Jul 31, 2026 3:34 pm
UPDATE:
I found a GM on a different platform for the original requested party.
I do have 1 other character that I'd like to find a GM for, following the guidelines of the original GM request.
This game, if picked up, would not require the party to be included. Just my single character, thus leaving the door open for other players to join.
The scope also doesn't need to be as grand as the original request.
******
The requested game is envisioned as taking place in a future Faerûn, where the age of legendary figures - heroes such as Drizzt Do’Urden, Elminster Aumar, and the Companions of the Hall, as well as villains like Manshoon, Artemis Entreri, and Fzoul Chembryl - is fading or has already passed. In their wake, Faerûn stands on the threshold of a new era, where emerging heroes and villains alike have the opportunity to shape what comes next. The intent is for these four characters, over the course of their journey, to rise into that space and become some of the new heroes who will defend the Realms.
The Mercenary Group:
The four founders begin as unknown wanderers in a changing Faerûn. Over time they acquire allies, recruits, strongholds, contracts, political relationships, and responsibilities. Their company may start as four friends taking jobs for coin, but eventually it could become a force recognized across the Realms—a trusted company of explorers, monster hunters, troubleshooters, and defenders.
Much as the Knights of Myth Drannor became legends not because of a single adventure but because of the legacy they left behind, these four characters hope to create an organization that will continue protecting the Realms long after their own stories are over.
******
We are looking for a GM willing to run a small, character-driven D&D 5e campaign set in the Forgotten Realms for an already established group of four characters. We are particularly interested in a Gestalt-style game starting at level 1, where character identity and narrative development are given room to grow alongside mechanical progression.
For system preferences, we would favor the 2024 rules as a baseline, supplemented by 2014/Legacy material where needed, and limited UA content when it meaningfully supports a concept and is approved. We value mechanical clarity and balance, but we also value a GM who supports and enables strong thematic expression.
If it aligns with the campaign tone, we would appreciate a slightly more generous ability score method (expanded array, enhanced point buy, or similar). Since Gestalt characters inherently carry broader potential, this helps ensure each character begins with a distinct identity rather than feeling stretched thin across two class paths.
As a general principle, we are very open to collaboration and balance adjustments. If any aspect of a character, feature, or interaction feels too strong or disruptive to the campaign, we are fully willing to work with the GM to revise, limit, or reframe it in a way that preserves both mechanical balance and narrative integrity.
I found a GM on a different platform for the original requested party.
I do have 1 other character that I'd like to find a GM for, following the guidelines of the original GM request.
This game, if picked up, would not require the party to be included. Just my single character, thus leaving the door open for other players to join.
The scope also doesn't need to be as grand as the original request.
******
The requested game is envisioned as taking place in a future Faerûn, where the age of legendary figures - heroes such as Drizzt Do’Urden, Elminster Aumar, and the Companions of the Hall, as well as villains like Manshoon, Artemis Entreri, and Fzoul Chembryl - is fading or has already passed. In their wake, Faerûn stands on the threshold of a new era, where emerging heroes and villains alike have the opportunity to shape what comes next. The intent is for these four characters, over the course of their journey, to rise into that space and become some of the new heroes who will defend the Realms.
The Mercenary Group:
The four founders begin as unknown wanderers in a changing Faerûn. Over time they acquire allies, recruits, strongholds, contracts, political relationships, and responsibilities. Their company may start as four friends taking jobs for coin, but eventually it could become a force recognized across the Realms—a trusted company of explorers, monster hunters, troubleshooters, and defenders.
Much as the Knights of Myth Drannor became legends not because of a single adventure but because of the legacy they left behind, these four characters hope to create an organization that will continue protecting the Realms long after their own stories are over.
******
We are looking for a GM willing to run a small, character-driven D&D 5e campaign set in the Forgotten Realms for an already established group of four characters. We are particularly interested in a Gestalt-style game starting at level 1, where character identity and narrative development are given room to grow alongside mechanical progression.
For system preferences, we would favor the 2024 rules as a baseline, supplemented by 2014/Legacy material where needed, and limited UA content when it meaningfully supports a concept and is approved. We value mechanical clarity and balance, but we also value a GM who supports and enables strong thematic expression.
If it aligns with the campaign tone, we would appreciate a slightly more generous ability score method (expanded array, enhanced point buy, or similar). Since Gestalt characters inherently carry broader potential, this helps ensure each character begins with a distinct identity rather than feeling stretched thin across two class paths.
As a general principle, we are very open to collaboration and balance adjustments. If any aspect of a character, feature, or interaction feels too strong or disruptive to the campaign, we are fully willing to work with the GM to revise, limit, or reframe it in a way that preserves both mechanical balance and narrative integrity.
Last edited August 5, 2026 3:05 pm


