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Adventurer's League Games
The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.
- D&D 5e
- 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
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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 July 31
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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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Pathfinder Society 2E- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes August 31
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Tyrant's Bloom
Premise/Setting: Every fifty years, in the treetops of the Florid Sepulcher, a titanic carnivorous flower born in blood, hope, and death blooms. It pushes its way up through the tangle and thrash, from a source deep in the Darkness-Under-Eaves. The legends that surround this bloom are myriad, but all agree that it will grant those who find it, and avoid being consumed by it, immense power.
Recently, a terrible rootquake shook all of the Florid Sepulcher as the mile-high treetops that its inhabitants call home rearranged themselves in the first sign of the Blooming: the Shudder. From all across the reach, and from far distant, hopeful explorers are gathering to claim the prize for themselves, their motives as varied as the legends surrounding their goal.
You are one of these explorers, come from either near or far to Verdurance, one of the central ports of the Florid Sepulcher. Before setting out to find and claim the Bloom, you need to find a crew—one that you can trust, won't leave you for dead on the rustling waves, or steal the Bloom all for themselves—and acquire a ship to take you across the Wildsea, that forest that engulfed and forever reshaped the world three hundred years ago in a single night.
As sailors set sail in their chainsaw-powered ships to search for the Bloom, you prepare to join them, risking life and limb to find a legend, for whatever reasons you may have...
System: The Wildsea RPG (free rules available here). No prior familiarity with the system required! The system is narrative-based and easy to learn.
Posting Frequency: Ideally, an average of 2 times per week. There will be at least 2 updates per week to keep things moving.
Length: As a GM, I find it difficult to run short games, so this will be a medium-to-long campaign. However, I am open to players dropping in and out as need be (within reason).
- Miscellaneous
- closes August 4
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Pathfinder Society 1E- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.
- Pathfinder 1e
- closes August 31
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Temple of Xard
Character creation will be using the GURPS Dungeon Fantasy Rules and using the templates and lens provided only.
Well be using the GURPS Dungeon Fantasy Boxset but I am happy to use the series of pdfs for extra content. (I have pdfs 1 - 15) Source Books being used; GURPS Basic Characters, GURPS Basics Campaigns, GURPS Dungeon Fantasy Boxset, GURPS Dungeon Fantasy PDF's 1 - 15, GURPS Magic and GURPS Martial Arts.
Character Point Buy: 250 points, -75 Disadvantages, 5 points Perks, -5 points Quirks. In addition I will allow players an extra 20 points to buy a racial template, those players choosing to be human will gain an extra 20 points spend on stats, advantages and skills.
List of expectable races; Dwarves, Elves (Half-Elf, High Elf, Mountain Elf, Sea Elf and Wood Elves), Nymphs, Gnomes, Half-Orcs, Halflings and Human. If anyone wants to play another race run it by me first and I'll think about it but I feel there is enough options for everyone to choose from.
Experience will be awarded either weekly or monthly depending on post rate, though I may change this to milestone - we'll see how it goes.
There will be plenty of room for Role-play as it suits the PBMB format..
We presently have a full party, any further applications will be put in as first reserves in case anyone drops out.
- Dwarf Barbarian (Groan)
- Half-Orc Holy Warrior (Necromyncer)
- Human Cleric (Brother Rondell)
- Halfling Thief (Lockheed Dobbins)
- Human Mage (Ursella Farspell)
- Nymph Bard (Amaranth)
- GURPS
- closes July 30
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- Pathfinder 2e
- closes December 23
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Every Day Heroes E. G. O. (Organized Play)
Everyday Heroes is a game system where you are the hero! It is set in the modern world. It is inspired by action movies and comics. You can be a brute, commando, mastermind, or sleuth with a profession of field agent, journalist, intelligence, or military, for example. This isn’t high fantasy or action in space. This is gritty action in a version of our world.
They have free 90-page demo that basically allows you to start playing. This means you don’t have to invest in the full PHB unless you like the game. The full PHB just gives you more options so if there is anyone who is looking for 5E super hero game this is that. The Boys meets City Of Heroes is how you can think of it.
The first module will be Meat the Enemy. You are agents of Redemption, a clandestine global organization. When national governments cannot (or simply do not) get involved in protecting innocent people or the world itself, REDEMPTION’s mysterious “Board of Directors” selects a team of agents from all walks of life—Everyday Heroes—who are willing to step up and take action!
REDEMPTION has been receiving reports from around the globe of dangerous and terrifying cryptid monsters, and the heroes must choose one of them to investigate. You are that team!
The team will consist of 4-6 heroes.
- Miscellaneous
- closes August 2
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- Pathfinder 1e
- closes December 23
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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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I am looking for 1-2 new players to join a game that just began. Make a noble with a cohort and I will assist you fitting your character into the setting. Feel free to read The game thread for the full story, but here is the condensed version... The Knights of Sorrows (PCs) are given a defunct barony where Bruce's uncle rules but has gone into seclusion. Forced to reroute due to a crumbling bridge, the nobles travel through an adjoining barony. The party encounters beggars and vagabonds on the boarder of their barony - Soursoot Meadows.
You have the option to remake the existing character Lanai and her cohort Sinestra, this is her background/description. She is the current Wayne delegate for Baroness of Soursoot Meadows. If you wish to play her, use what you want change the rest (make a copy of the CRS and remake Lanai's mechanics).
This adventure is split in two parts and will involve skill challenges to help baronies in addition to encountering possible deadly fights.
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 cohort
Religion=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).
+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.
Races on Drelin
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.Dwarves - of Drelin are modeled after insular mountain dwarves from Dragonlance. Mostly non-good cave dwellers that have a superiority complex, they live in relatively small clan caverns that trade or raid with the 'outside world'. Most dwarves live in the Krendes Mountains in the north in an eternal territorial battle with giant kin. They famously maim their ogre slaves and ogres famously like to eat dwarves. They tend to have darker skin. The other large population of dwarves in the mountains of the north and central east coast. These are the dark stain on dwarves on Drelin, they operate as pirates, dominating the rough eastern seaboard making trade nearly impossible. They, unlike all other Drelin dwarves, are indiscriminate enslavers
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 ago. 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). 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.
-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- barony of flowers and canals. Ruled by the young and beautiful Floral Duchess Zyah. 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.
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.
-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 (for full history and geography see setting thread)
Local Overview
Country: Lichstone (capital city - Lichstone City)
Annexed Territory: South-Central Drelin aka SCD (capital city New Gotham)
Ruled by his eternal highness the Lichking. His lands are broken into baronies ruled by nobles.
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 Lichstone City sits atop south facing seaside cliffs, it 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.
Lichstone's banner is a grey skull with gold crown 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.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
South-Central Drelin- Under the authority and protection of Lichstone, SCD is dominated by New Gotham and orchards 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.
- D&D 3.5e
- closes August 5
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Veins of the Earth
You were an adventurer. Somehow you ended up underground. It happens as part of the job from time to time, but this is different. For some reason, somehow, you were trapped. Whatever escape plan you had (if you were smart enough to have one) failed or became impossible. Now you face the depths with whatever meager supplies you brought. You begin to realize all your previous underground experience barely scratched the surface. The caves you explored before were like pores in the skin of the earth. Now you walk the Veins.
Game System: Adjusted Dnd 5e
Game Setting: Veins of the Earth, a gritty surreal version of the Underdark, taking place on (or under) a magical historically-adjacent Earth.
Post Expectation: adaptable, but I'd like to see posts every other day or close to it.
Game length: A few months, hopefully reaching level 6 at least.
Number of players: 3-6This is a short experimental sandbox campaign. It's a mega-dungeon crawl taking place in a gritty surreal version of the Underdark. This campaign will deal with psychosis, cannibalism, slavery, and many other unpleasant fictionalized versions of real human behavior. The focus is on survival and the sometimes desperate ways we accomplish it.
I’ve been GM for a handful of games, a couple of which were on this site. I'm fond of converting alternate settings to 5e DnD. I tried this setting previously on the old site, but life happened and things generally fizzled out quickly. This game is intended to be shorter and faster paced in the hopes that momentum can carry it through to the end. I’ll be taking rolling applications as my schedule allows. They’ll begin as 1 on 1 games for the first handful of posts to gauge pacing then I’ll merge them into bigger threads. I’d like to see frequent posting, but I definitely understand when life takes you away for a while. If you disappear for too long, your character might fade into the dark. They’ll return if you do.
Character generation instructions can be found in the application folder. Please skim the setting specifics, as there are some comprehensive changes to vanilla 5e.
A note on tone
This game takes place in a lightless, desolate, dangerous place where calories are scarce and you are closer to the bottom of the food chain than the top. This isn’t a game about your characters thriving and succeeding. This is a game about pushing them to their limits in interesting ways that force them to make hard decisions. Despite that, it’s not meant to be a horror game. This is a sandbox game and players will get to choose the direction/tone. There is no immediate goal, no main quest, and escape is only a fantasy at first. Shape the world or just make it to your next long rest. It’s up to you.Combat is always an option, but it can be entirely avoided if that’s what the players decide. This game is about decisions: deciding what to carry, who to fight, where to go, what to eat, when to rest, how much time to spend doing a task, and whether or not to drink that potion you just found.
A note on gameplay
This game will be highly lethal. Your characters will go down, possibly a lot. They might go insane or lose a limb. Random encounters won’t be level adjusted, and successfully escaping provides as much experience as defeating your opponents. Progression is mainly through sheer survival: Eat. Sleep. Don’t let the darkness get you.Also, being a PbP game, I expect the game to progress mostly through in-character posts. I’m completely okay with posts that do nothing to move the scene forward if they're concerned with character goals and motivations. Banter and discussion are welcome.
If you have goals as a player about what you’d like to see and how you’d like the game to go, or if you want to clarify a distinction between something said by your character and how you actually feel, by all means post in the OOC. Otherwise post in character as often as possible.
- D&D 5e
- closes August 8
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Adventure in the Great Realm of Farveld
Welcome to this Dungeon Crawl Classics campaign set in my homebrew world!
If you are new to DCC, the system is considered to be an OSR RPG. OSR stands for Old School Revival. These RPGs are modelled on the earliest RPGs to appear in the late 70s and early 80s, such as Basic D&D and the like. This game will be ideal for you if you love classic fantasy vibes. My homebrew world has a low-magic, slightly grimdark feel. The peoples of Farveld are humans, dwarves (heimfolk), orcs (grakthal) and the rarely encountered Callenthi. There are also less well-known peoples such as the Urshthal who are like human/bear hybrids.
If you are after something a bit more fantastical, then you probably want to a join a game utilizing another of my favourite systems: 5e D&D. I run a lot of 5e, but for this game I wanted to go back to my gaming roots. Come join me if you want to experience a bit of old-school RPGing!
The application process is as follows: Create a character. For backstory, give me a reason as to why they are in the bustling fishing town of Rishuuwhvind, which is where the story will begin. Rishuuwhvind sits on the shores of Anchlochfarr, a huge inland sea in the Realm of Farveld. Perhaps your character was born there. Or perhaps they are just passing through. Check out the Character Creation Thread on the menu bar for all the information you need on available classes and character creation.
I'm looking for 5-6 players. I look forward to gaming with you!
- Dungeon Crawl Classics
- closes July 30
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The Cold Rule of the Frostbite Tyrant
I'm checking interest for a homebrew that would use the 5e Tyranny of Dragons and the BX module Night's Dark Terror as an (extremely loose, basically just get some broad plot points and ideas for locations) base/primary inspiration, but be set in a homebrew setting and use the True20 system (bit of a blast from the past, here's a link if you've not heard of it: True20 - Wikipedia).
The deep history of this homebrew is that it appears to be a normal fantasy setting on first glance, but deep down it's probably more like Numenera or a similar 'sufficiently advanced' science kind of setting. The basic concept is that it is a planet in the very middle of the Boötes Void (Bootes Void (Wikipedia) that's essentially isolated from the rest of the galaxy. It was colonized and/or terraformed many millennia or millions of years ago by some kind of super-advanced human or post-human society.
But a large portion (the majority?) of this high technology has been forgotten and is currently confined to clearly artificial 'vaults' which lie deep underground, deep beneath a worldwide network of tunnels similar to the 'Hollow' from Gears of War. This 'vaultcraft' or 'vaultwear' is considered to be quasi magical to the degree it is understood at all. However, there are also ruins of what appear to be a high-tech society strewn throughout the planet -- large structures made of glass and steel stand in the middle of isolated wildernesses. Overhead, the great 'sky bridges', immense orbital rings similar to the Halo rings from the eponymous franchise, can clearly be observed by this planet's terrestrial inhabitants.
Several other unusual elements of this planet suggest it is either a heavily engineered natural object or a completely artificial construction:
Most of the continents rotate in an elaborate dance throughout the oceans, moving much faster than would be possible through natural plate tectonics. Several continents levitate or levitate during portions of their constant peregrinations.
The oceans are primarily shallower than earth in the broad shelves that surround the continents, but much deeper in the vast middle reaches of the seas. These wide and broad abysses descend into artificial vaults in many instances and appear to be the outlets of a worldwide energy creation and or transformation supernetwork.
Most of the planet has a temperature and clime that is arctic to subarctic -- similar to the climactic bands between the upper Midwest to the Arctic Circle. A small ring of the planet at the poles -- known as the canceric and anti or ante canceric tropics, are tropical or subtropical, similar to the Florida everglades, Mississippi Delta, and/or the Amazonian basin. These zones appear to be correlated with the massive 'fire seas' at the summit and bottom of the planet which may be the ocean-sized outlets of the planetary factory/energy core.
The planet is surrounded by dozens of moon-sized orbital objects that are hollow and are clearly the product of intelligent manufacture to those with the ability to observe them closely through a telescope or similar artificial device.
Though, upon first glance, this might appear to be a fantasy setting, there is probably an at least plausible science fiction explanation for most apparent 'fantasy' peoples, places, things and phenomena. For instance, the 'dragons' might be dinosaurs subjected to genesplicing and injected with alien DNA a long time ago -- your character(s) would probably have no idea about that except for vague traditions about ancient alchemists twisting reptiles borne in arks of steel and fire that descended from the seventy seven heavens -- i.e., it's just background. The current state of affairs appears, on the surface, to be a magical arctic setting, except the 'deep explanation' for most of the phenomena is some kind of 'sufficiently advanced' technology = magic similar to Numenera. Most of the 'monsters' are genesplicing experiments of various sorts and the 'magic' is nanotech or something like biotics in Mass Effect (the magic system would still be the standard pathfinder magic system, it's just that the fluff would be that it's based on nanotech or some kind of paracausal powers like in Destiny, Mass Effect, Star Wars, or Coriolis). The 'dragons' are probably dinosaurs or other megafauna genespliced with alien DNA by ancient 'genemathematicians'/'genehermeticists'.
The initial campaign premise is that you're going to start out in a town (Frostfang/Chorachost) that's built around two fangs of a city-sized dead dragon (or dragon-statue, no one is really sure). The town has two trade partners -- a barbarian hunting camp on an island and another, larger, fortified town that's a colony of one of the Eight Baronies of the south. The feel/ambience is similar to Skyrim and and Ralph Bakshi's 'fire and ice'. There's an ancient tomb on a mountain overlooking the starting town -- similar to Bleakfalls Barrows in Skyrim. This starting zone is on the edge of one of the aforementioned tropical zones at the roof and base of the planet. The ancient town of Bluesleep was once the center of the bloodice-tea ceremonies of the Cryoraptorian Slavering Realm.
The continent north of the starting zone is much more ice age/primeval in aesthetic and technology level and primarily consists of the disparate 'thouman/kurulthaag' of the warlike maalisan (wild men), white orc, and yeren peoples-- their semi nomadic empires, established on the bones of a more ancient elven civilization, are the dominions of the Snowflake Tyrant. The starting area (on the northern shore of the starting continent) has a number of other factions/areas/events going on -- the yeren (yeti) empire of the northern continent of Phlegilon/Plegilon is one of the main servitors of the Frostbite Tyrant -- a mysterious creature that's similar to King Ghidorah in Godzilla. He was awoken from a deep ice tomb miles beneath the earth by crazed archeologists who became his first cultists. He seems to have abilities similar to the Legion of Everblight from Iron Kingdoms in that he has a despoiling aura that can be used to extend his conscious presence into servitors, including the yeren priest-king Azkoog the Indomitable. The forces of the yeren and the white orcs (bolgazog/bulazuur), and the 'wild men' (mallisan) have set up several forward camps in the starting zone and are pushing inwards looking for the purported location of the mana-well sought by their draconic god-which is probably actually a island-sized hyper drive reactor of some kind.
There's also another dragon lord known as Kamabuzda that lives in the depths of the oceans between Kathomon and Pheligon/Plegilon/Phelgilon that's also looking for the mana-well and possesses its own legions of deformed servitors.
There are two predominant 'genealogies' or 'species' of races based on what exotic sci-fi fuel polluted their area in the past -- one set are 'were kint' that have mischwesen (mixed animal, like neo-assyrian sheddim/griffins or centaurs) or similar beastial forms. The other are 'mana kint' -- possessing elemental forms. The basic concept would be that with certain triggers characters can assume there manamorph or weremorph. These are represented by races such as undine or other genasi stand-ins, or appropriate class choices (druid, alchemist, shifter, hunter) with shifting powers.
Humans/Sapients
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Varidan/Varidoran: The main primary ethnic group of the Varadian Republic that used to rule the Eight Baronies of southern Kathomon. An industrious, mercantile people that are also highly militaristic. Their cultures is a mix of medieval Iberia, Venice, as well as ancient Rome and Macedon. Their capital of Thal-amun-Varidoth is similar to Lankhmar.
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Cheirsulari: The druidic and hunter-gatherer peoples who form the original population of the Barony of Gaulsir, of which the township of Frostfang (Chorachost) is a colonial dependency. Their culture has a Finnish/Celtic aesthetic.
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Osalavdun: Pale-skinned, bald -- believed to have 'elder blood' from the prehistoric civilization of the enigmatic Glassspinners. Live in isolated clans in the mountains of the Shalar Region.
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Malisan/Maalisan: The so-called 'wild men' of the northern continent of Plegilon. They are similar to historical neanderthals and are believed to have interbred with yeren and orcs. They are renowned for their great strength and skill at hunting. At least some clans are rumored to be matriarchal theocracies ruled by half-breeds known as Lammia or Lammazu which combine the genus of a sabre-toothed tigre or similar predator with that of a Malisan amazon.
Other Races:
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Cryoraptors: Blue-scaled dinosauroids who once ruled an empire centered on the present-day Shalar/Salar Region. They ruled in the name of Slaaniatar the Maiden of Pain and Pleasure. A civil war with their dragon-angels and the followers of Asaelen, mistress of light, destroyed their empire. Many undead inculabulsan -- the pain priests of Slaaniatar -- remain entombed in the ancient barrows of the Cryoraptorian civilization, including the edifice that grimly overlooks the isolated settlement of Frostfang (Chorachost). Any player characters of this race will probably be descendants of the upstart adherents of Asaelen. These would be represented by kobolds with trait choices that express blue, black, and white draconic heritage.
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Xollital/Xoxolitol: Blue and purple ice salamanders. The previous 'chosen people' of Slaaniatar that were replaced when their dragon-angel fell from the favor of the goddess known as the Hungry One. They currently live in subterranean caverns. A small number are explorers. Many have abandoned their worship of Slaaniatar and now venerate a pantheon of eight hero deities, most of whom are tricksters.
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Mimkin: White mink bipeds. Tricksters, traders, caravan folk. They are scavengers that live in clans on the edge of the northern townships. They acknowledge no absolute law except their own, including the 'civilized' notion of private property.
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Ice gnomes/Ukkanaq: Ram-horned peoples who live on the highest peaks of mountains. They are renowned as mystics and seers, as well as masters of gemnomancy. They were previously slaves of the Xollital and Cryoraptors.
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Snowflake Elves: Mysterious adherents of the snow dragon goddess Tzamakaga and her council of 'white women'. Extremely white--blindingly white, skin with blue, pink, and purple veins and blood and hair. They are famed for their knowledge of snow magic, which combines elements of illusion and cryomancy, as well as their three-headed arctic fox-hunting steeds. Tzamakaga is considered to be a trickster and inter-dimensional traveler. She is currently believed to have departed on a tour of the nearby stars for an unknown purpose. She has been gone for roughly a decade.
- True20
- closes August 5
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- Level Up 5e
- closes August 1
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Nidavellir Imperative
As worshippers of the great and powerful Norse gods has waned from the time of the Vikings into the modern era, so too has the glory of Asgard and her Aesir and Vanir people. The annual hunt of the 'warrior-born', their rite of passage from being young whelps into not just adulthood but to be counted as a Warrior of the Realm Eternal, has winnowed to a once a decade event because of the decline of new births. The Warrior's Challenge has come along once again and a new crop of Asgardian would-be-heroes rise to face it. It is a simple challenge; take the heads of several of Asgard's most fearsome foes; the Jotun. But before setting out, Odin himself reads an omen and warns the young warriors that there may be something more to their mission and that they must see it through for the sake of all the Nine Realms.
- D&D 5e
- closes July 31
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Final Fantasy: Sins Of The Past
The world is dying.
You can barely even remember your name, but you can feel the world slowly dying beneath your feet. Mana, once a vibrant energy source that you could tap into, flows faintly through the world, and it is wrong in a way that you can not place words to. This is the world to which you awoke, your body tired and your possessions seemingly aged by the ravages of time you neither felt nor observed.
The great nations of the world are embroiled in war or withdrawn into themselves, the usual arbiters seemingly inactive while chaos reigns. Something calls to you, like a siren’s song which guides your feet to a destination which is both familiar and foreign all in one. A power calls you, for what reason, you can not say… But like a moth to a flame, you head onwards.
For weeks you walk, seeing what became of the world. Each day brings new sorrow, new tragedy, new heartbreak. But finally, you arrive at the destination. A tavern, much like any other. The sign denotes it as The Fat Chocobo, and it is one of the few buildings in this militarized town which seems to have held up well.
On the stage, a young elvaan woman with golden hair like sunlight plucks at a harp, and smiles as she sees you, almost like you are familiar to her. A few others seem to have found tables and watch her with interest. They too seem familiar but you can not put your finger on where or when you saw them, much less who they are.
The performer starts into a story as you find a seat, her voice soft but pure, carrying through the bar on what seems like magic itself. ”Long ago, before the world was born, the light of the six crystals was all there was.” Her fingers dance along the harp as she speaks, creating magical illusions in the air as she goes. ”But it was empty, and so the dark crystal created the first night. But there was something still missing, and the crystal of light created the sun and the stars.”
”’But there is nothing here!’ exclaimed the earth crystal, who then created Terra and the three moons.” The illusionary world spun through the air as its moons joined in the complicated dance around it. ’But nothing on the world moves!’ Exclaimed the water and wind crystals at the same moment, and slowly the world changed. Seas and storms swirled around the world. But soon the water began to freeze, and lastly the crystal of fire acted, warming the early world.”
”And for a time, it was just the crystals, Terra, the moons, the day and night… But the world was still empty. The crystal of earth created the first life, born from the very rock itself. He called them Galka, who would be as strong and durable as the world itself.” Soon the great desert was populated by tribes of Galka, their campfires lighting the desert wastes as the illusion moved through the air. ”Not to be outdone by her brother, the crystal of wind soon brought forth the Mithra. The were blessed by the crystal of wind, for the world would be their home, moving freely as the winds.”
”Soon too they were followed by the Tarutaru in the southern reaches and islands, blessed by the crystal of water to possess great reserves of magic. Humanity was fourth, given the gift of inner fire to see them through the harsh challenges of the frigid northern mountains.” The world quickly began to fill with the lights of campfires and cities as civilizations grew out of those first peoples. ”Finding the world quickly filling with life, the crystal of light created her children in the sky, giving the Elvaan the gift of wisdom. Lastly the dark crystal created vast caverns beneath the earth for the dwarven nations. The dark crystal looked upon the world and could not decide upon a gift to give just her people… For she cared for all those who lived upon the world and gifted them a release at the end of their lives.”
”But the full world was not as peaceful as the crystals would have hoped. War eventually came to their new world. To create peace, each chose a champion… A crystal knight to keep the peace.” The illusionary world faded away until just the light crystal’s knight remained, their face obscured. ”For here our tale takes a turn… For the great knight of the light crystal wished to end the pain and suffering that was death.”
”The knight set forth and snuck into the dark caverns where the dark crystal lay. On entering the dark crystal’s realm, the knight raised their weapon and demanded that the dark crystal surrender and pay for her crimes. The dark crystal did what the knight did not expect, and offered her life to the knight.”
”’If my death would bring you peace, I would gladly give you my life.’” A voice said from one of the tables. The performer smiled almost sadly and picked up the story, ”The knight was confused, shocked that the woman in front of her was not the evil monster that the knight had always assumed. And so the two talked, and slowly became more.” As the two figures moved closer, a third figure entered the scene.
”Abomination!” The illusionary dark knight cried and drew his massive sword. The two knights engaged in battle as the world beneath them shook with the might of their struggle. Round and round the two illusions went as the performer plucked at her harp again. ”The two foes were a match for their opposite in every way… But the knight of the dark crystal was not prepared to fight to a draw. He committed the first Sin and cast a spell to permanently encase both the knight and crystal in stone. He decreed that they should not have been together in life, and so too they should not be together in death.” For those looking closely, the knight’s eyes glowed a faint red as the knight faded away, his eyes last to disappear.
”One by one, the light of the crystals dimmed: earth, wind, water, fire… Until at last the great airships of the Elvaan withdrew… Not to be seen again.” The performer seems sad as she looks at the figures gathered around the stage, making eye contact with each them one by one until she reaches you. ”It has taken me three hundred years to gather the power to undo that dark magic… I fear I am much too late.”- Final Fantasy D6
- closes August 3
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- Pathfinder 1e
- closes August 8
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The ancients of Al’Grithm
The trumpets of triumph
Shall mark the time
From sand and stone
The shadows climb
The ragged form skids across the floor, grinding to a halt at the base of the dais. The man shakes as he raises his face, spittle and sand coating his unkempt beard.
“Why are you here?” The woman’s voice booms from her perch on the crystal throne. Her voice lingered, echoing from the empty room.
The man’s lower lip began to tremble as he ducked his head.
“Why are you here?” The scraps of extravagant tapestry shook where they hung. The woman slowly stood, her crown catching the desert sun.
She raised her hand like a spear aimed at the man’s throat.
“Why are you here?” The man swallowed. He sat back on his haunches looking out the window at the expansive, empty city and desert beyond.
He opens his sun-cracked lips…
The Announcement
Queen Marta Elgar of Caldera has made an announcement; a tribesman from across the Alamakor Desert has provided the location of an ancient city. She will lead an expedition there, all adventuring parties are welcome to join and will be cared for on the journey.
Queen Marta seeks to restore Caldera to what it once was. In this great treasure hunt, those who recover the most will receive the most compensation.
As any gatherings, rumors swirl around what may lie below, what the queens motivations are, the nature of different adventuring parties, and who can be trusted.
Post Rate
GM post rate will be ~3 times per week, players can post within that as they interact but to keep things going that’s how frequently the world will respond. This may be increased slightly for dialog as required.
What I’m looking for
3-6 level one characters who are hungry for gold and experience.- Basic Fantasy Role-Playing Game
- closes August 4