--- title: The Sundering Tide system: D&D 5e levels: 5-20 setting: Aethrune status: planning --- # The Sundering Tide ## Elevator Pitch The world of Aethrune is held together by seven ancient seals, forged millennia ago by the First Sages to imprison the **Primordial Wrath** — a being of pure elemental chaos. The seals are weakening. A secret cult called the **Hand of Ruin** works to shatter them, while the ruling **Crown Concordat** bickers over borders and coin. The party arrives as capable heroes of level 5, stumbling onto a cell of cultists in a remote border town — and from there, the conspiracy unravels across continents, planes, and ages. ## Central Conflict | Side | Goal | Methods | |------|------|---------| | **Hand of Ruin** | Free the Primordial Wrath; remake the world in chaos | Infiltration, assassination, ritual magic, dragon-binding | | **Crown Concordat** | Maintain power and status quo | Diplomacy, military force, denial | | **The Verdant Circle** (secret society) | Reinforce the seals; preserve balance | Espionage, ancient lore, druidic ritual | | **The Dragon Lords** (neutral) | Guardian duty to the seals; fragmented loyalties | Isolation, ancient pacts, draconic magic | ## Campaign Arcs | Arc | Title | Levels | Focus | |-----|-------|--------|-------| | 1 | [[Arc 1 - Heirs of Sundering]] | 5-8 | Discovery, investigation, first cult encounters | | 2 | [[Arc 2 - The Gilded War]] | 9-12 | Political intrigue, factional war, betrayal | | 3 | [[Arc 3 - Heart of the Mountain]] | 13-16 | Dragon Lords, planar travel, ancient secrets | | 4 | [[Arc 4 - Tide of Ruin]] | 17-20 | The seals break, reality frays, final battle | ## Key Factions - [[The Hand of Ruin]] — apocalyptic cult - [[Crown Concordat]] — ruling alliance of five kingdoms - [[The Verdant Circle]] — druidic secret society preserving the seals - [[The Silent College]] — arcane academy with forbidden knowledge - [[Dragon Lords]] — ancient dragons bound to the seals - [[The Iron Concord]] — mercenary guild / independent power ## Tone - **Arc 1:** Mystery / investigative horror (cults, disappearances, creeping dread) - **Arc 2:** Political thriller / war drama (alliances, betrayals, siege warfare) - **Arc 3:** Epic fantasy / planar exploration (elemental planes, dragon lairs, lost civilizations) - **Arc 4:** Apocalyptic survival / cosmic horror (reality unraveling, desperate gambits, god-tier stakes) ## Player Buy-In - Characters should have a personal stake in protecting the world — not just gold or glory. - One character should have ties to a faction (Crown Concordat, Verdant Circle, or Silent College). - Characters begin at level 5, already known in their region as capable troubleshooters. ## Quick-Start 1. Session zero: players arrive in [[Eastmarch]], a border town between [[Valdris]] and [[Kethra]]. 2. Hook: a merchant caravan has vanished on the Old Salt Road; strange weather plagues the region. 3. Investigation leads to a Hand of Ruin cell conducting a ritual at a [[Seal Anchor]] site. 4. The first seal is already cracked — the campaign clock is ticking.