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Runial (Homebrew)

D&D 5e w/ Some Homebrew Rules
Online
Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Adult
The table is for players who are 18 or over.

Description

THE GAME WILL LARGELY BE TEXT BASED WITH SOME VOICE STILL AT PLAY. It isn't play-by-post, there will be an active time the session is held within. The campaign takes place on a homebrew world called Runial. The civilizations that inhabit it are: Civils, the alliance of demi humans such as humans, elves, dwarves, gnomes, halflings, orcs, goblins, and any other manner of humanoid beings. Ferals, which are more animal than humanoid, anthropomorphic creatures made up of any animal species you can imagine. Pseudofauna, which are a mix of demi human and some animal trait. Examples of this include holstaur, winged humans, merpeople and so on. They're distrusted by both Civil and Feral societies though are free to dwell within either albeit with some difficulties. Otherworlders, mysterious beings with special powers that are resistant to Runian natives. They can be any Runian race, although none of them arrive with memories of how they came to be. Civilization for the most part on Runial can be compared to the 1800s. The most advanced parts of the world have access to basic amenities such as rudimentary plumbing and electricity. Weaponry has advanced up to single action revolvers and lever action rifles. Runial in recent times has been plagued by a mysterious weather phenomenon known as the Aetherwind, a warm gentle breeze that rises from the ground, bringing with it motes of multicolored orbs of mana that float gently towards the sky. Any living thing caught in the Aetherwind is quickly and horribly mutated, rarely surviving the process. Alongside the appearance of the Aetherwind came the arrival of beings known as Otherworlders, people with special abilities that boast high resistance to attacks from Runian natives, making them difficult to combat without extreme measures. The Aetherwind began at the most northern point of Runial and over time has crept slowly to the south, pushing the Civil races down towards Feral territories. Ferals, in an attempt to retain their lands, have declared a defensive war on Civils to prevent their encroachment and Civils, desperate to escape the Aetherwind, grab what land they can to survive. The Aetherwind can also appear in random pockets anywhere on Runial, making nowhere truly safe. You are an adventurer that has woken up in an alien looking laboratory with no memories of who you once were or what has been done to you. After a narrow escape, you're now looking for answers alongside others that have also escaped the facility. (This campaign uses 5e 2014 as a base with some homebrew rules and elements. Do not inquire if you're unwilling to learn. Characters will be made in Foundry. My setting is a darker, morally grey story. I use AI to create character portraits and tokens, but do NOT use it in any part of my character creation, worldbuilding or story progression. I expect that you won't use it to write your character.)

D&D 5e w/ Some Homebrew Rules

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  • Location: Online
  • Game frequency: Weekly
  • Timezone:
    MST
    Mountain Standard Time (GMT/UTC -7)
  • Virtual tabletop platform: Foundry Virtual Tabletop (Foundry VTT)
  • Weekday: Tuesday
  • Starting time:
    Evening
    17:00 – 21:00
  • Organizer: Nif Nif
  • Players: 4/5
  • GM: 1/1
  • Language: English
  • Added: 14. October 2026
  • Last edit: 14. October 2026
Nif Nif

I have experience in D&D 3.5 and am now running 5e 2014. I'd like to try Pathfinder 2E. I prefer darker, more mature themes to my campaigns and like to run games that last for years.

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