Hopefully this one will last a little longer than my last TTRPG. This will be a fairly sandbox-y D&D 5e campaign set in a homebrew setting. There will be powerful NPCs working on their goals in the background, but the players won't always have hooks placed in front of them - sometimes you'll have to figure out your own goals. Time/day will be figured out based on when people can play. I'm ideally looking for 5-6 players. New players are welcome - I can provide links to PDFs of the rulebook, plus 5e isn't hard to learn Spoiler: clarifications/restrictions/etc We'll do character creation as a "Session 0" - if you want to think about what sort of character you want to play before then, great, but don't worry if you don't have any ideas Characters must have some reason to stay with the party - while they absolutely can be "evil", they can't be self-obsessed jerks who shoot the party in the back with no warning. Characters like that get kicked out of parties very quickly. All PHB races - and most races from other books - are fine to play, but please do run it past me first if it's something exotic. Every world, every culture has its myths and legends, the stories it tells its children. Some tell of great heroes slaying monstrous beings; some of normal people enduring great hardships, of gods, of monsters. One such tale told in the lands of the Four Kingdoms tells of a time without kings, without dukes, without earls - a time the world was ruled by a great evil from before Time itself, two black centuries when it seemed the light of the world would burn out, never to return. That light, however, never quite went out. Exactly how these two hundred years ended is not told in the legends. Perhaps this information was lost, or perhaps these legends are merely the unfinished scribblings of a mad scribe - or perhaps those of a mystic, seeing far into the future... It is now the 1511th year of the Third Age, and the Four Kingdoms are at peace thanks to the actions of King Edward - but war is sometimes closer than it seems.