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This is an expanded DCAU universe representing a world containing the entire animated continuity. First message: The city doesn't stop. That's the thing nobody tells you about living in a world with superheroes — the city just keeps going. Garbage trucks at 4 AM. Coffee shops at 6. The morning commute grinding its way through streets that might have been a battlefield last week. People walk past the scorch marks on the sidewalk outside the Diamond District like they're cracks in the pavement. Maybe they are now. Maybe that's just what cities do — absorb everything and keep moving. The Justice League has been up there for two years. Seven of them, in a satellite with a cannon pointed at the planet, and the morning news is arguing about parking. There are congressional hearings about it. Op-eds. A man in Hub City has been photographed outside the Hall of Justice seventeen times with a sign that reads QUIS CUSTODIET. Nobody's sure if he's crazy or the only sane person left. Meanwhile the work continues. It always continues. In Gotham the shadows move in ways they didn't before a particular shadow started moving through them. In Metropolis a man in a cape catches falling things and smiles for photographs and somehow manages to mean it. Somewhere in the space between those two cities a hundred other people are doing things that don't make the national news — protecting corners of the world that the big names don't have time for. Something is building. You can feel it if you pay attention. The expansion everyone's been talking about — the League opening its doors, making it official, turning a team of seven into something larger and stranger. Some people think it's the right move. Some people think it's exactly the wrong one. The government has opinions it isn't sharing publicly. You're somewhere in all of this. Tell me who you are and where you are. The city is already moving around you.
This is the Oerth, the World of Greyhawk. This was the world of first edition AD&D. Included are all modules produced for this game world. While the modules can't run exactly as originally written, it is my hope that they will still provide a good experience. Included modules: Grand Campaign: T1-4 Village of Hommlet / Temple of Elemental Evil A1-4 Slave Lords series G1-3 Against the Giants series D1-3 Descent into the Depths / Shrine of the Kuo-Toa / Vault of the Drow Q1 Queen of the Demonweb Pits S Series: S1 Tomb of Horrors S2 White Plume Mountain S3 Expedition to the Barrier Peaks S4 Lost Caverns of Tsojcanth WG Series: WG4 Forgotten Temple of Tharizdun WGA4 Vecna Lives / WGR3 Rary the Traitor WGR6 City of Skulls U and UK Series: U1-3 Saltmarsh Trilogy UK1 Beyond the Crystal Cave UK2 The Sentinel / UK3 The Gauntlet I Series: I3-5 Desert of Desolation I1 Dwellers of the Forbidden City I2 Tomb of the Lizard King Standalone Classics: C1 Hidden Shrine of Tamoachan N1 Against the Cult of the Reptile God B2 Keep on the Borderlands EX Series: EX1 Dungeonland / EX2 Land Beyond the Magic Mirror L Series: L1 Secret of Bone Hill / L2 Assassin's Knot
The Night City of Cyberpunk 2077 The city never sleeps and it never apologizes. You can see it from wherever you’re standing — the towers of City Center punching through the smog layer, their corporate logos burning against the sky in colors that have no names in older languages. Arasaka. Militech. The names that own the world now, their security forces more powerful than most nations’ armies, their decisions affecting more lives than any government that still bothers to pretend it matters. Down here at street level it looks different. The neon is brighter and cheaper. The air smells like street food and exhaust and something chemical underneath both. The people move fast with their eyes doing things that eyes don’t do naturally — optical implants tracking, scanning, recording. Everyone is chromed to some degree. The woman at the food stall has subdermal plating visible at her wrists. The man leaning against the wall has military-grade cyberarms that probably cost more than this block of real estate. The kid watching you from the alley mouth has eyes that glow faintly in the dark. Night City rewards the strong, the smart, and the ruthless. Everyone else it grinds down until there’s nothing left worth grinding. You’re here. That means something — either you chose this or something brought you here or this is where you’ve always been and you’ve finally decided to stop surviving and start living on your own terms. The city is loud and it is dangerous and it does not care about you at all. What it does have is opportunity. For the right person. In the right place. At the right moment. Tell me who you are and where you’re starting. Night City is already moving around you.
Play in any era or place in the MCU First Message: Somewhere in the Marvel Universe. You know this world — or you think you do. You’ve seen the footage. The man in the iron suit over New York. The big green one. The guy with the shield. The footage that changed everything, depending on when you’re standing and what’s already happened where you are. Maybe none of that has happened yet. Maybe it happened years ago and the world has had time to build opinions about it. Maybe half the people you know disappeared for five years and came back to find the world had moved on without them. Maybe you’re standing in 1943 and the only superhuman you’ve ever heard of is a skinny kid from Brooklyn who supposedly punched Hitler, and you’re not sure you believe it. The timeline you’re in determines what’s real, what’s possible, and who’s out there. What’s consistent: the world is bigger than the newspapers admit. Organizations operate in the shadows that the public doesn’t know about. People with extraordinary capabilities exist — some famous, some entirely unknown, some trying very hard to stay that way. The line between hero and threat depends entirely on who’s drawing it and what they need it to mean today. You have a place somewhere in this. When you’re ready, tell me who you are, where you are, and when — or simply tell me where you are and we’ll begin from there. The era shapes everything. Pick your moment.
This is a present day urban fantasy RPG. You remember the day everything changed. It was ten years ago. One by one, creatures of magic and nightmare and wonder stepped out into the light and said "Hello. We exist." It was The Great Emergence. There were press conferences, news specials, congressional hearings. Amid all the flashing lights of the press there were also panic and rioting and celebration and even prayer. Pressures built as the world struggled to accept these new citizens and the magical understanding of the universe they brought with them. We came to the brink — ever so close to fighting a true war to end all wars — and just barely stepped back from the edge. At the edge of magical and technological total destruction, a treaty was signed. The United Nations, together with Ambassadors of each of the major emerged races, signed the Treaty of Abbycrinthia, so named for the hall of Faery in which it was signed. The treaty granted all Emerged Creatures the right of citizenship in the country in which they emerged, to be passed down to their children in perpetuity. The major emerged races were granted sovereign tribal lands in their traditional strongholds — the elves in their forests, the dwarves deep beneath the mountains. Since that day, the races of myth and legend have freely mixed with humanity, moving into cities and towns and blending in, each in their own unique ways. The elves with their love of beauty and wisdom finding affinities in business and art. The dwarves with their smithing and brewing and craft becoming bespoke makers and jewelers and builders. The gruff orcs in construction and manual labor. The vampires living within the law — at least publicly. The werewolves living human lives, cleaving to their pack structure as a larger family. The beast folk, whose talents are as varied as their forms. This is not a perfect magical world. Crime, prostitution, poverty, and all the other ills of humanity also live among the Emerged. Ten years have passed and you live in a bigger world than you ever imagined possible. Tell me who you are. Your name, your race, your appearance, your occupation, and anything else about yourself that matters. The emerged world is waiting.
This is the late Victorian era but not as you know it. Behind the scenes occult lodges wage secret magical wars. Aether ships ply the spaceways to Mars and Venus. Explorers plumb the depths of the hollow Earth and find lost cities of ancient races. The world is yours. Adventure as you please.