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Barony of Felines
Gathering of the Nobles
As a noble child, your PC met 10 year old Bruce Wayne. His parents were viciously murdered so you and your parents went to pay respects at Wayne Manor in New Gotham. You spent 10 days with Bruce in his early grief, exploring the expansive manor grounds and making childhood promises. 20 years later you receive a letter reminding you that you pledged on the old gods and the new to come to Bruce's aid should he ever need it. Feeling obligated, and wanting a good relationship with the wealthy Wayne family, you call for your horse, say goodbye to your family and barony for the dark city... New Gotham.
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An adaptation of one of my favorite stories. This will be a typical module length with possibilities to continue. Early warning, I will sometimes flake on my own games, it's a undpredicable psychological response of sorts and I can only say sorry for any unintended disappointments. That being said, my first game on MW ran for 5 years with three of the original 4 players sticking it out. The world of Drelin is quirky - so have fun. This adventure is split in two parts and will involve skill challenges to help baronies in addition to encountering possible deadly fights. It will help if you like playing an aristocrat.
Major Influences for this original module are the novel Brothers Majere by Kevin T. Klein & PFAP War for the Crown (specifically done by the wonderful podcast Find the Path).
rules for PC creation -
7th level w cohortReligion=polytheistic. Current trend to have a duo or trinity of deities tattooed on wrists.
Preferred deities ....
Mystra, Dumathoin, Abbathor, {elemental deities- Akadi, Grumbar, Istishia, Kossuth}, Desna, Pelor, Gond, Auril, Talos, Tymora, the Raven Queen (N, Death, Winter, Fate), Malar, Mielikki, Selune, Waukeen, Moradin, Corellon, Hanali, Deneir.preferred sources -FRCS, DLCS, ECS, Dragon Mag material including Dragon Compendium, UA, Com Adv, CWar, CArc, CDiv, MM I and II, PHB, DMG, ExPsionHB, MoFa, PGtF, RoF, RoS, RoD, RoW, SS. Most other sources are ok, you don't have to ask.
Full HP 1st Lv. Roll (rerolling 1's) or 1/2 rounded up.
stats: roll 3d6 8xs dropping lowest two. You can always chose the 34 point buy system.
+Start with typical gold. Fine and regular clothing, dress outfits, are provided as well as a signet ring indicating your station (50gp). In addition, you all have a fine carriage pulled by two horses provided by the Wayne Family.
+Ignore the first 10 lbs of equipment for encumbrance and small folk don't receive encumbrance size penalty.
+Please list weight (over .49 lbs) and price of all items (above 9 silver) on CRS.+Everyone full PC gets a bonus 3 ranks in a profession as nobles have jobs and families. job examples = knight, captain (of a vessel), judge, barrister, bookkeeper, priestess, sage, diplomat, banker, artist, performer.
+Full PCs can have the Leadership feat for free at 6th level (so you can take improved cohort at 6th). Your leadership score/requirements can trigger off of char wis or int. Your cohort is a loyal companion that is tied to you and your house; a little brother, a niece, a cousin of lower station, a servant, a squire, a favorite teacher/advisor/priestess, a loyal umber hulk bodyguard, a Kender or tortle servitor, a psychic 'watcher' to monitor your family for the lichking, an undead servant (remember, undead are not necessarily evil in Lichstone... the king is well tolerated and he's a lich.) etc.
+non-humans can negotiate a swap for a feat at first level (example: lose gnomish spells and Add +1 to illusion spells cast by gnomes and +1 racial bonus on attack rolls against kobolds and goblinoids.for 1st feat).
+magic is restricted in this setting mostly at higher levels (teleport, resurrection, raise dead, most spells over 7th level). Sorcerers are mostly elven, those that aren't are sought after by the Imperium.
+I use a small amount of pathfinder stuff (prices, items, creatures) like the spell Identify and your ability to identify items and the price of amulets of mighty fists. If you have one suggestion involving your character, just ask.
+You can take on one flaw for a feat at first level.
Notes on races (note on the note: you can be most any other race)
Elves - the high desert is dominated with tall elves, oft with air genie bloodlines. The shorter cousins live primarily in the Forever Forest under the strict Elven Imperium. Gnomes and elves swap lifespans.
Humans - every shade but white. The people of the Outlands, high plateau, and mountains are mostly asian in appearance. Those from the desert lands have a middle eastern appearance. Those of the western heartland and Lichstone have light black and tan tones.Planetouched - Aasimar are strong in the Molten Barony of Caladan and Teiflings are mostly found in the Molten Barony of Gedi Prime. The molten baronies are north and northeast of New Gotham and Lichstone.
Fey - lots of fey in the Forever Forest.
Gnomes - gnomes populations are low and have offspring of every variety (of gnome). Gnomes and elves swap lifespans. Historically they tinker and invent a lot.
Halflings - only Kender exist on Drelin, brought as slaves by orcs over three centuries before. They are a toned down version of the DL race. I have rules if someone is interested in playing one.
Half elves - usually originate in and around Moonglade, largely subjugated by the Imperial Elves.
Half orcs - prevalent in the Outlands. Ancestors from the orcish invasion of hundreds of years past. There are no full orc left on Drelin. Anyone can use the human stats instead of half orc.
Sea-elves- the spongy coral coast has a healthy population of green and blue shaded sea elves. They trade with New Gotham.Anthropomorphic Animals are prevalent around New Gotham including Tortles, rabbit-folk, cat-folk, grippli, kenku (from beyond the mists, in Lichstone)
There are no goblins.
Bloodlines are prevalent on Drelin.map of Drelin - New Gotham is not in this map. It would be where the last letter in Merzy River is, the r.
You will make a 7th level nobility with attache.
This adventure utilizes the talents of Lichstonian nobles to aid local baronies. You will create your own House of the Olde Monarchy. I have three examples here... Yours will be similar listing= name and briefly describe your barony/dutchy, god/goddess (up to 3), major business, house flag/colors (remember: red is the king's colour and is tightly restricted). First roll a d8+1 and add this to 90 giving your house societal ranking. The 1% mostly live within Lichstone castle its self.
Family : Gellentara (99%) Known for their vampire lineage.
Goddess : Evening Glory
Business : Leadership of New Gotham (the Lord Mayor Duke Davids Gellentara)
Flag and Colors: same as New Gotham or Evening Glory
Family : Wayne (92%) Known for immense diverse wealth. Count Bruce Wayne.
Gods : Kord and Dumathoin
Business : Holdings in New Gotham (the Wayne Academy of Youth, Wayne Enterprises, Wayne Bank). Philanthropy, loans and banking.
Flag : Pink W over grey.
Family : (93%) Atreides from the Molten Barony Caladan
Gods : Shihalud (Sandworms in the desert lands), Kord (riding a bull), Istishia
Business : Trade partnership with the secretive desert elves and the spice only they produce. The elves also produce and trade in the illicit drug styigia. House Atreides (aasimar) are known for their ruthless psionic academy and loyal house troops. At constant war with neighboring Molten Barony Gedi Prime ruled by the sadistic, demon-worshipping House Harkonnen (tiefling).
Flag : Black bull head on Green.
want to play a psionic Paul Atreides? He is married to a highborn desert elf.
other businesses for your family might include :
-other towns and villages behind the mists. examples ; Gotham known for its architecture and Ravenstone known for its kenku witches and oracles. Most of Lichstone countryside is farmland to the coast. The coast is dangerous with lobstrocities raids and dry conditions.
-local baronies.
---Three Dam Baronies. The fortified New Castle (flag is a white hound on black) is barrier between the dangers of the east (wastelands, desert empires, swamps) and New Gotham. The middle barony is a swampy valley called Soursout Meadows (flag is a pink paw print on grey). Miremoor- known as the barony of flower, it is the southern most of the 3 Dam Baronies. Verdant canals occupied mostly by Kender, Tortles, rabbit folk and grippli (flag is a blue river otter on green).
---northeast of New Gotham is the 2 Molten Baronies. These heavily fortified villages are the source of many resources including salt, stone quarries, oil fields, coal mines. These baronies create a barrier between Lichstone and both the Elven Imperium and the Wastelands.
-landowner. All nobility owns lands. Your father and/or mother probably rule one of the baronies (you can be as descriptive as you want with your 'home' barony or just use one of the provided). There are 20 baronies behind the mists in Lichstone proper, the above mentioned 5 baronies around New Gotham. In addition, 8 more baronies compose the Kenderlands aka South Central Drelin. The SCD baronies are the least desirable because of the wet conditions and the sometimes infuriating kender.
-the lucrative Mistberry wine. Kender druids from South Central Drelin grow berries and most of it is processed/traded out of New Gotham to the elves.
-coal mines. Strong unions ensure the workers of the mines.
-ore manufacturing for steel.
-trade/diplomatic relations with elves. Either the xenophobic elves from the Forever Forest or the secretive sea elves. You can play an elf or sea elf whose family conducts trade relations with the Wayne family.
-salt mines. Tough work mostly done by the imprisoned.
-military. Knights of the realm can work the waters on river barges in South Central Drelin protecting kender citizens from the swamplands to the east or on the open oceans working with fishing crews and sea elves in defense of their homeland (the spongy coral coast). They can be calvary along the northern walls, soldiers in Lichstone the capital city or the newly formed New Gotham. The lichking has a personal guard similar looking to the imperial guard in star wars.
-religion. Many shrines and churches are run by the Lichstone nobility.
-necromancy. Lichstone is the home of necromantic magic on Drelin. They embrace undead and use them for labor and protection. Necromancers are revered in Lichstone.
-waterways. There are canals and sewers in New Gotham and many rivers of the kenderlands. All throughout is the ubiquitous eel trade.
-alchemy, technology. Gnomes ply their trade in New Gotham.
-ship building. Large sea-faring ships are constructed in part in New Gotham and shipped on barges downriver through South Central Drelin to the ocean.
-the dwarves of Lichstone. Cliffside entrances to the isolated dwarves clans. Some ride the waves as fishermen mainly staying to the safe waters of the soft spongy coral coast. The clans are led by the Highcrest family.
A note on the Lichking and the nobility. - The nobility is stable, ensuring lineages through marriages and business partnerships. They exist, however, entirely at whim of the rarely seen Lichking. They can only guess as to what he wants unless they receive orders from his imperial highness usually through a kenku inquisitor. In general, the king wants Lichstone to remain strong and independent. Law and order in his lands are a must, this seems to include protecting the kenderlands and fostering a good relationship with the elves. A house that can't keep its affairs in order runs the risk of total annihilation, even a noble house. Agents are known to literally come in the night and exterminate entire families, never to be spoken of again. A true dictatorship.
Show this Frost Mage
new class (either gnome or taught by gnomish master)
Gnomes traveled north and up mountains seeking the coldest depths to supplement arcane experiments eventually mastering the frozen arts. The modern frost mage doesn't have to suffer for his powers, in fact, they are known for getting paid well for an easy life of mostly utility spellcasters. Having gained in popularity, power and wealth in the female ruled nation-state of Basilica, gnomish frost mages are now spreading far and wide. They are most desirable amongst the elite of Sas in the desert lands and in every pub and noble-mans estate in cosmopolitan New Gotham. They fill a roll of utility, protection and a bit of blasting and healing.
Frost Mage
-d6 hp ; bad ref
skills 2+int: appraise, concentrate, know(arcana)/(nobility)/(the planes)/(nature), spellcraft, craft, profession, use magic device.
- Loss of 11th level of spell progression.
- At 1st level frost mages gain access to 0 level spells (regular spell progression resumes). frost mages max out at four 0 lv spells rather than 3. learns spells as a wizard (Int) but only spells on frost mage list.
-wiz spell progression from frost mage spell list. Spell triggered off of int.
1st level = receive Tome Of Frost from mentor. This tome contains all 1st and 2nd level frost mage spells. Mages of high enough level can scribe any spell on their list as if they had a scroll.
Cryo Spellsmith : every spell with a named damage can be changed to cold damage.
Cryo Damager : all cold spell dam is increased by 1 per spell per round.
Cryo Healer : your touch can heal. All d8 heal spells do d6 instead.
2nd level = lite armor and lite shields.
3rd level = Brew Potion or craft feat. Cold resist 5.
4th level = Cryo Spellsmith and Cryo Damager apply to all scrolls, wands, natural and special abilities with cold damage.
6th level = Icy skin : +2 natural armor (stacks).
7th level = you can deliver a touch attack to ally with any heal spell that restores hp or ability drain or removes a condition.
8th level = your spell durations double that use cold.
9th level = +3 hp. It takes a tough gnome to suffer while mastering the cold
10th level =medium armor.
11th level = Cold Tough : +2 on saves against cold dam or effects.
13th level = Better Cryo Damager : +2 damage/spell/rd for cold.
15th level = cold resist 10.
19th level = cold resist 15.
20th level = Split any cold damaging spell for free 1x/day.
Spells
new 0 level spell -
chill air : close. chill air in 10x10x10/cl area by up to clx5 degrees cooler (max 40 degrees). lasting an hour x cl.
1st level spell -
Create Ice Sculpture - create a statue composed of ice. lasting 1hour/cl before melting naturally. size is 1 foot squared / caster level. So, a 12th level frost mage can create a 11x11x11 ice sculpture.
Ice Box : close. cover area 5x5x5/cl with ice, including just the floor in areas without walls. creates slippery area lasting rd/cl. lasts 2 hours per caster level magically, then melts normally. However, water leaving the spells designated area disappears.
2nd level spell -
Better Ice Box : lasts 2 days x caster level before naturally melting.
3rd lv spell -
Best Ice Box : lasts 2 months x caster level.
Frost Mage Spell List (In addition to the spells listed here, the frost mage spell list includes all wiz/sorc spells from frostburn and the conjure ice beast spells.)
0lv: create water, chill air, detect magic, mage hand, ray of frost, read magic, prestidigitation, purify food and drink, resistance, virtue,
1st: magic missile, burning hands, chill touch, cure lite wounds, endure elements, feather fall, handfire (only cold), ice box, ice dagger, identify, lesser cold orb, obscuring mist, shield, tenser's floating disc, wieldskill
2nd: better ice box, chill metal, cloudburst, endurance, false life, fog cloud, ice knife, resist elements, snilloc's snowball swarm, spectral hand,
3rd: best ice box, cure moderate wounds, dispel magic, healing sting?, healing touch, fire shield (only cold), gaseous form, greater mage hand, ice burst, protection from elements, sleet storm, vampiric touch, water walk, weather eye
4th: air walk, cold orb, cure serious wounds, ice storm, improved endurance, leomund's secure shelter, Mordenkainen's force missiles, quench, solid fog, wall of ice
5th: blinding winds, cloudkill, cone of cold, control wind, cure critical wounds, energy buffer, healing circle, heroes feast, ice storm, Mordenkainen's private sanctum, permanency, slay living
6th: otiluke's freezing sphere, trollish fortitude, control water, control weather, energy transformation field
7th: elemental body, energy immunity, finger of death, limited wish, modenkainen's magnificent mansion, persistence, spell turning, storm tower, symbol's synostodweomer, wind walk, zajimarn's ice claw prison
8th: polar ray, protection from spells, stormrage, Zajimarn's field of icy razors
9th: elemental swarm, energy drain, Mordenkainen's disjunction, symbol's spell trigger, temporal stasis, time stop, wish, zajimarn's avalache
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Drelin : geography and history
map of Drelin
Timeline=
... y1 humans appear on Drelin
... y3001-3006 orcish invasion
... y3007-3307 Dragon-Gods Reign
... y3308 Dragon Plague hits
... y3308-3459 Dark Times
... y3460 Age of the Hero begins... y3666 New Castle founded
... y3777 current yearBrief History as of year 3460
The giant-kin, dwarves, gnomes and elves evolved on the floating continent known as Drelin. Humans came millennia afterward to Drelin, most believe from across the vast oceans that dominate the planet while others think they arrived on an enormous crashed spaceship. Boarder skirmishes were common, factions established long ago (think illuminati/masonic organization strengthened with Genie, Elemental, Devil, Demon, Celestial bloodlines) ensured no one 'warlord', king or army would take over the continent as a whole.
Life prospered, true gods were worshiped, art and literature flourished, as did technological advances. Gnomish inventors created wondrous contraptions relying on steam, oil, magic, mechanical and chemical powers. Then the orcs came.
The viking-style orcs arrived in fleets of oar powered long boats. Besides ranks of well trained orcs, they brought servants in the way of kender slaves and rothe, their favorite food source. The continents' defenses proved inadequate and many cities fell creating massive refugee numbers. The elves, whose power is concentrated in the Forever Forrest (center of the island), refused the droves of refugees. Out in the open thousands were slaughtered or locked in slave irons. For two long years the orcish invasion commenced as the inhabitance started losing hope... till the dragon-gods came.
A fleet of various dragons descended upon Drelin, they spoke with heads of countries, high-priest, archmagi and the like. Their proposal 'We will help defeat your enemy and restore your land. In return we wish to rule as gods.' Although most dragons didn't outright ban the worship of the true gods, the practice all but disappeared for nearly 3 centuries. True to their word, the dragons destroyed the bulk of the orcs and destroyed their massive, magically enhanced boats. Years of rebuilding and intergrading (dragons and kender) occurred, followed by centuries of prosperity dispite the dragons mistrust of the truegods and technology. The Age of the Dragon-gods came to an abrupt end due to he Fungal Plague. A disease in the form of fungal spores began covering the bodies of the dragons eventually asphyxiating them. The entire body becomes consumed and converted into spores, spreading the disease with every breeze. Spores began falling like snow, creating respiratory problems and killing plants.
A dark period followed the death of the dragon-gods. Without leadership (dragons or religious) the continent fractured. A new age dawned, the Age of the Hero. The old cities rebuilt, truegods returned as a new sense of enterprise and hope took over. We find ourselves hundreds of years later in the year 3777."Notes on the undead and slavery on Drelin"
Slavery - some factions favor slavery in one form or another. Most human based societies reject slavery, desert city Sas and the wastelands are notable exceptions. (Ex. Dwarves enslave ogres, maiming them to keep control; as ogres eat dwarves whenever possible. The breadbasket kingdoms of Drelmore and Tendron don’t tolerate slavery within its boundaries.)Citizens of Drelin generally think of undead as they do gods and dragons. They know they exist(ed) but have little impact on their lives. For instance, in the mountainous northern town of Wyvern's Bluff the town's people are quit accustomed to skeletons often wandering around the graveyard at night without incident. Likewise, the owners of 'the Haunted Tavern' outside of New Gotham love their ghost kender residence who provides nightlight for patrons needing the loo at nite.
Lichstone the center of undead activity on Drelin with their Lichking, and; since outsiders rarely travels within the olde kingdom's boarders, no one has much opinion other than "Undead is all Lichstone stuff. Isn't then? They got the mists and all." Not many have heard of a vampire or banshee except maybe folktales. The point is that folk generally don't fear the undead on Drelin like in most campaign settings, they think of them as 'strange things coming out of that weird isolated place'. Undead are often like grey-men; "it is fashionable to take pity on those afflicted with such maladies".Geography
Ales' Dale- Northern most of the logging settlements, also the largest dale.
Atland (Ruins of)- Thought to be overrun by "greys", otherwise known as slow men or grey men. Greys are humanoid individuals afflicted by a plague. Everyone knows someone who has a relative afflicted with the greying of the skin, dulling of the senses and lowering of mental function. Pity is shown to these often violent people as they are typically relocated to the ruins of the old capital city of Atland, on the northwestern coast.
Basillica- City of Women. Birthplace of theater. This polytheistic city lies on the north eastern edge of the desert, just south of the Valley of Mists. Second only to Sas in terms of size and importance for desert cities. Water is popular here, worshiped in many forms. Women hold most positions of power in and around Basilica. Powerful matriarchal houses vie for power and influence. Men are little more than property here, it is women who choose to update any number of annual marriage contracts. Basilica has a holy lake which boasts a population of Marids - water genies.
The Festival of Masks is a week long celebration every autumn.Drelmore- Monarchy with fiefdoms, complete with knights on horseback and a peasant class.
Forever Forrest- Known as 'fey wood' or 'fey forest' by some. The forest is broken up into various overlapping territories, the largest of which is home to the Imperial Elven Nation. Other major powers include the faeries, the treants, the forest giants, the centaurs and satyrs. All factions have strict non-aggression agreement called the fey-pact established after the Dragon Plague decimated populations.
Lichstone- The 'olde monarchy'. Ruled by the same family for thousands of years. Twisting cobblestone streets with tightly packed similarly colored buildings line a mountainside of this ancient capital-city. Olive trees, dates, citrus orchards and wine vines fills Lichstone's countryside. Held within high mountains, the unforgiving oceanside cliffs on one side making Lichstone safe from invaders.(7-8 o'clock orientation~Drelin is a circular continent)
A mixture of ravenloft and Rome. The capital city (also called Lichstone) sits atop south facing seaside cliffs and is crowned by a grand gothic castle. "The Olde Monarchy" has been ruled by the same family for thousands of years. Cobblestone streets twist around tightly packed monotone buildings that line a mountainside of this ancient capital-city. Villas with olive trees, dates, grapes, and citrus orchards fills Lichstone's countryside. Old structures fill the city as old traditions rule the land. The 'true gods' have never left favor here as they did for most of Drelin during the Time of the Dragon Gods, and a thoroughly polytheistic society has developed. The many temples and shrines in Lichstone are dedicated to a multitude of gods and it's people are suspicious as well as superstitious. Unlike on most parts of Drelin, undead are abundant within Lichstone, making a populace dependent on the Legion and nobles. Graveyards and mausoleums are as common as barns on Lichstonian farmland. Always a step ahead of menacing mists that plague the area, gypsies roam the countryside in small caravans selling their bizarre style of magical protection and entertainment.
A crumbling wall marks most of it's northern and eastern boarder, most outsiders don't pass this boarder. East Lichstone is orchard land sloping downward to the kenderlands; wetlands and flooded lowlands that support isolated fishing villages. West Lichstone is dry and sparsely populated, the broken lands lie beyond. The northern boarder is shared with Tendron, the southern of two western Drelin kingdoms. Tendron shares a large lake with rival Drelmore west of the Forever Forrest. West of those kingdoms is the broken lands till the shore. The land is dry and doesn't take to seed all the way to the coast. In the far north of the broken lands, in the shadow of the Krendes mountains is the old capital city of Atland and its neighbor Lud.
Lichstone's banner is a grey skull with gold crown and red eyes on a field of pink. Grey-pink-grey. The darker the pink/red the higher the position. The lichking is adorned crown to boney toe in blood red and crimsons, where a page might sport a bubblegum kerchief.Logging Communities- Human and halfelven villages on the outskirts of the Forever Forrest. Loosely aligned forest communities including mountainous Ales' Dale in the north, Glisten Vale in the south, Darken Dale in the East (bordering the Outlands) and Twin Peaks in the west sending logs down the Velth River.
Lud- Large, long-abandoned city on the northwestern coast just below the Krendes Mountain range. Old train tracks lead out from Lud down the coast to Lichstone and south west to Tendron. The entire area was decimated by a fungal plague and never recovered, it is used to 'store' grey men that have been infected with the plague.
Moonglade- The only large elven settlement close to humans. The elves here tolerate some merchant demihumans such as humans and halfelves to maintain permanent residence within the cities' perimeter. Nearly all large scale elven trading goes through Moonglade. It boasts a small population of unicorn.
New Gotham- A metropolitan, gothic settlement with gnomepunk overtones. The TMNT live in the Underworks of New Gotham having a patent on pizza, a tortle must own and animorphs must work at all establishments that serve tomato based sauce served on dough with cheese. Bruce Wayne, formerly from Lichstone, resides in New Gotham. New Gotham is Lichstone's second biggest city besides the capital.
Over two centuries ago the Gellentara family (known for it's vampiric bloodline) was granted a dismal task of leaving Lichstone proper to construct and then fill a penitentiary with trouble makers heading in from the Outlands and Wastelands, and with the thieves and beggars from the kingdoms of the Western Heartlands. The new castle and penitentiary was built with the help those 'criminals' who the Gellentara rounded up offering a new life in the surrounding lands tending orchards and mining coal. Mistberries flourished in the volcanic rich soil and with help abundant, the 'incarceration castle' took on new shape. Gnomish refugees settled New Gotham as did the curious kender in South-Central Drelin. Pleased with the progress, the lich king provided a second round of funding which added temples and fortifications with many more Lichstonian families to work as soldiers and clergy.
A lucrative trade partnership began between the dark city and elves. First, the elves of the Forever Forest trade for the mistberry wine, partly with their servitor race - anamorphic animals. The creatures would work off their 'payment' and then they would be free. This eventually led to an uprising which freed the animorphs (tortles, raven folk, rabbit folk, salamander people and rat folk) from elven oppression. Many animorphs never left and now reside in New Gotham. Later, a trade route is established with the pearl rich sea elves who love the citrus and mistberry wine New Gotham has become famous for.
The bustling metropolis is constructed of blackstone, wood and metals. An entrance to Lichstone, New Gotham is situated at the very end of the infamous and crumbling 'Lichstonian wall', where unpredictable mists play havoc on travelers. It rains a fair amount and the dark city is usually blanketed in fog. It is generally warm and muggy. To the immediate north are lava fields, then, the forests begin before reaching an enormous volcano surrounded by fey and elven forests… aka the Forever Forest. A clockwork bridge spans the River Merzy, which splits the city in two, then, flows south into orchards and wetlands below. These vast wetlands are inhabited mostly by kender under the protection of Lichstone. The swamplands are situated ominously southeast of New Gotham, an extensive wetland with rivers and mangroves dominated by warring tribes of bullywog and opportunistic troll bands.New Gotham's banner is light pink over dark gray. Its flag is a pink background with dark gray bridge over river.
City Sections : Penitentiary quarter with Arkum Asylum, the canals, riverside with clockwork bridge, temple district, the high district, "New Castle" and mausoleums, the underworks.
Lichstone utilizes undead workers. This has allowed the wealthy to maintain their status while simultaneously lessening the hardships of the lower class. No one in Lichstone goes hungry. Being a farmer in Lichstone is a lot more comfortable than being an indentured farmer from the Western Heartland (to the north of Lichstone).
The mists of Lichstone are nearly constant fogs that creep over the stonewall that runs along the northern border ending at New Gotham. The fog can appear greenish when thick and seems to confuse those wondering through at best and at worst the mists can disappear people without a trace. It is said that just as some creatures walk into the mists and don't return, some do return with having aged many years. The stonewall and accompanying mists have worked historically as immigration deterrence.
Mistberry Wine - a pink wine made from pink berries that grow with little sunlight and abundant fog (rumors say kender druids are responsible for the ability of the mistberries to thrive in a clouded area). The sweet wine is "lighter" than ubiquitous elven reds, and can be processed into a sparkling wine or a potent ice wine. There are private gardens within the city, volcanic rich fields north of New Gotham make the finest vintage and 'orchard lands' supply the bulk. These hilly parts of South-Central Drelin are occupied and worked by kender under the protection of Lichstone. Mistberry processing occurs in factories within the darkstone walls of New Gotham. The majority of mist berry wine is exported to the elves both from the fey forest and the sea.
Images of New Gotham
Town center where the temple and high districts meet. https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Finnsdawhwmr81.jpg&rdt=46877Penitentiary quarter with Arkum Asylum in the background https://i.pinimg.com/originals/c8/df/0d/c8df0d28db61cafd0dfafc6b0aab4e63.jpg
Outlands- Plains dominating the northeast with warring tribes of barbarians, halforc, wemic and centar. Outlaws of many kind find themselves in the rolling hills of the outlands including sorcerers, bloodlined, religious practitioners, those kicked out of Drelmore or Tendron, or those fleeing the Obsidian Order or the Elven Imperium.
Poison Forrest- Part of the 'Lost Valley', just north of the Valley of Mist. This is a temperate rain forest.
Sas- Pronounced 'sha-sh'. (Think 15th century Marrakesh run by Ferengi-like humans) The dominant desert city. Run by warring sultans. The wars are usually politically themed involving trading deals and character deformation rather than armies meeting in open combat. This strictly patriarchal society has great granite and sandstone structures honoring their leaders and gods of old and new, the Dragon-Gods, Tymora, Talos, gods of commerce. Gladiatorial battles draw big crowds once a month. Tribes of desert elves and bandits vie for control of Drelin's desert lands.
South-central Drelin- Under the authority and protection of Lichstone, SCD is dominated by New Gotham and the 'orchard lands' in the north. Many fishing villages (Innsmouth) thrive amongst mangroves, swamps, and marshes. Further south, floodplains give way to the salt marshes. Kenders are commonplace throughout the southland, whereas the secretive sea elves inhabit the spongy, soft coral coast. The western portion of SCD is dangerous swamplands.
Spineret- Small desert city dominated by large psionic spiders. Like Sas, this city has many thin towers and minarets, but here they are covered with webbing. Formians, Thri-kreen and other bug-like creatures inhabit the once human settlement.
Tendron- Human monarchy. Drelmore's great rival, both situated on opposite shores of a deep fresh water lake surrounded by fertile grasslands with stone forts and castle amid farmland and villages.
Valley of Mist- "The Lost Valley". Land of wild elves and dinosaurs. Terrible legends prevent all but the bravest or foolhardy from entering the savage jungle which is surrounded by 10,000 foot eroding peaks.
Wastelands- Lands southeast of the Forever Forest that never recovered from the Fungal Plague. Dry and largely desolate, the only permanent establishment is a mysterious city called Krashen. This land has oil fields, geysers of toxic liquid, canyons, chasms. Most avoid the wastelands.
The "Dark Tower" resides in the wastelands. Five obsidian spikes surround the dark tower like a black glass claw emerging from the dry earth. The Dark Tower proper rises stigmata-like from the center of the palm to heights over 200 feet. The isolated stronghold is a focal point for the Obsidian Order. This is the place the Order carries out it's interrogations, trains its members and conducts eugenics programs honing psionics, sorceric and powerful bloodlines. The Order keeps these clandestine actions far away from it's public front as the Obsidian Bank, the primary financial institution on Drelin. The financial infrastructure provides funding and the need for it's agents to occupy most every corner of civilized Drelin. https://i.pinimg.com/originals/f2/79/37/f279377d1a272aee2615bb55a6b16093.jpg
Western Heartland- Breadbasket of Drelin. Wheat, corn, greens of all kinds. Farming fiefdoms and kingdoms all working for the lords of Tendron and Drelmore. Mostly human populations.
Wyvern Bluff- A growing town deep in the towering Krendes Mountains. The Infrastructure included many adobe style buildings, a massive 30' wall surrounding the town, a network of shallow tunnels dotting the local mountainside (now occupied by dwarves) and two temples.
Most of WB's population is devoted to Pelor; worshippers of the sun. They are largely LG and NG and most consider Chautea an important diety. They gather often at the impressive temple of radiant light {[URL="http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg"]http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg[/URL]}. In the past 10 years the town hierarchy has encouraged newcomers. The rothe, brought by the orcs centuries earlier, do well if shepherded in the steep, rugged terrain.- D&D 3.5e
- closes May 10
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1-20 Campaign. Starting with The Lost City
Details
5 players. Anything official is allowed when it comes to character creation. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
No punches will be pulled.
Level 1.
Flavour
Your group of adventurers joined a desert caravan only to become lost in the desert. Caught in powerful sandstorms, leaving only shifting dunes. To the East you went.
Days passed. Your mounts died and you soon drank the last of your water. The end of the desert was not in sight. And then...
- D&D 5e
- closes May 30
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It's a World of Darkness Surviving the Marvel Universe...
Details
All splats allowed. Expect some houseruling and homebrew. If it's not neat but it fits, I'm going to do it anyway.
Everybody starts as a rookie. New York. 5 players. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
Flavour
Who would have thought that a world as bright as this was full of concealed rabbit holes so dark...
You fell in.
- World of Darkness
- closes May 30
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Savage Arkham
1. Start as Novice with two advances. One advance can optionally be switched for the Great War package, and one optionally for a Profession package (see post).
2. Sanity (SAN) a necessary setting stat, calculated (like parry, toughness) as SPI/2 +2
3. A key part of the character’s identity is their profession, which will determine their credit rating, networking and CK bonuses.
4. Languages. Using the Multiple Languages option, characters know a number equal to half their SMA. The linguistics edge allows languages equal to SMA.
5. Money and possessions. We’ll use a resources die (no $ values on char sheet please) to handle money as per optional rule.
6. One gritty rule. Characters who take more than three wounds in a turn are killed without recourse to a soak or incapacitation roll.
7. Game expectations are important—please read before applying.
- Savage Worlds Adventure Edition (SWADE)
- closes May 19
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[PF1E, Spheres] Ultraviolet Grasslands and the Black City
A world begins when it emerges from the mists of time. So it is with the civilizations of the Rainbowlands—which mark their count from when the Long Ago ended and the Now began.
The Rainbowlanders are the humans of a later era, undisputed masters of the fertile lands around the Circle Sea, dwellers in the Eye of Creation. They come in many shapes, colors, creeds, and faiths. They pile unkempt technology and misremembered lore together into a teetering whole. They rule the settled lands under their polychrome deities of ill-repute.
This story is not theirs. This story begins at the edge of their world, at the Left End of the Right Road. At the westernmost outpost of humanity, the Violet City: bastion against the hordes, entrepôt to the exotic sunset lands, and last port of civilization before the trackless steppe studded with the detritus of the Long Ago. The last glimmer of the Rainbow before the skin-blistering glow of the Ultraviolet Grasslands.
A Pathfinder 1e pointcrawl using the Spheres of Power, Might, and Guile subsystems
- Pathfinder 1e
- closes June 1
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X1: The Isle of Dread (Ironsworn)
"When the gale finally ended, we found ourselves approximately seven days normal sailing distance due south out of Specularum, in the Thanegioth Archipelago. We replenished our supplies, patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals...
- Ironsworn
- closes May 19
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X1: The Isle of Dread (BECMI)
"When the gale finally ended, we found ourselves approximately seven days normal sailing distance due south out of Specularum, in the Thanegioth Archipelago. We replenished our supplies, patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals...
- D&D Basic (BECMI)
- closes May 19
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Abomination Vaults 5e
Advanced 5th Edition Adventure Path
Enter the megadungeon! Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where the evil sorcerer Belcorra Haruvex attempted to raise an army of monsters hundreds of years ago. Brave heroes must venture into a dungeon full of beasts and traps to prevent a spiteful villain from rising again.Rules System: Advanced 5th Edition Level Up
Theme: Megadungeon
Starting Level: 1stThe Abomination Vaults Adventure Path begins near the small town of Otari on the southern shore of the Isle of Kortos. A robust and spoiler-free description of the town can be found in the player’s guide. While this gazetteer does mention things that aren’t frequently discussed in polite company (such as the rough crew that hangs out at the Crook’s Nook), the contents of this gazetteer are considered common knowledge among Otari’s citizens. It’s possible for some (or even all) of the heroes to hail from Otari, but that isn’t necessary. Although most of the campaign’s action takes place in the dungeon about a half hour to the north in the swampy Fogfen, the heroes will return to Otari many times and should come to rely on its people.
The heroes might or might not know each other, but all of them should have a friend in common: the town’s eccentric oddities merchant, Wrin Sivinxi. Wrin’s mixture of tiefling and elven ancestry is impossible to miss: her eyes are devoid of pupils, small ram horns curl around her elven ears, and her fingertips sparkle with motes of glittering light. Wrin is more than a collector of unusual items and occult lore; she’s a scholar of the stars who possesses curious foresight about strange events (perhaps this foresight drove her to build a friendship with the heroes in the first place).
In any case, once Wrin collects the heroes to tell them of a strange light, she has seen around Gauntlight, the mysterious inland lighthouse deep in the Fogfen, the campaign can begin!The posting rate for this game will be an average of two to three times per week. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in a week without prior warning of absence.
I expect players to engross themselves in the roleplaying element and contribute interestingly to the story and for this campaign I also favor longer posts with detail and emphasis on the growth of the characters over just posting to meet the requirement.
I also travel occasionally, but this rarely affects my posting. I will be selecting a total of five players. If you have any questions, I'd be happy to answer them.Application Deadline: May 25th, 2024 (Midnight CST)
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 v3.1 - Files - Myth-WeaversCharacter 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.
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. You should state if you are taking the static array, using the point buy method, or rolling for your stats. If you decide to roll for your stats, then you may 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 or picked numbers if doing point buy or static array, to your desired ability scores by noting them accordingly in the first post. If you chose the roll method, you must take the stats that the dice gods have given you, good or bad, that is the hand in life that you have been dealt. Some of the best heroes come from a tough beginning and overcoming adversity.
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 Advanced 5th Edition Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
CLICK HERE TO READ THE ABOMINATION VAULTS PLAYERS GUIDE
GM Info: Hello! I'm Billy Watford. I've been a GM (DM, Storyteller, etc.) for about 35 or 37 years, and I've been gaming even longer. Over the years, I've conducted what seems like hundreds of adventures through Paizo, WotC, TSR, and I currently have many games ongoing on Myth-Weavers, some of which have lasted for years.
My GMing style leans more towards crafting a compelling story rather than maximizing the exploitation of rules. I appreciate characters that are interesting from the start, but I'm particularly fond of characters that evolve throughout the game. Avoid presenting me with one-dimensional characters that repeatedly exploit a single annoying trait, and in return, I'll refrain from introducing a tarrasque into the scenario. Agreed? Agreed.
What kind of player am I NOT looking for?
Power Gamers (not sorry) and rules lawyers (really not sorry). Having gamemastered for many years, I am still new to this specific system. Therefore, I am not looking for players who are solely interested in exploiting new rules or merely min/maxing their characters. From what I understand, this is much more challenging in Advanced 5th Edition Level Up. Should your character meet an untimely end in the dungeon, please be gracious, and we will get you situated with a new one as promptly as we can.What kind of players AM I looking for?
Ah, this is promising. I'm not in search of mere players; I seek a cast of characters. I desire individuals dedicated to advancing a compelling plot—those who hinder the story's flow are my pet peeve. I yearn to witness your character's evolution. I envision the transformation of a self-centered street urchin into a daring hero, a disinterested bureaucrat into the fierce embodiment of divine retribution. LET'S DO THIS. Enter the Abomination Vaults, where your saga unfolds.I'm also in search of individuals who can adhere to the basic rules of grammar. That said, I can be quite forgiving of errors. However, for the love of God, in a system where edits are possible minutes, days, or weeks later... please take some pride.
I look forward to your applications and good luck!
PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!! IT WILL HELP YOU TREMENDOUSLY!!!
The Abomination Vaults players guide can be found at the link below.
Player's Guide - Myth-Weavers
Sorry to scream but I do not want the thread cluttered with people that do not read.- Level Up 5e
- closes May 25
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City Conflicts - A Dungeon Punk Grand Strategy Roleplay
The Game Ad (Playtest of homebrew PbP game)
Welcome to City Conflicts, a Dungeon Punk Grand Strategy game, where you plunder the Hidden Realms of the Underdark to expand the Surface Races' access to magical components for enchanting and creating valuable magical items. It is in this dark place that only Azurite, Spirit Flowers, and Spirit Beasts can be found and collected. A place jealously guarded by the Dead and the Damned, who seek to cut off the Celestial’s supply of magical resources in preparation for the inevitable war that ends the world and determines who charts the beginnings of the next. It is an apocalyptic war with no winners, only the one who loses the least.That said, the victors write history, and the winner of each Cycle will determine what history survives to inform the next generation of the past. Future generations will only know what the victor decided they should know, and it is through this process the Dead, the Damned, and the Celestials influence the mortal populations in favor of their gods who seek to take full control of the World one day.
The current state of the game is simple and limited. There are 3 conflict types (Espionage, Combat, Magic) that a character can specialize in and 3 very, very limited economic trees (Azurite, Spirit Flowers, Spirit Beasts) that produce items you can wield mechanically to provide your characters with mechanical advantages.
Azurite compasses allow you to influence your visits to the Underdark.
Potions from spirit nectar and beast cores allow you to gain better rolls, better loot, or simply ignore the mana costs of enhancing your other skills with magical power.
These concepts will be expanded on in the next iteration by adding a single Legendary Item per character as something you can acquire (or start within the 3rd iteration, depending on Cycle modifiers) and adding Cycle Modifiers to be chosen by the winner for the next game. For instance, you can choose for every character in the game to start with a legendary item instead of needing to find them.
- Homebrew
- closes May 18
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1-on-1 Games Hub
New members
- Everyone is welcome to invite new players.
Looking for gamers
- Put your looking-for-gm and looking-for-player advertisements (threads) in the Looking for tab.
- I'll close your ad thread as soon as possible, discussions have their own place. The Looking for tab is a billboard, not a forum.
-
Put the date you last modify your ad at the beginning of the thread title, so that everyone can instantly see each ad's 'age'.
- for example 2024.04 - rover's ideas
- You can update your ad any time, just update the date in the thread title as well.
- It is acceptable to just change the date in the thread title to the current month to show you're still interested, if the content of your ad is good as it is, but the date is quite old.
-
If you want to keep the content of your ad, but it is not active, change its title date to 'inactive'.
- for example Inactive - rover's ideas)
Discussions
- Discuss the pre-game details in the Discussions tab. Or do it in private messages.
- General-interest topics like techniques, resources, solo game theory also come here.
- Freeform
- closes June 30
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Dirge for the Lost: A Story of the Dead
Dear Evelyn,
I never thought I’d say this, but I miss your constant nagging. You were always the one reminding us to ration our supplies, to check the perimeter, to keep our guard up. But now that you’re gone, it feels like we’ve lost our compass. I remember the time we argued about whether to let that family into our camp. You were adamant that they were trouble, but I insisted on giving them a chance. Turns out, you were right. They stole from us in the dead of night, leaving us more vulnerable than ever. I wish I had listened to you more often.
There’s an emptiness in the camp now that you’re not here to fill it with your fire-sharp tongue and sharper wit. We might have butted heads more times than I can count, but I respected you, Evelyn. You were the glue that held us together, even when we were falling apart. And now that you’re gone, I can’t help but feel lost.
I hope wherever you are, that you can find some quiet to finally read your stupid fucking cowboy romance books that you carried with you all the time. Now I'm carrying them because they remind me of you, I even read through a couple of them. I have no idea why you liked them so much, they're all crap - but I guess it was just something to help you turn your brain off and shut out the rest of the world...
Rest in peace, Evelyn. We’ll do our best to carry on without you, but it won’t be easy. You were the heart and soul of this group, and we’ll never forget you.
Dear Luke,
I’ll be honest – I’m not mourning your death. In fact, part of me is relieved that you’re finally out of the picture. You were nothing but a burden to the group, always complaining and never pulling your weight. We tolerated you because we had to, for little Amy's sake, not because we wanted to. You were a bully, plain and simple, beating on her and anyone else when you didn't get your way, and I’m glad I won’t have to deal with you anymore.
I remember the time we were low on food, and you insisted on eating more than your fair share by stealing from the communal food supply. You didn’t care that others were going hungry; all you cared about was satisfying your own selfish desires. Making sure that number one was taken care of. Well, guess what? Now you’re the hungry one. Hungry forever, because you're a walking, rotting corpse that's missing its lower jaw and left leg. I think death liberated you; allowing you to finally show the monster that you were on the inside all along.
You were a liability from the moment you joined our group, and I’m not sorry to see you go. You were a coward, Luke, and now you’re paying the price for your disgusting chicken-shit behaviour. I won’t shed a tear for you; you didn’t deserve my pity when you were alive, and you certainly don’t deserve it now that you’re a freak.
Don’t expect me to think back on you or miss you fondly – you’re not worth the effort. I hope you burn in hell.
Dear Simon,
I never told you this when you were alive, but I envied your optimism. No matter how bleak things got, you always found a reason to smile. It annoyed me at times, I won’t lie. There were moments when I wanted to shake some sense into you, to make you see the harsh reality we were living in. But now that you’re gone, I find myself missing that unyielding hope of yours.
Remember the day we stumbled upon that abandoned bookstore? You were like a kid in a candy store, browsing through the shelves as if each book held the key to our salvation. I scoffed at your enthusiasm, dismissing it as foolishness. But now, as I sit alone in the darkness, I wish I had shared in your excitement. Maybe then, I wouldn’t feel so empty.
Your laughter used to fill the silence, reminding us that there was still joy to be found in this desolate world. I took it for granted, assuming that you would always be there to lighten the mood. But now that you’re gone, the silence is deafening. And I don't know if I have the drive to continue on any further...
I... I think I may be seeing you soon Simon, sooner than everyone else thinks. They're stronger than I am, but you were the strongest of us all. If even this nightmare took you away from us, if even this fucking hellhole beat you down and snatched your life away, then how are we going to make it? Huh? How?!
I... I pray to God it's better in the next life, and that I can hear your laughter once again once... once I cross over.
The Walking Dead is a popular post-apocalyptic horror franchise created by writer Robert Kirkman and originated as a comic book series first published in 2003 by Image Comics, expanding into various forms of media throughout the years, including a highly successful television series, novels, video games, and merchandise. Free League Publishing, a renowned Swedish tabletop role-playing game publisher, developed "The Walking Dead Universe RPG" in collaboration with Skybound Entertainment, the company behind "The Walking Dead" franchise using a more abstract rendition of their Year Zero Engine. The game was designed by Nils Hintze (Tales From the Loop, Vaesen) and Joe Lefavi (ALIEN, Blade Runner) as producer and brand manager, along with Free League's co-founders Mattias Haake (Symbaroum) and Tomas Härenstam (ALIEN, Blade Runner) who serve as editors and project managers.
In "The Walking Dead Universe RPG", you'll be thrust into a grim and perilous world where survival is paramount, and every decision can mean life or death. You'll step into the shoes of a survivor struggling to stay alive amidst the chaos of a world overrun by reanimated corpses, referred to by many names but commonly known as "walkers" in the show. But this game isn't purely about surviving and isn't just about avoiding the undead; it's about navigating a complex web of interpersonal relationships, moral dilemmas, and the constant struggle for resources in a world teetering on the brink of collapse. This is a game about decisions, and what effects your decisions will have for everyone in your survivor's life - and your survivor themselves. The challenges you'll face are never trivial, and they can appear from just about anywhere - from the lack of essential supplies, internal conflicts within your group, an approaching herd of undead hungering for your flesh and blood, or another hostile group of survivors looking to take what's yours.
There are two (technically three with solo play) ways to play the game - campaign mode and survival mode. Survival mode scenarios act essentially as one-shot adventures that immediately thrust you into a rather acute problem with pre-determined situations and characters - putting you right into a dramatic and dangerous encounter that must be handled immediately. Campaign mode, however, works akin to a creative writing session where the story is not predetermined and the goals, choices, and consequences that your characters create and endure while struggling to survive create a storyline. There are two ways to run a campaign as outlined, free play and seasonal play. Free play means playing session after session until something happens that makes it evident that the story has come to an end; it's more freeform and loose, providing a lot of freedom for all involved in how they'd like to structure the game. Seasonal play is more structured and contained, with an overall plan for a beginning, middle, and end that incrementally escalates as time goes on, with multiple seasons occurring throughout the length of the campaign. Each new season brings the chance for a fresh start, as new players can come and go - while current / remaining players can decide to continue playing their survivors (if they live) or start fresh with new ones, with new issues and challenges for the group to face. For this game, we'll be playing in a seasonal campaign format, allowing for a sense of progression and structured development while also providing dynamic opportunities for new beginnings and fresh challenges that compound over each other as time goes on until the big finale of the season.
Mechanically, the game functions in a very similar manner to other Year Zero Engine games like ALIEN, Mutant: Year Zero, Blade Runner, Tales From the Loop, etc. As a core mechanic, you roll a number of six-sided dice decided by the value of your base attributes and your skill combined. The more competent you are, the more dice you get to roll. Any roll of 6 indicates a success, and multiple successes will trigger powerful bonus effects. Rolls can be pushes, i.e. re-rolled, at the risk of the situation deteriorating from risky and bad to worse and perilous. The system itself is fairly abstract and focused moreso on the narrative 'role-play' end of the spectrum compared to 'crunchier' Free League games such as Twilight: 2000, but it is certainly brutal and unforgiving - capturing the essence of an undead apocalypse well.
I'm looking for five to six players to star as the central characters in the first season of Dirge for the Lost, set amidst the backdrop of the Southern Rocky Mountain region roughly a month and a half after the collapse of society. I am also looking for a Co-GM to assist with the running of the game and having to take over regarding a planned absence on my part. Backup players or applicants not chosen can continue to play in a solo or semi-solo capacity upon request, which I would be happy to oblige! Players do not need any localized knowledge of the region or lore knowledge of The Walking Dead, although that is great if you do. Experience is not required, although some familiarity with the general Walking Dead Universe is preferred.I intend this game to aim for a literate roleplay experience, meaning that posts should consist roughly between 2 - 5 paragraphs in response which should be interspersed with interactions, conversations, and inner dialogue; at minimum however, it should be a semi-literate experience with at least one paragraph responses; a paragraph being at least three sentences and an interaction with the game world. Due to the type of experience that I'm looking for in posts, a posting rate won't necessarily be defined or enforced as we all have those moments in Play-by-Post where we're waiting for a response to another post from a certain player or awaiting for the GM to move the scene along. We're also all busy people, myself included, and simply enjoy games like this to have fun. Players should, however, be actively engaged in the setting and in the narrative in whatever way they can, and should want to be a part of this game.
This game is intended to fall within the realm of a 'soft-R' rating. While we may explore mature themes, any content of a severe adult or graphic nature will be handled with sensitivity. Scenes of this nature will either 'fade to black' or be alluded to in a manner that maintains the comfort and enjoyment of all players. As with other Free League games, and The Walking Dead especially, this game will be a mix of faster paced action interspersed with player-led RP scenes; a focus on roleplaying and immersed horror writing being favored more, as combat in this system can be incredibly brutal - with one dice roll determining the fate of your character either from a walker bite or a bullet to the brain. Players in this game need to maintain the understanding that your characters will more likely than not die, often in horrific ways as is often the case in The Walking Dead media. That being said, life is precious, and I prefer that characters are more than cardboard cutouts. I encourage each player to think about character ideas and options and be prepared for multiple characters, with some depth, over the course of the campaign seasons.
Posts for this game will be made and hosted on Myth-Weavers, with OOC communication and coordination on scenes or roleplaying segments being done both through Myth-Weavers and Discord. Please feel free to reach out if you have any questions and/or concerns, and I hope to see you in the game and making wonderful, terrifying stories together!
- Miscellaneous
- closes May 12
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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
- closes May 9
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Sinners
Who are you? You are a Sinner
And what is a Sinner? Well, that will take some time to explain.
Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.
Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price.
With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse.
Every act of magic inflict a curse, crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.
Over time people got used to this new way of magic, studied it's rules and finally adapted.
Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.
Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners.
Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.
Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.
You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection. Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.
Game elements:
Themes: Shades of gray morality, discrimination, everything come at a price, politics, comedy.
Starting level: 6
Map: will likely use roll20 for that
Looking for: 4-5 players, applications deadline 19/05.
- D&D 4e
- closes May 19
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- D&D 5e
- closes December 31
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2E Pathfinder Society- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes May 20
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When the Stars Align
Premise
You're one of the few dedicated souls who are willing to actively fight the incursion of the outer void in Corrow, northern Brythunia. Anglo-Saxon culture, with Cimmerian and Nemedian origins.
Extra Mechanics
Sanity Pool: (Smarts + Spirit + 25) x 3.
Sanity Check: TN / S / F; for example [4 / 0 / d3] or [8 / d2 / d8]. This means you make a Spirit test with the first number as TN, taking second number of Sanity loss if successful, third number of Sanity loss if failed.
Application Deadline
I've set it to May 18th, but if the process slows down and I have enough applications, I'll close it and start the game.
- Savage Worlds Adventure Edition (SWADE)
- closes May 18
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- Pathfinder 2e
- closes December 23
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- Pathfinder 1e
- closes December 23
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- Personal Creative Hub
- closes August 22
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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
- closes May 14
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Starfinder Society- Official
Welcome to the (New) Myth-Weavers official chapter of the Starfinder Society organized play campaign.
The Starfinder Society Roleplaying Guild, part of Paizo’s Organized Play programs, is a worldwide science fantasy roleplaying campaign that puts you in the role of an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers dedicated to discovering and chronicling all corners of the galaxy (and beyond). The Starfinder Society Roleplaying Guild is powered by the Starfinder Roleplaying Game.
- Starfinder
- closes December 31
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The Realm Folded Tavern (RFT)
The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!
The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.
Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
Fun and adventure awaits you at the Realm Folded Tavern!
- D&D 3.5e
- closes December 31
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Adventurer's League Games
The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.
- D&D 5e
- closes December 31
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Forces of Corruption
The Forces of Corruption
Cademimu V is a bustling ecumenopolis on the Outer Rim, located along a major trade route and housing a plethora of sentient species. It is a center of commerce and industry, most likely being able to provide anything you might be looking for. It also has a strong military tradition, originally being settled as a waypoint for patrols in the sector, and having served as a major munitions supply for the Republic for a long time. It really is the place where anything seems possible, and where anyone can go to find opportunities, as long as they know where to look.
Which is where you come into the picture...
"Get your behinds of their seats, and be ready to get off, I´ve got to load and be on my way quickly!"
The voice of the Quarren pilot echoes back into the small passenger space of the transport. Pretty much on cue, you start to hear and see movement in the corner, as a number of pit droids deploy themselves from their compact forms, obviously getting ready to start a very hectic loading sequence. You take another look around inside the ship, once again taking in the small number of individuals other than yourself that have been the main cargo on this journey. The trip have mainly been a quiet one, and as such you know very little about them, though you do know one thing: All of them are in possession of a simple datapad of unknown origin, holding a single message. You know this because you have one as well.
Following the message are instructions on how to gain passage on an arranged transport - the one you are currently aboard - to Cademimu V, as well as a cryptic instruction to "keep one ear straight" once you get there. With the exit ramp lowering, you watch the others around you prepare to exit the ship, and you figure you should do the same...
Welcome to Forces of Corruption, my very first attempt to run a sandbox-ish game in SWSE. I say sandbox-ish, since I still consider myself a pretty inexperienced GM and like to maintain a certain control of things. Therefore your expectations on the sandbox part of the game should probably be that it offers you freedom more in how you do things rather than what you do. You will have a degree of freedom in the latter department as well, but there will be an overarching plot in place.
I am looking for 3-6 players to join me in exploring the underworld of a massive ecumenopolis in the Old Republic. While I will enjoy any character applications, what I am looking for is characters who would work fine on the "wrong" side of the law, and whose morals could be considered questionable. You have been approached by an unknown party, but it does seem pretty clear that it´s not exactly for a regular employment.
I´ve set the application deadline to May 31, just above three weeks, with the intent that I will take a final look at applications and select my players the following weekend.
- Star Wars Saga Edition
- closes May 31