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The Sundering Tide D&D 5e 5-20 Aethrune 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

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.