I'm looking to set up new campaigns in January! Looking for 7 people to a group, and looking for them now so as to have them ready for showtime (I usually do the final prep right after christmas). All games are from 8 PM to 11 PM Eastern US time. GMT... +5, I think? It's either + or - 5, I know that much. Monday (7 slots open): "The Political Den Of Paws And Claws" -- "Medieval Zootopia" has lost their ruler to (surprise!) an assassin. Now the species are in turmoil and six entrenched groups... from the Seven Sins of Lord Rattlebones to the holy priests of Cries-All-Tears... are vying for the throne. Will you pick a side, sic 'em on each other, try to take over yourselves, find/aid/hang the assassin, or run away from the chaos? Tuesday: Full (they're at the beginning of their Act 3 and oh lawd they comin... but thats what you get for leaving the big bad alone all this time...) Wednesday (7 slots open): "The Talisman of Broken Pacts" Three gods of three pantheons made a deal. Now that deal has been cast aside and all bridges have been burned. In order to fix things, a talisman has to be brought to one of them... but which one will you ally with (or will the mortals run away with the fire again?)...? Thursday (2 slots open): "Cheese and Whine" The party has had lots of shenanigans, but now it's time to cash in on a place to stay... or perhaps retire, depending on the situation. Once they're free of the ice cold baths they've been taking, that is... and if a certain Succubus goes away (narrator: "She did in fact, not go away.") Friday (7 slots open): "Diggy Diggy (Hell) Hole" -- Yes, the dwarves dug too deep, song be damned. The only rocks and stones you're getting are the ones crashing down on your heads when this is done, and not because the unicorn parasites the dwarves uncovered the driller threw C4 on the scout again. The world is my own homebrew, though it has stuff from both 3.5 (as a base) and 5E sprinkled in there including things like warlocks and advantage. I have rewritten the base classes -- nothing's really level driven, but I do have "upgrades" to classes gained at level 3 (Fighter becomes Knight, for example) for more abilities. 9 Homebrewed classes on top of that. Wield colorful crystals as a Chromatic Radiant, block magic with your body with the magic-immune Interceptor, or throw tarot cards at people with the (also magic immune) Purveyor of Fate. I also have Werewolves from the World of Darkness setting. Yes, the Umbra (and Litany!) is a thing, though I have my own tribes. You can plan on the highest level being 9-10ish, due to my custom EXP chart. After one year of play you should be about level 5 or 6. Low magic world. Highest easily-castable spell level is 3, and even that's earned much later than normal. You can find up to 6th level spells if you're lucky. Spells are fixed -- I have a set progression regardless of caster. This is offset by a Specialization mechanic that gives you some special abilities based on spell school. The world is an open sandbox. You can follow the main story quest set out before you, or ignore it entirely and go do your own thing. Party Timelines can cross -- other parties may contribute to (or ruin) shenanigans! It's been done before (bloody efreet... 1 in... how many odds... and he still flubbed it and got enslaved) Multiple homebrewed races and classes, allowing for something for everyone... but many "classic" races do not exist, having been replaced with my own substitutions. If you'd like in, send a friend request to my discord name. Don't comment here, I won't see it. My discord name is hervisjasper and I'm usually always online.