<?xml version="1.0" encoding="UTF-8"?>
<campaigns type="array">
  <campaign>
    <description>This is a [I]2e Gamma World[/I] game.  The campaign takes place in the Allegheny region of what was formerly western Pennsylvania, USA in North America.  The first adventure for the group is going to be [B]Rite of Passage[/B] from the [I]Adventure Booklet[/I].  The characters are all members of Clan Cambol, a Tech Level I society.  In order to become an adult member of the clan, a candidate must perform the Rite of Passage.  The candidate travels to the dead city of Pitz Burke and back, bringing something that the clan elders requested of the candidate.

However, this group has a special task by the clan elders.  Last spring, a group of candidates was ambushed and taken captive for ransom by Carrin and Blood Bird brigands.  Karp, a Humanoid, was released by his captors to return and demand the ransom of Clan Cambol for the other three clansmen held still.  This spring's group (the characters) are tasked to bring back the other clansmen from the brigands alive.  Clan Cambol will not pay the ransom.  Karp is being sent with the group as a guide and advisor only because it still their Rite of Passage ceremony to complete.  

[B]Campaign Tone[/B]
I prefer a more grim-n-gritty game than a gonzo or wacky game. Science-fantasy games like [I]Gamma World[/I] can be pretty gonzo.  However, I am setting the tone of the campaign to be as realistic as possible (given the game and setting).  Therefore, I will be portraying this game as a grim post apocolyptic world where civilization is struggling to come back from the brink of extinction.</description>
    <id type="integer">81</id>
    <name>2e Gamma World: Rite of Passage</name>
    <setting-id type="integer">41</setting-id>
    <user-id type="integer">268</user-id>
  </campaign>
  <campaign>
    <description>This is the Wednesday night game played by any PLD that wish to join in on the fun.</description>
    <id type="integer">325</id>
    <name>4E Campaign - PLD</name>
    <setting-id type="integer">158</setting-id>
    <user-id type="integer">831</user-id>
  </campaign>
  <campaign>
    <description></description>
    <id type="integer">376</id>
    <name>&lt;working title&gt;</name>
    <setting-id type="integer">0</setting-id>
    <user-id type="integer">941</user-id>
  </campaign>
  <campaign>
    <description></description>
    <id type="integer">502</id>
    <name>A Brave New World</name>
    <setting-id type="integer">207</setting-id>
    <user-id type="integer">1262</user-id>
  </campaign>
  <campaign>
    <description></description>
    <id type="integer">163</id>
    <name>A Death Later...</name>
    <setting-id type="integer">0</setting-id>
    <user-id type="integer">460</user-id>
  </campaign>
  <campaign>
    <description>Feron is an advanced empire on the continent of Ghalton. There has been peace for centuries, and trade, art, science and magic has flourished. All the great races live in harmony, working together to improve the realm they inhabit. Or at least that is how it was, up until 31 years ago.

No-one knows quite how things started, but one thing we know for sure is that suddenly, people stopped dieing. Or rather, people stopped passing on to the Shadowfell and the Astral Dominions of the gods. Instead, they were stuck as ghosts, somewhere in between. Then, whenever a body died, a soul would inhabit that corpse, effectively becoming living again. But the souls that came back were changed. Even the most pious cleric of Bahamut would come back as a raving homicidal lunatic. And while they might be happy with their new existence, there were still millions of souls on the other side of the veil, calling at them, begging them to make them come back. So the killings began.

It was a fight that was doomed to be lost from the start. How do you fight an enemy that can't die. How do you fight an enemy that gets stronger every time anyone dies in pain?

After just 30 years, Feron was no more. Actually, you could say that Ghalton was no more. All that was left of man, was 300.000 people, huddled up behind the enormous walls of the ancient city of Tar'Eldar. Outside, the Reborn, as they were called, were pressing on, eager to take over the last of the living.

Desperation grew, but it seemed that the 7 arch-mages of Tar'Eldar had had the solution for a while. They had (in secret) been working furiously on opening a rift to another world. 25 years ago, that day finally arrived. Almost 300.000 men and women stood in line, with all that they could carry and some more, while the immensely powerful 7 worked their magic in a ritual like the world had never seen before. They were assisted by every arcane and divine caster still alive and in the city . The rift opened, and people started to pour through. For more than 6 hours, people kept moving through the shimmering portal, into the other world. Suddenly, as thousands of people were passing through the portal, there was an explosion, and the rift closed, trapping all the arch-mages and many powerful warlocks and clerics on Ghalton, along with more than 250.000 other.

What became of them, no one knows. Not a word has come through since then.

The survivors found themselves in the new world, that they called Draegor, meaning A New Beginning in Old Elvish. It was a fresh and fertile world, with a mildly hot climate (subtropical), and no sign of other civilized humanoid races.

The first thing that was done, was to find an appropriate place to start over. After a few days, such a spot was located and rebuilding began.

The first city of Draegor was called Drahar, meaning A New Hope, also in Old Elvish.

As mentioned, the building of Drahar began almost immediately. Everyone was put to work by the Council, no exceptions. With hills, river and forest with a &#189; mile, all resources were at hand. At first, most buildings were made of wood, and at the beginning only the Cathedral of Erathis and the Town Hall, along with the walls surrounding the city, were made of stone. But the dwarves mined like never before, in order to provide enough stone for the city, and priority lists were made, to ensure that eventually everyone would have a home made of stone.

However, things were definitely different than in the old world. While it was a great unknown world out there, it was much less scarier than the reborn from back home.

Soon it became obvious that some races just weren't suited for living amongst others, at least not in great numbers. In the Year of the Sundering (Year 3) an age-old Elven-Eladrin conflict blossomed up again, and before the conflict changed to civil war, it was decided that most of the Elves and of the Eladrin should leave Drahar, and find another place to live. They both went into the Silent Forest, although not in the same direction. Since then, both races have settled in, and created their own communities, out in the wilderness of the new world.

After the Elves and the Eladrin left, there was peace and quiet for a while. The people of Drahar worked on their city, getting things to work. Exploration was almost non-existent, as the Council feared what they would find. After all, they had all they needed to survive and prosper, why risk running into a hostile civilization? This is not to say that there weren't any dangers. The Silent Wood proved to be full of monsters, and several skirmishes with monstrous humanoids (mostly kobolds, goblins and also some hobgoblins and orcs) did also happen. But they were few and far between.

In the Year of the Clans (year 10), the Halflings of Drahar finally grew too restless to remain in Drahar. Embracing their ancient ways, they left on good terms, clan by clan, and struck out to explore the world.

The next year, in the Year of the Rock (year 11), the Dwarves of Drahar decided it was time to leave for the mountains, to regain their independence, and work some for themselves instead for the humans. They found a place in the Maruum, the Golden Peaks, and called their new home Magyth, the Golden Mine.

Even though the dwarves and halflings left on good terms, their departure were the catalyst for the greatest crisis so far in the new world. Some people felt that they had abandoned the humans, and eventually, those people started to hate all demi-humans. These people, later named the Purists, were led by John Blackhand, one of the more charismatic members of the Council. Officially, pressure grew on the Council to change the law, so that demi-humans had fewer rights and were punished harder. Especially tieflings and dragonborn seemed to be the target of the Purists, since they believed both races should be relegated to slave status, even though both races had played an instrumental part in holding of the Reborn on Ghalton, and in creating the rift to Draegor. The two races had also payed the highest price, very few were left. Not many had made it. Unofficially, press gang were hunting the streets at night, and woe to any demi-human caught out alone, with no guards around.

Soon enough it became clear that something had to be done, and the Council stripped John Blackhand of his powers, and arrested him, without any hard evidence, other than his rhetorics. His people retaliated by breaking him out, and setting a good part of the city on fire. While the fire raged, John Blackhand and his most trusted allies escaped the city, and went into hiding. He came back, claiming it was the will of the gods that he was not to be imprisoned, and that the fire that had ravaged the city was a sign of their displeasure. He went further, and announced that the city was cursed and tainted by the demi-humans, and that he would set out to find a new, clean place to live, and that any human was more than welcome to come with him. A week later, in the Year of The Black Hand (year 14) more than 3.000 adults left Drahar to follow John Blackhand westward, along the Elra, out to the Sea of Hope. [map of the explored world]

Over the last 11 years, more people left Drahar, some joining John Blackhand in Blackkeep, while others set out to form their own communities, most notably Laketown, whose inhabitants left because they wished to follow King Azar, and not be subject to some pseudo-democratic council.

Then, slowly, the people of Drahar and Draegor reverted to there fairly peaceful existence. But, as usual, the peace and quiet didn't last. One day, 50.000 other refugees from Ghalton suddenly appeared at the Stones of Arrival. They were amongst those caught in the blast that shattered the ritual. They had no idea what had happened, since for them, no time had passed.

Confused and confounded, the new arrivals parted ways. Most chose to live in Drahar (about 30k), while some left for Blackkeep and Laketown. Some even opted for making it on their own. This has been very hard on Drahar, from what you have heard. Most of the newcomers live together in two new wards, the Furnace and the Oak Ward, which is a ward build on the Elra. Wood on water. From what you hear, things are very heated, with many gangs fighting for the dominance of these two wards, while the old and new Draharians are trying to build lasting homes for their new co-habitants.

Now, 25 years after coming to this world, the first generation born here has grown up, and are ready to take on the world. </description>
    <id type="integer">179</id>
    <name>A New Beginning </name>
    <setting-id type="integer">0</setting-id>
    <user-id type="integer">495</user-id>
  </campaign>
  <campaign>
    <description></description>
    <id type="integer">466</id>
    <name>A reshaped World</name>
    <setting-id type="integer">256</setting-id>
    <user-id type="integer">1182</user-id>
  </campaign>
  <campaign>
    <description>In the city of Kentwick, something is not quite right.</description>
    <id type="integer">422</id>
    <name>A secret Infection</name>
    <setting-id type="integer">234</setting-id>
    <user-id type="integer">954</user-id>
  </campaign>
  <campaign>
    <description>You have been chosen by the Executive Council to train as a Guardian of the Realm, or what has become known as a Sentinel. </description>
    <id type="integer">473</id>
    <name>A Sentinel's Commitment</name>
    <setting-id type="integer">0</setting-id>
    <user-id type="integer">1200</user-id>
  </campaign>
  <campaign>
    <description>Doom Doom Doom.</description>
    <id type="integer">372</id>
    <name>A tail of doom</name>
    <setting-id type="integer">62</setting-id>
    <user-id type="integer">933</user-id>
  </campaign>
</campaigns>
