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- D&D 5e
- closes May 26
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Stonetop
No one knows how the Stone got there, or what the runes cut into its surface might mean. Few even remember how the village sprang up around it. When storms roll up and the Stone pulls lightning from the sky, outsiders cringe and cower. But us? We barely even notice.
We live here, see. This village, Stonetop—it’s our home. It’s not a glamorous place, far from it. But we look out for each other. We might not always get along, but we’re a community. Everyone contributes. Everyone shares.
And right now, as the first wildflowers bloom in the Flats and the trees bud in the Great Wood, trouble is a-brewing. The world itself is darkening, like the sky before a late-summer storm. Everyone can feel it. Folks are getting scared.
You and me? We’re the ones folk look to when they’re scared. Like it or not, we’re the brave ones. The clever ones. And yeah, sure, the strange ones, too.
These are good people, here in Stonetop. Our kith and our kin.
If we don’t step up to protect them, who will?
What is Stonetop?
Stonetop is a Powered by the Apocalypse RPG, set in a low fantasy iron age that never was. You play as the local heroes of of Stonetop, a tiny village on the edge of the world. Its mechanics are largely spun out of Dungeon World, but with mechanics for focusing play around the town itself.
This is a game that really shines in the long term, balancing both moments of high intensity action with slow, quiet moments at home. There is an implicit assumption that your character considers Stonetop their home, and cares about the people in it; your adventures will revolve around the town.
Expectations
- Posting frequency: looking to establish a rhythm of a scene every week or so. Will adapt as we go, though, as this is my first time running a game PbP.
- Buy-in on the concept: see above. This game is built to be run under those assumptions, and I will be running that way. In short: no murder hobos!
- Work with me: this is a PbtA game, and that means some of the responsibility of creating an interesting world will rest with you, the player. Ideally you find that exciting, rather than immersion-breaking.
- Bear with me! As I said, this is my first time running a PbP game on Myth-Weavers, so I will be adjusting to the medium a bit.
If you're interested, have a look at the playbook options below, pick a few that interest you, and reply in the applications thread.
The Blessed: A nature priest that speaks to spirits and beasts, and works subtle magics.
The Fox: A quick and clever scoundrel that often bends the rules, plays dirty, and can be quite the charmer.
The Heavy: A reckless and violent individual, but nearly unstoppable in combat.
The Judge: The settler of disputes and keeper of the chronicle, standing for order and wisdom.
The Lightbearer: An invoker of the divine power of light. A beacon of hope, charity, and mercy.
The Marshal: Leader of the town's militia. Makes choices about who lives and dies.
The Ranger: A resourceful and deadly hunter, most at home in the wild.
The Seeker: Collector of lost lore and power, and keeper of ancient magical artifacts.
The Would-be Hero: Full of fear and anger, and in over their head; but they may just outshine us all.
- Dungeon World
- closes May 26
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Lords of Creation - Divine Compact
Build a world with a number of other players!
We are always recruiting to look over the rules and if your interested join in and submit a character of your own! The rules can be found here: https://docs.google.com/document/d/1yzIN2cyC7ykYnuMU8sE7BRXR4-BzTNPBruMQNOcbTu4/edit?usp=sharing
Current Moderators are: AlexanderML, Athedia, and Fuzzy Math- Miscellaneous
- closes June 1
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Out of the Abyss (Level 4 Start)
Do you know who I am?
No. No they clearly do not, or you would not be here, in the slave pens of that myth the Underdark. Captured by "Drow", trapped amongst ordinary prisoners in a underground outpost. Your sheer bad luck is a tale in itself.
You were meeting famed heroes of the realm when the ground collapsed, deep, and climbing the chasm walls all the way up were the spider-riding drow. Weakened by the fall, there was nothing you could do except watch your equipment be pulled off you and slapped twice in the face, "Just another rich noble" according to some arrogant raider.
Carried into the gods-damned Underdark...
You're going to find out.
Details
I have chosen a deliberately overpowered start, have fun with it.
5 players wanted. All character creation options allowed so long as it's official. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
- D&D 5e
- closes June 17
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Standing Stone With Name Your Own (Level 2)
Amongst the half-elves, of your Yuirwood forest, there is talk of the star elves, and a visitor, the Duskwalker. Others speak of missing travellers and lost goods, all pointing to a circle of fallen stones within the forest. And now there is talk of you, all five, and what you have done before in these quiet lands and what, perhaps, you are planning to do now. Scarce read runes spell your names; all around know of the ambition you have. Was it you? Can you stop it? Are you heroes, or a big problem?
Your reputation precedes you...
Please include your previous level 1 exploits in your character sheet application.
The truth behind the tale...
5 players wanted. All character creation options allowed so long as it's official. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
- D&D 5e
- closes June 17
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The Archivist's Last Dance
Castle Almor
Grecia, formerly known as the City of Wonders, among other names, was the former capital city of an ancient elvish empire. Located in the Forest of Mist by the shore of the Great Pristine Lake, the city was founded during the migration of the elves into the world after a long journey from the astral plane. During the Age of Stars, many considered Grecia to be the pinnacle of elvish knowledge, culture, and civilization, as well as the new seat of power of the astral throne.The white stone towers of Grecia were predominantly tall and graceful in appearance, some took the shape of fantastic creatures or heroes of old. Natural structures of wood and plant life formed by powerful magic were among the most breathtaking in all the world: skybridges, towers, and elegant treetop dwellings connected like a spider's web. An immense cathedral was built with azure marble and cerulean crystals to honor the ancient deities. It contained two hundred rooms, most decorated with wall panels replicating star and sky charts. The emperor's colossal palace was decadent, with hundreds of rooms. Yet the most precious building of all was the Grand Library, where a copy of the accumulated knowledge that the world and beyond had to offer could be found there. There was also an expansive set of dungeons that ran underneath the city, which were interconnected with many of the underground dwellings for the enslaved people.
During the disasters of the Age of Ruins, such as Izul's rampage and the enslaved people's uprising, Grecia was destroyed, and only piles of rubble and inspiration for countless bedtime stories remained. Grecia's proximity to Izul's Horn, a cursed mountain of black quartz, and the toxic Swamp of Oblivions surrounding it made it an undesirable location for resettlement. Overrun by monsters, the frozen forest and Grecia's ruins became a no-man land for decades.
After a century, nature prevailed, and the forest took over most of the remains of Grecia. Monsters migrated to the world's four corners, making their number manageable in the ruins. Treasure hunters and adventurers risked the journey to Grecia ruins more often, hoping to find elvish powers and knowledge. This renewed interest in the region led to resettlement in the Forest of Mist and an unexpected discovery.
On the summit of a tree-covered mountain by the Great Pristine Lake, a castle in prime condition was discovered by Randorian settlers. Castles have not been seen for centuries by human eyes. Since the elvish empire was destroyed no warlord ever had the resources and manpower for significant architectural endeavours. The place felt unnatural, but the adventurers were brave and couldn't help themselves from entering the mysterious building.
At dawn, the adventurers returned from the castle with intriguing stories and treasures. They mentioned that they were hosted by the lord of the castle, Leoric. He served them a feast and offered them furs, gold and as much food as they could carry in exchange for returning a message to their community.
Leoric told the explorers that everybody was welcome to hunt in the forest, fish in the lake and settle in the region. His only request was that the mountain and castle Almor be considered sacred ground and off limits. Returning home, the Randorians spread the story and most didn't make much out of it. Yet, the settlers felt compelled to return to the castle after a harsh winter to seek their neighbor's help. Asking for food to save their village, Leoric offered his visitors a deal. He was willing to feed the surrounding villages in exchange for workforce to search for books, documents and works of art from the lost ancient elvish empire. According to him, those could be found by digging and exploring the ruins of Grecia. This began a long relationship between the castle master and the leader of the surrounding communities.
Over the years, Leoric became known as the Archivist and provided food and resources as the Randorians focused on digging and searching for elvish relics, exploring dangerous dungeons, and asking for more and more favors from the Archivist. This arrangement worked well over generations, and a town called Kaledor formed on the ruins of Grecia, a few kilometers away from the castle mountain. The settlers who made the deal with Leoric led the large community and lived a surprisingly long life. Except for the occasional disappearance of people who made the mistake of wandering around the castle, the town prospered and, in a couple of centuries, became the first city on the continent since the fall of the elves.
City of Kaledor
Three centuries later, it's the beginning of the Age of Awakening. From the ashes, the world slowly recovered from the dust clouds caused by the meteor swarm that scarred the world. Winter is still long, but not as deadly as it used to be. Food is scarce, and most villages are in misery. Kaledor, the region's largest trade center, attracts many migrants and continues to expand and grow. Many hopefuls from small towns and villages come to the city each year searching for employment, riches, and a better life. Consequently, the town has difficulties finding enough resources to support its booming population.
Kaledor is overpopulated, with nearly fifteen thousand souls fighting for survival. Putting bread on the table is a constant battle for most common folks. The city has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found everywhere. Yet most resist the temptation to follow a dark path by working hard with a strong sense of community to help each other survive.
The city has six major districts: Downbelow, Gracia’s Ruins, Southgate Rookery, Forbidden Peak, The Web, and the Pine Sprawl. Some key locations include Bloodbath (2500 seat colosseum), Founders’ Hall (Seat of the government), Forsaken Gate (Prison for the worst), Thrall market (Slave market), University of Pelonia (Public institution), Black Wings’ aeries (Raven’s cavalry headquarters), Storm Crow Manor (Mayor’s hall), Tribute Obelisk (Archivist’s trading house)
The average Kaledor resident is a fisherman, lumberjack, excavator, miner, or merchant. Hard daily work gives Kaledorians a gruff exterior, a no-nonsense attitude, and a stubborn resolve to finish whatever needs to be done. People who don't earn their keep through work, such as many migrants, are looked upon as second-class citizens. Kaledorians are conservative and superstitious. They fear magic, and the threats of monsters and undead keep them awake at night. Yet, the most significant terror is the scarred moon Camrina, to which many townsfolk give offerings to appease her anger. Many people are deeply religious; their faiths are varied and personal rather than monolithic and prescribed.The city residents were originally a mixture of tribes from different parts of the western lands of Randoria and beyond with subtly different cultures and traditions. Other substantial human ethnicities in the city include the Gaellians, who come from the south and brought in their exotic culture. Dwarves who hail from the mountains and underground cities have a significant presence in the city. There are hundreds of elves as well, most of their ancestors participated in the enslaved people's rebellion against the elvish empire that provoked the final demise of Inora. Cambria's culture spread over a long distance into countless villages and evolved over three hundred years into its language, customs, traditions, religions, and architecture.
Not everyone is a free citizen in the city; there are several thousands of enslaved people captured in foreign lands. Most of those poor fellows are owned by the nobles and are the main force excavating the ruins of Inora. Their tasks include exploring the dangerous dungeons and caves dug by dwarves centuries ago. Convicts also pay their debt to the city with forced labor. Only the most desperate townsfolks would choose this hazardous employment.
Politics
Power in the city is fragmented between multiple factions and personalities in a delicate balance. The most prominent political body is the competing founding families, who are descendants of those who discovered Castle Almor and made the original deal with Leoric, the Archivist. They proclaimed themselves nobles a long time ago. Those aristocrats are highly educated and more concerned with their comforts than the needs of the underprivileged they hear so much about. For protection, each family maintains a small army of bodyguards who guard their fancy manor and assets.
The city has a mayor elected every ten years by the founding families. The current mayor is Lord Mayor Frederik Thorn, a master of centrist politics who successfully balanced the demands of the noble, townsfolks, and other factions for many years. However, he is losing control as the city is boiling, at the brink of chaos. The mayor's office runs most of the city's institutions, such as the city watch and tax collectors.
Leoric, the Archivist, is also a significant player. He still lives in Castle Almor after 300 years and continues honoring the ancient agreement to provide food, gold, and resources in exchange for elvish relics and books. To facilitate his business, he built a gothic tower in the city named The Tribute Obelisk, where his minions could trade with the townsfolks. Those who dared to interfere with those activities served as examples and paid a price worse than death. Beyond that, the Archivist only shows up at the city court to help in desperate times.
A faction growing in power by the day is the Raven Labor Union, which represents the interests of all the city's workers, excavators and miners. They have in their rank a not-so-secret arm of activists that turned violent recently, inciting revolt and riots. They are pushing an agenda for abolishing slavery, which is lucrative for the noble families who use enslaved people to dig and explore the dungeon of Inora's ruins. The city's authorities tolerate this faction, as disbanding it would provoke an all-out civil war. Other notable factions influencing the city are merchant guilds, religious cults, warring gangs, activist groups, unions, and mercenary guilds.
Kaledor's noble houses
House Ravenshadow
Sigil: A black raven against a silver moon on a field of deep blue.
Race: Human
Words: "In Shadows, We Flourish"
Seat: Ravenspire Castle
Notable Traits: Known for their mastery of espionage, diplomacy, and intrigue.House Ironhart
Sigil: A golden anvil and hammer on a crimson background.
Race: Human
Words: "Strength Through Forge"
Seat: Ironkeep, a formidable fortress with a vast armory.
Notable Traits: Renowned blacksmiths and warriors, they value martial prowess.House Stormwatch
Sigil: A storm cloud with a lightning bolt on a field of gray.
Race: Human
Words: "Unyielding in Tempest"
Seat: Stormwatch Tower overlooking the lake
Notable Traits: Skilled sailors and seafarers, they control the trade routes.House Frostbane
Sigil: A blue snowflake on a silver shield.
Race: Human
Words: "In Ice We Stand"
Seat: Frostspire Castle in the frozen forest outside the city
Notable Traits: Masters of frost and water magicHouse Emberfall
Sigil: A red phoenix rising from flames on a black background.
Race: Human (Yellow skinned)
Words: "From Ashes, We Soar"
Seat: Emberhold, a castle on the edge of a volcanic caldera.
Notable Traits: Slavers known for their wealth and skilled alchemistHouse Greenwood
Sigil: A green oak tree with silver roots on a field of gold.
Race: Human (Dark skinned)
Words: "Steadfast as the Forest"
Seat: Greenwood Hall
Notable Traits: Expert survivalist and guardians of the wild. They are the only noble family located outside the city wall; the only other notable exception is Castle Almort (Archivist’s home) who is outside the city as well.House Whitewind
Sigil: A white falcon in flight against a sky-blue background.
Race: Elvish
Words: "Swift and Pure"
Seat: Black Wings’ aeries
Notable Traits: Skilled creatures breeders such as giant eagles and large ravens. Their ancestors are the elves who rebelled against the empire during the age of ruins.House Stonehaven
Sigil: A gray castle tower on a field of brown.
Race: Dwarf
Words: "Solid as the Rock"
Seat: Stonehaven Keep
Notable Traits: Expert miners and architects, known for having built the city fortifications. They are the only dwarven noble house.
Astronomy
Like every world of the Material Plane, the planet Zeratan is located in the astral plane. This planetary system has seven planets, and a belt of asteroids. Zeratan is the second planet orbiting the sun known as Phalior. Two moons are dancing around the planet, but also several pieces of comets and asteroids, some falling on the world occasionally. The largest moon is named Yael, her colour is midnight blue. Camrina is the second satellite, pitch black and surrounded by a purple halo; following the birth of Izul she was severely shattered during the Age of Apocalypse.
Age of Awakening
The Age of Awakening describes the countless pre-historic years from the world's creation to the emergence of intelligent races. History from that age was never recorded. Only a few clues about this era exist in the world such as caveman carvings, fossils, bones and so on. Those remnants raise more questions than provide clear answers about the past. Many cultures and religions from that time have inaccurate myths and legends.
During that age, Zerathan was much like a garden of heaven, the land exceptionally fertile, the water clear like crystal. Everything was beautiful and peaceful as if sculpted by the divine. The forests were vast, and the high mountains were covered with pure snow. The first gods who became aware of this new brave world observed, not to disturb the fragile process of evolution. Only when humanoids were capable of speech, that some gods began to influence them subtly.
Zeratan’s first civilized races were Humans, Dwarves, Halflings, and Lizardfolks, also known as the races of origin. They evolved undisturbed for millions of years from animals to humanoids. Many were nomads, but some formed the first settlements.
Stone was widely used to make tools with an edge, a point, or a percussion surface. Eventually, smelting of copper was discovered during that age. Capable of great ingeniosity and innovation, the natives built great temples, pyramids and ziggurats in the honor of the sun god, and moon goddesses. Unfortunately, their fate took an ill turn with the great invasion of the elves that marked the end of the Age of Awakening.
Age of Stars
While the planet of Zeratan matured, on another world the ancient elvish empire was facing extinction. After prospering for ages, the empire’s home planet was on the verge of being destroyed by the proximity of a black hole. Leveraging their mastery of astral magic and flying ships, the elves carefully prepared their exodus. They built an armada of flying ships capable of travelling the astral sea and transformed some cities into flying citadels.
Finding a suitable new home to sustain their race wasn’t easy. To survive, the elvish empire turned into a nomadic military empire. Plundering resources where they could to sustain their journey, they had to survive harsh conditions and countless dangers across the astral sea. Only a fraction of their mighty civilization survived the centuries-long migration.
Finally, the elves' quest ended when they found the world of Zeratan, a planet prosperous with life and resources beyond imagination. The elvish military was a force to be reckoned with; It didn’t take much effort for the empire to conquer this young world. At first, the primitive denizens of the planet thought the elves were gods, and most didn’t offer any resistance.
The elves remained peaceful until they finished settling on the planet and founded their new capital city, Grecia. Yet, eventually, the ambition of the elves required a lot of manpower and thousands of natives was recruited for slave labour to build cities and monuments that could rival the lost home of the elves.
Some rebellions happened over the centuries but were easily squashed; the wisest natives escaped and developed a new culture far away.
Age of Ruin
Nothing is eternal. After a couple of millennia of dominating the world, several events weakened the elvish empire, such as the wars against the Githyanki and more slave rebellions. Elvish's leadership became complacent, even decadent in some instances. Yet the final steps toward the empire's downfall were way more spectacular.
At the beginning of his reign, Valkalas, the last elvish emperor, outlawed all religions except worshiping the elvish goddess Ophelya. Known as the goddess of stars and magic, she was glorified by elves since the dawn of time. Yet most of the non-elves on Zeratan were followers of other gods such as the primordial powers, Phalior, Yael and even the villain Camrina. A major inquisition driven by the imperial elves soon followed, and many people were killed over the years. Holy sites were destroyed, writings on walls and stone tablets were shattered, and the emperor deployed many resources to eradicate all existence of the forbidden religions.
The elves went too far with their crusade and triggered the wrath of the dark moon Camrina. Angered she punished the elves with the creation of Izul the devourer. During its birth, the monster carved his way out of the black moon, shattering part of her body. A rain of meteors fell on the world, causing devastation on half the planet. Izul began his feast, slowly devouring the world. Mountains melted, lakes turned to acid, and entire lands were consumed. Poisonous swamps spread for hundreds of miles behind the abomination rampage.
Izul ate half of the core lands of the empire before the elves could come up with a solution to defeat the divine monster. The emperor and his close circle of ancient wizards crafted a few legendary magical weapons that could hurt Izul and prepared powerful spells using the power of the stars. All preparations were ready just in time before the abomination could reach the imperial capital of Grecia.
The final battle was catastrophic, with countless deaths and a lot of collateral damage. As planned the emperor took on the challenge and unleashed terrible powers on Izul before he found his doom. His bravery weakened the monster and allowed a female knight to give the final blow; slaying it with her mighty spear Starslayer. After falling dead, the monster's blood formed a lake of goo, and his corpse turned into a mountain of black quartz, releasing toxic clouds. Only a few survivors made it back home to sing the tale, most were contaminated by Izul and never returned home. Furthermore, the whereabouts of the knight who killed the colossus remained unknown.
With most of the elvish army destroyed, and the emperor dead, a faction of anti-imperialist elves initiated a coup and overthrew the imperial family. They released as many slaves as possible and began a violent insurrection in Grecia. It didn’t take long for the rebels to take control of the capital. Some nobles escaped to a secret location and were never seen again. For the first time in two millennia, humans and other races were free, yet the taste of freedom was short-lived.
After the demise of Izul, the world was scarred by hundreds of miles of cursed swamps that the beast had left behind. The survivors of the carnage realized too late that hundreds of eggs had been laid in there. Abominations appeared for the first time in the world; Izul’s offspring preyed on the world and migrated over long distances over time. A cold and dark era followed, covered by clouds of ashes from the meteors. It was the collapse of civilization.
Age of Renewal
From the ashes, the world slowly recovered mysteriously with the help of the divine. The sky began to clear out, and a seed of warmth was felt again in the day. Monsters still roamed the land at the top of the food chain, but their number stabilized because they lacked mortal flesh to thrive.
The Humans survived thanks to their ability to adapt and Halflings migrated far from danger. Dwarves found refuge in mountains and the underworld where they found Goblins and Deep gnomes who had been part of the world since its early days. The Lizardfolks tamed the most hostile lands and recovered quickly. Many surviving imperial elves retreated to the last elvish flying city, a myth forgotten by most. The elves who sided with the slaves against the emperor became the ancestors of three new elvish cultures: the land elves, the wood elves and the bloodied dread elves.
More dangerous races emerged from the destruction of the age of ruin. Without the protection of the elvish empire, other denizens from the astral plane immigrated on Zeratan. While the world was becoming diverse, most humans lived in communities of less than a thousand souls. Food sources were scarce in the world, preventing large populations from thriving. One notable exception was the ruined city of Grecia, the ancient capital of the elvish empire. The city was rebuilt over ancient ruins and sustained over ten thousand people from various cultures; primarily humans, halflings, dwarves, and land elves.
- D&D 5e
- closes June 30
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In The Dark of Morning
An ancient palace full of treasure with aught but bandits defending it, what harm would it be to take it for yourself? The traveler's tales made sense to you last night, deep in your cups and swirling under the mists of Canibri pipe smoke. But now it's the morning after, and you're miles from home, surrounded by wilds and strangers. Will you meekly return to your monotonous life, or is this your chance to begin again?
- Worlds Without Number
- closes May 25
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A Simple Adventure
Hey all. I ran this game on the old site in Pathfinder, and am now planning to try and run it here in 5E.
You, the PCs, live and work in Halgrove, a small town located in the midst of a vast swamp known as the Dankmere.
It's a relaxed night at the Drunken Huntsman. The booze is flowing, the tall tales are flying around, and the music is somewhat lively. Everyone is drinking, or not, as to their own preferences. Outside, a storm has been looming on the horizon, but that's still a ways off, so everyone is in fairly good spirits.
Of course, that could always change...
- D&D 5e
- closes May 30
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Empire!4 Reloaded: A nation and world building game [Discord]
Empire!4 Reloaded
GMs: PotatoPriest, Zayuz, Avonthes
With special thanks to Rolepgeek, Minescratcher, Lleban, and Tentreto for writing the rules,
Rolepgeek, Minescratcher and Tentreto for writing some of our lore posts,
And the fantastic Lleban for the map.
Welcome to Empire!4 Reloaded! This is an offshoot of the Empire! series of play-by-post worldbuilding and nation building games. The current main title in this series is Minescratcher’s Empire!8. This offshoot game is aimed at recruiting newer players and giving them a classic Empire experience with a simpler and more archaic rule set. If you were a player in Empire 1, 2, 3, or 4, we love you but you are ineligible to play in Empire4! Reloaded.
We aim to recruit around 20 players, and recruiting will remain open until we do, though the game is scheduled to begin on May 26.
Setting
One hundred years ago, Dejan the Golden arrived at the site of his final conquest. He had fought in every corner of the known world; broke bread and bones with every people, and united them all under a single banner. His empire, powerful and vast, was to bring an eternal peace to the varied lands of Emjata - but it was not to be. On the eve of his final conquest he was struck down by a bolt of lightning from the sky, and since that day the Avakonian Empire has been in a spiral of decay and misfortune that has allowed new powers to spring to life, as well as the reassertion of the old that have been trampled by the great conqueror. Nobody knows why Dejan was smote by lightning: some say that he was struck down by the gods for his hubris. Others claim the powerful magic of a jealous rival. Others still whisper that in his great valiance he was uplifted to divinity itself, but with time the truth has only become more obscured.
Welcome to the lands of Emjata, where the world once conquered and ruled by the glorious Avakonian Empire has begun to fracture and collapse under the weight of its complexity and decadence. EMPIRE! has the player take on the role of a faction that controls land, resources, and military might over many generations of rulers, the form of which can be as you please. Forge history with and against your fellow powers! As this is a collaborative worldbuilding game, but also a social strategy game, be ready to fight while remembering not to tread on the enjoyment of other players.
Featuring warfare, intrigue, romance and politics, we encourage players to generally follow a tone befitting an analogous fall of the (fantasy) Roman Empire with the expected content being rated 16+. As the writer of your own faction, you may choose the general tone that your writing sets within this sphere. This game also uses a community discord server. Participation in the discord is not mandatory, but encouraged since a lot of political deals happen there.
- Empire!
- closes May 26
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Hearthsworn
Banner image- "Highlands" by Alexander Pohl
Your stories are yours to tell. But, together, we tell the story of our community. This was based on something @Vladim mentioned- about how it would be neat to have a game that could jump between solo and co-op and tie the different ones together. So, I combined that with my idea discussed here.
Once upon a time...
The Campaign(s):
History hangs heavy around us- though we see not the shadow it lays upon us. We have drawn our corner of the world up and over our eyes like a blanket to ignore what happens beyond the land we know. Faerie remains at the corner of our eyes, but we know not to look too closely and not to attack their attention.
But fate spins its own tapestry and the world changes. Things lost must be found. Knowledge forgotten must be remembered. The hand that holds the plow must take up the sword. The hand that holds the weaver's needle must take up the spear. The hand that holds the adze must take up the bow.
Things from the past lie not dead as we wished but stir once again in the ancient corners of the world. The Faeries' song has been heard beneath the moon and fearful whispers swirl through the eddies of conversation.
You had hoped to grow up and live a quiet, happy life, but now you find yourself needing to step into the shoes of a hero.
The Setting:
Call it... folkloric fantasy. It's a world that is not our own, but feels very familiar, like the Shire, perhaps, or that first part of the fantasy novels where the young protagonists complain about their ordinary lives.
Faerie (the place—maybe also called Elfhame) exists, as do Faeries, who live in Faerie and in the everyday world. Magic exists- in a form.
Tone and Mood:
I'll start here—this is very much inspired by the RPGs Beyond the Wall And Other Adventures, Legend in the Mist and The Hero's Journey 2E, as well as books like Stardust, Lud-in-the-Mist, the first part of Fellowship of the Ring, and The Hobbit, as well as stuff like The Chronicles of Prydain. It's not exactly "low fantasy" in the same way as the Ironlands. More like how Tolkien describes faerie stories in the essay "On Fairy Stories." Or perhaps the very beginning of Wheel of Time before they go on a massive journey.
Stories of ordinary people exploring a world that is simultaneously mundane and magical. To quote Tolkien again, the tone is of a world that is perilous as well as fair, and perhaps could be described as enchanted. Stories of assistant pig-keepers who care for oracular pigs, youngest daughters who rescue their true love, young adults who find themselves stepping into a destiny, faerie knights and faerie queens, wyrms and treasure hoards, forgotten barrows and the restless ghosts. I think romanticism has a definite influence (both 19th century and medieval).- Ironsworn
- closes May 31
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- D&D 5e
- closes May 31
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Barony of Felines
Gathering of the Nobles
As a noble child, your PC met 10 year old Bruce Wayne. His parents were viciously murdered so you and your parents went to pay respects at Wayne Manor in New Gotham. You spent 10 days with Bruce in his early grief, exploring the expansive manor grounds and making childhood promises. 20 years later you receive a letter reminding you that you pledged on the old gods and the new to come to Bruce's aid should he ever need it. Feeling obligated, and wanting a good relationship with the wealthy Wayne family, you call for your horse, say goodbye to your family and barony for the dark city... New Gotham.
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An adaptation of one of my favorite stories. This will be a typical module length with possibilities to continue. Early warning, I will sometimes flake on my own games, it's a undpredicable psychological response of sorts and I can only say sorry for any unintended disappointments. That being said, my first game on MW ran for 5 years with three of the original 4 players sticking it out. The world of Drelin is quirky - so have fun. This adventure is split in two parts and will involve skill challenges to help baronies in addition to encountering possible deadly fights. It will help if you like playing an aristocrat.
Major Influences for this original module are the novel Brothers Majere by Kevin T. Klein & PFAP War for the Crown (specifically done by the wonderful podcast Find the Path).
rules for PC creation -
7th+1000xp w cohortReligion=polytheistic. Current trend to have a duo or trinity of deities tattooed on wrists.
Preferred deities ....
Mystra, Dumathoin, Abbathor, {elemental deities- Akadi, Grumbar, Istishia, Kossuth}, Desna, Pelor, Gond, Auril, Talos, Tymora, the Raven Queen (N, Death, Winter, Fate), Malar, Mielikki, Selune, Waukeen, Moradin, Corellon, Hanali, Deneir.preferred sources -FRCS, DLCS, ECS, Dragon Mag material including Dragon Compendium, UA, Com Adv, CWar, CArc, CDiv, MM I and II, PHB, DMG, ExPsionHB, MoFa, PGtF, RoF, RoS, RoD, RoW, SS. Most other sources are ok, you don't have to ask.
Full HP 1st Lv. Roll (rerolling 1's) or 1/2 rounded up.
stats: roll 3d6 8xs dropping lowest two. You can always chose the 34 point buy system. cohort rolls 3d6 6xs and can always use the elite array.
+Start with typical gold. Fine and regular clothing, dress outfits, are provided as well as a signet ring indicating your station (50gp). In addition, you all have a fine carriage pulled by two horses provided by the Wayne Family.
+Ignore the first 10 lbs of equipment for encumbrance and small folk don't receive encumbrance size penalty.
+Please list weight (over .49 lbs) and price of all items (above 9 silver) on CRS.+Everyone full PC gets a bonus 3 ranks in a profession as nobles have jobs and families. job examples = knight, captain (of a vessel), judge, barrister, bookkeeper, priestess, sage, diplomat, banker, artist, performer.
+Full PCs can have the Leadership feat for free at 6th level (so you can take improved cohort at 6th). Your leadership score/requirements can trigger off of char wis or int. Your cohort is a loyal companion that is tied to you and your house; a little brother, a niece, a cousin of lower station, a servant, a squire, a favorite teacher/advisor/priestess, a loyal umber hulk bodyguard, a Kender or tortle servitor, a psychic 'watcher' to monitor your family for the lichking, an undead servant (remember, undead are not necessarily evil in Lichstone... the king is well tolerated and he's a lich.) etc.
+non-humans can negotiate a swap for a feat at first level (example: lose gnomish spells and Add +1 to illusion spells cast by gnomes and +1 racial bonus on attack rolls against kobolds and goblinoids.for 1st feat).
+magic is restricted in this setting mostly at higher levels (teleport, resurrection, raise dead, most spells over 7th level). Sorcerers are mostly elven; non-elven sorcerers are sought after by the Imperium.
+I use a small amount of pathfinder stuff (prices, items, creatures) like the spell Identify and your ability to identify items and the price of amulets of mighty fists. If you have one suggestion involving your character, just ask.
+You can take on one flaw for a feat at first level.
Notes on races (note on the note: you can be most any other race)
Elves - the high desert is dominated with tall elves, oft with air genie bloodlines. The shorter cousins live primarily in the Forever Forest under the strict Elven Imperium. Gnomes and elves swap lifespans.
Humans - every shade but white. The people of the Outlands, high plateau, and mountains are mostly asian in appearance. Those from the desert lands have a middle eastern appearance. Those of the western heartland and Lichstone have light black and tan tones.Planetouched - Aasimar are strong in the Molten Barony of Caladan and Teiflings are mostly found in the Molten Barony of Gedi Prime. The molten baronies are northeast of New Gotham.
Fey - lots of fey in the Forever Forest.
Gnomes - gnomes populations are low and have offspring of every variety (of gnome). Gnomes and elves swap lifespans. Historically they tinker and invent a lot.
Halflings - only Kender exist on Drelin, brought as slaves by orcs over three centuries before. They are a toned down version of the DL race. I have rules if someone is interested in playing one.
Half elves - usually originate in and around Moonglade, largely subjugated by the Imperial Elves.
Half orcs - prevalent in the Outlands. Ancestors from the orcish invasion of hundreds of years past. There are no full orc left on Drelin. Anyone can use the human stats instead of half orc.
Sea-elves- the spongy coral coast has a healthy population of green and blue shaded sea elves. They trade with New Gotham.Anthropomorphic Animals are prevalent around New Gotham including Tortles, rabbit-folk, grippli, kenku (from beyond the mists, in Lichstone)
There are no goblins.
Bloodlines are prevalent on Drelin.map of Drelin - New Gotham is not in this map. It would be where the last letter in Merzy River is, the r.
You will make a 7th level nobility with attache.
This adventure utilizes the talents of Lichstonian nobles to aid local baronies. You will create your own House of the Olde Monarchy. I have three examples here... Yours will be similar listing= name and briefly describe your barony/dutchy, god/goddess (up to 3), major business, house flag/colors (remember: red is the king's colour and is tightly restricted). First roll a d8+1 and add this to 90 giving your house societal ranking. The 1% mostly live within Lichstone castle its self.
Family : Gellentara (99%) Known for their vampire lineage.
Goddess : Evening Glory
Business : Leadership of New Gotham (the Lord Mayor Duke Davids Gellentara)
Flag and Colors: same as New Gotham or Evening Glory
Family : Wayne (92%) Known for immense diverse wealth. Count Bruce Wayne.
Gods : Kord and Dumathoin
Business : Holdings in New Gotham (the Wayne Academy of Youth, Wayne Enterprises, Wayne Bank). Philanthropy, loans and banking.
Flag : Pink W over grey.
Family : (93%) Atreides from the Molten Barony Caladan
Gods : Shihalud (Sandworms in the desert lands), Kord (riding a bull), Istishia
Business : Trade partnership with the secretive desert elves and the spice only they produce. The elves also produce and trade in the illicit drug styigia. House Atreides (aasimar) are known for their ruthless psionic academy and loyal house troops. At constant war with neighboring Molten Barony Gedi Prime ruled by the sadistic, demon-worshipping House Harkonnen (tiefling).
Flag : Black bull head on Green.
want to play a psionic Paul Atreides? He is married to a highborn desert elf.
other businesses for your family might include :
-other towns and villages behind the mists. examples ; Gotham known for its architecture and Ravenstone known for its kenku witches and oracles. Most of Lichstone countryside is farmland to the coast. The coast is dangerous with lobstrocities raids and dry conditions.
-local baronies.
---Three Dam Baronies. The fortified New Castle (flag is a white hound on black) is barrier between the dangers of the east (wastelands, desert empires, swamps) and New Gotham. The middle barony is a swampy valley called Soursout Meadows (flag is a pink paw print on grey). Miremoor- known as the barony of flower ruled by the young and beautiful Floral Duchess Zyah, it is the southern most of the 3 Dam Baronies. Verdant canals occupied mostly by Kender, Tortles, rabbit folk and grippli (flag is a blue river otter on green).
---northeast of New Gotham is the 2 Molten Baronies. These heavily fortified villages are the source of many resources including salt, stone quarries, oil fields, coal mines. These baronies create a barrier between Lichstone and both the Elven Imperium and the Wastelands.
-landowner. All nobility owns lands. Your father and/or mother probably rule one of the baronies (you can be as descriptive as you want with your 'home' barony or just use one of the provided). There are 20 baronies behind the mists in Lichstone proper, the above mentioned 5 baronies around New Gotham. In addition, 8 more baronies compose the Kenderlands aka South Central Drelin. The SCD baronies are the least desirable because of the wet conditions and the sometimes infuriating kender.
-the lucrative Mistberry wine. Kender druids from South Central Drelin grow berries and most of it is processed/traded out of New Gotham to the elves.
-coal mines. Strong unions ensure the workers of the mines.
-ore manufacturing for steel.
-trade/diplomatic relations with elves. Either the xenophobic elves from the Forever Forest or the secretive sea elves. You can play an elf or sea elf whose family conducts trade relations with the Wayne family.
-salt mines. Tough work mostly done by the imprisoned.
-military. Knights of the realm can work the waters on river barges in South Central Drelin protecting kender citizens from the swamplands to the east or on the open oceans working with fishing crews and sea elves in defense of their homeland (the spongy coral coast). They can be calvary along the northern walls, soldiers in Lichstone the capital city or the newly formed New Gotham. The lichking has a personal guard similar looking to the imperial guard in star wars.
-religion. Many shrines and churches are run by the Lichstone nobility.
-necromancy. Lichstone is the home of necromantic magic on Drelin. They embrace undead and use them for labor and protection. Necromancers are revered in Lichstone.
-waterways. There are canals and sewers in New Gotham and many rivers of the kenderlands. All throughout is the ubiquitous eel trade.
-alchemy, technology. Gnomes ply their trade in New Gotham.
-ship building. Large sea-faring ships are constructed in part in New Gotham and shipped on barges downriver through South Central Drelin to the ocean.
-the dwarves of Lichstone. Cliffside entrances to the isolated dwarves clans. Some ride the waves as fishermen mainly staying to the safe waters of the soft spongy coral coast. The clans are led by the Highcrest family.
A note on the Lichking and the nobility. - The nobility is stable, ensuring lineages through marriages and business partnerships. They exist, however, entirely at whim of the rarely seen Lichking. They can only guess as to what he wants unless they receive orders from his imperial highness usually through a kenku inquisitor. In general, the king wants Lichstone to remain strong and independent. Law and order in his lands are a must, this seems to include protecting the kenderlands and fostering a good relationship with the elves. A house that can't keep its affairs in order runs the risk of total annihilation, even a noble house. Agents are known to literally come in the night and exterminate entire families, never to be spoken of again. A true dictatorship.
DRELIN : geography and history (the 3 bold sections are the most relevant)
Drelin : geography and history
map of Drelin
Timeline=
... y1 humans appear on Drelin
... y3001-3006 orcish invasion
... y3007-3307 Dragon-Gods Reign
... y3308 Dragon Plague hits
... y3308-3459 Dark Times
... y3460 Age of the Hero begins... y3666 New Castle founded
... y3777 current yearBrief History as of year 3460
The giant-kin, dwarves, gnomes and elves evolved on the floating continent known as Drelin. Humans came millennia afterward to Drelin, most believe from across the vast oceans that dominate the planet while others think they arrived on an enormous crashed spaceship. Boarder skirmishes were common, factions established long ago (think illuminati/masonic organization strengthened with Genie, Elemental, Devil, Demon, Celestial bloodlines) ensured no one 'warlord', king or army would take over the continent as a whole.
Life prospered, true gods were worshiped, art and literature flourished, as did technological advances. Gnomish inventors created wondrous contraptions relying on steam, oil, magic, mechanical and chemical powers. Then the orcs came.
The viking-style orcs arrived in fleets of oar powered long boats. Besides ranks of well trained orcs, they brought servants in the way of kender slaves and rothe, their favorite food source. The continents' defenses proved inadequate and many cities fell creating massive refugee numbers. The elves, whose power is concentrated in the Forever Forrest (center of the island), refused the droves of refugees. Out in the open thousands were slaughtered or locked in slave irons. For two long years the orcish invasion commenced as the inhabitance started losing hope... till the dragon-gods came.
A fleet of various dragons descended upon Drelin, they spoke with heads of countries, high-priest, archmagi and the like. Their proposal 'We will help defeat your enemy and restore your land. In return we wish to rule as gods.' Although most dragons didn't outright ban the worship of the true gods, the practice all but disappeared for nearly 3 centuries. True to their word, the dragons destroyed the bulk of the orcs and destroyed their massive, magically enhanced boats. Years of rebuilding and intergrading (dragons and kender) occurred, followed by centuries of prosperity dispite the dragons mistrust of the truegods and technology. The Age of the Dragon-gods came to an abrupt end due to he Fungal Plague. A disease in the form of fungal spores began covering the bodies of the dragons eventually asphyxiating them. The entire body becomes consumed and converted into spores, spreading the disease with every breeze. Spores began falling like snow, creating respiratory problems and killing plants.
A dark period followed the death of the dragon-gods. Without leadership (dragons or religious) the continent fractured. A new age dawned, the Age of the Hero. The old cities rebuilt, truegods returned as a new sense of enterprise and hope took over. We find ourselves hundreds of years later in the year 3777."Notes on the undead and slavery on Drelin"
Slavery - some factions favor slavery in one form or another. Most human based societies reject slavery, desert city Sas and the wastelands are notable exceptions. (Ex. Dwarves enslave ogres, maiming them to keep control; as ogres eat dwarves whenever possible. The breadbasket kingdoms of Drelmore and Tendron don’t tolerate slavery within its boundaries.)Citizens of Drelin generally think of undead as they do gods and dragons. They know they exist(ed) but have little impact on their lives. For instance, in the mountainous northern town of Wyvern's Bluff the town's people are quit accustomed to skeletons often wandering around the graveyard at night without incident. Likewise, the owners of 'the Haunted Tavern' outside of New Gotham love their ghost kender residence who provides nightlight for patrons needing the loo at nite.
Lichstone the center of undead activity on Drelin with their Lichking, and; since outsiders rarely travels within the olde kingdom's boarders, no one has much opinion other than "Undead is all Lichstone stuff. Isn't then? They got the mists and all." Not many have heard of a vampire or banshee except maybe folktales. The point is that folk generally don't fear the undead on Drelin like in most campaign settings, they think of them as 'strange things coming out of that weird isolated place'. Undead are often like grey-men; "it is fashionable to take pity on those afflicted with such maladies".Geography
Ales' Dale- Northern most of the logging settlements, also the largest dale.
Atland (Ruins of)- Thought to be overrun by "greys", otherwise known as slow men or grey men. Greys are humanoid individuals afflicted by a plague. Everyone knows someone who has a relative afflicted with the greying of the skin, dulling of the senses and lowering of mental function. Pity is shown to these often violent people as they are typically relocated to the ruins of the old capital city of Atland, on the northwestern coast.
Basillica- City of Women. Birthplace of theater. This polytheistic city lies on the north eastern edge of the desert, just south of the Valley of Mists. Second only to Sas in terms of size and importance for desert cities. Water is popular here, worshiped in many forms. Women hold most positions of power in and around Basilica. Powerful matriarchal houses vie for power and influence. Men are little more than property here, it is women who choose to update any number of annual marriage contracts. Basilica has a holy lake which boasts a population of Marids - water genies.
The Festival of Masks is a week long celebration every autumn.Drelmore- Monarchy with fiefdoms, complete with knights on horseback and a peasant class.
Forever Forrest- Known as 'fey wood' or 'fey forest' by some. The forest is broken up into various overlapping territories, the largest of which is home to the Imperial Elven Nation. Other major powers include the faeries, the treants, the forest giants, the centaurs and satyrs. All factions have strict non-aggression agreement called the fey-pact established after the Dragon Plague decimated populations.
Lichstone- The 'olde monarchy'. Ruled by the same family for thousands of years. Twisting cobblestone streets with tightly packed similarly colored buildings line a mountainside of this ancient capital-city. Olive trees, dates, citrus orchards and wine vines fills Lichstone's countryside. Held within high mountains, the unforgiving oceanside cliffs on one side making Lichstone safe from invaders.(7-8 o'clock orientation~Drelin is a circular continent)
A mixture of ravenloft and Rome. The capital city (also called Lichstone) sits atop south facing seaside cliffs and is crowned by a grand gothic castle. "The Olde Monarchy" has been ruled by the same family for thousands of years. Cobblestone streets twist around tightly packed monotone buildings that line a mountainside of this ancient capital-city. Villas with olive trees, dates, grapes, and citrus orchards fills Lichstone's countryside. Old structures fill the city as old traditions rule the land. The 'true gods' have never left favor here as they did for most of Drelin during the Time of the Dragon Gods, and a thoroughly polytheistic society has developed. The many temples and shrines in Lichstone are dedicated to a multitude of gods and it's people are suspicious as well as superstitious. Unlike on most parts of Drelin, undead are abundant within Lichstone, making a populace dependent on the Legion and nobles. Graveyards and mausoleums are as common as barns on Lichstonian farmland. Always a step ahead of menacing mists that plague the area, gypsies roam the countryside in small caravans selling their bizarre style of magical protection and entertainment.
A crumbling wall marks most of it's northern and eastern boarder, most outsiders don't pass this boarder. East Lichstone is orchard land sloping downward to the kenderlands; wetlands and flooded lowlands that support isolated fishing villages. West Lichstone is dry and sparsely populated, the broken lands lie beyond. The northern boarder is shared with Tendron, the southern of two western Drelin kingdoms. Tendron shares a large lake with rival Drelmore west of the Forever Forrest. West of those kingdoms is the broken lands till the shore. The land is dry and doesn't take to seed all the way to the coast. In the far north of the broken lands, in the shadow of the Krendes mountains is the old capital city of Atland and its neighbor Lud.
Lichstone's banner is a grey skull with gold crown and red eyes on a field of pink. Grey-pink-grey. The darker the pink/red the higher the position. The lichking is adorned crown to boney toe in blood red and crimsons, where a page might sport a bubblegum kerchief.Logging Communities- Human and halfelven villages on the outskirts of the Forever Forrest. Loosely aligned forest communities including mountainous Ales' Dale in the north, Glisten Vale in the south, Darken Dale in the East (bordering the Outlands) and Twin Peaks in the west sending logs down the Velth River.
Lud- Large, long-abandoned city on the northwestern coast just below the Krendes Mountain range. Old train tracks lead out from Lud down the coast to Lichstone and south west to Tendron. The entire area was decimated by a fungal plague and never recovered, it is used to 'store' grey men that have been infected with the plague.
Moonglade- The only large elven settlement close to humans. The elves here tolerate some merchant demihumans such as humans and halfelves to maintain permanent residence within the cities' perimeter. Nearly all large scale elven trading goes through Moonglade. It boasts a small population of unicorn.
New Gotham- A metropolitan, gothic settlement with gnomepunk overtones. The TMNT live in the Underworks of New Gotham having a patent on pizza, a tortle must own and animorphs must work at all establishments that serve tomato based sauce served on dough with cheese. Bruce Wayne, formerly from Lichstone, resides in New Gotham. New Gotham is Lichstone's second biggest city besides the capital.
Over two centuries ago the Gellentara family (known for it's vampiric bloodline) was granted a dismal task of leaving Lichstone proper to construct and then fill a penitentiary with trouble makers heading in from the Outlands and Wastelands, and with the thieves and beggars from the kingdoms of the Western Heartlands. The new castle and penitentiary was built with the help those 'criminals' who the Gellentara rounded up offering a new life in the surrounding lands tending orchards and mining coal. Mistberries flourished in the volcanic rich soil and with help abundant, the 'incarceration castle' took on new shape. Gnomish refugees settled New Gotham as did the curious kender in South-Central Drelin. Pleased with the progress, the lich king provided a second round of funding which added temples and fortifications with many more Lichstonian families to work as soldiers and clergy.
A lucrative trade partnership began between the dark city and elves. First, the elves of the Forever Forest trade for the mistberry wine, partly with their servitor race - anamorphic animals. The creatures would work off their 'payment' and then they would be free. This eventually led to an uprising which freed the animorphs (tortles, raven folk, rabbit folk, salamander people and rat folk) from elven oppression. Many animorphs never left and now reside in New Gotham. Later, a trade route is established with the pearl rich sea elves who love the citrus and mistberry wine New Gotham has become famous for.
The bustling metropolis is constructed of blackstone, wood and metals. An entrance to Lichstone, New Gotham is situated at the very end of the infamous and crumbling 'Lichstonian wall', where unpredictable mists play havoc on travelers. It rains a fair amount and the dark city is usually blanketed in fog. It is generally warm and muggy. To the immediate north are lava fields, then, the forests begin before reaching an enormous volcano surrounded by fey and elven forests… aka the Forever Forest. A clockwork bridge spans the River Merzy, which splits the city in two, then, flows south into orchards and wetlands below. These vast wetlands are inhabited mostly by kender under the protection of Lichstone. The swamplands are situated ominously southeast of New Gotham, an extensive wetland with rivers and mangroves dominated by warring tribes of bullywog and opportunistic troll bands.New Gotham's banner is light pink over dark gray. Its flag is a pink background with dark gray bridge over river.
City Sections : Penitentiary quarter with Arkum Asylum, the canals, riverside with clockwork bridge, temple district, the high district, "New Castle" and mausoleums, the underworks.
Lichstone utilizes undead workers. This has allowed the wealthy to maintain their status while simultaneously lessening the hardships of the lower class. No one in Lichstone goes hungry. Being a farmer in Lichstone is a lot more comfortable than being an indentured farmer from the Western Heartland (to the north of Lichstone).
The mists of Lichstone are nearly constant fogs that creep over the stonewall that runs along the northern border ending at New Gotham. The fog can appear greenish when thick and seems to confuse those wondering through at best and at worst the mists can disappear people without a trace. It is said that just as some creatures walk into the mists and don't return, some do return with having aged many years. The stonewall and accompanying mists have worked historically as immigration deterrence.
Mistberry Wine - a pink wine made from pink berries that grow with little sunlight and abundant fog (rumors say kender druids are responsible for the ability of the mistberries to thrive in a clouded area). The sweet wine is "lighter" than ubiquitous elven reds, and can be processed into a sparkling wine or a potent ice wine. There are private gardens within the city, volcanic rich fields north of New Gotham make the finest vintage and 'orchard lands' supply the bulk. These hilly parts of South-Central Drelin are occupied and worked by kender under the protection of Lichstone. Mistberry processing occurs in factories within the darkstone walls of New Gotham. The majority of mist berry wine is exported to the elves both from the fey forest and the sea.
Images of New Gotham
Town center where the temple and high districts meet. https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Finnsdawhwmr81.jpg&rdt=46877Penitentiary quarter with Arkum Asylum in the background https://i.pinimg.com/originals/c8/df/0d/c8df0d28db61cafd0dfafc6b0aab4e63.jpg
Outlands- Plains dominating the northeast with warring tribes of barbarians, halforc, wemic and centar. Outlaws of many kind find themselves in the rolling hills of the outlands including sorcerers, bloodlined, religious practitioners, those kicked out of Drelmore or Tendron, or those fleeing the Obsidian Order or the Elven Imperium.
Poison Forrest- Part of the 'Lost Valley', just north of the Valley of Mist. This is a temperate rain forest.
Sas- Pronounced 'sha-sh'. (Think 15th century Marrakesh run by Ferengi-like humans) The dominant desert city. Run by warring sultans. The wars are usually politically themed involving trading deals and character deformation rather than armies meeting in open combat. This strictly patriarchal society has great granite and sandstone structures honoring their leaders and gods of old and new, the Dragon-Gods, Tymora, Talos, gods of commerce. Gladiatorial battles draw big crowds once a month. Tribes of desert elves and bandits vie for control of Drelin's desert lands.
South-central Drelin- Under the authority and protection of Lichstone, SCD is dominated by New Gotham and the 'orchard lands' in the north. Many fishing villages (Innsmouth) thrive amongst mangroves, swamps, and marshes. Further south, floodplains give way to the salt marshes. Kenders are commonplace throughout the southland, whereas the secretive sea elves inhabit the spongy, soft coral coast. The eastern portion of SCD is dangerous swamplands.
Spineret- Small desert city dominated by large psionic spiders. Like Sas, this city has many thin towers and minarets, but here they are covered with webbing. Formians, Thri-kreen and other bug-like creatures inhabit the once human settlement.
Tendron- Human monarchy. Drelmore's great rival, both situated on opposite shores of a deep fresh water lake surrounded by fertile grasslands with stone forts and castle amid farmland and villages.
Valley of Mist- "The Lost Valley". Land of wild elves and dinosaurs. Terrible legends prevent all but the bravest or foolhardy from entering the savage jungle which is surrounded by 10,000 foot eroding peaks.
Wastelands- Lands southeast of the Forever Forest that never recovered from the Fungal Plague. Dry and largely desolate, the only permanent establishment is a mysterious city called Krashen. This land has oil fields, geysers of toxic liquid, canyons, chasms. Most avoid the wastelands.
The "Dark Tower" resides in the wastelands. Five obsidian spikes surround the dark tower like a black glass claw emerging from the dry earth. The Dark Tower proper rises stigmata-like from the center of the palm to heights over 200 feet. The isolated stronghold is a focal point for the Obsidian Order. This is the place the Order carries out it's interrogations, trains its members and conducts eugenics programs honing psionics, sorceric and powerful bloodlines. The Order keeps these clandestine actions far away from it's public front as the Obsidian Bank, the primary financial institution on Drelin. The financial infrastructure provides funding and the need for it's agents to occupy most every corner of civilized Drelin. https://i.pinimg.com/originals/f2/79/37/f279377d1a272aee2615bb55a6b16093.jpg
Western Heartland- Breadbasket of Drelin. Wheat, corn, greens of all kinds. Farming fiefdoms and kingdoms all working for the lords of Tendron and Drelmore. Mostly human populations.
Wyvern Bluff- A growing town deep in the towering Krendes Mountains. The Infrastructure included many adobe style buildings, a massive 30' wall surrounding the town, a network of shallow tunnels dotting the local mountainside (now occupied by dwarves) and two temples.
Most of WB's population is devoted to Pelor; worshippers of the sun. They are largely LG and NG and most consider Chautea an important diety. They gather often at the impressive temple of radiant light {[URL="http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg"]http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg[/URL]}. In the past 10 years the town hierarchy has encouraged newcomers. The rothe, brought by the orcs centuries earlier, do well if shepherded in the steep, rugged terrain.- D&D 3.5e
- closes May 31
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1-20 Campaign. Starting with The Lost City
Details
5 players. Anything official is allowed when it comes to character creation. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
No punches will be pulled.
Level 1.
Flavour
Your group of adventurers joined a desert caravan only to become lost in the desert. Caught in powerful sandstorms, leaving only shifting dunes. To the East you went.
Days passed. Your mounts died and you soon drank the last of your water. The end of the desert was not in sight. And then...
- D&D 5e
- closes May 30
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It's a World of Darkness Surviving the Marvel Universe...
Details
All splats allowed. We are using Chronicles of Darkness. Expect some houseruling and homebrew. If it's not neat but it fits, I'm going to do it anyway.
Everybody starts as a rookie. New York. 5 players. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
Flavour
Who would have thought that a world as bright as this was full of concealed rabbit holes so dark...
You fell in.
- World of Darkness
- closes May 30
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[PF1E, Spheres] Ultraviolet Grasslands and the Black City
A world begins when it emerges from the mists of time. So it is with the civilizations of the Rainbowlands—which mark their count from when the Long Ago ended and the Now began.
The Rainbowlanders are the humans of a later era, undisputed masters of the fertile lands around the Circle Sea, dwellers in the Eye of Creation. They come in many shapes, colors, creeds, and faiths. They pile unkempt technology and misremembered lore together into a teetering whole. They rule the settled lands under their polychrome deities of ill-repute.
This story is not theirs. This story begins at the edge of their world, at the Left End of the Right Road. At the westernmost outpost of humanity, the Violet City: bastion against the hordes, entrepôt to the exotic sunset lands, and last port of civilization before the trackless steppe studded with the detritus of the Long Ago. The last glimmer of the Rainbow before the skin-blistering glow of the Ultraviolet Grasslands.
A Pathfinder 1e pointcrawl using the Spheres of Power, Might, and Guile subsystems
- Pathfinder 1e
- closes June 1
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Endless Dungeon
In the ancient annals of magical history, there exists a tale whispered among the bravest adventurers, a story of a dungeon unlike any other. It was at a time where all most dangerous dungeons, created by the most powerful entities in existence were being conquered one by one, by the sheer number of adventurers or really powerful experienced ones. When the Age of Dungeons was ending, a millennia ago, in a time when the arcane arts were still at their zenith, a cabal of the most powerful mages gathered in secret to create a challenge that would defy the bravest heroes and prove the indomitable will of magic over mortal strength.
This cabal, known as the Arcanum Conclave, chose a desolate and remote location, far from the prying eyes of civilization, to construct their labyrinthine masterpiece. Through a combination of ancient rituals, forbidden incantations, and sacrificial magic, they forged a dungeon that defied the laws of reality itself. A living dungeon capable of restoring itself, learn with its mistakes and constantly grow.
The Endless Dungeon, as it came to be known, was a twisted amalgamation of shifting corridors, deadly traps, and malevolent guardians. Its architecture defied comprehension, with staircases that led to nowhere, rooms that rearranged themselves at will, and walls that whispered ancient secrets to those who dared to listen. Each chamber within the dungeon was a test of both skill and wit, designed to confound and ensnare even the most seasoned adventurer. From bottomless pits to halls filled with illusions, from rooms that inverted gravity to corridors shrouded in eternal darkness, the challenges within the Endless Dungeon were as varied as they were deadly. Always changing and adapting to those that tried to invade its impenetrable walls.
Over the centuries, countless adventurers have dared to brave the depths of the Endless Dungeon, drawn by the promise of unimaginable riches and the glory of conquering the unconquerable. At its highest of popularity, thousands of brave adventurers dared entering its halls to face the deadly dungeon each year. Most of them were never heard again, lost forever to the bowels of the dungeon. A few returned with their lives, not intact, but mangled, broken and telling stories of incredible riches and weird experiences. None of the survivors have succeeded in conquering the dungeon and desired to return for another attempt.
With time, the Age of Dungeons ended. The Endless Dungeon was almost forgotten. A whole city was created around it, initially to provide support for the constant stream of adventurers, later in an uneasy truce with the dungeon. Less and less adventurers arrived to test their might against the dungeon, until only a few appeared each decade.
You are one of these few stragglers...
- Homebrew
- closes June 8
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Abomination Vaults 5e
Advanced 5th Edition Adventure Path
Enter the megadungeon! Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where the evil sorcerer Belcorra Haruvex attempted to raise an army of monsters hundreds of years ago. Brave heroes must venture into a dungeon full of beasts and traps to prevent a spiteful villain from rising again.Rules System: Advanced 5th Edition Level Up
Theme: Megadungeon
Starting Level: 1stThe Abomination Vaults Adventure Path begins near the small town of Otari on the southern shore of the Isle of Kortos. A robust and spoiler-free description of the town can be found in the player’s guide. While this gazetteer does mention things that aren’t frequently discussed in polite company (such as the rough crew that hangs out at the Crook’s Nook), the contents of this gazetteer are considered common knowledge among Otari’s citizens. It’s possible for some (or even all) of the heroes to hail from Otari, but that isn’t necessary. Although most of the campaign’s action takes place in the dungeon about a half hour to the north in the swampy Fogfen, the heroes will return to Otari many times and should come to rely on its people.
The heroes might or might not know each other, but all of them should have a friend in common: the town’s eccentric oddities merchant, Wrin Sivinxi. Wrin’s mixture of tiefling and elven ancestry is impossible to miss: her eyes are devoid of pupils, small ram horns curl around her elven ears, and her fingertips sparkle with motes of glittering light. Wrin is more than a collector of unusual items and occult lore; she’s a scholar of the stars who possesses curious foresight about strange events (perhaps this foresight drove her to build a friendship with the heroes in the first place).
In any case, once Wrin collects the heroes to tell them of a strange light, she has seen around Gauntlight, the mysterious inland lighthouse deep in the Fogfen, the campaign can begin!The posting rate for this game will be an average of two to three times per week. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in a week without prior warning of absence.
I expect players to engross themselves in the roleplaying element and contribute interestingly to the story and for this campaign I also favor longer posts with detail and emphasis on the growth of the characters over just posting to meet the requirement.
I also travel occasionally, but this rarely affects my posting. I will be selecting a total of five players. If you have any questions, I'd be happy to answer them.Application Deadline: May 25th, 2024 (Midnight CST)
Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play v3.1 - Files - Myth-WeaversCharacter Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. You should state if you are taking the static array, using the point buy method, or rolling for your stats. If you decide to roll for your stats, then you may roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers or picked numbers if doing point buy or static array, to your desired ability scores by noting them accordingly in the first post. If you chose the roll method, you must take the stats that the dice gods have given you, good or bad, that is the hand in life that you have been dealt. Some of the best heroes come from a tough beginning and overcoming adversity.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Advanced 5th Edition Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
CLICK HERE TO READ THE ABOMINATION VAULTS PLAYERS GUIDE
GM Info: Hello! I'm Billy Watford. I've been a GM (DM, Storyteller, etc.) for about 35 or 37 years, and I've been gaming even longer. Over the years, I've conducted what seems like hundreds of adventures through Paizo, WotC, TSR, and I currently have many games ongoing on Myth-Weavers, some of which have lasted for years.
My GMing style leans more towards crafting a compelling story rather than maximizing the exploitation of rules. I appreciate characters that are interesting from the start, but I'm particularly fond of characters that evolve throughout the game. Avoid presenting me with one-dimensional characters that repeatedly exploit a single annoying trait, and in return, I'll refrain from introducing a tarrasque into the scenario. Agreed? Agreed.
What kind of player am I NOT looking for?
Power Gamers (not sorry) and rules lawyers (really not sorry). Having gamemastered for many years, I am still new to this specific system. Therefore, I am not looking for players who are solely interested in exploiting new rules or merely min/maxing their characters. From what I understand, this is much more challenging in Advanced 5th Edition Level Up. Should your character meet an untimely end in the dungeon, please be gracious, and we will get you situated with a new one as promptly as we can.What kind of players AM I looking for?
Ah, this is promising. I'm not in search of mere players; I seek a cast of characters. I desire individuals dedicated to advancing a compelling plot—those who hinder the story's flow are my pet peeve. I yearn to witness your character's evolution. I envision the transformation of a self-centered street urchin into a daring hero, a disinterested bureaucrat into the fierce embodiment of divine retribution. LET'S DO THIS. Enter the Abomination Vaults, where your saga unfolds.I'm also in search of individuals who can adhere to the basic rules of grammar. That said, I can be quite forgiving of errors. However, for the love of God, in a system where edits are possible minutes, days, or weeks later... please take some pride.
I look forward to your applications and good luck!
PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!! IT WILL HELP YOU TREMENDOUSLY!!!
The Abomination Vaults players guide can be found at the link below.
Player's Guide - Myth-Weavers
Sorry to scream but I do not want the thread cluttered with people that do not read.- Level Up 5e
- closes May 25
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1-on-1 Games Hub
New members
- Everyone is welcome to invite new players.
Looking for gamers
- Put your looking-for-gm and looking-for-player advertisements (threads) in the Looking for tab.
- I'll close your ad thread as soon as possible, discussions have their own place. The Looking for tab is a billboard, not a forum.
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Put the date you last modify your ad at the beginning of the thread title, so that everyone can instantly see each ad's 'age'.
- for example 2024.04 - rover's ideas
- You can update your ad any time, just update the date in the thread title as well.
- It is acceptable to just change the date in the thread title to the current month to show you're still interested, if the content of your ad is good as it is, but the date is quite old.
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If you want to keep the content of your ad, but it is not active, change its title date to 'inactive'.
- for example Inactive - rover's ideas)
Discussions
- Discuss the pre-game details in the Discussions tab. Or do it in private messages.
- General-interest topics like techniques, resources, solo game theory also come here.
- Freeform
- closes June 30
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2E Pathfinder Society- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes May 20
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- Pathfinder 2e
- closes December 23
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- Pathfinder 1e
- closes December 23
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- Personal Creative Hub
- closes August 22
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Starfinder Society- Official
Welcome to the (New) Myth-Weavers official chapter of the Starfinder Society organized play campaign.
The Starfinder Society Roleplaying Guild, part of Paizo’s Organized Play programs, is a worldwide science fantasy roleplaying campaign that puts you in the role of an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers dedicated to discovering and chronicling all corners of the galaxy (and beyond). The Starfinder Society Roleplaying Guild is powered by the Starfinder Roleplaying Game.
- Starfinder
- closes December 31
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The Realm Folded Tavern (RFT)
The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!
The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.
Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
Fun and adventure awaits you at the Realm Folded Tavern!
- D&D 3.5e
- closes December 31