
We've got a running campaign in a homebrew world in 3.5 in desperate need of active players; we currently have two players (a sorcerer and a rogue) and a gm still up and running, but the rest of our members are no longer able to make it due to schedule conflicts. Beginners and veterans alike are more than welcome. Players would be entering an existing party dynamic in a barfight scene as third level players living for one reason or other one the fringes of the civilized world in a hectic tribal trading center, hammerspire. The plot, without revealing too much, deals mostly with grey shades of morality, divine intervention, mortality, corruption and intrigue. expect an even mix of roll and role play, shifting from session to session depending on what the story requires. We are also open to having alternating gms, whenever someone has an adventure of the week or even a short story campaign they want to run, they're welcome to step in and take control. Again, this is d&d 3.5 and we are currently meeting on sunday at noon. The time is also open to change, but only if it works for all active players. Here's the existing information on the world, copied over from the campaign forums: This game is set in the homebrew world of Temeria. In most respects it is identical to the default world described by the players handbook/dm's guide, but it deviates in a few select ways: 1. Shatterstorms : In the aftermath of the divine war that characterized the age of strife, the world was literally split through the core in a great cataclysm. While stable chunks of land still made up the majority of Temeria, they are divided by great chasms filled with floating debris, some chunks large enough to support small villages, others tiny knife-like shards whirling in the entropic currents. A portion of the massive divine energy exerted in the cataclysm still lingers in the chasms, making them dangerous to cross and having unpredictable effects on magic, so most stay away from them. 2. Civilized vs Savage Races : Humans, elves, dwarves, gnomes, and halflings for the most part live in isolated, often xenophobic communities far away from the shatterstorms. Orcs, Half Orcs, Gnolls, and Fey live on the fringes of the shatterstorm in loose, nomadic settlements. Though they do sometimes intermingle, it is relatively uncommon. The civilized races in the area in which the campaign takes place are mainly ruled by the Council of Lords, a bureaucratic force that claimed power in the power vacuum following the overthrow of the monarchy about twenty years earlier. The savage races claim only tribal rulers, though there are rumors of a secret society that controls the offshoot tribes indirectly. 3. Deities : The pantheon in the 3.5 PHB is completely nonexistent, replaced instead by the following system: Punishment twins : Preside over the judgement of rebels and dissidents. Daeva : The lawmaker, punishes those who commit minor crimes and misdemeanors. Her worshipers are often in charge of policing port cities in civilized zones. Lawful Neutral. Favored Weapon: quarterstaff. Domains: Law and Water. Morda : The nightmare, a sort of divine pit-bull that hunts down and punishes only those who attempt to change the fundamental order of the world. His worshipers are a secret cult that live in the shadows, hoping to become his living agents. Chaotic Evil. Favored Weapon: Spiked Chain. Domains: Evil and Fire. War Twins : Preside over war and warriors Caer: The empress, seeks power through violence. Her worshipers have few churches, instead making worship by dominating others. Lawful Evil. Favored Weapon: Heavy Mace. Domains: Destruction and Earth. Bosmir : The crusader, makes war for those who are in danger. Her worshipers are warrior priests, often wandering as knights errant. Lawful Good. Favored Weapon: Longsword. Domains: Good and War. Knowledge Twins : Preside over knowledge known and secrets forgotten. Gallian : The scholar, master of all knowledge and learning. His worshipers are wizards and archivists. Neutral Good. Favored Weapon: Glaive. Domains: Knowledge and Magic. Sylph : The listener, master of secret knowledge. Her worshipers are often spies and others concerned with subterfuge. True Neutral Favored Weapon: Rapier. Domains: Air and Trickery. Eternal Twins : Preside over life and death. Etain : The healer, creates life and extends it. His worshipers are doctors and midwives or others who concern themselves with public health. Neutral Good. Favored Weapon: Battleaxe. Domains: Sun and Healing. Dormur : The reaper, ends life when the time comes. He has few worshipers, mostly executioners and undertakers, or those of morbid persuasion. Neutral Evil. Favored Weapon: Scythe. Domains: Death and Protection. The Agent of Change : Created to end the Age of Strife, not given a twin to avoid making change a dominant force in Temeria. Pokytis : The jester, holds the unenviable job of presiding over change and chaos, a force hated and feared by the other divines. His worshipers are warrior revolutionaries, and are often persecuted mercilessly by worshipers of other gods, particularly Daeva and Morda. Chaotic Neutral. Favored Weapon: Greatsword. Domains: Chaos and Strength. Anyway, sorry for the lengthy post, if you have any questions/homebrew races for approval, ask away. Go ahead and PM me if you're interested, telling me what times would work for you as well as a short description of the character you feel like playing.