The Daring Adventures in the Northern Expanse of Jec’ Hera (D&D 5e)

Details
Welcome to the lands of Jec’ Hera, a place that no one dared explore in the last 800 years. Why, because of The Sundering, a massive blast that decimated and reshaped the land. Fear, dread, and rumors followed this event causing people to flee, well the sane ones away. Jec’Hera host four distinct regions. The Giant's Causeway to the north, where reports of huge beasts roam the land. The dense and massive jungles of the Haydar western region with massively towering trees. The Dread waste to the east where rot, death and decay permeate every “living” thing that roams it. The Grand River Sea that splits the western and eastern region down the middle with a network of vast and branching rivers, inlets and islands.
You start off in the only fully established city, Far Reach. At the southernmost point of the region on one of the larger islands in the The Grand River Sea. Founded 30 years ago, this is the thriving trade hub into the lands. No longer a few shacks attacked daily by the local wildlife, the city prospers as new discoveries come in weekly.
Work-Side lies on the north side of the city where a majority of new and veteran (visitors) eat, sleep and play. In the center is Guild Row the heart of all guild related transactions and learning. There are two ports on the western and eastern side of Far Reach. Then there is High-Side where the aristocratic people reside in their fancy showcases that boast about their investments into this new adventurous land.
The city is always busy with either new work, construction, laughter, fighting, or some new grand trophy to show off for fame and prestige.
Join a crew of monster hunters, thrill seekers, and treasure hunters employed by the Northern Expanse Venture Group. A newly formed joint conglomerate of the Guild Factions that dominate most of the world. As a newly employed member, together you and your band of opportunist have simple goals:
- Venture deeper into the region to help establish new settlements and set up supply lines and get more detailed info on the region.
- Seek out and gather any cultural and historical significance of the last 800 years
- Catalog and collect the various fauna and mega fauna and other trophy worthy things.
- Find anything worth a pretty penny to make a pretty penny
- Go forth and see what mysteries and fame unfold.
The Campaign
This campaign is suited for new players and experienced players.
Players
- Start off at lvl one
- Get all the starting gear that comes with their class as well as any pack they choose
- All races are acceptable just talk to me the gm.
- 2014 or 2024 classes accepted
- Homebrew or third party classes accepted just ask me
- Players will receive 50 extra gold as a “sign on bonus”
- Players can choose one specific or unique thing to give to their character that embodies who their character is. (up to uncommon, let's talk about it)
About me the GM
I'm a laid back on rules but I do reward players more for active involvement in the game.
I'm an interpretive GM, I follow the spirit of the rules for the most part.
If you have questions, always feel free to reach out.
If there is ever a problem let's work it out and have fun.
(Currently Closed, all spots reserved)
DM: John McCaleb
$3/hour per player minimum DM gratuity/table fee

Every week on Friday until May 21, 2025
The Daring Adventures in the Northern Expanse of Jec’ Hera (D&D 5e)