If you campaign had introductory text a la Star Wars..

I don't know, but I wouldn't have it it fade into the distance in space; that's a bit too scifi for me, and Star Wars has already done it.

Or did you want to know what it would say? Geez, I dunno. Something along these lines:

Humanity has thrown of the shackles of the Breeders and claimed the entire world of Crotalamh for themselves. Relics of the Breeders still cover the harsh, red landscape however; steam and spring powered technology, huge drills that bring water up to the parched landscape from vast underground aquifers, races of humans bred to survive the harsh landscape or serve the breeders in various capacities. Tension between the Bred and Unbred portions of humanity reaches an all time high. And lurking in the background are hints of a dark secret; a blasphemous pact made centuries ago that will haunt today's generation...
 

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" Three eons past, in the Epoch of Legend, the mighty wizard Al'azoraq bore witness to a dark and dire omen. In dreams and portents, he beheld the volcanic destruction of the secluded isle of Almat, upon which his fortress and the shrine of Azor'alq rested.

Six decades prior to his prophetic vision, Al’azoraq was banished from the mainland, for reasons he refused to divulge. Three decades following his exile, the wizard befriended a second stranger, the beauteous Chrysa, whom he discovered upon a secluded beach during the onslaught of a hurricane.

Almat, thirty leagues south of the Ataphad Isles and fifty leagues northwest of the mainland, enjoyed the bounty of waters kept temperate year-round by unusually warm currents. The isle sported lush vegetation, producing hardwoods and rare spices. A bounty of wildlife, including the colorful corollax bird, was native to the island. Rich mineral wealth was found beneath the soil, in the form of precious metals and numerous gemstones including peridot, topaz, agates, and amethyst. Farming, fishing, and the husbandry of exotic birds and flowers formed the staples of the Almati lifestyle.

The isle secured its rightful place in the scrolls of history, when the heroic Azor'alq battled against the Minions of Darkness, upon the beaches of Almat itself. Encircling the shrine of Azor'alq, a protectorate of noble paladins established their stronghold.

Gathering their mightiest magics, Al'azoraq and Chrysa forged an alliance of water, stone, and fire, which transformed the volatile undersea volcanoes into massive pillars wrought from molten stone. The isle and its inhabitants, including their infant daughter Syliah, were raised upon these pillars, safe from harm far above the ocean's wrath.

Or so thought Al'azoraq."

( more at BPAA Background )
 
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"Return to a time, when the world was young, and adventure was always in the offing.."

Oh wait. Crap. Danged The Sword and the Sorceror is still burned into my synapses.
 

Welcome to the Shadowend, my friend. It is a land of mystery and magic, where the dungeons of a hundred lost lands lie open to the brave, the clever, and the daring. It is a land where the immortal ilvenkin walk in the kingdoms of man, valiant dweorhin battle goblins in an unceasing war in the depths, and cunning gnomes uncover secrets lost in ages gone by.

In the lands of the Shadowend, all is new. The Second Speaking of Te, “So it begins”, undid all the gods had done before. Dragons, once confined by divine edict, regained the powers of their progenitors, to breath fire and change form. Umoth, the Sunfather, was freed from his imprisonment, and once more the gods war in heaven to prevent the immolation of the Wyrld. The Lord of Smiths regained his place in the Underhalls, weaponsmith to the gods and champion of liberty.

Seek you power? Then look to graves of kingdoms, for of the Fourteen Treasures of the House Lands, only three are claimed today. Seek you opportunity? Then look to the west, for the Chalice of Tears has been seen in crystal Ashyntarri, and where that fell artifact goes, opportunities are laid for those willing to take them. Seek you fortune? Then look to the Shadowend Forest, for the queen of Larenyss has declared a crusade, and the man who does the most for her shall gain her hand and a kingdom.

Hie, it is magic you seek? Then look around, and find it in the vaulted halls of the deep forest, in the twisting passageways of the earth, in the billowing cathedrals of the clouds, and in the flowing channels of the sea. In the Wyrld, in the Shadowend, in you, magic is already, and to find it is as easy as opening your eyes and stretching out your hand.


More questions to the character than statements about the world, but it suffices as an introduction.

Cheers
Nell.
 

"stranded on this continent and struggling for security and stability the confederation of religions known as Maissen feels the need to know what lies beyond its borders. these few people have tapped the vast resources of a strange land in the hopes of either fidning home or building one anew. as the dark forces of the evil lich idien gather together the lesser intelligences of the region a small band of unlikely heroes must sally forth in a desperate bid for allies and magic, hoping ot stop the inevitable and win the freedom of their brethren....."
 
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This was the opening section of the background guide I gave to my players in my current campaign:
At the southern bend of the Dragonmid River, where the lower and upper branches of the great river come together, a group of small countries have held a tenous existence between several powerful forces. These Duchies, as they are called, all trace their existence back to the chaos surrounding the Apocalypse, the cataclysmic magical mishap which destroyed the mighty Daramar Empire and created the sterile desert known as the Apocalypse Waste. Twelve war dukes, who were in command of forces arrayed against the Rogon and Dragon forces to the west, immediately took control of areas around their commands in order to preserve order. The current rulers hold their titles in direct line of descent from those commanders of five hundred years ago.

In the intervening years, the political survival of these last vestiges of Daramar power has been a constant struggle. To the north, the savage northmen took over the Empire’s second city, Mirrormik, and have turned it (at times) into a major economic and military force. To the east, the enigmatic Druids hold the March Woods, a place which not even the Daramar Empire could wrest from them. To the west, hordes of Rogon, dragon-worshipping lizard men, constantly threaten the humans of Daramar. Seventy-five years ago, amid the slaughter of the rogon wars, many of the southern duchies fell to barbarians out of the jungle. Further south, the island mageocracy of Grekia has expanded to the mainland, enslaving all they find to work on their vast plantations.

Within the Duchies, internal divisions create further dangers. The old Daramar Empire was dominated by the monotheistic faith of the aniphon; the cataclysms of the last two hundred years have severely tested the faithful. There are currently two factions—one based in law and obedience, and the other in freedom and mutual aid—battling for dominance in the ancient religion, and tensions mount. Further complicating this religious strife is the recent upsurge of converts to the gods of Grekia—a polytheistic group which promises more power and riches for those who pay them homage.

It is a time when many feel that the old traditions are breaking down, but also fear what may emerge to take their place. Place no longer promises stability in a time of shifting ideas and allegiances. It is a time when people join with those who share beliefs, hoping to find strength together for the hard times all know are coming. It is a time of great danger, but also a great opportunity for those bold enough to act decisively. Like the rogon wars of three generations ago, this is an age in need of heroes.
 

Mine's Actually from My Star Wars game

This is the top of the actual invitation I sent out to people
 

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For my Forgotten Realms campaign, it would go thusly...


...The Realms still reels in shock at the death of King Azoun IV at the hands of Nalavara, the Devil Dragon, and her forces of evil have only recently been broken. One band makes a name for itself clearing those pockets of foul resistance scattered about the once-fair kingdom, looking for glory, looking for adventure...

...not realizing that they are about to struggle to save the kingdom from a threat far larger than the plans of Nalavara.


Now, if only we can get BACK to that damned game... We broke for Gencon, and now the hills are alive with the sound of Unearthed Arcana... :)
 

<div align=center>THAVIAN WARS

EPISODE I
RISE OF THE NECROMANCERS

Dark forces are at work in the city of WATERDEEP. An astounding
increase in petty theft, along with burglary of many of the city's
wealthy patrons, has left the WHATERDHAVIAN GUARD stretched
to its limits.

Furthermore, many graves around the city have been disturbed,
the bodies removed, and not seen again. It is possible that this
is linked to the rise of the School of Necromancy among the
RED WIZARDS of Thay.

There are also rumblings from the East speaking of a coup
brewing agaist the School of Necromancy by the fiend-summoners
form the School of Conjuration. Wise arcanists across the
face of Faerûn fear that the summoning of so many
denizens of the Lower Planes will bring the BLOOD WAR
to the surface of Toril in as little as a dozen years....</div>
 

I have to admit, I never even thought of creating an introduction for my campaign, especially since I'm basically making it up as I go along. ;)

But I just now came up with this:

"And so it was, that following the Great Cataclysm, that The Lord of Lords cast his judgement upon the Race of Old Man and it's children, and found them wanting. And so He sent his Scourge to shatter Man's golden cities and armies, destroying the mighty devices he had forged in his hubris. And He scattered Man and the other man-races across the face of Titan, and told them to start anew. Thus the great Golden Age ended. Man started civilisation anew, but this time found himself sharing the world with the Elves, Dwarves, Goblins, Giants, Beast-kin and Orcs he himself had crafted in an attempt at equaling the Lord of Lords. And thus he would learn humility by accepting those races as his equal in the eyes of the Lord"
-Book of the Prophet's first revelation, 3;32

"It is the year of the Prophet 1104, and you are Adventurers in the western kingdom of Arbion. In other words, you're mercenaries living outside the feudal system, paied substantial coinage to do jobs outside of the norms: monster-slaying, object retrieval, dealing with "goblin problems", etc. The nobles don't like your independance, but you're useful to them. The peasants fear your power, but you protect them from that which would destroy them. The Church dislikes your heretical beliefs, but you fight the evils it stands against. You're freeman humans, clanless dwarves, homeless elves, upstart beast-kin and redeemed dark-kin."

"You're Adventurers."
 

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