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Otherworld is the name that I have given this campaign. It is a campaign filled with many things that you will find to be familiar from traditional fantasy lore. Elves, Dwarves, Orks, Goblins, Halflings, all of it. However the inhabitants of Otherworld are not confined to the streotypes that literature and pop culture have assigned them. I have taken inspiration from several sources, Warhammer, the work of Raymond Feist, Terry Pratchett’s Diskworld, and Elizzabeth Moon’s The Deed of Paksenarion.

Differences between Otherworld and D&D 3.5 rules and lore.


Dwarves: Dwarves are, together with the Gnomes, the merchant races of Otherworld. All currency in official contracts/transactions uses Dwarven certified gold. The Dwarven kingdom (there is only one) maintaing banks and moneychangers in all major cities. Most People treat Dwarves with the highest respect out of fear of being blacklisted by the Dwarves. Blacklisting amounts to finantial ruin in most situations.

Elves: Elves are a race that is often seen as lofty or rude. They claim to act in the name of their patron, The Lord of Balance, acting on the side of Good, Evil, Law or Chaos as they see the need to. When they see an event as favoring one allignment too much, they intervene swiftly and decisively.

Gnomes: Gnomes are the compliment to the Dwarves. Where the Dwarves set up large banks in major cities, Gnomes act as traveling bankers and moneylenders. Often Gnomish caravans are accompanied by Judges to met out law in the cities the caravan visits. Gnomes are ofte viewed as cunning and sly, out to decieve those that they do business with for personal gain.

Half-Orks: Half-Orks are forever stuck in the twilight of their parent races. Not accepted in the communities of Orks or Humans, they usually take to work such as wilderness guide, adventurer, miner, or other isolated and labor intensive careers.

Half-Elves: This race is commonly seen traveling around the world as Judges. The balance-mindedness of their namesake race allows them to look at situations in ways that are devoid of personal opinion, for indeed they have none.

Halflings: Halflings are as varied as humans in their day to day lives. They often form communities nearby other cities. Their greatest strengtth/fault is that they think about things in great detail before commiting to a course of action.

Orks: Orks rule the seas. Noone who has not paid tax to the Orks can sail beyond the sight of land without exposing themselves to great danger. A proud and noble people, Orks live by a code of conduct known only to the Orks, although they do not hesitate to judge others by this code.


The Pantheon is different from that of 3.5. It has been taken from the work of Elizabeth Moon, as well as a few that I have added to supplement.

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