Hello Adventurers!&nbsp; Enter a new world caught in the struggle between paracausal powers, with a fresh cosmology to drive this Homebrew setting. The lines between Good and Evil have always been blurred and in the end, the line between Order and Chaos is much finer and represents the true struggle for the societies of this turbulent world. Choose between eleven nations of origin, ranging from the gem-trading nomads who live on a sinking island, fiery-tempered mercenaries with enemies on all sides, a northern nation of religious zealots, and much much more! A one-sentence description of each nation can be found below. Diffidon - An island nation of nomadic gem traders who trade the gems found on their island's beaches at the end of the sinking season for refuge on the mainland during the season. (+10 Appraise, Craft Jewlery, +5 Diplomacy, Swim) Porse - Peaceful sailors, who worship a Land-God they believe makes up the very earth they make port at, they provide shelter to the Diffidonians and they are main trade partners with one another. (+10 Profession Sailor, Use Rope, +5 Swim, Spot) Dexdant - A nation with a strong, some say fanatical sense of justice, criminals of all types are punished and cleansed by flames, the degree of the cleansing ranges depending on the severity of the crime. (+10 ) Riven - Scholars inhabit these small isles in the southern reaches of the world. Knowledge is seen as a way to show devotion to the formless god Rivenites worship. In heaven, they believe they will be able to access the library of the formless god and walk forever in its halls of knowledge. () Bantanque - These people have sequestered themselves on an island far from the rest of the world and have become self-sufficient in the hopes of distancing themselves from those fools who believe in greater powers like gods. (+10 Sense Motive, Use Magic Device, +5 Knowlegde Arcana, Intimidate) Custinge - The main exports of this nation are monks, mercenaries, and assassins who travel the globe in search of strong opponents so they can prove themselves before the deity of iron and martial prowess. (+10 Slight of Hand, Profession Mercenary [Mercenary] or Move Silently [Ninja] or Knowledge Religion [Monk], +5 Escape Artist, Gather Information) Rottarled - This nation plays host to the world's most renowned treasure hunters who believe their deity has tasked them with the task of mapping the entirety of the world. (+10 Search, Profession Treasure Hunter, +5 Open Lock, Disable Device) Austyria - Those born in Austyria are objectively beautiful to any who look upon them, and worship the sun as their god. The nation is a peaceful land where many wealthy peoples travel for leisure. (+10 Diplomacy, Knowledge Nobility, +5 Bluff, Survival) Vontila - Warlike, and violent people who believe that it is their duty to conquer the entire world in the name of their god. To conquer is to pray, Vontila has enemies on all sides, but their warlike might keeps them at bay. (+10 Profession Soldier, Intimidate, +5 Ride, Handle Animal) Brummant - Northern tribespeople who worship the moon as their deity. Long ago, these people crossed a land of great desolation that was left in the wake of the gods' disagreements. The aftermath caused many health issues but those who survived were blessed and are unaffected by the cold weather when they are within their nation's borders. (+10 Knowledge Religion, Survival, +5 Decipher Script, Balance) Prunt - These beings are magically augmented and are known worldwide as entertainers. They boast a small but effective military (+10 UMD, Knowledge Arcana, +5 Diplomacy, Profession Entertainer) <a href="https://app.roll20.net/lfg/listing/316798/tbd" rel="nofollow">https://app.roll20.net/lfg/listing/316798/tbd</a> Games are set to start in the new year at the end of January (exact time and date not set,) and four players will be enough to get us started! We currently have one player from an existing campaign, who is eager to play with another table of adventurers! Characters will be starting at level 3 and XP progression will be slowed to balance the game power levels with the storyline progressions. If this sounds like your kind of game feel free to reach out to me! Currently, I am also exploring the idea of Co-DMing this campaign to ensure story quality and proper rules arbitration! (There is already a candidate in mind for this role.) &nbsp; Payments can be made via PayPal or Interac E-Transfer in the amount of $5 CAD/Hour of Play Time, due at the start of each session. This game will require payment to the Game Master at a rate of $5 CAD/Hour of Play Time, on a weekly or biweekly basis. The fee is due at the start of each session and can be paid via Paypal or Interac ETransfer. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.