Neeklus said:
Ah interesting. Could you explain in more detail how the adventures are set out?
Sure. First, here's a huge
*** SPOILER WARNING ***
The entirety of the Drow War saga has the following premise: the Players are all Starborn, even if they don't know it at first. These are avatars of the stars upon earth. If you're familiar with fantasy ideas like Moorcock's Eternal Champion, or the reborn warriors of the Hakkenden, you'll have an inkling of what sort of fantasy saga this is.
They aren't necessarily good or evil (they can be of any alignment) but they do stand for affirmed existence as opposed to uniformity and undifferentiated darkness. The opposing force to the Starborn is the Host, who are avatars of the Dark. The Drow are the most favoured of the Host, but not its only members.
Every thousand years, in the event called the Equinox of the Heroes by those who know of it, the two cosmic forces come into conflict, and the result determines the fate of the world. Last time, the Starborn won, but only just.
Starborn have one very important special quality. Unlike other beings, they can be returned to life if they are slain. (This is a major break from conventional d20 in which resurrection is commonplace.)
So, the theme of each section of the campaign is how the Starborn face the threat of the Dark. There's a different manifestation of that threat in each volume. For example, in the first book, an exiled house of the Drow seems to have somehow won the favour of the Dark, and prepares to march upon the upper world. The adventures deal with different aspects of this: the discovery, warning the towns, reaching the major city and so on, with the subplot of finding out who the Players really are and how they can awaken their powers.
If you'd like to see how the campaign plays out in practice, there are some online blogs:
Wilmslow Games Club (should be nice and local!)
Brent Nall's Drow War Campaign (I'm enjoying this one immensely)