Ecological Fantasy · Expedition

The Elder Crossing

"Every ten years, the god-beasts migrate to die. Something beneath this continent is feeding on them."

Where the Giants Come to Fall

Every ten years, the Elder Dragons migrate. They are called Elder Dragons because no other word fits — creatures so ancient and so massive that their passage reshapes coastlines, redirects rivers, and changes the weather for months in their wake. They travel from the Old World to a landmass across the ocean that the maps call the New World, and they die there. Nobody knows why they go. Nobody has ever come back to explain. Your expedition — the Fifth Fleet, three ships, the best researchers and hunters the Old World Guild has assembled — was sent to find out.

You didn't make it to shore. The volcanic mountain dragon called Zorah Magdaros surfaced beneath the lead ship before you reached harbor. You lost the fleet. You made it to a piece of shoreline where a makeshift base camp has been struggling to survive for months, and you can already see that the New World is unlike anything the old maps described. The predators here operate by rules that don't apply to anything you've encountered. The ecosystem is stranger than strange — every creature in it seems to occupy a niche that shouldn't exist, adapted to pressures that the Old World never generated.

Something is wrong beneath this continent. The Elder Dragons aren't just dying here — they're being drawn here. Something in the geology, in the ancient ecology of this place, is pulling them in and feeding on their death. The research base calls it the Elder Crossing: the annual surge of massive creatures converging on the landmass, each one a catastrophic event in its own right. Your job is to hunt them, understand them, and piece together what this ecosystem is actually doing before the next Crossing tears everything apart.

Your weapons are made from the creatures you've defeated. Your knowledge grows with every hunt. And somewhere between survival and revelation, an ecological mystery of world-shaking scale is waiting to be understood — if you can survive long enough to understand it.

The Hunter

A specialist tracker and combatant — part of the Fifth Fleet's elite hunter contingent, trained by the Old World Guild to study, manage, and when necessary take down creatures of colossal scale. Tactical, professional, adaptable under pressure that would collapse less experienced hunters. Your gear is crafted from the monsters you've defeated, meaning your equipment is a living record of what you've survived. You don't just fight these creatures — you read them, understand their ecology, learn their patterns. The New World's monsters are unlike anything in the Guild's records. Every hunt here is first contact.

The Field Team

The Field Researcher

An enthusiastic research specialist who never stops talking, bites her fingers when she's nervous, and is the single most important reason any of this makes scientific sense. She drives the investigation with infectious curiosity and has opinions about everything — especially food. She has a name, a personality, and she will absolutely get you killed by making you wait while she takes notes on something incredible.

The Handler Network

The research base has assembled trackers, scouts, and liaison officers from the original five-fleet personnel. They provide intel, supply chains, and the kind of dry field assessment that keeps you from walking into something you can't come back from.

How It Works

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Savage Worlds Ruleset The New World's ecosystem runs on Savage Worlds — fast and brutal, built for the scale gap between a hunter and the thing trying to eat the hunter. Speed matters. Positioning matters. Knowing which part of the creature to hit first matters most of all.
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Respect Meter (0–100) Your reputation with the Fifth Fleet base camp. Research completed, hunts concluded with useful data, creatures understood rather than just killed — all of it builds standing in an organization that decides what resources you get and what assignments you receive. Respect opens doors. The lack of it closes them.
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Monster Ecology Research System Hunts are not just combat. Every creature has behaviors, weaknesses, ecological relationships, and research value. The more you understand before you engage, the better your odds and the greater your contribution. The mystery deepens as you understand more — each answer produces three new questions about what this ecosystem actually is.
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Weapon Crafting from Monster Parts Defeat a creature and its materials become your next equipment upgrade. Your loadout is a material record of what you've faced. Elder Dragon components produce weapons the Guild has never catalogued — because nobody has hunted here before and survived long enough to bring the parts home.

At a Glance

Structure 5+ Acts
Ruleset Savage Worlds
Core Meter Respect (0–100)
Core System Monster Ecology
Crafting Weapon Crafting
Playtime 100+ Hours

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