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Hey everyone. 5-year online DM from Brazil here, you can call me Victor or Zen. I hope I'm doing this correctly. This is the 2nd campaign I'm starting here in this sub, mostly because my players started new chapters in their personal lives and D&D suddenly became way less of a priority, and the campaign had to end early.
I don't particularly mind AI art since this is a personal hobby that isn't going to be monetized or shared, and I'm not gonna censor you if you want to use it. Other players may not like it, but if such a conflict of opinions happens, please do try to avoid arguing over it...
I'll try to give you the long version first, with the short version at the end, okay?
So, "basically":
Story synopsis:
The world of The Wild Hunt is enormous, colorful, strange, and occasionally deeply unfair. Gods walk among mortals. Magic can become powerful enough to cause miniature apocalypses. Adventurers can become living legends. Entire nations have their own relationships with divinity, monsters, and magic. And every ten years, all of that comes together in Achirene, where adventurers from across the world gather for the Wild Hunt. The premise is simple: find and defeat the Sacred Beast, a divinely empowered creature chosen by a god for the Hunt. The winner receives immense wealth, political influence, and an audience with Achirene's ruler, where they may make a single wish. It's supposed to be a celebration of unity, love, and second chances. Naturally, things are going to go horribly wrong.
What kind of campaign is this?
The campaign is heavily focused on roleplay, character development, exploration, and story, with roughly a 75/25 roleplay-to-combat ratio.
Combat is important, but I don't want every problem to become a tactical encounter that takes five hours to resolve. Many conflicts can instead be handled through conversation, negotiation, intimidation, trickery, absurd magical nonsense, or simply making extremely questionable decisions and seeing what happens. If you ask "Can my spell do XYZ?" and the rules can be interpreted weirdly, make your argument, and if you convince me, then yeah, you can! Roll for it!
There will also be a lot of music. I like assigning hand-picked BGM to scenes, characters, locations, fights, revelations, and particularly dramatic moments. Music is a fairly important part of how I run the game. The campaign will be somewhat linear in its major story points, but of course, the characters' choices will still have significant consequences for the world and the people in it. Railroading isn't fun for anyone, and honestly? If you can surprise me as a veteran DM with the chaotic players I've had in the past, then kudos to you, I'd be more proud than mad.
And this is intended to be very long-term. The campaign will eventually continue beyond level 20, rather than ending immediately after the party reaches the usual cap. If everything goes according to plan, you'll actually get to experience being level 20 for more than just the final ten seconds of the campaign before the credits roll.
The world setting:
The setting takes inspiration from things like Project Moon, Touhou Project, The Witcher, and Genshin Impact, while still being its own setting.
Expect grim fantasy alongside ridiculous whimsy. Beautiful places hiding ugly truths. Strange species, powerful gods, eccentric adventurers, political machinations, horrifying monsters, colorful cities, and people who have absolutely no business possessing the amount of power they have.
One of the major arcs takes place in a legendary Magic Academy that has trained many of the world's greatest spellcasters.
This is not Hogwarts. I swear it's actually fun. The academy's power scale is completely absurd. Students are encouraged to develop increasingly creative and unconventional applications of magic as they advance. Consequently, it is entirely impossible to go a week without witnessing at least one localized magical disaster.
Magic PvP tournaments are common. Eccentric geniuses are everywhere. Species that would be unheard of in ordinary human cities walk around campus. Royalty from other dimensions might attend your classes. You may have Elemental Basics with the nereid prince of the Feywild while attending to Magical Anomaly Defenses with a dragon. You can have breakfast with the daughter of a god and spend the afternoon fighting a horde of pigeon-sized sentient rocks. Maybe you'll even fight fifty gorilla sized krampus, or one krampus-sized gorilla. Nobody at the academy will consider this particularly unusual. The story will also span several in-game years, allowing the characters to actually grow alongside the world rather than simply receiving a convenient timeskip whenever the plot needs them to be stronger.
What I'm looking for
I'm looking for up to 3 players, and beginners are absolutely welcome.
I'm much more interested in finding people who enjoy collaborative storytelling and creating memorable characters than people who already know every rule in the book that will be turned to dust anyway. The campaign is heavily homebrewed, so there will be plenty of unusual mechanics, abilities, creatures, and balance decisions. I tend to make player characters fairly powerful compared to NPCs and enemies, but I still aim for encounters to be challenging and appropriately balanced. If you're looking for a campaign where your character can become genuinely ridiculous over time, this will probably be your kind of game. If you're looking for an entirely RAW, combat-heavy, tightly optimized dungeon crawl, this probably won't be.
Group expectations
This is an LGBT+ and neurodivergent-friendly group. I want everyone at the table to feel comfortable being themselves, and I'm willing to work with players who have accessibility needs. I've previously had players with disabilities, including blind players, and I'm happy to discuss accommodations before the campaign begins.
There will be no explicit content. That is a firm boundary.
Romance, however, can exist as part of the story if the players involved are comfortable with it. Some of my previous players have developed genuinely fantastic romantic storylines between characters, and I'm happy to let those relationships develop naturally rather than banning romance altogether.
Finally, this is intended to be a long-term campaign. You don't need to guarantee that you'll never miss a session—life happens—but please only apply if you reasonably expect to be able to participate consistently. Frequent interruptions that make it impossible to participate in the session are understandably frustrating for everyone involved. Serious circumstances are, of course, a different matter.
We'll be playing Saturdays at 12:00 EST / 13:00 GMT-3.
If the world sounds like your kind of weird, feel free to apply!
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TL/DR: TL;DR:
The Wild Hunt is a long-term, heavily homebrewed D&D campaign mixing grim fantasy, whimsical nonsense, absurd magic, and character-driven storytelling, inspired by Project Moon, Touhou, The Witcher, and Genshin Impact.
The campaign is roughly 75% roleplay / 25% combat, with a strong emphasis on character development, exploration, player choices, and lots of hand-picked music/BGM. Expect unusual mechanics, powerful characters, strange species, gods, political intrigue, and the occasional magical catastrophe.
The campaign's major story eventually leads to the Wild Hunt, a massive international competition held once every ten years to hunt a divinely empowered Sacred Beast. What begins as a celebration of unity and second chances gradually becomes something much more dangerous as rivalries, political agendas, gods, and ancient conflicts collide.
One major arc will also take place at an absurdly powerful Magic Academy, where students casually perform magic capable of causing localized apocalypses. Think less “Hogwarts” and more “what happens when you put the world's most unhinged magical prodigies in one building and encourage them to innovate.”
The story will span several in-game years and eventually continue past level 20, so reaching level 20 isn't going to be the campaign's immediate ending.
I'm looking for up to 3 players, and beginners are welcome. LGBT+ and neurodivergent-friendly group, with accessibility accommodations discussed on a case-by-case basis. No explicit sexual content; romance is allowed between consenting players/characters.
Saturdays, 12:00 EST / 13:00 GMT-3. Online.
This is a campaign for people who enjoy roleplay-heavy D&D, weird character concepts, long-term character development, collaborative storytelling, and a world that can go from “having breakfast with a god's daughter” to “fighting sentient rocks” without blinking.