THE GRIFFONS DEN
WEST MARCHES
The Veil of Zeph’rys
At the edge of every map, past the known world, there stood a wall of storm—black, endless, and forever churning. When the first schooner breached the Stormwall they expected an empty ocean. Instead they discovered a continent: The Veil of Zeph’rys.
Its jungles breathe an accursed mist. Its skies hold stars no navigator has named. Its coasts are stalked by creatures out of prehistory.
And at its threshold stands Port Meridian, a fragile foothold carved into the coast, built around a henge of stone monoliths etched in a language no one can read.
From here explorers, mercenaries, scholars, and fortune-seekers venture into the unknown. Some return with maps, relics, and fragments of understanding. Many do not return at all.
This “West Marches” campaign is a living, shared frontier where multiple parties explore from one shared home base—Port Meridian—mapping a lethal, uncharted continent where compasses fail and the cursed mist keeps expeditions short. Each party, licensed by the Meridian Charter, maps new ground and leaves knowledge behind for those who follow.
There is no central storyline, no guaranteed safety, no DM railroading. Instead:
– Each expedition begins and ends at Port Meridian.
– Each crew chooses where to go and what to pursue.
– The cursed madness of the fog must be cleansed at Port Meridian before psychosis sets in, keeping expeditions short.
– Each party lives or dies on the strength of their decisions, and the knowledge that guides them. Bad decisions WILL result in party wipes and rolling new characters.
Every discovery, route, ruin, or secret can be shared, traded, or fought over. What one group discovers, others may use. What one group awakens, others must grapple with.
This world does not scale to heroes or balance for difficulty. It waits—patient, uncaring, and full of secrets.
And deep in the jungle, something stirs.