Eldermire - West Marches

Submitted by retaylor on
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Contact Link
https://docs.google.com/spreadsheets/d/1A71mDtlr_0Xyum11MTEoNYtP7OUVGA3sfU-scKkgVMs/edit?usp=sharing
Game System
Dungeons and Dragons Fifth Edition
Beginner Friendly?
Yes
Campaign Length
Open-ended
Maximum Number of Players
12
Meeting Days
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday

ELDERMIRE: THE EDGE OF THE EXPLORED WORLD. SQUALID MARSHES, SILENT FORESTS; places where the likes of the living do not dare to tread. Day by day, the mire crawls ever further forward to encroach upon the continent. Upon the precipice of this vast unknown lies Meridian, an ancient city whose importance has been forgotten, even by the very folk who live there, left to rot out on the veil between the world and whatever else is out there.

Impenetrable thicket and marshland is all that seems to await any adventurer that makes the foolhardy journey into Eldermire. Yet beneath the haze, something seems to stir. Low roars, skittering and chittering, and the crack of branches keep the townsfolk awake at night, and each morning, they find the corruption has spread just a little closer. All those that manage to make it back to civilisation ramble of a lost world of sunken fortresses reclaimed by the peat, an inescapable feeling of panic, and caverns that spew forth an ominous booming of drums deep, deep below.

At the very end of the Ley Road lies Meridian. Once opulent, built from moonstone, standing defiant against Eldermire, the city now withers away. Moss and mulch scars what is left of the city walls. The north watchtower gave out and collapsed under mysterious circumstances only days ago. The townsfolk who have lived here for generations only know the tales of when the walls stretched for leagues, when the people thrived, safe and protected in this seat of power. After centuries of decay, only a small handful of villagers remain, determined to see the city restored to its former glory.

A place as forsaken as this presents a unique opportunity to the ones willing to brave the murky beyond. Framed against a wall of the Stumble Inn, the local tavern, is a row of maps. Some ancient, some worn, most illegible, one stands out as a modern legend for the townsfolk. A single napkin, from this very tavern, with the only modern sketch of Eldermire, hastily scribbled by a team of drunkard explorers who tumbled out of the marsh, half mad and heavy with plunder. Out there lies the promise of whatever you may be willing to find, whether it be riches, honour, experience. Why, what better place than this to hone your craft? You may just be able to make some new acquaintances. Remember, however, that this land is dangerous. Many adventurers make the pilgrimage, but not all leave Eldermire.

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Eldermire is a “West Marches” D&D 5E campaign that emphasises player agency and an open-world structure. In this format, the campaign world is meticulously crafted, yet its exploration and direction are driven by the players themselves. Sessions are scheduled flexibly, with players forming expedition parties amongst themselves for each mission to accommodate for availability, fostering a collaborative and diverse community of adventurers. The world of Eldermire is expansive and ever-evolving, with diverse landscapes, marsh-sunken ruins, and enigmatic locales to discover. Instead of a linear narrative, the adventurers’ choices shape their experiences and the world around them. Communication and coordination play a crucial role in Eldermire. The central hub of Meridian serves as a meeting point for players to share information, plan expeditions, and exchange stories, both in and out of game sessions.

Game Master
James Bradford