A D&D 3.5 west marches campaign with an Old School edge, set in an unmapped wilderness ensorcelled by ancient fey who were driven from the land by a lost kingdom of men.
- The tone of the setting is Medieval European-like dark fantasy.
- Society within the setting operates on real European feudal conventions, not D&D fantasy "feudalism." (See d20 Magical Medieval Society sourcebook.)
- Experience is gained by exploration and recovering loot (1GP = 1XP.)
- PCs may encounter things beyond their ability to defeat! Running away is always a valid tactic!
- Generally, the further west, the more perilous the Marches become.
- PCs can compete to become Lords over this new land.
Character Creation Rules
Note: This is a Medieval European-like setting! Characters must fit the tone of the setting!
- Make a character sheet on Myth-Weavers.com (Make sure it is visible to the user Ka_Rahl)
- Start at 1st Level.
- Ability Scores determined by Point Buy. 25 points. Use the calculator located here.
- Races Permitted: Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human, Tiefling (PGtF version).
- Classes Permitted: Barbarian, Bard, Beguiler, Cleric, Druid, Duskblade, Fighter, Ranger, Rogue, Sorcerer, Warlock, Witch, Wizard.
- PrCs Permitted: All Core PrCs save Red Wizards, Prestige Paladin
- Bans: Natural Spell feat.