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The Wild Lands
The Green is the plane of growing things. Like a great twisting growing tree, it stretches out through the cosmos connecting to anywhere that life flourishes, sinking its tendrils into all life giving lands. The Green sustains life, and is in return sustained by life. But what could cause the Green, or at least portions of it, to recoil in fear? To recoil so jarringly that it tears lands away from their worlds, depositing them on new ones?
Welcome to Orona - a large, wild continent on a new world. Players will play characters from one group or another that have recently been uprooted and transplanted to a new world. Some of these groups are large provinces, once part of massive empires, and some mere villages, but they all find themselves in a new world recovering from the upheaval that took them here; rebuilding, healing, and exploring.
Join a crew of chartered explorers. Explore the wilderness. Find resources, fearsome beasts, treasure, and fame! Defend and support fledgling settlements, and build relationships with the people there.
- Pathfinder 2e
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The Witch Is Dead
Once upon a time, there was a kind and wise and beautiful witch who lived in the forest with her familiars, and their lives were peaceful and happy and wonderful until a WITCH-HUNTER broke into her cottage and dragged her out and MURDERED her and now she's DEAD and he's retreated to the village! But if you get revenge and kill him and bring his eyes to her corpse within a week she'll come back to life. Or so you've heard. Even if it doesn't work, at least he's dead.
This will be a quick and off-the-rails game. Shooting to start on 11/1 and wrap up by the end of the year. This means that it will be expected that all players can post at least twice a week. This is intended to be a rather blood-thirsty and goofy game, and will likely operate with under the principles of "play it like you stole it" and "It's not that deep".
Looking for 3-6 familiars to participate in this weird little game.
Thanks to gshowitt for the one-page ruleset for this game.
- Miscellaneous
- closes October 30
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The World of Dark 5e - Fallen World of N'Terin
This game is a continuation of a Roll20 weekly scheduled game that has now become a play-by-post. New players and characters will be introduced as they organically come across each other while exploring the breadth of Kaermorgen and the world beyond. There are a total of twelve unique monsters that serve beneath the Demon Lord that must be defeated in order to challenge the Demon Lord to the final battle. When each is defeated, the overall quest progress will advance allowing for story progression to occur beyond the actions of your character in this shared play through.
Message me if you have more questions.- D&D 5e
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The World of Elissar
THE WORLD OF ELISSAR
YOUR GRAND ADVENTURE AWAITS!
All is not well in Hengistbury. Children have been disappearing into the Weirwood; howls of an unearthly nature have been echoing across the Fogmoor; and Three-Fingered Jake has been spreading rumors of treasure and hauntings in the ruins of Brockendale Castle. All this aside, however, tonight is a warm, balmy evening. Many of the villagers are gathered in and outside the Bleeding Heart Tavern, and troubles seem far away.Well, except for that dragon in Skull Mountain...
Welcome to the World of Elissar; where we are about to embark on a journey of epic storytelling. As we tell the tale of how a handful of brave souls saved the kingdom. Our grand tale will be told in four memorable acts!
ACT ONE
The opening act will take our characters from levels 1-3, gently introducing the players to some of the new Advanced 5th Edition rules changes as we go. This act is geared toward introducing experienced players of D&D 5th Edition to the changes presented in Advanced 5th Edition Level Up.ACT TWO
But the journey is not so simple. To get there and succeed the party must win the hearts and minds of townsfolk, best fey of all sorts, overcome the trickery of fiends, fight corruption in ancient forests, travel the tunnels of Underland, and much more as they equip themselves with powerful artifacts for the battle of a lifetime!ACT THREE
Can they find the source of primordial wickedness before it engineers an even darker age to enshroud the world? What lies ahead includes spooky sandbox settlements, several dungeon crawls, and a dangerous finale filled with intrigue.ACT FOUR
This peace is soon to be shattered however as the local dabbler of the arcane takes his studies too far, undertaking rituals that will endanger not just Holdenshire or Endora, but Elissar itself!CHARACTER CREATION Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play Version 3.0 - Files - Myth-Weavers
Character Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.Application Questions & Answers - Applications - Myth-Weavers
Setting Questions and Answers - Applications - Myth-Weavers
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. To determine your ability scores, roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers to your desired ability scores by noting them accordingly in the first post. Should the sum of your rolled stats be below 72, you have the option to exchange them for a standard set of scores: 15, 14, 13, 12, 10, and 8. If you use the standard array instead of your rolls please note that in the first post as well.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.
Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
TECHNICAL STUFF Application Deadline: May 14th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 5 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- Level Up 5e
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- Pathfinder 1e
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- Miscellaneous
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- D&D 3.5e
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- Pathfinder 1e
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- Homebrew
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Those Who Would Be Heroes
You are a hero. Or, at least, you need to be. Some people already know your name, be it from local good deeds or some position of significance that you hold. A figure of note with potential for greatness. But even heroes run into obstacles and right now you are facing something beyond the scope of your usual derring-do. An impossible task, a quest with far reaching implications that will require all that you have to offer and more. It is the 'and more' that has brought you here, to the mountain home of the Oracle of Stone, with the promise of finding aid to make this impossible task...well, possible.
Help design a world of sword and sorcery, a place of unfathomable magic and ancient evils. Work with the other players to craft a setting steeped in that grimy, 80's fantasy nostalgia complete with bad special effects and stilted dialogue. Inspiration for this style runs the gamut from Conan and Krull to Willow and The Dark Crystal. Best of all, be the architect of your own triumph (or tragedy) as you create the ultimate, impossible quest that will guide the characters through a (hopefully) compact and well-paced arc and tell an inspiring story of what it means to be heroic.
Please reference the Game Expectations for general game structure and the How to Apply topic in the Applications forum.
- Castles & Crusades
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Thunder in the Wastelands
Fight kaiju and marauders across a post-apocalyptic wasteland as the crew of heavily armed and armored tank. Pathfinder with Spheres of Might (but no magic)- Pathfinder 1e
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Thus the Atorian Empire Ends
Throughout tens of thousands of worlds spread over nearly a quarter of the Milky Way Galaxy, the Atorian Empire has spread its tendrils of control. The Atorians are set to begin their sixth age of expansion, this time there is nothing out there that can possibly stop them from stomping down and crushing any resistance in their path. Any balance of power has disappeared and soon the empire will be at your doorstep. For reasons that are as varied as there are stars in the sky, the Atorian Empire has added you one of its vast list of enemies.
It is no longer time to run.
It is no longer possible to hide.
It is now time to fight back.
Thus the Atorian Empire ends.
--> Use the 10 questions for initial character generation.
- Palladium
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- Fate
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- Worlds Without Number
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Tokyo Nights
Tokyo Nights takes place in Tokyo, Japan. Starting date is December 23, 2018. The majority of gameplay will stay inside the Tokyo Wards and outer towns, with occasional choices or events possibly taking the player(s) into nearby areas of Kanto Region, or even to other parts of Japan. A player is expected to commit their character to remain in Tokyo Area and sometimes Greater Japan, except when the Storyteller offers respite in the form of story or personal events that MAY take them outside the core zone. Despite the night's urban terrors, the exterior of Tokyo is possibly more malevolent. Garou roam the wilds, vengefully seeking wayward kindred to ravage. Insidious spirits lurk in the ancient places, luring fools to destruction. Nameless horrors stalk the deeps, devouring all that dare to delve. Fringe Cainites hunt the outskirts and countrysides, lawless and maddened with hunger. And of course the Akuma, mystical and deadly, fel thralls of the Yama, corrupting and enslaving any they can overpower. Nay, wander not past the borders of the civilized underworld. Though, even within Tokyo, one may still cross paths with any of these perils.
Player characters begin as 12th-14th generation fledglings. This will be a particularly difficult setting for thinbloods, but they are allowed, poor thing. We use VTM20, standard character creation rules for the most part, though there will be some restrictions for specific clans and sects. There will be some homebrew assets to mechanics as well, such as hunger (though very different from V5, which I personally didn't love). The campaign strives to have a balance of gameplay: social/relationships, exploration, territory management, politics, and of course combat, will all be equally prioritized. There is an overarching plot, but it creeps up on you over time. Survival is the first and last quest, whatever might come in between. My condolences, fledgling. Life is not fair, nor it seems, is unlife. That you should awaken here in this treacherous hive is a sad condition. Certainly, in other regions of the world, you would have had a softer landing. Whether you are of a native clan or a foreign one you will face danger at every turn. Assuming you survive the first few nights, you might find a place amongst the many factions within Tokyo. In fact, I'd encourage you to try. If you prefer to remain unaffiliated there are countless niches you could carve out for yourself. Tread lightly, strike with wisdom, avoid transgressing the High Court, and you may just establish yourself as a new power in the Wicked City. Going it alone, though, will be perilous. For you are small, and Tokyo's hunger is behemoth.Traits of the Setting
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The setting of Tokyo retains some specific traits that make it different from most other urban settings in WoD. Much of the following is derived from lore or real-world while some is homebrew. For instance, guns. Firearms are heavily restricted in Japan, and are even more fiercely regulated in Tokyo. Any sound of gunfire will almost immediately bring police or even JDF. They will pursue any infringement to it's utter end, determinedly turning over every rock, reviewing surveillance footage, studying cell phone pings, etc. The days of Yakuza and Triad shootouts are in the past, and local kine generally help JDF keep it that way. For this reason, supernaturals tend to avoid using guns entirely, or save their use for dire circumstances. This has resulted in a resurgence of melee weaponry. In "normal" scenarios, you are more likely to encounter a katana, knife or steel stave rather than an Uzi or rifle.
Japan is generally disconnected from the greater politics of WoD. The Camarilla, Sabbat, Anarchs; they are small fish in this neck of the world. The Anarchs have a very minor presence, while the sabbat has met only bitter defeat here. Only the Camarilla, through careful political navigation and by aiding to drive the garou out of Tokyo, have managed to establish themselves as a minor player. The crisis of Golconda, the dread of the antediluvians, these concerns fall to the wayside in lieu of more domestic threats. Foremost of these threats are the Yama Kings; malignant spirit beings that rule over The Thousand Hells. These entities are currently waging open war against The Kuei-jin and any allied to them. Here in Tokyo, that means The Gaki, Zaibatsu, and Ko-Shi are top of the Yamas' list. Regardless, the Yama are a threat to all supernaturals. Yet there are those that serve the Yama willingly in return for power or pleasure, giving up their free will and hope in exchange. Traditionally, only Kuei-jin were of interest to the Yama, but in these strange modern nights even kindred and garou are susceptible to the Hellish Influences.
The typical aversion to caitiffs and thin-bloods is far less prevalent in Japan. To most kindred and gaki, an individual's discipline, common sense and usefulness matters far more than such trivial matters as bloodline or potency or vague western prophecies. Here in Japan, we have much more pressing matters to occupy ourselves with . . .Tokyo is absolutely massive. In the WoD, it has a rather dense population of supernaturals. Though there are many factions, most of which occupy a few to several different territories, there is nevertheless a ton of unclaimed places where an individual or coterie can stake out territory. This isn't a Camarilla City, where you have to bow and kiss some Prince's shoes. There is a certain level of freedom here. That being said, the Dusk Accords and the High Court reign supreme, and strictly enforce certain rules. The masquerade is absolute here, especially with the looming threat of Strike Force Zero on the horizon. As well, unapproved conflict between factions is prohibited; if you want to avenge yourself or take territory from another, you better bring it to the Tokyo Courts first.
Where Mages and Fae are concerned, there will be very little (if any) interaction. Of course, both are present and active, but the current narrative climate doesn't have either entwined in Kindred or Gaki happenings. Suffice to say, the Mages and Fae mind their own business, and don't have any good reason to mingle in the struggles and politics of vampiric society. For now.
The Dusk Accords
The Zaibatsu, Gaki and Ko Shi dominate the Tokyo Courts through the Dusk Accords; a strategic alliance formed between the three ancient enemies that has significantly shifted the political landscape of Tokyo. This alliance is opposed separately by The Hototogisu, The Garou, and The Yama Kings. Under the Accords, the Gaki manage the Kuei-jin, Yama Kings, and Fae. Meanwhile, the Zaibatsu manage the vampiric population, which has boomed in the last hundred years. All three work together to manage the Garou, Second Inquisition, and Hototogisu. Though each still retain their own traditional Courts, all contribute to the metropolis' administration via The High Court of Tokyo.
The Tokyo Courts
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For hundreds of years, the supernaturals of Japan have met at various neutral grounds for diplomacy, debate, and trial. In Tokyo Region (eastmost end of Kanto Region), there are three "Honorable" courts; The Sun Court of the Gaki, The Bitter Court of the Zaibatsu, and The Dragon Court of the Ko-shi. There are other Courts rumored to exist such as The Gnawed Court of the Fera, Veiled Court of the Spirits, and The Dreaded Court of the Tsuimitsue, but these are generally deemed as undependable. When an arbiter is needed to resolve conflict OR witness an agreement, typically one of these Three Honorable Courts are utilized. It is a severe matter of Honor to preside over a Court, and any abuse or apparent bias on behalf of the Judge(s) will do considerable damage to a faction's reputation. The host of a Court does have the option to refuse the arbitration, without it counting against their Honor. But, if you ask a Court to arbitrate, and they do preside, you are honor bound to accept the ruling or make generous compromise.
The High Court of TokyoAt the signing of the Dusk Accords, the Zaibatsu, Ko-Shi, and Gaki provided three members apiece to form The High Court of Tokyo. This is the Uppermost authority for all supernaturals in Tokyo, and is supported and enforced by all factions and individuals who abide the Rule of the Dusk Alliance. While the lower courts mediate the majority of issues that arise among the supernaturals, sometimes a matter must be escalated to the High Court. Escalatable scenarios are varied, but matters of war between factions are escalated directly to The High Court. This is the Pursuit of Bushio.
The Pursuit of Bushio
When a faction, group, or individual desires to make war on another and if this conflict will happen within a Tokyo Ward, the initiator is expected to first take the matter to The High Court. There are many justifiable reasons to do this, such as for territory, unresolved insult or harm, or even in the pursuit of subjective "Justice". The initiator presents their case, demands, or offer before The High Court, who then offers the accused/recipient a chance to either accept the terms or present a meaningful compromise. If the terms are not accepted or no suitable compromise reached, and if the High Court perceives the conflict to be legitimate, then The Court pronounces Bushio. This grants the factions or individuals the right to engage each other directly. There are rules to this approved conflict. Don't disturb the mortals. Do not fight where mortals can see. Engage only each other. Third party allies can join the Bushio ONLY if they were already allied at the time Bushio was declared. Otherwise, they must pursue their own Bushio before they can participate. There are other nuances, and The High Court can always and at any time apply further restrictions if it deems necessary. It should be noted, that if conflict is initiated without Bushio, then the initiator(s) are subject to discipline, ranging from execution of leadership to annihilation of the faction’s structure. This has happened thrice since the institution of The High Court; first with the Nagaraja, once with the Bushi, and again with the Sabbato. This is only applicable if the conflict involves more than two individuals; a duel or fight between two people does not require Bushio. BUT, this is not to be abused. You can't just challenge every member of a rival faction in single combat one after another. Such a tactic would certainly invoke the wrath of The High Court.
Seeking RecognitionTo be Recognized by The Court is to be granted legitimacy, standing, and a "seat at the table" in the Lower Courts. It also is an open and unmistakable sign of submission to the authority of The High Court. Or, at the very least, the Ideals of the Dusk Accords. To gain recognition an individual, group, or faction must first and foremost prove that they are in fact, separate from any other existing faction. The Anda, for instance, had petitioned for Recognition right away, but were refused, as the Zaibatsu felt that the Anda fell under their umbrella. After many years of successfully thriving without help or oversight from the Zaibatsu, as well as proving invaluable in the wars against the Garou, the Anda were granted Recognition as a reward. Which leads to the second requirement; you must prove that you will fight to uphold the Accords. Most factions that have been granted recognition, have achieved the honor through battle and a record of stability. There are other ways, though. Those who are Recognized, are permitted to expand and claim territories within Tokyo. They are expected to do so responsibly and sustainably.
The Overarching PoliticsShow this
Despite the current stability, there are many daunting and nuanced problems facing the supernaturals of Tokyo as a whole. The Yama Kings, of course, are an immediate and ongoing threat. Conflict has surged between Gaki and Yama over control of the Dragon Lines, which are streams and nodes of ambient chi, essential to the growth and survival of both groups. Though this theater has traditionally been handled exclusively by the Gaki, the Clans of the Sun are seriously considering bringing Cainite allies into the fold. This would represent a historical breach into exclusive Kuei-jin knowledge. No doubt, such a desperate measure will further enrage the Quincrux towards the Gaki, but may turn the tide against the Yama in Tokyo.
The Garou are an ever-present threat to both Gaki and Kindred. Though they were defeated and cast out of Tokyo over three decades ago, they have patiently gathered their strength in the countrysides, refilling their ranks, while their enemies have toiled against the Yama and Hototogisu. In recent years, reports and rumors have spread of a growing alliance of the beastfolk encircling Tokyo, awaiting some final call to battle. Even the eldest kuei-jin and kindred simmer in dread of this coming conflict. But what can be done to prevent it?
Myriad anomalies plague japan's supernatural societies as well. The seemingly uncontrollable surge of wayward, and often malicious, spirits are emerging unpredictably. Demonic madnesses and hellish manifestations amoung mortals risk exposure almost weekly, though the kine often ascribe these events to drug abuse or mental failings. And these persistent rumors of "The Nameless" can no longer be ignored; from lowly kine to wise elder, too many now claim to have encountered these unexplainable beings. At first, the Gaki believed these were related to the Yama Kings, but no longer. For it seems, even the servants of the Yama fear to linger in the deep places, and are at just as much a loss to handle these eldritch monstrosities.
Another problem is the stirring of a Second Inquisition branch emerging in Japan, known as Strike Force Zero. Formed after a series of significant kindred exposures, this specialized branch of the Japanese Defense Force is rumored to be developing state of the art tech and elite operatives in preparation for a supernatural pogrom. This won't be truly plausible unless the X-scope technology is successfully integrated into the sprawling metropolis. Fortunately, this move has been met by fierce opposition by many mortals of Tokyo, who fear the growing government oversight and surveillance. Though historically, the Gaki have ensured that supernaturals stay completely hands-off when it comes to Kine politics, both they and the Zaibatsu are rushing to infiltrate and establish controls within the Government in order to carefully (but absolutely) squash the 2nd Inquisition before it can set down roots in Tokyo. In spite of this, there are rumors that Strike Force Zero have already begun operating in the Major Wards.
Homebrew RulesShow this
Restricted Clans/Bloodlines/Sects (for various reasons, the following are not available for new characters)
Hecata (Giovanni, Cappadocian, Nagaraja)
Ministry (Followers of Set)
Baali
Nephilim
Children of Osiris
Daughters of Cacophony
Gargoyle
Maeghar
Blood Brothers
Nagloper
Ishtarri
Nkulu Zao
Sabbat (Sabbato)
Character Creation12th-14th Gen. Thin-bloods must take 14th Generation and Thin-blood flaws.
All PCs are recently embraced; Less than a month as a kindred prior to start.
Concept, Clan, Nature, Demeanor - standard rules apply
Select Attributes - standard rules apply
Select Abilities - standard rules apply
Select Advantages - standard rules apply (max individual Resources at start is 4 dots!)
15 freebie points - standard rules apply
Merits and Flaws available, standard rules apply, consider carefully!
- Vampire: The Masquerade 20th Anniversary (4e)
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- D&D 5e
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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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Total War
For the wider Total War universe, currently preparing for Mandate of Heaven 2, Sea of Change and possibly new Sethennai
- Homebrew
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Transdimensional Teenage Mutant Ninja Turtles: After the Bomb 1666 - The Fountain of Youth and the Lost City of El Dorado
It's the year 1850 -- the War for the West has commenced in earnest.
It's difficult to understand quite how terrible the coming war for the open plains of Northern Laurasia will be without a bit of historical context. You see, the strange world of Ehrth is both like and unlike our own world...
In the distant past, during the Devonian Period (419-359 million years ago), the world was ruled by a highly advanced 'Silurian' civilization of reptoids that, it is believed by modern archeologists who have studied their legacy, traveled to other worlds and dimensions. Some researchers even believe the Silurians to have originated on Mars.
Alongside the Silurians, the remains of a prehistoric civilization of intelligent and highly advanced synapsids (a clade of prehistoric vertebrates that combined mammalian and reptilian features, the most well known representative of which was the sail-backed Dimetrodon) have also been discovered in the extensive network of tunnels which lie deep beneath the Antarctic -- these creatures apparently referred to themselves as the Khor (also spelled Khorr/Khoor/Khar/Khaur/Khaar), and they may have journeyed to Ehrth from the Sun.
Whatever the truth, the vast and long-lived civilizations of the Silurians and Khor fell in great disasters, but their legacy was taken up by the Empire of Atlantis in the 'time before history'. The Atlanteans colonized every corner of the globe, and also pioneered the use of gene-editing alchemy to create the first mutant animals -- walking, talking fauna that lived alongside, and sometimes in conflict with, their human creators.
The Atlantean legacy was revived by the ancient Greeks, who handed on this legacy to the Romans, and then to subsequent civilizations. As a consequence, the world of Ehrth has consistently enjoyed a comparative level of technology roughly three centuries advanced beyond that of our own Earth, though this technology has an occult flavor based on the Silurian and Khor legacy upon which it was established -- alchemical processes and 'philosopher stone' engines, black Vril-energy machines, ethererum-powered ornithopters, and so forth.
Nothing seems to have gone quite right in the world of Ehrth since the Gotterdammerung, a 1 teraton Ethereum Nuke, was detonated over the Princely States of Germania, specifically the Rattenreich 'throne city' of Kroenigsburg, at the close of the 30 Years War. The perpetrators of this dreadful deed remain unknown, but its effects are undeniable. The Central Plain of Europa was transformed into a polluted wasteland of blast-riven cities populated by mutants and the living dead. The mutated Kommandants of the Rattenreich of Prussien now command vast legions of zombies and mutants as they strive against their fellow warlords and the other powers of Europa for mastery of the lands of their once flourishing empire.
At the same time the Gotterdammerung was detonated, the lands of Ehrth,from distant Nippon to the Dominions of New England, endured a strange phenomenon known as the Three Days of Darkness, where the sun failed to rise for a fearful 72 hours. Mysteriously, some portions of the globe experienced this event as Seven Days of Darkness. Since that day, the world has been plagued by increased demonic activities. Reports of encounters with ancient cryptids and supernatural terrors have also become more frequent.
Alongside the Three Days of Darkness, the despoiling of Central Europa, and the re-emergence of the leylines, a mysterious illness killed off 99.9% of the human population. The world now belongs to the mutant animals, and has for roughly two and a half centuries. These four great cataclysms -- the bomb, the rifts, and the days of darkness, and the great plague, were also followed by the opening of the 'gates' -- the openings in the continental icewall that surrounds the central territories of Ehrth into the Outer Seas. Atlantis and Atilla, along with other lost continents such as Mu, Thule, Hyperboria, and Lemuria, were all rediscovered or re-arisen.
Now, the malign forces of Hades and Dyval, two infernal dimensions with designs upon Ehrth, both seek to make new inroads in this age. The 'Dominions of New England', a confederacy of mutant animals which dominates the Northeastern and central Atlantic coast of Northern Laurentia, is, in particular, riven by the influence of these two infernal powers...
Got that? Let's return to the 1850s -- several centuries of mutant animal rule have done little to alleviate the warlike tendencies of civilization. Tensions between the Glimmering Confederacy of the Golden Triangle, a vicious compact of slaving city-states and their dependencies, and the technologically-inclined Dominions of New England are quickly escalating. A war between these two powers of Eastern Laurasia is expected in the next 1-2 decades. The Capetian Dominions, still united closely with the Napoleonic Empire of New France, wait patiently on the sidelines for their opportunity to take advantage of the conflict. To the West, tribes of the Great Plains seek to fend off advances from the Republics of Monte Rey, Guadalajara, Oaxaca, Baha, and Houston to the south, and the 'Mormonite' colonists of the Great Salt Basin. The quickly-multiplying tendrils of the seemingly endless rail tracks laid the great Locomotive Guilds of the Dominions of New England throughout the Western plains of Northern Laurasia threaten to consume the heretofore pristine lands of the Great Prairie...
Ah -- the Glimmering Confederacy of the Golden Triangle, also known as the Empire of Agony. This cruel, avaricious realm, whose power was built up upon the whip-stricken backs of its legions of enslaved magic-users and elementals, is now facing a surprisingly tenacious revolt within its Mesoamerican territories. Rumors abound that the ancient powers of Aztlan -- the blood-soaked realm of the camazotzt, the mutant animal vampire-bats who once ruled this region -- seek to take advantage of the new disunity and reassert their power, rising from their places of refuge in the deep earth. Other reports herald that the fabled Fountain of Youth has been located -- the brightest jewel of Moctezuma's lost treasury held in the fabled glistening city of El Dorado. If either the sanguinomancers of Aztlan, or the psionic slavers of the Golden Circle were to locate the Fountain, the fallout could lead to the conquest of the entire continent by one of these baneful powers.
Enterprising heroes with a talent for subterfuge are needed to infiltrate the mysteries of the Valley of Mexico, rendezvous with the sore-beset cells of the revolution, and keep the power of the fabled lost city from the hands of evil doers.
Greetings fellow mythweavers. I'd like to try to run a game I had in mind for the Palladium system in a slightly simpler rpg engine -- the open d6 system: https://ogc.rpglibrary.org/index.php?title=OpenD6. All the rules are completely free. I listed the game as 'mini D6' because open d6 was not an option.
The basic game mechanism is relatively simple -- you have a pool of d6s and you roll them against a target number. One dice in the pool is a 'wild dice' which can have additional effects like in Savage Worlds. The dice can explode. There are attributes and skills and powers, but no classes. Progression is essentially getting more dice for the pools. There is a lot of room for homebrewing/customization in this system. I'd imagine having a long list of abilities and skills and access to a number of powers to try to model the diversity of character options in other systems. However, even if the character sheets are long, the underlying system is extremely simple and it actually shouldn't take a long time to make a character -- mostly just assigning 3D, 4D, 5D to ability and skill pools and picking some equipment and powers out of the magic book. I'll come up with the full details if there's enough interest. The characters would be mutant animals.- Mini6
- closes March 7
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Transformers (MSH)
Transformers RPG (Marvel Super Heroes)
Autobots fight a desperate struggle against the Decepticons.
- Marvel Super Heroes
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- Vampire: Dark Ages 20th Anniversary
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TRELLUNND
Welcome to Trellunnd
The name means 'Three Lands' in Old-Giantish. It is a name passed down from ages long past when Giants and Dragons fought for dominion over the world.
In the present, Third Age of Trellunnd, however, few civilized folk believe either was ever anything but myth.
But now ominous omens have been spotted, strange times are rising and many missing pieces from the past must be uncovered before it is too late.
GAME DESCRIPTION:
The world is medieval in nature, with sailing ships, cities, and trade, akin to the 'Age of Sail".
Characters will continue an epic journey to unravel an overarching mystery of grand proportions, whilst completing side quests for favor and/or profit. You will work together to survive in a variety of harsh environments, both environmental and political.
Geographic and historic exploration are major themes, but all knowledges will prove valuable to the learned and all skill sets will be utilized.
The game will include widely diverse themes, conflicts and settings. All unique and intriguing character applications are welcome.
Players with a fondness for creative and descriptive writing are encouraged to apply.
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For more information about the world, please refer to the SETTING page. It will be further filled out as players ask questions and characters discover more about the world as they journey along.
STORY SUMMARY
Two weeks ago, you awoke, inexplicably, in the middle of a harsh and barren desert with almost no memory of your former lives. You vaguely recall having spent the past several months or possibly years in a non-descript 'Facility' of some kind...
Besides the loss of memory, you share a common trait with your companions. Like the tolling of a bell, you can not escape one, crystal-clear, reverberating thought upon which you feel compelled to act...
"STOP THE DOOMSIRE"
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In the harrowing days that followed your inexplicable awakening, you and your companions struggled to trudge your way out of the inhospitable desert.
You were forced to fall back on primitive means to fight off wild animals and endure the unforgiving climate. Miraculously, when nearly all hope was lost, you were rescued and brought to a vast and remote military fort city.
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Feel free to read Chapter One, about how one group survived the ordeal.
*Completely optional read.
**Much of the latter half of the chapter was separated into private texts as the party became split and therefore may be confusing to read after having removed the private labels
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CHAPTER TWO
A Tenday has passed since arriving at the fortified, military-encampment.
You are in the merchants' quarter of what is more like a sprawling tent-city. There, you have been allowed to slowly recuperate from the desert's toll on your health.
You have regained much of your memory in the preceding days and can finally recall details about your former lives.
You cannot, however, account for the vague recollection of the "facility", nor how you came to find yourselves in the middle of a desert.
You are without money or possessions and are now indebted to those who have given you aid.
Above all else though, you feel compelled to heed the incessant, tolling call to... 'Stop the Doomsire'!!
The journey must continue, lest all becomes lost...
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All old applications have been moved to the Archive.
If you would like to reuse an old character application, let me know and I will move it back to the Applications page for you to continue working on.
Otherwise, you are welcome to make a new application.
One character from Chapter 1 (a rogue) has been preselected for the coming journey.
The other remaining spots (4-5) are available.
Application Deadline is:
Please submit new applications here.
- Pathfinder 1e
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Trouble in Glimmer Pass
You, veteran adventurers that you are, have come to the thriving port city of Avonlin due to the call for aid. Each of you have come for your own reasons, but those are irrelevant to the people of Avonlin, much less their Lord, Leonardo. He only cares that the trade route between mainland, resource-rich Avonlin, and the port-capital of Avonlin remain undisturbed, a task which now falls to you. Something has been interrupting convoys and stealing pack animals or people from them without warning or trace. Only once or twice a month, but that it's happening at all is cause for concern. How will you discover the cause, and what will you do when you find it?
A short little adventure which sprung out of an idea I had a while back, there are several options for solving this issue. hope you enjoy it.
- Pathfinder 1e
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- Legend of the Five Rings 4e