Campaign Overview
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Main quest: Unite the races, recover the four Shards of the Sundered Orb, and seal the veil before Nyxar can consolidate his rule. The shards are hidden in four regions, each guarded by a race ally and a deadly trial: the Shard of Flame within the Dwarven Holds of the Glass Spine; the Shard of Tide within the waterlogged city of Azure Deep; the Shard of Stone within the Verdant Spire, a forest fortress of elves and treants; and the Shard of Sky within the floating Aerie of the Arakocra. Reforging the Orb requires not only power but diplomacy to bring rival factions into a fragile alliance.
Locations and factions: City-states and tribes across deserts, forests, seas, and skies must be convinced to stand together. The Underdark houses Nyxar’s citadel, Dimspire, a constant reminder that the lines between above and below thin when greed and fear rule the day. Key locales include Nova’qir, a storm-washed coastal capital; Karak-Um, a dwarven hall of iron; Luminara, an ancient elven forest; and the Skyhook Archipelago, a network of floating isles that hosts many roaming fleets.
Encounters and challenges: Court intrigues among kings and arhats, bargaining with merchants’ guilds, and daring rescues from slave markets or cultist sanctums. Monsters and rival warlords prowl every border. The main threat is the rapid synthesis of war, plague, and awakening treachery—the very forces Nyxar seeks to weaponize against the world’s diverse peoples.
Hooks and rewards: A fallen monarch’s heir seeks aid to reclaim a throne; a gnomish artificer promises powerful, race-blending relics; a druid council pledges aid if a blighted grove is cleansed. Rewards include new alliances, legendary items tied to each shard, and renamed regions that join the unified realm. Rewards culminate in a climactic confrontation at Dimspire and the sealing of Nyxar’s conquest.
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