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Kara-Tur

Synopsis
After Iymrith, the Dragon of Statues, spread chaos around the north by inciting and controlling the giants and imprisoning the Giant King Hekaton, she concocted a ritual to summon another avatar of Tiamat by combining her own draconic magic, the soul of Maegara the dawn titan, different giant artifacts and the souls of the ancient blue dragons in the Wyrmskull Throne. She gathered her armies and created a colossal floating Statue of Tiamat above the Anauroch Desert. The party, known as the Knights of the Schedule, gathered their friends and allies from all the different factions of Faerun to launch an assault to stop this ritual and succeeded at the cost of many sacrifices. With the Death of Iymrith the Statue shattered and spread Chromatic Crystals all over the Continent. While they could give their users great strength they would also corrupt them. Over the next few months many traders spread these all over Toril and with that they also arrived in Kara-Tur. 1 year after their triumph over Iymrith the party hears rumors of Shou-Lung, the biggest country in Kara-Tur and their recently awakened Divine Great Spirit Beasts being on the move. They have now invaded Faerun and our heroes have to go on an undercover mission to Shou to save their homeland.

Campaign Features:
High-Level Campaign: Players are lvl 14 and start with an extra feat, as well the equipment and wealth to match it.
High Fantasy Game: Players are able to find artifact-level magic items to face demi-god level threats in an eastern campaign setting, which has been largely unexplored in modern DnD.
Political Intrigue and Subterfuge: Navigate through the foreign and rigid social system of Shou-Lung, keep undercover, make unlikely allies and undermine their government.
RP and Tactics: Games will be a good mix out of tactical combat and meaningful, sometimes serious and sometimes funny RP.
Making a difference: Players will feel that the weight of their choices and that every decision has its consequences.

DISCLAIMER: This is a homebrew campaign that I made for my group of 6 players after they saved Faerun from Iymrith after the events of Stormkings Thunder. Two of our players left as they are too busy with their schedule so I am looking for someone to fill the party back up to 6. They are 14th level adventurers now that saved the realm. Also if you are interested, do not make a character idea based on Kara-tur. I want it to feel like a fresh new experience without the group having any ties to it. At the same time you should think about a story that can be integrated while the group will deal with the Kara-Tur invasion and their subsequent travel thorugh Kara-Tur.

In the party are a:
- Half-elf Lore Bard
- Human Fighter
- High-elf Divination Wizard
- Halfling Bloodhunter

Games will usually be 3-5 hours with a 30 min break included.
Players should preferably be from Europe or from the Eastcoast up to GMT-4. The group is centered around GMT+1. I also prefer players who can dedicate themselves to few campaigns. I dont mind if you are a DM or player who already has another game running, but more than 1 or 2 other campaigns might lead to scheduling conflicts and I would also be worried about your dedication to the campaign.

If you want to join read my DM constitution.
https://docs.google.com/document/d/1zv9vJvawReHW1IczfJNrZZDfUR2sk-T3PSFtVWPqRDQ/edit#

Want to join this game? Make a post in the discussion forum below and let the GM know!

4 Players (3 Open Slots)

Listing Discussion

  • 14 q
  • 193 E
Last Post
1626830059 by Falcon
  • 16 q
  • 226 E
Last Post
1567719808 by Rika