Campaign Overview

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A brainwashed cult bent to Baba Yaga’s will haunts a realm that seeks to bind Koschei the Deathless by minding his fabled needle. An Enchanted Caravan pulls the party from their world and deposits them in a land they never sought to visit, traveling from level 1 up to level 10 as they grow. The caravan, a living spell of shifting shadows and glittering runes, is both beacon and trap; it grants strange allies and fragile information while nudging characters toward a destiny entwined with the needle that contains Koschei’s life. The main quest asks the party to thwart the cult’s plan to seal Koschei away forever by guarding his needle, thereby threatening the balance of life and death across realms. To do so, they must uncover the needle’s resting place, sever the cult’s imposed ward, and decide Koschei’s fate and their own connection to the Veil between worlds. The landscape is a patchwork of fey roads, candle-haunted huts, glassy rivers, and shifting ruins where time frays; a talking raven, a misremembered map, and a living road can be trusted or tricked, depending on the party’s choices. The central events are triggered by three relics the party must recover: the Key of Threads (to unlock pathways to the Needle), the Mirror of the Moon (to reveal true intent and hidden loyalties), and the Bell of Dawn (to awaken guardians who stand at the Needle’s gate). Each relic is guarded in its own vow-bound locale—a Weave-City ruled by illusion and mind wards, an Icebound Spire where reflections reveal truth beneath lies, and a sunken lighthouse where old oaths echo in the bells. Side quests include freeing a brainwashed caravan crew member who remembers a way home and tracing Baba Yaga’s influence to sever her network of mind-binders. Combat, diplomacy, and arcane puzzle-solving escalate as players grow, facing mazes of memory, animistic guardians, and the terrifying price of meddling with fates older than empires. Rewards include unique magic items tied to Koschei’s needle, titles, ally NPCs, and ultimately the power to decide whether Koschei remains deathless, or finally meets his fate, reshaping the land’s future and the party’s own destinies.

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