I
GM for my group of friends, and as the title suggests, we're looking
for one more to join our Thursday sessions at around 5:00 EST to 10.
The game just came out so we're all still new to it and figuring out
mechanics as we come across them. What that basically means is we're
very welcoming to players new to tabletop! It's
worth saying that I'm fairly new to GM'ing as well, but in the interest
of torturing myself, I made a custom world from scratch with new
cities, cultures, and gods which I'll link below. As of right now, the
party, made up of a Half Orc Fighter, a Half-Elf Bard, and a mysterious
leather-bound Druid everyone has taken to calling "Leather Daddy," are
working on making money on the pirate nerve center of Booty Island. So
far they have rescued a pirate's ship by the skin of their teeth against
mermaids, discovered the fate of "Handsy" Hank, the handless navigator,
and turned one of his guard crabs into a meat volcano. The Bard has
also spent all his coin trying to convert women of the night to his
hedonist religion. The Druid also has a laundry list of items for some
unknown purpose, and the first of them requires the party to brave the
jungle of Booty Island in search of a yellow orchid. As
you might be able to tell, we're a bit goofy, and there's a lot of
humor thrown around in our sessions. The party is heading towards a
more Neutral/Evil path though, so Good-aligned characters are probably
going to have a rough time when the party inevitably decides to
something heinous. I can feel it in my bones, it's going to happen. As for the world itself, here's the link as promised. <a href="https://i.imgur.com/BYyMgWu.jpg" rel="nofollow">https://i.imgur.com/BYyMgWu.jpg</a> To
give a brief overview of the world, first you have the Human kingdom of
Edenia. An idyllic land that makes trade via the sea, and with their
friendly Halfling neighbors in Bagsbin Grove. You'll find most races
living in some general version of harmony with each other here, though
fear of aggression from their eastern neighbors has put them on alert,
and the Wildlands remain a piece of their own kingdom they have yet to
tame. Some say lizards as tall as men lurk in its marshy depths, and if
adventurers aren't careful, tree nymphs will lul them to sleep where
they'll eventually perish. (Very general English fantasy culture) Grozavnia
is in many ways the opposite of Edenia. Much of the land isn't
tillable, the surrounding mountain range means the sun rises later, and
sets earlier, leaving the people in darkness for long hours. Much of
their trade comes from the mineral-rich mines to the north, though the
rich and noble have little to endure. The only green pastures are
located to the south east. Verdant trees, forest, and farmland are
abundant, a stark contrast to the reality of what most Grozavnians
endure. (Think of them as Slavic/Eastern Europeans) Sorlandet
is cold and inhospitable to put it lightly, yet people still live
there. The fair-haired Humans that persist there are tall, hardy, and
prone to fighting. If not each other over tribal rights, then others
over sea-fairing raids. Sometimes, they even leave without any
intention of coming back. (Vikings) Aquilesia
(the final human kingdom I promise) is dominated by a culture of
decadent humans who long ago realized that great works and
accomplishments are far easier to undertake when you don't need to pay
your workforce. They are the slaving masters of the area, most of their
workforce made up of Ratmen to live and die for the glory of Aquilesia.
(Think of them as early Romans.) The
Elven lands of Calenah have been anything but peaceful. The
traditional Wood Elves have not taken kindly to their cousins in the
east who have cut down many of their forests and erected cities of stone
to live in, even so far as calling themselves by a different name, High
Elves. These two groups do not see eye to eye, and neither do the
outcasted Blood Elves who were sent to scrape a life together in the
mountains. (Elves of all varieties, and Drow of course.) The
Savage Plains are home to the malevolent greenskin tribes of Orcs who
live to battle, and battle to live. For the most part they keep to
themselves, tribes rising and falling in quick succession, all in a mad
attempt to assume total control of the region. Some have been known to
strike it out on their own, traveling into foreign lands, meeting new
and interesting people, and caving their heads in. (Orcs Orcs Orcs) And FINALLY The
mountainous north of Kurznad. Many strange and horrible creatures live
in the shadows of the mountains, but of the more noble are the Dwarves.
Their mighty kingdoms dig deep underground, all of them acting as
separate city-states of a kind. Very keen on keeping to themselves,
they call each other allies, but rarely leave to meet one another. TL;DR
A lot of European fantasy kingdoms, elves, dwarves, orcs, and hairy
halflings. Plenty of opportunity to mold the world with your character,
and I'm more than happy to work with you if you want to play a race
other than what the rulebook offers as of right now, with some
exceptions here and there. We can play it by ear. But! That's it basically. Let me know if you're interested!