Campaign Overview
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Overview
Six travelers from distant lands gather by fate: an Alchemist, a Thief, a Princess, a Bard, a Priest (Sacerdote), and a Witch. The world trembles as a celestial convergence nears. An ancient Weave-spirit stirs in the dark, and only by uniting six relics can the Weave be rewoven before a Rift tears the world apart.
Setting and Hooks
The party journeys through glass deserts, ivy-dark forests, floating markets, arcane citadels, and storm-haunted shores. Each character has a motive to join: the Alchemist seeks a legendary catalyst, the Thief desires a map to treasure, the Princess hopes to reclaim her throne, the Bard longs to recover a long-lost anthem, the Priest seeks to heal a blighted temple, and the Witch fights a creeping corruption.
Mission Structure (Advantage/Disadvantage)
Each mission is three trials with a narrative twist: one check with Advantage and two checks with Disadvantage. The players decide which tests bear these fates, mirroring the risks of crossing a border of magic, a guardian city, or a ruin during eclipse shadows.
Main Quest and Progression
Relics are found by solving region mysteries and negotiating with factions: Stone of Fluids for the Alchemist, Veil of Night for the Thief, Crown of Echoes for the Princess, Lyre of Tempests for the Bard, Chalice of Quiet for the Priest, and Woad of Whispers for the Witch. When united, the relics power a lattice to seal the Rift at the Shattered Confluence.
Finale
In a graf-lit finale, the party faces the Weave-fracture at the Null Gate as night-sky auroras writhe and echoes murmur. Choices shape the weft, allowing them to seal the Rift or bind it to a new order, leaving lasting boons for each class.
Rewards
Artifact attunements, unique class-rare abilities, and a growing legend inscribed in the Weave.
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Player Characters
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