Three months ago, the mystical storms that had shrouded the continent of Veridian for over two centuries finally dissipated. Ancient texts spoke of a lost landmass rich with magical resources and forgotten civilizations, but it had been unreachable due to the perpetual tempests surrounding it. Now, with clear skies and calm seas, multiple organizations from the established kingdoms have pooled their resources to establish the first permanent settlement on Veridian's shores.
Haven's Landing stands as a beacon of civilization on the eastern coast of Veridian, where the first expedition ships found safe harbor in a natural bay. What began as a temporary basecamp has grown into a proper frontier town, serving as the launching point for all exploration into this mysterious new land. The town sits at the mouth of the Silverpine River, with dense forests stretching inland and a chain of unexplored islands visible on the horizon. Ancient stone ruins can be glimpsed through the treeline, their origins and purpose unknown.
You form groups with other players, pick missions that look interesting, and figure out when you can all play together. You decide what the next session will be about - exploring ruins, mapping new areas, or hunting monsters. Once you've picked a mission and worked out timing with your group and me, I can prep that specific adventure. Missions are designed for one or a few sessions, so they work well for smaller groups.
How it works:
The three organizations that founded Haven's Landing each serve vital roles in the settlement's survival and growth.
Was instrumental in establishing the settlement and continues to maintain its security. Their focus centers on combat operations, defensive measures, and territorial expansion. They handle contracts involving monster hunting, area clearing, and defensive operations, while providing essential town services through their guard barracks, weapons training facilities, and fortification maintenance.
Takes on the crucial task of mapping and cataloging this new continent. Their expertise lies in exploration, survival techniques, and geographical discovery. They accept contracts for territorial mapping, resource location, and establishing safe travel routes, while operating the town's cartography office, supplying survival gear, and offering guide services to other expeditions.
Dedicates itself to studying the ancient ruins and magical phenomena scattered throughout Veridian. Their mission focus encompasses investigation, puzzle-solving, and research into the continent's mysteries. They handle contracts involving ruin exploration, artifact recovery, and the investigation of supernatural phenomena, while maintaining The Observatory research tower, providing magical item identification services, and offering consultations on historical and arcane lore.
Founded the settlement and maintains its security
Maps and catalogs the new continent
Studies ancient ruins and magical phenomena
These organizations will show up as the town grows and your actions make sense for them:
I care more about creativity, adaptability, and smart play than optimal builds. Any character concept can work here, and I like seeing diverse groups figure out problems in different ways.
The Veridian Expedition drew volunteers from across the known world. Everyone had their own reasons for leaving behind the familiar to venture into the unknown. Think about these questions:
You're not locked into any single organization, but think about which one appeals to your character:
What does your character hope to achieve in Veridian? Here are some ideas:
You'll run into different types of challenges here:
Fighting is useful, but creative problem-solving can work too:
You'll be playing with different people in different combinations. Keep in mind:
Life on the frontier means thinking about:
All characters advance together as a group, regardless of individual session attendance. This ensures balanced gameplay and shared narrative progression - your character's power grows alongside Haven's Landing's development and the group's collective achievements.
If your character dies, you can create a new character who joins at the same level as the rest of the group. Your new character arrives on the next supply ship or emerges from the wilderness, ready to continue the adventure.
Come to each session with your next level planned out (spells chosen, abilities selected, etc.), especially during early levels. Character advancement often happens during sessions when the group reaches major milestones, and we don't want to pause the story for lengthy character building.
Progression is tied to meaningful campaign events rather than individual experience points. Every successful mission contributes to both your character's growth and the community's development.
Fighter/Wizard - University debts led to mercenary work
Ranger - Dreams of mapping every inch of Veridian
Paladin - Seeks redemption by protecting the innocent
Rogue - Fled arranged marriage to disappear into the frontier
Warlock - Made a pact for power but questions motives
Cleric - Believes Haven's Landing can be better
Make a character you want to play and that everyone will enjoy having around.
What happened to the previous inhabitants of Veridian? The ruins suggest a sophisticated civilization, but there are no records of contact before the storms began.
What created the mystical storms that isolated Veridian for two centuries? Why did they suddenly stop?
Ancient stone markers found throughout the forest seem to resonate with magical energy. They appear to form some kind of network or communication system.
Strange lights that appear along Tidecaller Beach at low tide. Local marine life seems drawn to them, but approaching them directly proves... difficult.