Overview
Closed Game
This is a closed game, meaning only members of the club can see content within it.
About This Game
Game System
Detailed Description
This is an Adventurer's League game.
Adventurer's League means that your characters used in this campaign will be transferable to other Adventurer's League games, may it be here in the forums, at conventions, or with your friends at home, provided you abide by Adventurer's League rules (which can be annoying because they keep changing faster than forum games play out) and keep a diligent record.
We are currently not looking for new players. The game will start as soon as six players apply. To join, declare your interest in the OOC forum. If you do not have a character, state the linneage/race, name, class, background, please do provide the character sheet within 24 hours. One slot will already be occupied by the player who requested this game, before it opens for everybody else.
While no background story is required for Adventurer's League characters, I do appreciate it. The game opens as the player characters travel to the funeral of a hero, mentor, and/or friend. It would be nice if you produced a connection.
For details on Adventurer's League, including character creation and migration of Forgotten Realms characters into the Krynn settings, see the Adventurer's League Games and specifically the extremely helpful compiled advice under Characters: Creation and Tracking. The plain rulebook on character creation
You will find more (optional) details on the game world in the "Krynn" section of this forum.
351 years since a cataclysm fell the continent of Ansalon in the world of Krynn.
351 years since the great nation of Istar was smashed along with its very bedrock, leaving only the Blood Sea in its wake.
351 years since Ergoth split in two.
351 years since the the population of all peoples died, save for a few miserable stragglers who refused to die.
351 years since the gods left without a sign.
The land was suddenly too vast for what few people remained, responsibility for the cataclysm was with people, except one's own, and it was safer to stick to one's own.
Over the recent decades, some semblance of civilisation managed to establish. Certain death never stopped the bold ones from trying to achieve the impossible, yet since recently songs of bards began to praise opportunity over lamenting what was lost and never to return. Despite all the suspicion, traders and adventurers from all peoples are welcome in the city of Kalaman at the Delta of the Vingaar River, the artery that runs throughout the kingdom of Solamnia.
Besides gold and pepper, the most valuable good traded here are rumours and opportunity.
Amongst these are our heroes, the ones around which this story will pivot. What units them is the last honour to those that came before, as they all receive identical messages.