Looking for players for a custom ruleset that has similarities to: D&D 3.5, 5e, and Pathfinder 1st Ed. So! The campaign: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Gadriend, free of the recent civil war, enters a peace state. During this time of growth, an expedition team is formed, setting out to the southern continent of Hedrou. This group of brave explorers are seeking to settle on this new land, free of the growing concerns of war from the north, where the Witch of the Sargasso is becoming more and more bold. What will they find, and will it be kind to them? There have been expeditions in the past, and here's what people know: there are goblins in the northern 3 continents, but no signs of civilisation have been found on Hedrou. It appears to be a tropical place, rife with wildlife. The fact that this new land is uninhabited is exactly why this current expedition is going on. Campaign Features: If everything goes to plan for the expedition, the settlement will grow and fortify, potentially becoming a city. Exploration is a big part of the campaign. PC Requirements: PCs will start on the boat headed to the new land. PCs start at level 2. PCs are leaving for new land to leave their old lives behind; why? PCs can be any age at or above adolescence. PCs are allowed to have up to 100 gwt of goods they bring on the ship. Shop accordingly to your character gen's budget, and let's see what you can bring aboard. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-