Available Spots: 2
Campaign Name: The Wild North
DM: Me, @steep dune
System: 5e with Homebrew
Date/Time: Every Sunday at 12:00(Midday) GMT
Playtime: 3-4 hours
Preferred Player Experience: Basic knowledge of 5e, but I'm open to new players.
Preferred Player Age: 18+
Platforms: Roll20 for game itself. Discord for communication and everything else.
Description:
The world of Shekara is a post-apocolyptical reality, for the end of the world came from a conflict between the Old Gods. Hunders of years passed, civilizations begun to flurish again, but the hatred and fear for the Old Gods remains, even if they are gone. Majority of the continent is what is now known as The Wasteland, the place where Old Gods fought.
The north of Shekar was known as Wild North in the era bygone. And now clans, brotherhoods, and tribes formed small confederations and started to create Stronghold-Cities. Imagine a mixture of the Celtic and Kievan Rus forts mixed with emerging Norman-style architecture but without the Greko-Roman influence of Europe. Overall the more "civilized" folks have united to fight the savage hordes that come from the Wasteland, as well as the hostile environment and creatures of the North; Even if it's the northern part of the continent the climate is still temperate.
Now, the campaign itself would begin when the bards and rememberers would sing songs and tell tales of a great battle won by an upstart Warlord named Thaurok against Radaghast the Pillager and his savage war-host from the Wastelands. Thaurok now wishes to build his own Stronghold in the Old R'host Passage, the biggest known way into the Wasteland. He is searching for people willing to migrate to those lands, warriors to join his army or specialists and experts to employ under him. Your characters are among those people.