The Green Refuge
Stakes Control of the untouched plateau could decide whether the continent is restored, exploited, or divided among desperate powers.
World Atlas·Sphere·One green height remains, and the whole broken world is climbing toward it.
The campaign's central refuge and the last intact piece of the old world. · Lush highland forest
Hook
An untouched green plateau shelters old ruins, hidden springs, and a community afraid to descend.
Oerth is a recovering world shaped by one impossible disaster: a sandstorm that circled the planet for five years. One continent remains, but its plains, forests, deserts, and inland sea are now dry labyrinths of dunes, salt basins, exposed ruins, and stormglass. At the continent's center, a thousand-foot plateau still bears a lush forest untouched by the storm. Every power wants its water, secrets, or shelter, making the plateau the hinge of Oerth's future.
Themes
Form · Sphere
Oerth is a spherical world with one major continent surrounded by ocean, though the storm altered nearly every inland landscape.
Traversal
Travel is mainly by caravan, riverboat, pack animal, and fortified road, with routes constantly changing as dunes shift and buried terrain emerges.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
Before the Storm
The Green Reach
The Five-Year Storm
The Long Blown Year
After the Storm
The Unearthed Age
The Green Refuge
Control of the untouched plateau could decide whether the continent is restored, exploited, or divided among desperate powers.
Water and Old Borders
Access to surviving wells and buried waterways will determine which communities live through the next dry season.
Keep the plateau independent, protect its forest, and decide who may draw from its springs.
Rebuild a centralized realm by claiming old roads, wells, and surviving towns.
Control caravan routes, water markets, and the sale of stormglass relics.
Recover buried cities and use their artifacts to understand or prevent another storm.
Stakes Control of the untouched plateau could decide whether the continent is restored, exploited, or divided among desperate powers.
Stakes Access to surviving wells and buried waterways will determine which communities live through the next dry season.
Oerth's single continent held broad farms, old forests, inland waters, and rival realms linked by roads and river trade.
A world-spanning sandstorm buried settlements, erased borders, poisoned waters, and transformed familiar landscapes into dry remnants.
Survivors rebuild around scattered green refuges while explorers, raiders, merchants, and scholars search the changed world for lost routes and buried wealth.
A caravan reaches the plateau carrying a map that shows a road beneath the forest, but its former owners want the map destroyed.
The plateau's streams begin flowing toward a dead inland sea, awakening something beneath the salt.
Stormglass pilgrims claim the sandstorm will return unless three buried bell towers are silenced.
A settlement asks the heroes to escort seed grain from the plateau through raider territory and shifting dunes.
The storm was redirected around Green Table by an old land-shaping engine beneath the plateau.
Discovery · Ancient survey stones around Green Table point toward matching stones buried across the continent.
Impact · The plateau was not spared by chance; it was deliberately protected by a forgotten network that may be restored or weaponized.
Something beneath the old inland sea survived the storm and learned to steer it.
Discovery · Stormglass recordings show the same distant horn sounding from different buried cities.
Impact · The storm may have been guided by a living intelligence, and its path could be called again.
The untouched forest is adapting to the new world and cannot be transplanted without consequences.
Discovery · Seeds from the plateau grow elsewhere, but their first harvest produces memories instead of food.
Impact · Restoring Oerth may require changing people as much as landscapes, creating a moral crisis over what counts as recovery.