Winds of Elluria

*Winds of Elluria* is a 5th edition Dungeons and Dragons campaign, set in the land of Elluria. The starting date of the campaign was the 13th day of Harvest month EY (Ellurian year) 1278.

WoE is a Western Marches style campaign. The players are members of an Adventurer's Guild, commissioned to explore, remap and clear the ruined province of Morica from any and all dangers. The adventurers get to keep what they find (minus taxes and guild fees, of course)

The initial sessions are a modified version of *Lost Mines of Phandelver*. This gets the players working together and sets the tone and main plot for the campaign. After that, the campaign moves to Western Marches format and everything is an open sandbox. Over the course of the campaign, Phandelver will transform from a small town into a bustling city, and players will have the opportunity to buy land, build houses or strongholds, start a business, etc if they wish.

**How a Western Marches Campaign Works**

* The game is open to up to 50 players. There is no attendance requirement. You play when you're available, and don't when you aren't. Players can have as many characters as they want.
* The Primary DM sets aside every other Friday night, starting 4/22, to host a game. Players talk amongst themselves, decide on a mission they want to go on, and let the DM know. For example: someone revealed the "Dungeon of dread" on the map, anyone who wants to go there gets a group together and reserves a time slot. At any given time, there will be a number of options on the map to choose from.
* Other people can DM in the same world if they want in other sessions, but must reach at least level 5 with a character first and are subject to primary DM approval (Brad)
* The first group with at least 4 players gets the slot. If that group drops to less than 4 and doesn't get a replacement, they lose the slot and it goes to the next group in line. If no one has reserved the time with the minimum number of players before Wednesday of that week, the session is canceled so I can make other plans. Max group size is 6 (beyond that combat bogs down too much for a good session). The exception to group size is PvP - for example if two parties want to go up against each other. Yep-- two groups of players can spend a Friday night taking each other on in a battle royale.
* As players explore the map and discover sites of interest, the map at Guild HQ is updated, making those areas accessible to other players. This means if you discover a dungeon, but don't clear it, another group can go in before you get there!
* There is a calendar, and time still passes when you are not actively playing. If you go months without playing, you will find other characters have continued advancing, like in a video game MMO, and the plot will advance as well. However, there will be level-appropriate adventures for all levels. For example, when a dungeon gets cleared out, it will typically get re-populated with less powerful creatures unless it is destroyed, the players turn it into a base of operations, etc.
* Players can share information they discover between each other, it's assumed they sit in a tavern and tell tales. This includes plot details, points of interest and even dungeon details ("watch out for the pit trap at the entrance!"). You can be part of an established group, or a freelancer that teams up with whoever is available. Likewise, PvP is possible: remember, that party member you betray may remember where you stash your treasure, and could put together a party to raid your fort... Similarly, players that habitually break the law and commit evil acts may find a bounty on their head from the Guild itself. Which makes it a bit awkward when they find themselves in a dungeon in the middle of nowhere with three gold-hungry Guild Members...
* All adventures are *designed* to be one shots, so you can get in and get out in one night. Of course, if players spend an hour investigating a door, I can't control that. Remember that time still passes in game when you are not playing. You do *not* want to get stuck in a dungeon at the end of a session... this means you may be forced to pull out of a dungeon before finishing and another group might get in after you.
* While you can play as just a series of one-shots, be aware that there is an underlying plot to the campaign. Some people may want to follow it and learn the mystery. Clues are spread out across the map, and there are several factions working secret agendas. So you may hear about another group of adventurers saving the world at some point, or things happening in the world at large. But there is no penalty for not following the main plot. Just play the way you want to play.

**How Elluria Works**

WoE is a homebrew world campaign. See below for recommended links in the Wiki to get a feel for how Elluria differs from other D&D worlds (please remember it is a work in progress).

All WOTC official books are available for character creation but there are severe consequences for some choices.

At the **beginning** of the campaign, Wizards, Sorcerers, Clerics, and Druids are outlawed unless you wear the fantasy version of an ankle bracelet and consent to 24/7 monitoring. There are 5 Holy Patrons (Warlock Patrons) to choose from that are officially sanctioned. Magic is strictly regulated by the government, limited to those who get their power directly from the government (who can take it away at will since it's pact magic) and illegal magic use has consequences. Of course, if you're in the wilds of Morica, there's no one there to witness it.

"Civilized" Races (Those who are normal parts of society) in Elluria are: Humans, Elves, Half-elves, Dwarves, Halflings, Gnomes, Orcs Half-Orcs, Goblins. If you play another race and cannot pass yourself off as one of the "Civilized" races, you will be at a significant disadvantage in social situations until the later parts of the campaign.

Campaign Terms and Conditions [Read before joining the campaign. Joining means you agree]

Notes on Character Creation [Read this before making a character]. I recommend you spend some time looking over the Wiki before rolling a character to get a feel for the campaign.

**Geography and Background**

* Elluria
* Magic in Elluria
* The Eldritch Covenant
* Torc of the Covenant
* Patrons of Elluria
* The Many-Colored Land
* The Ellurian Adventurer's Guild
* Phandalin
* Spellforges
* Ellurian Calendar