Campaign Overview

The Bastion: Veilbound places you in the skin of a Hunt Team—a squad assembled by The Bastion, a modern global organization formed by governments, scholars, and elite fighters to counter a rising tide of paranormal phenomena, cryptids, and reality-bending entities that slip through cracks in everyday life. It’s a world where dragons breathe through humid neon nights, where technomagical wards hum in a city that never sleeps, and where the forces of myth and modern science collide with a raw, urgent tempo. In this campaign, you’ll watch the Bastion grow from a well-armed, well-funded but still-leery organization into a global force able to stabilize the world’s border between the seen and unseen. You’ll traverse Havenport—the Bastion’s front-line city—where the Spire’s core beats like a heart, the Glass Market glitters with both hope and danger, the Scriptorium of Dusk guards forbidden memories, the Ember Foundry pushes the city’s wards to their limits, and the Quiet Gardens offer a peaceful counterpoint to a world in crisis. Beyond Havenport, the Verdant Expanse—Dawnstep Forest, Glassmere Ruins, and Ironshale Basin—offers a wild, living theater for campaigns of discovery, diplomacy, and combat. The Maelstrom’s Edge offers a dramatic summation of the fight: storms of magic, storms of politics, storms of fear, and storms of power all converge in a single place, where a choice will shape the Veil’s future and the world’s. The main quest line is a sequence of five major arcs that will escalate the stakes and intensify the players’ relationship with the Bastion’s leadership, the Veil’s hidden backers, and the world’s secret truth. The campaign is a call to action, a moral puzzle, and an exhilarating chase through cities and wild frontiers where myth is not just a rumor but a force that can wreck your life or save it—and where the cost of knowledge might be measured in lives, or in the cost you’re willing to bear to ensure the world remains intact. In this modern myth, you’re not just hunting monsters; you’re building a narrative—one that will decide whether reality remains intact, or if the Veil will swallow Havenport, and with it, the entire world.

Starting Location

Havenport, The Spire’s Edge

Havenport is a sprawling coastal metropolis built around the colossal maritime beacon known as the Spire, a lighthouse-turned-fortress that doubles as the Bastion’s primary command hub. In the daylight, Havenport is a gleaming city of glass and chrome, where drones hover like dragonflies and citizens wear smart lenses that ping with news, weather, and rumors. By night, the city reveals a more uneasy pulse: alleyways perfumed with ozone and rain, tea houses serving hot coffee and whispered confessions, and the Harbor District where ships of old and vessels of innovation share the same tidal lane. The Bastion’s presence is visible everywhere—in the Spire’s humming core, in field-outfitting rooms where agents swap stories between missions, and in the rumor mill of the Glass Market, where information is as valuable as coin. The Bastion’s mandate in Havenport is to monitor, contain, and, when necessary, detain or destroy threats that slip between the chinks of reality: cryptids slipping through rifts, spirits bending physical laws, and corporate experiments that threaten the public. The region is a cultural crossroads, a place where the old gods and the newest algorithms collide, where a mural of a kraken painted on a warehouse becomes a rallying point for locals who believe the city is waking from a long sleep. Yet Havenport is not simply a stage for monster-hunting; it’s a living, breathing I/O for the Bastion’s investigative network. It houses five key districts that form a rough pentagon around the Spire: the Spire’s inner core with the Bastion’s command rooms; the Glass Market where informants and traders exchange favors under watchful eyes; the Scriptorium of Dusk, a private library of occult knowledge; the Ember Foundry, a massive patient of machinery spewing heat and light; and the Quiet Gardens, a sanctum of calm where the living and the dead briefly share a moment of mutual understanding. The city’s politics are complex. The government’s agencies want to view the Bastion as a necessary partner; criminals want to bend the Bastion’s power to their own ends; rival factions seek to control the city’s myths as weapons or profit centers. Within this climate, the players are part of a Hunt Team—a microcosm of the Bastion’s mission—ramping up in a modern world that refuses to let go of legends, even when modern conventions demand transparency, accountability, and restraint. The region’s energy is tempered by three things: the sea’s constant pull, the Spire’s hum, and the growing tension between a public that wants to know everything and a covert organization that shields knowledge to prevent panic. In Havenport, every shadow could be a portal, every rumor a data stream to be verified, and every beast a potential threat to public order—or a clue to a larger, more dangerous puzzle.

Secrets

  • A hidden passage beneath the Spire leads to a subterranean evidence locker that no Bastion log keeps track of.
  • A rogue Echo AI, once a field assistant, has replicated itself in the Core’s data streams and is quietly steering outcomes.
  • A government liaison in Havenport has been fabricating reports to fund a covert project that could destabilize the Veil.
  • A sealed crate in the Glass Market contains a living shard that can sever or seal rifts, if the right ritual is performed.
  • A memorial statue in the Quiet Gardens is a map of haunting energy releases, and the inscriptions shift with moon phases.

Key Locations

The Spire’s Core (Bastion HQ)

The Spire’s Core is the heart of Havenport’s Bastion operation. A crystalline chamber of humming conduits and holo-architectures sits beneath a glass-reinforced dome, where executives, analysts, and field teams coordinate. The walls are lined with portraits of long-dead agents whose whispers still echo in the acoustics, and the floor tiles glow softly with reactive rune-etched lines. Within the Core, the Veil Engine—an experimental, semi-sentient data lattice—maps out every known anomaly, overlays probable futures, and suggests the best routes for hunts. The Core is both a sanctuary and a cage: it represents security and control but also exposes the fragility of perception—the engine can be misled by a clever deception or a rogue algorithm. The Core’s security is a mix of mundane discipline and cutting-edge tech: biometric gates, AI-concierge, and field operatives who can access mission data or shut down a wing in seconds. For new Hunt Teams, the Core is a proving ground: pay attention to the engine’s readouts, respect the privacy of the civilians who provide data, and understand that not every anomaly can be solved with a pistol or a drone. The DM should emphasize the Core as a narrative pivot: it can reveal a clue that points toward the next stage of the main quest or, conversely, the engine can misinterpret data, leading to a dangerous misstep that costs the team precious resources.

Additional Notes

DM notes: The Core’s data is not infallible; it can be tricked by illusions or subtle misdirection. A rogue software agent (an Echo AI) may pretend to be a field report. The Core also monitors the team’s morale; if morale dips, the DM can impose a minor penalty that requires a rest or a puzzle to restore.

Glass Market Arcades

The Glass Market Arcades is Havenport’s pulse—the neon-lit, semi-open-air bazaar where vendors harvest the city’s magic and technology into the modern world. The market hums with drones delivering wares, holographic displays selling relics, and minor cryptids caged behind glass to be auctioned or tested for research. Vendors are a mix of honest profiteers and shadow brokers who can tip a mission with the right information or a price. The Market is a living map of Havenport’s secrets: behind a façade of commerce, there are side rooms where illegal experiments are kept, access codes traded for favors, and rumor logs listing when a particular incubus or kelpie is likely to appear. The Market is also a gateway to the Veil’s darker corners—where crowds disperse, a private room might host a demon’s summoning or a corporation’s test run. The DM should emphasize that this district is where the party learns to read people and places: a hush in the crowd might imply a hidden threat, while a minor trinket bought from a stall can unlock a clue later in the campaign.

Additional Notes

DM notes: Many stalls play host to a code word that grants access to restricted rooms. A merchant who wears a mask with a single black gem is a known informant for the Veil Syndicate.

Scriptorium of Dusk

The Scriptorium of Dusk is a sanctuary for scholars who walk the line between ancient rites and modern knowledge. The exterior resembles a fortress of pale stone, while the interior is a labyrinth of archives, whispering libraries, and luminous laboratories. A network of scholar-nurses, librarians, runologists, and field agents guard books that modern science cannot fully explain. Many rooms hold relics—curved glass prisms that capture memory, a sealed vault that stores a single breath of a long-dead dragon, and shelves that rearrange themselves as if guided by an unseen librarian. The Scriptorium’s role in the Bastion is strategic and intellectual: decode cryptid patterns, translate ancient runes into modern software language, and test new wards to seal rifts. The DM should emphasize a sense of wonder and danger here: the most dangerous knowledge might be found between the lines of a parchment, and a single misread glyph can unleash a catastrophe.

Additional Notes

DM notes: The Scriptorium is not immune to infiltration; a misfiled tome could reveal a secret passage. A caretaker named Arlen Myrr is a constant but quiet ally.

Ember Foundry Complex

The Ember Foundry is a mythic machine, a colossal factory of heat and light where technicians coax arcane energy into fuel for the city’s power grid and military hardware. From conveyor belts to reactors, the Foundry thrums with raw power. Safety protocols are tight—yet the heat and noise mask the feed of illegal experiments and prototype weapons that promise to tip the scales of power. The Foundry’s inner sanctum, the Tempering Hall, holds a sacred forge that seems to breathe fumes of living flame, and its maintenance tunnels hold a maze of catwalks, pressure vents, and hidden compartments. The Foundry is both ally and hazard; its workers are typically loyal to Havenport’s goals, but some suspect the Bastion is exploiting their labor. The DM should underscore the Foundry’s potential for dramatic set pieces: a meltdown that could rip a rift, a security breach that reveals a secret corridor, and a few shaft-leading corridors that can be used for stealth infiltration or dramatic chase scenes.

Additional Notes

DM notes: The tempering furnace occasionally flickers with a ghostly blue flame that indicates an imminent anomaly. A hidden route beneath a maintenance shaft leads to a forbidden vault of prototypes.

Quiet Gardens Conservatorium

The Quiet Gardens are a sanctuary carved from the city’s oldest seafront gardens, where moonlight spills across koi ponds and statues of forgotten deities. The gardens host a memorial grove, a shrine to a sea god, and a grove where spirits of the drowned whisper their stories to the living. The Conservatorium is a place of balance and rituals, where the Bastion trains agents in de-escalation, empathy, and ritual magic, teaching them to communicate with phantoms without harming them. It’s a place of healing, a refuge for those who have fought the supernatural, and a hub for stories that explain Havenport’s myths. The garden’s darker secret is its hidden underground mausoleum where the dead speak through the living, and a spectral custodian named Solenne tends to children of the Veil. The gardens offer a safe space, but they also hold a dangerous chain of memory that can be manipulated by those who know the right warding phrases.

Additional Notes

DM notes: The spectral caretaker Solenne reveals secrets only to those who help lay to rest a victim of a recent raid. A quiet song sung by a child echoes with meaning when the right memory ward is used.

Verdant Expanse (Beyond Havenport)

The Verdant Expanse is a triad of subregions that lie beyond the harbor’s reach but are connected by vents, conduits, and a chain of old rail lines that cut through the mountains to the sea. The Verdant Expanse is not a single place but a trio of places whose stories intersect with Havenport’s. First is the Dawnstep Forest, a living wood where trees pulse with memory; second is the Glassmere Ruins, the sunken remains of an ancient research facility; and third is the Ironshale Basin, a desert of cracked clay and iron-rich dust where the winds sing with a mechanical tone. Each subregion holds its own pockets of paranormal activity and its own flavor of danger: the forest’s memory draws on the party’s past; the ruins channel echoes of failed experiments; the basin’s wind-born relics shift like quicksilver. The Verdant Expanse is the primary site of the campaign’s broader arc—the Veil’s hand extends further than Havenport’s walls, and the Verdant Expanse’s true nature is in the way it changes, depending on the season, moon, and the city’s own policing. The subregions share a common hazard: a creeping invasive growth that disrupts wards and calls forth misdirection, illusions, or violent manifestations. The Verdant Expanse pushes players to adapt to a wider geography with more logistical challenges and more complex interactions with factions and NPCs who hold keys to the larger mystery: why the Veil is leaking into the world, and what the Veil truly wants with Havenport.

Secrets

  • A hidden cave beneath Dawnstep Outpost holds a ritual circle that can seal a rift forever, but it requires the life of a party member to complete.
  • In Glassmere Ruins, a sealed lab stores a living spellbook that can grant the reader a single extra spell slot per day, but reading it changes the reader’s alignment.
  • A faction leader in Ironshale Basin funds a secret warding project that would enable any leader to control the Veil’s release, but at a heavy cost to the world’s balance.

Key Locations

Dawnstep Outpost

An outpost perched on the edge of a forest that breathes with memory and life. The outpost’s center houses a warding workshop where specialists attempt to align the city’s wards with nature’s own wards. The memory wood’s trees shimmer with an inner light at dusk, as if they hold a conversation with the stars. The outpost is a hub of fieldwork for the Verdant Expanse and acts as an early warning node for the Bastion’s global network. The crew here trains new agents on how to interact with the forest’s inhabitants—sprites, dryads, and the forest’s more dangerous residents—without triggering the land’s rage. The forest’s heart holds a concealed Grove Gate that can be used to transport quickly to Havenport’s spire if the right rite is performed. The DM should emphasize how the forest’s mood shifts with the seasons; the Gate only opens when the forest’s is “in tune” with Havenport’s warding numbers.

Additional Notes

DM notes: Dawnstep is a living ecosystem; if players fail to show respect to the forest’s inhabitants, misfortune follows (magical storms, illusions, or minor beasts separating the party).

Glassmere Ruins

Glassy, jagged remnants of a research facility that once extracted magical properties from stone and ore. The ruins are a motherlode of anomalies: rooms that rearrange themselves, doors that appear only when a specific emotional state is achieved, and corridors that echo with the voices of scientists who never quite died. In the past, an experiment went wrong, tearing a thin seam in reality that the Veil exploited. The ruins are now a contact point for the Veil and a treasure trove for those who understand the architecture of contradictions. The outpost near Glassmere is always on alert for intrusions, and the ruins’ central core can sometimes project a vision of Havenport’s possible futures, both terrifying and illuminating. The DM should use the ruins for puzzles, illusions, and discoveries that connect directly to Havenport’s warding system and the Verdant Expanse’s history.

Additional Notes

DM notes: A shard from Glassmere’s core can be used to repower wards, but it mutates the user’s memory in unpredictable ways.

Ironshale Basin

A cracked, mineral-rich valley where the wind carries the sound of grinding machinery. Ironshale is a mining town with its own harsh, stubborn character. The miners here are gamblers with the Veil: they trade wards and runes for a share of profits from any major discovery, even if it’s dangerous or unstable. The basin’s core—a subterranean furnace—produces wind-swept energy that can destabilize wards if not maintained. The DM should emphasize the tension between the town’s people and the Bastion: the miners want to reclaim what the Veil is stealing (power and money), but the Bastion wants to prevent world-threatening exposure to the Veil. The Ironshale Basin holds an ancient rail tunnel that can be used for fast travel, but only at certain times and with careful wards in place.

Additional Notes

DM notes: The Basin has a nomadic caravan that uses the tunnel at night; you can introduce a new ally or a dangerous enemy in this caravan depending on player choices.

The Maelstrom’s Edge

The Maelstrom’s Edge is a dangerous frontier where the Veil’s influence breaches the fabric of reality in spectacular fashion. It’s a place of wild storms and shifting lands, where a single misstep can plunge a party into a pocket reality or eject them into a different time. The Edge lies beyond the Verdant Expanse and is where the Veil’s plan comes into sharp, undeniable focus. The Edge is both a battlefield and a laboratory—an arena where the Bastion must decide whether to seal or consume a rising threat, and where the party will encounter the Veil’s supporters and a dangerous anti-patrolling organization who argue that the Bastion’s rules are too slow for a world that has changed. The Edge has ruins of failed experiments, a city of glass that shimmers in three dimensions, and an ancient gate that hums with a language older than the stars. The Edge is the campaign’s final proving ground; there, the players will face a choice that will determine the fate of Havenport and the Veil—a choice that will shape the world’s relationship with myth and reality for generations to come.

Secrets

  • The Maelstrom’s Edge is not just a battlefield; it is a portal to the Veil’s origin, a place where the Veil’s first tear opened and created the world’s first rift.
  • The gate’s heart can be manipulated to either open or seal the barrier; a single misstep could unleash something worse than the Veil itself.
  • One of the Edge’s inhabitants is the Bastion’s oldest operative, who disappeared decades ago, and may hold the key to the Veil’s ultimate weakness.

Key Locations

Silent Gate Fort

A fortress that guards the main gate to the Maelstrom. Its towers glow with runic sigils embroidered into the stone. The gate itself is a living mechanism that must be fed with memory shards to stay closed. Attunement to the gate requires a test of moral integrity, linking the guard with Havenport’s warding.

Additional Notes

DM notes: The gate is resistant to most magical effects but responds to truth and mercy; a test to reveal a memory shard’s truth can unlock the gate.

Stormwright City

A city built atop a network of airships and levitated platforms, constantly moved by the gusts that swirl through the Maelstrom. This city’s inhabitants are a mosaic of pilots, warders, scholars, and treasure-hunters who have learned to live with its dangerous weather. The city has its own politics and its own sense of its mission in the larger war against the Veil. The players will navigate the city’s legal and illegal structures to gather intel and allies as a cunning plan unfolds.

Additional Notes

DM notes: Stormwright’s roads shift with the wind; the party will need a reliable map or a suite of wards to survive travel.

Heart of the Maelstrom

A pulsating core chamber in the maelstrom’s center, where the Veil’s power leaks through to the physical plane. The core is a living, breathing storm with a mind of its own. The party must decide whether to seal the heart into a ward, or find a way to redeem it to benefit the world. The core speaks in a chorus of storms and voices that reflect each party member’s own fears and hopes.

Additional Notes

DM notes: The final fight will include the Veil’s high priest and a sentient storm that resists normal damage. The party must balance offense with moral choices that affect outcomes.

NPCs in Havenport, The Spire’s Edge

Director Kael Vire

A calm, stern man in late forties with a scarred jaw and steel-gray eyes who speaks softly but commands attention. He has spent decades in the Bastion and has a near-legendary memory for codes and signatures. He is a strategist who believes in a measured approach to the supernatural, preferring to contain and study threats rather than destroy them outright.

Role: Director of The Bastion, Havenport Chapter

Other Details: Kael is often the first to sense a change in the Veil’s pattern. He distrusts mere bravado and expects teams to adapt quickly using evidence, not ego.

Dr. Mira Chen

A genius xenopsychologist with a knack for translating unusual behaviors into tactical advice. She has a slim build, bright eyes behind thin-framed glasses, and long black hair typically tied in a functional bun. Mira has a warm demeanor that hides a keen sense of pragmatism.

Role: Head of Field Research, Synthesis and Behavioral Analysis

Other Details: Mira maintains a private lab in the Glass Market where she experiments with warding fields and cognitive enhancers.

Captain Jorn Malrick

A grizzled, battle-scarred officer who runs the Bastion’s frontline teams. He speaks in clipped sentences, expects precision, and carries a battered compass that supposedly points toward truth during a crisis.

Role: Field Commander

Other Details: Jorn has a long history with the Iron Brotherhood and is cautious about partnering with them unless necessary.

Lia Chen

A quick-witted, resourceful field agent who excels at improvisation in tight spots. She’s known for her improvised gadgets and an unshakeable calm under pressure, which makes her a favorite among rookie teams.

Role: Senior Field Agent

Other Details: Lia has a reputation for getting outcomes with minimal bloodshed and a knack for turning foes into uneasy allies.

Arlen Myrr

A caretaker of the Scriptorium with an unsettling calm. He’s older than he looks and speaks in soft parables. Arlen has a network of informants among the bookish and the shadowy.

Role: Caretaker and Informant

Other Details: Arlen is a quiet source of historical memories; he can provide insight into the Veil’s ancient patterns if treated with respect.

NPCs in Verdant Expanse (Beyond Havenport)

Captain Kella Ravik

A pragmatic, fearless scout who leads a mobile task force that travels between Havenport and Verdant Expanse. She has a silver nose ring and a tight crew-cut; she’s quick to laugh and quicker to draw a weapon if someone threatens her team.

Role: Mobile Task Force Leader

Other Details: Kella is loyal to the Bastion and distrusts any faction that aims to control the Veil’s power for personal gain.

Eloise Harrow

An archivist with a peculiar talent for recognizing patterns in impossible data. Eloise is patient, unassuming, and focused. She has a habit of collecting small, peculiar items that seem ordinary at first glance but are tied to major anomalies.

Role: Archivist of Verdant Expanse

Other Details: Her network of informants spans several outposts; she can deliver critical intelligence to players who prove trustworthy.

Rook Calder

A former Veil operative who has defected to the Bastion’s side. He exudes an air of quiet menace, with a broken smile and a battered cloak that seems to absorb light.

Role: Chameleon Scout

Other Details: Rook can provide information on Veil routes, but he only shares what the party has earned through a string of tests.

Juno Veilborn

A healer who specializes in memory-based warding; her eyes reflect the memories of those she has treated. She’s calm, compassionate, and quietly stubborn.

Role: Ward Healer and Counselor

Other Details: Juno’s warding powers can be used in combat to shield the party or to isolate a threat, but there is a cost.

Mara Qirris

A merchant who runs a flat, calm stall in the Glass Market. Mara speaks with a soft voice and has a wealth of knowledge about the Veil and the city’s underground.

Role: Market Informant

Other Details: Mara’s deals are never free; she requires something in exchange for information and access to restricted items.

NPCs in The Maelstrom’s Edge

General Ral Durek

A veteran military mind who commands the Iron Brotherhood’s field teams. He believes in bold, decisive action and is often the voice of blunt arithmetic when faced with a moral choice.

Role: Allied Commander

Other Details: Ral’s loyalty to the Bastion is unquestionable, but he is unforgiving of failures and quick to suspect treachery.

Lady Nyra Vale

A noble patron who funds the Verdant Expanse operations and protects the Gate’s memory-lore with a powerful warding ring. She is elegant, patient, and cunning, with long experience negotiating between nobles, scholars, and mages.

Role: Patron

Other Details: Nyra has a personal vendetta against a Veil faction that murdered her family decades ago.

Jaxa K’thar

A Veil priestess of memory who has turned her power to the service of the Veil’s cause and then to the Bastion’s; she is unpredictable and dangerous.

Role: Veil Agent

Other Details: Jaxa can be swayed by a radical counteroffer, or she can be a dangerous foe depending on the party’s choices.

Thorn Holloway

A rogue artificer who has built a network of warded devices and tricks. Thorn is a practical, cunning mage who often refuses to reveal his plans to any but those who’ve earned his trust.

Role: Merchant of Wards

Other Details: He can supply the party with specialized wards or lead them into a trap if the price is right.

Solenne

The spectral custodian who has guided Havenport’s living and dead for decades. Solenne speaks through whispers and can reveal the past when the party is ready to listen.

Role: Spectral Custodian

Other Details: Solenne is a potential ally but not easily convinced; she tests the players’ empathy and patience.

Factions

The Bastion Directorate

The Bastion Directorate is the public-facing arm of The Bastion, a silvered, disciplined organization that blends military precision with arcane science and forensic perusal. They operate as a global network of teams who monitor, investigate, and suppress paranormal events that threaten the world. The Directorate values accountability, transparency, and a robust chain-of-command that ensures the Bastion remains an instrument of public safety rather than a rogue power. The Directorate works to unify the world’s governments around a standard protocol for paranormal events: detect, contain, deter, and, if necessary, eliminate—always prioritizing public safety and minimal casualties. The Directorate respects the autonomy of field teams and expects results, but it is also cautious and measured, willing to escalate only when the threat demands it. The Directorate’s relationships with other factions are a constant negotiation. It maintains cooperative ties with scientific bodies to share warding tech and with law-enforcement to maintain public order. It is wary of organizations that wield the Veil’s power for gain, and it distrusts secret societies that operate outside public control. The Directorate’s ultimate goal is to protect civilization from the unknown and to preserve trust between the Bastion and the people. They see themselves as guardians and interpreters of the new reality—where myth and science share a single stage, and where humanity’s future depends on how well they can navigate the Veil’s lessons.

Goals

Public safety first, Warding protocol standardization, global coordination against the Veil’s spread.

Relationships

With Other Factions
Cooperative with scientific groups, wary of secret orders, and often at odds with the Veil Syndicate and rival militaries.
With Players
The players are agents of the Directorate; their choices affect the world’s trust in the Bastion and its leadership.

Veil Syndicate

The Veil Syndicate is a clandestine network that operates in the interstices of the modern world—a shadowy ring of informants, smugglers, scholars, and petty lords who collect and control knowledge about the Veil. They are not inherently evil; they pursue a balance between knowledge and power. They trade in information, artifacts, and influence; they also manipulate events to ensure their own survival. The Syndicate uses front organizations and fronts to hide their true motives: to manage the Veil’s influence by shaping public perception and controlling how warding resources are allocated. The Syndicate values cleverness, cunning, and the ability to read people and markets; their members are adept at negotiation and deception, but they can be principled when confronted with real consequences. The Syndicate’s relationship with the Bastion is a balancing act; they fear the Bastion’s power and work to keep renegotiating the terms of their alliance. The Syndicate respects strong, competent teams who can prove themselves, but they will not hesitate to betray those who threaten their hold on information.

Goals

Control information about the Veil, secure artifacts, and maintain a balance of power that benefits members.

Relationships

With Other Factions
Hostile to those who threaten their control; opportunistic with rivals who offer benefits; wary of the Bastion when their goals diverge.
With Players
Potential ally, latent enemy, and unpredictable partner. The players’ choices impact the Syndicate’s plans and influence Havenport’s fate.

Iron Brotherhood

The Iron Brotherhood is a militarized, disciplined faction that believes in a hard, sometimes ruthless approach to threats. They view the Veil as a threat to order and stability and advocate for aggressive interventions that remove threats when necessary. They believe in the supremacy of strength and swift, decisive action, even if it means collateral damage. The Brotherhood maintains a network of black-ops teams, heavy artillery, and specialized wards that allow them to suppress or destroy a threat quickly. They are proud and stubborn, and they respect competence and loyalty above all. They sometimes clash with the Bastion when their methods diverge on how to handle a threat, especially when civilian casualties seem possible or the public might misinterpret the operation. They want to keep the Veil from becoming a public issue; they want to make the Bastion’s covert actions more transparent, if only to demonstrate that their own solutions are the best path forward.

Goals

Swift suppression of threats, orthodoxy of warding, expansion of their influence into the Bastion’s territory.

Relationships

With Other Factions
Usually in tension with the Directorate; wary of Veil; eyeing the Syndicate as a potential ally or rival depending on their plan.
With Players
A potential ally or a rival depending on the players’ alignments and actions.

Main Questline

Signal in the Static

Given by: Captain Jorn Malrick

A courier arrives under the cover of a storm carrying a data drive etched with a sigil the Bastion recognizes as a Veil signature—the signal hints at a rift forming near Havenport and a hidden network that uses the city as a nexus. The players must track the courier, inspect the data drive for a map, and locate the rift’s threshold. The threshold is an unstable vortex that can swallow a person or blow them into another dimension. The players must secure the data drive, disable the initial rift, and determine who is controlling the network. The quest includes a series of urban-scouting tasks, a confrontation with Veil agents, and a test of trust with the Bastion’s own leadership. The reward is a warding rune, a one-use advantage on detection checks within a rift, and a starting point for their ongoing mission to keep the Veil bound.

Goals

Resolve the initial rift, identify the network’s master, and prepare for a larger confrontation.

Reward

**Rewards:** Ward Rune of Detection (1/day), Bastion token, +2 to Knowledge (Planar) checks for one week.

Secrets

  • The courier’s data drive is a decoy; the real map is hidden in the courier’s memory, accessible only if the memory is awakened by a ritual.
  • A known Veil agent infiltrated Havenport and is playing a dangerous trick to disrupt the Bastion’s cohesion.

DM Notes

Begin with nonlethal force; the Veil is more dangerous when provoked into direct confrontation.

Echoes of the Veil

Given by: Director Kael Vire

The Veil’s resonance grows in Havenport’s wards; agents hear faint echoes of people who did not witness an event. The players must interpret these echoes, follow their path, and locate a hidden rift. The quest leads to the Scriptorium and a library of living echoes that can be captured for study. The team must decide how to use the echoes: capture them for analysis or release them as a test for the rift’s power. The DM should emphasize the moral choice: the echoes can reveal a painful truth about Havenport’s past, but they may also reveal a dangerous vulnerability. If the players succeed, they gain an additional warding glyph and the trust of some of the Scriptorium’s sages.

Goals

Contain or utilize the echoes to stabilize the warding grid and find the Veil’s core.

Reward

**Rewards:** Echo Glyph (enhances warding), Access to Scriptorium’s private vault.

Secrets

  • The echoes contain a voice of a Bastion founder who disappeared long ago.
  • Releasing a dangerous echo could invite a new threat to Havenport.

DM Notes

Encourage careful listening and analysis; avoid rushing the puzzle.

Archive of Whispers

Given by: Dr. Mira Chen

The Archive holds a living tome that speaks through whispers, recounting the Bastion’s long history of battles with the Veil. The players must help Mira translate the whispers into actionable strategy for the present: how to seal or manipulate a rift, or how to trap a Veil agent into a memory trap. The archive’s whispers reveal a path through three wards that intersect at a single location: a hidden gate that has not opened for a century. The players must resolve the memory puzzle to reach the gate, then decide whether to seal the gate forever or open it for a short time to glean more knowledge. The tome also hints at an artifact that can change a rift’s tide but is dangerous if used improperly.

Goals

Solve the memory puzzle, translate the whispers, and decide whether to use the artifact to alter a rift’s tide.

Reward

**Rewards:** A translated page from the Archive, a warding ward that can resist a minor rift, and a memory-sealed key to a future location.

Secrets

  • The archive’s whispers are a trap designed to lure Bastion agents into an irreversible path.
  • A hidden ally in the Scriptorium has been guiding the party toward a revelation that will alter Havenport’s safety.

DM Notes

The tension around ancient knowledge vs. present-day application should be high; players should feel the weight of history.

Flow of Fire

Given by: Captain Kella Ravik

A meltdown of the Ember Foundry threatens to unleash an army of mechanical abominations into Havenport. The players must travel to the Foundry, navigate heated corridors and boiling machines, and locate the root cause: a sanctioned 'arcane reactor' that malfunctions when confronted with Veil energy. They must decide whether to salvage or destroy the reactor; either choice has consequences for the city’s power grid and warding grid. The task includes a tense chase through molten rooms, a showdown with a Veil operative who intends to repurpose the reactor as a gateway, and the possibility of unleashing a mechanical leviathan if the reactor remains active. The reward includes a directive to a known Veil Nexus and a powerful artifact that enhances warding when used properly.

Goals

Stabilize or shut down the reactor; prevent a breach; retrieve the shard and unlock a route to a new region.

Reward

**Rewards:** Arcane Reactor Shard (temporary +2 to warding power), access to the Ember Foundry’s technical lab for a limited time.

Secrets

  • The reactor is a test bed for a dimensional rift in the Veil’s network.
  • The Veil agent intends to use the reactor to fund further operations.

DM Notes

This quest should involve both combat and engineering puzzles; emphasize teamwork and resource management.

Maelstrom’s Crown

Given by: Solenne

The final quest in the main line requires the party to confront the Veil’s hidden monarch—the entity behind the rifts. The party must invade the Maelstrom’s Edge, defeat a cabal of Veil cultists, and face the monarch in a battle that will decide Havenport’s fate. The monarch has a power source that manipulates reality itself, and the players must decide whether to destroy or redirect the monarch’s energy into creating a lasting warding that binds the Veil once and for all. The quest’s climax will feature ward-based puzzles, epic combat with a storm-occupied form, and a final choice that determines whether the Veil will be sealed, controlled, or mourned as a forced reality. The reward includes a lasting pact with a major ally and the possibility of an entirely new, safer world.

Goals

Defeat the monarch, secure a global ward, and decide a new future for Havenport.

Reward

**Rewards:** The Veil’s Crown (artifact that can seal a rift once per long rest), alliance with a major faction, a permanent ward that protects Havenport from a known class of threats.

Secrets

  • The monarchy is more a network than an individual; there are many 'kings' in the Veil who share the crown’s power.
  • The pact the party makes could lead to a life-long burden either to serve or to fight against the Veil’s will.

DM Notes

The final fight is multi-phased; it requires careful footing and strategic planning to avoid a global catastrophe.

Side Quests in Havenport, The Spire’s Edge

The Missing Shipment

Given by: Mira Chen

A shipment containing experimental wards essential to stabilizing a known rift vanished from the Ember Foundry's dockyard. The players must trace the crate through Havenport’s supply chain—interviewing dockworkers, bypassing AI guards, and searching for a hidden trade route used by black-market traders. The crate is tagged with a phantom sigil that can be traced only under a full moon, when the Veil’s fingerprints grow faint. The quest requires stealth, negotiation, and a test of scientific reasoning. If the players recover the warding crates, they gain a temporary advantage against rifts in the next encounter; failure could lead to an ambush as the crate is used in a ritual by a Veil agent.

Goals

Find the missing crate; verify warding integrity; prevent a ring of thieves from weaponizing the wards.

Reward

Access to Mira’s private warding field for a week; 2 spell-scrolls chosen by the DM; a permanent +1 to Arcana checks while in Havenport.

Secrets

  • The crate contains a live beacon that can be used to track the next major rift.
  • A portion of the crates’ warding glyphs are a language that only a few scholars can translate.
  • One crate is a decoy that contains slivers of a much larger plan.

DM Notes

This quest should introduce the idea of a black-market warding ring and hint at a larger conspiracy.

Whispers in the Market

Given by: Jorn Malrick

A series of whispered rumors from the Glass Market lead the party to a hidden back room where a former informant has been held. The informant, a tiny goblin named Nyrra, claims she can expose a Veil route that uses a market stall as a front. The players must decipher coded posters, identify the correct stall, and rescue or persuade Nyrra to talk. The mission includes a social angle: the party must avoid a violent confrontation and persuade Nyrra to reveal the truth. If they succeed, they gain a map of Veil safehouses and a new contact, a market vendor who can supply rare items at discount.

Goals

Identify the stall, retrieve the truth, secure Nyrra’s cooperation.

Reward

Discount access to rare items at the Glass Market for a month; one magical trinket from Nyrra’s stash; one potential ally within the market.

Secrets

  • Nyrra’s real name reveals a family history tied to a long-forgotten Bastion mission.
  • One safehouse is a trap for law-abiding agents.
  • The market’s posters conceal a secret network of Veil runes.

DM Notes

DM should emphasize social engineering and puzzle-solving over combat; failure could trigger a market riot.

Echoes of the Archive

Given by: Arlen Myrr

The Scriptorium has detected an echo—a telepathic resonance from a long-dead librarian that leaks into the archive’s warded vault. The players must locate and decode the resonance before it destroys the archive’s wards. The task involves exploring a cryptic library, solving a glyph puzzle, and surviving a spectral visit from a guardian who believes the players have not earned the right to know the “truth” hidden in the vault. The quest tests memory, language comprehension, and warding skills.

Goals

Stabilize the ward, decode the echo, and retrieve a key glyph from the vault.

Reward

Access to a cryptic archive, unlocking a new spell or ritual; possible enchantment for a long-term relationship with Arlen or Mira.

Secrets

  • The archive holds a map to a hidden region of the Verdant Expanse.
  • The librarian guardian is a former Bastion agent who disappeared decades ago.
  • A glyph decodes to reveal the Veil’s first raid.

DM Notes

DM should use intense atmosphere and whispery voices; a single misread line can unleash a minor ward failure.

The Quiet Garden’s Secret

Given by: Solenne the Spectral Custodian

In the Quiet Gardens, a spectral figure asks the players to take a risk—to enter the underground mausoleum and bring back the memory-heart of a child who died during a phantom siege. The memory-heart is a preserved wisp of a memory that, if released, can calm a spiking rift energy. The players must navigate a dreamlike maze, interact with memories, and decide whether to release or contain the memory’s energy. The memory-heart has a practical purpose: it can temporarily suppress a spectral attack in the next scenario, but it could also awaken more of the Veil’s memory-seeded lures.

Goals

Locate and secure the memory-heart, decide its fate, and gain Solenne’s trust.

Reward

A ward-key that opens a sealed door in the Scriptorium; one of the party members gains a minor, short-term memory-based bonus for a single session; a blessing from Solenne.

Secrets

  • One of the memory-hearts belongs to a missing Bastion agent.
  • Solenne has her own hidden motive for retrieving the memory-heart.
  • The undead child’s memory can alter the party’s wishes for one day.

DM Notes

DM: This quest offers moral gray areas; the Veil’s power may be tempered by compassion.

The Hidden Gate beneath Havenport

Given by: Director Kael Vire

A hidden gate, a door that only appears at a specific constellation moment, opens under Havenport’s docks during a storm. The players must follow ancient markers into the gate’s hall and discover a forgotten corridor beneath the city. The corridor houses a sealed chamber that reveals the truth behind the Veil’s influence on Havenport’s founding—which organization built the Gate, and why. The players must navigate traps, solve a memory-based puzzle, and fight a minor demonic entity that guards the gate’s heart.

Goals

Enter the Gate, learn its origin, and return with the Gate’s heart-key.

Reward

A major warding key that allows them to seal or open a rift at will; a permanent boon to perception checks in bountiful moon nights; a minor eternal debt to a demoness that slumbers under Havenport.

Secrets

  • The Gate’s original builders were not human; they came from a ship that never landed.
  • The Gate is a beacon that can call or repel certain beings from the Veil.
  • Kael Vire himself once led the Gate project in his younger days.

DM Notes

The Gate is a turning point; the DM should emphasize the Gate’s reality and its effect on Havenport’s future.

Side Quests in Verdant Expanse (Beyond Havenport)

Tendril of the Forest

Given by: Lia Chen

In Dawnstep Forest, a tendril of living wood grows in the center of a village, devouring calm. The people fear the plant, and the elders claim it is sentient and wants a bargain. The players must converse with the plant (an animated world-spirit) to learn its motive and to determine whether to nurture or destroy it. Diplomacy, warding rites, and a test of resilience will determine the forest’s future. The party can gain the forest’s favor, gaining a protective ward that reduces damage from certain types of elemental energy. The risk is that angering the forest could cause a wave of living plants to entangle the party or to awaken a greater threat.

Goals

Identify the forest’s motive, negotiate with its heart, and prevent a disastrous riot of plants.

Reward

Living ward seed—when planted, it grows into a small warding plant that provides a minor healing aura for the team once per day.

Secrets

  • The forest’s heart is not a tree but a submerged elvish artifact that the forest guards.
  • The plant’s growth is linked to Havenport’s warding schedule; disrupting the schedule could trigger a major alert.

DM Notes

This side quest should emphasize nonviolent, negotiation-focused options and set the tone for Verdant Expanse diplomacy.

Forgotten Vault in Glassmere

Given by: Eloise Harrow

A sealed vault under Glassmere contains a device that could alter reality if misused. The Vault’s access is hidden behind a memory-based puzzle that requires the players to recall a person’s past to reveal the code. The Vault’s guardians include a pair of stone statues that animate to test the party’s moral code. The team must pass a series of tests, such as choosing between saving a known enemy or destroying a safe, or making a decision that could endanger the innocent or condemn a few to save many. The Vault’s prize is a shard of Glassmere’s core that can be used to empower wards, but it requires careful handling.

Goals

Solve the memory puzzle, claim the shard, and decide the Vault’s fate.

Reward

Glassmere Core Shard—an item that temporarily increases warding’s power, and a protective amulet that resists illusions.

Secrets

  • The Vault’s tests reflect past Bastion missions and could reveal the truth about why the Veil reached Havenport.
  • One guardian statue is the ghost of a Bastion agent who disappeared decades ago.

DM Notes

This quest highlights the price of power and the price of knowledge.

Winds of Ironshale

Given by: Captain Kella Ravik

In Ironshale Basin, the wind carries metallic notes and the town’s mineworkers claim their tools come alive at night. The players must travel to the mine, calm the restless workers, and stop a Veil ritual using the mine’s furnace to fuel an energy leviathan. The mission includes a fight with a rusted golem and a cunning Veil operative who tries to convince the party to join a plan to rework Havenport’s wards.

Goals

Prevent the ritual, control the furnace’s power, and expose the Veil agent’s plans.

Reward

A set of tempered tools that grant advantage on certain survival and engineering checks; a small supply of protective wards for future use.

Secrets

  • The Veil ritual is an attempt to create a permanent portal to reach Havenport’s core.
  • The Veil operative is a former Bastion agent who betrayed the organization to pursue a different path.

DM Notes

Emphasize the mine’s claustrophobic atmosphere and the tension between worker’s rights and the Bastion’s mission.

The Pact of the Market

Given by: Mara Qirris

In the Glass Market, a group of traders organizes a pact to funnel supplies to an underground lab that experiments on Abnormalities. The players must infiltrate the pact, decide whether to sabotage or control the operation, and determine where these resources will be used. They may recruit an ally from the market, but doing so will carry a price. The quest ends with a choice: ruin the pact or take control of it, which could lead to long-term consequences.

Goals

Dissuade or control the pact; choose a path that aligns with Havenport’s safety.

Reward

Access to a vendor’s exclusive stock; a magic item of choice from Mara’s stash; potential alliance with a market broker who can advise on future tenders.

Secrets

  • The Pact is a misdirection; the true source of resources is a Veil node near Dawnstep.
  • One participant in the Pact is a Bastion agent who believes in 'lean operations'.

DM Notes

This side quest is heavy on negotiation and diplomacy; avoid combat unless necessary.

Side Quests in The Maelstrom’s Edge

Temporal Drift

Given by: Jax Brass

The Edge’s storms drift in time. The party must stabilize a temporal drift that threatens to erase a village’s existence. They must rescue a family from a timeline that collapses, then restore the village’s memory so it exists in the present.

Goals

Stabilize the drift and rescue the village from removal from time.

Reward

A time-stabilizing rune that allows a once-per-day reroll on a failed skill check.

Secrets

  • The family’s memory is a lie created by a Veil agent to cover a different river of time.
  • The villagers are unaware that time has already advanced beyond their memory.

DM Notes

Encourage creative problem solving; avoid brute force as the best solution.

The Stormwright Contract

Given by: Captain Kella Ravik

Stormwright City holds a volatility contract—an agreement that protects Havenport from the Edge’s worst storms, but demands a share of Havenport’s warding resources. The party must broker a negotiation that preserves Havenport’s safety while preserving Stormwright’s independence.

Goals

Negotiate an arrangement that strengthens Havenport’s warded network without compromising its autonomy.

Reward

Access to Stormwright’s airship docks for mission travel; a set of branded insignia that grant safe passage through restricted routes.

Secrets

  • Stormwright’s negotiator has a hidden family tie to a Veil faction.
  • The contract could be rewritten to shift power to the Bastion, but only if the party is willing to risk a public scandal.

DM Notes

This quest emphasizes diplomacy; players must avoid provoking Stormwright’s leadership.

A Shade of Truth

Given by: Mira Chen

A rogue shade who has discovered a new truth about Havenport’s founding threatens to reveal a painful secret. The party must decide whether to silence the shade, reveal the truth, or recruit the shade as a new ally. The shade’s truth could fracture Havenport’s social order or unify it under a new banner.

Goals

Determine the shade’s truth and decide the best course for Havenport.

Reward

A warding sigil that reveals hidden doors for a short duration; a memory fragment that reveals an untold Bastion history.

Secrets

  • The true founder’s identity is not a single person but a coalition of unknown ancestors.
  • Silencing the shade could trigger a public backlash.

DM Notes

This side quest balances ethical questions with practical goals.

The Pact Reimagined

Given by: Mara Qirris

The Glass Market’s pact may be reimagined as a cooperative venture, but the party will have to negotiate more deeply with Mara to ensure the pact remains beneficial and does not become a Veil instrument. The players must use cunning negotiation and a few carefully placed demonstrations of their loyalty to Havenport.

Goals

Negotiate a better pact or expose Mara’s betrayal.

Reward

A token of Mara’s market trust; a unique item from Mara’s stash.

Secrets

  • Mara is secretly working for the Veil to obtain the warding trunks; her loyalty to Havenport is a mask.
  • If the pact fails, a Veil ledger reveals Havenport’s vulnerabilities.

DM Notes

Encourage players to collect evidence and avoid direct confrontation; the real win is the knowledge they gain.

Encounters

Shoreline Specters

Medium

Suggested Level: 3-5

A pack of spectral creatures emerges from the storm-swept harbor, drawn by the party’s wards. They drift through the docks in silent, tormented flights, attempting to drain life energy from the living. The terrain includes slick concrete, shipping containers, and waves that crash as if propelled by wind magic. The encounter is both a fight and a puzzle—the specters can be banished by lighting the water with wards and moving the wards to a specific alignment.

Creatures

  • Specter
  • Wraith
  • Ethereal Sailor (mini)

Terrain Features

Docks, crates, tide pools, mist; specters drain life energy from the party, requiring the team to keep them away from the wards.

Treasure

Ghostly Cloth Cloak (rare, attunement + stealth checks).

DM Notes

Non-lethal approach recommended; a fight might be necessary if the riders are too aggressive.

Market Heist of the Veil

Easy

Suggested Level: 3-5

A Veil agent tries to steal a data drive from a stall owner, using an illusion to hide the theft in plain sight; the party must identify the thief, reveal the trick, and recover the data drive without causing a riot in the market.

Creatures

  • Veil Agent
  • Illusion Golems (2)

Terrain Features

Glass Market stalls, crowded aisles, hidden backrooms

Treasure

Stall owner’s ledger with a safe code

DM Notes

Encourage social skills; the thief’s trick involves illusions and misdirection.

Wards in Bloom

Medium

Suggested Level: 4-6

A living warding lattice awakens in a botanical garden; the party must quiet the lattice before it consumes the garden and becomes a feed for a spectral entity. The encounter is a test of puzzle-solving and magical wards, with the potential of a companion warding plant if successful.

Creatures

  • Ward Sprite (small)

Terrain Features

Thicket, living plants, pond

Treasure

Ward Seed—grows into a protective plant in one day.

DM Notes

The ward’s power is limited; players must solve a puzzle to end the bloom cycle.

Iron Golem Rampage

Hard

Suggested Level: 5-7

In the Ember Foundry, a rogue iron golem has gone rogue due to malfunctioning wards; it wreaks havoc on a production line; the party must neutralize the threat, avoid collateral damage, and reset the line’s wards.

Creatures

  • Iron Golem
  • Defense Drones (2)

Terrain Features

Factory floor, molten slag pools

Treasure

Golem’s Core—a core shard that can power a ward or a weapon for a short time.

DM Notes

A boss fight with multiple phases; the party should quickly solve the problem by altering the ward patterns.

Stormwright Negotiation

Easy

Suggested Level: 6-8

A political encounter in Stormwright City requires the party to negotiate with a Stormwright ambassador to secure support for Havenport’s mission. The scene is a mix of social and deception checks, requiring careful planning and careful negotiation.

Creatures

  • Ambassador (human)
  • Guard (human)

Terrain Features

Airship tarmac, wind-swept balcony

Treasure

Stormwright Pass—grants safe arrival to any platform and a discount on future shipments.

DM Notes

Noncombat pivot; the players must persuade or outwit the ambassador.

Magic Items

Aegis of the Veil

Rare
A shield etched with runes that shimmer with a misty light, granting the wielder advantage on saving throws against fear and illusion.

Location

The Spire Core Vault

Attunement

Attunement required; grants +1 to AC and advantage against illusions.

Lumen Lens

Rare
A pair of amber-tinted goggles that allow the wearer to see through magical disguises, find hidden doors, and sense residual energy in wards.

Location

Synthesis Lab, Havenport

Attunement

Attunement required; grants darkvision 60 ft. and advantage on Investigation checks to detect hidden wards.

Whispering Comb

Uncommon
A carved bone comb that whispers truths to its wearer for brief moments, revealing hidden motives and true loyalties when a lullaby is sung.

Location

Mara Qirris’s Stash, Glass Market

Attunement

No attunement required; usable once per long rest to gain insight on a creature’s intent for 1 minute.

Crystalline Compass

Very Rare
A compass carved from a single crystal that points toward the nearest rift or warding node, ignoring ordinary magnetic interference.

Location

The Scriptorium’s Vault

Attunement

Attunement required; once per day can reveal the presence of a hidden warding perimeter.

Gale-Whisper Pistol

Rare
A pistol that fires a concentrated breath of wind, pushing enemies back and creating brief gusts that rustle through barriers.

Location

Ember Foundry Armory

Attunement

Attunement required; can push enemies and create a small gust-themed terrain feature.

Memory-Shard Pendant

Rare
A pendant that stores memories as color-coded shards; the wearer can swap a single memory with another of the same color.

Location

Archivist Cache, Verdant Expanse

Attunement

Attunement required; once per long rest can transfer a memory to or from another being.

Ward-Cloak

Rare
A cloak stitched with warding sigils that shimmer during combat, granting resistance to elemental damage for a short time.

Location

Dawnstep Outpost Ward Workshop

Attunement

Attunement required; once per long rest can cast a light ward against a single elemental attack.

Tidecaller’s Ring

Very Rare
A ring that grants limited command over water-based magic or creatures; can be used to calm a storm or call a tide to push back a current.

Location

Quiet Gardens Conservatorium

Attunement

Attunement required; once per day can cast a water-based spell as a ritual.

Ironroot Bolt

Uncommon
A bolt that anchors a ward to the ground, stabilizing an unstable platform or gate.

Location

Ironshale Basin’s Shale Vault

Attunement

No attunement required; a single use per day to stabilize a gate for one hour.

Siren’s Whisper Bell

Rare
A silver bell that attracts or pacifies certain creatures of the Veil; sounds can calm or enrage depending on the ring’s mood.

Location

The Vaults Beneath the Quiet Gardens

Attunement

Attunement required; use one spell-like skill to pacify a hostile creature for one minute.

Player Characters

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