Campaign Overview

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Overview

In a grim, gray world where good and evil blur into one another, two ancient orders sharpen their drives for control. The Grey Veil, a living boundary between Day and Dusk, is fraying after a pact kept the realms in check for centuries. Now the world needs mediators who understand compromise as much as conviction.

Setting and Factions

The action centers on Hollowspire, a metropolis of fog-wrought towers; the Duskmarsh, where will-o-wisps drift among curses; and the Obsidian Spires, home of the Umbral Conclave. The Dawnward Enclave fights for light, the Umbral Conclave for shadows, while the Lanternwrights and Bleak Wardens strive to maintain balance. Alliances are shifting; some allies demand harsh sacrifices, others seek reform through uneasy bargains.

The Main Quest

Recover three Relics of Equilibrium—the Lantern of Sundered Dawn, the Mirror of Final Tide, and the Bell of Quietus. Each relic binds to a region and forces morally difficult choices: seal the Veil forever, bend it toward shared power, or risk the Convergence by leaving the boundary delicate but intact.

Act Structure

Act I: The Veil shivers; a Dawn priest is murdered in a way that implicates both orders. Act II: The party travels through Hollowspire, Duskmarsh, and the Spires to claim the Relics, facing zealots, mercenaries, and morally compromised sages. Act III: The Convergence begins; players must decide a path and live with its consequences. Act IV: Epilogue depends on their choice and its cost.

Side Quests (examples)

  • The Poisoned Choir: break a city-wide trance without destroying a cherished chorus; choose to redeem or silence the chorus.

  • The Bleak Ledger: a scribe reveals how both orders rose to power; decide whether to reveal or bury the truth.

  • Lanternwright Gambit: a guild offers a risky bargain to usher in a negotiated balance; decide whether to take the deal or undermine it.



Challenges, Rewards, and Hooks

Expect intrigue, moral ambiguity, and planar threats at every turn. Encounters scale with party level and emphasize social negotiation as much as battlefield prowess. Rewards include dual-nature blessings, relic-inflected gear that adapts to the party’s choices, and lasting influence over factions. Hooks include a dying envoy’s plea for balance, a dream in which two suns rise, or a city-wide omen that the Veil is thinning.

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