Campaign Overview

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Overview

In the realm of Vespera, seven Meridian shards have fallen into rival hands. As the Azure Conjunction nears, rifts threaten to rend reality. The party must recover the shards, thwart conspirators, and reassemble the Meridian at the Spire to seal the rifts.

Setting and locations

  • Salt Harbor: starting port and crossroads.

  • Verdant Expanse: ancient forest and wardens.

  • Azure Wastes: glassy desert ruins.

  • Ironbound Reach: dwarven holds in a mountain ring.

  • Mistveil Isles: archipelago ruled by sea cults.

  • Obsidian Spine: volcanic highlands with elementals.

  • Sunken Deep: submerged temple of merfolk.



Main quest

Recover all seven shards and reassemble the Meridian at the Spire to stabilize reality during the Azure Conjunction. Shards guard trials and are contested by rival factions.

Side quest

Mistveil Isles lighthouse prophesies disasters. Free Lysara, a sea witch, and secure the Lyre of Echoes from pirate Captain Verran to decipher Meridian glyphs.

Central events and triggers

Azure Conjunction nears every few centuries; rifts widen and the Echo Stalker awakens. A traitor within the Council of Thorns manipulates shard control to spark civil war.

Hooks

  • A courier arrives with a shard map and a deadline.

  • Festival of Illusions reveals each PC's secret.

  • Monastic orders seek guardianship of relics.

  • A Meridian dream prophecy selects the worthy.



Challenges

Cultists, guardians, dangerous rifts, cryptic puzzles, and tense diplomacy with rival factions under time pressure.

Objectives and rewards

Unite all shards, seal the rifts, and avert the Conjunction. Earn shard-attuned magic items, new abilities, faction renown, and the aid of Kestrel, a spectral hawk guide who scouts the nearest shard.

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