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GM Rocco
Rocco is a lifelong gamer from Boston who has spent well over a decade studying the science of play and how it enhances our minds while bringing us together. He has been running tabletop games professionally since 2019 and contributes to various projects through design, writing and editing. He's always trying to draw influences from his various hobbies away from the game table, such as film, history and videogames. “My goal is to create exciting locations and scenarios that test the player's mettle and encourage them to put any kind of plan into action. Some may call it a simulationist approach, though the scope of each story can vary greatly, from trekking across a vast wilderness region to a minutely detailed village or sinister dungeon. The story is primarily created through the player characters' actions and motivations rather than a predetermined sequence of events.”
Dnd5e SpecialistWorld BuilderSandbox Lover+3 more

Games

Estemor: The Karelian Highlands
$30per session
D&D 5e

Estemor: The Karelian Highlands

It is the 909th year After Sodality. The eastern hills known as the Karelian Highlands are considered the edge of the world to the people of Estemor. A dry no-man’s-land home to unchecked beasts, nomadic tribes and clandestine organizations from across the realm, there are still brave or foolish individuals who choose to trek through such a dangerous land. Those in search of fame and fortune scour the Highlands for traces of the Fallen Yore, an ancient civilization that kept their treasures and technology nestled underneath the mountains. Will you brave the wilderness in search of these secrets or will you be another lost soul claimed by the wastes? Long ago, the continent of Estemor was united under the Civilization of Yore. Through feverish research and devotion to the Old God Antedoros, they achieved a level of technological advancement and prosperity that is now a distant dream. The children of the Antedoros, half-god, half-human themselves, grew divided over how to best lead humanity. This resulted in the devastating conflict between those who shepherded humans towards freedom and those who clung to the old ways along with the Antedoros. This conflict, later dubbed the Saints’ War, led to the devastation of Yore and plunged Estemor into a Dark Age for untold centuries. The Dark Age finally ended through the efforts of the human Amertus, who dedicated his life to traversing Estemor in search of the surviving Saints. With their guidance, he united the fragmented peoples of Estemor, creating what would become the Empire of Amertus. After thirty-five years of travel, the small Karellian village where he finally decided to return home would forever be known as Journeysend. The unification of the land and the founding of the Empire was known as the Sodality with the newly-adopted calendar using that event as a reference epoch. Estemor was united for roughly 400 years before religious differences caused the northwestern territories to break away, forming the Principality of Dullac. When Dullac invaded the Karelian Coast 200 years later, the locals managed to repel the invaders as well as fight for their independence against an increasingly corrupt Empire, thus creating their own Republic. In the 300 years since then, the Empire has made great strides to regain its place as the heir to all of Estemor, seeking to return to the ways of Yore. Political tensions across the land are at an all-time high. The Highlands itself has been a largely desolate wasteland since the Dark Age, with only the woodlands around Journeysend providing any sort of respite for settlers. While the land is formally claimed by the Karellian Republic, it is largely undeveloped. In part because of this, both the Empire and Principality have each laid claim to the region at times, though for very different reasons. Independent tribes of Wild Elves from the neighboring land of Tuatha often cross the Warden Peaks into the Highlands as well, another indication that the region is untamed by any authority whatsoever.

24 Jun • 00:00 UTC
2 spots left
Vecna: Eve of Ruin - Purple Team
$30per session
D&D 5e

Vecna: Eve of Ruin - Purple Team

The Fate of the Multiverse Relies On You Vecna, the Lich-God’s plan to siphon the power of secrets was only the beginning of something far more sinister. Alustriel Silverhand tracked his magic across the multiverse and believes that Vecna plans to use his accumulated power in a manner that could rend the cosmic order asunder, allowing him to seize control and reshape reality to his will. Alustriel contacted her closest allies, Mordenkainen and Tasha, to meet at her sanctum within Sigil, The City of Doors. They have feverishly studied lore from across the multiverse in order to find any weakness Vecna might have that they could exploit, but so far all they have managed to do is uncover your past involvement with Vecna’s servants and bring you into the fold. Thankfully, Mordenkainen has prepared a contingency plan. A powerful magical artifact once known as the Rod of Law could harm Vecna to the point where he would be unable to protect himself against banishment magic, forcing him back to his home world of Oerth and disrupting his plans. However, the Rod was first used to vanquish Miska, the Wolf Spider, it broke into seven parts, which were scattered across the multiverse ages ago. Thus, brave heroes must scour the multiverse in search of the Rod of Seven Parts before Vecna can complete his ritual of remaking, transforming his twisted dreams into reality and destroying the cosmic order of the multiverse. Will the guidance of the Wizards Three be enough to tip the balance? Campaign Information This campaign began at Level 11 and will conclude after reaching Level 20. Characters created after the campaign’s start will always match the party’s current level. For a full document containing information about the campaign, what player options are allowed or restricted as well as integrated house rules, please follow this link.

23 Jun • 00:00 UTC
0 spots left

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