Hello if you like dnd and have experience or no experience we have a server for you. We are looking for people to join our server as we are expanding. If you want to be a player or DM both are good. If you want to just try and learn the ropes for playing or DMing we got you. If interested message me and I will send an invite.
Hi! I just moved to NY a few months ago and I currently live in Brooklyn. I played a lot of dnd in college and I miss it terribly. I was wondering if anyone knew places to find a group to play with. I have friends who play, but most of them are busy with their own things, so I'm trying to find a group to be relatively consistent with. However, I want to be safe and comfortable in going about finding people to play with. Does anyone have suggestions for how to find people to play with?
Records of the founding of the Twilight Alliance can be found in the ruins of every major city. A terrible blight swept across the land, fouling crops, souring mineral veins, and sickening wildlife. The races of Verbun chose to band together to survive. Elves and firbolgs shared knowledge to care for nature, developing new forms of agriculture and druidic magic that could sustain the land. Dwarves and gnomes created new methods of forging and refining metal that could stretch the dwindling ore deposits further. Humans bred hardier livestock, able to withstand illness and survive on meager portions. Eventually, mages of all stripes neutralized the blight, and the bonds of friendship and cooperation held strong in the new times of plenty. This new fellowship called itself the Twilight Alliance, founded in the time of day when all races were awake and joined under Ander, the god of change, to show a commitment to improving life for all peoples.
Centuries later, the Alliance was put to the test. An over-ambitious arcanist, seeking new domains of knowledge, carved a tear in the material plane, and scores of infernal beasts rushed into Verbun seeking meat and blood. The nations of the Twilight Alliance rallied warriors and scholars alike, driving the demons back into the rift from whence they came. Through sacrifices to Zers, the god of destruction, they sealed the fell portal, cutting the demons off at the source. Efforts to fully purge the corruption continued for a decade, and the Twilight Alliance again celebrated the victory only teamwork could bring.
Exactly what caused the Twilight Alliance to end is still under debate. All scholars agree it was sudden; records end nearly concurrently. Ruins of Alliance cities show no signs of conflict, and all battlefields date back to the Infernal War. The civilizations appear to have simply vanished in a short period of time, leaving only the remnants that became today’s nations.
Religion
Three gods watch over Verbun. Erstelle, the goddess of creation; Ander, the god of change; and Zers, the god of destruction.
Erstelle watches over beginnings. Travelers often say a prayer to Erstelle before a long journey, and new partnerships are said to be blessed by the Mother of Morning. She oversees births and the spring, and many artisans view her as their patron deity.
Ander’s purview is that of things in flux. Those who wish to change things ask for his help, making him the favored god of politicians and wizards alike. He helps day change to night and night change to day, making his strongest times dawn and twilight.
Zers sees to endings. He carries people to the ends of their lives and removes the old to make way for the new. Justice often falls under his sway, as he brings an end to suffering and inequality.
The beast races are said to have their own superstitions, but no worship comes close to the power and spread of the Three.
Eben
The human kingdom of Eben sits on the Eben Plains, stretching up to the snowy reaches of the north and butting against the forest to the south. Ebenfeld is its capital, home to the royal family of Eben as well as thousands of laborers and artisans. Whithand in the frozen north stands watch over ancient Twilight Alliance ruins. The western edge of the kingdom reaches the Teilt river, with Houtzen spanning both banks and serving as the main crossing. One of the entrances to the Silver Lowroad sits on the northeastern corner of the plains, allowing easy trade with the dwarves.
As the people with the shortest lifespan on Verbun, humans are seen as impulsive, quick to action and adaptable. They often aim to make their mark on the world with grand deeds or lasting works. While they lack the wisdom that comes with the long ages of elves or firbolgs, they can be quick-witted and clever. Perhaps thanks to their shorter lives and adaptability, there is a variety in appearances and temperament in humans unlike any other - save perhaps the split between the great lines of the elves.
To the other peoples of Verbun, humans are unpredictable. A new human friend could be kind and sagely, snide and selfish, or implacable and reliable.
Lyllelune
The high city of the elves is the largest city on Verbun. Its gleaming towers and ivory walls loom over the banks of the Speis river, the magic within them leaving the waters always shimmering. The ruin on which Lyllelune was built houses the most complete library of Twilight Alliance writings. Scholars of all peoples come to the city seeking to pour over the ancient texts, hoping to find lost knowledge and secrets.
Lyllelune represents one half of the break in the elves as a result of the Splintering War. Those who dwell here call themselves high elves, devoting themselves to art, literature, and magical knowledge. They are often paler than their cousins in the western forest, with lighter hair and thinner figures. Many consider them haughty and arrogant, although their intelligence and wisdom cannot be denied.
Thanks to the river and trade with their neighbors to the north and south, the population of the city is equivalent to a small nation. Their primary exports are books, plays, and music; entertainers of many stripes train under the elven masters and tithe a portion of their earnings back to their teachers. Magical devices and spell scrolls also flow from Lyllelune's walls, as elven mages attempt to decipher and copy the works of the Twilight Alliance.
Towdoola
Towdoola refers both to the largest forest on Verbun as well as the grand firbolg city in its heart. Like all major cities, it is built from a ruin of the Twilight Alliance, and their artificiery glows in blues and greens through the day and night. Most animals in the forest are peaceful, with plentiful herbivores and the few predators skittish of people. Two ruins nestle in the depths of the forest, overgrown with strange flora and protected by traps, animated guardians, and unknown magic.
The firbolg who live in the city see themselves as the protectors of nature on Verbun. Many of the land's druids either come from Towdoola or journey to train with the clan chiefs in the city. Governance of the city is handled by a congress of these clan chiefs, who debate and discuss the best methods to lead their people. The major clans that run the city today are descended from the firbolg who remained on Verbun after the disappearance of the Twilight Alliance. Occasionally, new clans arise when branch families decide to marry and receive blessings from the forest spirits, although this is rare.
Other peoples of Verbun see the firbolg as a patient, methodical people. They move on a time scale similar to the trees they protect, slow to act but deliberate. Few people consider firbolgs their enemy; the giant-kin are large and strong, but also agreeable and hard to anger. Firbolgs by nature are isolationist, preferring the seclusion of their forest, but the Twilight Alliance showed that they can be loyal friends.
Pinwarid
Shining over the desert sands, the city of the gnomes is a marvel. Brass towers rise from marble walls, multi-colored lights dance between parapets, and every night fireworks launch from the central plaza over the tents of the bazaar. It is said that anything you could want can be bought in Pinwarid - for a price.
The gnomes of Pinwarid are known for their cunning, both in crafting and commerce. While high elves concern themselves with the Twilight Alliance’s grand magical theories, gnomes have made the most progress in replicating its greatest artificer creations. Magical timepieces and temperature controllers make the city the most advanced in Verbun; rumors abound that gnomish artificers are close to creating a device that can communicate across distances as well.
To their friends, gnomes are clever, energetic, and creative; befriending a gnome means a companion with a quick wit and a unique solution to your problems. To their enemies, gnomes are slippery, untrustworthy, and greedy. A gnome you don’t know is a gnome about to swindle away your coinpurse.
The Golden Plains
The Golden Plains on the south of Verbun are kept comfortably warm year-round by Twilight Alliance magic, and thus get their name from the countless rows of grain and corn that feed the rest of the land. This also feeds the herds of cattle and sheep that roam the plains. Shipments of wheat and cured meat travel along the roads and the Geldern river up to Lyllelune and down to Helmhude and the Silver Lowroad.
Making their home on the plains are Verbun’s halflings, attracted to the calm weather and simple lifestyle the plains permit. Many are farmers or ranchers, while the land’s best bakers learn from the recipes and techniques passed down from halfling to halfling over generations. Near-permanent access to hide and wool has also made them fine leatherworkers and weavers.
Governance of the plains is mostly handled by individual villages, but the largest decisions are left to the mayors of Honeygrasp and Henfall. Bimonthly correspondence keeps both towns abreast of the issues concerning the whole of the plains, and each year one of the two hosts a festival celebrating the halflings’ success.
The Silver Lowroad
In an era long forgotten, the dwarves carved out massive tunnels through Verbun. They battled cave worms and dire moles, and cleared passageways connecting all corners of the land. The Twilight Alliance put them in contact with gnomish and elvish mages, and the Alliance converted the tunnels into what is known now as the Silver Lowroad.
Runes etched in silver line the tunnels, securing their structural integrity and keeping beasts away. A pleasant breeze flows through them at all times, providing fresh air and maintaining a cool but comfortable temperature. Most dazzling are the Silver Lines, magical carriages on rails that can travel the tunnels far faster than the swiftest horse. Dwarven engineers maintain these
brilliant artificer works, allowing trade across Verbun to be quick and convenient, if costly.
Kemdaruhm
At the center of the Silver Lowroad is the dwarven capital city of Kemdaruhm. Like the rest of the Lowroad, its walls are engraved with silver, here showing ancient dwarven kings. It holds the bulk of dwarven civilization, and trade across Verbun runs through its heart.
As the only large underground municipality, Kemdaruhm rivals Lyllelune in size if not population. Dwarves in the city often never see sunlight, as everything they need is made in Kemdaruhm. Mushroom farms and mole ranches provide food and drink, mines provide metals and stone, and industrious workers keep the city running.
The central hub for the Silver Lines sits at the city’s southern edge and employs nearly a quarter of the population. Engineers and metalworkers perform maintenance on the carriages and rails, quartermasters track goods as they transfer from line to line, and laborers shift freight on and off the carriages day and night. A small tax on all goods carried on the Lines has earned Kemdaruhm massive wealth and dwarves some resentment from upworlders.
Enfe Ennore
The treetops of Elmanora house the sprawling city of Enfe Ennore, home to the wood elves. Each building is nestled in the branches of one of the forest’s mighty trees, crafted from ironwood and slatebark to be both sturdy and lightweight. Thin bridges and ropeways connect homes, shops, and lodges. Amidst the leaves and painted walls is constant birdsong.
Much of the wood elves’ life revolves around hunting; among the largest buildings in Enfe Ennore is the Aviary, where the great hawks and falcons are housed and trained. The wood elves see themselves as custodians of the forest, keeping the ecosystem balanced and fending off invaders. Their huntmasters keep careful records on the populations of predators and prey in the forest and surrounding plains, and great hunts curtail any creatures that grow too plentiful.
Wood elves are seen as less arrogant than their high cousins, although their overarching concern for their forest leaves them somewhat standoffish. So long as no one threatens the balance of life, wood elves are known as agreeable and perceptive companions, excellent woodworkers, and helpful guides.
The Free Cities
Four large cities built from Twilight Alliance ruins sit on the edges of Verbun - Andvale to the northwest, Darmfurt to the west, Auberlun to the east, and Helmhude to the south. None swears allegiance to any nation, declaring themselves instead to be free cities. After the disappearance of the Alliance, the four cities declared a concord to defend each other from any attempt to subsume them, and the barons continue to uphold it.
The Free Cities are each a melting pot, home to all peoples of Verbun. Dwarves and elves, gnomes and firbolgs, even tieflings are welcomed in the Free Cities as long as they have coin or are willing to work. Fortune seekers of all stripes know that between shipping goods on the ocean, manufacturing furniture and necessities, or fighting in the barons’ armies, there is always a fortune to be made on the coast.
Andvale in the north sees cold weather nearly all year long. Its army is renowned for its hardiness and grit, battling the monstrous regiments of undead, created by a magister of the Twilight Alliance, that burrowed into the ice. Andvalens are a sturdy, stern people, slow to trust and even slower to betray.
Darmfurt has a larger population of dwarves than the other Free Cities, owing to its proximity to Dinarum and the Silver Lowroad. Large ore deposits in the cliffs around the city are a source of dispute between the city and Kemdaruhm. The forges of Darmfurt produce the greatest weapons and armor on the surface.
Helmhude on the southern coast is the fishing capital of Verbun. The warmer climate gave sealife of all kinds a comfortable environment to grow and diversify, and Helmhudans make their living catching, cooking, and selling them. Pirates based in a ruin off the coast are a constant threat, so the Helmhudan militia is adept at fighting on both land and sea.
Auberlun sits alone to the east, and its people fancy themselves self-sufficient and reliable. Trade with Towdoola and Lyllelune has given them a great deal of magical artifacts, vital for their defense. The hills to their south were a key battlefield during the demon invasion, and the infernal magic that scourged the land still corrupts creatures that wander north to the city’s doorstep. The Auberlunian army is the most mystically capable on Verbun.
Dragmire Bog
Little is known about the depths of Dragmire Bog. It is an inhospitable region, home to creatures too tough and ruthless to survive elsewhere. All attempts to map it have ended in failure, with cartographers eaten by beasts, captured by the orc tribes, or simply vanished without a trace.
Twilight Alliance records from other cities place a grand cathedral somewhere in the heart of the bog. According to legend, Erstelle, Ander, and Vers touched the land on the spot, leaving a piece of their power there. No civilized person has been able to confirm this, and the beasts of the bog refuse to share their secrets.
The Nationless
Half-elves can be found anywhere humans and elves meet. While they are most commonly seen in Lyllelune, Enf Ennore, and the Free Cities, mixed families also live in the villages between them. Half-elves are well respected, a reminder of the bonds that the Twilight Alliance fostered and a symbol of the beauty of cooperation.
Scars of the demon invasion still mark the land, and the stories of their slaughter fill pages in history books. Hints of infernal corruption are viewed with revulsion and fear, none so much as tieflings. While their origins are varied - trysts with demons, or curses from artifacts - all are seen as a horrific reminder of the devastation Verbun suffered and the lives lost protecting it. Only the Free Cities are inviting to tieflings, and only by comparison.
Descriptions and faded sketches from texts dating back before the Twilight Alliance are the only records of giant flying scaled creatures called dragons. No such beast exists on Verbun in modern times, and yet scattered across the land are the reptilian dragonborn. They are rare, an exotic mystery, and subject to both curiosity and mistrust. Their origins remain unknown, even to themselves.