Updated Material Posting on April 15 2007:

The party escaped the reactor core on the alternate world and traversed through the psychic
maze in the outer reaches of space to ultimately arrive at the Planer Illithid's temple which housed
their Elder Brain. Defeating the entity required brain over brawn and the use of a mostly forgotten
artifact, the Amulet of Mind Shielding.

The party paladin Thornton reluctantly agreed to ascend to godhood and return to the moment of
creation and replace the thoroughly insane sun god Solas in order to restore the divine balance
and set time back onto it's natural course.

The genocide of the true elves, bruin and many others was prevented by the parties deeds
though at a cost... defeating the Elder Brain required the Archmage Loren to add her formidable
will and strength to the demi-deity trapped within the temple and launch an all out psychic assault.
Their victory seemed complete as the party suddenly found themselves dressed in simple
peasant robes and sandals on the steps of a Pax-Grecian temple dedicated to the many gods.
Only Loren and the artificer rouge Soren are missing among them.

As the group attempted to deduce exactly what happened and the circumstances of their arrival
in Pax, a young cleric approached and demanded that their sandals be removed while on the
steps of Witch Queen's Temple.

Suddenly realizing that the world was not quite right, or perhaps right for the very first time, the
party began making inquires about recent events that they alone had knowledge of. Stripped of
equipment, though finally experiencing the touch of the gods fully restored, the party was
determined to return to the City in the Sky and speak to Thornton about what exactly occurred... if
Thornton would grant audience. Wilder, the party healer and devote of Ladin managed to deduce
that Thornton, if he is still in the position of the sun god has kept the name Solas as his mantle...
perhaps to maintain the divine order.

Preparing to leave, the party witness Loren and Soren emerging from the temple dressed in royal
finery and pulsing with the flow of magical energy. Not even the several gods that the party has
met first hand seemed to control such might or radiate with such power.  The pair walked past the
party as stranger would pass, though Soren sent an alcolite to once again admonish the party for
wearing sandals on the steps of the temple.

As Loren and Soren disappeared into another building the party was surprised yet again. The
half-draconic boy sorcerer, a fallen former companion and the boy page Nathanial appeared
around a corner as though they had been waiting for Loren and Soren to leave... "We remember"
Nathanial said solemnly.  
Updated Material Posting on April 15 2007:

This new game is designed to complement the Epic Game. Players are instructed to draft a tale that spans two years of
downtime for their epic characters. These tales will be woven together where possible to include their Epic Character's deeds
and allow new characters beginning at 4th level to act as retainers, servants, students, bodyguards, or some other choice
that will allow the epic's to touch their lives. The DM will reveal the actual results of the Epic Character's downtime during the
course of play.

Character Creation is as follows... roll 4d6 for each stat and keep the highest 3 results. You may assign the results of each
roll to any stat desired though only one series of stats may be rolled... this will be done in front of the DM. A pool of 4 points
may be distributed across the stats though no more than 2 points in a given value AND no stat may increase beyond 19
before racial adjustments.

Selecting a background feat is not required but highly encouraged. Players may Select One Free Background Feat.

BACKGROUND FEAT PREREQUISITE DESCRIPTION
Artist^ 1st Level +2 Perform; +3 Any SINGLE Craft Skill, +3 Bardsongs/day.
Selee Blooded* 1st Level +2 Spot; +2 resist Fear; +2 Initiative.
Bullheaded^ 1st Level +2 resist Taunt; +2 resist Fear; +1 Will saves.
Luck of Heroes* 1st Level +1 Armor Class; +1 all saves.
Mind Over Body 1st Level Int and metamagic feats increase Hit Points (instead of Con).
Silver Palm* 1st Level +2 Appraise, Bluff, Diplomacy.
Snake Blood* 1st Level +2 resist Poison; +2 Fortitude saves.
Spellcasting Prodigy*% 3 1st Level Bonus spell(s) and spells are  harder for enemies to resist. +1 DC + 1 Caster Level
Strong Soul^ 1st Level +3 resist Death Magic. +1 Fortitude and Will saves.
Thug^ 1st Level +2 Intimidate and Appraise. +2 Initiative.

LEGEND
Symbol Explanation
* This feat works differently than its D&D version.
^ This feat does not exist in D&D it is unique to Deuxterra.
& Fighters can select this feat as a bonus feat.
% Wizards can select this feat as a bonus feat.

Each new character may select 1 single magic item... this is a low magic world after all... for now. Mundane items may be
purchased but Masterwork and some Enhancements such as Serrated and Keen require DM approval.
Arcane Spellcasters must have their selections approved as well.

Only the Races listed in the Deuxterra Campaign are valid selections as exotic creatures are currently all but unheard of,
though this may change depending on the party and the epic party's actions and deeds.

Characters are assumed NOT to know each other when the game begins, though a high Lore Skill or something similar, may
indicate a character knows another by reputation.
Arcnus Magicus, Sitcom Wars, Deuxterra, Rathaspar and all materials herein are Copyright Arcnus Magicus 1990;2006.  
                                                                                      All Rights Reserved.