At the throne of the Darmian Empire strife between the heirs to the empty throne may see the provinces of the realm splitting once again into bitter war. Far in the north a peasant raises up an army and brings the tribals to heal. Far to the south whispers of the Order of Avak rising from the graves have began to spread. In the west famine sweeps across the land, and in the east a brutal storm of supernatural qualities almost akin to sentience is rising from the forests.
I’m looking for 4–5 players for a modified Epic 6 campaign set in a dim, low-fantasy world. Characters will begin at level 1 and may advance as normal, but with hit point pools reduced in their growth. Magic exists, but it is unusual, mistrusted, and consequential. A person who can speak with the dead, vanish into darkness, or mend a mortal wound may become valuable, but will draw suspicion.
The Basics
System: D&D 5e (either version), with E6 starting at level 1
Platform: Discord for voice and rolls
Time zone: 7pm EST (Any night)
Party size: 4-5 players
Starting level: 1
Tone: Grounded, Character-Driven, and Occasionally Chaotic
Style: Exploration, difficult choices, local politics, investigation, and occasional dangerous combat
Experience: ALL WELCOME if you are willing to engage
The Setting
The campaign takes place in the heartlands of Darmagouth, a vast expanse of light forests and rolling hills, which is filled with city states and many powerful people who want things done, and are looking for some relatively low-culpability options. Most people worry about harvests, debts, conscription, feuds, bandits, and whether the local magistrate can be bribed. Ancient ruins exist, but they are not reliable treasure vaults; they are remnants of a past no one fully understands and few are eager to disturb. You may begin as caravan guards, disgraced retainers, village scouts, debtors, minor clergy, hunters, smugglers, or people otherwise tied to a small town at the edge of a growing political crisis.
What to Expect
Political and intrigue elements will be meaningful: local factions, favors, shifting loyalties, secrets, and consequences. Combat is dangerous and purposeful rather than constant.
Violence can solve problems, but often seeds new ones. The party will matter to the setting. Your choices may decide who holds a town, who survives a succession dispute, or what old danger is allowed back into the world.
I prefer proactive characters with reasons to care about more than gold. The game will NOT be GRIMDARK, but it will take hardship, injury, poverty, and social consequences seriously.
Character Guidelines
Official 5e material is generally welcome along with homebrew and third-party material, and may be tweaked. No evil PCs, lone-wolf characters, or concepts that cannot cooperate with the group. Characters should have at least one tie to a faction or ideal which is present and impactful within Darmagouth: a person, place, debt, belief, faction, obligation, or unresolved past event. Build for the fiction, not for optimization. Strong characters are welcome, just the same as weaker ones; spotlight-sharing and party cohesion will matter more though.
Behavior and Table Expectations
This will be a generally inclusive table.
Lines and Veils will be inquired on before session 0.
NO sexual violence, instant ban, go kick rocks.
No PvP without clear out-of-character consent between the participants which is given to the DM.
Your character can be morally "so-and-so", but only within the bounds of what everyone is comfortable with, and may be reprimanded, if anyone is willing to stand up to them.
Reliability, communication, and respect for everyone’s time are essential to keeping a group together.
Interested? Please submit a response to the form below. I don't check my messages here often so I won't be able to get back to you directly.
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The session 0 will be in the first week of September