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Tales From the Orient Express
The brakes squeal and the coal boiler churns - belching fire. Rolling stock thunders down the line against the wind-whipped snow and rain. Investigators tasked with a critical mission travel across Europe, desperately chasing down the scattered pieces of the Sedefkar Simulacrum, and struggling to stay ahead of the dangers that seem to be following them every step of the way.
With threats around every corner - and in every car - the investigators had best be wary.
This is a game for "Call of Cthulhu" 7th Edition, playing the adventure "Horror on the Orient Express" - one of the oldest and most well-known adventures written for the system. It will see the Investigators traveling aboard the luxurious Simplon line of the world-famous Orient Express, tasked to chase down the scattered pieces of the Sedefkar Simulacrum to keep it out of darker hands.
The adventure will see the Investigators traveling across Europe and getting to see a number of sites. First beginning in London, where the task will be laid upon their shoulders. Then through France, the Alps, into Italy, and through Greece into Turkey - and the famed strait-split city of Constantinople.
Investigation, perseverance, and a willingness to fight will all prove necessary.
Table of Contents
- Call of Cthulhu
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Tales from the Twilight of the Third Age
(Art credit: Gianna Michèle Kaye)
‘It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.’
It is the year 2950 of the Third Age. Smaug has been defeated and the battle of the Five Armies has been won. It is the dawn of a time of prosperity and hope. The dwarven kingdom of Erebor has been reclaimed; the descendants of Durin the Deathless are wealthier than ever before. Dale and lake-town have been rebuilt. Agents of King Bard are now roaming the Wilderland, eager to lead Men into a golden age. In the forests, the elves of the woodland realm can again venture deep into what once was Greenwood the Great, while the Woodmen see their holdings expand for the first time in centuries. To the west, Beorn the Skinchanger has abandoned his solitude, and now leads all sorts of brave, stout-hearted folk to patrol the Misty Mountains. Further to the west, the remarkable stories of Bilbo have spread throughout the Shire, inspiring many young hobbits. This is a time for trade, exploration, travelling and all sorts of adventure.
Yet the Shadow, although defeated, has not been truly vanquished. It still lingers in places where no elf or mortal dares set foot. The Enemy awaits in hiding, scheming his return… for if the Free Folks do not unite to hold back the Darkness, the Shadow is certain to grow stronger and envelop the whole of Wilderland.
The campaign
(Art credit: Jon Hodgson)
This game started in 2016 on the original Myth-Weavers website (here). We've had three game masters, dozens of players and about ten adventures over the years. The game moves at a casual but consistent pace; most active participants are in it for the long haul.
We draw heavily from published material, especially from The One Ring (1st edition). In particular, we have ran adventures from Tales from Wilderland, The Darkening of Mirkwood, fan-made content or our own homebrew creations. For a list of our adventures thus far, click here.
The setting
(Art credit: Jeff Murray)
This is Middle-Earth in the twilight years of the Third Age. In particular, the game has so far focused in Wilderland (Rhovanion), though there are plans to potentially expand to other regions as we progress along the Tale of the Years.
The tale begins at 2946 T.A., five years following the death of Smaug and the Battle of the Five Armies. These are the last good years for the peoples of Wilderland; they are not fated to last for long. We are currently in 2950 T.A.
Tone and mood
(Art credit: Jon Hodgson)
This is, first and foremost, a game of grounded fantasy. Player characters are not great heroes (at least not to begin with). They are normal peoples with normal lives, thrust into situations that are greater than them. While the game is not necessarily always grim or dark, those aspects are certainly present, and the tone is for the most part serious.
The world itself is also low-magic (or at least, low overt magic), as befits the Third Age of Middle-Earth.
The systems
Initially, the game used The One Ring (1st edition) rules. More recently, we have been experimenting with Ironsworn as well as the second edition of The One Ring. The plan is to employ additional systems and subsystems to run side-stories, with mechanics carefully selected to reinforce the mood of particular narrative arcs.
Familiarity with the mechanics is not a requirement. We are a friendly bunch, and happy to teach them to anyone interested in the game. Similarly, ownership of the rulebooks is not required.
- The One Ring
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- D&D 3.5e
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Tales Of Golarion
Sun-bleached cobblestone marks ancient works of Man.
A place of ordainment, now stained by a winnowing hand.
'Cross the waters wicked plots unfold; heroism thus provoked...
...Within Shadow and Mystery...
...By Sunfire and Gunsmoke!Sunfire & Gunsmoke
East-ward the dusty Missa Shelf lies the ancient city of Almas, capital of the free nation of Andoran and one of the largest and most influential cities on the Inner Sea. 'Fore there was ever a democratic state of Andoran, 'fore even the Empire of Cheliax, Almas has stood proud on that southern coastal shore, over-looking mighty Absalom and the vastness of the Inner Sea. Here in these dust-swept hills, between shipyards and blacksmith, between forest and river, haunting rumours arise. A celebrated local politician goes missing. New gangs of misfits suddenly appear on the streets, hounding the good folk of Almas for their spare coin and confounding the Golden Aerie, headquarters of those most infamous Eagle Knights.
But when the wrong ruffians find themselves at crossed odds against the townsfolk, an unexpected duo finds themselves in the crosshairs. One, a talented and lawless gunslinger of questionable reputation and even more questionable motive, the other, a stoic by-the-books Clergyman in service to Sarenrae, Goddess of Light and Fire. As the criminal intent of the newcomers to town finds itself placed up against the priest and the lone gunman, the two are forced to work together in order to survive the fallout. Soon after, it has become apparent that these two aren't just unlucky passersby, but specific targets on a growing list of local citizens! Can these two polar opposites set aside their differences and put an end to a new Crime Lord before she has a chance rise from the shadows to take over the City, or will they fall into conflict over their fundamentally opposed world views? Can the two targets listed as "Sunfire" and "Gunsmoke" manage to unite and figure out who is trying to kill them both, or will their unseen foe prove the quicker draw?
Shadow & Mystery
In Great Absalom, the Greycloaks are the chosen defenders and guardians of the City and it's million inhabitants. Across the street, the Pathfinder's Society and their Grand Lodge serve as the headquarters to a global ambition of a wild world, tamed and brought to heel. But beyond these lauded heroes and glory-chasers, the Aspis Consortium has never wavered in it's devotion to the bottom line. Treasure, adventure and rebellion against authority all act to draw the "morally flexible" and less-than-heroic toward it's ranks. Most common folk only see the Aspis Consortium as a diverse group of non-landed nobility with their own private army of mercenaries, who have no ties to any one nation. But you know differently, and as one of the new recruits you know that there are discerning minds who guide what you know as "The Corporation", watching your actions with careful, calculating eyes. The Corporation have become brokers and procurers of rare materials, exotic magical weapons and highly valuable items; for you, that means dangerous, highly lucrative work. This has increased its prestige with the nobility and the powerful who desire these goods...
...But the Corporation's well-deserved reputation for high profits and once-in-a-lifetime ventures is balanced by ever-increasing suspicions and spreading rumours about their unscrupulous business practices. In the settled lands bordering the Inner Sea, the Aspis tend to maintain a pallor of respectability, but the farther one travels into the wild hinterlands, the more its agents' subtlety is replaced by open violence and worse. Can freshly recruited Aspis agents "Shadow" and "Mystery" complete their next series of tasks, or will their inner humanity and the possibility of shaking off the tethers of their dark masters lead them down another path? Can we escape our pacts and bargains, or will those claws prove too deeply entrenched for any to escape their fate?
- Pathfinder 1e
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- Mutants & Masterminds 3e
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- D&D 5e
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Tales of Ivalis
This is a D&D 5e game though I may incorporate Amazing Adventures 5e from Troll Lord Games as well.
The setting for this game is in and around the port city of Anchorhead, in a homebrew setting roughly parallel to Europe around 1400 CE. The city is on the northern coast of the continent Ivalis, and the region is the Grand Duchy of Sauscony, though Anchorhead is an independent city and a member of the Mercantile League. Characters that do not share a “European” cultural analog or flavor will be rare, though not unheard of.
Anchorhead sits on a rock island at the mouth of a river. The river flows North on either side of the city and into the bay, which curves gently to the North on the East and West banks of the river. There are towers on the Northeast and Northwest tips of the bay for defense and they also have lights for navigation.
On the island is the Old Town with a few docks, and the usual city buildings plus the Citadel; on both banks of the river around the Old City is the new city, poorly organized new construction including two larger dock areas: the East Docks are commercial and are surrounded by warehouses and other businesses; the West Docks are part of a shipyard with lumber mills and other craftsmen surrounding. Timber comes down the river from a forest a few days ride to the Southeast.
The city is governed by a council of guild masters. The Guild Guard provides policing and the Black Legion provides defense from external threats. The Legion is headquartered in the Citadel, a castle on the Southern-most tip of the rock island, facing inland. This is a world in which the civilized lands are ordered, society functions, and wanton violence or lawlessness is not tolerated.
I am hoping for a fast-paced game, please look at the expectations post as well. Character creation will be limited to conform with the European flavor.- D&D 5e
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Talislanta: A New Age
Talislanta is a fantasy world designed by Stephan Michael Sechi (SMS by his fans and friends) and the folks at Bard Games in the 1980's. Billed as a fantasy world like no other, with the catch phrase "No Elves!", Talislanta captured my imagination and that of fans around the world. I have a marked preference for the Second edition, which is a moderately revised version of the first edition with which I began my journey in Talislanta, largely because the mechanics are simple and the world adheres most closely not only to my recollection of it, but I believe to SMS's original vision as well.
All previously published Talislanta books were made freely available, with certain limits and qualifications, by SMS and are available for download at www.talislanta.com.- Miscellaneous
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Team Tomorrow
The Men and Women of Project Utopia work hard to make our world a better place. But to whom they turn for support?
They call Team Tomorrow!
True guardians of justice, these real-life superheroes put their lives on the line for all of us!They are led by Cestus Pax, the living embodiment of the ideals of Project Utopia!
But Thwarting Nova Terrorists is only part of their mission. Team Tomorrow is also responsible for:
- Responding to disasters
- Decreasing local crime
- Improving Urban Infrastructure
- and Helping people like you and me!
Team Tomorrow needs you, young nova! Bring your Mazarin-Rashoud Test results to your Local project Utopia branch and join up today!
The year is 2028, it's been 10 years since Novas have come to our world because of the incident and changed our world!
This chronicle uses the Trinity Continuum Aberrant rules by Onyx Path and as part of Team Tomorrow, it is a more traditional superheroes story about saving the world.3 to 5 PCs would be nice.
- Miscellaneous
- closes April 5
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Terran Command
This system uses a modified mash-up of Twilight: 2000 Version 1 and Version 2 rife with house rules.
Plus a whole bunch of house-ruled stuff to accommodate the stuff you find in this Stargate Reality.This Stargate Reality is different from standard, as any half-competent party of PCs would eat the default Stargate Reality for lunch.
Part of this setting comes from a standard setting I built for Twilight: 2000 along with the house rules. The extraterrestrial stuff is specific to this setting.
Expect a post every four to seven days.
- Miscellaneous
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- 13th Age
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- Pathfinder 1e
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- Pendragon
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The Archivist's Last Dance [Interest check]
Castle Almor
Grecia, formerly known as the City of Wonders, among other names, was the former capital city of an ancient elvish empire. Located in the Forest of Mist by the shore of the Great Pristine Lake, the city was founded during the migration of the elves into the world after a long journey from the astral plane. During the Age of Stars, many considered Grecia to be the pinnacle of elvish knowledge, culture, and civilization, as well as the new seat of power of the astral throne.The white stone towers of Grecia were predominantly tall and graceful in appearance, some took the shape of fantastic creatures or heroes of old. Natural structures of wood and plant life formed by powerful magic were among the most breathtaking in all the world: skybridges, towers, and elegant treetop dwellings connected like a spider's web. An immense cathedral was built with azure marble and cerulean crystals to honor the ancient deities. It contained two hundred rooms, most decorated with wall panels replicating star and sky charts. The emperor's colossal palace was decadent, with hundreds of rooms. Yet the most precious building of all was the Grand Library, where a copy of the accumulated knowledge that the world and beyond had to offer could be found there. There was also an expansive set of dungeons that ran underneath the city, which were interconnected with many of the underground dwellings for the enslaved people.
During the disasters of the Age of Ruins, such as Izul's rampage and the enslaved people's uprising, Grecia was destroyed, and only piles of rubble and inspiration for countless bedtime stories remained. Grecia's proximity to Izul's Horn, a cursed mountain of black quartz, and the toxic Swamp of Oblivions surrounding it made it an undesirable location for resettlement. Overrun by monsters, the frozen forest and Grecia's ruins became a no-man land for decades.
After a century, nature prevailed, and the forest took over most of the remains of Grecia. Monsters migrated to the world's four corners, making their number manageable in the ruins. Treasure hunters and adventurers risked the journey to Grecia ruins more often, hoping to find elvish powers and knowledge. This renewed interest in the region led to resettlement in the Forest of Mist and an unexpected discovery.
On the summit of a tree-covered mountain by the Great Pristine Lake, a castle in prime condition was discovered by Randorian settlers. Castles have not been seen for centuries by human eyes. Since the elvish empire was destroyed no warlord ever had the resources and manpower for significant architectural endeavours. The place felt unnatural, but the adventurers were brave and couldn't help themselves from entering the mysterious building.
At dawn, the adventurers returned from the castle with intriguing stories and treasures. They mentioned that they were hosted by the lord of the castle, Leoric. He served them a feast and offered them furs, gold and as much food as they could carry in exchange for returning a message to their community.
Leoric told the explorers that everybody was welcome to hunt in the forest, fish in the lake and settle in the region. His only request was that the mountain and castle Almor be considered sacred ground and off limits. Returning home, the Randorians spread the story and most didn't make much out of it. Yet, the settlers felt compelled to return to the castle after a harsh winter to seek their neighbor's help. Asking for food to save their village, Leoric offered his visitors a deal. He was willing to feed the surrounding villages in exchange for workforce to search for books, documents and works of art from the lost ancient elvish empire. According to him, those could be found by digging and exploring the ruins of Grecia. This began a long relationship between the castle master and the leader of the surrounding communities.
Over the years, Leoric became known as the Archivist and provided food and resources as the Randorians focused on digging and searching for elvish relics, exploring dangerous dungeons, and asking for more and more favors from the Archivist. This arrangement worked well over generations, and a town called Kaledor formed on the ruins of Grecia, a few kilometers away from the castle mountain. The settlers who made the deal with Leoric led the large community and lived a surprisingly long life. Except for the occasional disappearance of people who made the mistake of wandering around the castle, the town prospered and, in a couple of centuries, became the first city on the continent since the fall of the elves.
City of Kaledor
Three centuries later, it's the beginning of the Age of Awakening. From the ashes, the world slowly recovered from the dust clouds caused by the meteor swarm that scarred the world. Winter is still long, but not as deadly as it used to be. Food is scarce, and most villages are in misery. Kaledor, the region's largest trade center, attracts many migrants and continues to expand and grow. Many hopefuls from small towns and villages come to the city each year searching for employment, riches, and a better life. Consequently, the town has difficulties finding enough resources to support its booming population.
Kaledor is overpopulated, with nearly fifteen thousand souls fighting for survival. Putting bread on the table is a constant battle for most common folks. The city has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found everywhere. Yet most resist the temptation to follow a dark path by working hard with a strong sense of community to help each other survive.
The city has six major districts: Downbelow, Gracia’s Ruins, Southgate Rookery, Forbidden Peak, The Web, and the Pine Sprawl. Some key locations include Bloodbath (2500 seat colosseum), Founders’ Hall (Seat of the government), Forsaken Gate (Prison for the worst), Thrall market (Slave market), University of Pelonia (Public institution), Black Wings’ aeries (Raven’s cavalry headquarters), Storm Crow Manor (Mayor’s hall), Tribute Obelisk (Archivist’s trading house)
The average Kaledor resident is a fisherman, lumberjack, excavator, miner, or merchant. Hard daily work gives Kaledorians a gruff exterior, a no-nonsense attitude, and a stubborn resolve to finish whatever needs to be done. People who don't earn their keep through work, such as many migrants, are looked upon as second-class citizens. Kaledorians are conservative and superstitious. They fear magic, and the threats of monsters and undead keep them awake at night. Yet, the most significant terror is the scarred moon Camrina, to which many townsfolk give offerings to appease her anger. Many people are deeply religious; their faiths are varied and personal rather than monolithic and prescribed.The city residents were originally a mixture of tribes from different parts of the western lands of Randoria and beyond with subtly different cultures and traditions. Other substantial human ethnicities in the city include the Gaellians, who come from the south and brought in their exotic culture. Dwarves who hail from the mountains and underground cities have a significant presence in the city. There are hundreds of elves as well, most of their ancestors participated in the enslaved people's rebellion against the elvish empire that provoked the final demise of Inora. Cambria's culture spread over a long distance into countless villages and evolved over three hundred years into its language, customs, traditions, religions, and architecture.
Not everyone is a free citizen in the city; there are several thousands of enslaved people captured in foreign lands. Most of those poor fellows are owned by the nobles and are the main force excavating the ruins of Inora. Their tasks include exploring the dangerous dungeons and caves dug by dwarves centuries ago. Convicts also pay their debt to the city with forced labor. Only the most desperate townsfolks would choose this hazardous employment.
Politics
Power in the city is fragmented between multiple factions and personalities in a delicate balance. The most prominent political body is the competing founding families, who are descendants of those who discovered Castle Almor and made the original deal with Leoric, the Archivist. They proclaimed themselves nobles a long time ago. Those aristocrats are highly educated and more concerned with their comforts than the needs of the underprivileged they hear so much about. For protection, each family maintains a small army of bodyguards who guard their fancy manor and assets.
The city has a mayor elected every ten years by the founding families. The current mayor is Lord Mayor Frederik Thorn, a master of centrist politics who successfully balanced the demands of the noble, townsfolks, and other factions for many years. However, he is losing control as the city is boiling, at the brink of chaos. The mayor's office runs most of the city's institutions, such as the city watch and tax collectors.
Leoric, the Archivist, is also a significant player. He still lives in Castle Almor after 300 years and continues honoring the ancient agreement to provide food, gold, and resources in exchange for elvish relics and books. To facilitate his business, he built a gothic tower in the city named The Tribute Obelisk, where his minions could trade with the townsfolks. Those who dared to interfere with those activities served as examples and paid a price worse than death. Beyond that, the Archivist only shows up at the city court to help in desperate times.
A faction growing in power by the day is the Raven Labor Union, which represents the interests of all the city's workers, excavators and miners. They have in their rank a not-so-secret arm of activists that turned violent recently, inciting revolt and riots. They are pushing an agenda for abolishing slavery, which is lucrative for the noble families who use enslaved people to dig and explore the dungeon of Inora's ruins. The city's authorities tolerate this faction, as disbanding it would provoke an all-out civil war. Other notable factions influencing the city are merchant guilds, religious cults, warring gangs, activist groups, unions, and mercenary guilds.
Kaledor's noble houses
House Ravenshadow
Sigil: A black raven against a silver moon on a field of deep blue.
Race: Human
Words: "In Shadows, We Flourish"
Seat: Ravenspire Castle
Notable Traits: Known for their mastery of espionage, diplomacy, and intrigue.House Ironhart
Sigil: A golden anvil and hammer on a crimson background.
Race: Human
Words: "Strength Through Forge"
Seat: Ironkeep, a formidable fortress with a vast armory.
Notable Traits: Renowned blacksmiths and warriors, they value martial prowess.House Stormwatch
Sigil: A storm cloud with a lightning bolt on a field of gray.
Race: Human
Words: "Unyielding in Tempest"
Seat: Stormwatch Tower overlooking the lake
Notable Traits: Skilled sailors and seafarers, they control the trade routes.House Frostbane
Sigil: A blue snowflake on a silver shield.
Race: Human
Words: "In Ice We Stand"
Seat: Frostspire Castle in the frozen forest outside the city
Notable Traits: Masters of frost and water magicHouse Emberfall
Sigil: A red phoenix rising from flames on a black background.
Race: Human (Yellow skinned)
Words: "From Ashes, We Soar"
Seat: Emberhold, a castle on the edge of a volcanic caldera.
Notable Traits: Slavers known for their wealth and skilled alchemistHouse Greenwood
Sigil: A green oak tree with silver roots on a field of gold.
Race: Human (Dark skinned)
Words: "Steadfast as the Forest"
Seat: Greenwood Hall
Notable Traits: Expert survivalist and guardians of the wild. They are the only noble family located outside the city wall; the only other notable exception is Castle Almort (Archivist’s home) who is outside the city as well.House Whitewind
Sigil: A white falcon in flight against a sky-blue background.
Race: Elvish
Words: "Swift and Pure"
Seat: Black Wings’ aeries
Notable Traits: Skilled creatures breeders such as giant eagles and large ravens. Their ancestors are the elves who rebelled against the empire during the age of ruins.House Stonehaven
Sigil: A gray castle tower on a field of brown.
Race: Dwarf
Words: "Solid as the Rock"
Seat: Stonehaven Keep
Notable Traits: Expert miners and architects, known for having built the city fortifications. They are the only dwarven noble house.
Astronomy
Like every world of the Material Plane, the planet Zeratan is located in the astral plane. This planetary system has seven planets, and a belt of asteroids. Zeratan is the second planet orbiting the sun known as Phalior. Two moons are dancing around the planet, but also several pieces of comets and asteroids, some falling on the world occasionally. The largest moon is named Yael, her colour is midnight blue. Camrina is the second satellite, pitch black and surrounded by a purple halo; following the birth of Izul she was severely shattered during the Age of Apocalypse.
Age of Awakening
The Age of Awakening describes the countless pre-historic years from the world's creation to the emergence of intelligent races. History from that age was never recorded. Only a few clues about this era exist in the world such as caveman carvings, fossils, bones and so on. Those remnants raise more questions than provide clear answers about the past. Many cultures and religions from that time have inaccurate myths and legends.
During that age, Zerathan was much like a garden of heaven, the land exceptionally fertile, the water clear like crystal. Everything was beautiful and peaceful as if sculpted by the divine. The forests were vast, and the high mountains were covered with pure snow. The first gods who became aware of this new brave world observed, not to disturb the fragile process of evolution. Only when humanoids were capable of speech, that some gods began to influence them subtly.
Zeratan’s first civilized races were Humans, Dwarves, Halflings, and Lizardfolks, also known as the races of origin. They evolved undisturbed for millions of years from animals to humanoids. Many were nomads, but some formed the first settlements.
Stone was widely used to make tools with an edge, a point, or a percussion surface. Eventually, smelting of copper was discovered during that age. Capable of great ingeniosity and innovation, the natives built great temples, pyramids and ziggurats in the honor of the sun god, and moon goddesses. Unfortunately, their fate took an ill turn with the great invasion of the elves that marked the end of the Age of Awakening.
Age of Stars
While the planet of Zeratan matured, on another world the ancient elvish empire was facing extinction. After prospering for ages, the empire’s home planet was on the verge of being destroyed by the proximity of a black hole. Leveraging their mastery of astral magic and flying ships, the elves carefully prepared their exodus. They built an armada of flying ships capable of travelling the astral sea and transformed some cities into flying citadels.
Finding a suitable new home to sustain their race wasn’t easy. To survive, the elvish empire turned into a nomadic military empire. Plundering resources where they could to sustain their journey, they had to survive harsh conditions and countless dangers across the astral sea. Only a fraction of their mighty civilization survived the centuries-long migration.
Finally, the elves' quest ended when they found the world of Zeratan, a planet prosperous with life and resources beyond imagination. The elvish military was a force to be reckoned with; It didn’t take much effort for the empire to conquer this young world. At first, the primitive denizens of the planet thought the elves were gods, and most didn’t offer any resistance.
The elves remained peaceful until they finished settling on the planet and founded their new capital city, Grecia. Yet, eventually, the ambition of the elves required a lot of manpower and thousands of natives was recruited for slave labour to build cities and monuments that could rival the lost home of the elves.
Some rebellions happened over the centuries but were easily squashed; the wisest natives escaped and developed a new culture far away.
Age of Ruin
Nothing is eternal. After a couple of millennia of dominating the world, several events weakened the elvish empire, such as the wars against the Githyanki and more slave rebellions. Elvish's leadership became complacent, even decadent in some instances. Yet the final steps toward the empire's downfall were way more spectacular.
At the beginning of his reign, Valkalas, the last elvish emperor, outlawed all religions except worshiping the elvish goddess Ophelya. Known as the goddess of stars and magic, she was glorified by elves since the dawn of time. Yet most of the non-elves on Zeratan were followers of other gods such as the primordial powers, Phalior, Yael and even the villain Camrina. A major inquisition driven by the imperial elves soon followed, and many people were killed over the years. Holy sites were destroyed, writings on walls and stone tablets were shattered, and the emperor deployed many resources to eradicate all existence of the forbidden religions.
The elves went too far with their crusade and triggered the wrath of the dark moon Camrina. Angered she punished the elves with the creation of Izul the devourer. During its birth, the monster carved his way out of the black moon, shattering part of her body. A rain of meteors fell on the world, causing devastation on half the planet. Izul began his feast, slowly devouring the world. Mountains melted, lakes turned to acid, and entire lands were consumed. Poisonous swamps spread for hundreds of miles behind the abomination rampage.
Izul ate half of the core lands of the empire before the elves could come up with a solution to defeat the divine monster. The emperor and his close circle of ancient wizards crafted a few legendary magical weapons that could hurt Izul and prepared powerful spells using the power of the stars. All preparations were ready just in time before the abomination could reach the imperial capital of Grecia.
The final battle was catastrophic, with countless deaths and a lot of collateral damage. As planned the emperor took on the challenge and unleashed terrible powers on Izul before he found his doom. His bravery weakened the monster and allowed a female knight to give the final blow; slaying it with her mighty spear Starslayer. After falling dead, the monster's blood formed a lake of goo, and his corpse turned into a mountain of black quartz, releasing toxic clouds. Only a few survivors made it back home to sing the tale, most were contaminated by Izul and never returned home. Furthermore, the whereabouts of the knight who killed the colossus remained unknown.
With most of the elvish army destroyed, and the emperor dead, a faction of anti-imperialist elves initiated a coup and overthrew the imperial family. They released as many slaves as possible and began a violent insurrection in Grecia. It didn’t take long for the rebels to take control of the capital. Some nobles escaped to a secret location and were never seen again. For the first time in two millennia, humans and other races were free, yet the taste of freedom was short-lived.
After the demise of Izul, the world was scarred by hundreds of miles of cursed swamps that the beast had left behind. The survivors of the carnage realized too late that hundreds of eggs had been laid in there. Abominations appeared for the first time in the world; Izul’s offspring preyed on the world and migrated over long distances over time. A cold and dark era followed, covered by clouds of ashes from the meteors. It was the collapse of civilization.
Age of Renewal
From the ashes, the world slowly recovered mysteriously with the help of the divine. The sky began to clear out, and a seed of warmth was felt again in the day. Monsters still roamed the land at the top of the food chain, but their number stabilized because they lacked mortal flesh to thrive.
The Humans survived thanks to their ability to adapt and Halflings migrated far from danger. Dwarves found refuge in mountains and the underworld where they found Goblins and Deep gnomes who had been part of the world since its early days. The Lizardfolks tamed the most hostile lands and recovered quickly. Many surviving imperial elves retreated to the last elvish flying city, a myth forgotten by most. The elves who sided with the slaves against the emperor became the ancestors of three new elvish cultures: the land elves, the wood elves and the bloodied dread elves.
More dangerous races emerged from the destruction of the age of ruin. Without the protection of the elvish empire, other denizens from the astral plane immigrated on Zeratan. While the world was becoming diverse, most humans lived in communities of less than a thousand souls. Food sources were scarce in the world, preventing large populations from thriving. One notable exception was the ruined city of Grecia, the ancient capital of the elvish empire. The city was rebuilt over ancient ruins and sustained over ten thousand people from various cultures; primarily humans, halflings, dwarves, and land elves.
- D&D 5e
- closes June 30
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The Black Fold
This is a continuation of an OGMW Fate Core game set during the Order 66 era of the Star Wars extended universe. Continuing from initial chapters in which Amon Pox is a Jedi master and black sheep of the council now in hiding with his padawan while cautiously building a team to rebel against the newly minted Empire. Taking refuge in a distant station in the Smuggler’s Run, he’s recruiting like-minded mercenaries, professionals, spies, and other rebels in this new plan.The new team with their serial randomizer is set to depart for Coruscant on a covert mission, where they will make use of senate computers to decode a message to infiltrate the plans and unmask the players of the new dark conspiracy and other skulduggery appropriate for spies and scofflaws. And in general, just trying to make it in a new dark reality.
- Fate: Core
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The Black Lodge: Red November
The Black Lodge: Red November
In the shadowy realm where reality blurs with the supernatural, the Black Lodge stands as humanity's clandestine guardian. This covert intergovernmental organization operates beyond the public eye, shielding the world from otherworldly and malevolent entities.
Players assume the roles of agents in the Cicada Initiative, an elite subdivision of the Black Lodge. They are part of November-Five, a specialized team tasked with confronting the growing vampiric threat. Distanced from the political intricacies and broader conflicts of the Lodge, the Initiative hones in on its founding principle – to investigate, contain, and neutralize paranormal occurrences.
Setting:
The game unfolds in a modern world veiled in secrecy and danger. Vampires, alien horrors, and ancient entities lurk in the shadows, hunting and influencing humanity from behind the scenes. The Black Lodge, with its extensive resources and global reach, relentlessly battles these supernatural forces.
The Cicada Initiative embodies agility and adaptability in the face of these threats, executing covert operations and rapid interventions. Teams operate under various disguises, seamlessly blending into the societal fabric, from bustling urban landscapes to isolated wilderness.
The Threat:
The vampiric menace, a looming and enigmatic danger, presents a complex challenge. With ancient origins and insidious intentions, these creatures of the night are more than mere folklore. They are sophisticated, powerful, and terrifyingly real. As agents delve deeper into their investigations, they will unravel a web of intrigue that spans across history and geography.
Gameplay:
The journey begins with an investigation into a mysterious blood bank operation in Camden, New Jersey. What appears as a routine assignment quickly spirals into a labyrinthine plot filled with danger and dark revelations. Agents will engage in a delicate dance of investigation, combat, and diplomacy in a world where allegiances are uncertain, and moral clarity is scarce.
Players will navigate through a narrative-rich experience, emphasizing character development, storytelling, and cinematic action. In this world, quick thinking, tactical skill, and the ability to adapt are crucial for survival. The game will challenge players to make difficult choices in a reality where the supernatural is an everyday truth, and the fate of humanity hangs in the balance.
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Everything you need to know to apply will be found in the probationary area. All ad period interactions will take place there. Information is supplied elsewhere… more information than you can shake a stick at.
- Fate: Core
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The Black Powder Files
Welcome to Hingashi, an island kingdom ruled by Divine Emperor Kamesato. Following the arrival of eldritch airships to the lands of Hingashi, its residents were made acutely aware of magical technologies across the ocean. The politics and opinions of Hingashi were divided: those who wished to industrialize to prevent being conquered, and those who sought the help of the divine Kami that had protected them in times past. These are the case files of incidents between these two factions.
- D&D 5e
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The Blood Lords
The ghost king of Geb rules a nation where the living and undead work uneasily side-by-side. The power behind the throne, and the true rulers of Geb, are the Blood Lords: a scheming group of undying necromancers whose whims affect millions. Joining the Blood Lords isn’t easy, but your band of less-than-good-hearted troubleshooters is destined to ascend their ranks for exposing a dangerous plot to the nation.
The danger increases once your characters become Blood Lords, as the intrigues of the undead rulers are fiercest against each other. Powerful factions and ancient secrets are all playthings in the deadly trickery. Your Blood Lords must fight from the borders of the nation to the sepulchral halls of power to claim their authority over the land of the dead!
This is going to be a playthrough of the full Blood Lords AP from Paizo. I am fully in support of players who are completely new to the game joining. I am looking for up to 5 players.
Posting Schedule: I am an adult with a full time job so some of this may be a little less set in stone than I am laying out. The main thing I ask is if you are going to be out for a bit let us know. I am going to be reading and responding at least once a day. I would like everyone involved to try to get 2-3 posts a week so we can keep things moving. More is great obviously.
Tech: Roll20 for combat maps. If there is a big demand I can set up a discord for OOC stuff.
General Rules: I do not have many rules. Mostly I request that everyone be polite and respectful of each other and avoid PvP. Despite being evil you guys are still a team.
*If you are familiar with this adventure path I know the first few books at least are pretty combat heavy. I will be pairing down some of the combats that don't really add anything interesting so that it's less of a slog going through the early game. I am planning on keeping it roughly 50/50 with a slight lean towards role-playing and exploration.
If that all sounds good head on over to the character creation tab and create a new thread with your application.
- Pathfinder 2e
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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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- Pathfinder 2e
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- D&D 5e
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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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The Cinders - 5e
A 5e campaign you play after your character has died. Your character has lost something, but they have also gained something, They have a chance to return to life, after they defeat whats in the Cinders.Small one shots every time they step into the darkness, the camp is where your party always finds themselves at end of the adventure. Once they have proven themselves they are sent back to their lives having regained their memories, their possessions, and take a bit of what they experienced in The Cinders with them.Create a 3rd level character, their backstory, how they died. List their greatest strength and weakness.- 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