Game Select

*The following is an abbreviated overview of the availible "campagins" in the Web, designed to be as streamlined as possible. For more info, follow links!*

You make your way to the back of the ship.  Glass ceilings along the ornate hallways light the air around you with the iridescence of the Astral Sea.  The back room is a circular library, much more sparse than the first, with a cleared out center and many books of strange shapes along the wall.

The cleared out center bears an insane contraption.  A whirring mechanism of many arms, it has a globe in the center, a globe that swirls with light and changes shapes constantly.  Visions of seas and forests flash within the globe, all the while the arms around it spin with strange runes, designs which seem to glow and change color as they turn.

*Voiced by Cerebus, the Grand Inquisitor.*

Yes, do come in, what took you so long? We’re about to come in to the hub spiral and it is imperative that you make your decision so that we route our course accordingly.  Me? Just a scientist, nothing more.  Come come, gather round.  I’m to show you the realms. The place you start will not be the place you finish, and a place does not have to define a person.  Just tell us what speaks to you, and we will take you there.  After all, you're here to help stay the forces of evil, and trust me, no matter where you go, you’re going to find terrible, crawling monstrosities, creatures hiding in the shadows, horrible death and stinking rot.

Ahem.  Sorry.  There’s much beauty too.  Come, let me show you.

## Anpheli

Xarn’Itor is the heartland of Anpheli.  Ancestral home of the Luxodons, this beautiful continent stretches far into the north as well.  Ruins dot this land, from long lost civilizations, the forest grow lush with life, and all over the continent teems with powerful druidic magic and fearsome arcane creatures.  Mythical secrets, beautiful landscapes, sweeping dungeons, the mysteries of civilizations long forgotten, and the wisdom of the Luxodons.  On Anpheli you might discover the secrets of the Dreaming City, I’Cath, travel to the desert labyrinth of Muar’Akir or come to trade in the slowly rebuilding metropolis of Wildebreak.

## Erahled

What do you know of the seas? Erahled's history is defined by its water. Long ago, in their prime, The Fourteen Ranges and Yerniste dominated the Amnathis, fighting petty wars over resources and using privateers as pawns to get their dirty work done.  When politics turned fighting inward for both sides, the privateers were left unattended to, stopped killing one another, and took control of the archipelago between these lands.  Now, the seas are no mans land, but for the brave of heart, it lies full of treasure and glory.  Dring Mojitos in Palma Flora, watch plays in Dementlieu, or learn about the Windfish on Segratos.

## Dakhan

Dakhan was the home of the second great starfaring peoples, Tomedorah now stands splintered, divided and war-torn.  Five nations rise to power: the ranging peoples of Loreston, the great engineers of Kehrandi, the Warlocks of Zemestrus, the merchants of the Ocean Court, and the Purok Empire of Torrin, who are known to be developing devastating black powder technology.  Intrigue, great battles, oppressive empires, dark tales, shrouded creatures, and the fight for survival are all known to the peoples here.  On Dakhan you might be asked to summit the Smolder for a rare mineral, investigate the sunken keep of Stormhold, or infiltrate the Torrin stronghold of Koro.

## Igneda

If you seek to visit Igneda, best to start in the hearltand of dragonkin. Photanga is a land of intrigue and mystery, where the secrets of the past have been well covered and, thanks to some of the strongest magic I myself have ever laid eyes upon, nothing is quite as it seems.  Great wizarding tyrants, beautiful school gardens, strange adventures in the metropolis of Junice, and research ventures out into the world beyond the academy.  Photanga is the place you want to be if you have an interest in developing your skills with the arcane arts.  On Junice, you might learn about powerful artifacts hidden in the Sueron Mountains, visit the traitor’s spine to learn about Kondra’s reign on a field trip, or take a class in the art of doorcraft from the school of the Fifth Direction.

## Kaitan

Kaitan’s demon problem is no secret.  The whole of Laverndan was nearly wiped out a century or two ago by the unending chaos erupting from the Nular Spines.  By the hair on their necks, the people managed to pull themselves together and push the demons back.  Now, with the technology they used to do so, they have begun to rebuild in this wasteland, forming hesitant peace treaties and loose cities that are ready to fight, run, or hide at a moment’s notice.  The eruption is always just around the corner.  Take the train to Lexar, train in alchemy at the Durani Chemist’s Guild or search for treasure in the forgotten Maerol.

## Cylphis

Yes yes, or Faerun, Toril, The Forgotten Lands, or whatever else you’ve heard it called.  Not much to say about this place that you haven’t already heard.  Always in trouble, always looking for more heroes.  Huge place, too, the whole land has been walked a thousand times over, and yet heroes are always finding new dungeons.  Wish ‘em my best. On Cylphis you could explore the Frostmaiden’s everlasting Rime in the North, read strange tomes in Candlekeep along the sword coast, fight evil wizards in Thay, or hunt giants along the Sword Coast.

## Sigil

Sigil stands in the center of the web, a city in the shape of a ring that hovers in perfect self-gravity, centered on the Great Library of Sigil, the greatest library in all the universe in fact.  Sigil is a city full of portals, portals that can take you to just about anywhere else.  If your path leads to the greater Web, beyond these mortal planes, you’ll find the answers you seek in Sigil.  Here, you may venture to Mechanus to observe the Modrons, travel to the lower planes and get mixed up in the Blood War, come see me in the Grand Observatory, or parley with Djinn in the city of brass.

## The Domains of Dread

A place of misery and death, the Domains of Dread are a terrible and tortured place.  Prisoners in labyrinths of their own making wander eternal hells of their worst imaginings, great and terrible beings whose fates are well earned.  For the brave monster hunter, or the unlucky soul, there is much terrible adventure to be had here.  In the Dread Domains of Ravenloft, you may fight the cursed vampire Strahd himself, participate in the twisted survival games of Valachan, or tread through the eerie swamps of Tepest.

## The Spinneret

Sometimes one planet can be a little too small. If we were to turn the time dial forward a few clicks, we could take you to the deep future, past all of these smaller civilizations and their plights, and you can find your own ship to venture into the stars with. Adventures in space involve many familiar characters from the setting's history, but new empires and forces have arisen as well. In space, you might travel to the floating metropolis of Mindosa, learn demonic secrets in the space cowboy town of Herdo, or learn powerful spelljamming magic at the newly formed Junice Academy for the Astral Arts.

## Dreams Best Left Buried

Taking place in a contemporary era, in the Sol system, Dreams Best Left Buried (Likely to be run with either the Call of Cthulhu or Monster of the Week systems) features a tale of intrigue, insanity and cosmic horror. In this campaign, you might travel to the doomed port town of Redmouth, find an ancient temple deep underneath the Rocky Mountains, or confront a shrieking devil in the Southwestern desert.

## The Heroes of Time

Set in the Hylian system, homw of the many tales of *The Legend of Zelda*, The Heroes of Time is a nostalgic adventure through time and extradimensional space, where heroes can face up to the lord of darkness, Ganon, and his many minions. Here, you might visit the Gorons of Mount Elden, travel to the shadow plane of Lowrule, or discover the secrets of the Divine Beasts.

## Heroes of Ooo

The only campaign fully set in the Sol system, Heroes of Ooo owes its setting and lore to Pendleton Ward's *Adventure Time*. The somewhat familiar continent of Ooo is full of post-apocalyptic magic and strange beings. Here, you might fufill contracts for Princess Bubblegum, fight vampires with Marceline, or travel to the Nightosphere with Peppermint Butler.

## Heroes of Mid-World

Set in the abstract and composite land of Stephen King's *Mid World*, this campaign involves a singular goal: saving the Dark Tower. You and your party are among the last remaining knights of a forgotten order, whose sole responsibiility is the preservation of the multiverse's linchpin: The Tower, which stands in the dead center of Mid-World. In this campaign, you might travel by possessed monorail, find strange and otherworldly doorways, and wander surreal deserts full of fogotten peoples. The world has moved on.

## Curse of Strahd

the Curse of Strahd is an adventure contained in one of the previously mentioned Domains of Dread, against the lord of Vampires, Strahd von Zarovich. It's intense, dark, and brutal. In curse of Strahd, you will make decisions about whose secrets to keep, you will encounter many deadly creatures, and you just may have a chance at surviving Strahd's hunt long enough to shift the odds in your favor.

## Adventures in Eberron

The remaining campaigns are derived from or based entirely on Fifth Edition source material. Eberron is an old Dnd setting that is incredibly creative and unique. The world is just getting on its feet after The Last War, which ended with a horribly inhumane event called The Mourning. Eberron's history subverts all tropes of fantasy: the most ancient empire of Eberron is the Goblinoid empire, halflings are hunter-gatherers who ride on dinosaur back, and the gnomish society Zilagro is a very competent intelligence and espionage agency. In eberron, you might explore the mysteries of the vast city of Sharn, travel to the Demon Wastes to parley with a Rakshasa, or confront the Lord of Bones in the Mournland.

## Tales from the Yawning Portal

The Yawning Portal's anthology of dungeons is meant to serve as homage to DnD's history. Each dungeon has a unique aesthetic and brand of cruelty, many are deadly. Venturing out from the Yawning Portal Inn in Neverwinter on Cylphis, you will face giant lords, evil trees, chained gods, and many unfair traps. You have been warned.

## Candlekeep Mysteries

Candlekeep is an extradimensional library, which exists in many of the central 10 systems. It is a comprehensive collection of texts both sacred and profane, mysterious and common, old and new. Adventure in Candlekeep involve the unraveling of secrets, solving puzzles, and many spaces that are bigger (or smaller) on the outside than they are on the inside.

## Rime of the Frostmaiden

The Rime of the Frostmaiden is a brittle, cold, cosmic survival horror adventure. It takes place north of the Spine of the World, on Cylphis, in a wintery hell perpetuated by a bitter god. The Far North is not for the feint of heart. This is an open-world adventure where you can aid the people of Ten Towns, explore the windswept tundra full of Yetis and lycanthropes, and venture into the Sea of Moving Ice,

## The Wild Beyond the Witchlight

This adventure serves as an introduction to the Feywild and a more fantasy-based track of interplanar travel. Discover the secrets of the Witchlight Carnival and its missing children, face off against many devious fey creatures, and learn the secrets of the fall of the fey domain, Prismeer.