My choice is Precataclysm - not just to slavishly follow along, but
because I honestly think it will be the most fun (and had chosen it,
long before I reached the end of the email which said you liked it
as well!)
Good News! My husband will be joining the campaign, as well!
See you soon - Cyndi
--- In tombofthelastheroes2@yahoogroups.com,
raistlin_majere_of_solace <no_reply@...> wrote:
>
> Greetings,
>
> Long has it been since I walked these hallowed halls of
> storytelling, and long may it be until I once more depart them. I
> propose, dear friends, a new adventure. As we have done in the
past,
> we'll begin with a setting - the world of Krynn from the
Dragonlance
> setting. The question, as always, is what age we should begin in?
> Here are the options I am presenting:
>
> Option 1: Pre-Cataclysm
> This is the 'old world', so to speak - and by far the longest age
> available for Dragonlance. The Knights of Solamnia (the original
> organized knighthood in the Dragonlance setting) were founded in
> this age and prospered and grew for nearly 3,000 years before the
> Cataclysm. Magic was widespread and powerful, and great battles
> ravaged the face of the world. Dragons are disappearing from the
> world the closer to the Cataclysm we draw, but they exist in great
> numbers when we go really far back in time.
>
> Option 2: The Reign of Istar (still Pre-Cataclysm)
> Istar is the name of a nation known to all creatures on Krynn from
a
> period of time several centuries before the Cataclysm up to
present
> day. On Ansalon, that is. The nation of Istar was as powerful as
> they come and ruled under the god-like Kingpriest who dictated
even
> what people could think. The most powerful clerics to walk the
face
> of Krynn were alive in Istar during this time.
>
> Option 3: The Cataclysm
> The Kingpriest of Istar sought to become a god for the good of the
> world, but chose the path of arrogance for his ascent and was
> subsequently denied and punished. The gods sent, by all accounts,
> a 'mountain of fire' from the heavens that not only decimated the
> city and nation of Istar, but sank it and much of the surrounding
> lands, creating an eternal whirlpool in what is known as the Blood
> Sea. The entire planet shook under this force and was forever
> changed.
>
> Option 4: The Aftermath
> In the years following the Cataclysm, the world descended into a
> dark age where survival was paramount. Food was scarce, commerce
was
> nearly non-existent, and opportunists took advantage of
everybody's
> poor fortune. The knights fell from grace as they were blamed for
> the Cataclysm; some began fighting amongst themselves while others
> left the knighthood and turned to a life of thievery. Law and
order
> fled the lands. It was a dark age, indeed, for those who remained
> innocent and fearful of the newly-spawned creatures in the night.
>
> Option 5: Recovery and the War of the Lance
> The age most of us are familiar with. Following some 300 years of
> growth and development after the Cataclysm, the cities of Ansalon
> are once again thriving. A dark army arises during the absence of
> the Knights of Solamnia, and the Heroes of the Lance begin their
> fateful quest that will eventually re-enstate the Knights of
> Solamnia, unite the goodly people of Ansalon, and defeat the plans
> of the Queen of the evil gods, Takhisis. The dragons are
> rediscovered and once again roam the skies.
>
> Option 6: The Chaos War
> An idyllic decade or two exist between the War of the Lance and
the
> Chaos War during which the forces of good become entrenched and
the
> forces of evil learn from their mistakes and grow stronger. The
> Irda, a race of people who gave rise to the ogres and long thought
> extinct, capture an enormously powerful artifact called the
Graygem
> that houses the soul of the Creator himself, Chaos, who ruled over
> all the other gods. Long story short, Chaos is mad and tries to
> destroy the world, is stopped by the next generation of heroes,
and
> finally concludes with his defeat. The gods of Krynn 'depart',
> leaving the world to fend for itself; magic disappears with them.
>
> Option 7: Post-War
> After the retreat of the gods and of magic, many people are lost
and
> are looking for meaning in their lives. It is a period of soul-
> searching and disbelief. Rare individuals begin to realize that
> magic does still exist, only in a different form, and this the
hunt
> for magical relics ensues. The great dragon overlords arrive from
> other worlds and other planes and begin the great Dragon Purge
> wherein they destroy other dragons and absorb their strength and
> power. The citizens and creatures of the world cower in their
> shadows while small groups of heroes band together to stop the
> dragon's advances.
>
> Option 8: The War of Souls
> Takhisis returns and again attempts to take over the world. The
> other gods intercept her, and a decision is made to remove her
> godhood forever. Since the balance of good and evil must be
> maintained, Paladine, highest god of good, sacrifices his godhood.
> Both walk the planet in mortal form.
>
> Option 9: Post-War of Souls
> Honestly, I don't know much about this age. From what I
understand,
> the minotaurs have become major players and there is a vampire
cult
> being influenced by the mortal form of Takhisis.
>
> Option 10: Taladas
> We've discussed this one before - the second super-continent of
> Krynn, Taladas. There has been almost no material regarding this
> mysterious continent in the Dragonlance novels, but there is a
great
> deal of information in the roleplaying materials.
>
> I think that about covers it. I'm a bit rusty on my Dragonlance
lore
> these days so I'm open to further input on the ages I've
discussed.
> I know there was a lot more happening in each age, but I'm just
> going for the generalities. Please post your comments and
> suggestions on which age we should play in.
>
> My vote, for what it's worth, is in the old-world, Pre-Cataclysmic
> setting. It is a little more traditional and quite a bit less well-
> developed as the other ages. Plus, look at the time span we have
to
> work with! Thousands of years during which any great adventure
could
> have occurred.
>
> Now it's up to you.
>
> Cheers,
> Raist
>