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Welcome to The Mines of Nemrac (an ADnD campaign)

08:59, 28th March 2024 (GMT+0)

The Mines of Nemrac (an ADnD campaign)

The mines.  All your life you've known about them.  They're the lifeblood of Nemrac, and you've decided that they're not where you want to work for the rest of your life.  As a child you heard all the stories, and even sneaked into one or two of them on a dare. No big deal....  As a teenager, though, you learned first-hand what working in the mines entails.  The local clerics were always healing someone who'd been in an accident, but many times the workers were beyond even their help.  You've heard of clerics so powerful that they could bring back the dead, but there aren't any that powerful in Nemrac.  Probably in Newford... they have everything in Newford.

Almost all the raw materials that come out of the mines are sent away to your neighbor to the north, Newford.  Everything that Newford sends back is beautifully finished and always expensive.  You've asked before why someone here in Nemrac doesn't make things out of the ore and raw gemstones, but everyone you've asked just shakes their head and shrugs.  Heck, nobody from Nemrac can even cross the border, unless they're a licensed merchant, although you've heard that it's possible to buy your way in, for a small fortune.

Now you're on the verge of adulthood, and it's time to decide where your destiny lies... anywhere but those blasted mines...


This is an AD&D game, with a bit of Basic D&D thrown in.  Everyone begins at Level 1.  Any PHB classes and races are allowed, and as for alignment, if you plan on getting along with others, you might wish to avoid evil.  While I don't allow most UA classes or races, UA spells are ok if you play a spellcaster.



I run an old-school game, where the PCs decide where to go and what to do, and I act as referee, not storyteller.  I'll DM the game based solely on your actions.  This game is based on the original 1970's game in Lake Geneva that Gary Gygax ran, where numerous players have an impact on the world around them, and those players may join up for a while, split up, and re-combine as they will.  No one group should feel as though they're together 'til death do they part.