A Brief Introduction

Campaign Precis
Classic (Alair I & II)
Alair Returns
Animir
Redcliff
Ladies' Night
Alair3
Alair Holy Wars

Alair originated in 1998-99 as a fairly simple gameworld concept; imagine a world where a totally evil dragon, on a scale to be a force of nature, rules most of the kingdoms. Humans are slaves and elves are wiped out (as far as the players know). Offspring of the Dragon and other races -the Kin - form his aristocracy, all powerful, all different. The PCs would then become involved in a long rolling series of quests to locate one sword of a set that could possibly defeat the dragon. The adventure was planned to be called The Seventh Sword and the system was intended to be RuneQuest III.

Then, in 2000, D&D 3rd Edition appeared. Being a collector of game systems, I bought it and read the rules, and loved it. Everything I'd ever fudged with homebrew or grumbled for the lack of in D&D before was covered with some elegance (possibly excepting the Grappling system...). The decision was taken, and the adventure was redrafted into the new system. Classic Alair launched in March of 2001.

I'd envisaged it as a short campaign, but it ran, and ran, and ran. Eventually I admitted defeat trying to run a game at around 53rd level and we played something else for a bit. Then I restarted Alair with a new party 50 years on from the first. That ran even longer. Evidently something works in this mix. There have been some spin-offs since, and a fourth campaign which didn't really work.

Finally, in 2020, nearly 20 years after the Upgrade, Alair has become a (mostly) D&D 3.5 world.

Now the time has come to return to the Fields of Alair once more...