Not sure if this would go here or Other Games, but I figured I'd be more likely to get a response here.
Me and some RL friends have been planning a D&D 3.5 campaign. However, due to one person having schedule issues and another just losing interest, we're now down to two players. As such, we've decided to try and find some players on Bay12. Aside from myself, the two other players will be going by Dawnstar and Oken (I'll be going by Flame, naturally). We'll be meeting on Wednesdays (Probably moving to Saturday), at 5:00 P.M. to 7:00 P.M. central time. Hopefully, we can meet this week, but we'll probably meet next week instead. We'll also be starting at level 4. Dawnstar's playing a swashbuckler, while Oken's playing a ranger, planning to become an arcane archer at the earliest opportunity. As a side note, both of these people are fairly new to D&D, particularly Oken, so don't expect extreme skill from either. Also, the emphasis will be more on roleplaying than min/maxing or combat.
With that said, onto the setting: It's taking place in a region named Gueryth. It's a totally isolated region of medium size islands. There are six major islands, known as the Great Lands: Khale, Tsule, Ahul, Aetherium, Zandalfin, and the Wildlands.
The campaign will mainly take place on Khale. As a culture, the Khalics tend to be very chaotic, and something of drunkards. South Khale (Where you'll be starting) is largely swamps, marshes, and other such wetlands. North Khale, known as Heskallen, is primarily mountains, and is home to many dangerous beasts. Eastern Khale is primarily plains and occasional hills, as well as being home to the only major natural ports on the island. Central and western Khale is dominated by thick forests, though western Khale is controlled by the xenophobic nation of wood elves, known as the Uthali. The government is largely theocratic. 7 leaders, each following one of the nonevil gods, are elected by their respective churches. Anybody who's a patron of the god in question may vote on the representative of the god. Those who don't follow one of the seven non-evil gods do not get to vote. The leaders, referred to as the Elder Priests, serve until their death. All government actions must be voted upon by the Elder Priests. A majority vote is necessary to pass it. In addition, a 2/3rds vote can remove an Elder Priest.
Tsule is a feudal monarchy, holding power over a number of fairly small islands. They tend to be quite lawful, and strongly dislike the Khalics, which is reciprocated by them. Ahul is a largely anarchic (There is a oligarchy in place, but they hold little power to enforce the laws they declare, and effectively are honorary only), and consists of primarily deserts. Aetherium is a struggling nation with a magocracy based around psionics. However, they were largely weakened during a rebellion that wiped out a good portion of the Aetheric government, economy, and populace before being fought back. Zandalfin is a nation of dwarvern exiles, sent to the surface by the nobles. They hold many grudges against the dwarves beneath. Tend to keep to themselves; also the only place dwarves are found aside from very small minorities in other nations. Very close trading partners with the Aetheric. The Wildlands is an as-of-yet unclaimed land home to many dangerous beasts and a handful of nomadic tribes.
Wizards and similarly powerful arcane casters aren't allowed, due to their gamebreaking potential. However, any sourcebooks are allowed, save for things like Erotic Fantasy, of course. As mentioned before, we're starting at 4th level. Monster races are allowed. Please submit sheets via Mythweavers.
Psionics work a bit weird in Gueryth; essentially, you can't use psionic powers without first coming into contact with psionic crystals, which are very hard to get a hold of outside of Aetherium or Zandalfin. As such, it's assumed that you haven't, and can't take a psionic class initially. However, it's possible (Though unlikely) that it will become available later in the campaign.
Khalira
Primary goddess of Khale. Her spheres are water, wind, and magic. Known as the Mistress in Blue, on occasion. True Neutral.
Murtauros
God of the forge, fire, and battle. Chaotic Good.
Ralok
God of earth, chaos, and destruction. Chaotic Evil. Initially good, but later was driven insane by psionic crystals and attacked the other gods. He's been essentially imprisoned, though his followers can still tap into his power.
Thal
God of death, rebirth, and the afterlife. True Neutral. Originally the god of life, but became the god of death to provide an afterlife for the people of Gueryth.
Hairuk
God of humanity, good, healing, and the sun. Neutral good.
Malith
God of life and nature. After Thal became the god of death, Malith ascended from his place as a Solar to become a god instead. However, favors animals over people. Chaotic neutral.
Truus
God of magic and law. Not commonly worshiped. Lawful Neutral.
The Creator
The most powerful god. Originally created all in Gueryth, but soon became bored and left for another world. However, his followers can still siphon off the lingering magic. Lawful Good.
Palos
God of tyranny, law, and evil. Often tries to overthrow the other gods, and schemes to become the dominant deity. Often possess followers to use as instruments. The only Khalic god that regularly takes human sacrifice. Lawful evil.
If you have any other questions, feel free to ask. Most of this is just given as a compressed version; if you're interested in any particular topic, I can go into a lot more detail.