
Howdy folks: Hi guys and gals, recently we started a second campaign and we are only 3 sessions (Weekly) into it (including the Halloween one off) Sadly we are losing our Cleric due to the fact that he does not enjoy the 3.5 system as much as he does the 2.0 system and secondly that he lives in France and our times are a little harsh for him. This is a specific request for a Healer type of character. This group is an 18+ group, and we use Skype for voice chat so a working headset and Skype is a must. We play every Monday from 7PM EST to 11 PM EST. This campaign does have a CO-GM (One of my players from my Wednesday group). I am a Mentor subscriber and the game is run under my campaigns so we have all available perks. This world is home brew (but just as complete as any known world) so certain races may or may not exist, please speak with me before you get your heart set on something :-) What Erk's the DM: Answer: MIN MAXERS! I know everyone wants to have the most powerful character they can but this is absolutely unnecessary. You will grow into what you were meant to be, flaws make a character memorable. I would rather you play a character that you can really get into and more importantly one that those around you enjoy playing with. Campaign Setting : This setting provides dozens of sprawling nations, opulent cities, vivid characters, political intrigue, guilds and secret societies to keep even the most experienced role players on their toes. Currencies, language, religion, technology, crafts, guilds, foods, governments, legends and much more are "seeded" with potential plots and adventure hooks. Dozens of races share the world, . Learn how the saurians dispose of their dead or how the Borrellian clans survive the harsh winters of the northern peninsula. Dance at a grumman festival, sail the high seas with a Mercian pirate, shop the bazaars of Drakkel or hunt the legendary torgat with a Normidian lord. Come explore the World. The Physical World: much like Earth. It is a small, life filled world adrift in the vastness of space. It has wide blue oceans, snow capped mountains, islands, forests, deserts and lakes. It has four seasons, two tides and other familiar patterns of weather, time and nature. But cataclysmic forces have reshaped this world. Whole continents have been reforged, forests have burned up, rivers have changed course and mountains have risen. The world has been shaped even by the hand of man as nations have taken to the battlefields and unleashed horrific magical forces upon the lands. Centuries have passed since the world has been drawn forth from the fires. The landquakes have ceased, the forests have flourished and life has filled every niche. What is left is a world of incredible beauty and variety. Magic and side effects: This world has two stars - Karrym and Drellis - which orbit each other. Drellis, the blue dwarf star, outputs a wide range of charged particles and radiation in its stellar wind. In this high energy protoplasmic soup, there is something that interferes with the normal flow of magical energy. When Drellis eclipses Karrym, all forms of magic are weakened. Mages themselves feel this effect as their magic is weakened also. Mages widely believe that there exists a magical side to the blue star's energy. Something within the light of the blue star poisons magic. Mages call this dark essence or anti-magic . Dark essence interferes with the flow of "normal" magic causing spells to weaken, fluctuate or fail completely. It also has a randomizing effect on spells, often altering a spells target or generating side effects. Because of this unique stellar situation (twin stars orbiting each other), Khoras experiences a regular pattern of magical fluctuation. This pattern has three phases, each lasting one week (nine days) : In the Karrym Dominant Position, Karrym completely eclipses Drellis and blocks all dark essence. During this phase, magic throughout the world is more powerful and more easily controlled. In the intermediate or "balanced" position, the two stars share the sky. However, the gaseous envelope around Karrym partially blocks the dark essence and magic on Khoras achieves a balance. In the Drellis Dominant Position, Drellis eclipses Karrym and none of its dark essence is blocked. During this time, magic throughout the world is greatly weakened.