You... you can feel it. Swelling within you.
Or can you? Yes... you can. No! ...You can feel you... swelling up in something.
You feel... a soul. Finally, an effing soul. You have... a body. Feeling it most important, you take note of your body parts... you're genderless. You're... at last! Sapient! You can do whatever you want! Go wherever you want to go! IT'S LIMITLESS!
You realize that you're on a pedestal. You sit up, just as a shadow shifts. It's probably just your own.
What is this?
Something different.
D&D 3.5... as a suggestion game. You all vote on the character sheet, you make the decisions. I think that's clear.
Ground rules:
-SRD stuff only. I'd be pulled too many ways otherwise.
-No tier 1 classes, munchkins.
-Skill points at first level will be placed by me.
-Don't bother with starting equipment, I'll fill it out based on class.
-Nonsuck rules will be placed once class is selected.
-Races should be only one of Human, Elf, Dorf, Halfling, Half-elf, Half-orc, and my homebrew Half-dorf. Gno gnomes, fellas, I thignk they're ugly as hell agnd borigng too.
What is your:
Race?
Alignment?
Class?
This world is called Slavtarok. In it are three major continents: Defascusan, a large mountain range jutting out of the sea; it is populated mostly by dwarves. The next is Ot'haar, a wildly varying land of valleys and mountains, forests and plains, marshes and deserts. It is sparsely populated, and even then by very primitive people (and that's going by DnD standards.) The third is Fhenali; Fhenali is the campaign setting. It is populated by many races from many paths of life; it is discussed more in the next section.
Fhenali is a smaller continent than the other two. It contains, to the west, a grassland; to the east, a mix of forest, plains, and marshes; to the south of that, there is the Twelve-Island Bay; only the 6 largest are shown on the map. Beyond the central Wildborder Mountains, there is the Great Forest and Mount Woodleaf. East of that is the Barrier Mountains and Jhu'dai Pass. Beyond the mountains, there is a large desert known as the Ghanrall Desert, up until the Farhmgham Waste, a barren, stony land compromised of rocky badlands, interspersed by the occasional surface-breaching cavern and orc-populated castle. Supposedly, in the furthest east of the place, beyond the Mafhaya Wall, there is the Raltadaagh Tower, home of the most powerful force of darkness in the world, Layeohs, a "demilich" or something. Only a rumor. There is a linear set of roads going from the far west of the grassland, at Port Nexarr, to the largest port on the Twelveisland Bay, To'adee. From there on, roads deteriorate until there is no path at all; travellers have to rely on maps to find their way around south of Mount Woodleaf.
Gods in the land include Saeboth, deity of Wisdom and said to be the creator of men; Ruvatavu, deity of Charisma and rumored forefather of elves; Rokma, deity of Constitution and claimed to have forged dwarves and gnomes from his own blood; Dae'bas, deity of Dexterity and purportedly linked to kobolds; Gazo, deity of Strength and supposedly related to orcs, giants, and the like; and Romelise, deity of Intelligence and apparently the creator of magic. There is also the Soulkeeper (the "grim reaper"), Akras, the lord of the sky, Laxa, the spirit of the earth, and Paerri, the king of the sea.
Welcome to Legend of Batwalv, a Dungeons and Dragons 3.5 game mixed with an Image Suggestion Game, following an elven bard named Batwalv who seems to have abruptly come into existence one day.