Campaign Overview

Overview

Okara’s Accord is a coastal fantasy campaign about a pact with a sleeping sea god and a rising tempest. The adventurers must gather three Keys from distant shores and perform a rite to seal the god before the solar eclipse that will awaken the storm.

Setting

The journey spans misty archipelagos, haunted harbors, and submerged ruins of the Sunken Archive. Factions include fisher guilds seeking profit, merfolk councils guarding sea law, and the Tempest Binder cult bent on unbinding the storm god to wash the land of its governance.

The Main Quest

Recover the three Keys and meet at the Maelstrom Altar during the eclipse to complete the Rite of Quietude. The rite requires unity with sea spirits and a calm wind to seal the deep power away for another century.

Key Locations

Sunken Archive on the Coral Shelf; Isles of Lanterns glowing through fog; Glass Spires rising from volcanic vents that hum with old magic.

Hooks

The harbor bell tolls three times at midnight during a calm tide; the governor’s daughter vanishes after a sudden squall; a desperate merrow asks for aid against a pirate-king; a bottle carries a map to a hidden passage through reef and rift.

Side Quests

Decode the Archive songs to reveal the true pact; rescue a lighthouse keeper trapped in a time loop; broker peace between rival sea farms; parley with a drowned queen who remembers the original oath.

Central Events and Triggers

Three Tide Convergences mark the shifting power of the sea; a solar eclipse darkens the coast and awakens the storm god’s influence; the Tempest Binder makes one final move to break the oath during the rite.

Challenges and Rewards

Navigating treacherous currents, underwater ruins, political intrigue, and negotiations with merfolk; players gain weatherproof gear, sea magic, and renown. Rewards include the Key of Quietude, the Cloak of the Tides, and artifacts that bend wind and water to the wielder’s will.

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Player Characters

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