Priest. Noble. Thief. Adventurer. Whatever you were before doesn't matter now. You have a new life. You have taken a new name. You are something better now. You've joined the Raven Legion. For over a thousand years the Raven Legion has been the premier mercenary corps of the vast multiverse of Gossamer worlds. The Legion is the stuff of legend up and down the Escalara, the Grand Stair, and in the Gossamer worlds where it has seen action. An eclectic mix of sentient beings from across the breadth of known worlds, they are a fearsome fighting force making the multiverse a better place, one job at a time-provided the cause is just and the price is right. Do you have what it takes?
A mysterious Gossamer world has been discovered, a complex web of worlds held together by a complicated and fragile structure. It is also under siege by the ancient and powerful Dwimmerlaik. It is to this world that the Raven Legion has been dispatched.
An "Age of Stormbringer" adventure
On the far edge of the Young Kingdoms, deep in the thick jungle, lie the ruins of a once great kindgom. Legend tells of the noibuluscus, "the black anemone," that blooms once a century in the ruins. Tales of its curative power have the last prince of Melnibone, the architect of that ancient kingdom's destruction, and his companion, Moonglum, to the world's edge. Prince Elric seeks a cure for the silverskin, the condition that leaves him weak and dependent on the runeblade, Stormbringer, which he is certain can only bring him more pain and doom his soul.
Elric and Moonglum are not alone in the search for the ancient ruins of Soom. A small band of Melnibonean mercenaries and the human nobles that hired them are also preparing an expedition to the great city. The dangers of the jungle are great and working together may be the only way for them to survive the dangerous journey down the river to solve the mystery of the black petals of the noibuluscus and the doom of the great kingdom of Soom.
The items from the scavenger hunt the year before were used to activate the Void gate. Facing many odd challenges they were able to rescue the seven Amberites/Chaosians who were missing. They believed that Cuahtli was making a Spikard. They found four of the avatars dead and blood on the floor. They were able to put the Chimera and Wendigo back together and resurrect them, but the Lion and Golden Monkey are still dead. They realize that Cuahtli has come to terms with Cthulhu and has returned to the Real Universe outside of the Void. Can the players keep sane and continue? Welcome to year 18.
This will run in Slots 2 and 3.
As a moon not all that far from Miranda, Lilac is used to its share of horrors. Reavers being the main ones, and dreadful in their own right. They are not the only nightmares on this moon, however...
The crew of the Firefly have worked hard to get here. This was supposed to be a time to rest up, repair the ship, gear up and stock supplies. Instead they find themselves facing rumors and mobs, pitchforks and torches, and a monster they never saw coming.
Are you on the Global Frequency? What is the Global Frequency? Some call it an Urban Myth, some say it’s a Faerie Tale and some call it a world conspiracy. What it is, is a world-wide independent intelligence organization, a rapid emergency response team and a private defense force all rolled into one. They deal with the threats that the world’s governments don’t want you to know about and can't handle themselves. They know trouble's coming before anyone else does. There are 1001 operatives on the Global Frequency, Intelligence Operatives, former Special Ops soldiers, ex-Cops, Scientists, Athletes. If you are an expert in your field, whatever it may be, you could be called on by the Global Frequency. You could be called on to save the world. Wait, hear that, that special ring-tone, you’d better answer it, they're calling you. You are on the Global Frequency.
Global Frequency is a game set in our world and our time. It is a gritty and messed up world, like ours is and you are its protectors. You are the agents of the Global Frequency called upon to stop a catastrophe or clean up the mess after one. Secretly and without fanfare. You handle the situations that no one else can.
Some role reversal, and a bit of an experiment. If you sign up for this game, you are not signing up to be a player; you’re signing up to be the GM. The players will be the five of us listed as co-GMs in the slot description. We’re a group of friends who love gaming together but rarely get the chance to do it. Come GM for us! We’re open to any style of game you want to run. Classic Amber? Yes. Superheroes? We’re in. High fantasy? Police procedural? Historical melodrama? Awesome, bring it on. Give us pregen characters, or ask us to write a novelette before the Con. We’ll even (gasp!) bring our dice if you tell us to. We're a great gateway group for someone with first-time GM jitters, or a veteran GM wanting to try something outside their typical zone.
Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.
Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.
This is the continuation of the game begun in Slot 2. You must sign up for both sessions.
You knew nothing of the Black Road. Amber and Chaos were just fiction to you, and war was a purely human evil that waxed and waned with the tides of history.
That was before Flora's barriers eroded away, and the darkness that waited outside Earth's understanding boiled through. In the first waves of insanity and violence, memory of human war was wiped away. More than half of the world's population was destroyed before any resistance could be organized. A few pockets remain untouched... a reminder that there's still something worth saving.
You are among the few extraordinary men and women who might make a difference. You are a survivor.
It's 2014. Welcome to Hell.
In a world that has turned back from the brink of annihilation and the edge of the Singularity both, Queen Victoria rules the Empire of America. Europe is a transgenic nightmare, and top hats, spats and bustles are fashionable.
In Boston, the last shining city on the sea, a man has come. In strange foreign dress, a lilt to his tongue rarely heard, he brings a cart full of wondrous mysteries and dark promises. Can he truly give what he offers? At what price?
The Nano-Victorian Future is a loose, episodic series - you don't need to have played in a previous game to join in.
The Nano-Victorian Future; A world of goggles, airships made of diamond, corsets and nanotech frock coats. A world where steampunk meets cyberpunk for high tea and memory implants.
Characters are built using 150 points if created before the con, 130 if created at the con. The game uses non-Amber rules as explained at the wiki's char gen page.
The Kingdom of Eld was been ruled by the same king for what seems like ages. He is childless. The Parliament of Eld has demanded that he select an heir from amongst the young nobility (players). Although the king agrees, however the king has also decided that the heir must have a queen and so the king sets the candidates a quest. They are to enter fairyland and bring back one of the king of Fairyland's three daughters to be queen. Dangers will beset the heroes.
For over two thousand years, Lord Drake has taken up arms against what is unjust. Under his flag, farmers discover themselves to be heroes, priests become legends, and mercenaries find their honor, no matter how deeply it was buried. He has knighted boys, women, men, and beings undefined in your experience. And he has knighted you, to carry the fight forward against the growing Dark. You are of that Code now. You ride for Justice. You are a Knight and your heart knows passion for what is Right. The Grand Stair is Infinite. No band of Knights, not even commanded by Drake, can stand against all the Darkness that may pour out of that Infinite wondrous design. What matters is that someone will make that stand. See to your gear, the call has gone out again. We ride.
The Great Enemy is on the move. They have been discovered in a mysterious Gossamer world known as Iridess. Can the knights save the people of Iridess and find a way to save the world before it and all its wonders are lost to the Shadow?