Game Directory
All Games
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Dragonlance: Shadow of the Dragon Queen
The world has ended, and it's ending again.
Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the people of Krynn survived, but the world isn't what it was. Those nations that remain linger in the shadows of their ancestors' wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.- D&D 5e
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- D&D 5e
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Dread Realms: Falkovnia
The days of the living are numbered in Falkovnia. The people would flee if they could, taking their chances in the Mists, but they aren’t allowed that choice. The military has turned against the people, making them prisoners within their own country. With cudgel and pike, the soldiers of Falkovnia force every commoner into grueling labor, rushing them to raise fortifications and scrape scrawny roots from the dirt. Every lash strike, every day of meager rations is necessary—or so the soldiers claim—because time is short and the dead are coming.
Falkovnia is a land besieged. Empty countryside surrounds ruined or crumbling cities. A few desperate pockets of civilization survive, carrying on not out of hope, but out of fear of the land’s merciless soldiers. Led by General Vladeska Drakov, Falkovnia’s military organizes a desperate and occasionally effective defense against an implacable foe: the ever-growing armies of the dead.
Every month a new zombie legion issues from the Mists. Never emerging from the same place twice, the horde sweeps across the land, drawn to the densest populations of the living. That’s currently the Falkovnian capital of Lekar, where unfit and underfed conscripts defend crumbling walls alongside General Drakov and her crimson-armored elite soldiers, the Talons. Causalities stack up during the zombie sieges, but miracles and moments of valor have not abandoned Falkovnia. The people’s numbers dwindle, but they soldier on.
In the aftermath of an attack, the Falkovnians burn their dead, repair what they can, and whisper that now might be the time to flee. Invariably, though, someone speaks too loudly and a so-called traitor is impaled upon Lekar’s walls. The people might want to abandon their homes, but Vladeska Drakov will not know defeat.
Players will be thrust into one of Ravenloft's most brutal Realms of Dread, Falkovnia, and will be forced to contend with monsters both living and dead. Expect tough moral and ethical decisions, survival mechanics, overwhelming odds, and those classic zombie/gothic horror tropes — with a few surprises along the way!
This campaign will take characters from 1st — 10th level, with potential for more should the desire exist.
This game will focus heavily on three main elements of play: survival, socialization, and combat (~20/40/40 split):- Survival will mainly deal with the management of rations, marching order, and levels of exhaustion; each will be pivotal to ensure success, for the lands of Falkovnia are ravaged by conflict and pestilence.
- Socialization will focus on the interpersonal aspects of the party and their reputation with certain factions throughout Falkovnia. Who do you trust? Who trusts you? Etcetera. In lands so harsh as these, altruism is often a death sentence. Yet, brutality seldom makes the kind of friends you want hanging around. Balancing a cold and bleeding heart will be crucial.
- Combat will be plenty, and you can expect to encounter odds both surmountable and not. Understanding when and where it is necessary to fight will keep the party from a lot of unnecessary suffering. Permanent injuries, potentially even death, are all that await the hasty and reckless.
Thematically, Falkovnia is a bleak and unforgiving domain, where silver-linings are few and far between. Grimdark is probably the best umbrella term to encapsulate its pervasive misery. However, I've a personal love of black comedy and meta humor so expect sprinkles of both throughout the campaign. Players who can appreciate classic D&D quirkiness will be right at home.
Which rulebooks are allowed?
You can use the rules found in the Player’s Handbook, the Basic Rules, and all the books listed below.- Van Richten's Guide to Ravenloft (VRGtR)
- Fizban’s Treasury of Dragons (FTD)
- Mordenkainen Presents: Monsters of the Multiverse (MMoM)
- Xanathar’s Guide to Everything (XGE)
- Tasha's Cauldron of Everything (TCE)
- Strixhaven: A Curriculum of Chaos (SCC)
- Sword Coast Adventurer's Guide (SCAG)
As well, the following variant or optional rules are available:
- Customizing Your Origin (TCE)
- Optional Class Features (TCE)
- Variant Human Traits (PH)
You may also choose the following subclasses from unofficial material:
- Blood Hunter (Mercer)
- Gunslinger (Mercer)
Starting Level: 1st level
Alignment Requirement: Preferably good. Other alignments will be considered with an exceptional application.
Starting Equipment: You will start with the basic equipment given to you by your class and background. You can sell starting equipment using the rules in the PH and can buy equipment found in the PH or available rules. NOTE: pay attention to rations, camping supplies, encumbrance, etcetera, for they will factor into the game's survival-light mechanics.
Ability Scores: Roll for stats in the designated thread. Alternatively, if your results are abysmal then you can opt for 27-point buy.
Hit Points: Maximum at 1st level, roll for each level after.
Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing existing backgrounds is allowed but must be approved by the DM.
Character Submissions: You will also need to start a thread in the Applications thread for your submission. Questions about character creation can be forwarded here.
Application Deadline: September 30th, 2023 (12:00pm CST)
Post Requirements: Minimum posting rate of two or more times per week.
Party Size: Looking for 4-6 players. Variance based on application quality and/or interest level.
Other Requirements:
- I'm looking for interesting, thoughtful posts that work the scene forward. What is your character thinking, doing and saying in relation to the current events!- There will be times where fighting isn't the best option. Take hints of danger seriously, and don't be afraid to do a little research if you're afforded time to do so.
- Rule-of-Cool reigns supreme. I'm not a rules lawyer, though I like to think I know them well, so feel free to experiment or be the daredevil we all know you are.
- You're welcome to play with the scenery unless otherwise stated. Uncertain? Just ask!
Can I submit more than one character?
You must have a primary character first and foremost; if desired, you may have one (1) backup character in addition to your primary. Both will be kept under the same application topic, that of the one created and named after your primary.- D&D 5e
- closes September 30
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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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Drow Rising
New players all start as Level One characters
Game System: AD&D 1e only, plus a few house rules
Races allowed: Human, Dwarf, Elf, Half-Elf, Gnome, Halfling
Classes allowed: Fighter, Ranger, Paladin, Magic-User, Cleric, Druid, Thief, Monk.
House Rules:
6x4d6, put stats wherever you want
I will find ways to reward players with higher CHA, so it’s not just a throwaway stat
Max HP at level 1
No psionics
I don’t use formal alignments, but no evil characters
Magic–users don’t have to memorize specific spells the night before, they can use any spell they know, up to the usual limit per day.
Sleep spell is subject to a saving throwNo PvP
- D&D 1e
- closes August 31
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Dungeons of Drakkenheim
Nearly 700 years ago, the realm of Westemar suddenly cloistered itself from the outside world. Impossibly high mountains erupted from the earth, a raging storm of ice and thunder began to swirl endlessly around the peaks, and anyone foolish enough to find a way through was met only with an early end. The people of the outside world were suddenly cut off from the mighty civilization and the arcane magic that it once allowed to flow freely. Millions perished in the resulting famines, wars, and pestilence they were suddenly unable to contend with. But they endured, and soon rebuilt without the aid of the magic, though never reaching their own former glory.
Then suddenly, the endless storm dissipated and pockets of the ranges receded back into the earth, bridging the Westemar and the it's arcane knowledge to the rest of the world once again. In time, Westemar and the other realms managed to strike an accord of mutual benefit and a new age of prosperity began on the continent, with the city of Drakkenheim as the centerpiece of commerce, knowledge and the arts.
That was before the purple fire rained down from the heavens and destroyed the mighty metropolis in a torrent of destruction, leaving behind a thick mist known as the Haze, weird crystals densely infused with arcane energies, and inhabitants that hardly resemble the bodies they were born with.
You have taken up a contract to escort someone to the town of Emberflame Village, and help them set up a base of operations. To what end, you didn't ask, for each of you have your own reasons to head to the village and try your luck at unlocking the mysteries of Drakkenheim. The journey to Emberflame is arduous but well traveled, though not entirely safe since the realm was thrown into chaos.
- D&D 5e
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DungeonWorld: Sea of Grass
Welcome to the Sea of Grass. This game is a DungeonWorld, Jumanji/D&D cartoon-style of story, in that teens from our world have been pulled into a mostly abandoned, post-apocalyptic-feeling fantasy world as their favorite fantasy characters. The PCs will be older teens (16-18), and the remaining NPCs in the group (~4) may be younger. Since this is PbP, the scenario will be a pretty short, linear adventure (lasting for 4-6 months of real time) of trying to do the thing to get home. Characters will level quickly. The game will begin when the characters all wake up in the fantasy world as their favorite fantasy character.
Find a detailed description of the game here: https://www.myth-weavers.com/index.php?/topic/19167-character-creation-and-additional-game-rules/
- Dungeon World
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Durlag’s Tower
Adventurer's League Game
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!
A Four-Hour Adventure for 11th – 16th level Characters
- D&D 5e
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- Miscellaneous
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Earthlings in Glimmerspire
The Old One breathed life into the Five,
A vast world before them did thrive.
In slumber, the Old One sought respite,
While the Five clashed, locked in eternal fight.Life they granted, life they did seize,
Within their midst, conflict never ceased.
With heavy heart, the Old One awoke,
And shattered the world, in a single stroke.Sons and daughters untouched by the Old One's wrath,
But the vast world crumbled along the sorrowful path.What has happened so far:
TLDR:
Five earthlings found themselves in a place called Glimmerspire. There they encountered a deathly plague. After following some clues/leads, they tracked down and dealt with the assumed source. A month passed as they acclimated, before being transported to the fortified walls of Grimwatch and the adventures that awaited them there.Full:
Inexplicably a group of earthlings vanished from their subway car and arrived in the den of something, before exiting to realize they have no idea where they are. They observed a mounted soldier (Brened) do battle with a hairy beast, a gnoll, and slay it. After which they appear to have befriended him, somehow being able to understand a language none of them spoke. Together they made their way to the town of Redhallow, which is suffering from a flameless burning blight. Each of the earthlings has their own reason, but all have decided to try and help the people of Redhallow.
During their investigation of a couple of buildings within Redhallow, they managed to gather a small arsenal of archaic weapons and armor, along with some basic supplies. Four of the five stayed the night within the church of Helcaliant, to wake the next morning with a blessing and a brief farewell before they embarked for the mines. The fifth started for the mines that night, all alone.
Between the celestial bodies, the armored soldier, the gnoll, unfamiliar names, and now the blight, they are starting to come to strange conclusions.
The lone traveler was the first to arrive, who encountered a robed, fear-inducing individual, but was ultimately unharmed. Hours later the five were reunited as they started into the mine entrance. They found signs of bloody violence, but only one body. They also ran into small, skinny bipedal lizard-like creatures, kobolds as they would later learn. This meeting was not as friendly as some would have wanted and fights with might and magic ensued; this included even an impressively large lizard.
With freshly cooling corpses all around, a choice was made to capture instead of kill, and so, the last kobold (Khoku) was laid low and then bound. Communication proved too difficult and consultation was opted for. Prior to their departure, they met a darkly-skinned gnome (Rasmop) and her airy companion (Aerthis). She had been sent in search of the source, same as the earthlings, and finding them interesting, decided to tag along.
On the return to Redhallow, kobold, and gnome in tow, it was let slip the group's origin. The gnome called them riftlings and to their surprise, was interested and not afraid of them.
Redhallow was much the same as they had left it, with the situation only growing worse as desperation drove those still living to try anything. The reception when they returned was less warm than it could have been. Help was still offered, this time in the form of two magical elixirs that allowed one of the earthlings and the captured kobold to communicate clearly. They learned that a group of kobolds had taken up residence in the mines and they were being menaced by something that could fit the description they had already been given. Efforts were taken during this time to form a bond with the kobold.
The group met little fanfare as they departed this time and no resistance as they reentered the mines. They found most of their bloody work missing, save the ravaged remains of the large lizard. Deeper into the mines they went, entering a large natural cavern, where they encountered the group of kobolds they had been told about. After a violent greeting, the group was permitted to continue on, with Khoku parting ways.
Now they stood before a small field of not-so-dead corpses, in a widened section of a strangely worked tunnel. On their approach, part of the dead rose up. In the ensuing violence, one of the group was beaten into unconsciousness. Fearing they were being overwhelmed, they grabbed their fallen and retreated back to Redhallow, hoping to find tools to deal with this menace.
Their return was met by disheartened folk, who nonetheless supplied them with a cache of holy water. Armed for the task at hand, they trudged once more back to the mines. Something felt a bit different when they got there, but nothing disrupted them as they returned to the corpse-filled chamber. Being prepared for this threat, they dealt with it handily. It was here that Rasmop was held back by Aerthis, citing concerns over the 'Blaze'.
Unconcerned, the group pushed on, finding a large chamber with a large rock in the middle. It was surrounded by water coming from the top and covered with occult-looking symbols that no one could make real sense of. It was here too they finally encountered the rumored beast; a gnoll after closer examination. The creature fought as if on a vendetta, incapacitating one of them and nearly a second before falling itself. Its death appeared to cleanse the chamber.
Their victorious return from the mines was soured by the fact that the kobolds had attacked Redhallow in their absence. Their befriended kobold, Khoku, had aided the defenders against his own kind. The attack left some sections of the suffering town in cinders. Long awaited aid had finally arrived though, with Brened and the Baron's champion, Reynfred, at its head. Tensions were high in their first meeting due to their otherworldly origin and appropriation of equipment, which was quickly smoothed over by Governor Sendars.
Then began a time of calm for the group. Each did their own part in assisting the town to get back on their feet, while also trying to better integrate into and learn about the world they found themselves in. During this time, an emphasis was put on befriending the dwarves, given the sacrifice made by Dukhath. Khoku accompanied them in this endeavor, while Rasmop assisted in areas better suited to her ability. Not only focused on books and work, did they get to partake in the festivities of Gesphrem's night, and were also able to exchange their spoils from the mines for a modest sum. Investigating the books from their first few steps into this new world, found each in possession of a near-identical magic ring.
The peace couldn't last though. Ivirune, the Hand of the Praerius Circle had demanded answers from the group. Not all were open to her approach, with at least one openly defying her. The exchange didn't come to blows, but only just. Through a tense stand-off, limited information was shared between the different sides. It appeared enough for her to be satisfied by the ordeal while leaving the earthlings with more questions. Not eager to lose a potential fount of magical knowledge, at least one of the earthlings did their best to ingratiate themselves with the mage. That earned them promised passage, after a contentious debate.
A swift and jostling ride saw them safely to the imposing fortified walls of Grimwatch. There they were greeted by Hildemar, who cleaved them away from their guide. In a seeming effort to keep them out of her hands, the group was offered and accepted an outing to find some scouts lost in the mountains. Before entering the formidable passes, the group gained two traveling companions: Kael, a young man eager to prove himself, and Branor, an aged and experienced ranger. The group came across a partly ransacked camp with signs of a large conflict. Following one of the trails, they came upon a bloody, grizzly scene of dead scouts, with a giant at its center. The pitched confrontation was nearly lethal before the giant was slain. A trail from expected survives led deeper into the mountains...- D&D 3.5e
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- Savage Worlds Adventure Edition (SWADE)
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Eberron PF2e
It’s a world of magic with airships and dragonmarked dynasties; the Last War has ended, sort of; it draws on both pulp and noir for inspiration; and familiar things may not be what you expect them to be.
Your characters are members of the Clifftop Adventurer Guild, a guild with a good reputation that gets the job done.
- Pathfinder 2e
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Eberron: New Cyre
Welcome Cyran citizens and visitors to our refuge. Take a weight off your feet and tell us the tales of your travels in the Dead Grey Mists into the grave of our homeland. What monsters and horrors have you found there? What remnants of artifice and magic lurk there still?
New Cyre (formerly the Brelish Camp) is a town in eastern Breland and the new home of the refugees of the ruined nation of Cyre. Beginning as a refugee camp, it has grown into a large town, as well as a beacon and symbol of hope for the scattered Cyran refugees of Khorvaire.
"These Brelish laws are fit for Breland, but they have no authority over the sons and daughters of Cyre." -
Prince Oargev, private remarks to close aides on the Brelish legislation granting them the land of the Brelish Camp for their own use.In the world of Eberron, in the continent of Khorvaire, the nation of Cyre suffered a terrible fate at the end of The Last War. A horrible, magical effect encompassed the entire land, destroying all that lived within the borders and twisting the very land so that it can no longer be recognised. Nobody knows the cause but the fear of it being repeated went some way to bring an end to The Last War.
The Mournland, as Cyre has been renamed, contains the treasures of an entire nation, magical secrets, and material that the prince of that nation seeks for his new home. The town of New Cyre, less that four years old, is struggling despite former citizens of Cyre bringing their skills and wealth to the town, despite help from the dragonmarked houses, and despite the charity of Breland's King Boranel. Most people came here with nothing but the clothes on their backs or were released prisoners of war with nothing to their names, not even a sword or bow. The charity of King Boranel is wearing thin as rumours of an uprising of Cyrans within his borders has reached him. The dragnmarked houses have been generous but they expect a return on their investment in the town's prosperity that has yet to be delivered.
Prince Oargev is doing his best to hold it all together but he is a prince without a nation and his position is precarious. Monsters emerge from the Dead-Grey Mists of the Mournland with increased regularity and his town is becoming a way station for treasure seekers looking to fill their pockets from the corpse of his homeland.
Where do you fit within New Cyre?
- Pathfinder 1e
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Eberron: Rising from the Last War
Welcome to Eberron
In an ancient ruin beneath the Demon Wastes, a band of heroes races to claim the Reaper's Heart. If the agents of the Emerald Claw reach it first, they'll reignite the Last War and unleash an army of undead.
In the city of Sharn, a team of spies pulls off an impossible scheme—breaking into the impenetrable vaults of House Kundarak. But instead of gold, they find a secret that could shatter the fragile peace between the nations.
Aboard an airship, a wizard debates the interpretation of an ancient prophecy with a blood-red dragon. If the sage loses the argument, the dragon will destroy the airship and everyone on it. But if she wins the debate, the dragon will take them to distant Argonnessen, and no human has ever seen the land of dragons and returned!
The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people.
Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world's economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool—to build cities, to sail ships through the skies, and to create both wonders and weapons.
Heroes come in all shapes and sizes, all classes and races. They travel the world, battling villains in instants of over-the-top action. And they unearth fabulous treasure, and deal with narrow escapes and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the world's safety.
Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Stories don't always end well, and there isn't a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference—for better or for worse.- D&D 5e
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- D&D 5e
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- D&D 5e
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Ego Crash
The Egocrashers are a small organization in the solar system's underworld that are primarily involved in the theft, sale, development, and trafficking of dangerous and forbidden weapons and technologies. They are known among transhumanity's criminal elements for hiring individuals with unique backgrounds to undertake dangerous jobs that pay very highly.
Recently, the group put out an advertisement on a midnight-marked job board looking for highly motivated and skilled individuals to "liberate one of nanotechnology's greatest minds from slavery in Jupiter's orbit." The potential payout listed is jaw-dropping, but so are the supposed risks. Potential TITAN exotech? Hungry nanobot swarms? Cyborg bodyguards? Space pirates? Unlikely. Besides, how hard can it really be to
kidnaprescue a scientist?System: Eclipse Phase, Second Edition (free rules available here). No prior familiarity with the system required! The system is fairly crunchy, but I am willing to help you learn.
Posting Frequency: Ideally, an average of 2 times per week to keep things moving, but historically we've averaged about once a week so far.
Game Type: This mission is a medium-length investigative mission that is part of a longer campaign involving uncovering the secrets of the Egocrashers.
- Eclipse Phase
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- Vampire: The Masquerade 20th Anniversary (4e)
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- Vampire: Dark Ages 20th Anniversary
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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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- D&D 5e
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Emerald City Knights
Emerald city is in Danger and it needs Heroes, If anyone wants to play just put a post in Applications and your good to go, in the meantime Im going to just play the adventure myself- Hero
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Emerald Oubliette
Yo Joe! You have two objectives in this mission. 1. Objectives: Discover the Cobra agents and
stop them from escaping with a haul of illegal exotic reptiles. 2. Discover which vessel is transporting
the Cobra shipment, reconnaissance as to why Cobra is taking this part in the illegal exotics trade, and stop them from doing so. Are you Joe enough?- Miscellaneous
- closes May 5
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Empire City
Empire City is a superhero game about heroes protecting the Big Apple on Sentinel-Earth. The Guard cannot be in Empire City all the time, it's left to your team of Superheroes to protect the citizen of Empire City from various threats.
- Tristat