Hey guys,
I have created a unique campaign setting. complete with new classes, modifications to existing classes, rules changes, and much more.
What I am looking for are players that are more interested in rule mechanics and use of those rules. I have done a complete outline of all the character creation and class rules and now need help in fine tuning the system.
The players and the characters that are created will help define and redefine the concepts that I currently have in place. Also, the players will help in the clarification, and creation of, all related game information.
I am looking for serious people who will be able to assist with gaming mechanics.
This is a serious project that will be published by the end of 2009, hopefully as early as Jamuary. It will be realeased in dual format to support 3.5 and 4.0. Please contact me through this thread or via email at
[address removed]
I would like to have at least two playtesting groups forms and running in your area by the end of March 2008.
There is a Non-Disclosure Agreement (NDA), that is available for downlaod in the files section. If you are interested in play, you can download it there, fill in the blanks, and e-mail it to me filled out electronically. As long as your IP address is shown in your e-mail to me, it is considered legally signed.
Once I have the NDA, I will e-mail you the campaign setting information.
Here is a snippet of the game world for your enjoyment...
The game setting is pretty much middle ages in theme. The government is mainly a Theocracy. Meaning that religion has a large hold over the way things are done. The feudal system is still in place as far as royalty goes, but there is a template that is applied to those who are of an actual royal bloodline. And yes, the royal bloodline trait is available to starting players. There are socio-political themes that I want to test for this. So there will be at least one player in each group with this template, possibly two.
There is more of an emphasis on the divine in this setting, and a complete rework of all arcane classes has been made. Once you start playing, and read the synopsis of the basic history below, you will see why. Unlike most D&D worlds, there is no pantheon. There is one god referred to as The Unity or God.
I have a game setting package that I will e-mail playtesters after a NDA has been signed.
All those who are interested in reading the material and not actually playtesting are welcome as well. If you e-mail me, I will email the NDA to you, it can be filled out and emailed back to me. As long as your email provides an IP address, it is considered legally signed. After that, I will send you the campaign setting package.
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Take a peek at the into to the basic history of The Five Kingdoms...
The Sundering
Over five thousand years ago, perhaps longer, the Gods were very much involved in the matters of the Races. Back then, there were no Kingdoms as they are known today. There was the Empire of the Suns. This Empire spanned the continent and united all the Races under a single banner. Even though there was peace, there were those who sought to gain power through any means. Eventually, a cark cult formed and began to gain membership. Deals were made and their power grew. In time, they even managed to corrupt even the hearts of some of the Gods. When the Gods themselves began to walk the Land, their power tore through the all the creatures. The Land began to change when the Gods began their direct involvement in the affairs of the Races. The waters grew wild; forests grew faster, lands wasted away to deserts. Nature was in chaos.
In a desperate attempt to force the Gods from the land, a great wizard learned of a way to slay the gods. As a result of
using the spell, magic was torn from the world. Many creatures dependant on magic simply died where they stood. Others what we able, withdrew to the safety of their lairs and managed to survive. Mysteriously, some were completely unaffected.
This event would become known as The Sundering and would last for over 4,000 years.
The Return of Magic
Without warning, the Arcane Magic that was torn from the Land was slowly beginning to return. After nearly 4,000 years with only Divine Magic, The Church reacted with a heavy hand. At first, many thousands of people were subjected to witch hunts and trials that always ended in their deaths. But, as time wore on, The Church realized that this magic was returning for good; they soon sought out ways to control the people who were showing signs of being able to use this magic.
This started with decrees that all showing the symptoms of this affliction must be turned in to The Church for guidance in dealing with it. As a reward, The Church would pay the families of the children for them entering into a life of Church service. In time, it was accepted that this Arcane Magic was a gift from the Aspects. That those who wielded it, must do so in the name of The Church or face dire consequences for doing so without supervision.
Now, these Mages are able to use their powers freely without fear of retribution, provided they follow Church tenets. Even though, there is still a stigma attached to those who do have this ability.
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Hope to hear from you all soon...
David
Never miss a thing.