A Player-Driven Sandbox in the Unapproachable East
The lands of the East have endured a long, bitter decline. Demon cults whisper in the shadows once more. The noble courts of Impiltur and Damara, once bulwarks of justice, rot from within—nobles trading oaths for coin while the Church of the Triad wanes beneath the weight of corruption.
To the north, the broken tribes of Narfell cling to survival amid the haunted ruins of their demon-binding past. To the south, the Great Dale teeters on the edge of chaos—its northern reaches infested with fiend-spawn, while the druids of Leth guard the southern forests and trust few outsiders.
And across it all, the veil between worlds grows thin. In lonely forests, forgotten barrows, and beneath the cities of men. Things that should not be slip through, leaving only fear and ruin in their wake.
In these uncertain times, salvation—or damnation—will not come from kings or gods. It will come from those who choose to act.
A Living World, Shaped by Its People
Shadows over the East is a character-driven sandbox campaign set in the Unapproachable East (Forgotten Lands). The story unfolds through player choices—alliances formed, oaths broken, and the moral weight of survival in a world sliding toward darkness.
The details are yours to define—what you serve, what you’ve lost, and what you hope to reclaim. These ties will shape how the East sees you—and how you choose to shape it in return.
The Campaign Tone
Dark Realism, Flickering Hope. The East is weary but not lost.
Consequences Matter. Factions remember, and choices echo.
Personal Stakes. Faith, legacy, and redemption lie at the heart of every story.
If interested please message me on dnd beyond. (I work a lot will respond as soon as possible)
2024 Players Handbook Species. Others have to be discussed.
Classes can be all 2024 classes and some Alternates form other content I have on Roll20.
Standard Array for Stats. Max HP at 1-3 level.
Your story begins here, not in distant lands. The past matters; your roots matter. When creating a character:
Choose a homeland within Damara, Impiltur, Narfell, or the Great Dale.
Select a connection that ties you to this region’s fate. You might belong to or have history with one of the following:
A church or temple seeking to reclaim faith and order.
A thieves’ guild surviving amid corruption and chaos.
A mercenary company fighting for coin, honor, or survival.
A wizards’ guild or arcane circle guarding dangerous secrets.
A merchant house or trading company navigating shifting alliances.
A noble lineage (perhaps fallen or low-born) struggling for relevance.
A knightly order striving to restore justice in a broken land.
The details are yours to define—what you serve, what you’ve lost, and what you hope to reclaim. These ties will shape how the East sees you—and how you choose to shape it in return.
The Campaign Tone
Dark Realism, Flickering Hope. The East is weary but not lost.
Consequences Matter. Factions remember, and choices echo.
Personal Stakes. Faith, legacy, and redemption lie at the heart of every story.
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Shadows over the East
A Player-Driven Sandbox in the Unapproachable East
The lands of the East have endured a long, bitter decline. Demon cults whisper in the shadows once more. The noble courts of Impiltur and Damara, once bulwarks of justice, rot from within—nobles trading oaths for coin while the Church of the Triad wanes beneath the weight of corruption.
To the north, the broken tribes of Narfell cling to survival amid the haunted ruins of their demon-binding past. To the south, the Great Dale teeters on the edge of chaos—its northern reaches infested with fiend-spawn, while the druids of Leth guard the southern forests and trust few outsiders.
And across it all, the veil between worlds grows thin. In lonely forests, forgotten barrows, and beneath the cities of men. Things that should not be slip through, leaving only fear and ruin in their wake.
In these uncertain times, salvation—or damnation—will not come from kings or gods. It will come from those who choose to act.
A Living World, Shaped by Its People
Shadows over the East is a character-driven sandbox campaign set in the Unapproachable East (Forgotten Lands). The story unfolds through player choices—alliances formed, oaths broken, and the moral weight of survival in a world sliding toward darkness.
The details are yours to define—what you serve, what you’ve lost, and what you hope to reclaim. These ties will shape how the East sees you—and how you choose to shape it in return.
The Campaign Tone
Dark Realism, Flickering Hope. The East is weary but not lost.
Consequences Matter. Factions remember, and choices echo.
Personal Stakes. Faith, legacy, and redemption lie at the heart of every story.
If interested please message me on dnd beyond. (I work a lot will respond as soon as possible)
Here is character creation stuff i was planning.
**** Character Creation & Ties to the East
2024 Players Handbook Species. Others have to be discussed.
Classes can be all 2024 classes and some Alternates form other content I have on Roll20.
Standard Array for Stats. Max HP at 1-3 level.
Your story begins here, not in distant lands. The past matters; your roots matter. When creating a character:
Choose a homeland within Damara, Impiltur, Narfell, or the Great Dale.
Select a connection that ties you to this region’s fate. You might belong to or have history with one of the following:
A church or temple seeking to reclaim faith and order.
A thieves’ guild surviving amid corruption and chaos.
A mercenary company fighting for coin, honor, or survival.
A wizards’ guild or arcane circle guarding dangerous secrets.
A merchant house or trading company navigating shifting alliances.
A noble lineage (perhaps fallen or low-born) struggling for relevance.
A knightly order striving to restore justice in a broken land.
The details are yours to define—what you serve, what you’ve lost, and what you hope to reclaim. These ties will shape how the East sees you—and how you choose to shape it in return.
The Campaign Tone
Dark Realism, Flickering Hope. The East is weary but not lost.
Consequences Matter. Factions remember, and choices echo.
Personal Stakes. Faith, legacy, and redemption lie at the heart of every story.