Tidebreak is:

  • A new, completely original setting created by Sage
  • Built to host a large-scale sandbox D&D 5e campaign
  • Easily compatible with any system/creative medium (buy the setting guide)

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Featured Locale: Septentrion

The Free City of Septentrion is a former city of the Meridian Empire that won its independence more than thirty years ago in a civil war. It now exists as a Republic and controls access to the Western entrance to the Evergreen Shallows. A mountain range, the Evergreen Foothills, separates Septentrion and the Meridian Empire.

Upcoming Content Releases

  • “Act 2”
    • Evergreen Foothills [9-1-17]
    • Southern Savanna [11-1-17]
    • Feral Heights [1-1-18]
    • Sundari Grove [2-1-18]
    • Vrolnas [4-1-18]
    • Southern Jungle [6-1-18]
  • “Act 3”
    • White Sea [6-1-18]
    • Rotlands [10-1-18]

Supplemental Material

  • Novella Pt. 2 [1-1-18]?

The Story Thus Far

[Novella]

20 years ago, a humble farmer, Hadakura, rose to power during the Battle of Tidebreak (read the novella for that story!). The Meridian Empire, formerly a democracy, named him King.

Tidebreak sits on the westernmost border of the Meridian Empire, and it is here that our D&D campaign takes place. Licensed adventurers (that’s you guys) travel the world for the glory of the king (and for gold), facing down and slaying monsters of great power. The Meridian Empire flourishes.

[Act 1]

Or so it would seem. Unrest ferments in the Kingdom. The King seems eager to go to war. Some theories abound as to conspiracies involving the King. And yet, he marches on. Septentrion, once a free city, is the most recent to fall under his rule.

What of the mysterious elf Am’li’yala and the circle of trees, a sacrificial site in the woods? Does the Last Sojourn, a Meridian decree for the elderly to march west into the forest, serve a purpose, and if so, for whom? Their life energy is being harvested for some arcane ritual, this much we know, and all signs point to it being important enough to force an alliance between human and elf, but this is of little comfort to the adventurers who know the truth. Perhaps it is even less comforting that over half the trees at the sacrificial site have died.

The King of Meridia continues his crusade outward; sending adventurers to the far-flung reaches of the world, sending those who fail him to Greycott, where the werecreatures dwell.

[Act 2]

For three days, Ro Ixen, the great red dragon, perched silently above the castle ramparts of the town of Meridia. The guard trained their arrows on him, but neither the guards nor the dragon flinched as wagons full of gold made their exit from the town of Meridia.

While the eyes of the kingdom were trained on the dragon, the werecreatures made their first move against the town of Steelarrow, the westernmost fortification of the Meridian empire. Many lives were lost as the Lycan army tore the walls down brick by brick and ransacked the city. A few, mostly farmers outside the city walls, fled to tell the tale. The Lycan army moved south to Tidebreak, mounting an unsuccessful attack against its walls, defended by adventurers. A few Lycans had snuck inside undetected as civilians, but the damage they caused to the town was limited by the quick response of the adventurers.

The attack on Steelarrow and Tidebreak were revealed to be a preemptive strike against the Meridian empire by Mel, an infamous vapor trader living in Greycott. Mel struck up a deal with the Gith, who lived far to the west, purchasing their army for a princely sum of a half-million gold. The Gith left the White Sea for the first time in millennia, boarding Mel’s ships, and sailing to the town of Septentrion.

For many days and nights, they besieged the city, blocking trade caravans and supplies by both land and sea. Their numbers far exceeded the reinforcements available to Septentrion, but a pitched battle was never the military tactic that the Gith had in mind. When it became evident that the dammed rivers were causing the city to flood itself from its wells and sewers, the King sent a tactical force of our adventurers to meet the Gith in battle at the location of a key dam. The adventurers destroyed the dam, releasing the water into the floodplains surrounding the city. It’s estimated that 10% to 20% of the Gith army was lost then and there as the lowest-lying areas of their besieged plain-land was flooded, sweeping an inconsequential amount of the Gith force back out to sea. The siege continued for two more weeks before the city of Septentrion ceded control of the gates to the Gith peacefully.

Seeing no way to defeat a Gith army with the control of a major walled city and trade hub, the King decided that the best option would be to salt the fields from which the Gith, and Septentrion’s citizens, draw their food. He dispatched a group of adventurers to hunt the illusive Callowmold, which they discovered in the Burial Tomb within the Moonrise Woodlands. The adventurers then fought their way through the front lines of both Elves, defending the southern edge of the Woodlands, and Gith, defending the northern walls of Septentrion, to plant the Callowmold in the fields. It began to spread.