Campaign Synopsis:
The characters live on a small continent (around the size of France + Belgium combined) broken into 9 Lordholdings. Every 15 years the Lordholders get together to elect a "King" to resolve disputes between Lordholdings. The story began the year following the election, as the prior Lordholder who was voted out refused to step down, so the new King's brother assembled and hired the party to remove the man. After a year-long module they were successful.
In the next module they acquired a ship which became their home base, docked in the city of man who first hired them.
In Year 3 (both player and character time) they acquired an island 60 miles south of the continent, which became their new base of operations. The successor Lordholder to the man killed in the first module then made peace with the party, with the island now becoming part of his Lordholding and several party members taking positions as his advisor.
The party continued to grow and undertake several new adventures (TSR Modules, Dungeon Magazine modules and original stories). Most players now had multiple characters who they alternated playing. In one module the party acquired pegasi which they began to use as mounts. Their fleet of ships also expanded.
Ten player years into the campaign it was noted that most players had low level characters (1st to 3rd) who seldom got played. A "Spin off" team was formed, establishing a sculpture shop in a large city on the opposite side of the continent (and thereafter used for lower-level city adventures). Playing characters have switched back-and-forth between this group and the main party. This team is used for approximately one-quarter of the modules (and playing out both a primary and secondary team led to player time now exceeding character time).
Fourteen character years into the campaign the next election of "King" occurred. Due to the party's intervention, a new "Queen" was elected from among the Lordholders. She is an NPC whose consort is one of the playing characters. She uses both teams of characters to solve problems throughout the continent. In one module several characters gained the permanent ability to shift into a aquatic-race. One founding playing character became romantically involved with their Lordholder.
Twenty player years into the module an epic module was played out set in the Forgotten Realms oriental setting of Kara-Tur. The module was initiated by an attack on their island by a former enemy who now resided in Kara-Tur. Following that module a large number of new NPC's and PC's were added to the party, including multiple ones from the oriental animal shape-shifting Hengeyokai race.
In the last two character years they have acquired another Island, this one located 100 miles north of the continent and geographically depicted as this world's version of Scotland. This land has now become the 10th Lordholding. Most modules during this time have had a connection to the new land.