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Warp Worlds: Transcendent Legacy [In Development]
In the galaxy's far reaches, the mighty Psychic Empire has collapsed, leaving behind planets steeped in ancient technology and mystery. The Transcendents, once rulers with immense psionic and technological power, are now revered as legends. The remnants of their empire, known as the Warp Worlds, form a complex and diverse society struggling to find its way amid the ruins of a past they don't fully understand.
Humans, the most adaptable of the sapients, lead the charge in rebuilding civilization. Among them are rare psychics, wielding powers inherited from the Transcendents. Augments -- techno-shamen and neuro-philosophers -- pursue transhuman perfection through cybernetic enhancements, striving to emulate the ancient rulers. Androids, intelligent constructs from the Transcendents' era, navigate a universe where the technology needed for their maintenance is scarce. Forced by necessity to integrate inferior technology with their sophisticated abiosystems, Androids are prone to random malfunctions, an ailment they collectively call Glitch. The Veshari, a worldless alien race, blend into human society with their shadow skin and psychic sensitivity but grapple with cultural displacement.
The Warp Worlds are rife with danger. Ancient machines awaken, rogue factions vie for control, and the secrets of the Transcendents lure explorers into perilous quests. Will you lead, innovate, or rediscover the forgotten legacies of the Transcendents, and what price will you pay in the pursuit of power and knowledge?
- Savage Worlds Adventure Edition (SWADE)
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- Pathfinder 1e
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Starfinder 2e Playtest: A Cosmic Birthday
With the release of the Starfinder 2nd edition Playtest, I've decided to run the playtest adventure for folks so we can try out this latest edition of the Starfinder ruleset. The playtest rules are free on Paizo's website, and are using the PF 2e system as a base. I'll have the game open for applications for three weeks time, after which I'll see how many groups I'll be willing to run this adventure for. Now for the hook for our playtest Adventure, run from levels 1-3, a Cosmic Birthday-
A nascent cosmic entity stirs deep within one of the Pact Worlds planets. To aid the god’s birth, its most devoted followers search the Ghost Levels of Absalom Station for a sufficient power source—a strange pocket dimension existing alongside the hub of the Pact Worlds. As the entity’s emergence sends ripples across space time, a group of heroes becomes trapped in the Ghost Levels! With dangerous creatures and ominous power surges threatening the station, the heroes must team up with the residents of Little Akiton to investigate these horrifying new foes, stop their meddling—and stay alive!
- Starfinder
- closes August 24
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Pending
"Some months ago a strange feeling of wanderlust took hold of you. After much travel and hardship you have reached a New Continent! Will the locals be hospitable? Will you make a new home for yourself? Only one way to find out!"
This will be a game set up in my own Homebrew World. Heavy Emphasis on RP and world interaction. Other than that, the story is up to the players. I will improv whatever needs doing.
Looking for 3-5 Players.
Characters will Start at Lvl1.
Core Races and Standard Races only. Anything else will need to be ran by me for approval.
Only Class restrictions are No Psionics and No Occult Classes.
No 3rd party stuff unless you run it by me first.
Everyone will have 600gp to outfit your character with.
This is my first time running a PbP game so I'd prefer players who are experienced in running games as well as playing to help me with tools or whatever may be needed.
Characters will be coming into a new continent via boat to the Adamantine City! Proud Dwarven safe haven on the surface and head south from there. Once RP allows for it any how.
- Pathfinder 1e
- closes September 1
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- Pathfinder 1e
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Durlag's Tomb
Adventurer's League Game
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! Part of 2 of 2.
A Four-Hour Adventure for 11th – 16th level Characters
- D&D 5e
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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
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- D&D 3.5e
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What Remains of the 7th Tower
A continuation of the Knave 2e game run at Myth-Weavers Meetup 2024.
World Intro:
Aldarion has gone through many civilizations rising to prominence and collapsing in on themselves. Ruins dot the land and lost riches and horrors await those brave or foolish enough to explore their depths. Towns are small bastions of safety amidst the dangers of these dark lands. The people who reside in them fear the monsters that wander the wilderness just beyond the firelight. You are the exception to the common person. You have chosen this path, the life of an Adventurer and all the risks that come with it. Whether you quest for the Greater Good, for Wealth, Power, Glory, or perhaps you do not yet know what drove you on. Fortune favors the bold, Adventurer, do not falter!
Adventure Intro:
A recent exploration into the Springvale forest has uncovered an ancient tower untouched for centuries. Unfortunately the outriders who discovered it awoke the tower's long-slumbering guardians, who have begun attacking any poor soul who happens to get too close.
- Knave 2e
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Tales of the Weeping Willows
Tengoku Empire (天国帝国)
The Tengoku Empire, once a bastion of unity and prosperity, now finds itself embroiled in turmoil following the passing of its revered emperor. With no clear successor to the throne, the realm has fractured into the hands of five powerful clans, each vying for dominance over the empire. Amidst this chaos, a council of five lords has been established to govern the realm until the emperor's heir comes of age. However, intrigue, betrayal, and conflict plague the empire as the clans vie for control, threatening to tear the realm apart.
Major Clan and political leadership
The governance of the Tengoku Empire rests in the hands of a council of five lords, each representing a major clan until the young heir of the empire is ready to guide the country into the future.
Clan Shirogane: Masters of martial prowess and ancestral reverence, Clan Shirogane controls the western provinces under the leadership of Lord Takeshi Shirogane. They uphold principles of discipline and honor, drawing strength from their warrior traditions and spiritual connections.
Clan Kaguya: Renowned for their mastery of balance and diplomacy, Clan Kaguya governs the southern territories led by Lady Haruka Kaguya. They excel in negotiation and seek to maintain stability amidst the empire's tumultuous landscape.
Clan Kurohitsuji: Keepers of arcane knowledge and ancient secrets, Clan Kurohitsuji presides over the eastern lands with Lady Yuki Kurohitsuji at the helm. They delve into forbidden magic and commune with otherworldly entities to bolster their power.
Clan Akechi: Experts in deception and illusion, Clan Akechi rules the northern provinces under Lord Ren Akechi's guidance. They manipulate perception and reality, employing stealth and subterfuge to outmaneuver their rivals.
Clan Tachibana: Innovators and craftsmen, Clan Tachibana dominates the central regions led by Lady Emi Tachibana. They harness magical energies to enhance their technological marvels and craftsmanship, driving progress within the empire.
Intrigue and Betrayal
In the shadows of the Tengoku Empire, intrigue and betrayal abound as each clan seeks to advance its interests and secure supremacy. Spies lurk in the darkness, assassins strike from the shadows, and alliances shift like the wind as the lords scheme and plot against one another. Minor clans, eager to curry favor with the major powers, become pawns in the deadly game of politics, further escalating tensions within the empire.
Magic
Magic permeates every aspect of life within the Tengoku Empire, with each clan possessing unique mystical abilities:
Clan Shirogane: Known for their dedication to the martial arts and ancestral spirits, Clan Shirogane's magic is deeply intertwined with their warrior traditions. They call upon the spirits of their ancestors for guidance and protection, and their swordsmanship is said to be infused with the strength of those who came before them.
Clan Kaguya: Masters of harmony and balance, Clan Kaguya's magic is focused on the manipulation of energies and the natural world. They have a deep connection to the elements and the spirits of nature, allowing them to commune with animals, manipulate the weather, and shape the land to their will.
Clan Kurohitsuji: Keepers of ancient secrets and arcane knowledge, Clan Kurohitsuji's magic is steeped in mystery and tradition. They delve into forbidden rituals and dark arts, harnessing the power of the shadow realm and communing with spirits both benevolent and malevolent.
Clan Akechi: Masters of deception and illusion, Clan Akechi's magic is centered around stealth and subterfuge. They specialize in the art of illusion, creating phantasms and mirages to confound their enemies, as well as shadow magic to cloak themselves from sight.
Clan Tachibana: Artisans and innovators, Clan Tachibana's magic is expressed through their craftsmanship and ingenuity. They enchant their creations with magical runes and imbue them with elemental energies, creating powerful artifacts and devices that enhance their abilities on the battlefield.
Each clan's unique magical abilities complement their strengths and traditions, allowing them to wield formidable power in their quest for dominance within the Tengoku Empire. But as the realm teeters on the brink of collapse, the fate of the empire hangs in the balance, waiting for a true leader to emerge and unite the warring factions.Princess Amaya Akatsuki
Princess Amaya Akatsuki: Heir of the Tengoku Empire
Princess Amaya Akatsuki, at the age of 16, stands as the beacon of hope and the future of the Tengoku Empire. Born into the illustrious Akatsuki lineage, she carries the weight of her family's legacy upon her young shoulders. As the only child of the late emperor, she is the designated heir to the throne, destined to lead the empire into a new era.
Background:
Amaya's upbringing has been one of privilege and expectation. From a tender age, she has been groomed for leadership, receiving the finest education and training in matters of statecraft, governance, and combat. Despite her youth, Amaya has shown remarkable maturity and intelligence, displaying a natural talent for leadership and diplomacy.
Character:
Princess Amaya is a precocious and spirited young girl, possessing a keen intellect and a thirst for knowledge. She approaches each new challenge with optimism and resilience, undaunted by the weight of her responsibilities. Fiercely loyal to her family and her people, she is determined to honor her legacy and protect the empire from its enemies.
Physical Description:
Amaya is a vision of grace and pure beauty, with features that evoke the ethereal elegance of a celestial being. Her long, ebony hair cascades down her back in silky waves, framing a face of delicate symmetry and refinement. Almond-shaped eyes radiate with intelligence and warmth, drawing others to her with their captivating allure. Her skin, porcelain-pale and flawless, seems to glow with an inner luminance, enhancing her ethereal beauty.
Titles and Responsibilities:
Her full title, Her Royal Highness Princess Amaya Akatsuki, Heir Apparent to the Tengoku Empire, Defender of the Realm, Keeper of the Imperial Flame, Guardian of the Sacred Ancestral Spirits, reflects her esteemed position within the empire. Despite her young age, she actively participates in the affairs of state, accompanying her advisors to council meetings and engaging in diplomatic negotiations.
Future:
As the future ruler of the Tengoku Empire, Princess Amaya faces daunting challenges and formidable adversaries. Yet, with her unwavering determination, indomitable spirit, and the support of her loyal subjects, she stands poised to lead her people into a new era of prosperity and peace. The fate of the empire rests in her hands, and the world watches with bated breath as she prepares to write the next chapter of its history.Social Structure
Emperor and Imperial Family: At the pinnacle of society, the emperor and his immediate family hold supreme authority, revered as divine figures embodying the spiritual and political essence of the nation.
Shogun: Second only to the emperor, the shogun serves as the military dictator, wielding considerable power and commanding the loyalty of the samurai class. The shogun effectively governs the country on behalf of the emperor. This position is not occupied at the moment in Tengoku, instead the sacred council of the five lords is ruling on behalf of the imperial heir.
Daimyo (Feudal Lords): Beneath the shogun are the daimyo, feudal lords who rule over vast territories granted to them by the shogunate. They maintain their own armies, administer justice, and collect taxes, effectively governing their domains as semi-autonomous rulers.
Samurai: The warrior class, samurai, serve as the backbone of the military and hold significant social prestige. They are sworn vassals to the daimyo, tasked with upholding the code of bushido (the way of the warrior) and protecting their lord's interests.
Peasants: The majority of the population, peasants, are farmers who work the land owned by the daimyo. They are obligated to pay taxes and perform labor services for their lords in exchange for protection and the right to cultivate the land.
Artisans and Merchants: Beneath the peasants are artisans and merchants, who form the backbone of urban society. Artisans craft goods ranging from pottery to textiles, while merchants engage in trade and commerce, facilitating the exchange of goods and wealth.
Ronin: Samurai who have lost their masters or fallen out of favor may become ronin, masterless warriors who wander the land in search of employment. Though they often face societal stigma, skilled ronin can still find work as mercenaries or bodyguards.
Outcasts (Eta and Hinin): At the bottom of the social hierarchy are the outcasts, including the eta (untouchables) and hinin (non-humans). These marginalized groups perform taboo occupations such as butchery, tanning, and executioner duties, facing severe discrimination and social ostracism.
This hierarchical structure is characterized by its rigid social boundaries, with mobility between classes typically limited and determined by birth or circumstance.
Here are more details about Daimyo and Samurai ranks.
Daimyo: Feudal lords who govern over territories known as domains or han, maintaining their own armies, administering justice, and collecting taxes within their semi-autonomous domains.
Fudai Daimyo: Vassal lords who serve the emperor directly, holding strategic or prestigious domains close to the seat of power. Only the five lords of the council currently have this rank.
Hatamoto: Elite retainers who serve the shogun or daimyo directly, holding positions of trust and authority within their households or administrations.
Fudai Hatamoto: A subset of hatamoto who serve the daimyo loyally for generations, holding hereditary positions within the daimyo's administration.
Gokenin: Vassal samurai who serve a daimyo or shogun indirectly, holding land or positions of authority in exchange for their loyalty and military service. This is a lower position then Hatamoto, as they don't usually serve their lord directly in the day to day. While some gokenin may hold prestigious positions and enjoy significant privileges, others may have lower-ranking roles and fewer benefits.
Karō-ichimonji: Chief retainers of the daimyo, holding the highest-ranking positions within the domain's administration and wielding significant influence over policy-making and decision-making. Most of them are bureaucrat that make the gouverment works
Karō: Senior retainers and advisors to the daimyo, responsible for managing the domain's affairs and overseeing land administration, taxation, and justice.
Koke: Noble courtiers of the imperial court in Kyoto, known for their refined culture, scholarship, and artistic pursuits.
Shugo: Provincial governors appointed by the shogun or daimyo to oversee the administration and defense of specific regions or provinces.
Bushi: The rank-and-file samurai who serve their lords faithfully in various capacities, dedicating their lives to the pursuit of martial excellence and the fulfillment of their duties.Proxies Armies
Minor clans, eager to curry favor with the major clans, often serve as proxy armies in the conflicts between the lords. These clans, though lacking the resources and influence of their larger counterparts, play a crucial role in the power struggles that grip the Tengoku Empire.
Some minor clans pledge their allegiance to one of the major clans, serving as loyal vassals and providing troops and resources to their chosen lord. Others, however, play a more opportunistic role, shifting their allegiances as it suits their interests or offering their services to the highest bidder.
These proxy armies are deployed in conflicts ranging from covert skirmishes to open warfare, acting as pawns in the ongoing struggle for control of the empire. They fight on behalf of their patrons, carrying out their orders and furthering their agendas, even as they risk their lives on the battlefield.
Amidst the chaos of battle, alliances are forged and broken, and the fortunes of the clans rise and fall. But regardless of their size or stature, each clan plays a vital role in shaping the destiny of the Tengoku Empire, as it teeters on the brink of collapse or the dawn of a new era.Religions
In the social structure, religion played a significant role, with Bodhisarism (Buddhism) and Jinseism (Shintoism) being the two primary religious traditions. Here's how religion intersected with the social hierarchy:
Bodhisarism (Buddhism)
Monastic Orders: Bodhisari monastic orders, such as the Tendai, Shingon, and Zen schools, held considerable influence within society. Monks and nuns served as spiritual guides, educators, and caregivers, providing religious services and support to the populace. Connections to the Nobility: Bodhisari temples often enjoyed patronage from the nobility, including daimyo and shoguns, who would donate land, funds, and artworks to support the monastic communities. In return, temples offered prayers and rituals for the prosperity and protection of their patrons.
Cultural and Artistic Influence: Bodhisarism exerted a profound influence on the empire's culture, inspiring the development of literature, art, architecture, and ritual practices. Bodhisari temples served as centers of learning and artistic expression, contributing to the enrichment of society.
Jinsei (Shintoism)
Indigenous Beliefs: Jinseism, originally an indigenous religion, revolved around the worship of kami, or divine spirits, associated with natural phenomena, ancestors, and deities. Jinsei shrines served as sacred sites where rituals and ceremonies were performed to honor and appease the kami.
Imperial Patronage: Jinseism was closely tied to the imperial family, with the emperor regarded as a descendant of the sun goddess Amaterasu, the most important kami in the Jinsei pantheon. Jinsei rituals and ceremonies were conducted to legitimize the emperor's divine authority and ensure the prosperity of the nation.
Community Practices: Jinseism permeated all aspects of society, with communities participating in seasonal festivals, rites of passage, and purification rituals to maintain harmony with the natural world and seek protection from malevolent forces.
Syncretism
Coexistence and Synthesis: Bodhisarism and Jinseism coexisted and interacted in a syncretic manner, with practitioners often integrating elements of both traditions into their religious practices. Many Buddhist temples incorporated Jinsei shrines and kami worship, while Jinsei shrines adopted Buddhist rituals and iconography.
Popular Beliefs: Folk beliefs and practices also played a significant role in spirituality, with beliefs in spirits, ghosts, and supernatural forces shaping everyday life. Folk religions, such as Jinsei and the worship of local deities, provided a deeply rooted sense of connection to the land and community.
Summary
Religion permeated every level of society, influencing cultural norms, social customs, and individual beliefs. Bodhisarism and Jinseism provided spiritual guidance, moral values, and a sense of belonging, contributing to the cohesion and stability of the feudal society.Kawamura 川村
Kawamura (川村), situated at the empire's border within Clan Akechi's domain, stands as a bustling city nestled a few dozens miles from the territories of Clan Shirogane and Kaguya to the south. To the east lies the untamed and perilous Kiri Forest, veiled in a perpetual mist.
As a pivotal trading hub, Kawamura thrives as the only sanctioned city to be allowed to trade with foreigners as Clan Akechi's northern domain is shared with a foreign realm that have an ancient norse culture. Here, amidst the clamor of commerce, anything can be procured for the right price – even exotic slaves from distant lands, destined for roles as miners, laborers or, more tragically, as commodities in the pleasure quarters of the empire.
Control of the city changed hands several times over the history, but always retained its reputation for being a hotbed of criminal activity, having many gambling dens, geisha houses and opium parlors. The city maintained a mask of legitimacy as the empire center for medicinal opium trade. Poppies were grown in vast fields that surround the city, and it's involvement in the opium trade (both legal and illegal) made the city very profitable for its rulers and the empire who collect enormous amount of gold from the infamous plant.
Misaki Akechi, a cunning and mysterious middle-aged woman, holds the esteemed position of mistress over the city. She is not a violent woman, but is known to be merciless with anybody who interfere with the peace of her precious city. Misaki's lineage connecting her to her elder cousin, Lord Ren Akechi, who leads the esteemed Akechi clan. While their familial ties bind them, Misaki exercises autonomous control over the city, and is condierably richer than Lord Ren Akechi. In a mutually beneficial arrangement, the Akechi family affords Misaki considerable freedom in exchange for generous taxation and a steady supply of poppy.
Yet amidst the bustling commerce, sinister whispers pervade the air. Rumors of demons and dark sorcery spread like wildfire through the borderland villages around Kawamura, casting shadows of fear and uncertainty upon the hearts of its inhabitants. In the mist-shrouded forests, tales of vanished souls and unnameable horrors take root, fueling a sense of foreboding that lingers in the air like a haunting melody.- D&D 5e
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- Pathfinder 1e
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ZZZ - Upstarts
Upstarts
Proxies and Hollow Raiders, the unsung heroes and celebrities of the Inter-Knot and New Eridu itself. Those brave fools who dive headlong into danger and death for glory, honor, and most of all the sweet, sweet jingle of money!
The normies of New Eridu are content to work their boring cookie cutter 9-to-5, eat their bland food, then go home to their cookie cutter post relocation flats and zone out on the Inter-Knot until sleep finally takes them. However the Hollow Raider - not content with such a drab fate - screams out to uncaring gods, mega-corportions, and the Hollows themselves "I am here!" While whipping them all the bird.
Sound interesting? Yeah? Then read on!
Zenless Zone Zero Lore
Zenless Zone Zero is set in a post-apocalyptic near-future world where a mysterious natural disaster known as the “Hollows” has occurred. The story takes place in the city of New Eridu, a last “oasis” that has mastered technology to coexist with the Hollows. New Eridu is home to various factions, including the Cunning Hares, who are accused of working with the authorities.
The Hollows
The Hollows are supernatural disasters that have ravaged the world, bringing about a new era of chaos and danger. They are inhabited by Ethereals, monstrous creatures that threaten human survival. Humans can also be corrupted and turned into Ethereals, introducing a sinister element to the game’s story and lore.
For more information, see this recently released black site stream recording HERE.
If you've made it this far that means you're interested. Good - very good. In that case let's get down to the nitty-gritty of it.
1. This campaign will be using AntiPaladin Games' Mini Six: Bare Bones Edition which can be found as a free PDF HERE.
2. I will be posting twice a week on as of yet unidentified days. Accepted members can post more of they like as long as it stays interpersonal with the other PCs.
3. ZZZ has a few different races. Giant Bear folk, Shark Girls, Cat Girls, etc. as such you can play any of those instead of a Human however all demi-humans will cost 2 Perk Points. We can discuss during creation what that means in terms of mechanical benefits.
4. Upstarts will have 5 attributes instead of the 4 that Mini Six typically has. This fifth attribute is Ether and will account for your elemental affinity, as well for Hollow corruption checks.
5. Because of the fifth attribute the number of dice that can be split among the attributes is increased to 15D.
- Mini6
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Final Fantasy: Sins Of The Past
NOTE: Seeking 1 replacement for the role of the Water Knight. If you are interested, please post an application in the applicable forum.
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
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- D&D Basic (BECMI)
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L5R: Winds of Change
This game is two parts. First part is for low level characters providing support to Kou's mission. The second part is for Kou and his allies to respond to a new kind of threat looming over the horizon.
- D&D 3.5e
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ArM 5e - Ile d'Yeu
Ever since the destruction of Ligursis in 1011 during the Schism, Fudaris has sought to re-establish a vassal in the Vendee region of the Normady Coast, seeking to re-gain the lost magical resources and prestige, but has been stymied by strong alliances of the other powerful political blocs in Normandy.
Oleron and Monteverde both strongly support a new covenant in the region, but refuse to allow it to be sworn to Fudaris. Confluensis and Florum both would like to see the resources of Vendee brought back into the hermetic fold, but fear the influence of Oleron, as they are heavily fae focused, and also worry about instability from Montevert raiders should they establish a foothold on the coast.
Thus, most magi had a vested interest in seeing a new covenant established, but just as strong a need to prevent it being under the control of a rival.
In 1155, Buliste, Primus of House Tytalus entered what was thought to be final twilight and Harpax was chosen as successor. Buliste surprised everyone by returning from twilight in 1207 and continuing to act as Primus.
One of the very first actions Buliste took upon returning was to radically change the position of Fudarus and it's Tytalan magi on Vendee. Buliste advocated for a new, independent covenant to be established, free from direct influence of the five Lieges. Buliste swayed enough of the Tytalus so that in conjunction with Confluensis and Florum, the vote passed.
Magi from the five lieges are forbidden to join the new covenant for a period of seven tribunals, allowing for firm establishment of independence. No more than one magi from a vassal could join, and as part of the wheeling and dealing, Buliste publicly announced no Fudaris vassal would join the new founding. Thus, other than eremites, only four magi could possibly come from within the Normandy Tribunal. A call to other Tribunals went out, seeking magi to relocate and cultivate the resources of Vendee. Resources were set aside from the three supporting Lieges to ensure the success of the magi.
To this day, no one knows why Buliste changed their mind so suddenly after returning from a twelve year twilight, but all gossip agrees the Primus saw something during that time that changed two centuries of politics.
- Ars Magica
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Shambala’s TnT Adventures
Hold Shambala’s solo TnT games
- Tunnels and Trolls 5e
-
The Ressurrection!
Preface:
You were a hero, once. Maybe of great renown. Or, well, maybe you weren't a hero, exactly, but you were certainly competent enough in some manner that you stood out - centuries later.
You decide who you were at the hight of your career. But don't get too excited: You died. Violently, by the way. You were interred in the cold, wet ground, and the world went on. And on. And on.
What you know:
When you lived, the fledling empire of Tûul-Abban was spreading across the world (the known world, that is). Their armies marched down from their mountain homes, and proud nations quickly fell: Archaeon, Grizfell, Starkhelm. The orc kingdoms - too numerous to mention - united, and resisted. Lumia held out.
But what now:
Through the calm, restful darkness of long centuries there's suddenly a blinding white light. A trio of women in long, white robes tend to you. The oldest, Dynasta, orders the others around while she looks you over, then returns to her various scrolls, potions and apparatus. You feel she's competent and skilled, stern and demanding, focused on the results.
The youngest, Agapea, brings food and drink - a hearty stew, fresh bread warm from the oven, sweet wine - as well as some clothing (since you find you're quite naked). She seems kind and caring, a little shy or reserved, demure. She's very beautiful, and makes you think of summer.
The last woman, Parathea, is taller than the others, and seems haughty and proud. Currently, she seems to be making arcane gestures, and muttering breathless whispers in long-dead languages. Her back is straight and her shoulders squared. You could well imagine her with a shield and spear, fearless in the face of an enemy. She seems invested in the task, but indifferent to you.
Basic facts:
No matter the splendour of your past, the magic that has brought you back has it's limitations, and you (re-)enter the world at level 4. The three ladies will equip you with basic gear (as in, what you get from character creation).
Speaking of character creation, I like the old races, and dislike the new. So if you have a burning passion for harengon or dragonborn, this may well not be the game for you. 27 point buy, I prefer DNDB sheets, highly creative builds are frowned upon (like, if you're trying to build a character that never sleeps, that won't fly), I can tolerate a 'dark' hero, but disruptive play is frowned upon.
This world is largely populated by people such as you and I: Classless mooks. Expect most ordinary people to be incapacitated or die from a single strike - this includes soldiers, dukes, barkeeps, merchants and sailors. No one is issued class and level just because.
This means that at level 4, you're a considerable powerhouse. Enough that someone might decide to bring you back from the dead to solve some crisis.
This world doesn't have the gold-to-power mechanic. I'll pay you plenty of gold, but you cannot exchange it for magic items at your whim. There are no magic item shops.
I'm going to repeat that, because it always comes up: There is no way for players to state what magic item they want, and simply pay the gold price and get the item. That doesn't happen in this game.
However, there are brokers. You may inform a broker of the general function you're after, and the broker may be able to help. Brokers are quest givers.
Also, btw, all magic items are unique - unless it's a generic +1 longsword or the like. There's only one Dagger of Venom, only one Horn of Blasting .. etc.
Lastly:
I'm looking for a small-ish group. The game will contain more text than fighting. Things may not be what they seem - I like moral grey zones, lies and betrayal. You'll eventually need to pick sides in a world where no one is in it just for the sunshine and rainbows.
Also, I've tried for some time now - unsuccesfully - to create open-world, plotless adventures. Since that isn't working, I'll be offering very specific objectives for you to pursue.
- D&D 5e
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Castle Whiterock
"As the flame of my second life sputters and dims, I find myself thinking more and more on those heroes who, though we first met as enemies, granted me another opportunity to sip from life's cup. Great were their deeds and deep their wisdom, yet the tale of their adventures in Castle Whiterock has not been told: the helpless lives they saved and the wicked lives they ended, the diabolic ingenuity of their adversaries, the desperate moments when hope was faint, and their final victory over the terrible dragon Benthosruthsa."
The Basics
Rules System: Level Up Advanced 5th Edition
Theme: Dungeoncrawl
Starting Level: 1st
Flavor: Castle Whiterock will have a very old-school mega-dungeon feel, the kind that Gary Gygax and Rob Kuntz used to run for each other back in the days when the spells in the PHB were named after actual player characters and random tables controlled all aspects of an adventurer’s life.
Plot Hook: A few days march from the town of Cillamar, in the Kingdom of Morrain, lies a many-centuries-old ruined castle, named Whiterock. Rumors speak of it being held in the past by monks, orcs, gnomes and even dragons. But the ruin has sat quietly undisturbed for generations, and Cillamar has grown into a thriving mining and trade town since. But is all truly as quiet as it seems within the ruins of the ancient castle?
Adventure Summary: In the course of adventuring in the 15 levels and 14 sublevels of Castle Whiterock, the heroes will uncover secrets from the castle's history as they seek out fortune and glory. In order to best the dungeon, the party will have to explore many strange locations, such as orcish mines, underwater ruins, a forested demiplane, a “tower” carved from a giant stalactite, a duergar fortress, and the volcanic heart of the mountain. Along the way, they will have the opportunity to partake in several sub-quests that could net them extra wealth and XP.
Perhaps they will find powerful allies and lost artifacts to help them against Benthosruthsa, the great red dragon dwelling at the bottom of the dungeon. It’s also likely they will make powerful enemies. Many of the adversaries of Castle Whiterock don’t stand around waiting for the heroes to come to them – they go looking for the heroes!
Are you brave enough?
GM Info: Hi there! It's Billy Watford. I’ve been GMing (DMing, Storytelling, what have you) for these last 35+ years, and gaming a touch longer. I’ve run what feels like hundreds of adventures via Paizo, WotC, TSR, and many others over the years and have currently many games running here on Myth-Weavers.
My GMing style focuses more on what makes a good story, and less on things like exploiting the loopholes in rules to their fullest. I like characters that are cards to begin with, but I LOVE characters that develop over the course of a game. Don’t make me deal with two-dimensional characters that have one annoying trait they exploit over and over, and I won’t have to make a tarrasque show up. Deal? Deal.
What kind of player am I NOT looking for?
People who have played this adventure before (Sorry), and Power Gamers (not sorry) and rules lawyers (really not sorry).
What kind of players AM I looking for?
Ooh, this one is good. I am not really looking for players at all. I am looking for a cast of characters. I’m looking for someone who’s committed to not only a good plot progression (characters or players that stifle the plot make me want to scream), but character development. I want to see your character grow into their role. I want to see selfish street rat become swashbuckling hero! I want to see bored pencil-pushing acolyte become punishing wrath of an angry god! LET’S DO THIS.
I’m also looking for people who can follow basic rules of grammar. That being said, I can be pretty lenient about mistakes. BUT...for the love of god, in a system like this, where you can edit minutes, days, weeks later...take a little pride.Character Creation
First of all, this is a complete conversion to Level Up - Advanced 5th Edition from D&D 3.5 so a LOT has changed.
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 Version 3.1
Character 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. To determine your ability scores, you can use whichever method that you like, you may use the standard 27 point-buy method, the static array, or you may choose to roll your stats by rolling four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats.
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.
If you are new to Myth-Weavers a guide to how to use the dice roller is available.
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 Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
Campaign Setting
This campaign takes place in my World of Elissar campaign setting, all relevant information can be found at the below website.
Technical Stuff
Application Deadline: August 1st, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 5 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!Final DM Note
I know the above is a very, very lengthy process to go through to apply for a dungeon crawling online pbp game. I also know that some of you will be turned off by it. Some of you will cringe, but others will pour their heart and soul into their character and create something absolutely beautiful. When I have used this process before in the past it has given me the best roleplayers I have ever seen in a game and also the most committed group of players that are still going strong after two years of play. If you are looking for a quick game of fun and just want to slash up some bad guys and do your thing then this campaign is not for you. If you are looking for more.... then look no further than "Castle Whiterock".
- Level Up 5e
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Defying the Future
Former IC here: https://forums.giantitp.com/showthread.php?642669-M-amp-M-3e-Defying-the-Future-IC
Summary of past PC events:
--The heroes met on August 1, 2018, when they joined to stop the Chain Gang, Doctor Proxy's robots, a Punishment from Manchineel, and a pair of Suneater Cult zombies in a warehouse. They were contacted by Watcher, who told them that he was working against the League of the Future and needed their help. Reluctantly, they decided to work with him.
--Going after Raphael, a member of Manchineel's Menagerie, the heroes encountered Ntombi Peters, who gave them some solid advice about how Manchineel worked. A little bit later, they were able to subdue Raphael with little difficulty, placing her in Watcher's care.
--The heroes interrupted an attempt by Doctor Proxy to steal something from a museum, catching their attention in the process; they also had an altercation with police that ended more-or-less amicably.
--Seeking out a possible weakness to use against Manchineel, the heroes went to Camp Bubble Brook, the site of a disaster more than a year ago. They found that the camp had a well of Death energy underneath it, which was forming wraiths spontaneously; by defeating the largest wraith, they dispersed the built up energy for the time being.
--Nope encountered a strange woman with powers like his; Ariadne discovered a hangout spot for Wrath, one of Lockdown's enforcers; Helios went to a bookstore with his rival/cousin, and helped one of Watcher's birds avoid detection; and Floral did some forensic research and avoided an altercation with her sister.
--The heroes interrupted a ritual done by the Suneater Cult, and met Apophis for the first time. Apophis in turn introduced them to several dancing zombies, which were more trouble to deal with than one would expect.
--Manchineel responded to the heroes' actions against her by sending specially-created Vespers to abduct Floral. Despite being built to attack Floral's weaknesses, she and the other heroes handily fought them off. (Also, Nope may have noped away all the insects in the Dome, but Watcher rebalanced things before anyone noticed probably)
--The heroes went to a meeting of the "Chainbreakers", people who wish to escape from Lockdown's Chain Gang, only to find four Silver Links waiting for them there. They overpowered the Silver Links and captured Wrath and Pride, but Gluttony and Greed escaped.
--Hearing that Doctor Proxy has set up some sort of machine next to Lake Michigan, the heroes moved to intercept it. One of Doctor Proxy's machines escaped with barrels of whatever he was looking for, but the heroes successfully captured the machine itself and a barrel filled with microscopic fossils.
--The heroes tried to track down the identity of Abel, a member of Manchineel's Menagerie, using the name embroidered on the scarf he wears, and uncovered a plot by a man to kill his twin and steal his life. They then spoke with Abel himself, who promised to stay out of their upcoming battle with Manchineel and asked that his family not be informed of his current state.
--Accelerating their plan to face down Manchineel, the heroes next went to find the identity of Gabriel. They discovered an entirely different mess in the Forest Eyes Neighborhood Watch, where many people had been possessed by vermin creatures. Afterwards, they successfully reminded Gabriel who she was, and convinced her to wait until they went after Manchineel to go after her tormenter herself.
--By investigating Manchineel, the group figured out the possibility of a fifth Menagerie member, a spy called Uriel. Their investigations led them to Ntombi Peters, who had also been changed by Manchineel's powers. Ntombi reluctantly fought with the group and, when defeated, suggested that she didn't have much time before Manchineel's actions would cause her own death.
--Moving quickly, the heroes sought out and fought Michael, the last member of Manchineel's Menagerie. They subdued the large cat quickly, clearing the way to go after Manchineel herself.
--The heroes found Manchineel at the heart of an unnatural forest, tinkering with another living tool to combat them. In a pitched battle, Floral's careful preparations managed to severely weaken Manchineel, allowing the heroes (with an unexpected assist from Gabriel) to win the day. After she fell unconscious, the heroes further untangled a certain amount of death-energy from Manchineel's body, hopefully paving the way for her to regain her mind as Lucia Urquhart, and Floral returned Gabriel to (mostly) human form.
--In the week of calm after Manchineel fell, the group gathered to play board games, and Lily got into another shouting match with her sister.
- Mutants & Masterminds 3e
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Wyrd Realms
Wyrd Realms is a fresh new setting that I've been working on. I've got broad strokes laid down as to the shape of the world, but the details are a blank slate. Check out what I've got and we can worldbuild as we develop characters. I've got four players already and I'm looking for two or three more to round out the group.
The game will be starting in Freeport, the capitol city of the Libertine States (a close approximation of a Proto-America). The current scenario is that the PCs will be working for a member of the government (CCW) doing Counter-Espionage.
- Pathfinder 1e
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- Star Wars Saga Edition
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- Cyberpunk 2020
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Tanares
Tanares is a high fantasy world with familiar elements, where you are adventurers in the Adventurer's Guild. Your actions and adventures will decide the destiny of Tanares. It uses Level up , a different version of D&D 5th edition.
- Level Up 5e
- closes July 20