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The Frontier- Dungeons and Dragons 5e

The year is 1453, and the empire of man enters the stretches of its last great frontier. For many, it is a land of opportunity; however, for others, it is simply the expansion of a imperialist way.
Yet, still, man brings progress to where-ever he lands. The first tracks have been planted to the town of New Tyhlm, powered by the latest advance of magik-combustion. Many flock to this new land, business-men, and thieves. Scoundrels and adventurers. Every walk of life, for better- or for worst.
The land is untamed, many cities popping up conflict with the old states that don the map. Away from imperial grasp, the roads become hot-beds of crime, and conflicts between the old way of humanoid and the new way of human are small with local contract thugs and adventures bringing a swoop end of them.

Will you carve out the new frontier?

-This campaign will be a campaign starting at level one, and will continue as long as the players wish it to continue.
-There are some restrictions to class depending on the race. For example, dwarves cannot be spell casters as they are inherently unmagical creatures.
-This world is arcana-punk, technology infused with magic. Muskets and other weaponry exist, as do ancient cars and trains. This does not mean it is prominent, as most civilizations of the frontier are classical D&D states.
-Middle Finger of Vecna, DMsGuild, and Unearthed Arcana are permitted; however, they require approval before being implemented.
-We will be playing weekly on Thursdays at One EST, and will be playing for four or so hours.
-The use of voice is required. Games tend to slow with people typing, so I'd like to leave that out of the picture.
-Any questions and concerns, please post below.
-Please also put a character concept down. At the moment we have dragon-blood sorcerer, pact of the fiend warlock, and gnome barbarian.

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

Listing Discussion

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