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Hail to the Chief
My style of doing this will be influenced somewhat by Suzerain (a phenomenal text-based video game), but you won't need any knowledge of that game, or any other for that matter, in order to do this. The main reason I bring this up is because in Suzerain, going to war is a very big deal. It's something you might only do once, or not at all. You don't just go painting the map like in many 4x strategy games. That isn't to say that war will not play a role in the game, just that the focus is mostly political.
You will play not as your country, but as its leader, and you may have to fight tooth and nail to get your own government to do what you want. You'll also have, more or less, a normal life, with friends, family, a home, and emotions. All of this can be another interesting dimension to explore through role-play.
All I ask is that you commit one or more posts a day when you can, and let me know when you need a hiatus, even if it's just for a day or two. I will return that courtesy.
- Homebrew
- closes May 17
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The Fortune
You've worked as a crewmember on the CS Bantha for Talan for quite some time. For running a variety of missions for him, he pays you well enough to keep your loyalty, even with his many secrets. You've traveled the galaxy with him & have earned a pretty penny doing so. One day, he returns from one of his common solo missions with a woman named Aggaes who he says owes him a life debt after he saved her. Although you've never even seen the inside of his quarters or the cockpit, you often see him bring Aggaes along with him, & it seems she is getting special treatment.
This story will take place at the very end of the Empire's reign over the galaxy & you will have the opportunity to visit multiple planets. With 3-4 players, this campaign should take about 10 sessions of 2 hours to complete, with a chance to extend the journey after this story ends. You can put your applications in that section, just so you know, I most likely will not have a Jedi on this campaign, but there may be a chance to become force-sensitive later on in the story. We will likely have a character creation session where we'll add our character's stats and attributes, but if you'd like to get ahead, we'll be using the Star Wars RPG Revised Core Rulebook for character creation & the game. If you have any questions, feel free to ask!
- Star Wars
- closes May 31
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- Pathfinder 2e
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Hearthsworn
Banner image- "Highlands" by Alexander Pohl
Once upon a time....
The Campaign(s):
The Setting:
Tone and Mood:
I'll start here—this is very much inspired by the RPGs Beyond the Wall And Other Adventures, Legend in the Mist and The Hero's Journey 2E, as well as books like Stardust, Lud-in-the-Mist, the first part of Fellowship of the Ring, and The Hobbit, as well as stuff like The Chronicles of Prydain. Not exactly "low fantasy" in the same way as the Ironlands. More like how Tolkien describes faerie stories in the essay "On Fairy Stories."
Stories of ordinary people exploring a world that is simultaneously mundane and magical. To quote Tolkien again, the tone is of a world that is both perilous as well as fair, and perhaps could be described as enchanted. Stories of assistant pig-keepers who care for oracular pigs, youngest daughters who rescue their true love, young adults who find themselves stepping into a destiny, faerie knights and faerie queens, wyrms and treasure hoards.- Ironsworn
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- D&D 5e
- closes May 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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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, 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 ruled by the young and beautiful Floral Duchess Zyah, 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.
DRELIN : geography and history (the 3 bold sections are the most relevant)
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 eastern 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 31
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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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- World of Darkness
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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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- D&D 5e
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- D&D 5e
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SFS 3-02 The Subterranean Safari
Seeking to ingratiate themselves with the Veskarium, the Starfinder Society sends a team of agents along with an influential vesk Brigadier on a hunt into the subterranean caverns of Vesk-3. As the Veskarium officer seeks to discover "the big one" of the planet's dangerous stridermander population, the PCs must protect their charge while also uncovering hidden truths about a skittermander group that dwelt in the same caves they now search.
- Starfinder
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Endless Dungeon
In the ancient annals of magical history, there exists a tale whispered among the bravest adventurers, a story of a dungeon unlike any other. It was at a time where all most dangerous dungeons, created by the most powerful entities in existence were being conquered one by one, by the sheer number of adventurers or really powerful experienced ones. When the Age of Dungeons was ending, a millennia ago, in a time when the arcane arts were still at their zenith, a cabal of the most powerful mages gathered in secret to create a challenge that would defy the bravest heroes and prove the indomitable will of magic over mortal strength.
This cabal, known as the Arcanum Conclave, chose a desolate and remote location, far from the prying eyes of civilization, to construct their labyrinthine masterpiece. Through a combination of ancient rituals, forbidden incantations, and sacrificial magic, they forged a dungeon that defied the laws of reality itself. A living dungeon capable of restoring itself, learn with its mistakes and constantly grow.
The Endless Dungeon, as it came to be known, was a twisted amalgamation of shifting corridors, deadly traps, and malevolent guardians. Its architecture defied comprehension, with staircases that led to nowhere, rooms that rearranged themselves at will, and walls that whispered ancient secrets to those who dared to listen. Each chamber within the dungeon was a test of both skill and wit, designed to confound and ensnare even the most seasoned adventurer. From bottomless pits to halls filled with illusions, from rooms that inverted gravity to corridors shrouded in eternal darkness, the challenges within the Endless Dungeon were as varied as they were deadly. Always changing and adapting to those that tried to invade its impenetrable walls.
Over the centuries, countless adventurers have dared to brave the depths of the Endless Dungeon, drawn by the promise of unimaginable riches and the glory of conquering the unconquerable. At its highest of popularity, thousands of brave adventurers dared entering its halls to face the deadly dungeon each year. Most of them were never heard again, lost forever to the bowels of the dungeon. A few returned with their lives, not intact, but mangled, broken and telling stories of incredible riches and weird experiences. None of the survivors have succeeded in conquering the dungeon and desired to return for another attempt.
With time, the Age of Dungeons ended. The Endless Dungeon was almost forgotten. A whole city was created around it, initially to provide support for the constant stream of adventurers, later in an uneasy truce with the dungeon. Less and less adventurers arrived to test their might against the dungeon, until only a few appeared each decade.
You are one of these few stragglers...
- Homebrew
- closes June 8
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- Pathfinder 2e
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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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The Trail of Henderson
35 days ago, all Hell (or possibly something even more alien and sinister) broke loose in the city of Rochester, New York, and its surrounding suburbs. This came to be called the 'Rochester Outbreak'.
Within 24 hours, Martial Law had been declared in the State of New York, Rochester was quarantined, and every US Army National Guard and US Army Reserve Unit within 150 miles (plus several from outside that radius) had been called up. A news blackout about what was going on in Rochester was enacted.
Within 72 hours, two full Brigade Combat Teams of the 82nd Airborne Division (that being all that was still in the US with ongoing deployments) supported by the 82nd Combat Aviation Brigade, along with several various units of US Special Operations Forces, had deployed to the Rochester 'Quarantine Zone' to "contain the situation". At this time, the White House declared that "a devastating bio-chemical weapon was deployed against Rochester and its surrounding area by unknown actors"...and everything to do with what is going on in the Rochester Quarantine Zone is classified Top Secret as part of Special Access Programs RAMPANT HART and/or BLUE VARSITY.
It still took another 25 days to restore order to most of Rochester and its suburbs. Reinforcements from the 101st Airborne Division (also giving up two Brigade Combat Teams, the Combat Aviation Brigade, the Sustainment Brigade, and the Division Artillery), 10th Mountain Division (Division Headquarters & Headquarters Battalion, Division Artillery, Combat Aviation Brigade, Division Sustainment Brigade), Vermont National Guard (86th Infantry [Mountain] Brigade Combat Team), and every other New York Army National Guard unit not already deployed to the Rochester area, as well as those New York US Air National Guard units with "relevant assets" were deployed there within another week from the deployment of the 82nd Airborne Division.
At 25 days after the 'outbreak', the United States Government, at the direction of the President, had set up a joint-agency task force to review all available information and determine what focuses a follow-on, "boots-on-the-ground" investigation should look into. This group is fully read into RAMPANT HART and VARSITY BLUE, and is called the 'Rochester Incident Study Group', or RISG (pronounced "riss-gee"). In reviewing all collected information, the RISG focused on various intelligence collected by "technical means" (probably by the NSA using domestic wiretaps), as well as fragmentary reports surviving from before the 'outbreak' and interviews with the few surviving local and federal law enforcement personnel working in Rochester and its suburbs.
At 32 days after the 'outbreak', the RISG delivered its findings to the United States National Security Council. Several orders were immediately issued, and various personnel gathered and briefed within 24 hours.
Those personnel were you. All of you are United States Government employees or contractors, from a wide range of agencies and professions, and possess Top Secret/SCI clearances. All of you were awoken in the middle of the night within the last 72 hours, allowed to hurriedly pack work-related materials and enough clothing to last ten days, and rushed to the Rochester Quarantine Zone Command Post in Batavia, New York, to be briefed by the RISG. You have--after two days of waiting around, being issued equipment, given full medical work-ups, and having thorough psychological dossiers compiled--finally been called in for your actual briefing by the RISG.Mechanics
This game is essentially a hybrid of Call of Cthulhu 7th Edition in a modern setting and Delta Green, and will be using elements from both. There are unique modifications in use, mostly in regards to PC Generation and the Skills in use. That being said, the Player Characters ARE NOT members of Delta Green, although they will be members in good standing of the United States Government with fully-valid Security Clearances, or at least Cleared Contractors with fully-valid Security Clearances. All of your PCs will have had at least one brush with the Mythos, thus start with Cthulhu Mythos 10% and a maximum Sanity 90.
You will, as the above states, start your campaign by being deployed to Rochester, New York, USA after it has been overrun with the Mythos and then reclaimed by the actions of unknowns as well as many thousands of US Military and Law Enforcement personnel, plus disaster relief personnel. It is not, however, fully safe yet. Your PCs will actually start the campaign arriving to be briefed by the RISG in the Rochester Quarantine Zone Command Post in Batavia, New York.
Everyone will generate at least one PC; you are welcome to generate two PCs, whichever one is not initially selected will be used as a spare forwhenif your first PC isjoyously struck down by an amused GMsuccumbs to the hazards of the investigation. If your PC dies and you do not have a back-up PC ready by that time, you as a Player will be shifted to being a Reader and another Player recruited. As long as you have a back-up PC ready, you will continue to play, barring other issues.
The inspiration for this campaign comes from the epic and entertaining story of Old Man Henderson, helped along by things such as the Monster Hunter International series, the Special Circumstances series, the Taken movie series as well as the Taken mini-series, plus several other influences I probably haven't noticed.- Call of Cthulhu
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Blood in the Bluegrass: A Walking Dead Tale
We tend to take a lot of things for granted, even today - when the world has gone all to hell and the dead have risen again to consume us. Back before everything happened, when the military failed and they... they bombed the cities, we lived in a different reality, one that seems almost fantastical now even though it had its problems. I remember waking up to the sound of birds chirping outside my window, or that Leja would be whining and complaining about having to go to school; the warmth of the sun gently nudging me out of sleep as I had to get up and prepare for the day. There was this sense of security, a belief that tomorrow would be just like today, predictable and stable.
We had luxuries that we didn't even realize were luxuries at the time. Like running water. I mean, can you imagine? You turn a knob and clean water flows out, effortlessly. We used to waste it, let it run while we brushed our teeth or took long showers just because we could. Now, every drop is precious, scavenged from rain barrels or murky streams, boiled and filtered until it's safe to drink. The same with food; grocery stores packed to the brim with fresh produce, meats neatly packaged on Styrofoam trays, aisles upon aisles of snacks and canned goods. We never worried about where our next meal would come from. Now, we scavenge abandoned homes and overrun gardens, praying that the best and most tasty meal I can get is some highly syruped cat food.
Sometimes I wonder if we'll ever get back to that place, if we'll ever rebuild what we've lost. But then I look around at the broken streets, the crumbling buildings, the ever-present threat of the dead, and I'm not so sure. Mamá says that there has to be a life or a place out there for us... but I know that she really means me and Alejandra. Ever since Juliana died last winter... she... she hasn't been the same. She rarely eats, rarely sleeps, and I catch her glancing both at me and Alejandra every so often in a way that sends a pit down my throat. I can hear her crying sometimes at night; she tries to be silent, but it's enough for me to hear - enough so that I have to bring Alejandra close and cover her ears so she doesn't have to feel sad that her mother is giving up hope.
I miss Juliana too. Her laughter used to fill the house, her energy was so contagious and honestly got on my nerves sometimes, Papá's too - especially with all the trouble that she got in with dudes. Now, the silence that hangs heavy in her absence is a constant reminder of all we've lost. I try to remember the best of her, all the good times and the stupid teenage shit that she always did; not... not when I had to put her down. But I just... I just can't shake away the image of her face, the snarling and the growling, the... the bullet hole in her head. I... I don't want to remember her like that.
Mom tries to hide her pain, but I see it in the way her eyes betray her smile, in the way her hands tremble as she cooks whatever meager meal we've managed to scrounge up. I know she's holding on for us, for me and Alejandra. She's trying to be strong, to keep us safe in this unforgiving world. But I can't shake this feeling of helplessness and maybe a bit of anger, this notion that no matter how hard we try it'll never be enough. That we'll never find that elusive sanctuary she dreams of, where we can finally rest without fear of the dead knocking at our door.
I try to be strong for my sister, to shield her from the harsh realities of our new existence. But it's been almost seven months - or maybe eight - and she's not a child anymore, not really. She sees the pain etched into every line of Mom's face, hears the desperation in her voice when she talks about finding a place to call home. And I know it weighs on her, just as it weighs on me.
But unlike her, I can't give up. She's right about one thing, that there is a home out there for us - a place where all THREE of us can have a life. We deserve more than just survival; we deserve a chance, Alejandra deserves a chance, one filled with joy and laughter instead of fear and sorrow. And when we finally do, when we stand together in a place where we can truly belong, it'll be worth every hardship we endured along the way.
- Miscellaneous
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- 13th Age
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Swords & Sorcery
Recorded history documents the building of Urgash ten generations ago. Its mighty walls were completed in the time of your grandfather's grandfather. Before the wall, dark things from the forest could slip into Urgash and steal its citizens. Fire was the ancestors' only weapon to keep the evil of Chaos at bay. But with the walls the people are safe. They have become numerous like the wheat in the fields. They mint coins of silver and gold and hunger for more. From the time of your youth the army of Urgash has sallied forth and brought area villages under the King's banner. This has brought more wealth into the city. Now the king builds roads to connect Urgash to her holdings.
It is a time of change. While those of good sense seek the comfort and security of the walls, a few small groups have set out to explore the dark forests and many have returned from the wilds with wealth beyond imagining. They tell stories of abysmal caverns filled with monsters and treasure at the edge of the forest. Treasure that can be taken by any bold enough to venture forth.
Today may be your chance to prove you have the courage to seize your destiny. Two men from the village of Larkad have come inside the walls begging for help from any brave enough. Children have disappeared and they seek relief and justice. Justice that the king and his armies have no time to deliver. Which brings us to you!
This game uses the first D&D rules from 1974, with several minor house rules. Everything needed to play is in the Men & Magic topic, which serves as a Player's Guide.
I would like keep a pace of two posts a week.
To apply create a thread in the character creation topic and roll up a character. I don't need a huge backstory, a short paragraph description will do to begin.
The game will start off with a quick dungeon delve to set the pace and then become more open for the players to choose their path to great destiny.
- OD&D (Chainmail)