Introduction
The Esoteric & Occult Branch of the Lundeinjon Metropolitan Police Force, better known as Special Branch, is tasked with confronting threats that emerge from the arcane corners of the universe, including Cults bent on apocalyptic schemes. In this adventure, the players assume the roles of a squad of Special Branch constables, working to thwart a cult ritual that threatens to bring about the end of the world.
The Structure of 'Countdown to Apocalypse'
This is an investigative adventure in which the players must discover the secret locations where the cultists have hidden their weapons of esoteric destruction. Time is the key resource at play; the actions the players take during the adventure all consume time, and the countdown is inexorable.
They must gather information by roleplaying with contacts, conducting searches, or undertaking other investigative actions. That information will lead them into direct conflict with the cultists. If they prevail, they can retrieve the Black Eggs and prevent catastrophe.
The adventure has multiple starting and ending conditions, and different sites and contacts will be important depending on the options the GM selects. The scenario can also end in partial success: the world is saved, but the city is still ravaged by one or more disasters, which the characters will have to handle in the aftermath.
A Black Egg?
Black Eggs are relics of the Dragon Wars, deployed by the Cult of the Leviathan to create such horrors as The Gaping Pox and The Undoing. They trigger unique effects based on the locations in which they are deployed, tapping into the history and trauma of a place to generate a bespoke catastrophe.
Each of the locations detailed below includes information on the horrors the players will face if they fail to neutralize all of the Eggs. Even if the players avert the apocalypse, the aftermath of even a single Egg hatching will shape the campaign from that point onward.
You can read more about Black Eggs here:
This world is intended as a setting for tabletop roleplaying games, and there are secrets embedded in the world that players should not know. If you would like to access these secrets, you can join the Lorekeepers group here.
The following adventure is presented in a system-agnostic way, without any mechanics. Feel free to adapt it to any roleplaying system of your choosing.
Setting Up The Adventure
The cult has hidden the eggs in three locations around the city, chosen for their catastrophic interactions with the local environment. In the Locations section below are listed 22 possible places. Before beginning the adventure, the GM should pick three of these to be "active"; the selection can be random, or curated by any method. Those are the sites where Black Eggs are hidden.
The Cult also has a site for their ritual; the GM should select a fourth location for this purpose. This site is special, as it won't be occupied until after midnight, at the ninth Bell of the adventure; before then, the party could visit the site and not know that it is active. The clues and defenses listed for each location will not lead the players to the Ritual Site, although some contacts can provide that information.
But we won't be leaving the players without any help. Their characters are a part of the city, and each one has their own contacts and connections. Each player may select three contacts from the Standard Contacts section below. These represent people the characters know or know of, who they can go to for more information. These can be selected randomly, or based on the character's histories, or any method you like.
Finally, we will also be giving them a bit of money to work with. Constables in the LMPF earn 1 Crown and 1 Mark a week, and this happens to be pay day. Each character will start the session with their purse full, plus an additional 1d4 marks representing what they have left of last week's pay. A Crown is equal to 20 Marks, and a Mark is equal to 12 Pence.
Customizing the Adventure
Lundeinjon has far more people and locations than are listed in this article; there are hundreds of locations mentioned in the articles detailing the city, many of which have short articles attached. So if you want to include the Betchfold Bone Mill or Miggin's Coffee House as locations where the cult might hide out, you can easily put together a location entry for that and use it. Likewise, there are many people in the city who aren't listed as contacts below, but easily could be, like the architect Robert Henry, or the changeling painter Georges Deoilles, feel free to add them to the web of existing contacts.
The Bells of Lundeinjon
This adventure is built around time pressure. Every hour, the church bells of Lundeinjon ring out, reminding the characters that they are one hour closer to the end of the world. For the purposes of the game, the players have twelve Bells, each representing a block of time in which the characters can take action.
During each Bell, the players can talk to a contact, travel across the city, or perform investigations and searches, but only a limited number of actions are possible. Within each Bell, the players receive one Move action and one Investigate action. Move actions allow players to travel across the city; details on travel can be found under Navigating the City below.
An Investigate action can be used to talk to a contact, conduct a sweep of a district, or perform any activity that might reveal clues. Players may also exchange their Investigate action for an additional Move action, allowing them to reach more distant locations more quickly.
When the players take an Investigate action other than speaking with a contact, they should roll a skill check to determine whether they uncover any clues. Each location includes a Clues section describing what can be discovered if that site is active. For example, a search of Southfell may lead the players to notice unusual activity around Farrier's Prison, prompting closer inspection and the discovery of cult activity.
However, there is not enough time to search every street, nor are all clues immediately obvious. The players should make full use of their contacts to gather as much information as possible. Knowing which district to search is critical, and knowing about a suspicious location is even better.
Progress and Complications
The players aren't the only people searching Lundeinjon for these weapons. The entire Special Branch is out there, and the players can activate other information networks through their contacts. Each time the Bells toll, the GM will roll on the Progress table to see how the investigation is proceeding. Good rolls reveal likely locations or eliminate districts from consideration. Mediocre rolls may provide hints or indicate no progress. Bad rolls can produce false leads - but even these may direct the players toward useful encounters if handled carefully.
As the investigation proceeds, the information landscape improves. The GM adds a +1 bonus to rolls on the Progress table with each Bell. For example, the check at 4 PM is 1d20+1, at 5 PM is 1d20+2, and so on. Some contacts can activate additional investigative resources, allowing for more than one roll per Bell and gradually bringing in more information.
The Progress Table
| Roll (1d20 + Bonus) | Outcome Type | Description & Example |
|---|---|---|
| 1-6 | False Lead | Points to a location that is not the site of a Black Egg or the cult's ritual. Each location has a false lead entry describing what the players encounter under this scenario. Example: A constable spotted suspicious figures near Farrier's Prison in Southfell, appearing to gather in secret. |
| 7-11 | Location Eliminated | Investigation has ruled out a particular location. The GM selects a location from the list that is not active and provides a clue. Example: A squad has thoroughly searched Mirehaven and found no signs of cult activity. |
| 12-15 | District Eliminated | Investigation has ruled out an entire district. The GM chooses a district containing no active locations and provides a clue. Example: The River Patrol has combed the Lower Quays and confirmed no cult activity there. |
| 16-19 | Weak Lead | Investigation has discovered evidence pointing to a particular district. The GM selects a district containing an active site and provides a clue. Example: I hear that people in Crownstairs are waking up screaming from nightmares of a sticky black orb. |
| 20-22 | Strong Lead | Evidence points toward a specific location. The GM selects an active site and provides a clue. Example: Rumors from the Low Vespers describe black-robed figures taking control of one of the deeper vaults. |
| 23-25 | Confirmed Sighting | Investigators have proof of an active site and have scouted it. The GM selects an active site and provides a full description. Example: A Black Egg is nestled in the mud of Pirate's Dock, guarded by a pack of angry Ghosts. |
| 26-27 | Failed Encounter | Special Constables engaged the enemy at an active site but failed to retrieve the egg or stop the ritual. The GM selects an active site and provides a full description, noting any damage to the defending forces. Example: We tried to get to the Black Egg in the Phantasmagoria's Chamber of Horrors, but wax Constructs killed most of the squad; we hurt them, but someone's going to need to go in there and finish the job. |
| 28-29 | Loose Egg | Special Constables engaged the enemy, retrieved the egg, but it has possessed the carrier and is now on the run. The squad pursues and calls for backup. Example: Jones picked up the Egg, his eyes glazed over, and he ran off! He's somewhere in the Nick, and we need to track him down. |
| 30+ | Lucky Break | Special Constables retrieved a Black Egg and brought it to a Constabulary to be neutralized. The GM removes one egg still in play. Example: The damn thing was resting on a slab in Dead Man's Hole! It was telling people not to look at it - I wouldn't have seen it either, if it hadn't have been for the heliograph. Thank God in Heaven it's secured now. |
In addition to Progress, the GM will also roll for complications. These are events that will get in the players' way. They may be as mundane as heavy traffic, or as exceptional as a city-wide riot or direct attacks by cultists. Complications will consume the characters' available time unless they can find a way around them.
Like the Progress table, complications escalate as the countdown advances. Certain contacts can also increase the likelihood of complications; for example, if the crisis becomes the headline of the evening paper, city-wide panic becomes much more likely.
The Complications Table
| Roll (1d20 + Bonus) | Outcome Type | Description & Example |
|---|---|---|
| 1-6 | Traffic | Cabs and omnibuses are reduced to a crawl, limiting their range for the next hour. Cabs are reduced to the speed of omnibuses, while omnibuses are equivalent to walking. See Methods of Transportation below. Example: A knot of carriages blocks an intersection, making it impossible to pass and snarling traffic for blocks in every direction. |
| 7-11 | Mechanical Issues | Something has shut down the railway temporarily. Rail travel is unavailable for the next hour. Example: A locomotive has broken down at a key junction, and until it is repaired or removed, the trains are halted. |
| 12-15 | Communication Breakdown | For some reason, you are not receiving the information you should. The results of the Progress roll are not revealed until you check in at a Constabulary or until the next Bell sounds. Example: The runner could not find you anywhere and eventually gave up. You receive both last Bell's report and the current one together. |
| 16-19 | Interference | Rumors of the crisis are spreading, and someone, a journalist, a politician, or a concerned citizen, is getting in your way, demanding answers and costing precious time. Dealing with them costs an Investigative Action, although one player may handle this while the others continue. Example: An irate Member of Parliament accosts the party outside Highcourt Palace, demanding to know why the police are in such a state and refusing to take no for an answer. |
| 20-22 | Local Disaster | An event occurs that forces a detour and puts local citizens at risk, demanding action. Addressing the situation costs an Investigative Action, while ignoring it may have consequences later. Example: A factory fire has broken out in Southfell as your cab races past. The cabbie begins to detour, but people are trapped inside, and if the fire spreads, the whole district could go up in flames. |
| 23-25 | Lack of Transport | Just when you need it, there is not a single cab or omnibus to be found. Neither option is available for the next hour. Example: You want to find a cab in Dunhaven at this hour? Good luck. |
| 26-27 | Inclement Weather | The weather turns, making travel hazardous. Omnibuses become equivalent to walking, and cabs to omnibuses. Wherries and trains slow down, covering one fewer district than normal. Example: If I try to drive any faster in this fog, we are liable to crash into a wall, and that would slow us down even more. |
| 28-29 | Ambush | Cultists set up an ambush, attacking the party as they travel. Resolving the conflict costs an Investigative Action, along with any injuries sustained. Example: Three Monadites armed with military wands open fire as the party turns a corner, pinning them down. |
| 30+ | Riot | News of the crisis has gone public. City-wide panic erupts, and terrified citizens fill the streets. Example: Damn Collingwood for publishing this in the evening edition! |
Nightfall
In addition to the results of the complication roll, the players must contend with the onset of night. Sunset occurs around 8:30, between the fifth and sixth Bells of the adventure, bringing additional challenges.
Wherry fares double after dark. Many districts are poorly lit at night, especially south of the river. In areas without street lighting, travel times increase as per Inclement Weather unless the party carries a light source.
Furthermore, thick fog automatically rolls in over the districts of Blackwater and Dunhaven. These districts are always subject to Inclement Weather restrictions at night.
The Ultimate Complication
The cultists have chosen the night of the full moon for their ritual, as it adds potency to the summoning they are attempting. In some ways, this benefits the party, as the moon provides illumination while they race across the city. However, it comes with one terrifying possibility: the Eldritch Moon might rise instead.
Two or three times a year, this baleful body rises in place of the full moon, bringing madness and monsters with it. If you feel that things are too easy for your players, you may choose to introduce the Eldritch Moon as night falls. This will significantly increase the challenges the party faces and may become the catastrophe that ends the world, but it will not be boring.
Encounters under the Eldritch Moon are described in the adventure Weird Moon Rising. If you choose to incorporate these into Countdown to Apocalypse, roll once on the Weird Moon Rising encounter table for each Bell instead of using the normal Complications table; these will resume only once the moon sets. The Eldritch Moon moves unnaturally quickly across the sky, setting in 1d4+2 hours; once it sets, the city is plunged into darkness... if it is still there.
An "Unknown" Cult
The intelligence provided to the players by The Ministry of Correspondence does not specify which of the many Cults active in Lundeinjon are responsible, meaning the answer could be any of them. The adventure is written with The Monadites in mind, but it can easily be adapted to any other cult organization in the setting, if that better suits the campaign this adventure is part of. If the GM wishes to focus on remnants of the Cult of the Leviathan, or explore the soul-deadening practices of The Ring, this adventure can readily accommodate the change.
The Monadites are attempting to summon an entity known as "The Isolate," whose emergence will allow them to ascend to their ideal state: self-contained, disconnected monads. The consequences of the Isolate entering reality are detailed in the Endgame section. If you substitute a different cult, adjust that section to reflect the chosen cult's thematic madness.
The Monadites
If you choose to use The Monadites, the following information describes how they operate.
Monadites are individually impressive, but do not work well together. While each cultist is likely to be a formidable fighter, they do not coordinate their attacks and are often driven to prove themselves the best individual on the field, even at the cost of their allies' lives.
This lack of coordination extends to their broader strategy. Each group of Monadites operates independently and does not share information. Even if the party captures a Monadite for interrogation, they will not know the locations of the Eggs or the ritual site. They understand the broad outline of the plan, but the details are determined on a group-by-group basis. They know that three Eggs were smuggled into the city, but not where they are hidden; those decisions were made independently by The Monadites responsible for each Egg.
You can read all about The Monadites, their beliefs, and their contradictions, here:
Retrieving an Egg
Finding a Black Egg is only the first step. To neutralize it, it must be transported to a Constabulary and placed into a special crate, which will seal it away from ritual activation until specialists can bleed off its eldritch energies.
The Eggs, however, will not go quietly. They can influence the minds of those nearby, distorting perception. When a player picks up an Egg, it will attempt to deceive them. It may make it seem as though they are surrounded by enemies rather than allies, or that the ground is falling away beneath them.
At times, the effect is more subtle, confusing the bearer about where to go, obscuring routes that lead toward the Constabulary while revealing only those that return to the Egg's chosen location.
The players must resist this influence to secure the Egg and deliver it safely. This process takes one full Bell under normal conditions. If they fail to resist, it may take significantly longer, as the party may need to pursue and subdue their own teammate to recover the Egg.
Endgame
At 3 AM, the bells of Lundeinjon will ring for the twelfth time, and the consequences of what has come before will arrive. Any Black Eggs that were not neutralized will hatch, triggering catastrophic effects based on their locations; each site below specifies the effect of a Black Egg hatching in its entry.
If the cultists' ritual site was not found, they will begin the ritual to summon their patron, an entity known as "The Isolate," into the world. This ritual takes one hour to complete and can be interrupted if the players can reach the site in time, navigating through a city potentially in the grip of multiple overlapping catastrophes caused by the Black Eggs.
Depending on how well they performed before 3 AM, here are the possible outcomes:
Completely SuccessfulAll three Eggs and the ritual site were found before 3 AM. The Black Eggs were neutralized, and the Monadite cultists were captured or driven off. The city survives unharmed, and you can all go get a late-night drink.
Mostly SuccessfulAll but one site was found, but that last one goes off. The world will not end, but there is a catastrophe to deal with, either from a hatched Black Egg or a partial emergence of the Isolate. You saved the world, but there is still damage to manage.
If the ritual is still ongoing, interrupting it will mitigate the damage caused by the Isolate, but there will still be a significant mess to resolve.
Mixed ResultsHalf the sites were found, and half were not. Multiple catastrophes are ravaging the city. If the ritual site was not located before 3 AM, there is still a chance to interrupt the partial emergence and mitigate some damage, but you will be fighting through the effects of a Black Egg to get there. The world will not end, but it will never be quite the same.
Bare MinimumOnly one site was found. On the upside, this prevents the apocalypse; without all four elements, the Isolate cannot fully emerge and undo the world. However, three simultaneous catastrophes are ravaging the city.
If the ritual site is still active, you can attempt to reach it and interrupt the ritual to mitigate the effects of the partial emergence, but there is a great deal standing between you and your destination.
Total DisasterNo sites were found before 3 AM. All three Eggs hatch, unleashing their catastrophes upon the city. Worse, they provide the energy needed to summon the Isolate fully into the world, which will undo it.
There is one last chance to save the world: reach the ritual site and interrupt the ritual before 4 AM. Just look for the giant hole in the sky; they will be underneath.
The Emergence
If the witching hour begins and the ritual site is still active, the Monadite cultists will begin to summon forth their eldritch patron, the entity known as "The Isolate." While it can only fully emerge if all three Black Eggs have hatched, even a partial emergence has significant reality-warping effects. These manifest over the hour between 3 and 4 AM, advancing further depending on how many Eggs contribute their catastrophic energies to the summoning rite.
IsolationThis occurs any time the ritual is permitted to begin, even if all Black Eggs are neutralized.
As the Isolate begins to emerge, relationships between people become strained. Individuals have difficulty coordinating actions and are more likely to act without consulting one another. The players must remind themselves to stay close to their allies and resist behaving as though they are solitary agents.
Across the city, people begin to get in each other's way, leading to outbreaks of violence. At the same time, a vast hole opens in the sky, revealing the endless expanse of Beyond; panic triggers a city-wide riot. If any Black Eggs have hatched, this progresses to the next stage; otherwise, it fades after the ritual ends, as the Isolate withdraws from reality.
BreakdownThis occurs any time the ritual is permitted to begin and at least one Black Egg has hatched.
After fifteen minutes of worsening Isolation, relationships begin to collapse. People no longer recognize friends or family; they are surrounded only by strangers. Language begins to lose meaning, and communication becomes increasingly difficult. Authority figures lose all significance, and everyone acts purely in their own self-interest, with no regard for others or for social order.
If more than one Black Egg has hatched, this progresses to the next stage; otherwise, it fades after the ritual ends, as the Isolate withdraws from reality.
InternalizationThis occurs any time the ritual is permitted to begin and at least two Black Eggs have hatched.
Half an hour after the ritual begins, biological changes take hold. People find their bodies turning inward, focusing entirely on themselves. Their awareness of internal states grows enormously, while their ability to perceive the external world fades. Language is lost entirely, and organs associated with reproduction begin to wither.
Many people lose their grip on sanity at this stage and remain catatonic even if the process is reversed. The streets fall quiet as many lose the capacity to move, speak, or interact with anything beyond themselves. The players must resist this effect if they wish to continue.
If all three Black Eggs have hatched, this progresses to the next stage; otherwise, it fades after the ritual ends, as the Isolate withdraws from reality.
The Isolation SingularityThis occurs any time the ritual is permitted to begin and all three Black Eggs have hatched.
Forty-five minutes after the ritual begins, reality itself begins to unravel. Distances stretch, and some locations cease to connect to others. Individuals begin to vanish into isolated pockets of reality; those who disappear are never seen again.
Monadites not directly involved in the ritual are the first to vanish, achieving their goal of becoming Monads and leaving the world behind. Those conducting the ritual are held in place by the Emergence until they complete it or die; they cannot disengage, even to defend themselves.
The players must resist becoming Monads themselves and being erased from reality. At this stage, killing any of the ritual participants will prevent full emergence. However, if the final Bell rings at 4 AM, the world ends and all humanity vanishes into Beyond.
If the players endure and manage to break the ritual, the Isolate is forced to retreat from reality, but many of the people of Lundeinjon will already be gone forever.
Navigating the City
Lundeinjon spans 122 square miles and is home to 3.5 million people. Getting from one district to another is not as simple as crossing a street; it takes time to move around the city. Of course, there are numerous ways to speed things up, if you are willing to spend money on the problem.
On the map above, you will find layers for Districts, Locations, and Transportation - these will allow you to locate all the elements necessary to navigate the city during the adventure.
Methods of Transportation
There are six main methods of getting around the city: walking, omnibus, cab, train, wherry, and waystation.
Walking is the slowest method, but it has one major advantage: it is free. Crossing an entire district on foot takes 1 Bell.
Omnibuses are large carriages drawn by construct horses that follow fixed routes and make frequent stops. They will not save a great deal of time, but they do help. Using an omnibus to cross a district still takes 1 Bell, but leaves you time to perform an action at your destination, as though you had remained within your original district.
Cabs are faster than omnibuses and will take you directly to your destination. A cab can cross two districts in 1 Bell and still leave time for an action upon arrival.
Wherries are boats that ply the River Lunde. They have the advantage of bypassing crowded city streets, but can only serve locations along the riverfront. Docks and riverstairs line the Lunde, allowing access to most waterfront locations. Within these limits, a wherry can traverse up to three districts in 1 Bell, leaving time for an action at the destination. If in doubt, measure the number of districts based on the originating bank.
The train is one of the fastest methods of transportation. It allows travel crossing 4 districts within 1 Bell, with time remaining for an action at the destination, but can only service districts with a rail station.
Finally, there are the waystations. Maintained in affluent areas by the Wayfarer's Guild, they allow instant transportation between stations across the city. Travel takes no time at all, but the cost is considerable.
To summarize:
| Method | Cost | Time per District | Capacity | Operational Limits |
| On Foot | Free | 60 minutes | N/A | Anywhere with a path or alley. |
| Omnibus | 6p / person | 40 minutes | 22 people | Main Thoroughfares only. Stops at fixed points. |
| Local Rail | 3p / person | 15 minutes | 50+ people | Station-to-Station only. Fixed schedules. |
| Wherry | 3p / trip | 10 Mins | 2-4 people | River-use only. Rates double at night. |
| Hired Cab | 1m 6p / trip | 25 Mins | 2-5 people | Road-access only. Price is for the whole cab. |
| Waystation | 1 Crown / person | Instant | 1 person | Only between Guild Waystations. High social scrutiny. |
The Constable's Purse: A Metropolitan Constable earns 1c 1m (252p) per week.
- A single Waystation jump costs 95% of his weekly income.
- A Hired Cab costs 7% of his weekly income.
- An Omnibus commute (twice daily) costs 28% of his weekly income.
Examples of Travel
Example 1: On FootConstable Hale needs to investigate a lead in Blackwater, and is in Eastbridge. He decides to walk. Crossing the district takes 1 Bell, and by the time he arrives, he has no time left to take further action this Bell.
Example 2: Omnibus EfficiencyConstable Armitage takes the omnibus to from Eastbridge to Oldkeep. The journey still takes 1 Bell, but because she used the omnibus, she arrives with enough time remaining to perform one action, such as questioning a witness or searching a location.
Example 3: Hiring a CabConstables Singh and Fletcher need to travel from Greyspire to Crownstairs quickly. They hire a cab. In 1 Bell, they arrive at their destination and still have time to take one action. The cost is paid once for the entire cab, not per passenger.
Example 4: Using the Rail NetworkConstable Webb needs to cross the city to follow up on a lead near a rail station. He boards at Arcade Station and arrives at Forstead Station within 1 Bell, with time remaining to act upon arrival.
Example 5: River Travel by WherryConstable Doyle is tracking a suspect along the waterfront. She hires a wherry in the Lower Quays and travels upstream to Southfell in a single Bell. Because of the speed, she still has time to act when she disembarks.
Example 6: The Cost of SpeedConstable Mercer is running out of time and uses the Wayfarer Portal in Lantern Row to instantly reach Goldsmith's Court in Copper Hill. The journey takes no time at all, allowing him to act immediately. However, the cost is so high that doing so regularly is not sustainable on a constable's wages.
Example 7: Splitting the SquadA squad of four constables needs to cover multiple leads. Two take a cab to a distant district, while the other two take the omnibus elsewhere. Each group tracks time separately, meaning they may arrive and act at different moments depending on their chosen method of travel.
Example 8: When Time Runs OutConstable Byrne walks into a neighboring district, using up the full Bell. A lead is waiting, but there is no time left to act. Byrne must wait until the next Bell to begin the investigation.
Possiblities
Locations
As a part of the setup, the Gamemaster will choose four of the following locations to be "active" - one for each of the three Black Eggs, and one for the actual ritual site. Finding out which locations are in use, and which ones aren't - well, that's the mission, isn't it?
The location entries below will provide information about how they play into the game. Each includes the following sections:
False Leads
This details what the players encounter if they follow a false lead to this location; this will only happen if the site is not active. It will contain an encounter that will take time, but always has the potential to move the plot forward.Clues
This indicates what clues are present when the site is active. Contacts who are connected to this site will be able to provide these clues, or they may be provided when a Strong Lead is rolled on the Progress Table, above.Defenses
None of the active sites are unguarded. This details the challenges associated with the site when it is active, from environmental hazards to lurking cultists and anything else the site contains.Black Egg Effects
A Black Egg triggers a unique effect in each location; this details exactly what kind of catastrophe it will generate if it hatches in this location.This information is for the GM, and will only be revealed to members of the Lorekeepers group.
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This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
Contacts
There are 3.5 million people in Lundeinjon. You all know some of them, and some of them might know something useful. When setting up the adventure, the GM will let each player choose up to three contacts from below, either randomly or based on character background. Those marked as "Covert" cannot be selected at the beginning; they must be introduced through other contacts or events during play.
Each contact entry consists of three elements. The first two are available to the players: the contact's portrait and their description. The third element is GM Information and is visible only to members of the Lorekeepers group. This section contains the clues and resources each contact can provide, depending on which sites are active and how effectively the players convince them to assist. Different contacts respond to different approaches; some can be persuaded to help for the sake of the city, while others may require bribes, favors, or intimidation. Choose wisely; the contact will only offer their assistance if the players can convince them of it. The GM should feel free to withhold clues or resources if the interaction doesn't support the contact cooperating with the party.
When a clue mentions a particular location or district, present it only if that site is active, unless it serves to rule that site out: such items will say 'Eliminate <Location>'. Resources are always available, regardless of which sites are active.
Contacts can also introduce the players to other contacts they might find useful, including Covert Contacts.
Standard Contacts
The Rake
A scion of the nobility, Aggie can drift between high Society salons and the city's more disreputable amusements with ease. He can open doors to elite gatherings, secure invitations, pass along gossip and scandal gleaned from the upper crust, or point you toward less reputable venues.
Affable and eager to be liked, he avoids anything resembling responsibility, preferring wit and misdirection over commitment. Recently entangled in a string of ill-advised ghost pranks that caused public panic, he is beginning to attract the wrong sort of attention and is now questioned regularly whenever a case appears to involve a joke in poor taste. Those who rely on him may find that he is willing to help, but cannot be truly depended upon.
Coasting through life with a smile and an expensive suit, he has the careless confidence of someone who has never feared consequences.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Vicar
As the Vicar of All Souls' Church, Aurora Granger is one of the constant fixtures in the Lower Quays. She ministers to a transient population of sailors, drifters, and the condemned, offering sanctuary, counsel, and a sympathetic ear. She has the trust of her parishioners, and is often privy to secrets, regrets, and last wishes. She also ministers to those who face execution at Pirate's Dock, and through her, one might learn the final confessions of pirates and smugglers.
She treats all souls as worthy of dignity, no matter their crimes. Yet there are those who would seek to exploit her trust or silence what she knows.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Wayfarer
The leader of the Wayfarer's Guild in Lundeinjon, Thorne oversees the operations of all the guild Waystations in the city. Through him, one can arrange transport, secure permits for transportation magic, or gain insight into who has been traveling and where.
He treats movement as a matter of order and control rather than convenience. Generations of Thorne service to the Guild have made him both deeply loyal to it and highly protective of its monopoly. He has access to reports on approved and illicit uses of transportation magic, but will only share it if circumstances demand it.
Always impeccably dressed and groomed, he always presents himself as a gentleman.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Changeling
The formidable owner of The Gilded Lily and a leading voice within The Marigold Society, Mrs. Branna stands at the heart of Lundeinjon's Changeling community. Her establishment is a rare refuge where Changelings can shed their masks, and through her, one may gain access to that hidden world or learn secrets gathered by those who see what others miss.
Fiercely protective and sharply suspicious, she is warm only to her own kind and unyielding toward outsiders, especially officials or anyone prying too closely. She expects betrayal as a matter of course, and acts accordingly. Her sensitivity to magic makes deception difficult in her presence; even the finest illusion rarely escapes her notice.
Her silver, mirror-bright eyes and unnaturally smooth skin mark her as something other, and she makes no effort to hide it. Behind the bar, she watches everything, guarding her people with a vigilance that borders on the absolute.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Professor
Once of the University of Carbury's Shadowcross College, Davenport is the Empire's foremost authority on Cults. She resides in a Grace & Favor apartment at Forstead Court Palace, granted for her service during the Dragon Wars upon her retirement from the University. She can provide expertise on Cults, their rites, and the methods used to uncover and counter them.
She has little patience for imprecision or ignorance. She will provide advice, but demands intellectual rigor and a willingness to hear uncomfortable truths.
She is thin and stooped, but still has a keen mind and an authoritative voice. She has spent a lifetime looking into the dark corners of the world and found them very much occupied.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Warder
The lead Warder with the Construct Yard Company, Ashcroft is frequently consulted on high-security projects, both in the Yards and across the city. She has designed magical defenses for sites such as the Talismancery and The Windreach Necropolis.
She is driven and meticulous, and obsessive when it comes to security; every flaw is a potential catastrophe. She was recently attacked by members of the Witchbreaker faction of The Wreckers, leaving her deeply paranoid and slow to trust. She will help, but demands strict adherence to her precautions, and will not tolerate carelessness.
Wearing rational dress, she works behind layers of her own defenses, and her office is a fortress of overlapping wards. She is intense about her safety, and looks she is always watching for something trying to get her.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Alchemical Doctor
A leading physician of Wealry Row, Hawthorne is one of the rare few capable of producing true alchemical remedies for injury, illness, and magical affliction. She can treat conditions others deem impossible, provide bespoke formulae, and advise on the most obscure or dangerous maladies, particularly those with arcane origins.
Precise, principled, and quietly compassionate, she views her work as both discipline and duty. Healing remains an art that resists conversion to Universal Magic, and she guards her knowledge carefully, expecting patience and respect from those who seek her aid. Her remedies are invaluable and often difficult to produce, but she is known to prioritize need over profit when it matters most.
Immaculately composed, with the faint scent of rare reagents about her, she moves with deliberate care, as though every gesture were measured. Shelves of delicate, short-lived formulae fill her workshop, each one a small miracle she refuses to see wasted.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Detective
A senior investigator of the Detection Branch of the Lundeinjon Metropolitan Police Force, Strade is regarded as the sharpest mind in the force by his colleagues. He can analyze complex cases, identify overlooked connections, and provide clear direction when an investigation has stalled, whether officially or otherwise.
Quiet, thoughtful, and deeply introspective, he works not for recognition but for the simple notion of setting things right. He is generous with his insight, often guiding others to conclusions he has already reached, even if they take the credit. This same detachment from acclaim makes him a reliable, if somewhat distant, ally.
Pale and perpetually weary, he is almost always found at his desk in Alban Yard, surrounded by case files and half-finished notes. There is a lingering sense that he carries every solved and unsolved case with him, and has long since forgotten how to put them down.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Diviner
A wealthy and highly skilled diviner, Helena practices divination not for profit but for fascination. She can scry distant places, uncover fragments of the past, and occasionally glimpse uncertain threads of what may come, offering insights few professionals can match, provided the matter captures her interest.
Curious, self-indulgent, and intellectually restless, she treats her craft as both art and amusement, pursuing only what intrigues her. Her recent fixation on the methods of Les Séanciers has made her practice increasingly esoteric, difficult for others to follow or verify. She will assist, but never out of obligation, and just as easily loses interest if the mystery fails to engage her.
Always surrounded by curious instruments and half-finished experiments, she has the air of someone peering just slightly beyond the present moment, as though something more interesting might be happening elsewhere.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Journalist
An investigative journalist for The Albion Mirror, Collingwood specializes in exposing the city's darkest secrets, from hidden Cults to institutional abuses. He can uncover hard-to-find information, chase leads others avoid, and bring dangerous truths to light, with little regard for his personal safety.
Dogged, principled, and intense, he is driven by a need to see injustices exposed. His articles have made him powerful enemies, and his tenacity means those working with him may find themselves drawn into matters best left buried. He supplements his income with thinly veiled fiction published under a variety of pseudonyms, often turning real figures into characters in his lurid Penny Dreadfuls.
Ink-stained and perpetually worn, he carries the look of a man who has seen too much of the city's underbelly and intends to expose it to the light of day.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Gossip
A celebrated playwright, satirist, and former leading lady of the Lantern Row stages, Janet Quillwater now presides over the most influential salon in Lundeinjon from her apartments in Vesper Court. She can provide access to elite social circles, uncover or suppress scandal, and connect individuals through a web of gossip, favors, and carefully managed introductions.
Brilliant, cutting, and perceptive, she treats Society as both stage and game, maneuvering reputations with surgical precision. Nothing delights her more than a well-placed secret, and little escapes her notice for long. Those who deal with her may gain invaluable insight or opportunity, but will rarely leave without becoming a piece in her larger design.
She is always impeccably dressed, with a wicked smile that suggests she knows more than she admits, she commands a room with ease, navigating every conversation as though she alone knows the script ahead of time.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Mudlark
A nine-year old mudlark and resident of Mirehaven, Jenny makes her living scavenging the tidal flats of Mirebank and Marshreach. She can recover lost valuables, trace what the river has taken, and find what others overlook in the mud.
Sharp-eyed, tireless, and more experienced than her age, she is known figure to the Marshgate Constabulary as the one most often to claim their bounty on found bodies. She moves through the riverfront with a practiced gait, eyes cast down and searching, only steps ahead of the tide.
She speaks with the practical focus of someone for whom survival is a daily calculation, and it is clear that she is already planning how to leave the mud behind.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Pickpocket
Some people have a gift. Jill Dawkins does, for picking pockets and cutting purses. She has friends too, a couple of dozen kids just like her, living in the slums of Monksfield and Crocus Hill, right in the shadow of the city's grand buildings.
Many people stand in awe of those great structures, the fine statues, the monuments to the Empire's glory. Jill hopes they enjoy the scenery while she slips through the crowd with a handful of silk and silver, enough to keep her and her friends going for another night in the city.
At thirteen, she is the oldest in her gang, and that means they are hers to rule, raise, and protect, whatever the cost.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Artist
One of the most renowned painters in the city of Lundeinjon, Carver's works are featured prominently in the Grey Gallery. In recent years, he has taken to painting controversial scenes that highlight the extreme disparities of wealth and power in the city and has even been interrogated by the Lundeinjon Metropolitan Police Force for connections to groups such as The Wreckers.
Carver was born and raised in the Dunhaven district, and many of his paintings depict locations in and around Dunhaven Village, but he is also known for works located all over Lundeinjon.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Troglodyte Engineer
A troglodyte civil engineer, she is one of the small cohort hired by the city to advise on The Great Underworking. In her native language of Közdének, her name is properly Ḳalíra ben Nerḳalún, but she has adopted a version that is easier for humans to pronounce. In any case, it is in the best interests of her nation that their true names remain unknown.
Kalira is neither the most nor the least outgoing member of her community, but she is the one most often approached. Something about her seems to invite it from humans, for reasons she cannot quite explain, although it may be that she has the most human-like appearance among the Troglodytes in Lundeinjon.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Heliographer
Lara Braid is a woman of the future. She loves the wonders this age has brought, and none more than the heliograph. Born of the mind, not of magic, Heliography is a new art form, and Lara Braid is determined to prove that it is more than a method of recording the world.
She owns Braid's Heliographic Studio, where she produces portraits for the curious and sells heliographic equipment and supplies to fellow enthusiasts, but that is merely to keep money in her purse and food on the table. Her real work is her art: her recordings of Lundeinjon, stripped of illusion and revealed as both beautiful and grotesque.
She has been assembling her work in her studio in Windreach and is eager to show it to anyone who asks or accepts her invitation. A new art is not born every day, and this one is extraordinary.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Criminal
She calls herself the "Queen of the Nick," though it is unlikely anyone else would agree. Molly Griggs is a criminal with a broad range of charges against her. She is an accomplished pickpocket, housebreaker, and confidence artist, but her real trade is in information and connections. She knows everyone in the underworld of Lundeinjon, and half of them owe her a favor.
She lives somewhere on the Blackwater side of the Nick, where the police never go, and where she would have plenty of warning if they did. Molly has a great many friends in the underworld of Lundeinjon, and she knows just about everything that happens in the shadows, though she would never share any of it without a very good, or very expensive, reason.
She is a sometime patron of the Troll of Eastbridge, a tavern where she can be among friends willing to help dump a body, should a constable come snooping. One last thing: she takes it very poorly when someone mistakes her for a prostitute. She may not dress in the modest clothing of a gentlewoman, but she is not in the oldest profession, and she might stab anyone who suggests otherwise.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Trainspotter
When the trains came to Lundeinjon, Obadiah Pike was changed forever. Something about the great iron machines spoke to his soul and took over his life. He began haunting the railyards day and night. At some point, his mind became tangled in his fixation; he could no longer work and lost his job, his home, and his friends.
It does not matter. He has the trains.
He sees patterns in the wheels, in the cargo, in the jets of steam and the cries of conductors. He keeps a hidden bedroll near the roundhouse at Northgate Goods Yard, where he can always hear them. There is a beauty in the trains that cannot be spoken, and deeper truths within the interlocking patterns of tracks, wheels, and timetables.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Reformer
Founder of the Prophets' Word Mission and leader of the religious order the Sisters of the Sacred Word, she and her order are dedicated to ministering to The Poor in the surrounding neighborhoods. They operate a soup kitchen, run a primary school, and venture into local slums to provide care for the sick and elderly in their homes.
She is a member of the Old Albion Church movement and has been accused of being a believer in the Old Church rather than the Church of Albion. She is a harsh woman who believes that the right thing is the only thing, and that the consequences of doing right must be borne, whatever they may be.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Dockhand
A 19-year-old dockhand working Brewer's Docks in the Lower Quays. One of the humans who still holds a position, increasingly surrounded by Constructs. He has a family that depends on him, and he knows that once the Constructs are refined further so they can handle more delicate jobs, he is likely to be out of work like so many others.
He is constantly looking over his shoulder and searching for anything that might provide some security for the future, even if it might not be strictly legal. The company has no loyalty to him, and he feels he owes none to them.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Waterman
It's a hard life rowing the Lunde as a waterman, and Tom Cutter is the best there is, and a celebrity among them. He's won the Waterman's Race twice, last year and three years ago. He knows every dock, private or public. He knows the tides and the mud, and how to avoid the stench of the White Pudding Canal outlet by turning with the wind.
He'll take anyone who needs to travel up or down the river in his wherry, from Pirate's Dock to Forstead Court, and get them there faster than any cab or omnibus could fight through the traffic on the streets.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
Covert Contacts
The contacts in this section are not easily approachable - your players must be introduced to them by the more mundane contacts above.
The Madwoman
An inmate of Beedle's Imperial Asylum, Arabella Finch is sometimes called the Prophetess of Doom. She has been locked in the facility for years but has still managed to gain a reputation for predicting deaths with startling accuracy.
Most of the time, Arabella does not speak at all, but when she does it is always a name. And the person named dies somewhere in the city within a few days. Causes vary: sometimes violence, sometimes disease, and sometimes simply old age. But they all, without fail, die.
Reporters like Henry Collingwood have made deals with the nurses at the asylum to send word when Arabella speaks, in order to get ahead of the story. So far, however, no one has managed to outrun her prophecies; the names she speaks are beyond rescue.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Wrecker
Bran is one of The Wreckers, an offshoot of the Workers' Guild known for violently destroying industrial Constructs. He's usually holed up in the slum of Frog Island, and he's wanted by the police and the businessmen whose Constructs he destroys.
Most recently, his targets have been the great clay golems of The Shambleyard, which have been taking over the slaughtering of cattle from the men who used to work there. He knows what to do to a clay monster stealing people's jobs: smash them to pieces with a sledgehammer.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Dream-Seller
Working in Tallowmere takes a strong stomach and a willingness to ignore the stench. This goes double for working the the Vats. Eliza has a very strong stomach, and she knows exactly what goes into those vats and how to save a little bit out for later, to be combined with a few tailored ingredients and a touch of quintessence to make alchemical dream-juice.
She may work the Vats, but that is not what fills her pockets, not directly. She is a dream-seller, offering vials of escape for those who cannot handle the real world any longer. Some people call her clients Needle-Fiends. She does too, though not to their faces. That would be rude.
Eliza is a creative and experimental alchemist, always looking to improve her product with materials acquired wherever she can find them.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Postman
Felix grew up on the street, but he has outgrown it now. He was a criminal, doomed to the gallows, and then given a second chance at Ashwick Reformatory. There he subjected to the harshest discipline and highest standards in the city. If he had failed, he would have been transported, or worse. But he did not fail, and he is proud of what he has become.
Felix is a Postman, a special courier for The Ministry of Correspondence. He does not deliver mail; he delivers messages in the form of a quiet cup of poison or a knife in the dark. He carries secrets for the government and ensures that information goes to the right people, and that the wrong people do not carry the correspondence away.
He was forged by the state into something better than the urchin he was born as: a weapon for Crown and Country.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Orphan
When he was a child, Padihor Panehsy saw his world die.
The Calamity in Kemet was the single most heinous act conducted by the Cult of the Leviathan during the Dragon Wars. In an instant, more than four million lives were snuffed out. Albion, in the form of Lady Jane Starr, rescued those children who survived and brought them home. Albion led the war against the Cult and was victorious over the monsters. They killed the cultists who destroyed Padihor Panehsy's world.
Most of them.
Some escaped. They hide in plain sight, pretending they never worshipped a dark god from Beyond, living lives they do not deserve.
That will not stand. The children who were rescued, now grown up and in the world, have banded together. They are The Orphans of Kemet, and they have not forgotten their families, their homeland, or what was done to them.
Not all of the guilty were punished. Not yet. And Padihor will not let that stand.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Spy
Priya Desi is a cultural attaché associated with the Mu Embassy in Kemet House. She is also an agent of the Irit, the intelligence agency of The Mu Confederation. Her status as an agent is not unknown to The Ministry of Correspondence, nor is she unaware that they know; both sides are polite about such things in The Great Game, and it is expected that they are watching each other.
In areas of mutual interest, Priya may collaborate with the Empire, but always with an eye toward gaining an advantage in future confrontations. When involved in diplomatic functions, Priya will wear a sari, while on other occasions she will dress in whatever outfit best suits her goals at the moment.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Smuggler
When the docks of Mirebank were destroyed by economics and mud, a lot of people in the district went hungry. But not Silas Rook. He took a look at what was happening, at the ruined wharves and stagnant canals, and saw opportunity.
For the last seven years, he's been navigating the ruined infrastructure of Mirebank in a flat-bottomed boat, traveling at night and smuggling goods that Custom House and the Lundeinjon Metropolitan Police Force never know existed. He has friends in all the docks, and things just find their way into his boat that somehow never make it into the manifests. And if the paperwork looks good, who's to say that anything ever slipped through the cracks?
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
The Zealot
To outside appearances, Simon Kane is the owner and operator of a used bookstore on Ad Caelum Row in Ashmarket, named simply S. Kane, Bookseller. In secret, he is a Knight of the North, a clandestine warrior in an never-ending war.
When the Knights of the North were driven out of the Empire, they did not give up on its people. Their mission was bigger than the squabbles of nations and churches. Their mission was the souls of the world's people, fighting a holding action against the dark so that as many souls as possible could reach Heaven.
They went underground, literally, hiding in the heavily warded vaults beneath Knight's Church. There they remained, rebuilt, recruited, and very slowly re-emerged.
They do not follow the orders of the Old Church anymore; their cousins on the continent might, but the Knights on Albion are independent of any higher authority now. They secretly hunt the Cults which threaten the world, using all the tools at their disposal, magical and mundane, to do so.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
If All Else Fails...
If you don't like your players, or if there is literally no other option, they can go to Mr. Rat. He has the answers - but you will regret the visit.
The Last Resort
Mr. Rat is a small, slight, human-like figure and an agent of the eldritch entity called The Broken Bowel. He resides in a subterranean lair located directly beneath The Fiddle, a shifting and vile inn typically found in the Eastbridge district of Lundeinjon.
He appears to be a man of modest stature, wearing a faded suit and a bowler hat. A wide, unsettling grin stretches across his face, revealing a mouth filled with far too many teeth, all of which are alarmingly sharp. Despite living in a damp chamber filled with organic waste, he remains unnaturally clean; muck and filth simply slide off his skin and clothing without leaving any trace or stain.
Mr. Rat is a prolific trafficker of secrets and lies, reportedly taking visible pleasure when visitors lie to him. He is also a purveyor of dark alchemy: concoctions and substances that are impossible to obtain through legitimate firms like The von Hohenheim Company. He does not accept gold or silver for his services. Instead, he operates on a system of reciprocal favors to be called in at a later date. These requests are often seemingly nonsensical or trivial to an outsider, such as requesting a sample from a specific well or the discrete addition of rat livers to a particular stew, but they are all part of a much larger, incomprehensible scheme.
This information is for the GM, and will only be revealed to members of the Lorekeepers group.
Entry for Adventure April 2026
Answering: "Submit your adventure to the competition!"All images are created by the author using AI, unless noted otherwise.

































Hecking yes
:)