Alright, as you can tell by the title I am looking to
form a group in order to produce an actual play podcast. This will be
a 5th edition game set in my own homebrew world that will focus more
so on the storytelling side as opposed to combat. While combat will
still occur I would like for the focus to be on storytelling. End of the day I am just looking to put out some quality product and just want to expand on the normal pool of players I draw from. So
without further adieu let us get into the meat and potatoes of the
post.
Who am I: I am a podcaster that has been putting out
semi-successful actual play podcasts for just over a year now. I've
been a long time player/DM of D&D and other roleplaying games for
20ish years.
The type of player I am looking for: With this
podcast I am going to be a little more selective with my choices on
who gets to join than I normally am with podcast games. As this game
will focus heavily on storytelling (and collaborative storytelling) I
am looking for people that can bring their characters to life. For
those that read the DMG and the types of players that there are, I am
looking for those that fall under the Actor and Storyteller category
primarily. This does not mean a person that can do cool voices
(although those are always welcome) but those that can easily step
into their characters much like an actor/actress steps into their
role.
A potential player will need a good quality mic and
little to no background noise present when we record. I understand
stuff can happen and we can't always guarantee silence and that is
acceptable, however having music blaring or kids screaming constantly
is not.
I am also looking for players that are reliable. This
game is going to be a monthly and I am the type of DM that won't play
without a full group so if people can't commit to the game than there
is a problem. One of my podcast games suffers from a spotty
attendance and I am not looking to repeat it. This game is going to
feature many elements (such as horror, betrayal and comedy) so the
atmosphere of the game will be player driven. This game will require
the player to speak English fluently (accents are not a problem, just
as long as you are capable of being understood). Lastly but certainly
not least I am looking for players that aren't going to be
d-bags...we all are coming here to have fun so lets not ruin it for
everyone else in the group.
DM Note: Sorry if the last part makes me seem like an
elitist or the like, I am just trying to put together a quality
program and I know what kind of players I want.
When will the game take place: The game is going to
be on Sundays starting at 7pm EST and running till 1am EST at the
latest. I say at the latest as I end games at natural breaking points
so we can easily end 30 minutes earlier than expected.
How to apply: So if you are interested in playing in
this game then simply post on this thread or send me a PM with some
information on who you are and what kind of character you would want
to play. Once the application process has ended I will pick the
potential players that will take part in a one shot (or several
depending on interest). This one shot will not only give me a chance
to see the players in action but will also give the players a chance
to figure out if I am the type of DM that they want to game with.
The application process will close on the 17 th
of April. I have provided some info below for people to create a
concept without needing to rely on mechanics. I have far more
information on the races created, I just want players to be able to
roll with the punches.
Theme of game: Intrigue, horror and comedy will be
some of the most pronounced themes of the game. This game also mixes
the openness of a sandbox game with overarching plots. That means
that players can explore the world at their leisure but also that
events continue to unfold even if they aren't present.
World Concept: The world of Lunthenia is steeped in
magic and technology and as such has a steampunk feel to it
(airships, elevators and “radio”). As a continent floating in the
sky, the landscape will be slightly different than in your normal
games.
House Rules/Additional Game Mechanics: In this game
we will be using some of the additional game mechanics featured in
the PHB and DMG as well as some of my own house rules.
Insanity: Seeing as we are using the Sanity trait we
will also be using the rules for temporary/long term sanity. Some
psychic spells will also now require a Sanity Saving Throw in replace
of their normal ones.
Hero Points (pg 264 DMG): The characters will receive
1 Hero Point that will be used in the same fashion as listed in the
DMG. Once spent the Hero point returns when they level up OR after
they perform some task worthy of the fates rewarding them (ie. DM
discretion).
Healer's Kit Dependency (pg. 266 DMG)
Explosives/Gunpowder (pg. 267 DMG): This world will
feature gunpowder for cannons and explosives as well. There are NO
guns, pistols, muskets, or any other hand held firearms...nor do I
plan for there to be.
Climb onto a bigger creature (pg. 271 DMG)
Disarm (pg. 271 DMG)
Overrun (pg. 272 DMG)
Shove Aside (pg. 272 DMG)
Tumble (pg. 272 DMG): If the acrobatics roll fails
the hostile creature may use its reaction to make an opportunity
attack.
Hitting Cover (pg. 272 DMG)
System Shock (pg. 273 DMG)
The World of Lunthenia
In the beginning there was only Runia, a lush land
that spanned as far as the eye could see. The early kingdoms warred for various reasons; wealth,
power, fear. For centuries armies clashed again and again, blood being spilt in the name of
country and god. It seemed that the cycle of war would rage on and on. Then came the Great Divide. No
one knows how or why it came about, history holds no record, but in the span on a day
Runia was torn in half. Large chunks of land became shattered, ripped from the ground before
starting to rise into the air. Mountains, lakes, valleys, hills, dense forests, fields, all of them
lifted higher and higher. Kingdoms split, families torn apart as the
landscape shifted. By the time the sun had risen on the next day
Runia had been split into two worlds; Lunthenia above and Terra
below.
With the two parts now separated by miles of open air
(and the Storm Wall), Lunthenia and Terra became two separate worlds,
unable to interact with each other. Upon the floating continent the
now disjointed kingdoms turned to the only thing that they knew,
waging war to claim the new lands and secure resources for
themselves. This drive spawned what is now known as the Age of
Builders. As most of the continent is divided into islands, the
kingdoms had to build bridges to connect one area to the next. For nearly 2 centuries
the shattered kingdoms focused on bolstering their own positions. For
the first time however the pursuit of academics were pushed to the
forefront. Not only did they need to create large bridges that would
span several hundred feet but life amongst the sky was filled with
new wonders. Whether due to the same mystic energies that caused the
Great Divide or due to some other factor, the creatures of the land
began to change. New species appearing, others fading into the
nothingness while the rest merely changed in some way or shape.
Lunthenia was truly a new world after all.
As the years continued to move forward and the last
of the Grand Branches (the bridges that connect the sections of Lunthenia) were completed, it
was thought that this new world would be plunged into warfare much as Runia had been.
Yet such a fate would not be, the Age of Builders had brought with it an enlightenment that
had previously not been available. Many scholars conjectured that the Great Divide was due to
the overwhelming thirst held by the populace of Runia. That it was the gods not so subtle
way of putting an end to such pointless squabbles.
Whether peace was afforded due to the machinations of the gods or due
to the lack of resources held by each kingdom is unclear. For the
first time in their history war did not consume their lives.
The Races
The Maklun (Human)
The
most common race as well as the one that adapts easiest to changes,
the Maklun can be found all over Lunthenia. A common saying among the
other races is “You never know what to expect when meeting a Maklun
for the first time, no two are ever the same.”
The Belfyora (Elves)
Divided into 3 kingdoms
after the separation from old kingdom on Runia, the Belfyora wage
hidden wars with each other. Luckily though, such wars result in
little to no loss of life. With centuries to acquire wealth they
conduct their battles on the trade field more than actual combat.
The Gulndledaq (Dwarves)
Most of the dwarves of encountered will be
Gulndeldaq, dwarves of the clans scattered across Lunthenia. Fierce
proponents of traditions and laws, they cling to the teachings left
behind on Runia. However there is also a clan of outcasts known as
Vol-gard or “Beardies” that are slowly growing. Punished by the
Gulndeldaq, the Vol'gard all have a curse mark placed on their face.
This identifies them instantly for what they are while also
preventing the men from growing beards.
The Dracovic
(Dragonborn)
Passionate storytellers and fierce warriors, the
Dracovic pride themselves on personal pedigree. The nobles/purebloods
pride themselves on knowing their lineage all the way back to the
dragon that spawned them. It is common practice in Dracovic society
for the old and the weak to be killed or abandoned in order to
strengthen the blood.
The Fei-lynn (Halflings)
Creators
of the Cogsteel and masters of the arcane arts, the Fei-lyn used to
lead the world in technological advances. A point no better seen than
in their masterpieces; the Cogsteel. After the Cogsteel revolution,
the Fei-lynn has slowly become more and more xenophobic. Some whisper
of a new breed, a loyal breed of Cogsteel, being built by them.
The Cogsteel
Creatures made from steel and other metals but still
possessing a mind and soul, the Cogsteel once served as a slave
labour force for all of Lunthenia. Since their uprising, the Cogsteel
have quickly jumped to the forefront of technological advances. The
eyes and mouth of a Cogsteel is lit with a coloured light that varies
from unit to unit.
The Voldraz
Creatures from the spirit world, the Voldraz have
lived with the mortals since the early days of Runia. Cut off for
their homeworld, the Voldraz work tirelessly to return once more.
Often seen as cousins to the Belfyora due to their similar
structures, the Voldraz are in fact a completely different species.
Despite being unaffected by time, they are far from immortal. A blade
to the heart kills them as easily as it does most everything else.
The Voldraz also hold honour to be worth more than their lives.
The Odfre (Tiefling)
Incredibly spiritual without being fanatical the
Odfre have set aside an hour in the morning and evening for praying.
The kingdoms of the Odfre rest next to active volcanoes, their
buildings being crafted from Omber (a crystal that grows when exposed
to heat/flames). Despite having horns and a prehensile tail, Odfre
have the same skin coloration as the Maklun.
The Wondlesniv (Gnome)
This masked race has always kept an air of mystery
around them. Distrusting of the other races, the feeling is often
mutual with others. The masks that they wear have become an integral
part of their society, even the common folk of their lands having
several different ones.
The Yen Yen (Half-Orc)
For years the Yen Yen remained hidden from the rest
of Lunthenia. It wasn't until the first airships began to explore
below the floating islands that they discovered their neighbors.
Relatively primitive when first encountered, the Yen Yen have quickly
adapted to the ways and lifestyles of Lunthenia while trying to
retain their heritage. The Yen Yen are covered in colored patterns
that look like mineral veins.
The Calzivar (Half elves)
Torn between two worlds the Calzivar are the by
product of Maklun and Belfyora. The Calzivar are the only race on
Lunthenia that do not possess their own kingdom. Mingling in with the
other kingdoms
the Calzivar have no real home to call their own.