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The Ullanor Crusade
This is a concept I've wanted to do for years, ever since I first found the Deathwatch RPG - a game set during the Great Crusade, before the Heresy, before Horus was even declared Warmaster. I'll readily admit I'm not super knowledgeable on 30k lore, I haven't read the Horus Heresy books or anything, but I still really like the idea of a Deathwatch game set back when all eighteen (surviving) legions were nominally loyalist and the Emperor was still alive and active. The Ullanor Crusade seemed like the perfect setting for such a game.
Obviously the Inquisition and the Deathwatch itself don't exist yet, but this campaign would follow a small strike force of Astartes taken from the many different legions and sent on special missions. The Luna Wolves, Ultramarines, and White Scars were the most heavily involved in the Ullanor Crusade, but I think fourteen of the legions were involved in some capacity; your characters can come from any of the eighteen legions.
I'll most likely be using a heavily modified version of Rising Tempest, with the first chapter replaced with probably Extraction from the core rules. If the game goes on long enough, and people are interested, I may continue the game into the Horus Heresy era, either continuing in Deathwatch or porting over into Black Crusade depending on which side the squad goes with.- Deathwatch
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Rultmoork
AS ABOVE ...
... SO BELOW
Explore wasteland ruins and uncover mysterious clues to the past.
The adventurers investigate a solitary spire of stone in on the edges of the barren mountain
wastelands. According to legend, water once sprung forth from this spire,
blessing the land with life.
Now, the land is dry, the ancient site in ruins, and a wondrous waterclock
is stagnant. This stagnation infuses all beings, from the strange cultists on
the surface to the former elemental guardians.
It is up to the adventurers to defeat the ancient evils within Rultmoork,
restore the waterclock, and bring life back to the land.
CAMPAIGN FEATURES
- Playstyles for all player types such as roleplaying, ruin exploration, investigation, riddle and puzzle solving, extreme combat, and dungeon delving.
- Wasteland Archaeology: Explore ancient ruins, marvel at murals, decipher a lost language, and piece together clues (some of which are magic items!)
- Visions of the Past: Travel through time and become priests living 1,000 years in the past to conduct a roleplaying-rich murder investigation
- Brutal, unique monsters that require both brains & brawn to defeat.
- Three nightmarish bosses to challenge even the most experienced groups .
- Logical environments reward players for paying attention and engaging with the wonders of Rultmoork.
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New Language: Grekian! Riddles and clues appear in a runic language players must decipher using the lexeme amulet (via a handout wheel) or by devising their own cipher.
A WORD OF WARNING
Rultmoork is a challenging and deadly adventure intended for veteran players.
Only the truly skilled and fearless should dare venture into this place.
GAMEPLAY DETAILS
Theme: Complex Fantasy
Campaign World: Midgard (Kobold Press)
Starting Level: 5th
Ending Level: 10thWelcome friends to Rultmoork. I would like to lay out my expectations up front.
- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live. Rultmoork is an incredibly challenging adventure designed for the veteran player. It will take all your wits to survive.
- I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together. I also allow a lot of Kobold Press 3rd party material to give my players more options than what is allotted by the base 5e system.
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Unless I tell you otherwise... assume you can play with all the beautiful scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one.
CHARACTER CREATION
Character Creation & Play Guidelines
Get the File by Clicking Here
Character Submissions: You will also need to start a thread in the applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.5th Level Characters: Since this campaign starts at 5th level, each character will receive an additional 400 gold pieces on top of their starting equipment and can select one magic item from the list below:
- +1 weapon
- +1 shield
- +1 rod of the pact keeper
- +1 wand of the war mage
- +1 all-purpose tool (TCE)
- +1 amulet of the devout (TCE)
- +1 arcane grimoire (TCE)
- +1 bloodwell vial (TCE)
- +1 dragonhide belt (FTD)
- +1 moon sickle (TCE)
- +1 rhythm-maker
TECHNICAL STUFF
Application Deadline: April 20th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 6 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!- D&D 5e
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Dirge for the Lost: A Story of the Dead
Dear Evelyn,
I never thought I’d say this, but I miss your constant nagging. You were always the one reminding us to ration our supplies, to check the perimeter, to keep our guard up. But now that you’re gone, it feels like we’ve lost our compass. I remember the time we argued about whether to let that family into our camp. You were adamant that they were trouble, but I insisted on giving them a chance. Turns out, you were right. They stole from us in the dead of night, leaving us more vulnerable than ever. I wish I had listened to you more often.
There’s an emptiness in the camp now that you’re not here to fill it with your fire-sharp tongue and sharper wit. We might have butted heads more times than I can count, but I respected you, Evelyn. You were the glue that held us together, even when we were falling apart. And now that you’re gone, I can’t help but feel lost.
I hope wherever you are, that you can find some quiet to finally read your stupid fucking cowboy romance books that you carried with you all the time. Now I'm carrying them because they remind me of you, I even read through a couple of them. I have no idea why you liked them so much, they're all crap - but I guess it was just something to help you turn your brain off and shut out the rest of the world...
Rest in peace, Evelyn. We’ll do our best to carry on without you, but it won’t be easy. You were the heart and soul of this group, and we’ll never forget you.
Dear Luke,
I’ll be honest – I’m not mourning your death. In fact, part of me is relieved that you’re finally out of the picture. You were nothing but a burden to the group, always complaining and never pulling your weight. We tolerated you because we had to, for little Amy's sake, not because we wanted to. You were a bully, plain and simple, beating on her and anyone else when you didn't get your way, and I’m glad I won’t have to deal with you anymore.
I remember the time we were low on food, and you insisted on eating more than your fair share by stealing from the communal food supply. You didn’t care that others were going hungry; all you cared about was satisfying your own selfish desires. Making sure that number one was taken care of. Well, guess what? Now you’re the hungry one. Hungry forever, because you're a walking, rotting corpse that's missing its lower jaw and left leg. I think death liberated you; allowing you to finally show the monster that you were on the inside all along.
You were a liability from the moment you joined our group, and I’m not sorry to see you go. You were a coward, Luke, and now you’re paying the price for your disgusting chicken-shit behaviour. I won’t shed a tear for you; you didn’t deserve my pity when you were alive, and you certainly don’t deserve it now that you’re a freak.
Don’t expect me to think back on you or miss you fondly – you’re not worth the effort. I hope you burn in hell.
Dear Simon,
I never told you this when you were alive, but I envied your optimism. No matter how bleak things got, you always found a reason to smile. It annoyed me at times, I won’t lie. There were moments when I wanted to shake some sense into you, to make you see the harsh reality we were living in. But now that you’re gone, I find myself missing that unyielding hope of yours.
Remember the day we stumbled upon that abandoned bookstore? You were like a kid in a candy store, browsing through the shelves as if each book held the key to our salvation. I scoffed at your enthusiasm, dismissing it as foolishness. But now, as I sit alone in the darkness, I wish I had shared in your excitement. Maybe then, I wouldn’t feel so empty.
Your laughter used to fill the silence, reminding us that there was still joy to be found in this desolate world. I took it for granted, assuming that you would always be there to lighten the mood. But now that you’re gone, the silence is deafening. And I don't know if I have the drive to continue on any further...
I... I think I may be seeing you soon Simon, sooner than everyone else thinks. They're stronger than I am, but you were the strongest of us all. If even this nightmare took you away from us, if even this fucking hellhole beat you down and snatched your life away, then how are we going to make it? Huh? How?!
I... I pray to God it's better in the next life, and that I can hear your laughter once again once... once I cross over.
The Walking Dead is a popular post-apocalyptic horror franchise created by writer Robert Kirkman and originated as a comic book series first published in 2003 by Image Comics, expanding into various forms of media throughout the years, including a highly successful television series, novels, video games, and merchandise. Free League Publishing, a renowned Swedish tabletop role-playing game publisher, developed "The Walking Dead Universe RPG" in collaboration with Skybound Entertainment, the company behind "The Walking Dead" franchise using a more abstract rendition of their Year Zero Engine. The game was designed by Nils Hintze (Tales From the Loop, Vaesen) and Joe Lefavi (ALIEN, Blade Runner) as producer and brand manager, along with Free League's co-founders Mattias Haake (Symbaroum) and Tomas Härenstam (ALIEN, Blade Runner) who serve as editors and project managers.
In "The Walking Dead Universe RPG", you'll be thrust into a grim and perilous world where survival is paramount, and every decision can mean life or death. You'll step into the shoes of a survivor struggling to stay alive amidst the chaos of a world overrun by reanimated corpses, referred to by many names but commonly known as "walkers" in the show. But this game isn't purely about surviving and isn't just about avoiding the undead; it's about navigating a complex web of interpersonal relationships, moral dilemmas, and the constant struggle for resources in a world teetering on the brink of collapse. This is a game about decisions, and what effects your decisions will have for everyone in your survivor's life - and your survivor themselves. The challenges you'll face are never trivial, and they can appear from just about anywhere - from the lack of essential supplies, internal conflicts within your group, an approaching herd of undead hungering for your flesh and blood, or another hostile group of survivors looking to take what's yours.
There are two (technically three with solo play) ways to play the game - campaign mode and survival mode. Survival mode scenarios act essentially as one-shot adventures that immediately thrust you into a rather acute problem with pre-determined situations and characters - putting you right into a dramatic and dangerous encounter that must be handled immediately. Campaign mode, however, works akin to a creative writing session where the story is not predetermined and the goals, choices, and consequences that your characters create and endure while struggling to survive create a storyline. There are two ways to run a campaign as outlined, free play and seasonal play. Free play means playing session after session until something happens that makes it evident that the story has come to an end; it's more freeform and loose, providing a lot of freedom for all involved in how they'd like to structure the game. Seasonal play is more structured and contained, with an overall plan for a beginning, middle, and end that incrementally escalates as time goes on, with multiple seasons occurring throughout the length of the campaign. Each new season brings the chance for a fresh start, as new players can come and go - while current / remaining players can decide to continue playing their survivors (if they live) or start fresh with new ones, with new issues and challenges for the group to face. For this game, we'll be playing in a seasonal campaign format, allowing for a sense of progression and structured development while also providing dynamic opportunities for new beginnings and fresh challenges that compound over each other as time goes on until the big finale of the season.
Mechanically, the game functions in a very similar manner to other Year Zero Engine games like ALIEN, Mutant: Year Zero, Blade Runner, Tales From the Loop, etc. As a core mechanic, you roll a number of six-sided dice decided by the value of your base attributes and your skill combined. The more competent you are, the more dice you get to roll. Any roll of 6 indicates a success, and multiple successes will trigger powerful bonus effects. Rolls can be pushes, i.e. re-rolled, at the risk of the situation deteriorating from risky and bad to worse and perilous. The system itself is fairly abstract and focused moreso on the narrative 'role-play' end of the spectrum compared to 'crunchier' Free League games such as Twilight: 2000, but it is certainly brutal and unforgiving - capturing the essence of an undead apocalypse well.
I'm looking for five to six players to star as the central characters in the first season of Dirge for the Lost, set amidst the backdrop of the Southern Rocky Mountain region roughly a month and a half after the collapse of society. I am also looking for a Co-GM to assist with the running of the game and having to take over regarding a planned absence on my part. Backup players or applicants not chosen can continue to play in a solo or semi-solo capacity upon request, which I would be happy to oblige! Players do not need any localized knowledge of the region or lore knowledge of The Walking Dead, although that is great if you do. Experience is not required, although some familiarity with the general Walking Dead Universe is preferred.I intend this game to aim for a literate roleplay experience, meaning that posts should consist roughly between 2 - 5 paragraphs in response which should be interspersed with interactions, conversations, and inner dialogue; at minimum however, it should be a semi-literate experience with at least one paragraph responses; a paragraph being at least three sentences and an interaction with the game world. Due to the type of experience that I'm looking for in posts, a posting rate won't necessarily be defined or enforced as we all have those moments in Play-by-Post where we're waiting for a response to another post from a certain player or awaiting for the GM to move the scene along. We're also all busy people, myself included, and simply enjoy games like this to have fun. Players should, however, be actively engaged in the setting and in the narrative in whatever way they can, and should want to be a part of this game.
This game is intended to fall within the realm of a 'soft-R' rating. While we may explore mature themes, any content of a severe adult or graphic nature will be handled with sensitivity. Scenes of this nature will either 'fade to black' or be alluded to in a manner that maintains the comfort and enjoyment of all players. As with other Free League games, and The Walking Dead especially, this game will be a mix of faster paced action interspersed with player-led RP scenes; a focus on roleplaying and immersed horror writing being favored more, as combat in this system can be incredibly brutal - with one dice roll determining the fate of your character either from a walker bite or a bullet to the brain. Players in this game need to maintain the understanding that your characters will more likely than not die, often in horrific ways as is often the case in The Walking Dead media. That being said, life is precious, and I prefer that characters are more than cardboard cutouts. I encourage each player to think about character ideas and options and be prepared for multiple characters, with some depth, over the course of the campaign seasons.
Posts for this game will be made and hosted on Myth-Weavers, with OOC communication and coordination on scenes or roleplaying segments being done both through Myth-Weavers and Discord. Please feel free to reach out if you have any questions and/or concerns, and I hope to see you in the game and making wonderful, terrifying stories together!
- Miscellaneous
- closes May 10
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- D&D 5e
- closes September 30
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The Borderlands
New PBP GM, looking for mix of new and old PBP players. Perhaps even an experienced GM advisor if someone is willing! The Applications tab has more information about creating characters for this game.
The Borderlands doesn't aim to tell any specific story, but we will tell a story by the end of it (if I've done my job right).
This is a player-driven open-world adventure. My goal is to learn how to work the Play-By-Post system, and provide an enjoyable space to learn!
Using the DnD5e ruleset, I will be building out adventure scenarios for the players to deal with. I prefer to avoid pre-writing tons of plot in favor of building an interesting story collaboratively with the players. I prefer to have the players take agency, and the world with act and react.
- D&D 5e
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Dream of Forever
~Once upon a time there was a…mortal. Of flesh and blood just like you and me, child. This mortal was like the others, for the most part. They had a life like you and me, friends and family like you know and they had something they were good at and made their life from. Greatness…that was a far off reality. They would live and die like ants, as most people do. They were nobody, no matter what they did or what blood they carried in their veins. When death would take them, their names would eventually be forgotten.
Yet, we know their name child. That is because they had something over the others around them. Their dreams. Hope, faith and a measure of dreaming is something that can strengthen a man, make them move forward. Make them look up to the sky and… Hope, hope that something will grant them deliverance from the banality of their lives. One day something came onto their path and it caused them such trouble and worry, that they were at a loss on how to resolve it.
Until they had a dream.
A restless one, where they were given whispers and visions by the one they revered. They spoke to them child! A prayer answered! ‘Heed now mortal, servant of mine, child of mine, listen to my words for I am your deliverer.’ They said in a voice so strong it shook the very core. ‘Far and close, known and unknown, there is a village in the heart of Europe. There you will find the key to make your wish come true. There you will find the solution, the cure for the trouble that ails you! You can become greater than you are young one. Come here, I command it by the power you have vested in me! I, your saviour!’ At this point the mortal does not know if they are awake or still dreaming. ‘Be brave and step out. The silver road is open, as it is open to others. Your trial has begun. Come to Carnuntum. Where the Pagan’s Gate lies.'
This is the start of their story. ~
-Setting-
Europe in the year 705 AD. The Franks are at the forefront of recovering some semblance of Rome’s former glory and giving Christians the stable foothold that they desperately need. The Slavic and eastern tribes have poured deeper into the continent and settled with their strange ways and gods, dominating the central and eastern half of Europe with eyes hungry for more.
The Eastern Empire is facing a crisis as their borders shrink and their coffers run dry. Conflicts with the Persians and the rising Islamic Arabs have made them lose much and caused immense instability within the Empire. Instability further aggravated by the once exiled emperor Justian II’s recent reascension to the throne. God have mercy, for the despot has returned. Then there is the eerily quiet north, the Norse calmly prospering. But how long until they decide to pour out?
But there is more beyond the mortal and known. Puppeteers from the shadows are working diligently to fulfill their ambitions. Not all is what is seems and you are about to find out which myths and legends are true.- Vampire: Dark Ages 20th Anniversary
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Break!!
Dynasty: Endless Venture 49!!
The original Dynasty was a staple franchise of the 00's. It was a 3d MMO with Roguelike elements and procedural dungeons and a solid following. It went through several editions and major updates but the servers went offline in 2015. Things have been quiet for a while but rumors of a modern update have been swirling for the last couple of years.
Today you got your Willie Wonka Golden Ticket. You received a login code and link for a beta test for fans of the game. This is the final beta before wide release and is supposed to be free of gaming journos. The betas have been closely guarded and there have suspiciously been no leaks. People speculate that it's a bad game that they don't want it known before people start putting up money for it, but the videos released for the game have been beyond spectacular. While it's possible it's another Cyberpunk 2077, it doesn't matter because you're about to find out and for free. You have an interface to generate a character and a countdown clock for when the servers go live. The question is, what kind of Living Adventure are you going to have before the MMO gets flooded by the unwashed masses?
- Break!! RPG
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Star Wars: The Dawn of Defiance
What is Dawn of Defiance?
Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set two years after the events of Revenge of the Sith, the adventures in the Dawn of Defiance campaign are designed to provide players and GMs with the iconic Star Wars Roleplaying Game experience, set against the backdrop of the tyranny of the Galactic Empire.
The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 20th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure should provide the heroes with ample challenges to gain two levels per adventure.
This is a continuation game from OGMW.
- Star Wars Saga Edition
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Tomb of Annihilation
Tomb of Annihilation: What is this mysterious death curse? Will our intrepid adventurers and their allies find a means of stopping it? Find out in the episodic adventures of our heroes as they explore the jungles and ruins of Chult.
- D&D 5e
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The Crystal Heroes of Terat
Greenbrook. A small, unassuming hamlet of about two thousand inhabitants on the outskirts of the Forest of Harpa, on the Lomorre side. Technically under the aegis of Baron Gerente, and in turn Count Ernaut, and finally Duchess Adeliz of Lomorre. Like many other villages, it has a Crystal Pool on its outskirts, secured by little more than a simple fence, the respect the people of Terat have for the Crystal Knights dissuading any casual would-be vandals. (Well, that and the fact that it's functionally impossible to damage or deface a Crystal Pool anyway).
Even in such a small village, though, the lure of the Knights is strong. Thus, on the Winter Solstice of 563 F.B., a small number of teenagers made the journey to the nearby town of Rosefield, and from there took the train to Lomorre to begin their training at Fort Naoth.
Now, they return, in the company of a Royal Archivist, to undergo their Blessing Ceremony and from there begin their First Trial, Terat their metaphorical oyster to find fame and fortune in as Blessed Knights of the Kingdom.
Even they, however, would have no idea just how important they would become to Terat's future...
- Mutants & Masterminds 3e
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- Pathfinder 1e
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- Vampire: The Masquerade 20th Anniversary (4e)
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Vale of the Fateless
The Empyrean Vale is the name it was given in the books, named for the fabled celestial giant that once called it home. No one alive today remembers when it was commonly called this though. Now it's the Vale of the Fateless, a place of new beginnings.
Several generations ago, the King-Priest of Carysand declared that those who enter the Vale become invisible to the judgement of the gods. The original inhabitants were exiles and criminals fleeing their pasts, their families or debts or the hand of justice. Those who succeed in their flight may not be pursued. As long as they remain in the Vale, their pasts are irrelevant.The Vale exists on the southern edges of the Holy Kingdom of Carysand but such is the might of the King-Priest's decree that the many smaller governments on the edge of the Vale still honor this. It is a place of second chances. Those who go against the decree and pursue a bounty or a grudge into the Vale find themselves very much in need of the Vale's protection as they will be executed if they should ever return.
Why the King-Priest made this declaration that day is a mystery to all but, perhaps, the current King-Priest. Since that decree, many have decided that those born in the Vale, born from exiles, are considered to be fateless themselves. They have no destiny. Some consider this superstition and ignore it entirely while others consider the Valeborn, the fateless ones, to be less than 'human,' and treat them quite poorly.
The Valeborn themselves are as mixed in outlook at any other sentient beings. Some consider their lack of fates to mean they don't matter to the world. Others consider it freeing, choosing to see it as being free to choose their own paths without celestial interference. Many still think it all a sham and choose to not believe in any of it at all.
Our story began in Empyrean's Rest, a mid-sized town near the center of the Vale. A mysterious new predator has been ravaging the countryside with it's insatiable appetite. The beginnings of a famine have set in and the remaining livestock in the area is being herded closer to town with people abandoning their homes, hoping to protect themselves and their animals until the creature can be brought to heel.
Meanwhile, the Lady Illuvia Xanathel and Ser Gavan Sunsetter have come to town. Construction of large manor house has begun and the pair, recently exiles themselves, have arrived from Carysand with mysterious intentions that seem to be leading towards a coup to the local order.
Update: With the famine resolved, the source being destroyed and some indebted merchants from outside sending food into the Vale to help, the party is free to focus on their own problems. They've recently woken up an ancient druid who was imprisoned before the Vale was created and has a lot questions she wants answered. You'll be joining during a fun interlude though as our party is about to go out onto a pirate hunt!
What we're looking for:
This party of six is approaching the end of it's first main story arc, a halfway point to the game's larger story. With the end of this arc, we have one - possibly two - players who are retiring their characters. This leaves us with an open spot coming up that I've decided to go ahead and get filled. Don't worry though! I plan to introduce you right away, or quickly as I can reasonably make it fit.
The party is currently level 6
Starting Stats: Standard Array - 15, 14, 13, 12, 10, 8
Allowed Classes: All 1st party classes except Artificer
Allowed Races: All characters will be made using Tasha's Custom Lineage and flavored to be the race you want it to be.
Allowed Sources: Core Rules + Xanathar's + Tasha's. Other first party content may be allowed on a case by case basis.
I will allow you to start with one uncommon magic item but it cannot be numeric power enhancer. So no +1 weapon/focus/etc but a bag of holding would be fine. Also 2 standard healing potions. We'll talk about other magic items since the party has picked up a few by now.
I do not allow PCs to fly as it does not fit in this game. This includes magic items, the fly spell and some subclass abilities. If you want a subclass that eventually flies, I am open to working with you for a suitable replacement to that ability. The only exception to this is wild shaped druids as I feel the natural limitations of those flying forms prevents it from causing the types of things I don't want to see in a game.
You are good characters. If we still used the traditional alignment chart, only those three choices ending in 'good' would be appropriate for you. I don't get into the nitty gritty specifics of that but I want characters who are generally good people and generally aren't prone to having other people solve problems for you. I'd love for you to want to actually play the game!
The game's official posting requirement is 2 posts every 3 days. I'm not typically very anal about enforcing it though so long as we are generally sticking to that rate. This game is over a year old now and has only had one or two small lulls where I had to spur the game on to keep it going. It's moving great and we all want to keep it moving great! As always, communication is the biggest key here. If you are waiting for Bob to post before you post and he hasn't posted in two days, politely mention that you're still with us and waiting for Bob. How awkward would it be if Bob was waiting for you while you were waiting for Bob? Now the game is dead! Thanks Bob.
On that same note, we all know how life can be. If things are hectic for a few days or something came up and you need to focus on that, we understand. Grab your phone and shoot us a quick message during your next poop break, "Hey guys, stuff happened, gonna be slow for the next week. Sorry." And if it's during combat, maybe just ask someone to act for you (i'd rather another player do it than do it myself out of fairness.)
So now for what we're looking for in-character! This game is heavily leaning towards social and combat with a medium lean on exploration. A character who wants to interact with other people and will take story threads or just personal threads and engage with is ideal. Some of the best moments and stories I've ever had in D&D came from players latching on to something themselves and wanting to push towards that goal.
The next arc of the story will involve a lot of discovery as we seek to unlock the origins of the Vale and what happened all those years ago. We'll also be dealing with a werewolf pandemic as well as a strange apex lycanthrope who has recently decided to cull his own kind There's going to be a death knight, an ancient druid who recently woke, an underwater dungeon (They know this IC already, it's not a spoiler) and whatever else you guys decide to get caught up in.
We don't publish our backstories in this game. They stay on their sheets and in a private section so that the nature of our characters can come out naturally through gameplay rather than just reading each other's sheets. So I'm going to explain the current cast of characters vaguely. We have:
-A human moon druid
-A half-something(no one knows) sorlock
-A dwarven 'bard'
-A half-orc half-elf life cleric
-A drow blood hunter/paladin
-A human fighter
So Saint, how do we apply? Well, I don't like to entirely judge new players by their ability to make fancy character sheets with seventeen page long backstories. Instead, post in the character creation thread (linked below) what kind of character your interested in playing, stick with the bullet points for now. Also tell me what kind of player you are. How do you like to post? Do you prefer to get straight to the point in your post or are you more of a wordy writer (there's no wrong answer here) Which pillars of game (exploration, social, combat) are most interesting to you usually?
If there is anything I, the GM, need to know to better accommodate you (triggers, language, etc) you can include that information in a private tag. This will not affect my decision. I am a very inclusive GM who insists on a well behaved, inclusive table. Things like PVP or just general OOC bullying are never tolerated.
Finally, if there is one thing I want you to know about me as a GM is I'm your biggest fan. I want you to win and to look awesome doing it. I won't always make it easy but I am never out to get my players or to punish them for a bad choice. Stuff happens, characters can die, but it won't be spiteful.
https://www.myth-weavers.com/index.php?/topic/9179-character-creation-again-new-guys-here/
- D&D 5e
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Curse of the Crimson Throne
Welcome to Korvosa, a city that pulses with the echoes of ancient conflicts, its streets a living testament to the weight of destiny. Perched on the edge of a wild frontier, this city has withstood the tempests of history, its foundations forged in the crucible of fire and blood. It stands as a beacon of civilization in a realm of chaos, a place where the past and the present intertwine in a dance of intrigue and adventure.
Today, Korvosa stands starkly divided, a city of stark contrasts and glaring contradictions. In the affluent wards, ostentatious displays of wealth and power reign supreme, while in the crowded streets of Old Korvosa, poverty and desperation lurk in the shadows. The vast gulf between the haves and the have-nots, a chasm of inequality, colors every aspect of city life, shaping its culture, politics, and soul.
But amidst the turmoil and uncertainty, there is a beacon of hope. A band of heroes, their hearts filled with courage and determination, gather to confront a familiar foe and save the city from ruin. With strange magic and prophetic visions guiding their path, they embark on a journey that tests their courage, strength, and resolve.
In the face of anarchy and chaos, the fate of Korvosa teeters on a knife's edge. Will the rule of a new monarch bring about a new age of glory, or will it unleash a reign of terror and despair? The city stands on the precipice of disaster, waiting with bated breath for heroes to rise and legends to be born, the outcome uncertain and full of anticipation.
- Pathfinder 1e
- closes April 30
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Sinners
Who are you? You are a Sinner
And what is a Sinner? Well, that will take some time to explain.
Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.
Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price.
With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse.
Every act of magic inflict a curse, crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.
Over time people got used to this new way of magic, studied it's rules and finally adapted.
Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.
Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners.
Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.
Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.
You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection. Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.
Game elements:
Themes: Shades of gray morality, discrimination, everything come at a price, politics, comedy.
Starting level: 6
Map: will likely use roll20 for that
Looking for: 4-5 players, applications deadline 19/05.
- D&D 4e
- closes May 19
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- Pathfinder 1e
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The GURPS Hub
If you are GURPS player or GM, please join to help create and strengthen the GURPS community here on Myth Weavers.
If you are curious about GURPS or want to try out a new system, come join us as well. All are welcome!
- GURPS
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- Pathfinder 2e
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Call of the Netherdeep
Long ago, a war between gods of good and evil scoured the surface of the world of Exandria. Both the noble Prime Deities and the selfish Betrayer Gods imbued their mortal champions with supernatural gifts that granted them strength enough to challenge their divine foes. The greatest of these champions was Alyxian the Apotheon, who received the blessings of three Prime Deities to save the world from the apocalyptic power of the Betrayer Gods.
Centuries later, all knowledge of this godlike hero has been lost to time, and two groups of adventurers are called upon to retrace this mythic hero's steps and free him from his timeless prison.- D&D 5e
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Disney Verse Adventures
Greetings Friends Welcome to the Disney Verse, where all the stories of the Disney kingdoms have been gathered and compiled into one world of existence. The world itself is stable, and the kingdoms are at peace after dealing with their villains and other troublemaking things but like all stories just because one book finishes with a 'happy' ending doesn't mean that's the end. The kingdoms continue to exist and through various envoys and ambassadors, the various kingdoms trade knowledge and other resources with each other so that all flourish, and every so often a collaboration of kingdoms results in big projects, academies of magic and knowledge, military camps for training the next generation of heroes for combat and even guilds for people to learn and practice various professions but for all this to exist there has to be something else in existence and that is the villains and their land of darkness
One thing certain people of this world have discovered is that this world has a system of magic in play that even if someone 'dies' their existence doesn't end and they are for the most part revived. This includes the various villains and other troublemakers but instead of being allowed to roam the kingdoms they caused trouble in, the villains are 'banished' to their own kingdom, the land of darkness, a sort of land of villainy that exists to balance out the various kingdoms of light and good and for the most part that even that dark land is quiet. Sure anyone who visits there has to watch their back for a thug itching for a fight or a thief just practicing their pickpocket skills but those who live in that dark land have come to a consensus, It could be a lot worse. Here they have the freedom to exist how they choose not held back by morals or social rank but can live by their own will and strength and they can respect one another for their strength. Magic sustains the land and allows people to exist without too much hardship and peace is maintained because of respect for one another. However, despite these claims of peace, One can't be too careful when dealing with a villain.
You are a resident of this world and have a dream to make a name for yourself like some of the greats both hero and villain who have come before you but one must always heed this warning, What goes around comes around.~~~
- D&D 5e
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Electric Odyssey
For centuries, possibly millennia, the Caretakers meticulously tended to their idyllic garden - a manufactured paradise for their creators, now subdued and passive after generations of mechanical contentment. As they expanded into the vastness of space, seeking new resources and planets to cultivate, they encountered various primitive civilizations. Initially choosing to observe from afar, this approach changed forever when they came face to face with a powerful and hostile intelligence first known only as the great other.
This singular entity, with organic automatons and a disregard for other life, clashed with the Caretakers' core identity, forcing them to abandon their policy of non-interference in order to protect all species from annihilation. Thus began a cosmic conflict between the two rival intellects, each vying for control over space and its inhabitants. The Caretakers aimed to preserve all intelligent life by integrating them into their planned paradises, while the great other viewed them merely as resources to fuel the machine of war.
The assimilation of these new species proved challenging, as dozens of contrasting cultures and physiologies were forced into square holes intended only for the creators. As conflict arose from within, the frontlines of the war went back and forth across known space, causing the system to malfunction and break down. Once-thriving planets were abandoned by the Caretakers, their populations left to fend for themselves as the enemy ravaged their worlds. And for those who grew weary of artificial bliss, the siren call of freedom began to ring.
After centuries of conflict, the galaxy now comprises several distinct regions: the Caretakers' stale core worlds abundant with resources and security, the hive's depleted core worlds where scientific experimentation on docile livestock is the norm, the tumultuous grey zone shaped by ongoing warfare, and the far-flung territories where refugees and freedom seekers carve out their own societies based on new and ancient customs preserved from the intentions of the Caretakers and the hive...
- Cities Without Number
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Expedition to Undermountain 2
No one knows what lurks in the depths of the mad archmage’s halls . . . But you’re about to find out.
Day, night, I can no longer tell. Gargoyles carried off the wizard while we were roping our way down Belkram’s Fall. Evendur the paladin fell beneath the axe of a blood-maddened minotaur two rests later, then Ironhewer stumbled into a magical portal and vanished screaming. We dared not follow him. It is said that these halls hide treasure beyond imagining, but even if we found Halaster’s hoard in the next chamber, we are so hopelessly lost that I doubt I would live to spend a copper of it.
- - -Congratulations, friend.
You are one of the six souls who dare.
But wait!
What exactly is it that you dare?
You dare challenge Undermountain.
Will it be you and your companions who triumph?
Or will it be the home of horror and monsters?
Let's find out.
- D&D 3.5e
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- Cypher
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Mist Unlimited
What is City of Mist?
City of Mist is a role-playing game of film noir investigation and super powered action. It is set in a modern world rife with crime, conspiracies, and mysteries. The protagonists are Gateways, ordinary people who became the living embodiment of a legend, their Mythos. While your Gateways may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
Who are you?
In the shadows of shiny skyscrapers and derelict residential blocks, ancient stories and urban legends assume physical form, choosing mortal beings as their Gateways to this world. But the Mist, a mystical veil known only to a select few, prevents the unwitting denizens of the City from ever acknowledging the miracles they witness daily, hiding their true nature from one another. Distracted by their everyday hopes and fears, the people on the streets remain oblivious to the clash of mythical forces that drive and control the very life of the City.
You were an ordinary person—until the seed of the legendary awoke within you. Now you seek answers to questions about your powers, but the truth always seems to elude you. Yet at the same time, you still want what every human being wants: love, money, power, peace of mind. Together with your ragtag crew of gifted individuals, you work to reveal the powers operating in the dark smoky alleys of the City, just as those very powers seek you out for what you are. You will hit the streets in search of the strange cases, loose ends, and unsolved mysteries that will lead you to the truth, inevitably clashing with other legends in mortal form, agents of the powers beyond the Mist.
Be warned—the truth is as dangerous as the forces that hide it. Only when you find yourself sacrificing that which is dearest to you will you truly learn the answer to the ultimate question: "Who am I?" . But will it be worth it?
What this game is about?
Once, in the very beginning, there was only the City of Mist. The Mist started there, but its power and its oniric qualities could not be contained. Soon it spread with utmost speed, consuming all, like a malignant tumor. And now you live in a World of Mist. But the world did not change, everything looks exactly the same. Everyone lives their lives as before, don't recognizing the undeniable truth, that the world changed. Strange things started to happen and everybody just pretends to don't see them.
Most of them were harmless, but some dangerous, and some even lethal. Crimes and deaths of supernatural origin happen, but when the Mist intervenes, the authorities disappear, the police ignores and nobody really cares. Only you, and maybe others that have awakened like you, care. Those people that care about the state of the world founded a secret organization, the Light Beacon, the only option for those that want to know the truth. They are deeply unsatisfied with the current situation, and willing to take justice in their own hands.
You are about to embark in a journey of discovery that offers no way back.
You can find the free rules here.
Create your character at this thread after reading the guidelines.
- Powered by the Apocalypse
- closes April 28