IMAGINE THAT TTRPG™ 🎲 What You Get? Imagine That TTRPG™ is a dynamic d20/d100 hybrid tabletop roleplaying game system that redefines heroic fantasy, blending deep tactical gameplay with cinematic storytelling and expansive character freedom. Play as heroes, villains, or anything in between. Explore ancient dungeons, wage psychic war, unravel arcane conspiracies—or create worlds of your own. You can also weave modern-day mysteries or synthesize futuristic sagas. With dozens of feats, skills, races, and classes, every choice matters and every roll tells a story.📚 The Core Rulebooks 🧭 Player’s Manual The Book You Need to Begin Everything a player needs to create characters, learn the rules, and dive into thrilling quests. → 26 Classes, 18 Races, 40+ Skills, 450+ Spells and Psionic Powers🧠 Imaginarian’s Guide™ Master the Game Narration tools, monster creation rules, prestige paths, encounter building, magic items, and more. → For Imaginarians™, the Worldbuilders.🐉 The Ominous Omnibus™ The Monster Tome A staggering bestiary of fiends, horrors, wild beasts, and mythic foes. Includes rules for monster PCs. → Includes advanced monster tactics and templates
🌍 Worlds Apart™ – A Cosmic Fantasy Setting for Imagine That TTRPG™Worlds Apart is the signature setting of Imagine That TTRPG™ — a mythic, multi-planet fantasy saga set across thirteen living worlds orbiting the star Sustarius. From the spellbound oceans of Nezra to the charred black plains of Denvloccu, the Near Prime trembles with the echoes of ancient wars, the whispers of forgotten gods, and the machinations of the Omn, alien horrors older than time.It is a universe born from the shattered remnants of a prior cosmos — shaped by the eternal conflict between the Great Liberator and the Demiurge. Here, science and sorcery coexist. Divine schemes, eldritch corruption, planar politics, psionic revolutions, and primordial memory form the pulse of a setting teetering on the edge of balance.Vast continents, deep oceans, alien skies — a high fantasy experience spanning entire worlds, each alive with story, mystery, and peril.
A Narrative Horror Module for Imagine That TTRPG™When Flight 187 was grounded during a relentless storm over Pipestone, Minnesota, its passengers were rerouted to the only shelter within miles—an old roadside lodge nestled beneath the thunder-wracked sky.That lodge was the Red Road Inn.A creaking, crimson-trimmed relic of another century, the inn welcomes drifters, families, fugitives, and strangers alike—none of them quite ready for what waits inside. Behind its warped wallpaper and beneath its groaning floorboards, something ancient stirs. Each room has its own past. Each guest, their own secret. And the storm outside may be nothing compared to the storm that’s already taken root within.Red Road Inn™ is a standalone horror module for Imagine That TTRPG™, built for deep character immersion, moral tension, and multiple replays. With its flexible cast of guests, optional supernatural twists, and customizable room layouts, every run offers a new descent into darkness, focused on morally complex characters, social tension, and escalating dread. Whether you’re exploring trauma, uncovering dark secrets, or simply trying to survive the night, no two sessions are ever the same.Choose your guests carefully. Customize the inn. Shape the story.Not everyone checks out.
Resilience: A Post-humanity Saga™ – A Sci-Fantasy Epoch of Humanity Ascendant Resilience is a visionary science fiction epic set in the 26th century, where humanity and AI have become inseparable—immortal, integrated, and indomitable. Governed by quantum DEITY AIs and powered by aneutronic fusion, Earth and its colonies stand united beneath the Unified Earth Defense Coalition. Yet beyond the stars, peril stirs. The bio-psionic Xaelok seek new worlds to devour. The horrific Vector infection spreads like a sentient plague. And the Uerqoz—a towering pre-industrial species bonded to living flora and fauna—represent a mirror of our own past and future. In Resilience, players embody Paladins, Dark Knights, Paragons, and more as they defend humanity’s radiant legacy against extinction, corruption, and cosmic dread. Hope is engineered. Survival is strategy. Victory is Resilience.
Flight 187 was a seemingly ordinary flight from New York City with a layover in Atlanta, heading to Seattle Tacoma International Airport. However, the passengers aboard were far from ordinary, each carrying dark secrets and a past filled with guilt and death. As the plane soared through a violent thunderstorm, Captain David Wren was forced to make an emergency landing in Pipestone, Minnesota. The unexpected diversion brought the passengers to the doorstep of the Red Road Inn, a place where their hidden sins and troubled pasts would come to haunt them.Passengers like Dr. Kenneth Redmore, Abigail Hempworth, Detective Edward Knox, Kimberly Crow, Derek Norton, and others were driven to the inn by a local Uber driver, Kareem Ahamed, who had his own sinister intentions. The turbulent journey through the storm set the tone for the horrors that awaited them at the inn. Unbeknownst to them, their arrival at the Red Road Inn was not a coincidence but a pull by a malevolent force that preyed on their dark pasts. Flight 187 became the fateful catalyst that brought together a group of individuals with twisted histories, setting the stage for a battle against the supernatural and their own inner demons.
Core Attributes- Mig — Might: Raw physical power and force of exertion. - Leg — Legerity: Agility, reflexes, precision, and physical grace. Fuel for Agility Saving Rolls. - Hea — Health: Vitality, stamina, and resistance to physical harm. Fuel for Endurance Saving Rolls. - Acu — Acuity: Intellect, command of logic, clarity of thought, sharpness of wit, ability to cogitate and learn. - Ins — Insight: Wisdom, memory, reasoning of intuition, clarity of sensory synthesis, and perception. Primary fuel for Defiance Saving Rolls. - Per — Personality: Charm, presence, and force of will. Governs leadership, seduction, intimidation, and empathy. Can serve as alternate fuel for Defiance Saving Rolls.
The Coldiron Knights are a militant order forged in war and consecrated in judgment. Clad in cold iron and unwavering purpose, they exist to exterminate two enemies of mortal order: demons from the Abyss and all Sidhe—no matter how benevolent.
To the Coldiron, the Abyss is a wound on reality, and fey magic is a subtle poison. They make no distinctions between Seelie and Unseelie, dryad or demon. All otherworldly influence is corruption, and corruption must be purged.
Primarily composed of paladins, clerics, and righteous warriors, the order trains its members in both martial combat and magical warding. Their cold iron weapons are handcrafted and sanctified, capable of cutting through illusions, enchantments, and flesh alike.
Though feared for their zealotry—especially their practice of slaughtering even peaceful fey—they are still called upon when demons rise. Their brutal methods are tolerated because they are effective. In the eyes of many, they are a necessary evil against greater threats.
Their only formal alliance is with the Knights of the Silver Blade, whom they respect for their shared hatred of the infernal and unnatural. Even then, tensions linger over dogma, methods, and the purity of cause.
To meet the Coldiron Knights is to face the steel edge of certainty. You are either of this world, or you are not. And if not—you are the enemy.
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Description
Nezra and the Near Prime
Apsom, Nurlec, Kindrax, Brol, Nezra, Yimryn, Weejyx, Zhaiah, the Asteroid Belt, Denvloccu, Pemnon, Munrith, Vyst, and Ellh.
The Races of Nezra
The Guilds of Nezra
The Locations of Nezra
The Monsters of Worlds Apart
Nezra The World of Infinite Return"In the first dawn, I walked the forests of Yalthedrin with stars in my hair. In the last dusk, I will die again upon her scarred soil. So it was, so it shall be. Such is Nezra." — Eresh Falundis, Keeper of Memory, The Last Choir of MornasathThere are many worlds, or so the wise say. Worlds lost to time, born from dream, shattered by war, or made whole again by faith and fire. But Nezra—Nezra endures. Not as a beacon, nor as a burden, but as a mirror. She is the keeper of cycles. A world whose soul beats with returning echoes. A world where nothing is ever truly forgotten… only buried. Waiting. This is Nezra: land of ash and bloom, of light and fracture. A realm of ancient marvels and shadowed ruins, of people proud and broken and mending again. Here, gods are not always divine, and monsters not always monstrous. There are no easy truths. And yet—there is purpose. The Song of Ages"All things perish, but not all things pass. Some ages learn to sing again." — Scroll of the Seventh Bell, Year 3 P.A.The world of Nezra has passed through six great epochs. Not merely divisions of time, but cycles of becoming. These Ages mark the rise and fall of life itself, each rebirth burning through the husks of what came before. Great cities have risen, casting shadows over plains that were once oceans. Kingdoms have crumbled into dust, then been reimagined in stone and steam. And always, the scars remain.The current era, known as the Age of Ashes, began after the Apocalypse—an end not of magic nor myth, but of civilization’s own hubris. Ancient wonders torn asunder. Great towers crumbled by the weight of ambition. And yet, from that devastation, the people of Nezra rebuild.There is no utopia here. Only resilience. A Land that RemembersNezra’s continents—Sharunia, Thallice, Naltu, Kestrica Prime, Alvisinia, Zung-Shin, Mornaagva, and Gorthain—each tell stories written in flame and frost, blood and sky. The blue world is ringed by golden moons and embraced by four deep oceans. Her poles are crowned with the Septentrional Wall and Austral Throne, vast frozen sanctuaries known to few but whispered of by all.From the cloud-veiled jungles of Zung-Shin to the windswept highlands of Thallice, Nezra is not a world of surface alone. Below the soils lie the Everdeep, a vast subterranean expanse older than time, where cities of silence hide, and the echoes of things not meant for light still linger.The surface, too, is rich with ruins—broken statues taller than keeps, craters that weep light, forests that whisper in tongues no longer known. These are not merely remnants. They are invitations. To wander Nezra is to uncover what even the gods once feared to know. The People of the Flame"We did not inherit Nezra—we became part of her. She knows our names, though we may forget them." — Lothis Chedrith, Founder of VaerethThe peoples of Nezra are as varied as the biomes they shape and are shaped by. Humans form the majority, but they are many-voiced—Thorlics, Naltics, Crythics, Eomese, Xunganese, and others—all shaped by bloodline, history, and belief. No empire lasts long here. But every culture leaves a mark.Beyond humanity lie others: the Loúpinim, noble wolfkin with sorrow in their eyes; the Ḍabakim, matriarchal hyenafolk whose tribal hierarchies echo ancient cruelty and divine wrath; the Kynikim, rugged hunters of the septentrion; and the Aelorosim, leonine wanderers whose legends weave gold and war into song.Even stranger beings walk Nezra’s paths—Soulframes, once warforged machines who now claim souls of their own; Shadelings, cursed halflings of the Jaded Hills; Tsakálim, shadowcats with minds like mirrors. And far below or beyond, the things without names, remembered only by scar or sigh.These peoples do not simply exist—they strive, rebel, love, betray, conquer, and rise again. They build cities atop cities. They form alliances, break pacts, spill blood, and raise banners in defiance of a destiny not yet written. For Nezra is not a world that yields. It challenges. It tests. And the brave are those who answer. Nations of Might and MemoryFrom the shattered coastlines of Sharunia to the great academic towers of Thallice, the lands of Nezra boast a diversity of nations unparalleled in myth or measure. Great kingdoms, cunning republics, wandering tribes, militant orders, godscarred houses, secret cults, and rising empires all vie for dominion, survival, or transcendence.Vaereth rebuilds atop the bones of its fractured legacy. Tantithia recalls the days when it was the heart of the world. Ninora, Kel-Tholes, Livitia, and Yednor each claim their place in the dance of war and diplomacy. The gnomish innovation of Sinibria, the necromantic dread of House Lameece, the elven remnant in Esta-Quinaria, and the merchant-lords of Brecc City form a tapestry of ambition and ideology.And beyond the map, deeper still, lie places not named in textbooks. Places whispered in campfire tales and coded into ancient songs. They are waiting. Faiths and FlamesNezra is not a world of certainty. She offers gods, yes, and powers beyond mortal reckoning—but faith here is as fractured as the land. Worship rises and falls in waves. The Rithians speak of the Nameless One whose Son once walked the world. The followers of Pith-Quellos honor nature in its wildest forms. Others pray to long-dead saints, to elemental lords, or to the very sun, Sustarius, which governs the heavens.Temples rot beside new chapels. Heresies flourish. Prophets are stoned and crowned in the same breath. And behind many altars… secrets stir. The World that MovesNezra is not static. Every year passes within the rhythm of her grand solar cycle—a divine pattern of 84 years, divided into four Ages: the Years of One Sun, The Approach, The Red Years of Lavactos, and The Retreat. The current year is 981 P.A., nearing the end of the cycle.The world breathes. Its tides shift with Lavactos’s influence. Seasons stretch or contract, and strange tides of magic rise and fall with ominous consistency. Some call it nature. Others call it divine will. But those who watch closely… know better.The grand cycle draws near its end. Where Players Begin, and Never End"No path is forbidden. But all paths are watched." — Old Proverb, Eastern Zung-ShinTo enter Nezra is not to visit a world. It is to join it. No character is too small. No origin too obscure. From ragged street urchins in the alleys of Chedrigeth to airship captains above Dunham, from runaway nobles with scars in their lineage to refugees from fallen houses or fae-touched tribes, each beginning branches outward into a thousand stories.There are no invisible walls in Nezra. Its skies can be flown. Its depths can be delved. Its forests, jungles, caverns, temples, ruins, academies, and endless cities are mapped only by the brave and forgotten by the wise. Whether you are drawn by magic, war, prophecy, invention, vengeance, justice, or love—there is a place for you.And choices. Endless choices.Choose your guild. Serve the Knights of Coldiron, or betray them. Seek the favor of the Order of the Scroll, or steal from their vaults. Join the S.H.R.O.U.D., or expose their spies. Kneel to the Rithian Church, or raze it from within. Nezra does not guide the hand. She responds to it. There Are SecretsWe will not speak them here.But they are there, waiting. In the Everdeep, behind doors sealed since the Age of Dreams. In the patterns of the stars. In the folds of forgotten languages and the scars on forgotten maps. In the whispers of demons who remember what the gods have chosen to forget.Some secrets will make you rich. Others, powerful. Some will doom cities. And others will set fire to the heavens themselves.You will not find them in one playthrough. You will not find them all in a dozen. But they are there. What Is Nezra?Nezra is a sandbox of consequences, a grimoire of broken truths, a war-torn tapestry still being stitched, a place where the past breathes, the present teeters, and the future is yours to choose.It is not safe. It is not simple. But it is real.Begin your journey. Choose your place in the myth. Add your verse to the world. For the Age of Ashes still burns. And the next fire is yours to light."There are places where the world forgets itself, and remembers only the blood. But there are others where it remembers the song. Find them." — Torian Starcrest, Lorekeeper of the Westbridge Academy