Peoples once united under a single throne returned to clannish city-states and petty kingdoms. However, with time, even the scars of great tragedy will fade. Not entirely, but just enough... To risk. To Try. After all, resources grow ever scarce in the ancient homelands of the goodly peoples of the world, and so expansion must once more be courted. But this time, with no ruling hegemon, the tactic is quite different. An organization, well respected by all races and kingdoms, but also feared for its associations. The Errant. You, are The Errant. Members of a kingdomless faction with privilidges and expectations in equal measure, and one great risk. You are what they call 'adventurer', but no sellsword company will pay your wage or negotiate your contract. You are no slayers of men, nor heroic knights of yore. You are the exiled, the hopeless, the eccentric, and the deranged. Whatever drives you, this is not a prestigious position, and you are not wanted back home anymore, if you ever were. The task of the Errant is to go forth into unmapped and forgotten lands, and sow the seeds of civilization amidst the dangers beyond the city walls. Assist small communities, establish trade routes, catalogue and if possible, kill the dangerous monsters in a region. The reward? Legal claim to potentially vast and untapped resources, and wiping of the slate clean. No criminal record, debt, or mistake will ever be used to punish the Errant in their new life. As far as your homeland is concerned, the person you were died when you took up this cause. Perhaps, that might even be true in a more literal sense. Those who walk the path of the Errant either retire early, or die young. There are few exceptions. However, in all of your cases you were granted a special task. A magical contract written in binding ink sets you to it. You must work the path of the Errant for one full year within the region known only as 'The Fronter Kingdom.' Survive the year, and only then are your debts and mistakes forgotten by the world. Only then can you be truly free. But perhaps.. perhaps this matters little to you. In this time among the ancient wilds of a place inhabited only by the sturdy, lucky, and the savage you may yet find a freedom that no quill-scribbler or law binder can take from you. The freedom from expectation. The freedom of a new home, if you can survive it. Only time will tell, Errant. About the DM Hey, you can call me Dapper or Orb! I have been running Tabletop games for a decade and some change, mostly in D&D and adjacent systems, but also with heavy experience in other TTRPGs such as Vampire: The Masquerade, Star Wars: FFG, Genesys, Blades in the Dark, and more! As a DM I value my players time and agency, and I respect their intelligence and volition. I do not go out of my way to kill or maim my players, but I do not pull punches. I believe in Fairness and Choice above all other things. If your character makes a choice the world will react. If something is feasibly possible, there is always a chance you can do it. The TTRPG is a unique and wonderful medium for storytelling and gaming, as there are three facets all tangled together to form the narrative. Me, you, and The Dice. In this game, you will face a hostile and unwelcome world, broken up by pockets of warmth and community. It will be your decisions and skills that determine the fate of the so-called Frontier Kingdom and its few struggling inhabitants. OK, but why pay for this game? Here is in plain terms what I offer -A varied cast of NPCs each with unique personalities, layers, and depths to their character. The deeper you dig, the more you find. I prefer smaller casts of named characters with complicated feelings and believable personas. Form bonds, make alliances, gain followers. -Someone willing to write dozens of pages of notes for a dungeon or event, only to be able to throw them all away with a smile when inevitably one of the players crazy schemes completely bypasses everything in some way I could never conceive. Improvisation is the name of the game! -Consistent and clear communication about expectations, scheduling, rulings, etc. I teach people new TTRPG systems as a hobby, I am happy to help someone understand a mechanic. I will not leave you on read for days at a time if you need help with some sheet management or elsewise. -A constant striving for quality in storytelling and presentation. Professional game or not, I consider each game I run to be an artistic outlet of great importance. I take the quality of each players experience with the game as the highest priority. If all of this sounds interesting to you, please post an application on the game listing, send a PM on roll20, or msg request on discord. My discord is dungeonhazard. Applications should contain the following information- Preferred Name/Handle: Preferred Pronouns: Discord Handle: What interests you most about this game?: Something about yourself!: Game Listing: <a href="https://app.roll20.net/lfg/listing/440879/the-frontier-kingdom" rel="nofollow">https://app.roll20.net/lfg/listing/440879/the-frontier-kingdom</a> This game will require payment to the Game Master at a rate of $13 per session, paid either weekly or monthly via Paypal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.