WORLD SETTINGS

Netbooks

Version Pages Size (zip) Format Download
Al Qadim Netbook 6.48 107 129k doc qadim.zip
Birthright Netbook Jan. 99 417 1570k html birth.zip
Birthright Conversion Manual
for 3rd Ed.
Oct.00 1 file 274k pdf br3ev103.zip
Book of Ages - 25 26k doc ages.zip
Book of Arrea 1.0/99 89 127k doc arrea.zip
Crossroads to Gothic Earth

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-

?

Go There
DAGE - Dark Age Setting 1996 14 files 85k html dage.zip
Dark Aftermath Feb.99 1 file 44k html aftermath.htm
Darklords & Dark Realms

1.0/98

35

284k

doc

darklord.zip
Darksun Netbook 3.0/97 196 234k doc darksun3.zip
Empire of Galovinius 1998 8 files 1027k html galo.zip
Empire of the Petal Throne
for 3rd Ed. D&D
Oct.00 1 file 149k html ept3e.htm
Forgotten Realms Netbook - 130 158k doc frealms.zip
Guide to Metallica 1997 54 78k doc metal.zip
Heretic Netbook 2.0/97 51 43k doc heretic.zip
Highlander Immortal June.99 120 3320k doc 7.0 highland.zip
Hydra Campaign World Sep.00 263 101k doc hydra.zip
Kengir, The Land of Rivers 1.0/98 42 121k doc kengir.zip
Mystara Netbook 2.0a 122 464k doc mystara.zip
Mystara/Forgotten Realms/Greyhawk Timelines - 3 files 63k html timelines.zip
Neophyte Player's Handbook Dec.00 - 95k doc neophyte.zip
Oriental Rule Conversion Oct. 94 45 32k doc oriental.zip
Outer Planes, A More
Complete Guide
1998-99 75 165k doc opguide.zip
Planescape Netbook - 43 54k doc plane.zip
Ravenloft's Book of Sorrows

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?

Go There
Ravenloft's Book of Souls - - - ? Go There
Ravenloft's Crisis in Hunadora Nov.01 26 173K Doc hunadora.zip
Ravenloft's Undead Sea Scrolls
for 3rd Ed.
Nov.01 240 883k Doc uss.zip
The Great Netbook
of Mordithia 1
2000 120 pages 172k doc tgbom.zip
The Great Netbook
of Mordithia 2
Feb.01 27 files 270k rtf tgbom2.zip
The Realm of Verulia Feb.00 ? ? ? Go There
The World of Elda Jul. 01 28 224k doc elda.zip
Wheel of Time Supplement 0.5 1 file 20k html wheeltime.htm
World of Teara Adan 2000 url var. html Go There
World Creation Guidelines 1994 29 13k doc world.zip



Contents :

Al Qadim Netbook
~ Hassan Smoothfeather ~ (From the author) Fate has given me the honor to collect various topics of interests. Some things are based on stories overheard at the bazaar, some mysteries were discovered in my early days of adventuring, even other were found in ancient tomes. Fate was in my heart, and the mighty Paladin Huram the Just was on my side. Now I am proud to present you some of the collected knowledge I found. As in any good tomes, when possible, sources are given. If you have any interesting information for me, please do visit me at the University of Hudid. I'd be happy for any intellectual conferences or contact. As all sages may know, nothing has so few information as forewords, so I try to keep me as short as
I can. If you find any errors, please drop me a line. For typo's, well, even the best scribes sometimes make mistakes. Nonetheless, I wish you a good time while reading this book.
May you enjoy the greatest enjoyment of all, knowledge. Fate will guide thy way through
this collection of all kind of things
.

Birthright Netbook ~ Compiled by Ian Hoskins ~ The HTML Birthright Netbook. Contains 417 html files about Birthright.

Birthright Conversion Manual for 3rd Ed. ~ Travis Doom ~ The Birthright campaign setting allows players to explore the grand scope of national politics as they guide their domains and influence the events of Cerilia.


Book of Ages ~ Sylvain Robert ~ Hard to really describe it, no preface. Something about the creation of the cosmos and the beginning of life and everything, magic, gods and powerful forces.

Book of Arrea ~ Chris Kincade ~ A formerly mortal god named Kadinastis created Arrea. Kadinastis was born on the island of Nimbral in the world of Abeir-Toril (The Forgotten Realms). Kadinastis, like any wizard, wanted to accumulate personal power to destroy his enemies.

Throughout has adventures he found an ancient manuscript that mentioned an extremely powerful item that grants its user god-like powers. This item is called a World Egg. He gained meaning for his life, to find the World Egg and harness its power for himself.
Kadinastis devoted hundreds of years travelling the known worlds, outer and inner planes, and spelljamming to other prime worlds before he found the World Egg. Determined to harness the incredible power of the World Egg Kadinastis began experimenting with the egg, and while tampering with it an incredible thing happened. It hatched!

The hatching of the World Egg destroyed Kadinastis' astral laboratory, and destroyed his mortal body. His consciousness, on the other hand, tapped a pool of incredible godly power released in the explosion. He found himself within a New World that he could shape and populate as he sees fit.

Kadinastis was surprised when several other godlike beings began to appear as the people of his new world, called Arrea, began to give them power through faith. Some of the first gods to be created were Rendolar, Dalystar, Skellannum, Sadaka, Neiko, Ithyk, Telule, Fiolonna, Uthantik, and Kinsu.

Early in these new god's "lives", they looked to Kadinastis as a leader, but secretly some of the other gods began subverting, or outright destroying the other god's worshippers. Most of these young gods didn't understand the close relationship that their worshippers have with their personal power, and their power began to wane.

Three of the gods, Neiko, Sadaka, and Skellannum, had no power loss (it was their worshippers that were destroying the other's worshippers), and began a periodic takeover of the entire pantheon. The Triad, as they began to be called, destroyed three of the gods, Dalystar, Ithyk, and Uthantik, before it was evident that they were a danger to the pantheon.
The remaining five human gods teamed up to defeat this unholy triad. The battles between the two groups of gods raged for many millennia, with no clear winner. On the surface of Arrea two great civilizations formed along religious lines and it was there that winner of the Godwar would be decided.

The decadent island empire of Chesham were strong supporters of the Triad. They were ruled by an ancient race of giants known as the Ches. The Ches warriors were unmatched in their might and their priest-kings controlled armies of humanoid slaves and undead.
The noble kingdom of Larylan covered the entire modern countries of Shalara, Leonay, Nekal, and all of the small countries bordering the elven lands of Anath Tirinth. Their war wizards commanded legions of knights.

The surface war was going badly for the Larylanites when the most powerful of the war wizards, Arthom, began to craft a powerful holy sword, Caredakas, which was created to fight in the war against the Ches. With his newly forged sword and the Hellbenders (an army of holy crusaders), Arthom began to beat back the hordes of Ches, greatly weakening their hold on the mainland and forcing a large number to retreat to the Isle of Chesham or die.

While Arthom was on the offensive the gods of the Triad were greatly weakened by the slaughter of their followers, and their enemies took advantage of their weakness to begin a ceremony which would end the Godwar in one swift blow.

The ceremony combined the godly might of the five gods to sink the island country of Chesham to the bottom of the ocean. With the great majority of their worshippers destroyed the Triad were weakened to the point of near death. Instead of destroying them, the gods had Arthom create an item to hold the essence of the three god's prisoner until they had been completely forgotten. Once this item, the Seal of Ages, had been created the Triad's essence was forced into it. Arthom then ascended to godhood as guardian of the Seal. The Seal was then broken, tearing the Triad's essence into nine pieces, and scattered throughout the world.
The Triad, however, were not forgotten. There are still small cults throughout the world that worship the Triad. Consequently, the Triad has been building power until their prison is about to burst.

Crossroads to Gothic Earth ~ Edited by the Kargatane ~ A Netbook for the Masque of the Red Death setting. Crossroads of the Gothic Earth is a project aimed at detailing some of the more obscure areas of Gothic Earth. Crossroads will be the Kargatane's first open netbook - we are continually taking submissions, and will update the site as required. See the submission guidelines for more information.

DAGE ~ Dark Age Setting ~ Eric Dobbs ~ Dage is a world plunged into the abyss of darkness by the fall of great civilizations. That's the nice-sounding promo line, which pretty much sums up the world. Dage is a fantasy RPG world based upon Europe in the Dark Ages (ca. 550 - 800 AD), where magic, monsters, and the supernatural have coexisted with man since his appearance on the world.

Dark Aftermath ~ Matt Johnston ~ In February of 1999 I began to create a campaign setting of my own design, I wanted it to be of epic proportion, I hope I was successful. I wanted a world where endless opportunity existed for adventures of all sorts without being monotonous and drab, (as I have seen in so many other more established settings: i.e. Forgotten Realms). I wanted a dynamic world where players could see the effects of what they were doing, no matter what they were doing. I wanted something fresh. This is what I came up with. It is important to understand my methods in writing this, many gray areas were left and much historical and religious subjects were intentionally left sketchy so that the DM, could freely interpret the history and add his own specific details. This is, as yet, a virgin campaign and my intent was to give the DM a starting point for epic role-playing, not to dictate every facet of their game. In essence this is a shell, a canvas where DM's can paint their own picture, free of constraints, without the necessity of changing some of the broad-based details. I hope the reader will see it as such, and not assume that this is an incomplete work, though without players and dedicated individuals to run this campaign it will always stay incomplete.

Darklords and Dark Realms ~ Vayn ~ Welcome to The Netbook of Darklords and Realms. My first netbook, presenting new realms and lords for the Ravenloft campaign setting. It has been a long and difficult journey to complete this small supplement to the Ravenloft campaign setting. Much of this work comes from my own current campaign. There's only five realms here yet, but in soon to be completed new versions I will expand upon these and include new ones.There have been times when life has gotten so busy that I almost decided to scrap it. But, I stuck with it, and here it is, a total of five realms to aid Dungeon Masters in their Advanced Dungeons and Dragons campaigns. This is only the first edition of the NDR. Further updates will come as new realms and revisions are completed. I will also be opening the doors to submissions. Details on how to submit works to the Netbook are listed on my homepage (see the last page for contact information). As well I hope to complete some illustrations to be included in the Netbook, to help clarify my ideas and improve the overall quality of the work.

Darksun Netbook ~ Reedited by Alessandro Yoshi Polliotti ~ The Third Edition of the Dark Sun Net Handbook is finally out. This is a collection of the work of many players and DMs for the AD&D campaign setting Dark Sun. I see a net.book as a source of knowledge and inspiration.

Empire of Galovinius ~ Darrin Drader ~ Welcome to the lands of Galovinius. In order to begin adventuring in this campaign world you must first become familiar with the specifics of the world. It is important to know what makes this world different from any other world out there, or even your native world for that matter. Galovinius is an empire, the largest kingdom on a continent roughly the size of North America. Of course it would be nearly impossible for a medieval society to maintain a kingdom the size of a full continent, even with magical travel and communication. For this reason there is a considerable chunk of land to the west and the south that will be explored to some extent at a later time.

Empire of the Petal Throne for 3rd edition D&D ~ Sammy Grimes ~ For those of you who do not know Empire of the Petal Throne was created by M.A.R. Barker from a world he had created as a boy. It was the second roleplaying game ever and also was the second game created by TSR, Inc. The system used a variant of the original 'White Box' D&D game. If you think Dark Sun is exotic, then you will be surprised at the depth and breath of this world. M.A.R. Barker has created a world totally unlike our own. The races are unlike anything that has appeared anywhere else and there are several languages created for the game. For more information go to http://Tekumel.com for further details.


Forgotten Realms Netbook ~ boyd@eecs.umich.edu ~ Tome 1 / 40 pages: Forgotten Realms Extras 1 ~ Chronology, Realms Culture, Book of Chondath, Book of Urml, Spells etc.
Tome 2 / 37 pages : Forgotten Realms Notebook 2 ~ Zhentarim, Stronghold of the Nine, Magic Items, npcs, etc.
Tome 3 / 23 pages : Forgotten Realms Notebook 3 ~ Campaign Ideas and scenarios.
Tome 4 / 15 pages : Forgotten Realms Notebook 4 ~ New magic items.
Tome 5 / 15 pages : Forgotten Realms Notebook 5 ~ Kraken Society, Dethek, Spells.

Great Elemental Netbook ~ Compiled by Either Itzhak Even & David Alexander ~
Greetings to you all, this netbook contains some new information concerning the elemental planes that we hope you will find useful. The Netbook is a still growing project and we would update it. We would also appreciate new material that will be sent to us so that the netbook can be expanded beyond the stuff that we have yet to add. This Netbook can be adapted to any campaign but we accept material that is world specific, if we think it can be adapted to other campaign worlds.

Flame Songdance, who was the first to think on the idea of this Netbook, has compiled some of the material we have here but since then has abandoned it and has sent us all the material he had. We do not know where the material came from and who was the original authors of the material and for that we apology. Also, some of the material that appears in this Netbook can also be found in the Dark-Sun Netbook, the Al-Qadim Netbook, the Tome of Vast Knowledge program, The "mimir.net" site, and other locations on the net. We were given permission to use this material.


Guide to Metallica ~ ? ~ As some self-righteous Christians claim role-playing games are inherently evil. This evil also branches out into heavy metal music and without a doubt the
best metal music is from Metallica. This guide brings together role-playing games and
Metallica into the most unique campaign setting a person could get for free. The town of
The Rock can be placed in any campaign setting. The only geographic requirement is a small lake (around one mile long). This guide is filled with insane people. It is recommended that
GMs get a copy of The Complete Guide to Sanity as this guide has a wealth of information
on the use of sanity in an RPG
.

Heretic Netbook ~ XENO ~ Sourcebook based on the popular computer game Heretictm.

Highlander Netbook ~ Kevin & Stacey Webb and Elakase ~ This one is a bit special. For the big fans of Highlandertm movies here is the netbook you need to play Highlandertm style. This book is very well made, a professional work with tables and pictures. The Skills & Powerstm Net Book for Highlandertm "Immortals". Now updated with new rules, submissions and artworks. Also available, character sheet and DM screen. Warning : This new update was saved as Word 7 for windows. When trying to format it to Word 6 it came up as a 79 megs file.....Duh!!! NOW available, Highlander Immortal for D&D 3e.

Hydra Campaign World ~ Brad Kalinowski ~ Contents of an online campaign in the world of Hydra.

Kengir, The Land of Rivers ~ Kurt A. Johnson ~ The land of Kengir is loosely based upon the land of Sumer, during its heroic age, before its conquest by Sargon of Akkad in 2350 BC. It is not intended to be an accurate representation of that land, or its history, but simply a campaign setting that gives the flavor of Sumer in the days of Gilgamesh. In early Mesopotamian literature, Wizard and Rogue characters were virtually unknown, and Priests were not often shown as 'adventurers.' As such, wide latitude was taken in fleshing out this setting. Kengir is located on the world of Ki, a comparably young, and backward world. Few civilizations have developed on Ki, and fewer still have reached a bronze age level of technology. Kengir's religion is fully developed, thanks to the advanced nature of their gods, but the art of magecraft is much less developed than in many campaigns.


Mystara Netbook ~ Matrix (Edited by Estlor Cestrium) ~ Salutations! Or. In my language:
hello. The tome you now hold is a major compilation of several thousands of years of
traveling by the book's original author Matrix. My name is Estlor, and I came about this
book one dark night when I heard some noises at my door. Thinking it was orcs or maybe
pesky Shadow elves, I investigated. It turned out to be this book, but in a rather rough, unmodified version. A letter was attached to it. In an attempt to acknowledge the original author, I have reprinted it now: Dear sir: I know you are a busy man, but I have recently produced a book much similar to this for the general reading of all visitors and residents of
the planet Mystara. The book was not very well done, since I am a journey man and not a linguist, but I feel it presented the material well.Well, now I have done some changes to this book, and wish to release a new version. However, since I am not a man [if you can call an undead nosferatu a man] with great connections when it comes to releasing books, and I
would be very obliged if you could edit it and release it through your channels. I feel it will greatly aid heros and DMs in Mystara, even more so than previous versions.

Mystara/Forgotten Realms/Greyhawk Timelines ~ Mystara: ? /FR: Martin Rheaume 1997/ GH: HalberKill ~ Time Lines and short history tables for Mystara, Forgotten Realms and Greyhawk.

Neophyte Player's Handbook ~ Matthew Lane ~ Atlas and description of the neophyte campaign world.

Oriental Rule Conversion ~ Andrew R. Twyman ~ All the rules and conversions needed to play Oriental style with the 2nd edition of Ad&d. This very good netbook explains it all for those who misses Shurikens and Katanas.

Outer Planes, A More Complete Guide ~ Dave King ~ My inspiration to make this work was mainly the fact that the "Planar Cosmo-graphical Tables" in the Planes of Conflict boxed set, supposedly the most complete offi-cial reference to the Realms, Sites, and Towns of the Planes seemed incomplete. Realms were on it that had never been detailed. I remember getting Planes of Conflict, looking on the Beastlands map, and seeing this area called "Zhan, the Grand Forest Beyond the World." I thought; "Neat, I'll check that one out first." It wasn't detailed. Neither was the "Library of All Knowledge." I've attempted to rectify these omissions in this work; I can only hope that I've done them justice. Whole layers of the planes seemed empty, like certain areas of Carceri and a good deal of Baator. Some things seemed well-thought out, but there was not enough information, in my view, to really use the layers without some major writing on the part of the game master. So I figured I'd try and write up a resource that detailed a large number of areas throughout the Outer Planes. Not all of them are based on little one-line blurbs from the Cosmographical Tables or empty places on the map, but I hope that the online Planescape community with appreciate this work and use it for their own campaigns.

Planescape Netbook ~ David J. Goehrig, Scott Kelly, Eliav Eini and Goth ~ This tome is a guide to the planes, created by the minds of a few dedicated DM's. From the highest reaches of Mount Abora, to the depts of the Abyss, there is a place for all things. In this libram,we will begin to explore them all.

Ravenloft's Book of Sorrows ~ Edited by the Kargatane ~ A Netbook for the Ravenloft and Gothic Earth settings. The sequel to The Book of Souls, this netbook includes both Ravenloft and Masque of the Red Death material.

Ravenloft's Book of Souls ~ Edited by the Kargatane ~ The worlds of Ravenloft are our handfuls of dust. Ever since the first handful the Kargat brought, we came and added our own dust. An island of dust, a continent, a world, two worlds built of the dusts that bear fear and horror. As the Demiplane of Dread and the Gothic Earth grow, we add more and more to our wasteland of dust. Welcome to the Book of Souls.

Ravenloft's Crisis in Hunadora ~ Dion Fernandez ~ In Ravenloft's Invidia, a nation torn by war, famine, disaster and the grip of the undead, one person brings to light the events of an epic conflict that has spanned centuries.

Ravenloft's Undead Sea Scrolls ~ Joël Paquin ~ The 2001 edition of the "Undead Sea Scrolls" is the first of a new annual netbook based on the Ravenloft setting. This first edition is 240 pages long, and is full of Ravenloftian alternatives to throw at your players: NPCs, monsters, DM guides, and an full lenght adventure.".

The Great Netbook of Mordithia 1 ~ Richard J. Thatcher ~ mordith@hotmail.com or arakhor@yahoo.com

Created by Emperor Mordith E. Larandril, the Great and Terrible
Compiled by (the late) Master Sage Thomas Neiron
Brought to the Solspace crystal sphere by Wizard Grandmaster Konar Astralon

Being a collection of those items, monsters, professions,and spells generally found within Mordithia.

This netbook (for AD&D 2nd Edition) was started (even though I didn't know it then) on 7 December 1997, when I first rolled up a Lawful Evil mage (my first ever evil character). His name, randomly generated from the WFRP (Warhammer Fantasy Role-play) Elven names table, came out to be Mordil Edril Larandaril. I didn't like so many 'l's in the name and plumped for Mordith and Edrin as the first two names. The last name mutated into Larandril through an honest mistake when I forgot exactly how many syllables the surname originally had.

And so Mordith was born, the son of two peasants from Oerth (birthplace unknown) who was abducted by a Drow magess and taught magic within her tower. At the age of 32 (the first DM was a die-hard 1st-Edition player), he undertook his first adventure. Then, at 4th-level, the DM changed and Mordith found himself drawn into a variant Forgotten Realms campaign. There he met a black Arabian witch doctor (who later had a weird habit of being (apparently irregularly) polymorphed into a Black Orc and back), a Halfling fighter/thief (the second DM had a massive spurt of originality and called the NPC Bilbo Baggins :D), a blacksmith from my own campaign world of Jaerkhun, and various other miscellaneous NPCs, including the Elf-Queen of Evermeet, Manshoon of the Zhentarim, and even Bane, Cyric, Lolth, Mystra, and Oghma. (In this campaign, Mordith was instrumental in bringing about the fall of Cyric and the return of Bane.) One of his more interesting later allies also included a vast iron mountain (it was a flying fortress which also contained a sentient intelligence known as Galthas).

The first conscious idea of doing this netbook first came about when I decided to submit several of my creations to Silver Dragon's AD&D website. Then I though it would be nice to have all my creations in one place, and thus this netbook was born. The Planescape elements were also originally inspired by the computer game Planescape: Torment, which I like so much I visited the official site, www.planescape-torment.com, bought the campaign boxed set off a friend, and then bought a load more books! My thanks also have to go to Blue Troll (www.bluetroll.com), the guy with millions of netbooks all for free! *Grin*

Within these pages, you can find, amongst others, the secrets of the Sage and Trader, of the lesser baatezu Edrin and Ikthryriône, and the fanatically loyal Moulaari, and also of many new spells and items.

But be wary though. Those who seek to peruse its pages to merely gain inside knowledge of the Mordithian Empire, or who seek this book purely for the power it can offer, are destined for failure. For even as the Mordithian sage, who compiled this document, penned the last words of the conclusion, a shadowy assassin struck him dead. Then Dr. Konar Astralon, almost exclusively known as "the Grandmaster" on his home world Jaerkhun, appeared and spirited away the great tome before the late sage's assailant could claim it. Then he bore it to the crystal sphere in which we now reside and I have claimed it in the pursuit of knowledge.
It has been two and a half years in the making, and now the secrets of Mordith's vast empire and prolific creation are finally out in the open (albeit on a totally different world in the Prime Material Plane).

The Great Netbook of Mordithia 2 ~ Richard J. Thatcher ~ mordith@hotmail.com or arakhor@yahoo.com

Created by Emperor Mordith E. Larandril, the Great and Terrible
Compiled by (the late) Master Sage Thomas Neiron
Brought to the Solspace crystal sphere by Wizard Grandmaster Konar Astralon

27 new documents for the Netbook of Mordithia 1. Includes new items, classes, artefacts, creatures, territories etc.

The Realm of Verulia ~ Loki ~ A realm once inhabited by peaceful races of Humans, Elves, Dwarves, Halflings and even Kenders.

Greed, jealousy and anger swept thru the realm after a new high priestess was appointed by the gods. Wars errupted between Hill and Mountain Dwarves,Human and Elves nearly destoryed each other while Halflings and Kenders kept a silent testiment to the atrocities.

The Council of 5 (Moon,Gold,Wind,Earth,Fire) Gods represented each race in the realm;

- Moon for Elves
- Fire for Dwarves
- Gold for Humans
- Earth for Halflings
- Wind for Kender

The council of 5 decided to unleash an evil into the corrupted realm to teach a lesson to it's inhabitance. Orcs, Goblins, Ogres, and even Dragons were created to solve the dispute, being a neutral party and attacking both sides in hopes all races would band together.

After the council of 5 reconvined,they discovered the Dwarven god had been split into 2 personalities One was the peaceful side that kept gaurd over the Hill Dwarves.The other was the waring side, who kept watch over the Mountain Dwarves.The Human god had taken control over the evils released in the realm and made them even powerful.

The council was now divided; On one side the Hill Dwarves,Elves,Kender and Halfling gods opposed the Human god,and the Mountain Dwarve god.. This has thrown the realm into choas and the clash of good and evil looks to only be the beggining of a bigger conflict.

However the faith in the gods are kept by 2 immortals, one the appointed high priestess Juliana, the other the self appointed dark priest Chodan.

The World of Elda ~ Dan Buterbaugh ~ The world of Elda is an ancient land, with many races and cultures. A large empire named Kadiphon has split up, with the Emperor sending his legions to regain his lands. A viking culture lives on the island of Frisia, also home to the Goddess of winter. Gnolls roam the Yen Plains in wagons. Orcs dominate
the central mountains, being masters of mining. Bast (cat-men) live in the
Ironwood Forest north of Kadiphon. Mohatchee (amerindian in culture) live in
the Great Oak Forest. Wild dwarf tribes range the Far Hills. Vicious fae
(elves, faery, goblins) come from stone circles that were erected throughout
the known world.

Add to this a small but possessive pantheon with a growing myth base. Elda
is the world itself, having birthed many of the races. Cirdaan is the Hunter.
Lelani is the goddess of love, living on the red moon which circles the
planet. Leonidus is the god of war, revelling in all it's forms. Drister is
lord of the skies. Frist is the queen of winter, living on the island to the
north-west. Elda is a low-magic world. Magic items are very rare, and powerful spells
unheard of. Still, rune mages and beastlords give the world a unique flavor.

Wheel of Time Supplement for AD&D ~ Lawrence M. France ~ There has been some interest lately for using R. Jordan's Wheel of Time as a setting for AD&D. I began some work on this a few months ago, so I'll let you take a look at what I've got and see what you all think. I am planning on finishing this in the next few months, I envision a 20 page or so rules supplement that would allow for an adventure in Jordan's playground.

World of Teara Adan ~ HOSTOGFCamber ~Teara Adan has been around for more than 15 years as a role-playing campagin. In the course of this time it has had three Game Masters and has been played both Online and Offline.

Even the players that have adventured across and beyond the world have hailed from across the globe. From the United States, Europe and South East Asia. Some have been with the game from its start to the end of the Old Era and some have been only involved for a short time. As little as one adventure or even session.

Teara Adan has been more than a Dungeons & Dragons world. In fact, it has been used as a setting for a whole range of RPGs. Including but not limited to: Dungeons & Dragons, Gamma World, Boot Hill, Star Trek, Doctor Who and many others.

Teara Adan has also used the Co-GM concept to help keep things running and organzined has it has many times taken alife of its own. With each additional GM assigned to a specific region of the world, to govern and maintain. But this is not done without the consent of the players. Players also have a major say of what goes on in the course of running things. This has made Teara Adan the enjoyment of a generation of various players

World Creation Guidelines ~ Rich Staats ~ (Words from the author) This is the selection on ``Designing a Role-Playing World'' I promised. Before launching directly into it, I have a couple comments. First, I present two approaches to designing a role-playing world. I am not claiming that these are the only ways to create a world or even the best ways, but the two methods presented here have stood me in good stead for over fourteen years of DM/GM/refereeing.