Our group has been playing for a few months now, but had a player drop out due to a change in his work schedule. This group adventures in a homebrew campaign setting that is light on magic (magic is distrusted and dangerous). We play every Tuesday night from 7:30 - 11:00 PM Central. We are a pretty laid back group with a good dynamic and chemistry. We are looking for someone who wants to have fun and get into an interesting character. If you like quoting rules or min/maxing a character to be the ultimate fighting machine, this is not the game for you. We have combat usually every 2 sessions, as a general rule of thumb. So this is not a combat heavy game. ABOUT THE GAME- This game is rich in roleplay, with vivid descriptions and epic storytelling that the players will very much take an active role in. This is not a dungeon crawl, and not a story where you are railroaded into following a set path. This is a sandbox in which you, the players, will dictate the story! My job as the GameMaster is to merely facilitate and resolve, and help paint the most vivid mental images for the story. The Realm of Ilith’tyr My campaign world is made up of seven large cities, with untamed wilderness between. Each city is the seat of power in a province that shares its name, governed by a magistrate. Each Magistrate is a part of the Congress of Accord, which makes laws which govern the entire realm. Magic had been prevalent in the land at one time, but 300 years ago, the council of wizards disbanded, and magic became something rare, misunderstood, and often distrusted. Magic use can be wild and unpredictable, and it is practiced largely in secret in the realms of man. It is not illegal, per se, but it is usually wise to be discreet in its use. Very few honor the Gods anymore, which are the Six. There are the Mother and the Patron, who represent Life and the Soul respectively. Specifically, the Mother governs life and death and physical aspects of existence, and the Patron governs the mental and spiritual aspects. Below them are their four children - Earth, Fire, Water, and Wind. They are beings associated with the elements. Clerics and Paladins do exist, but the Gods care not for their puny lives, and grant or strip power at their whim. And divine power often comes at a price. Demihumans are rare in the world of men, but not unheard of. There are prejudices between the races. And don’t even think of making Charisma a dump stat, or it may come back to bite you. Dwarves spend most of their lives underground, and only a select few have the genetic heartiness to venture into the sunlight and withstand it’s scorching heat and blinding light. It is considered a tremendous honor to be a “Sunwalker” and conduct business on the surface. Dwarves are singly devoted to the Stonefather, although he does not grant them powers or abilities. Yet the Dwarves zealously pursue the will of the Stonefather to be carried out. The Elves primarily keep to themselves in their forests. They believe not in the gods of man, and get their guidance from the spirits of their ancestors from long ago. They are skilled in many things, including magic, and strive to live their lives in a way that shall make their ancestors proud. They find the humans distrust of magic to be childish, and thus have little respect for humans or the other races. Halflings have cheerfully integrated themselves into mainstream society, and tend to cheerfully take the barbs and teasing from the humans about their short stature. After all, living among men sure beats living in holes in the ground, as their great ancestors did long ago. About Me: I have played every edition of AD&D, and got my start over 30 years ago. I have been GMing for about 25 of those. I was also a playtester for D&D Next, which later became 5e. My Judging style is more of "rulings, not rules", so if you are a rules lawyer or like to min/max your characters to be powerhouses, I am not the right judge for you. Furthermore, my games tend to have a heavy emphasis on roleplay. Combat is rare (if you are smart), and can be very deadly. Also, I don’t believe in a lot of meta-gaming. None of this “Hey, who has the best Stealth score to send in there?” “Pssssst! These things are vulnerable to fire. Cast Burning Hands!” This game also uses an unusual combat system which does not use initiative. Everyone who has tried this system out has really liked it. What's Next? If this game interests you, I invite you to comment below with some info about yourself as a player, as well as a character concept you may wish to play. Your character would begin at 3rd level to keep pace with the party. I will reach out to any applicants and schedule a time to chat via discord. The current party is made up of a Human Sorceror, Tiefling Warlock, Half-Elf Monk, and Half-Orc Barbarian . So please suggest a character concept that would compliment that lineup and not necessarily duplicate anyone. Our main concern is party chemistry. If you are invited to try our group, you will play during our session on 6/30. The existing group reserves the right to uninvite anyone who doesn't seem to fit the dynamic. We are a laid-back group, so I do not foresee that happening, but we do want to have that "safety net". If you are uninvited after that initial session, your fee for that session will be refunded to you. -------------------------------------------------------- This game will require payment to the Game Master at a rate of $3 per player per session via Paypal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.