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Over the years, many a fine campaign has been run in the World of Sulerin. Presented within this part of the World of Sulerin website are notes and records taken from a multitude of campaigns. We hope they provide you with entertainment and perhaps with inspiration for your own adventures in the World of Sulerin.
A fine campaign of many years that continues to grow. This solo campaign features the adventures of the wizard Archaios and his drive to seek ever-greater power and knowledge. Read within about his many adventures and interesting companions.
This campaign toured a series of published modules, altered to fit into the World of Sulerin and for continuity. When I started this campaign I was also busy running a game for Call of Cthulhu, so I didn't have a lot of time to plan for each gaming session. Using modules was a great help in this respect and a bit of a new experience for me as well.
Now in its third year of adventuring, the Company of the Cleansing Flame campaign was originally a solo campaign with only the character known as Therod, a ranger. Later, Tadhg, a paladin of Lathidus joined in on the adventure. Then, finally, Brome, now a powerful fighter-mage. Other characters have passed through this campaign as well, but these three have stayed.
Being a relatively new campaign, Dangers of Hana is about a group of adventurers thrown together and entwined in the political web of Hana. While this campaign was a bit short, it was an opportunity to add some detail to the Hanois Peninsula area of the world.
This is an ongoing solo campaign, now nearly ten years old and played every few months. Selden, the main character has made his living these many years as a bounty hunter for the infamous thieves guild of Tel-Akbar. Read about him and his many adventures here.
This campaign, set initially in the northwestern corner of Irendi, near the empires of Bethdezra, Maragash, and Dezeri, explores a variety of themes; principly that of young adventurers who become involved in the stories left unfinished by or which resulted from the actions of their ancestors. The rise of draconic influance is a strong sub-theme as it presents many conflicts for these old kingdoms, for relatively new deities, and for a setting just recently emerged from a devastating two years of supernatural winter. The year is 12913AC, roughly twenty years after the fall of the Torment of Slavery, Titalus. This campaign is also noteable for its lack of an alignment mechanism, increased ability score progression in lieu of stat enhancing items, and use of the Pathfinder edition of D&D.
A short campaign set in the Lands of Azhral. Rife with inter-party problems, this campaign met its dismal end as greedy party members were devoured by a slithering tracker while looting each others bodies.
This campaign ran over eight online gaming sessions, playing through the first half of U1, "The Sinister Secret of Saltmarsh." The setting was transplanted to the City of Mendenton and some minor adjustments were made to fit it into the World of Sulerin.
These characters and the world presented here were made up for a couple nights of IRC gaming where we were figuring out how to roleplay over IRC. The participants were each handed information on a character, a description of the world and details on how to make a map of the realms. Some of the maps the players came up with given the description were quite interesting... Anyhow, it was great fun, though also very chaotic, but it later allowed us to have some excellent IRC gaming over the following summer.
In Sulerin, the setting of Sinordin exists far away from where I usually place my campaigns. It is a terrible desert of ash turned glass by the endless storms of lightning that rage above. In this desert, five vast cities, each far larger than anything found on Earth, exist. From the lowest mining tunnels, miles deep into the earth, to the titanic towers that rise thousands of feet above the layered metal metropolis of the cities, to the wastelands of ancient city areas abandoned and inhabited only by monsters, to the wars that rage between mortal and the demonic on a daily basis, Sinordin is a dynamic campaign setting filled with turmoil and adventure.
As one of my longest campaigns, this one set world events in motion which even today still affect the setting where current campaigns are played. Run over about seven years, the adventures of Garbin, Kati-bre, Tachos Oakenshield, Gillius Thunderclap, and Thaymen Silverstreak had it all. Mighty earthquakes, nefarious thieves guilds, elvin princes, civil war, demon gods, holy warriors, dragons, the exploration of far and new lands, and far more.
Many a good evening was spent in the company of college friends through-out this campaign. Numerous visiting characters lent a colorful aspect to the adventures herein. Join Taloc, Janos, L'Kari, Gowron, and many others as they travel throughout the Wild Coast of the West, the flooded Shayohin Plains, and the United Kingdoms.
The original "Tomb of Horrors," by Gary Gygax, was a work of dark imaginings and deadly challenges, pitting player characters against the evil designs of the powerful lich called Acererak. In the "Return to the Tomb of Horrors," by Bruce Cordell, characters are again challenged and called to bring justice against the evil lich, whose power has grown over the last 20 years and nears his greatest accomplishment.
For this party of adventurers, Bolas was a good friend, a dependable warrior, and at one time - a ghost. Read on here of the many adventures of Bolas, Chance, Kolvidir, Marcus, Taren, and Theo. Played over the more than three years, this campaign amassed a wealth of material and even though it is no longer being played, it continues to have an effect on present campaigns.
In the vast city of Hana commerce is king, and its powerful merchant princes endlessly vie in subtle warfare against each other for wealth and power. In its colorful tent lined streets the masses live surrounded by mortality and vice, their lives shaped by Hana's lawlessness and by the movements of the princes. Occult and superstition are as rampant as poverty, and a thousand small gods have arisen to capture the minds of those who will listen. In this sea of chaos, commerce, and mortality, can four adventurers rise as champions of good virtue, stand free of the sin that surrounds them, and in the midst of the city's dangers still find romance?