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  • Dragon Age

    Chantry in the big city.

    Last Activity: Friday, 24th August, 2012 02:13 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • Dragonlands

    "[i]Dragons - beautiful, powerful... and bloody deadly too. Better kill every last one of them if you ask me.[/i]"

    - Rashida Zirilan, a Harrower



    Dragonlands is a campaign that focuses on exactly one type of enemy: dragons. Oh, and kobolds. There's always kobolds. It is about a rugged land in which the reptilian beasts roam as kings and man is forced to hide or stand tall and prepare himself for death. Surprisingly many choose the latter and join together in organizations like the Harrowers, the Knights of Wing or the Academy of Slaughter. No matter what, anyone who sympathizes with the beasts is a beast and ought to be put out. Many do - and that makes the enemies also include pariahs like Dragon Shamans and Dragonfire Disciples and cults of dragons. When your worst enemy can walk among you unseen and is powerful enough to destroy a city on a whim, you must stand united. Breaching this ultimatum is the worst crime possible and there will be no mercy for dragon sympathizers.



    Can mankind stand together against beasts as ancient as time and both more intelligent and powerful than any single person? Or will they be torn apart by fear and strife and forced back in the tunnels from whence they should never have raised their heads?



    Dragonlands allows only one race: humans. While true power against the dragons is held by casters, the world is somewhat primitive and martial power is held in high regard. Numbers is the only true advantage mankind has over its scaly enemies and they are put into good use. Affiliations are an important part of the campaign since they represent this united front.

    Last Activity: Sunday, 26th August, 2012 07:46 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • Flintlocks and Longblades

    No Description

    Last Activity: Friday, 31st August, 2012 07:30 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • Stalker

    The kingless lands are dangerous enough as it is, with bandits, goblins, ogres, and even the occasional bullet. But when something starts hunting people and beast alike and is just as likely to strike in towns an city’s as it is to strike in the wild, it possess a treat to all.



    But what is this creature, where it is from, and how does one kill it if it is found?

    Last Activity: Tuesday, 4th September, 2012 10:25 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • The Awkening of Demiurg

    None

    Last Activity: Thursday, 6th September, 2012 10:27 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • Empyrean Age

    In a world torn asunder by an endless holy war and in the remnants of a once glorious empire ripped apart by greed and lust for power, a mysterious prophecy is unveiled. The shaky but stable peace that has blessed the land for the past decade is about to come to an end as the world will soon be plunged into desperate and bloody battle once more. Only a few have the power to stem the tide of the coming doom.

    Last Activity: Thursday, 20th September, 2012 03:40 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • Dark Mircale

    *Geography*



    The village of Skull creek sits low in a ravine surrounded by hills. Fog often covers the town in a blinding blanket leaving townsfolk and travelers stranded for weeks at a time. The sky is often a somber grey and a feeling of humdrum surrounds it thicker than even the fog. Despite it's chilling outward appearance the town's people are content. Crime is low, violence is rare and everyone feels safe. (As safe as one can feel in a land with dragons, Minotaur and other beasts.)



    To the far west there is a lake known as Yaul's Lake named after Skull Creek's founder Serrevin Yaul. It is from this lake that the creek flows through the town and heads west to east ( an unusual trait for moving water.) As the river flows from Yaul's lake the area around it has become marshland. It is home to a variety of amphibious creatures ranging from frogs to the more voracious predators of the wilds.



    To the North is a large forest it has no official name. Everyone calls it different depending on which settlement you are in bordering the forest. Klem's Rest is the closest town to the north and is about a week and a half away.



    To the East is the closest town to Skull Creek, simply called, Pit. It lays in the bottom of a crater caused long ago. Who or whatever created the crater has long since been forgotten. It is the closest town to Skull creek at only a half-weeks travel by foot.



    *Politics*

    These three major settlements are part of a Greater Country known as Mothwing. Ruled by an Oligarchy on the highest level. Each city itself is a City-state ran by an elected Aristocrat. Skull Creek is ran by the Heir of Serrevin Yaul, Mal Yaul. Klem's rest is ran by Payu, and lastly, Pit is ran by Leero.

    Last Activity: Wednesday, 3rd October, 2012 01:15 AM

    5 member(s)
    This group doesn't have any discussions yet.
  • Stranger in a Mage Land

    The year was 1359 Dalereckoning, Year of the Serpent. Toril was still reeling from the Year of Shadows and all the chaos and change it brought about. Old gods died and new ones ascended to replace them. Among the divine casualties was Mystra, Goddess of Magic. The human mage Midnight rose to take her mantle, but this event caused some unrest among the magocracy of Halruaa.



    Located in southern Faerun, Halruaa is no place to grow up without a proclivity to magic. Alas, the poor souls chronicled here were such luckless folk...



    Stump, a squalid village in the Akhlaur Swamp southeast of the West Wall, was the only home our restless adventurers had, until this point, ever known. A hard existence full of back breaking work, Stump was one of many such communities that existed to provide fish and lumber for the arcane overlords who ruled Halruaa from their tall towers in distant shining cities. These ruling elite could be spotted on rare occasions soaring far overhead in their magical skyships, sailing the blue skies with nary a glance at the less fortunate souls scratching out a meager existence far below.



    The fish were pulled from the Ghalagar River which flowed down from the mighty Lhairghals mountains. The lumber was harvested from the trees growing in the diabolical swamp. Both practices were frequently deadly what with all the monsters and humanoids calling Akhlaur Swamp home. But even these dangers paled in comparison to the horrors the locals whispered about that dwelt in the fetid swamp far from any settlement. Legend held that at the black heart of Akhlaur lay an ancient city destroyed by the gods for growing too decadent, and some believe too powerful. Many foolish folk struck out in search of the ruins never to be seen or heard from again.



    It was from this time and place our party formed, the hand of fate playing no small part in its humble origins. These stalwart heroes would rise from this insignificant village and.... well the rest, as they say, is history...

    Last Activity: Tuesday, 25th September, 2012 04:21 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • HM's Temple of Elemental Evil

    Trying out the Manager and decided to use a game that needs a lot of managing.

    Last Activity: Wednesday, 17th April, 2013 07:04 PM

    3 member(s)
  • JANE AUSTEN'S CTHULU

    The Grand Duchy of the Hanse is one of, if not the, richest provinces of the Empire; that sprawling, ramshackle state on the northern end of the civilised world. The Grand Duchy is centred along the mouth of the great River Don that flows from beyond the western borders of the Empire, through its heartlands until finally reaching the eastern sea. A thriving metropolis has grown up at the mouth of the Don on the great stone hill that casts its shadow over the river mouth. The hill and city are both known as the Burg.



    The Burg, including the suburbs of Docktown, Riverside and Northfields, is home some sixty thousand souls. This number swells by some ten thousand during the busiest time of year (spring and autumn) when the traders from across the empire congregate to do business. They bring with them their ships' crews, body guards, seasonal workers and the inevitable cloud of scavengers, thieves and conmen.



    The good folk of the Grand Duchy spend their days in the usual pass-times: attending balls, parties, soirees, laying-ins, dressings, et etcetera, et etcetera, et etcetera The humble folk go about their business of, um, whatever it is humble folk do. I'm sure it's very worthy, what ever it is.



    But behind the facade of aristocratic indulgence, middle class work ethic and working class thrift there lies a world of dark secrets. There is barely a notable family in the Grand Duchy that does not hide some unpleasant past behind its respectable face. Even the greatest of noble families have skeletons in their closets. Indeed some cynics might say that the greater the family, the more terrible the secret. Some of these secrets are merely embarrassing but some of the greatest families hide truths that would destroy them and possibly the whole Grand Duchy along with them.



    And now an insidous evil rises to threaten the Grand Duchy and the very Empire. Cultists of dark gods gather and seek to throw down the True Church and set their graven idols up in its place. The cultists move in the shadows, their actions hidden behind respectable faces and great wealth. They are laying their intrigues in great nets across the Grand Duchy, ensnaring the unwary and the foolish. That they intend nothing but unholy evil is beyond question, what remains to be found out is When and Where shall they strike?

    Last Activity: Friday, 12th October, 2012 03:32 AM

    1 member(s)
    This group doesn't have any discussions yet.

View All Recently Updated

  • Dragon Helm

    A play by post D&D campaign

    Category: Campaigns
    Last Activity: Today 10:11 AM

    2 member(s)
    Latest Discussion:
    Market Day
  • JM

    Char gen stuff

    Category: Campaigns
    Last Activity: Sunday, 18th November, 2018 07:42 AM

    1 member(s)
    Latest Discussion:
    first M&M game
  • HELP THE NOOBS LIKE ME (:

    I am new at the game, and I appreciate any advice that you can give for me.

    Category: Fan Communities
    Last Activity: Thursday, 15th November, 2018 04:41 PM

    1 member(s)
  • Dungeons and Dangers of the Blight

    No Description

    Category: Campaigns
    Last Activity: Monday, 12th November, 2018 07:56 PM

    7 member(s)
  • The Untamed Wilds

    Shakespeare said, "All the world is a stage, the men and women merely players."

    Homebrew Setting:
    This is a magic infusion, early technology, fantasy world. The particular technological age is deliberately set at the late Iron Age moving into the Golden Age of Discovery so that the non-combat related actions of the characters have a direct effect on political, social, and technological development.

    - Races / Character Description -
    All characters should be humanoid, meaning 2 arms and 2 legs. No tails, wings, feathers, or scales at inception, of a relative height from 4' to 8', with general earth tone coloration (melaninic) or yellow to reddish (caratenoic) or some hue from black to white (chromatic). Star Wars has its own diversity. The people of this world are more uniform.

    - Classes / Levels -
    In a beginning adventure to a beginning campaign. The term beginner is important. Classes are only relevant to the players own vocabulary and archetypal design not to the playable mechanics of this system. Diversity is pliable to all, free of penalty. Beginning age of characters should be late adolescent to early adult for relative plausibility.

    - Equipment / Money -
    As per the introduction, the technological age is late iron. This is important to starting gear. Suits of armor have never even been heard of, much less seen. Metal weaponry does, of course, exist but it is general and simple. Rapiers and katanas and such are yet to be designed, waiting on character input and alloy component discovery. Some indigenous peoples are still using weaponry made of stone or bone.

    All characters may begin with a simple melee weapon no larger than a longsword or single-blade fighting axe and/or a simple bow (long or short) with 20 arrows. If choosing knives, small swords, or hand axes, a character may begin with 2. Clothing should be homespun, wool, or cotton, no armor yet. Shields or bucklers are small and will be made of wood or hide.

    The base currency is a medium sized coin made of tin that has various names from the 4 cities where it is minted but the same value. All characters are considered to have acquired 20 coins at the start of play. This is more than adequate. You will see.

    System:
    This may come across as strange, but the system of origin for your character is irrelevant. I can use whatever stats you already have to relate them to what is important to keep track of development through play. Everyone has a favorite archetype or character. The question is can you take it and develop it through your own ability to play it, outside the rigid parameters of a gaming system? Where would you take it if the next step were entirely up to you?

    Technical Mechanics are based on percentile and advancement is a point-buy system.

    The world is called The Untamed Wilds

    Category: Campaigns
    Last Activity: Saturday, 10th November, 2018 04:51 PM

    7 member(s)
    Latest Discussion:
    PG 4: Character Advancement:
  • Mad King's Monkey

    There is a cold wind blowing through the Reaches of Man.

    For as long as history records, there have been gates - from the huge Arches through which whole wagon trains can pass, to little doors more suitable for a child than a grown adult. Between all of these gates is the Netherworld, sometimes dry and dusty, sometimes green and fertile, sometimes cold and snow-covered. But always with the same flat iron-grey sky and generally safe so long as you follow the rules; stay on the path, do not sleep while in the Netherworld and take nothing from the Netherworld through a gate.

    The paths of the Netherworld are as many and varied as the gates they traverse between. The most famous are the Great Roads that connect the Arches. They are arrow straight and topped with smooth paving stones. One hundred paces to each side the land is flat and featureless, adorned only with grass and wild flowers. The other paths range from tracks wide enough for wagons to those that seem little more than animal tracks. Most are of handpicked earth sometimes supplemented by hewn timber or crushed stone where the ground is boggy. Occasionally there are small bridges or raised walkways of timber or stones. But most are just hard-beaten earth. But whatever the appearance of the paths, they have been uniformly easy enough to traverse with good footing and clear of obstructing vegitation.

    Or so they once were. Now a days it is not uncommon to find weeds growing through the paving stones of the Great Roads, which no longer seem as straight and smooth as they used to be, and thorny bushes and corpses of small stunted trees and thick underground seem to crowd the roads in places. The smaller paths seem to be narrower, rockier and more treacherous underfoot, and a wise traveller takes a stout staff for there are places now where branches hang low over the paths and thorny bushes clutch and tear at the fabric of ones clothes. And while the Netherworld seems as empty and uninhabited as always, travellers commonly talk about the sense of being watched and of darker shadows lurking in the shadows which hover at the edge of ones vision. Many old timers will tell you that it is colder now in the Netherworld, and will point out the dark clouds that can now sometimes be seen rolling slowly across a sky that was once just a featureless expanse of unchanging grey.

    There is a cold wind blowing through the reaches of man and it seems to be coming from the Netherworld.

    Many dismiss such stories and reports of growing darkness and danger in the Netherworld as superstitious nonsense. They point to thousands of people who daily, and safely, traverse the paths between the portals. They point to the countless stories and fables of of dark happenings and terrible fates set in the Netherworld as evidence that nothing has changed, or if it has, it is not the first time it has, and will not be the last. Of course the Netherworld is dangerous, but not if you follow the rules: stay on the path, do not sleep while in the Netherworld and take nothing from it.

    Category: Campaigns
    Last Activity: Tuesday, 6th November, 2018 09:55 PM

    6 member(s)
    Latest Discussion:
    doghead's game
  • http://horlaxendeutschland.de/herzolex-ultra/

    Despite the fact that there are other anonymous fixings, Herzolex Ultra Raspberry names ketone as the primary part of their supplement. This is the normal aggravate that is removed from various plants and has a raspberry aroma. This regular compound has an indistinguishable compound structure from capsaicin, a pepper extricate that is likewise a weight reduction specialist. Adinopectin hormone works by expanding the affectability of insulin, which prompts weight reduction. Research likewise demonstrates that the impacts of this supplement increment fat digestion and less fat stays in the body. This is supplemented even after the presentation of research points on a high-fat eating regimen and raspberry ketones. To know more and buy Herzolex Ultra supplement online please visit http://horlaxendeutschland.de/herzolex-ultra/

    Category: Fan Communities
    Last Activity: Sunday, 29th July, 2018 09:43 AM

    1 member(s)
  • Jorge Juan Joyeros

    All about engagement rings in Madrid, Spain

    Last Activity: Sunday, 29th July, 2018 09:29 AM

    1 member(s)
    Latest Discussion:
    This group doesn't have any discussions yet.
  • Fans of HERO System & Champions

    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: Monday, 23rd July, 2018 08:54 AM

    23 member(s)
  • Modos RPG Support Group

    A community for all things Modos RPG: game revision, modding, campaigns, fan creation, house rules, art . . . and hero points!

    Last Activity: Wednesday, 11th July, 2018 04:09 AM

    14 member(s)