The Last Pilgrimage of Aethmira — Chapter 1: The Sapphire Tomb

The Last Pilgrimage of Aethmira — Chapter 1: The Sapphire Tomb

The Creator Dragons have called their pilgrims again—but four centuries of silence have changed Aethmira forever.

TYPE

Campaign

LEVELS

3–5

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
6 NEEDED TO START
$15.00

/ Session

Details

Bi-weekly / Thursday - 1:00 AM UTC

Session Duration / 2–4 hours

Campaign Length / 12+ Sessions

0 / 7 Seats Filled

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About the adventure

Every hundred years, the Dragons return to call their pilgrims. You are one of the Chosen—summoned by a Creator Dragon to begin the first steps of a sacred journey undertaken only once in a century. Your story begins at the Festival of Gems, where ancient bells ring across the Valley of the Temple and omens stir in the sky. What follows will lead you through the shining halls of the Temple of Gems, into the depths of the Sapphire Tomb, and toward the truth that waits beneath the world. This chapter of The Last Pilgrimage of Aethmira is both epic quest and spiritual journey. You’ll uncover lost histories, confront the power of the Creator Dragons, and shape the fate of a world built from human dreams. Every choice matters—not only to your character’s destiny, but to the meaning of Aethmira itself. I run games that feel like myth come to life: dramatic, introspective, and deeply human. Expect character-driven storytelling, moral and emotional choices, and a tone that balances wonder with melancholy. Players who enjoy The Witcher, Dragon Age, The Silmarillion, or Avatar: The Last Airbender will feel right at home. Whether you’re a seasoned adventurer or new to the table, your story will be woven into the living scripture of Aethmira—and when the final bell rings, you may find that the pilgrimage has changed more than your character; it may have changed you.

Game style

Puzzle / Mystery Focused

Dungeon Crawl

Realm Building

Theater of the Mind

Meet the Game Master

5.0

(4)

Neurodivergent
Published Writer
Teacher/Educator

Less than a year on StartPlaying

Highly rated for: Storytelling, Creativity, Rule of Cool

Average response time: Under 1 hour

Response rate: 100%

About me

Hey! Call me J. I'm an author and Dungeon Master looking to share my stories and have some fun. I first started DMing around 15 years ago (GURPS, D&D 3.5), but have been using D&D 5e ever since it came out. I tend to write my own campaigns, and focus on building sprawling worlds filled with mystery and adventure where the characters' actions have a concrete effect on the story we tell together. Most times I don't even plan an ending for the campaign—that's up to the players.

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Character creation

Creating your character

Start working on a character concept before we connect for Session 0. After that, we'll roll up Level 3 characters that have a place in the story (backstories and races will be tied to the lore and locations in the world). ALL official source books are FAIR GAME for race, class, subclass, background, etc.—just be prepared to work with me for how we get everything to fit. I'll work with you to make sure that we get as close to your vision for the character as possible. Also, FLAVOR IS FREE—wanna be a wizard who uses rune rings instead of a spell book? Okay! Wanna be an Elf who was raised by Orcs and has some different ability scores or can take certain feats as a result? FANTASTIC.

The current party

In this campaign, you and your fellow pilgrims will play as the 6-7 Main Characters(TM) of the story. Each of you have been called by one of the Creator Dragons and carry their mark and their blessing. You'll all be walking the Holy Road together—the highest of all honors. But for the past 400 years the pilgrims have failed to complete the pilgrimage; some of their bodies have been found, but most have disappeared entirely. How will you walk the road? And, most importantly, can you survive?

What to expect

Preparing for the session

You can best prepare by: * Creating a D&D Beyond account (I'll share digital resources for the game here). You don't have to use this to manage your character, but the option is there for any interested! * Create a Discord account. We'll probably end up communicating/playing/sharing resources here. * Know the basic rules! I am always here to help, and I encourage all players to be friendly and helpful to newer players — but as a rule I want all my players to be responsible for their character and all their character's actions. It's your job to know what your character can do and how it should work (within reason). I'll take care of the rest!

What J. brings to the table

I've been working on this campaign for many years, and have hundreds of pages of lore, history, and story to share. Once we're all aligned on safety and gameplay expectations from our Session 0, the goal will be to have fun above all else—I'm really flexible, and we'll create the kind of experience that everyone wants. Players will be provided with: * Comprehensive world lore including Creation Myth, 1000+ years of Dawn Age mythic history, 1800+ years of world history, cultural artifacts (songs, stories, poems, etc.), maps, historical documents, etc. * Campaign logs, Party inventory, "Sane Magical Item Prices", and other documents * Custom items & abilities * DM voices and roleplay for NPCs * Ambient / combat music

Homebrew rules

Here's a few of the homebrew rules I tend to favor, though this list is always subject to change based on the experience we're trying to create together: * Potions - you may drink a potion an action (standard rule) OR as a bonus action * Critical hits - you may roll 2x the damage dice (standard rule) OR double the total damage of the strike/spell/whatever/etc. * Story-specific items/perks - in this campaign you are the Main Characters (TM), and as such you get cooler stuff; I'll reveal these when relevant during the progression of the story. * "I know a guy..." - Your backstories matter to me and to the story. If your backstory ties to you specific places or groups, then we can spend some time rolling/discussing how that can impact what you're trying to accomplish. * Fun Wins - If everyone is on board with changing a rule/ruling, then we'll err on the side of fun. Always.

Equipment needed to play

Internet

Computer

Microphone

Safety

How J. creates a safe table

Because the purpose of our time together will be to have fun playing the game, and because it is important to me that everyone do so in a safe environment, we will proceed in the following manner: 1. Session 0 - During this introductory time together, we'll finalize our characters and their backstories in the world, go over the necessary world lore, discuss any Lines/Veils you have as a player (to be later compiled into a document for the party), and set any other boundaries and expectations that will be necessary to ensure that we can all come together for a fun and meaningful experience. 2. Bleed, Debrief, Open Door, Breaks, Cards, and Luxton - Communication is KEY in any relationship or endeavor, and this campaign is no exception. We will stop for breaks, debrief after each session, and continually communicate/check-in to ensure that everyone is doing alright. Private channels for every player directly to the DM will be provided so that anyone, at any time, for any reason, can submit an N, X, or O card, and/or communicate their feelings, triggering events, emotional/mental well-being, etc. If at any time you have positive or negative things to communicate about what's happening at the table, you are encouraged to communicate such at your earliest convenience. Further, if at anytime you choose to use the "open door," I will ensure that there is no in-game consequence nor any negative repercussions or retaliation from players. 3. Campaign Log, Stars & Wishes, etc. - a "Campaign Log" will be provided where any players who wish may record notes on important events, characters, locations, etc. Players are encouraged to provide character-specific thoughts and feelings (ex. "Vadania was seriously grossed-out by the fruit merchant" or "When we found the Ice Brand, Dinto called dibs!") in addition to the general account of the story. This will not only help us keep a coherent thread in the story, but also provide a place where players can collaborate together on their plans, thoughts, wishes, etc. regarding the direction the story/combat/gameplay is headed. 4. One-on-One micro-session - within reason, I make myself available for my players. If you would like to discuss feedback in a private session with me, please let me know and we'll get that meeting arranged. We can discuss the story, gameplay, characters, arcs, hopes, dreams, symbolism, etc. I want to make sure you're having a good time, and these check-ins are a great way to get the fun back on track!

Content warnings

Safety tools used

Frequently asked questions