CAMPAIGN

This campaign is set roughly 300 years after the previous one ended. The sky is clear on some days, looking more like a cloudy day than an actual twilight, but such days are rare each year and the pattern of them has defied explanation. Why the world has changed -- and even if its better -- is hotly debated. However, for the common person, each flicker represents a change, a hope for something new to happen. The world hasn't changed and is still as dark as ever, but a hope for a future is visible for any adventurers bold enough to seek it.

GAME INFORMATION

This game is going to be a 3rd edition d&d game. (And yes, there are elves.) Starting level is 3, with certain expections.
Race wise:
Non standard races may be allowed (such as wemics, centaurs etc.) Ordi (a small race of cannibals with pink skin and sharp teeth) are allowed as pcs. Ordi get -2 str, +2 dex, +1 Cha, +3 fortitude (from eating things most races wouldn't) and the ability to cast charm person 1/day. The Ordi favoured class is thief.

Class wise:
Barbarian: Very common. More common than fighters and the basic warrior in the world.
Bard: Bards are in the world, often wandering it in search of its history and the nature of the world as it is, as well as the truth behind certain events 300 years ago.
Cleric: Clerics are rare and their gods basically demi-gods, as the higher gods died during The War.
Druid: Almost as rare as paladins. Druids, in their quest to heal the world, are generally looked on with favour by most people.
Fighter: Your typical military trained soldier. As there are few armies (and few lands that can support armies) there are few fighters, expect those taught how to fight by their fathers or other relatives.
Monk: Monks tend to be rare and mysgterious fellows from foreign lands
Paladin: Very, very, very, very, very rare. For obvious reasons. Mostly alignment.
Ranger: More common than fighters, yet not as common as barbarians, a rangers skills in nature can mean life or death for many.
Rogue: Very, very, very, very, very rare. For obvious reasons. Mostly alignment.
Sorcerer: Cursed with magic in their blood, sorcerers tend to be pitied as well as feared in a world that knows full well the power of curses.
Wizard: Feared. Hated. Despised. Often all at once. As the fools who try and use the learning of the time of The War and rediscover the lost magics that helped cause it, wizards are often subject to intense persecution.

There are also Warriors of the Dawn or Walkers, but both tend to be rare.

PLAYERS

None yet. Technically.

Well, ok, Keith, Paalua and Baliadoc and Jeramias said they'll play, and I'm sure Warner will to. And I even have some sheets. But still, technically no players :)

OLD CAMPAIGNS

As reference to the two previous WW campaigns will likely occur from time to time, a brief guide of the campaigns is below. This is player knowledge entirely.

WW1: The First Age

Main PCs: Luth (a Paladin), Mirri (a Psionicist)
Main NPCs: Blok (a Merchant), Fran (the Princess of the City With No Name), Grendel (a Prince of the Empire bordering the City)

The merchant known as Blok, a minor shapeshifter, hired various adventurers to work for him in the City with No Name. During the course of this employment, the paladin Luth fell in love with Fran, whose amorous feelings were for Miiri. This caused some minor issues among the three but no strage Arthurian-style legend of the three of them survives. When war broke out with the Empire to the south, the pcs ended up hunting the prince known as Grendel. As a result of their varied actions, Miiri died fighting an awesome mountain woken by the war and was entombed near it. A minor elven warrior of the Empire killed Luth for trying to kill Grendel. Fran died at Grendals hands later on. Blok gave up its life stopping an unnatural being known as the Sonne from destroying the world.

The end result of these actions was that the elven warrior, Reeve, was cursed for his part in causing The War and became a Warrior of the Dawn. The prince, Grendel, took another name and wandered the world, where he eventually replaced the worlds living incarnation of humanity. The City With No Name, like the entire world it was part of, was demolished in The War.

WW2: During The Age of Twilight

Main PCs: Gelhalee (a Wizard), Reeve (a Warrior of the Dawn), Shadowkin (an Avatar of sorts for Shargos, God of Mirrors), Snake (a mortal demi-god) Main NPCs: Shadron (humanity), The Warlord (a warlord)

During this campaign, several large events occured, some of which are even remembered by the world at large. Snake, a human ninja, become a minor god of wind in trying to defend his homeland from the god of madness, Arth'Ba'Toch. According to the stories, he enlisted the god of mirrors to aid him and they died (or at least he did) facing Arth in the lands on the other side of the Hills of Time.

The PCs also gained control of the city of Beriz, which was run by the Undead and Ordi and proved to be the only city left to stand against the army of the Warlord, which had conqured the entire south lands. The Warlord was stopped, if stopped is the correct word, by means of a powerful magical item/being known as the Voice of Alamar. This item granted any wish it was asked and Snake used it to cause one simple change. Shadron, humanity incarnate, has stolen a sling shot from a child on the other side of the hills of time, helping cause the child to become the Warlord. Snake asked the Voice that Shadron not do this thing for Gelhalee. As a result, the 40 years that passed since the PCs entered the hills of time for Snake and came back into the rest of the world were changed irrevocably, causing the Warlord to never become what he was.

Shadowkin, unsatisfied with such justice. found the Warlord, a 50 year old accountant in the world as it would have been, and cursed him to wander the world until he managed to heal the wounds he didn't cause. Reeve, having aided in Snakes plot to change the world, took the small magical jewel he had that could possibly save the world and wandered off on his own. Gelhalee travelled the world, eventually leaving it for other ones once his space jamming vessel was able to again. Shadron and Snake wandered off, Snake dying facing Arth'Ba'Toch.