View Full Version : Dyrma Adventurer's Guild

05-14-2010, 08:13 PM
Recruiting for a 4e D&D West Marches-style adventuring game. Sessions will be held roughly once a week at varying times with a pick-up game approach, though longer adventures will maintain the same group until the adventure is finished (with companion characters swapped in if 1 or 2 players can't make it back to the group). Games will typically be somewhere in the 5-12 PM Eastern time block (not necessarily the full time, but somewhere in that window) and may alternate between weekends and weekdays.

Potentially the group will be too large to all play together and alternate games, but I'm not entirely sure - its a bit of an experiment. In fact, all players interested should be easy-going and flexible, as we're a group new to this style of gaming and new to 4e. If members of the group turn out to have problematic schedules, they can still play when possible, but reliable players will end up leveling faster and be welcomed into more groups. Your mileage may vary.

See the current iteration of our house rules (which seem long, but very little of it actually changes game mechanics, its mostly explaining how scheduling and companion characters will operate).

Interested players should PM me with their email addresses and I'll send along an invite to our google group.


And a quick blurb from our campaign site:

Legends say that the Dragonborn Empire once controlled the Dyrma Pass and the lucrative trade that passed through it. In those days, it was a wild land where dragons roamed in number and frequently demanded tribute from traveling merchants. The dragonborn came and brought with them the Temple of Bahamut to settle the unruly dragons and impose order to the land. Ultimately, that empire crumbled and the dragons and their kin ruled the wilds once more.

Trade continued through the Dyrma Pass, even without the protection of the Dragonborn Empire. The Temple of Bahamut claims it continued to provide some assistance to travelers, but it in reality, must were forced to make it on their own. Small settlements sprung up along the trade routes and eventually made the Amber Road a permanent fixture through the Greenbriar Hills. As the road’s route settled, so did the travelers. Caravan camps eventually became a trading town along the main approach to Dyrma. Humans from the nearby farms moved in and added a true sense of community to the town, making it more than a simple trading settlement. While the town itself also had large gnome and dragonborn populations, it was ultimately a human noble that conquered the town and proclaimed rulership – the first archduke of Dyrma. This line would continue to rule the town for centuries and into the modern day.

Dyrma continued to grow under the archdukes’ leadership and tamed the nearby wilderness. While the hills still suffered from monster threats, the roads were safe and the nearby farms can rest assured that most monsters will keep their distance from Dyrma’s army and its elite drakeriders. Trade boomed along the Amber Road, thanks to the prosperous human settlements to the north and south of the Serpent’s Back Mountains. Numerous gnome settlers have also flocked to the city, primarily residents of small villages scattered throughout the hillside attracted by the prospect of new trade and access to valuable alchemical and magical components. The Temple of Bahamut continued to attract dragonborn to the region, along with other worshippers, and filled the city with a myriad of races comforted by the Platinum Dragon’s benevolence. Modern Dyrma is alive with trade, invention, and religion.

But in the last century, trouble has fallen on the House of Lynt and the city of Dyrma. Rampaging orcs surged from the mountains in the west and sacked many key villages. Countless lives were lost breaking the orc horde and preventing a true siege of the city itself. The army has not recovered from the war. The mighty drakeriders and the silver armsmen of Dyrma are still a prominent force within the city walls, but they make only token patrols of the trade road and local farms and rarely travel beyond. The next closest kingdoms, Fyrdon (350 miles south on the trade road) and Nordwold (420 miles north on the trade road), make no effort to push beyond their own borders. These areas are truly wild and few alive have ever seen what lurks in them.