Eberron: Legends of the 5th Dawn

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Do you love Eberron, or maybe you've just recently heard of the setting with the release of Eberron: Forge of Artificer? What if I told you there's a whole community of players and DMs that have been around for half a decade, running multiple adventures and connecting unique characters and yes even making memes just a link away? That's right! Eberron: Legends of the 5th Dawn is a server in discord where we run D&D games! Not only seamlessly combining 5e and OneDnD content, but adding popular Eberron 3rd party content such as Exploring Eberron and other Keith Baker products to our player options. All while DMs bounce ideas and look into popular 3rd party sources like Duran's Guide to the Blood of Vol and the Giant's Guide to Xen'drik for even more stories to unfold! We have Sharn as our main hub, so even when you're not engaging into quests you can roleplay with a vast community and bring your own stories into the mix. With special encounters avaliable so you can fight crime in the streets of Callestan or help patrol King's Forest against the nefarious Jungle Boys! We're also actively seeking special events as the Eberron we've expanded on together continues to flourish. Including the implementation of holiday events providing special challenges and opportunities. Discord server https://discord.gg/MHpmjbBvFr - Eberron: Legends of the 5th Dawn

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Talislanta
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Heroic
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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Blue Rose RPG
Tabletop Roleplaying Games

Blue Rose RPG

High-Fantasy
Rules-medium
Green Ronin Publishing
Blue Rose: The AGE RPG of Romantic Fantasy is a tabletop roleplaying game of heroism, intrigue, and romance, originally designed by Jeremy Crawford, Dawn Elliott, Steve Kenson, and John Snead and published by Green Ronin Publishing. It first appeared in 2005 running on the True20 system, a simplified offshoot of the d20 System, before Green Ronin funded a full second edition through Kickstarter and rereleased it in 2018 rebuilt on their own Adventure Game Engine (AGE). It holds a real place in the hobby's history as the first roleplaying game to explicitly write acceptance of every gender and sexual orientation - including polyamorous relationships between adult characters - directly into its rules and setting, well before that became common practice. The system is built on the Adventure Game Engine (AGE), the same engine Green Ronin uses for Dragon Age, Fantasy AGE, and Modern AGE, replacing the True20 rules the original 2005 edition ran on. Description Players take on envoys of the Sovereign's Finest, agents of the Kingdom of Aldis charged with defending it through diplomacy, investigation, and magic as much as combat, often partnered with a rhydan - one of Aldea's psychic, sapient animals, treated as a full citizen and frequently a fellow player character rather than a pet. The Game Master sits across a conflict between Aldis's tolerant, magic-embracing society and its neighbors: the zealous Theocracy of Jarzon and the corrupted Kingdom of Kern, both shaped by the legacy of the ancient Sorcerer Kings and the creeping influence of the Shadow. The game asks its table to take relationships and personal conviction as seriously as any fight - romance, loyalty, and belief are built into the character sheet, not left to sit outside it - and it leans toward stories that resolve through negotiation and investigation at least as often as the sword.

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TTRPG Insider
Blogs

TTRPG Insider

English
We're a news source for TTRPG content published 2-3 times a week, complete with news articles, interviews, and more. It's "An inside look at the scene shakers, content makers and upstarts in the tabletop gaming industry Links ttrpginsider.news - Website

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