Welcome!
But this is not in fact a campaign.
This is to be the wiki support for my new gaming system. I will elaborate more on this as time continues.

Updates

Below is a list of the major differences between this game and D&D and any other significant updates listed by chapter.
6-30-2010
New Special, “Link”: You may only play a Link card after you have played the specified number of Link during the encounter. So a Link 0 card may be played at any time you normally could play a card. A Link 3 card may only be played after you have played at least three other Link cards in the encounter.

6-29-2010

Level 1 Acolyte Cards completed.

6-22-2010

Chapter 4
Tier one Classes: First draft flavor text added to all six classes

6-21-2010

Chapter 1
Ability Scores: Strength returned to melee attack roll bonus.
Chapter 4
Class entrys: Attack and Defense entrys removed from class stats as these are now dictated by total level and not class level.
Ability Increase: Class data added to each tier one class in table format. Ability Increases are given at every second level.
Chapter 7
Concentration: “concentration” checks removed and replaced by “Spell / Tallent Focus” check. Additional rules for sustaining cards included.
Chapter 9: Combat
Defenses: Protect, Reflex, Fortitude, Willpower now incorporate more than one ability score.
Ongoing Damage: there is no atomatic saving throw against ongoing damage at the end of each round and ongoing damage of the same type stacks. (a difference from 4.0)
Death and Dying: similar to 4.0 characters make a death save rather than constantly lose hit points as in 3.5 however, a stabilized character only remains stabilized for a short time. Also, a character who is dying and receives healing is no longer automatically returned to 0 hit points. (Heal skill changed accordingly.)

6-19-2010

Chapter 1: Getting Started
Dexterity: Dex mod only applies to Protect if attack bonus is sacrificed for the round.
Chapter 9: Combat
Combat: is rewritten to look more like D&D4.0
Immediate actions: are interchangeable with minor actions and are therefor usable one, two, or three times per round. Also, immediate actions used as interrupts are no longer limited to one per combatant’s turn.
Protect: Replaces AC as the antonym for Attack rolls on the primis that armor dose not help you avoid attacks.
New rules on Two-weapon fighting: If you are holding a weapon in each hand, you may attack with the second weapon as a minor action but only after attacking with the first as a standard action. Attacking in this way imposes a -2 on both attack rolls (if you attack with only one of your two weapons no penalty is applied).
Range/Area: Range and Area of Effect mechanics altered slightly from both 3.5 and 4.0 D&D. New mechanics highlight the uniform area of effect of 4.0 and the versatility of range from 3.5

6-18-2010
Chapter 1: Getting Started
Ability Scores
Strength: No longer applies to melee attack rolls.
Dexterity: Dex mod now applies to ranged AND melee attack rolls.
Saves: Fortitude, Reflex and Willpower (aka saving throws) are replaced as static values rather than variable components of a d20 roll. Effectively, all die rolls are thrown by attackers, or active players, while targets remain static.
Chapter 2: Races
Races: New races, undefined atm.
Chapter 3: Background (all new chapter)
Background: 17 new backgrounds to choose from when making a character.
Chapter 4: Classes
Class system: New Three tier class system. Replacing the old baseclass/prestigeclass system.
Multiclass: No exp Penalty
Class and Level Bonus: Feats and Ability scores no longer increase at standard rate according to level. Now they depend on class.
Tier one classes: Six tier one classes added.
Tier two classes: 21 tier two classes added.
Chapter 5: Skills
Acquiring Skills: Your max ranks allowed in a skill is equal to your level. Not lvl+3.
Skill List: Significantly shortened to only 15 skills.
Skill Descriptions: multiple skills now have new functions.
Chapter 6: Feats
Un-finished atm.
Chapter 7: Spell/Talent Cards (new chapter)
Card mechanics complete, card lists under construction
Chapter 8: Equipment
Unfinished
Chapter 9: Combat
Under construction
Off-guard: This terminology replaces flat-footed. Otherwise its the same.
Chapter 10: Massive Combat (new chapter)
Unfinished – no plans atm.

Lords and Legacy