hello again, dear reader, welcome to the beginning of our tale.

information


system. this campaign will use the 5e 2024 ruleset.

house rules. see here.

date & time. this campaign will run every other week on saturday nights @ 9est.

level. the campaign will start at level one, with a solo session taking place a month in-game before the start of the campaign. we will also be using milestone level advancements.

ancestries. see gm-approved options under “character options”.

classes & subclasses. see more gm-approved options under “character options”.

equipment. other than starting gold, each character will receive a keepsake, an item that will connect them to the story. these items are not meant to be magical, however, all serve a purpose in the narrative of the campaign.

backstory. the few caveats that i have about backstories is that the character must have a reason or purpose in the narrative, as well as them striving to do a modicum of good in the world. otherwise, please keep backstories under ten pages.

rumors. at the start of the campaign, each player will send me five rumors to help flesh out the individual identities of the party: two good, two bad, one false. these rumors will be present throughout the campaign whether in the form of background chatter, or something brought up by an npc. all rumors are subject to gm approval. these are all written in the perspective of someone who had seen a glance, or perhaps heard a rumor from someone that had heard something, of your character.

plot hook. the campaign will begin along of the cold shores of palebank village (see below) within the greying wildlands as the party, together or individually, are travelers who have arrived after a few weeks’ on the road. whether or not your character is passing through, or returning home to the village after some time away, please work with the gm in order to help establish your character in the setting.

time period. this campaign is set 835 post-divergence.

locations


menagerie coast

spanning the length of wildemount's southwest coastline along the lucidian ocean, the menagerie coast is a lush, rain-swept, tropical region filled with scattered forests and jungles, rocky seaside cliffs and beaches, overgrown islands, and bustling trade routes that traverse the perilous seas. the coast is ruled by a nation comprised of seven city-states whose cultural and political leaders have united to form the clovis concord. this land is known far and wide as a place for lively trade, vibrant art, performance, and excellent food—as well as the indulgence of vice, piracy, and illicit business.

five of the seven cities have open shipping ports, supporting a robust economy of goods, services, and contraband. the myriad crime syndicate has had its hands in the affairs of the concord for decades, and while officials publicly deny that the Myriad is still active along the menagerie coast, local guildmasters and politicians fear that the myriad is stronger than ever.

the major cities that comprise the menagerie coast are port damali, feolinn, othe, nicodranas, gwardan, port zoon, and tussoa. beyond the coastal cities, the swavain Islands are scattered across the lucidian ocean, bearing shipping posts, dangerous reefs, and ancient secrets hidden in the bellies of hungry jungles. the pirates of the revelry stalk the oceanic trade lanes, hassling merchants, marines, and adventurers alike. as any adventurer will attest, all this danger guarantees that travel along the menagerie coast is an anxious, thrilling, and profitable experience—if you know where to look.

barren shores