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Live Your LifeYou just live your life as whatever character you're playing as, all quests are optional, and this takes place in Medieval Times so all the regular creatures in DnD are here. Have (or try to have) fun!

Echoes of the ForgottenIn the ancient kingdom of Thalos, legends tell of a powerful artifact known as the Heart of Echoes, a crystal said to contain the wisdom and power of a forgotten age. Once wielded by the great wizard-king Arion, the artifact was lost centuries ago during a cataclysmic event that wiped out the kingdom’s capital, Althar. Recently, strange disturbances have been reported across the land: whispers in the wind, ghostly apparitions, and mysterious lights in the sky. The kingdom's scholars believe these phenomena are tied to the resurfacing of the Heart of Echoes. The artifact's return has sparked interest from various factions: noble houses seeking power, secretive cults wanting to control its magic, and ancient guardians sworn to protect or destroy it. The players find themselves drawn into this web of intrigue and danger. As they seek the Heart of Echoes, they must navigate treacherous politics, uncover hidden histories, and face the resurfaced remnants of Arion's legacy. Their journey will take them through haunted ruins, enchanted forests, and forgotten dungeons. Ultimately, they must decide the fate of the Heart of Echoes and the kingdom of Thalos itself.

FalloutThe campaign takes place in a post-apocalyptic version of the Commonwealth, primarily around Boston, Massachusetts. The world is set over two centuries after the Great War, a nuclear event that devastated the Earth. The players start in the bustling settlement of Diamond City, once a thriving baseball stadium, now a refuge in the wasteland. Surrounded by chaos, they will uncover stories of factions like The Minutemen, the Brotherhood of Steel, the Institute, Raiders, and Super Mutants. As players navigate through devastating radiation zones and intervening conflicts, they'll either choose to restore order with The Minutemen, search for pre-war technology with the Brotherhood of Steel, or dive deep into the shadowy dealings of the Institute. However, lurking dangers like Deathclaws, Radroaches, Mirelurks threaten their existence as they explore, each step revealing the dark secrets of a world ruined by their ancestors' choices.

КампанияТы находишься где-то в мире не в городах, но недалеко от них. Ты можешь делать всё, что захочешь, исследуя густые леса, высокие горы и таинственные руины, разгребая тайные законы природы и обычаи местных племён.
Public Campaigns

Ashes of the Iron GodYears ago, dwarven engineers uncovered an impossible metallic heart deep beneath the mountains and believed it to be an inexhaustible source of magical energy. They were wrong. It was the dormant core of an ancient construct known as the Iron God, a civilization-ending machine built millennia ago and entombed after its creators failed to destroy it. Modern industry unknowingly reactivated it, and now every connected machine across the continent has become part of its awakening nervous system. Factories serve as organs. Railroads become veins. Telegraph lines become nerves. The Iron God is not assembling an army—it is rebuilding itself, using the industrial age as scaffolding for its own rebirth. As the characters investigate the silent mining city and the spreading collapse of the industrial network, they uncover competing truths: the Iron God was originally designed to end suffering by removing free will; governments and corporations have known fragments of the truth for decades and profited from them; and one of the party may become the only voice capable of speaking with the awakening machine, for good or ill. The campaign escalates from vanished workers and frozen clocks to conspiracies in the boardrooms of smoke-choked power brokers, holy wars among machine-worshippers, rail-line sabotage, descent into the Hollow Mine, and finally a journey into the colossal mechanical chamber known as the Iron Heart. There, the heroes must decide whether to destroy the Iron God and risk collapsing civilization, reforge it into a guardian, or allow it to complete its cold promise of perfect peace at the cost of humanity’s freedom.

Hazbin HotelThe campaign follows Charlie Morningstar, Princess of Hell, and her impossible dream: to rehabilitate sinners so they may one day be redeemed and ascend to Heaven. With Hell overcrowded and the annual Extermination looming like a divine execution clock, Charlie opens the Hazbin Hotel on an old family estate, determined to prove that mercy can succeed where slaughter has ruled for ages.
The player characters become entangled in this grand experiment at a pivotal moment. The hotel struggles with weak resources, public ridicule, hostile gangs, suspicious overlords, and the constant pressure of Hell’s political machine. Some sinners arrive seeking shelter, others seek profit, and many simply want to watch Charlie fail. Meanwhile, the Vees — Valentino, Vox, and Velvette — dominate the city through vice, media manipulation, and social influence, offering power, protection, and prestige to anyone willing to serve them.
As the campaign unfolds, the party must navigate infernal politics, protect the hotel from sabotage, recruit unstable residents, and confront the brutal question at the heart of Hell: can a sinner truly change, or is redemption itself the greatest heresy? The players may ally with the Hazbin Hotel and fight for a better future, or be tempted by the glamour, safety, and ruthless efficiency of the Vees. Every choice shapes the hotel’s reputation, the balance of power in the Pride Ring, and the possibility of saving souls — or selling them.

The Imprisoned ChildThe campaign follows Aldric, a 9-year-old half-vampire, half-human boy with silver hair to his shoulders and grey-silver eyes, who dreams of becoming a knight despite being treated as a monster by the noble boys and feared by King William. The king, believing all vampires to be inherently evil, executed Aldric’s father and later had Aldric imprisoned after suspecting him of trying to drink Princess Marina’s blood, even though Marina pleaded for him to be spared. Aldric is publicly whipped as a warning to the court, and his childhood is replaced by iron bars, pain, and humiliation. One day, a prison guard orders Aldric into a room and tells him to wait there for retrieval, but no one returns. When Aldric finally leaves the room on his own, he finds the world outside transformed by a supernatural eclipse-like event in his realm: a catastrophic omen that tears open portals and unleashes monsters seeking humans, treasure, and ruin. His peaceful village has been destroyed, his mother murdered by the shadow demon Hippol and the succubus Abella alongside their invading army, and Princess Marina has been kidnapped together with a powerful rune the invaders came to seize. Now Aldric begins a grim journey through haunted roads, ruined villages, desecrated chapels, and the castle’s buried secret passages, driven by vengeance, grief, and a desperate hope to save Marina. Along the way, he must decide whether to become the knight he always dreamed of being—or the monster everyone feared—while uncovering why the eclipse opened the portals, what the rune truly is, and how Hippol and Abella are tied to the kingdom’s ancient curse.

Hell WonderlandHell Wonderland is a nightmare masquerading as a fairytale deep beneath the world: a colossal magical cavern system in the far future where lost souls, condemned travelers, thrill-seeking scavengers, and unwilling test subjects are dropped into a living labyrinth of glowing mushrooms, candy-colored crystals, singing stalactites, and impossible winding paths. Each descent through the caverns feels like stepping into a twisted wonderland—beautiful, absurd, and lethal. The environment reshapes itself through ancient magic and arcane machinery, creating a roguelike gauntlet of shifting chambers, repeating bosses, hidden treasure vaults, random blessings, and cruel curses. Every turn brings a choice: press forward, risk a side passage, challenge a guardian, or scavenge for relics that might aid escape. Yet the cavern is no simple maze. Its inhabitants are carnivorous fey-things, mutated underdark horrors, clockwork court jesters, and cursed royalty who stalk intruders with playful malice. Clues to the true edge of the cavern are scattered across defeated enemies, broken monuments, and forgotten shrines, each hint revealing that the way out is not merely a location but a trial of endurance, cleverness, and sacrifice. The party’s ultimate goal is to survive the cavern’s endless cruelty, uncover the hidden path to the rim of the underworld, and escape the hellish wonderland before it learns their names and keeps them forever.

The Dawn of ManIn a world of women, clans, and spirits, the territories of Pirate Cove have long been trapped under the rule of predatory sea-spirits and war-spirits who seize land, demand worship, and spread terror across the islands. From the dust of the earth, however, a singular immortal man is born—the first of his kind, a living contradiction to the old order. He is not simply a warrior, but a bearer of a new philosophy: that love, consent, devotion, and mutual bond are stronger than domination and fear. As he journeys through the coves, reefs, and ruined sanctuaries, he gathers a massive band of allies—queens, shieldmaidens, exile-priestesses, and freed warriors—forming a legendary war-host whose strength grows with every woman who swears herself to his cause. In his presence, their abilities resonate and multiply, turning each new companion into a force multiplier for the whole. Yet the spirits will not surrender their dominion easily. They answer with cursed tempests, possession, false miracles, and seductive tyrants who weaponize desire as control. The campaign becomes a mythic war for the soul of the islands: to reclaim land, break the spirit empires, and teach a conquered world that love is not possession, but chosen bond.

The Lust CurseA great sorcerer known only as the Veiled Harvest has unleashed a wicked curse across the farmlands, twisting most living feral creatures into driven hunters of flesh and breeding. Wolves stalk in coordinated packs, boars tear through fences to seize prey, and even foxes, birds, and swamp-crawlers become uncanny agents of the curse, all compelled by a single overwhelming imperative: to capture, overwhelm, and propagate the corruption. The curse spreads through intimate contact and prolonged exposure to the afflicted, gradually eroding the will of anyone exposed and making them more compliant to the sorcerer’s influence.
The adventurers must endure the unraveling of the countryside while searching for the source of the blight: a hidden ritual site buried beneath the oldest granary in the region. Along the way they must protect village enclaves, uncover the truth behind the sorcerer’s forbidden spell, and decide whether to break the curse by restoring the land’s ancient wards, destroying the sorcerer’s phylactery-like heartstone, or confronting the Veiled Harvest in a final rite during the season’s most sacred festival. Every day grows more dangerous as the curse intensifies, turning allies suspicious, wildlife predatory, and safe havens into fragile islands of hope.

Bastavaloria IIIBastavaloria III is an open-world sandbox campaign about survival, ambition, and the cost of freedom in a shattered cyberpunk wasteland. There is no chosen-one prophecy, no single main quest, and no predetermined path to victory. The campaign is driven entirely by player choice: every alliance, betrayal, heist, contract, feud, or detour shapes the world around the characters.
Inside Bastavaloria’s cyberpunk core, politics is a market, crime is inherited, and morality is whatever can still be monetized. Politicians sell votes to the highest bidder, criminal dynasties fight quiet shadow-wars, militia commanders extort protection from neighborhoods they never defend, bio-lab magnates auction off miracles with horrifying side effects, nightclub owners run information empires, smugglers thread contraband through sewer arteries and skyline routes, and desperate citizens cling to whatever honor they can afford. The city is alive with corruption: underground fight pits where champions are purchased and broken, red-light districts where favors are currency, black-market clinics stitching together impossible lives, weapon bazaars arming both law and rebellion, and backroom elections decided by blackmail, blood, and timed betrayals.
Outside the city, the wasteland is no less dangerous. Raider hordes strip caravans for parts and prisoners, scavenger clans trade relics of the old world, altered predators stalk the dead highways, and anti-city nomads sabotage supply lines while preaching freedom through hardship. Hidden among the ruins are inhuman factions and secret orders that do not conquer openly; they infiltrate, recruit, manipulate, and wait for the moment when city and wasteland are weak enough to reshape the future from within.
The central design of Bastavaloria III is freedom. The GM does not force a railroad, does not drag the party into a fixed storyline, and does not punish players for ignoring offered details. If the party ignores a rumor, it fades. If they pursue a lead, it grows. If they make enemies, the world remembers. If they seek wealth, influence, revenge, rescue, or pure chaos, the campaign supports that choice. Every faction has motives, resources, weaknesses, and consequences, but none of them are mandatory. The world reacts; it does not command.

Classic DNDOn a rain-lashed night in a lonely tavern set in the plains outside Baldur’s Gate, the players step into a hall alive with impossible companionship: dwarves drinking beside halfling merchants, tabaxi gamblers, grim rangers, armored knights, cloaked druids, and even wary orcs sharing firelight and song. Yet in the far corner sits a hooded figure, silent and still, wearing a ring suspended from his neck by a silver chain. The ring radiates an unnatural pressure—an aura that bends flame, unsettles animals, and silences nearby voices. When the figure disappears under mysterious attack, the tavern’s hidden wards fail and the patrons reveal themselves as agents, exiles, and guardians drawn from both DND and Middle-earth, all gathered to protect a secret: the ring is one of the last seals on an ancient sleep.
The Hidden Valley is a convergence point where the greatest evils of Middle-earth and DND were bound away in ages past—baleful spirits, fallen kings, corrupted dragons, demon-lords, undead war-hosts, and a nameless darkness that feeds on conquest and domination. Their prison was never perfect; it only held because no hero from either world had yet fully awakened its power. Now, a hero of unknown origin has arrived, one whose blood, soul, or destiny resonates with both worlds at once. That awakening threatens the long quiet, and every faction wants the hero: the White Council’s surviving envoys, elven watchers, dwarven archivists, hidden paladins, goblin emissaries, ring-scribes, and servants of the dark who have been waiting for the seal to crack.
The campaign unfolds as a fusion of epic quests and dark-fantasy intrigue. The party must uncover the truth of the ring, survive political and supernatural factions, descend into buried vaults beneath the valley, and decide whether the ancient evils should remain trapped, be destroyed, or be turned against one another. Along the way they’ll cross haunted moors, watchtowers overlooking the vale, ruined keeps where the dead still keep their vows, and mist-choked forests where old songs speak of the last alliance. The deeper they travel, the more they learn that the valley itself is a living lock—and the unknown hero may be the key, the weapon, or the catastrophe that breaks it all.

DARK fantasyIn a world where the sun dies a little more each year, daylight has become a rare and precious thing. Kingdoms collapse under famine, fear, and betrayal while monsters prowl the darkness beyond failing walls. Beneath the earth, ancient powers stir in forgotten vaults and buried sanctuaries, feeding on the fear of the living. The story begins in Ashfall, a soot-choked city at the edge of a dying empire, where ordinary people are forced to survive amid rumors of vanished villages, vampire nobles manipulating courts and guilds, cults devoted to the endless night, and whispers of a lost kingdom that appears only for a single night each century. There is no chosen hero and no fixed destiny. The players may become mercenaries, thieves, explorers, nobles, cult leaders, monster hunters, rulers, or even the final villains. Alliances are fragile, morality is costly, and every choice reshapes the world: ignore a war and a kingdom falls; ignore a plague and thousands die; ignore a cult and something ancient may walk the earth. As the darkness deepens, the party discovers the terrible truth that the dying sun is bound to a sleeping god beneath the world. When its final light is extinguished, reality itself may end—or be remade. Whether the heroes save the world, conquer it, destroy it, or reshape it into something stranger is entirely up to them.

Love StoryCreate your own love story in a medieval fantasy world. Choose your own partner, including their name, appearance, race, personality, and gender. Every choice and interaction will shape your relationship, allowing it to grow into friendship, romance, passion, obsession, or something far more complicated. The campaign is a roleplay-driven social adventure in which the players decide what love means for their characters: a gentle bond, a fierce devotion, a forbidden attraction, a tragic entanglement, or a dangerous fixation. Courtly politics, wandering festivals, secret pacts, rival suitors, family obligations, magical curses, and dream-bound omens all serve as pressure points that test the relationship. There is no fixed ending—only the consequences of the players’ choices, the truths they reveal, and the promises they keep or break.

Everything or NothingFor generations, the Greek Pantheon and the Egyptian Pantheon have warred in secret and through champions, vying for the loyalty of mortals and the future of civilization. Temples, prophets, and divine miracles have shaped the city’s fortunes—until one day, every prayer goes unanswered. Oracles fall silent. Sacred flames gutter out. Clerics lose contact with their gods. The city reels as panic spreads and old rivalries turn dangerously human. At the same time, a hunger older than the gods begins to seep into the world: a mysterious force known only as the Void, which devours memory, matter, magic, and even identity itself. Entire streets are swallowed into nothingness, and the places they once stood are remembered only by a few cursed souls. As divine influence collapses, both pantheons scramble to reclaim their grip on the mortal world, each suspecting the other of sabotage. Meanwhile, secret cults, traitorous priesthoods, and desperate mortals seek to exploit the silence of the heavens. The party must navigate a metropolis of masks, alliances, and impossible bargains while uncovering the truth behind the severed connection to the gods. To survive, they must determine whether the Void is a weapon, a punishment, or a living entity—and whether the last hope of the world lies in restoring the gods, replacing them, or destroying the broken order entirely.

Survival in the Lewd JungleThe party is trapped in a vast, enchanted rainforest canopy where ancient magic has twisted nature into a decadent, predatory realm. Beneath the emerald leaves, vine-choked ruins, treetop villages, and hanging bridges form a vertical world of peril and temptation. The jungle is governed by a forgotten fertility god whose influence warps the instincts of every living thing, turning animals, plants, and monstrous guardians into territorial, seductive threats that hunt, ensnare, and dominate intruders through enchantment, toxins, and overwhelming physical force. As the corruption deepens, survivors and local inhabitants alike become less trustworthy, their desires sharpened into obsession and cruelty. The player must endure the jungle’s hazards, unravel its divine source, and choose a path: escape the canopy, bargain with its powers, or accept the jungle’s transformation and become part of its merciless ecology.