In the
Iron Kingdoms (as a PC):
We saved the world by defeating a necromancer-artificer and freeing the trapped elven gods. Hooray!
500 years from now, the elven gods will be 100% A-OK, ready to restore the world to its proper balance. Hooray!
In the ensuing 500 years, all non-draconic life will perish. Except for the remaining ten necromancer-artificers, all of whom are significantly more powerful than the one we just bagged.
Er...
Not so hooray.
Right now, we have no clear plan except to return to Khador to challenge the next one in line.
In the
Kingdom of Ivalice (as the DM):
The campaign is
finally almost ready to begin; the first adventures are ready, the world conversion to 3.5 is complete, the NPCs are statted. It's about time to scratch the DMing itch again!
Five years after the end of the Lion War, the tenuous peace established by King Delita Hyral I hangs by a thread, threatened on all sides by foes foreign and domestic.
The Technocracy of Romanda is developing a construct army based on plans smuggled from Goug Machine City, the Murond Glabados Church is regaining its hold over the hearts of the populace, the disenfranchised nobles of Gallionne are scheming against their common-born conspiritor-king, the parliamentary dictatorship of Valencia is sending its elite Riskbreakers to unbalance the country, hordes of monsters roam unchecked in the shattered Duchy of Limberry, and a stash of valuable - and dangerous - grimoires has been unearthed from the ruins of Orbonne Monastery.
As new recruits to the king's secret police force, the Black Sheep Knights, the PCs will have their hands full.