What drives the action in your RPGIng?
It has been some time since we have gotten back to the action of our game (though maybe not quite as long as your 4E game), but:
For the Drow Cleric who renounced the internecine strife of her home culture and discovered a world of stars and moonlight on the surface: will she be able to rescue her kinsman, the only remaining connection to her past, who was dragged through a portal into the Shadowfell? Will she make a place for herself among these surface dwellers, or will she be treated with the mistrust and suspicion that plagued her early life?
For the Half-elf Warlock of the Raven Queen: will he steal the heirloom family sword that beckons to him with promises of dark power, though he has renounced his family and their noble privilege? Will he learn the nature of the Raven Queen's patronage, why he was chosen by her, and make peace with the assemblage of voices from the past that hammer a cacophony in his head?
For the Half-Orc Ranger: will he uphold his vow to restore the rightful heir to the throne? Will he keep his brother from yielding to the dark forces that seek to claim him? Will he die a hero, falling in battle in an attempt to prevent some injustice?
For the Halfling Rogue: will he find a meaning, a raison d'etre of his own, outside the interests of his companions? Does he have a belief system that he is willing to make a stand for? Or is he but a feather in the wind, blown about by forces greater than he and never finding a way truly his own?
As a group: will they halt these seeming encroachments of the Shadowfell into the natural world? Or do their actions hasten a planar apocalypse?