We use the standard Dungeons and Dragons 3.5 rules with slight modifications that should be familiar to all who game with us regularly.
Texts
All Classes, Races, Skills, Feats, ect., from all Wizards of the Coast (WotC) Published materials are available for use in this setting. With the exclusion of the Unearthed Arcana, which will be used only limitedly, or at the player's request with GM approval.
All other not WotC materials will be included at player request with GM approval (a good example being the Bastion Press Arms and Equipment Guide which is not available in whole to the players).
Variant Rules
Religion
The God of Terus rules alone from Hir extraplanar throne. SHe is genderless, without morals, and devoid of emotion. Lesser planar beings may fight the wars of Good vs. Evil, and Law vs. Chaos, but SHe cares little for their positions. Not to say that SHe is neutral, either; SHe acts according to her own will and inscrutable vision.
In game terms this means that alignment is mutable and based not on universal forces, but on personal outlook and justifications. Clerics, as long as they act within thier own personal code of standards, never need to atone for thier actions. This also means that Clerics can draw divine power from whatever source will grant it to them (There is currently an elusive wandering cleric who, if asked, will explain that he is granted divine magic from his fervent atheism, for example).
note that this rule does not apply to Paladins, Monks, Barbarians, or any other class that has specific alignment restrictions. The powers related to these classes are drawn in part from a central philosophy that is common to all of the members of these classes, and is essential to their efficacy.
Sanity
At this point in the history of the game setting, In the world of Terus, magic, in all its many forms, is a dying art. An age of reason has dawned with the return of the Human race from it's exile in the Northern Wastes, and the loss of the Dwarves to the Goblins in The Goblin Wars has kept the 'monstrous' races hold up in thier hard won keeps beneath the surface for millennia. as they struggle to assert dominance of the harsh environment they call home. The Elves have divorced themselves from the rest of society as they plot and scheme to destroy thier sister race the Dragons. Therefore the dominant races of Terus, the Humans, Halflings, and Orcs, have been left to theirown devices and have grown unfamiliar with the mysteries of the world that surrounds them.
In game terms this translates to the potential for characters to lose sanity just by witnessing what might be unfamiliar or frightening to their delicate world-views. Even something as simple as seeing a goblin, a race that rarely sets foot topside, could cause a character to struggle with her minds ability to cope with horror, let alone a Demon, or Illithid.
All sanity scores and rolls will be kept secret from all players. If your characters mental balance becomes skewed the GM will notify you with the rules for your new condition and role-playing tips.





