Campaign Overview
Intro to the World
Word is starting to trickle to the continent of Exandria that a new continent has been discovered, often referred to as Ignotus. Isolated settlements have begun taking root along the lengthy coastline as explorers, outcasts, smugglers, merchants, craftsmen, and empires have all begun making the 3 month excursion to this new world. These settlements are isolated from each other by vast forests, mountain ranges, grasslands, hills, rivers, lakes, deserts, swamps, and all the indigenous beasts and beings that inhabit the land. Those travelling to this new world may be doing so for a new start, for riches, for artifacts/history, for lost knowledge, for kingdom, for freedom, or to escape where they came from for one reason or another. One thing is for certain though, adventure awaits the few who are brave enough to journey into the unknown.
You have traveled to this new world, to a burgeoning town named Baykleph. Your reasons are your own, but as you step off of the boat, and see the distant wilderness beyond this small town, the possibilities are endless.
Idea of the Game
West Marches is a style of game where adventures are a series of one shot adventures. The goal is to allow for as much flexibility as possible with party composition to accommodate differing weekly schedules. Each adventure begins and ends in town. The towns are safe zones where no adventures take place, only received through NPCs or Bounty Boards (think Destiny’s Tower). All combat is found in the near countryside or vast unexplored wilderness.
Outside of the game, schedules are discussed to see who can participate in that week’s one shot and the DM then is given time to prepare an adventure for that party. Due to our short sessions a one shot may take a few weeks, so DMs need to be able to adjust adventures to accommodate this possibility.