Home - This page.
Story - The past of the game.
Races - The playable races.
Classes - The playable classes.
Creation Page - Everything you need to do to make a character, building, weapon, etc.
Character - Player Characters and Non-Player Characters.
Skills & Feats - Skills and Feats for your character.
Arms & Armor - The equipment that you can...equip? (lol)
Adding several new campaigns to the mix of the 7 we have. Like... a lot of new campaigns. Here's the list.
And so far thats the list of MAYBES. I'm really liking the idea of an Arabian Setting, not so much the Jakandor or Maztica supplements. I'll have to learn more about Lankhmar, and Kingdoms of Kalamar to get them into play but from what I've read so far I don't really like them either. Spelljammer also sounds pretty bad. It's essentially D&D In space, but the Astral Plane is the equivalent of space in D&D and Planes the planets so what would be the point in sending people through a gate that takes them to a plane that is the astral plane but it's space....Also the second an elf fires a fucking laser cannon at a Millenium Falcon rip-off I'm going to kill myself.
But Birthright, Al-Qadim, and Ravenloft really appeal to me, Pelinore is apparently urban so I kinda like that too. I've got an Aztec idea for an original campaign, a darker stranger place that was damaged by extremly heavy magic, and a darker slightly more modernized plane. By Modernized I mean they have the idea of electricity, and the buildings look victorian, but no TV's or radios or cars or anything like that. Just in their design. Lightbulbs are in for sure though. I've also got A LOT of lesser plane ideas, like a plane made of glass, a plane made of sonic waves and vibrations, a plane made entirely of bone and fire with some mud and grass thrown in. A plane made of a dark material that's harder then anything else in the world, a plane that is a neverending mountain slope that you will never reach the top of, or the bottom of, and will never see the otherside. A Plane that's home to massive pieces of scrap metal, a plane home to monsters, creatures, plants, and buildings made entirely of ash. I've even got an idea to create a plane of madness strongly inspired by my favorite diety of anything in any book, game, dvd, or wherever you get your information from ever. Sheogorath.
Sheogorath is the absolute #1 god from anything ever, and his realm "The Shivering Isles" was probably what my idea of heaven would be if it was a little larger and less seperated by those damn mountains of madness. Honestly if I could be Sheogorath for a day I'd explode from joy... And that is why the Shivering Isles must be somewhere in D&D. Don't worry though it won't be "just like them" just based off of them to be a lot more fun and much less tedious dungeon crawling. You'll love it I promise.
Bottom line, I'm excited to get to work on mapping all these places out, adding their appropriate races (no more classes. Oh dear diver no more classes...) and getting the players there. Anyway I'm glad I didn't try to map out the astral plane yet.
Everything on the site is set for Sigilstar. When traveling in other anchors you have more or less to choose from, and might learn other skills or feats critical to visiting that anchor. For example being in Sigilstar you won't run across an "Icechucker Crossbow" like you would if you were in Frostburn.
Sigilstar: The original campaign. All the stats on the site are for Sigilstar unless stated otherwise.
Eberron: The Eberron campaign setting. The most traveled through gate.
Zeo-Yimu: The Oriental Adventures setting. The second most traveled through gate.
Frostburn: A land of frozen mountains and ice. Frostburn is an intense area that is more a frozen mountainous wasteland then anything else.
Sandstorm: A harsh arid desert plane. Sandstorm is the land of Fire and Sand and, like frostburn, isn't completely mapped out.
Stormwrack: A plane with almost 90% ocean and sea. Even then the lands are covered in rivers, swamps, and are prone to hurricanes.
Ghostwalk: Somewhere in the Astral plane is a strange gate that only opens for the dead, or for the few the dead want inside. Ghostwalk has no other existing planes.
Muhali: (Al-Qadim) An Arabian setting, mostly deserts, plains, and some oceans. Slavery and caste systems are abundant here. Muhali has no other existing planes.
Bheal: (Birthright) A more Divine and heavenly place full of mountains and clouds. Most of Bheal is above massive pits and strange gasses, the land itself is never actually seen.
Agrana: A land of chaos, Agrana is never the same as it was last time you were there, the lands change and morph and could do so right in front of your eyes with you standing on it.
Oexx: (Shivering Isles) Oexx is a mentally straining place, and is seperated by Mania and Dementia. The Demented despite their dead lifeless lands, and dark hazy houses would invite you in for tea, however in Mania with their bright fruitful lands will probably stab you in the back and take your money.
Amias: (Victorian era) A darker mysterious place. Amias is full of shadowy hills and forests and loomy jungles with deep oceans. The Buildings are very modern looking (victorian) and even have a hint of electricity in the form of small lightning elemenatals harnased for power.
Toquuteq: (Aztec) Toquuteq is a realm full of massive deep jungles and strange ruins and pyramids. The people here are almost all native types and believe strongly in sacrifice and cultural take over. They hunt and perform magic in rituals instead of traditional studies. Artefacts from ancient Toquuteq are strange and powerful.
Albon: Albon is an amazing realm and perhaps the most unique realm considering that the ground beneath you is actually breathing! At first it was speculated that beneath the earth on Albon (which is actually grass and dirt for a few feet) a massive creature would lay sleeping since no matter where you put your ear to the ground you could hear breathing. This rumor was broken you will hit a layer of dark skin. Breaking the skin would result in blood actually pouring from the earth. The land is not a giant person, it has no eyes, limbs, or other signs of life. It's simply a giant ball of skin and blood with grass, dirt, water, and mountains on it.
Whoegg: If you have come to Whoegg you had better be looking for someone/thing important or that means you've been banished or sent here for punishment. When you sail through Whoegg from the astral plane you set sail through a red gate with black demons and spirits flying out, surrounding you, dragging you in against your will. Whoegg has no sky that anyone will see and the inhabitants are hoards of tortured people and souls. Demon's and Devil's control Whoegg as if the Nine hells of Baator weren't enough...