If ever there was a time when the people of Krynn are crying out for heroes, that time is now - the Fifth Age, the Age of Mortals.
After forty years, the gods have returned to the world of Krynn, ushering in a new age of magic; the lost divine and arcane arts returned with them, to contend with the shamanistic and mystic magics that arose to fill the void. The dark goddess Takhisis lies stripped of her divinity, although the god of Light, Paladine, sacrificed his own to bring her down. The dragons of good have been driven into hiding, while the dragons of evil openly control vast swaths of land. The Dark Knights of Neraka have become a force to be reckoned with, having seized power in the chaos that followed the Second Cataclysm, and now control the majority of the civilized lands. The once childlike and fearless kender have become as cynical and terrified as the rest of the races, and all hope seems lost, even as the beacons of light have been lit.
It is here, at this important turning point in Krynn's history, where the vacuum of power has been created, that the chance for heroes and villains has arisen, to change the destiny of the entire world. And it all starts... with a song.
This is the most recent official Dragonlance campaign for Dungeons and Dragons. Divided into three books, Key of Destiny, Spectre of Sorrows, and Price of Courage, this is a truly epic, sweeping campaign, designed to take the heroes from first to twentieth level. I recently finished playing in a majority of the campaign, but, due to moving away, I won't be able to see it through to its conclusion. While the story is steeped heavily in the lore and works of the Dragonlance setting, prior knowledge is not required, as the story offers numerous opportunities for explanation and exploration into its long history, over the course of dozens of books and adventures.
The story begins only a few months after the events of the War of Souls trilogy, and sweeps at a brisk pace through locales both familiar to readers of the series, and new and exotic. It's a high-epic story, very high-powered and high-fantasy, keeping with the feeling that the events of the future are shaped by the heroes' decisions, actions, and sacrifices.
For the campaign, I intend to use the D&D 3.5 ruleset, though modified by some of the things I like, and will steal, from the Pathfinder ruleset, such as changes to skills, HP, and a few other, minor things. Players will start at first level, although several campaign specific classes and races will be available for use. I plan to detail character creation once I have acquired enough interested parties.
On that note, I do want to be somewhat picky about who I ask to play this; due to its length, and the nature of dice-based games on the forum, I'm looking for people who can provide at least one reply every day, and intend to play for an extended duration. I would like players to at least be familiar with the D&D rules, in general, even if specifics may escape you. This will not be an easy game; planning, forethought, and good tactics will be encouraged and rewarded, and I plan to put in a significant amount of effort to this game, hoping to receive the same back from the players.
If you're interested, or have any questions, please let me know; I'm always glad to answer any questions I can.