Campaign Premise: Group 1
GRAHMBRAID ISLAND
The Grahmbraid is a frigid, strange, and dangerous island. Except within the walls of cities and a few rare other areas, the land is covered in a fog called “the Murk.” Think of the murk as sort of the Mist and this a mid to high fantasy setting. The Murk can make people ill in the physical and spiritual sense. The Murk literally corrupts and twists things. The land is filled with monsters with brothers grimm and lovecrafty vibes. The Murk also corrupts the land. Rivers might be acidic. The land could be literally alive. The rules of physics and other anomaly like concepts might be out there. For example, there is an anomaly is best described as "time quicksand." What at first looks like a wrinkle or distortion in the air, suddenly spins and rips into a whirlpool, people get pulled into a void.
Major Factions
1. The Church - The Island is co-ran by a Church called Ahk'Dharasha and led by the Matriarch. They are the primary source of authority here. They give out a source of magic. It helps with everything….from growing crops to making magical weapons to the magical flames you see in the streets to the walls…to even you. Everyone in this world that is equal to a level one Player Character or higher/magical/”special” has been imbued with a source of magic provided by them or from an illegal source. People from the church are generally dressed in yellow. They are led by an elf priestess called the Matriarch.
2. The Company – The Old World Trading Company. Think the East India Company, but on roids in every way. Maybe some dystopian corporate vibes too (and ideally as silly in tone as it is serious) They co-run the island as the economic and military grunt muscle. They are called Crimson Coats due to their uniforms. Their leader is a human male who is over 1000 years old called the Governor. No one knows how or why he is so old, but just about every rumor is out there, The Governor sits at top of the Board of Directors of this company. There are many subordinate companies. Think of them as your traditional guilds.
3. The Thieves’ Guild -They call themselves the Plati Khulda or “Platinum Rats.” They have mixed vibes. Depending on perspective they are robinhoody, rebels/revolutionaries, or 1000 Arabian Nights thieves guild underworld dangerous. the guild is a melting pot of people. It was started and predominately filled by a tight knit of gnome and halfling families. There is no official uniform….just thieves cant. Family members and high ranking members seem to have strange magical powers that do not come from the Church. The Rat King is renowned as much as the Matriarch and the Governor. The Rat King’s Plati Tzels or “Platinum Shades” are as renowned as a local magistrate or general. The guild is allied loosely with the Void Cult due to a long mutual relationship between the Rat Kings and the Librarian.
4. The Counter Culture – The Void Cult is obsessed with mixed ideals of pursuit of knowledge, fulfillment, and personal liberty. They are called the Void Cult due to something they discovered within a bottomless pit. A lot of the fun stuff might be here but also a lot of the not so good or fun stuff. For better or for worse there might be a little bit for everyone here. When able to dress and act openly, members tend to be dressed in blues, blacks, and purples. They are led by a council of wizards and someone called the Librarian. No one but the Rat King has ever met the Librarian. Rumors have it that the Librarian may be thousands of years old.
Premise
The party is being led by a rogue called "the Hornet" to meet with the Governor of the Old World Trading Company. Governor Fenton will negotiate a dangerous contract. Succeed and he will reward you all with an officer position within the Company (so you shall desire it) and something called a “Matriarch’s Indulgence.” You can exchange an indulgence for audience with the effective ruler of the island. She is said to grant a wish (like the actual 9th level spell) in exchange for an indulgence.