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- Pathfinder 2e
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Back to the Beginning
Many years ago, this part of the Realms of Man was ruled by a magic-user named Cyre, a man of great and mysterious powers. He ruled the lands from his mighty castle Stormshelm high in the northern foothills, sheltered by the crags of the Misty Mountains.
Cyre died after a long and peaceful rule, with no heir or successor to his fortune. Yet his enigmatic power seemed to stretch beyond the grave, for no one dared stake claim to his estate, and few dared even venture near the crumbling ruins of his citadel.
Now, centuries later, the outline of the broken towers can still be seen on a clear day from the edge of Mick's Bend, a farming village upstream from the garrison town of Threshold. The "Benders" trade on the legend, variously telling of hauntings, packs of wild dogs, and other such dangers along with copious treasure and magical artifacts ripe for the plucking, a destination at once forbidding and alluring. The lone inn is named the Wizard's Walk, and coin flows as freely as mead when Cyre's riches are the topic of the bard's nightly offering.
Every now and again, bands of adventurers come to the Wizard's Walk, but few have chosen to walk the path, and none have come back heavy-laden with riches. Perhaps you will be the lucky ones?
- D&D Basic (BECMI)
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Youngaberration Kingmaker
Hi I'm Youngaberration. I'm absolutely in love with pathfinder kingmaker and the 2e version is a blast. I've been running the game for my irl group but I'm always curious. How would others do it? That's where you the lovely denizens of mythweaver come in. I want to see what creative ideas and characters this site can come up with. Now I'm new to the play by post style but I'm a quick learner so I'll figure it out. I'm hoping to get a party of four to five interesting characters who want to be leader's of a barony. I also plan on implementing stuff from the companion guide
- Pathfinder 2e
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Ææa Adventurin'
THIS GAME WILL BE RUN BOTH HERE AND ON BADLR AS TWO SEPARATE, UNCONNECTED PARTIES. PLEASE READ THE NOTE IN HOUSERULES ON THIS.
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You are an adventurer, mercenary, or just a do-gooding vagabond looking for a job. Thus, one mild spring day, you entire the Abettor's Guild. A dream, a job, or a pragmatic outlook, you nevertheless confidently stride up to the newest announcement board and look over the scrolls and posters pinned onto it. You find three marked with green wax, the second lowest-rated jobs on the board. The highest rating that you can take.
Whether you're looking for money, advancement in the guild, or simply have an attachment to one of those job postings, you copy down the jobs' numbers and head for the nearest Guildhouse, eager to apply for assignment.
Will you take the one that sounds like a cushy escort mission? Are you suspicious that such an easy-sounding one is not marked as the lowest?
Will the nonchalant pleas of an old couple convince you? Or do you think they're worried over nothing?
Or will you choose the esoteric noble's task? Or is the secrecy too suspicious, especially given its rating?
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Ææa, or Aeaea, is a project I've been working on for longer than I care to admit. Ideas rattling around in the back of my head, campaign ideas that fit the setting, NPCs, all manner of things. It is a still-messy collection of things that I enjoy and want in games, ideas tied together more than loosely, and little tidbits here and there. It is a game world that I intend to be a game world.
For tone, I like to borrow the old Shadowrun parlance and say that I generally end up in Brown Business Suit, am definitely wearing a red tie and socks.
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Applications go here: OG BALDR
Application Houserules are here: OG BALDR
Further houserules are here: OG BALDR
Setting information can be found here: OG BALDR
Rules questions go here: OG BALDR PREGAME DISCORD
Setting questions go here: OG BALDR PREGAME DISCORD
The job postings themselves are here: OG BALDR- Pathfinder 1e
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- Pathfinder 1e
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- D&D 5e
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SMARTAgentKC's D&D laboratory
Got a character race, class, build combo you want to test but don't want to commit to a full game? Got some homebrew that you've been cooking that you want to see in action but you can't because someone won't let you play that? You trying to learn the latest D&D but don't have a safe space to practice? Well folks the name SMARTAgentKC and I'm here to help you all out on that and much more, Come on in, grab yourself a mage armor enhanced lab coat, and a set of lab dice and let's get to work.
- D&D 5e
- closes April 30
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The Golden Scarab
You died.
You were evil and you were killed. The details remain a little hazy, the trauma of death does that apparently, but you were wicked and slain by righteous knights. One of your number, the necromancer, Ekul Ghossalm, escaped your fate, fleeing to Ustalav where he fell in with one faction of the Esoteric Order of the Palatine Eye. After years of working diligently against the cultists of the Whispering Way and the Night Heralds. In that time he changed, setting aside his evil ways and dedicating himself to the destruction of evil undead.
His guilt at abandoning you to your deaths lingered. Knowing your fate, an eternity of torture and abuse, he resolved to do something about it. He could not simply resurrect you, not without having redeemed your souls, but he could animate your remains, bind your souls to them, and give you the opportunity to redeem yourselves. While doing so you can also help with the missions of the Esoteric Order of the Palatine Eye.
- Pathfinder 2e
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Thunder in the Wastelands
Fight kaiju and marauders across a post-apocalyptic wasteland as the crew of heavily armed and armored tank. Pathfinder with Spheres of Might (but no magic)- Pathfinder 1e
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The Wild Beyond the Witchlight
The traveling extravaganza known as the Witchlight Carnival visits your world once every eight years. You have a dim memory of sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret. During this childhood visit, your character lost something. You tried to find it, but the carnival owners—a pair of elves named Mister Witch and Mister Light—were decidedly unhelpful.
"Silly little screeching cricket," said Witch. "You forgot to buy a ticket."
"The carnival goes round and round," said Light. "The multiverse is our playground. Nothing's free and nothing's lost. Every visit has its cost."
As time passed, your heart became less heavy, and you gave less and less thought to those childhood events. Now, for reasons you can't explain, the longing to retrieve that which you have lost has resurfaced, as though an old spell has faded away, allowing you to feel the loss as sharply as if it happened yesterday.
The Witchlight Carnival has returned, and you find yourself standing near a ticket booth by the entrance at twilight, just as the carnival is about to open. There you meet others who look as troubled as you. Without knowing how or why, you sense that each of them has lost something as well. Perhaps fate has brought you together.
- D&D 5e
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Ironfang Invasion
It's a 2e conversion of the Ironfang Invasion Adventure Path!
The Rules topic includes some houserules, common rule interpretations, and special PbP rules.
The Characters topic is where you can find specific character building rules, ask questions, and is where you should make your application threads.
The Codex topic contains maps, NPCs, and things you discover along the way. It will be filled in as we progress.
Make a character app and ask for review when you're ready. I plan to handle this game mainly through BLDR, with an OOC channel here and another on discord. I might try the google slides method or something to let you guys move your tokens and simplify map updates, or I might stick with my method of moving pawns around in gimp based on your posts.
Looking for players willing to commit to a game for the long term. I can usually post enough to keep up with the party. Sometimes that's multiple in a day, sometimes that's 1/week. It's really up to the party, but I prefer 3-5 DM posts/week of varying size.
Apps close on Feb 21, though I'll give a couple days after to get things finished up if needed while I make final selections. I'll probably go with a party of 5, or I may think about running two parties of 3-4. I'm contemplating keeping everyone in a common world, and streamlining some of the minor encounters by splitting them between parties. Not sure if that'll work with larger encounters though, and I'm open to discussion as we go. Could be fun to mix and match so the group can morph over time to fit post rates and personalities.
- Pathfinder 2e
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The Churn
The Churn is a multi-dimensional setting where nearly anything that can be imagined can be found and explored. The setting uses FUDGE as a rule base. This is a rules light system with emphasis on fun over complexity.
The main backdrop of the setting is the space that lies between all other dimensions, The Churn. It is filled with many worlds that float through a colorful swirling fluid referred to as Foam. Some of these worlds contain portals to other dimensions. This vast and ever shifting plane is where your adventures begin. Foundation, the largest world within The Churn and main travel hub, will be the starting point for the party.
Players will assume the roles of members of one of the seven Adventuring Guilds of Foundation. These seven guilds form the backbone of all exploration and discovery within The Churn and the dimensions beyond. Skill sets and abilities of all kinds can be found among the members of all the guilds, but each does lean towards a unique role. Cooperation between the guilds is the norm, but fierce (and friendly) competition is encouraged. Foundation City is the home of the Grand Guildhall where all seven mingle and strategize together.
Brief descriptions of each Guild
The guilds are each represented by and named after a color. Every guild has a churn-world that hosts their own guildhall.
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Red: The Red Guild focuses on providing healing and care to all that need it. Medics, psychologists, and caregivers often hail from this guild. Their guildhall is one of the best places to receive healing care in all of The Churn. The Red Guild leader is an aven named Risha. The Red Guild symbol is a diamond with a line down the center.
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Orange: The Orange Guild values strength and the pursuit of glory above all else. Finding a worthy foe is a constant goal of an Orange guild member. (Note this doesn’t have to be physical strength.) The leader of the Orange Guild is a sentient tiger named Mertes. The Orange Guild symbol is a triangle with flattened corners.
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Yellow: The Yellow Guild in many ways considers itself an extension of the Protector Guild, but instead of waiting for threats to come to Foundation they seek them out. Many dangerous journeys beyond The Churn have a Yellow running them. They often work with the Orange and Red Guilds. The Yellow Guildleader is the rehabilitated evil paladin Morrin Nox. The Yellow Guild symbol is a narrow rectangle that resembles a tower shield.
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Green: The Green Guild works hard to document and collect samples of biological life across The Churn. Their churn-world is dedicated to creating a “backup” of every unique living thing. Very often members of the Green Guild travel with companion animals and plants that they have taken a fondness for while researching. The head of the Green Guild is a massive hyper intelligent plant called Rhizome-12 that spans the entire Green churn-world. The Green Guild symbol is a series of three circles in a diagonal line.
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Blue: The engineers and architects of the Blue Guild are known all across The Churn. Many journeys through the Foam start aboard the ships and vessels of this guild. The Blue Guild is proud to be the main designers and builders of the Grand Guildhall in Foundation City. The leader of the Blue Guild is the legendary Construct Robert. The Blue Guild symbol is a 4 spoke wheel.
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Indigo: Preservers of history and language, and master cartographers. Members of the Indigo Guild are always looking for new stories and ancient secrets to add to their vast library. Some take this goal to an extreme and consider taking valuable objects as part of “preserving” a culture while others aim simply to record and catalog. The Indigo Guild leader is an ancient turtlekin named The Knowledge Holder. The Indigo Guild symbol is a series of three diagonal lines that represents books and scrolls.
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Violet: The members of this guild study and codify all types of magic. Nearly all that is known about magic across The Churn can be found in the endlessly growing towers of the Violet guildhall. Sometimes they butt heads with the Indigo Guild over who has the right to claim magical artifacts. The head of Violet is an elemental named Daan Gust, but he hasn’t been seen or heard from in years. The interim head is the sorceress Alaida. The Violet Guild symbol is a 10 sided star that represents the Violet guildhall world.
This will be run under read-only privacy (players are invited, but posts are public to the whole site) so keep that in mind when deciding if you want to play.
Game closed due to lack of interest.
- Homebrew
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Mummy's Mask
The Blue Scarabs are looking for a master of the arcane to join their adventuring company in the city of Wati.
The party has started Book 2 of the Mummy's Mask AP. Everyone is currently level 4. The party needs a wizard/sorcerer/arcanist that can handle the classic arcane caster duties (examples: blasting, battlefield control, summoning).
The Blue Scarabs:
Terran is playing a ranged rogue.
Starhawk is playing a caster cleric.
Dhemon is playing a melee occultist.
Steel Warrior is playing a melee inquisitor
- Pathfinder 1e
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An Untitled Greyhawk Crime Story
It is the High Summer of 598CY and the The Free City is burning.
Three months of an incredible, historical searing heat has brought drought to the Gem of the Flanaess; withering crops, drying up wells and causing tensions to rise inside the city and out. Refugees stream into the city from every direction, fleeing conflict, monsters and looking for food and water, swelling the population to almost three times the usual. Every night brings a brief, fleeting relief from the oppressive heat... and fires and violence. The boundaries of squalor have surged well beyond the usual lines, drowning entire districts of the city in makeshift shacks, tents and crime. Jara Selarin of the Skullfire Mages has escaped from the infamous Hellspike Prison, taking refuge in the wilderness outside the city and terrorizing the countryside with fire and death. Sludge and slime overflows from the sewer grates, for many, the only source of water that they can find within the walls of the city. A unique curfew has been put in place to deal with the rising heat and rising tide of violence, barring people from the city streets at both high noon and the midnight hours, leaving dawn and dusk as the centers of city life. The Silent Chapel Strangulator stalks the streets; an unstoppable and prolific serial killer who boldly takes his victims from every city district and every level of society: his signature is a kidnapping that is immediately discovered—often done in broad daylight and in the place of the victim is a 24-hour glass, its sand tumbling as time slips towards its inexorable end after which the victim is discovered dead—always missing their pinky fingers. In the slums, especially around Barge End, piles of refuge grow higher and higher. Rats swarm in the gutters, and boldy, and ravenously consume what little food is left and attack the desperate populace. Mayor Nerof Gasgal has recalled the Free City's multiple military forces from its frontiers, specifically the Hardby Marines, the Cairn Hills Force and even the Mountaineers, to bolster the Militia and the City Watch, stretched to its limit. Rumors abound that in the wake of death of the great wizard, Riggby, The Old One has been resealed beneath the ruins of Castle Greyhawk by adventurers... but now an even greater, older evil might walk the Oerth.
The city is at its complete and utter breaking point, with pressure from without and within.
5th-level
- Pathfinder 1e
- closes December 6
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Tales Across the Multiverse
This is meant to be a one-stop shop for several one-shot games. Play-by-post games are slow, getting from level 1 to 20 can take years even in the fastest paced games. This is a chance to try out different concepts in a variety of setting and get a story from beginning, middle, to end. From a Githyanki raiding party riding dragons to take down an Illithid fleet in the Astral Sea, to farmers uncovering the mysteries of a terrible crime and the spirits that haunt to land... the possibilities are endless.
- D&D 5e
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MW Fantasy Football
Yahoo! League Page
It's just about time for one of the most popular pen-and-paper fantasy games of all time!
This is a true classic pen-and-paper fantasy game, lovingly crafted into the world famous game we all know and love today. Dozens of similar games have been created as a result of the popularity of this game, but the original has only grown in popularity since its creation in 1963.
We're not talking about Dungeons & Dragons; that came around ten years later, as did the golden age of wargaming. No, this is the game where fantasy gaming meets the real world in real time, the game that invented a genre: Fantasy Football.
You, the players, will each draft a team of active players from the National Football League. As the NFL season progresses, your team earns points based on the actual production of the players on your fantasy team, earning wins and losses to determine which teams advance to the playoffs, and ultimately, one victor at the end of the year.
Are you up to the challenge?
We are looking for at least 10 managers, with room for up to 16. Many of the same managers play from year to year, but the teams are newly constructed each time and all are welcome to join. It will be a friendly but competitive game, running from the beginning of September to culminate in a championship matchup ending December 31. Close out the calendar year with a fantasy championship!- Live standard draft, with pre-ranked autodraft option
- Head-to-head matchups
- Single-elimination playoff bracket with week 17 championship
- Yahoo! scoring, 0.5 PPR, superflex
- $100 FAAB waiver budget ($0 bids allowed)
- Annual redraft (no keepers)
Interest piqued? Whether you are a fantast football veteran or a complete newbie, there is a lot of fun to be had in drafting and managing a team. Now, here are the rest of the
boringimportant details:League Structure
The league will be comprised of individual managers who each run one team. There will be an even number of teams, with at least eight but not more than sixteen.The game is played in weekly head-to-head matchups, wherein two teams earn points from their players which are added up into a weekly score. The team with the highest weekly score earns a win, and the other team earns a loss. It is possible for both teams to earn a tie, albeit unlikely because point totals may be fractional and are not rounded.
There will be a regular season of thirteen or fourteen games, after which a two- or three-week single elimination playoff bracket between the highest ranked teams will determine a final victor. The number of teams to enter the playoffs will be the greatest even number such that not more than half of the league enters the playoff bracket: for eight or ten teams, four teams will make the playoffs; for twelve or fourteen teams, six teams will make the playoffs, and for a sixteen-league team, eight teams will make the playoffs. In the case of a six-team playoff, the top two teams will earn a first-round playoff bye. The length of the regular season will be adjusted so that the championship matchup occurs in week 17 of the NFL season.
Team Composition
Each team will have room for players to earn points in the following positions:- 1 Quarterback
- 2 Wide Receivers
- 2 Running Backs
- 1 Tight End
- 1 W/R/T (or "Flex") that can be any Wide Receiver, Running Back, or Tight End
- 1 Q/W/R/T (or "Superflex") that can by any Quarterback, Wide Receiver, Running Back, or Tight End
- 1 Placekicker
- 1 Team Defense/Special teams
Teams will also have five bench spots that can hold players of any position but do not earn points for the week, and two IR spots that are only fillable by players that are currently on their NFL team's injured reserve or IR/designated list. If there are more than twelve teams in the league, that will be reduced to four bench positions and one IR.
Point Scoring
Players will earn points for their teams based on the following statistical categories:Offense Point Scoring
Category Fantasy Point Value Passing Yards 0.04 (25 yards per point) Passing Touchdowns 4 Interceptions Thrown -1 Rushing Yards 0.10 (10 yards per point) Rushing Touchdowns 6 Receptions 0.5 Receiving Yards 0.10 (10 yards per point) Receiving Touchdowns 6 Return Touchdowns 6 2-Point Conversions 2 Fumbles -1 Fumbles Lost -1 Offensive Fumble Return TD 6
Kicker Point Scoring
Category Fantasy Point Value Field Goals 0-39 Yards 3 Field Goals 40-49 Yards 4 Field Goals 50+ Yards 5 Point After Attempt Made 1 Point After Attempt Missed -1
Team Defense/Special Teams Point Scoring
Category Fantasy Point Value Sack 1 Interception 2 Fumble Recovery 2 Touchdown 6 Safety 2 Blocked Kick 2 Kickoff/Punt Return Touchdown 6 Points Allowed: 0 10 Points Allowed: 1-6 7 Points Allowed: 7-13 4 Points Allowed: 14-20 1 Points Allowed: 21-27 0 Points Allowed: 28-34 -1 Points Allowed: 35+ -4 Extra Point Returned 2
Draft
Managers will select their teams by means of a standard "snake" draft.
In a Live Standard Draft, every team selects one player per round until their roster is full. The draft order reverses each round, so the team that starts the first round will end the second, and the team that ends the first round will start the second.The draft will be conducted using Yahoo!'s live online system, which shows undrafted players sorted by position and ranked according to their own expert rankings. Each manager may also modify the player rankings or add their own, if desired. The draft will occur between the end of the NFL pre-season and the start of the regular season, at a date to be determined.
If a manager is unable to attend the live draft, the Yahoo! system will automatically draft a team based on their expert rankings or, if configured, the manager's own pre-draft rankings. The automated system will choose the best available player for each pick while ensuring that each team's starting roster is complete. If a manager missed part of the live draft or exceeds the two-minute time limit for a single pick, the automated system will also select the best available player for that team.
Trades
Managers are free to trade players with one another, at any point after the draft until before week 12 of the season. If an unequal number of players are traded, one team may need to drop one or more players to waivers in order to maintain a proper team size.Each manager is expected to make moves and conduct trades in good faith, for the betterment of his own team. Acting based on money, favors, promises of future trades or other actions, or anything other than the players involved is not allowed. Making trades that are not intended to benefit your own team are not allowed.
On the other hand, it is no one's job to adjudicate that each and every trade is completely fair and balanced in the eyes of public opinion and every other manager. A deal that may seem unfair, lop-sided, or ill-advised will not be vetoed, as long as both managers are acting in good faith for what they each believe to be the betterment of their own teams.
Rosters
Each team will earn points every week for the players that are in each position of their active roster, not including bench and injured reserve slots. Players may move freely between eligible positions on the team until the scheduled kickoff time of each player's NFL game, after which they will be locked until the week is accounted. Locked players may be dropped to waivers only if they are in a bench or IR position.
If a team exceeds the number of allowable players at any position, whether by acquiring players via trade, free agency, or waivers, or a player that is no longer eligible for injured reserve, that team will be unable to make any roster moves, trades, or waiver acquisitions until reducing their team to the proper size, with all ineligible players removed from IR positions (or any other position for which they may no longer be eligible).
Waivers
Players that are not on any fantasy team may be acquired throughout the season via free agency or the waiver wire. Players that are unowned and have not yet played in a game for the current week will be available as free agents, which anyone can acquire at any time for no cost. After the start of each players' NFL games every week, they will be moved to waivers until the following Tuesday. Players that are dropped by a team, and players that are not acquired during the draft, will be on waivers for two days.Each team will have a Free Agent Acquisition Budgets (FAAB) of $100 in virtual currency with which to sign players from waivers. At any point during the waiver period, a manager may select a player to sign along with a FAAB amount they wish to bid on that player. A bid of $0 is allowed. At the end of the waiver period, the team which had bid the greatest amount on each player will win the bid and pay that amount to acquire the player. Other bidding teams, if any, will pay nothing. In case of a tie, the winner will be decided by a continuous rolling priority list.
Have Fun!
Above all, the purpose of the league is to compete while having fun and vying for some bragging rights at the end of the year. Smack talk is part of the game and encouraged, but we are all friends and would like to remain that way after the season is over.If there are any omissions in the rules, defer to the standard operating rules of the Yahoo! fantasy league. If anything herein is misstated or not possible within the Yahoo! system, defer to that system's behavior and capabilities.
- Miscellaneous
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- City of Mist
- closes February 6
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- D&D 5e
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Rise of the Runelords
"In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city." -Summary of Rise of the Runelords Anniversary Edition
- Pathfinder 1e
- closes March 17
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Immortals
"All men's souls are immortal, but the souls of the righteous are immortal and divine."-- Socrates"It is said that the gods play games with the lives of men. But what games, and why, and the identities of the actual pawns, and what the game is, and what the rules are—who knows?
Best not to speculate.
Thunder rolled…
It rolled a six."-- Terry Pratchett, Guards! Guards!- D&D 3.5e
- closes November 1
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Curse of the Crimson Throne - PF2E Conversion
This will be a play through of the Pathfinder Adventure Path, Curse of the Crimson Throne, converted to Second Edition. We will be using a number of variant rules; specifically Gradual Ability Boost and Free Archetype, and a number of practices to improve flow and preserve momentum in a Play-by-Post format.
We will be using these forums, as well as a Discord server, for communication and chatter related to the game. However, all IC posting will be done via the Forums, here. I have, and hold myself to, the following expectations:
- An IC post or update no less than two times per week, with an average of three to four.
- Open and honest communication in regards to availability, scheduling, or other issues which may lead to player, or GM, absences.
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During Encounter Mode we will be using Block Initiative which means:
- Player & NPC Initiative will be rolled by the GM; in accordance to Player-stated Exploration Activity
- Players with a higher initiative score than the NPC's may post their actions in any order.
- The GM will post & summarize PC actions & NPC reactions. Any conflicting actions caused by the the timing of Player's posting will be evaluated and resolved in a manner most advantageous to the Player.
- All PC's may post, in any order, as the end of the initial round and the beginning of the next round occur before the NPC's react and the GM summarizes actions.
- The timing of any effect or ability that would be confused by this Block Initiative posting order will be evaluated and resolved in a manner most advantageous to the Players.
Recruitment will be open for three weeks, ending Friday February 23rd, with selections being posted by Sunday February 25th. I plan on recruiting six players, I feel this will provide enough interactions between players to make for interesting role-play and character connections, and allow us to maintain momentum during Encounters, even if real life commitments precludes one of our characters from being able during a particular encounter. I will be recruiting a balanced party, both with roles, and with connection to the setting.
- Pathfinder 2e
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Wild Wild Wasteland
The wastes are a land where the law is far away and justice is had at the muzzle of a gun. Grab your duster and saddle up the Iron Horse, rev the engine and let's get going.
Fair warning, this is a Penchant game so you know what you're in for :D
This is a genre mashup of Wierd West, Dieselpunk and Aetherpunk. It takes place in a fantasy world of my own creation. This is not Tolkien fantasy in the least. No elves, dwarves, etc.
I'm still filling in the details, but I feel like there's enough down that you know what I'm working towards. I'm looking for thematic characters and dedicated players. Pop in and start an app or ask me some questions on the Character Creation topic.
https://www.myth-weavers.com/index.php?/topic/10205-character-creation/
- Pathfinder 1e
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When Our Mortal Bodies Lie in Death
When Our Mortal Bodies Lie in Death
(Art Credit: "Funeral in Carpathia" by ImTdeviantarts on deviantart.com)
"Long is the way and hard, that out of hell leads up to light."
~John Milton"Eternally that stifling reek arises,
Blotting the dome with smoky, terrible towers,
Black, strangling trees, whispering obscene things
Amongst their branches, clutching with maimed hands,
Or oozing slowly, like blind tentacles
Up to the gates; higher than that heaped brick
Man piled to smite the sun. And all around
Are devils."
~Stephen Vincent Benet- D&D 5e
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Fiends
The blood war has waged for uncounted eons, since history began, and perhaps even before it. However, both the demons and devils know that the true prize is the prime material plane, and even if it takes an eon or two to arrange a meeting, it's still going to happen when you live forever.
So it was that a group of the highest ranking arch devils and demon princes met to hatch a fiendish plot. A gate would be built, but it would be no ordinary gate. This would transport a select cadre of both camps to the Prime, transmogrifying them as it did so that they would no longer be beholden to the rules for outsider travel, but would instead have unfettered access to that most prized location. This elite group would set up a base and begin the preparations for full scale invasion, and the rich harvest of souls could then begin. Perhaps even the blood war could be ended.
And so it was, another eon later, that the selected army of high ranking demons and devils were assembled before the gate that had been built by the mage smiths of both races, deep in Pluton, the lowest plane of Hades. Of course choosing the middle ground required the services of the Yugoloths to act as mediators, the price for which was their own contingent in the invading army.
Intoning horrible words of power, the gate was opened, and the army stepped through.
Needless to say, both sides were lying. End the blood war? Share the Prime with the hated enemy? Not bloody likely. Both powers were needed to make the gate work, but neither side had any intention of letting the other through. The devils, arch crafters of law, delved deep into their wellspring, and crafted a law lattice as an integral part of their half of the gate, against which the creatures of chaos would be smashed. The demons for their part, no slouches when it came to backstabbery, delved into their own lore and crafted the metaphysical equivalent of a thorny hedge, against which the creatures of law would be helpless, ripped asunder. Not only were the Yugoloths aware of the double treachery, they were involved in the creation of both lattice and hedge, and then of course spent time building warding spells that would ensure their contingent passed through both barriers, leaving the demons and devils behind
It goes without saying that the hedge and the lattice didn't sit well together, but instead merged into something truly terrifying. As soon as the army passed through the gate there was a titanic explosion. It not only killed all those in the Gate room, it wiped the entire lower plane of Hades from existence.
The elite cadre of Ta'anari, Baatezu and Yugoloths that entered the gate didn't fare too well either. Most were utterly annihilated by the hedge lattice construct. Only a very few were able to push past/through the construct to the Prime beyond, but each of those suffered horribly. The first things to go were their items, weapons and armour. Enough magical equipment to sate a god of avarice was stripped away and torn to shreds by the insatiable lattice hedge, and as those few creatures continued forward, it began to tear away at their essence. Eons of training, knowledge and power were torn away like so many leaves in a wind storm. By the end of it, those few that were left and managed to battle past the lattice hedge had regressed so far that they were, once again, eggs...Eggs though that quickly hatched, spilling their newly formed prime bound outsiders into the world...- D&D 3.5e