Styrium
Member
Game: 5th Edition Dungeons & Dragons
Player Count: 4-5 players
Description:
Around one and a half centuries ago, Thynatos Tiankil became the king of Ikhorus after the death of the former king, Silas Davurnal the last of his lineage. Under his ruling, the kingdom flourished and entered a long period of peace with the neighboring territories, a necessary period after the constant wars started during Davurnal ruling. Thynatos, the Horned Ruler, didn't only cease the wars, he raised the amount of security in all settlements (stopping the once common raids and pillaging), the wilderness has been pushed back and thrived in its own territory, making travel between the bastions of civilization much more dangerous.
Character Creation:
Starting at 2nd lvl; Milestone Leveling.
Stats: Heroic Array [16, 15, 14, 12, 12, 8]
Races: Most races from PHB, MToF, SCAG, VGtM, EEPC + Tortles. No monstrous races, or monstrous-adjacent races (like drow, duergar, gith, kenku, shadar-kai or lizardfolk) as they're killed on sight. No flying; No V.Human.
Classes / Subclasses: Any published.
Backgrounds: Anything official, except faction agent and far traveler; no custom backgrounds.
Other details: Let's try to stay on the brighter shades of gray (and no evil alignments). The worshipping of Bahamut, Tempus and Tyr is illegal - not stopping you from doing it, just don't announce it everywhere you go.
Looking for: Players interested in exploring and interacting with the setting. Post what you'd like to play and, after the post is closed, I'll work with each of you to flesh out those backstories and tie them to the kingdom before we properly start the game. The characters don't need to know each other before the start of the game.
Game style: This is a sandbox game set in the kingdom of Ikhorus. This campaign should be enjoyed by the players. For now, the campaign is mostly focused around social - the inner workings of the kingdom are pretty layered and dynamic - and exploration, without ignoring combat, since this world is dangerous.
House Rules:
Player Count: 4-5 players
Description:
Around one and a half centuries ago, Thynatos Tiankil became the king of Ikhorus after the death of the former king, Silas Davurnal the last of his lineage. Under his ruling, the kingdom flourished and entered a long period of peace with the neighboring territories, a necessary period after the constant wars started during Davurnal ruling. Thynatos, the Horned Ruler, didn't only cease the wars, he raised the amount of security in all settlements (stopping the once common raids and pillaging), the wilderness has been pushed back and thrived in its own territory, making travel between the bastions of civilization much more dangerous.
Character Creation:
Starting at 2nd lvl; Milestone Leveling.
Stats: Heroic Array [16, 15, 14, 12, 12, 8]
Races: Most races from PHB, MToF, SCAG, VGtM, EEPC + Tortles. No monstrous races, or monstrous-adjacent races (like drow, duergar, gith, kenku, shadar-kai or lizardfolk) as they're killed on sight. No flying; No V.Human.
Classes / Subclasses: Any published.
Backgrounds: Anything official, except faction agent and far traveler; no custom backgrounds.
Other details: Let's try to stay on the brighter shades of gray (and no evil alignments). The worshipping of Bahamut, Tempus and Tyr is illegal - not stopping you from doing it, just don't announce it everywhere you go.
Looking for: Players interested in exploring and interacting with the setting. Post what you'd like to play and, after the post is closed, I'll work with each of you to flesh out those backstories and tie them to the kingdom before we properly start the game. The characters don't need to know each other before the start of the game.
Game style: This is a sandbox game set in the kingdom of Ikhorus. This campaign should be enjoyed by the players. For now, the campaign is mostly focused around social - the inner workings of the kingdom are pretty layered and dynamic - and exploration, without ignoring combat, since this world is dangerous.
House Rules:
- Modified side initiative: Individual Initiative rolls will determine which players go before and after the monsters, but players may otherwise take their turns in any order.
- Natural 20s and 1s only affect attack rolls.
- Item identification: Attuning to an item that requires attunement will reveal its properties. Other magic items must be identified magically, or through experimentation/investigation. Potions will hopefully be labeled, but can likewise be investigated with an alchemist’s kit or Identify. Strong curses may not be learned through Identify.
- Moving in Diagonals costs 5 - 10 - 5 - 10