Ephemeral Confluence

This is my currently running campaign and takes place first in the world's timeline, 20 years before the potenial events of A Cage of Souls. At it's core, Ephemeral Confluence is a West Marches style campaign that I run at my local game shop. Anyone who walks through the door can play as each session is self-contained but builds upon a shared world that my player's have the responsibility of tracking by sharing information through session write-ups and map editing.

Players begin at level 1 and progress when they play, with parties having characters of differing levels. To assist with not blindly walking into danger, each character will belong to the adventuring guild, CCC. The guild has their own ranking system to ensure a job is fitting for the group of adventurers and provide appropriate rewards. The CCC Headquarters is based in Etrius with small outposts scattered across the nation. Players may choose to explore beyond Etrius's borders but will not have the support of the guild when doing so, resulting in high risk adventuring. The nature of this style of game leads to high levels of danger so it is best to prepare for character death.

A Cage of Souls

This campaign is a three part trilogy that begins in Etrius but takes the party across the seas and over the mountains to neighbouring continents as they unravel the politics of the region and discover a plot that could change the world as they know it. Each part can be run independantly with their own antagonists and struggles but together form an overarching plotline taking players from the lowest levels to max level and beyond. Designed to be run as a regular long form game, each part taking around 1 year to run with weekly games.

The Dread Lands

Takes place during the events of A Cage of Souls in the isolated region of The Dread Lands. This is a self contained adventure designed to be run over 5 sessions per player, each player getting their own arc based on their character's ties to the setting. The Dread Lands is an adventure that steers away from combat and towards social and exploration encounters within a techno-magic city. Players are not adventurers, just citizens living their lives within the strange region where Undead Servants perform all work so The Living can persue their interests intensely.

The party will choose one of the four Houses to belong to and their caste within the society, which serves as their tie to the setting. Players begin at level 0, without the normal capabilities of a PC. It is up to the players to come up with ways to resolve encounters without being limited to their character sheets. To assist them, each player recieves one Undead Servant who acts as an autonomous companion, following any and all directions.

Bridging the Gap

A one-shot that frequently turns into a short adventure whenever it is run. Taking place ten years after one version of events in A Cage of Souls, the world is a very different place; fundamentally changed at a cosmic level. The Last War took it's toll on the land, seeming to tear life itself from the earth. All that remains is a barren landscape and a people struggling to survive within it's wake. The adventure is contained to Nilhashara, an encampment in north-west Alfheim, one of many small communities that have gathered out of the ashes of the cities and towns wiped out overnight a decade ago.

This adventure serves as an introduction to A Tragedy of Planes, introducing the new changed world and it's factions.

A Tragedy of Planes

My work in progress campaign. Continues the timeline of my setting, following one possible outcome of A Cage of Souls and it's repucussions. Players will choose one of three factions introduced in Bridging the Gap to belong to, experiencing a different perspective dependant on the group's faction. Due to the state of the world, planar travel has become trival and is the focus of the campaign. Characters start at mid-level, already having notiable experience surviving the harsh conditions of their environment and carrying out duties for their faction.