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Kelistin. The city of portals. Heart of the Empire. Where merchants from across the planes brought their wares to the world of mortals. Where airships and wind galleons and lighting railcars arrived and departed from dawn to dusk. Where artificers and magewrights built things only dreamed of in more remote lands. And it was from there there out heroes had set out from on their way to their next adventure.Last Activity: Thursday, 11th October, 2012 12:16 AM
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A series of disasters all appear to be linked to the mechinations of Keeropus and his sinister Esoteric Order of the Golden Globe. But what is the goal of this mysterious organization, and how might they be stopped before they do any more damage?Last Activity: Tuesday, 17th April, 2012 01:57 AM
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I live in Europe and I am wanting to start or join an online D&D group over the net that plays in times friendly to Europe timezones.
Basically it would be nice to find or start an online gaming group for D&D that plays during GMT friendly hours.
I have had a couple of decades of experience playing D&D through all the versions.
I can be DM or player.Last Activity: Sunday, 9th February, 2014 10:01 AM
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[b]Overpopulation is a bad thing everywhere. In a recently (as in only a few 1oo years ago) settled continent where medicine and magic caused the masses to live healthier and longer but birth control was unheard of until recently, the few cities have become a nightmare to live in. [/b]
When humans, gnomes, halflings, dwarfs, orcs, gnolls, kobolds, goblinoids, lizardmen, and a few elves arrived on the continent they called New Light, they thought they had escaped overpopulation for a few 1000 years. They hoped to spread all over the continent, deal with the dangers, adapt to the environment and, eventually, adapt the environment to them as their people had done on other continents. But they had not counted on the ingenious population.
The fey folk, feline Mrrengar tribes, the musteloid Nehgie clans and the rat-like Nezumi nations were prepared for the new arrivals. As they could not make them turn back nor had the desire to kill them, they allowed each of the 10 races their own small area to settle, plus 3 areas where those who preferred to mix with other races could go. The native races, governed by a druid circle, wrongly thought that the new settlers would use their resources well and govern their own numbers. But nothing of the sort happened. Not only did they multiply as they used to, those settlements reachable by ship received more settlers from their home continent over time.
The settlements developed into giant cities barely controllable by their governments and full of intrigues and crime. against the wishes of the druid circle, some large roads were build to allow for better trade. A few smaller villages and strongholds, illegal outposts in the eyes of the druids, appeared as well. The first skirmishes between the New Nations, as they now called themselves, and the Old Nations happened, and eventually, it came to wars, and the New Nations also started squabbling among each other again.
A few decades ago, the Nezumi vanished almost over night. While the other native races were in uproar over it, the New Nations took it as a sign of their gods to claim the whole land. The exploration of the continent has thus started in all seriousness, and capable adventurers to do the task and root out the ever present ancient evil in the process are always welcome.
Campaign specific changes and restrictions:
Playable races are all the new settler races except the goblinoids. Drow and Duergar exist only as elves and dwarfs warped by evil and are thus not an option in this campaign.
Halflings in this campaign are more like Hobbits except that they do have a lot of people wanting to adventure at least once in their lives.
Clerics do not use bladed weapons other than knives and daggers, a habit they adapted from the local priests of various nature deities.
Elves are usually rather removed from their nature loving roots, although there is a "back to nature" movement.Last Activity: Monday, 25th June, 2012 04:28 PM
6 member(s)Latest Discussion:
Tried to post the map but...
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If you like writing novels & short stories using D&D as inspiration, come and join us.
Talk about the craft of writing, exchange ideas, and upload your drafts for critique by fellow authors.Last Activity: Yesterday 02:50 PM
2 member(s)Latest Discussion:
The Redcott Chronicles
Creative Mountain Games sold its first offering in December 2001 under the Open Game License.
Visit Creative Mountain Games - http://www.creativemountaingames.com
Keep up with the Grymvald Gazetteer (Campaign Setting) website - http://www.grymvald.com
The MF CMG (Medieval Fantasy Combat Miniatures Game) and MF WARS (Medieval Fantasy Wargame and Roleplaying System) website - http://www.mfwars.com
Follow CMG on the CMG Google Group - http://groups.google.com/group/creativemountaingames
Facebook - http://www.facebook.com/?ref=home#!/profile.php?id=1315595608
Twitter @MarkCMG http://twitter.com/MarkCMGCategory: Publishers & CommercialLast Activity: Monday, 29th September, 2014 11:36 PM
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April Showers of Savings
Do you homebrew? Whether its 4E or 3E, you are welcome to join. If you have a website or threads here regarding such please post links to it.
Link to the forums:
http://www.enworld.org/forum/global-homebrewers-alliance/Last Activity: Monday, 29th September, 2014 02:37 PM
30 member(s)Latest Discussion:
Oramis: The Shattered World
Just a community for our little local Horde of the Dragon Queen adventure
If this is as described it will offer a meeting place where we can get together between the games.
Horde of the Dragon Queen is a WOTC published adventure that I'm "enhancing" :)
It should bring your characters from level 1 to level 8, there is a follow up adventure that should bring you to level 15.Last Activity: Saturday, 27th September, 2014 06:20 AM
3 member(s)Latest Discussion:
A place for fans of the HERO System (including the newest books: Champions Complete & Monster Hunter International) that don't frequent the Hero Games forums as much as they used to.Last Activity: Thursday, 25th September, 2014 11:52 PM
17 member(s)Latest Discussion:
What is your favorite thing about the HERO System?
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.
Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.
ZEITGEIST™ is an adventure path for D&D 4th Edition and PATHFINDER RPG, taking a party of heroes from Level 1 to Level 30 (D&D 4E) or 1st-20th Level (PATHFINDER), brought to you by the same people who created the critically-acclaimed War of the Burning Sky campaign saga and featuring the same level of intriguing plot, memorable NPCs , and a strong, immersive storyline.
In the ZEITGEIST™ campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur’s borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.Last Activity: Wednesday, 24th September, 2014 02:21 PM
4 member(s)Latest Discussion: