# Theriapolis — Main Quest Line ### "The Reckoning of Mouths" #### A Continent-Spanning Campaign in Five Acts --- ## Setting & Era **Time Period:** Late Reconciliation Era — roughly equivalent to the 1890s in technological development. Industrialization is in full swing. Rail networks connect major cities. Firearms exist but are single-shot and lever-action. Alchemical science has produced scent technology, pheromone compounds, and basic medical miracles. Clockwork and steam power drive factories and infrastructure. The telegraph equivalent uses Leporid thumper-relay networks spanning the continent. **Continent:** Veldara — a landmass roughly analogous to North America in geography. Temperate forests in the east, vast central plains, mountain ranges to the west, tundra in the far north, subtropical lowlands in the south. Major nations are multi-Clade republics, but regional Clade-majority zones persist. The Covenant of Claws has been codified into federal law for approximately 80 years. The Imperium fell over a thousand years ago, but its ruins and cultural legacy shape everything. **Political Climate:** Tense optimism. The first generation to grow up under formal inter-Clade law is entering adulthood. Progressive cities celebrate integration. Rural regions and border territories still run on old hierarchies. Hybrid rights legislation passed five years ago in most nations — enforcement is uneven. Clade-nationalist movements are vocal but politically marginal. Or so everyone believes. --- ## The Overarching Plot (Hidden from the PC at Start) ### The Synthesis Conspiracy A secret network called **The Maw** has spent two decades developing a biological weapon they call **The Unmaking** — a compound that, when deployed in aerosol form, triggers mass neurological reversion in predator-Clade individuals. It doesn't kill. It does something worse: it strips away sapience temporarily, reducing affected predators to pre-sentient feral states. Pure instinct. Pure hunger. No Covenant. No language. No recognition that the creature standing next to them is a person. The compound works by targeting the neural structures that emerged during the Reckoning of Mouths — the biological architecture of sapience itself. It's precise. It only affects predator-Clade neurology (Canidae, Felidae, Mustelidae, Ursidae). Prey Clades are immune. **The effect is temporary** — 6 to 48 hours depending on dosage and individual resilience. But 6 hours of every predator in a city reverting to a feral state is enough to destroy civilization's trust permanently. One deployment in a major multi-Clade city would produce a massacre. The survivors — predator and prey alike — would never trust each other again. The Covenant wouldn't survive it. **That's the point.** ### The Maw — Who They Are The Maw is not a single faction. It's an alliance of convenience between three groups who want the same outcome (collapse of the Covenant) for entirely different reasons: **1. The Inheritors** — Predator-Clade supremacists who believe the natural order was subverted by the Covenant. They want The Unmaking deployed so the world sees what predators "really are" — and then, in the aftermath, they plan to position themselves as the only ones who can maintain order. Their vision: a new Imperium, predator-ruled, with prey Clades returned to subordinate status. They fund The Maw. **2. The Thorn Council** — A prey-Clade extremist cell that has obtained (or believes they've obtained) the compound formula independently. Their logic is inverted: deploy The Unmaking, let predators reveal their "true nature," and use the resulting horror to justify permanent segregation. Prey-only nations. Predator quarantine zones. The Covenant was always a cage for prey, they argue — and the cage has to break for everyone to see the bars. They provide scientific talent to The Maw. **3. Sable Vasik** — The architect. A former Covenant-Keeper (Bridge oath) who served for 30 years and watched every peace initiative fail, every integration effort collapse under the weight of instinct and history. Vasik doesn't want a new Imperium or prey separatism. Vasik wants the *question* answered, once and for all. Can the wolf sit beside the lamb? Deploy The Unmaking. If the predators can resist — if sapience holds even under chemical assault — the Covenant is proven real, stronger than biology. If they can't resist, then the Covenant was always a lie, and everyone deserves to know it. Vasik is a nihilist disguised as a philosopher, and that makes Vasik the most dangerous person on the continent. Vasik coordinates The Maw. ### Why the PC's Parents Died The PC's parents (species/clade flexible) ran a modest farm in a rural region. Unknown to the PC, one parent was a retired alchemist who had worked in scent-suppression pharmaceutical research. Fifteen months before the game begins, that parent received an anonymous package containing a partial chemical formula and a note: *"They're going to use your work. Thought you should know."* The parent recognized components of their old research — specifically, work on neural scent-pathway suppression — repurposed into something weaponized. They began investigating quietly. They contacted old colleagues. They gathered documents. They were meticulous and terrified. The Maw found out. Both parents were killed. The deaths were staged to look like a rawfang attack — predatory violence, consumption of flesh, the worst possible crime. The local constabulary investigated, found "evidence" of a transient rawfang predator, and closed the case. The PC, estranged from their parents for reasons personal to the player's backstory, receives a letter from the local magistrate informing them of the deaths and requesting they come to settle the estate. --- --- # ACT I: STILL EARTH ## Levels 1–4 ### Theme: Grief, Mystery, and the Cracks Beneath the Surface --- ### Opening **[Millhaven, Veldara — Autumn, 1887 Reconciliation Calendar]** The PC arrives in **Millhaven**, a small multi-Clade farming town in eastern Veldara. Rolling farmland, forest edges, a river running through. Population ~2,000. The kind of place where everyone knows everyone and strangers get stared at. The PC hasn't been home in years. Their parents' farm, **Briarstead**, sits on the town's western edge — 40 acres, a house, a barn, and a workshop that the PC was never allowed to enter as a child. **Flexible Opening:** Regardless of class, the PC is arriving fresh. If they graduated from a guild/school/academy, this is their first independent task. If they have another backstory, the summons pulled them away from whatever they were doing. The point is: they're low-level, unknown, and about to walk into something bigger than they can imagine. --- ### Main Quest: Settling the Estate **Quest: "What They Left Behind"** The magistrate, **Aldous Fenn** (a middle-aged badger-folk, Covenant Enforcer background, meticulous and tired), hands the PC the estate paperwork and expresses condolences. He also, reluctantly, shares the official finding: rawfang predation. One or both parents were partially consumed. The case is closed. The transient predator was never found. The PC is given the keys to Briarstead. **At the Farm:** The house is undisturbed — the violence happened in the barn. The barn has been cleaned but not well. Scent lingers (detectable by any PC with scent ability, or findable via investigation). The "workshop" behind the barn is locked with a mechanism more sophisticated than anything a farmer should own. **Discovery Chain:** 1. **The Workshop** — Getting inside requires either picking the lock (DC 15), finding the hidden key (Investigation DC 12, taped behind a loose stone in the well), or brute force (the door is reinforced, STR DC 18). Inside: an alchemist's laboratory. Not amateur. Professional-grade equipment. A wall of notes in shorthand. A hidden floor safe (Investigation DC 14 to find, DC 16 to open). 2. **The Safe** — Contains: a leather journal, a partial chemical formula on treated paper, the anonymous note ("They're going to use your work"), and a list of six names with locations across the continent. Two names are crossed out. A third has a question mark. 3. **The Journal** — Written in the parent's hand. Fragmentary. References "the old project," fear that their scent-pathway research has been "inverted," meetings with former colleagues, growing paranoia. The last entry, dated three days before the murders: *"V. knows we know. We should have left a month ago. If you're reading this, I'm sorry. Follow the names. Trust no one wearing a Covenant badge. Please."* 4. **The Scent Evidence** — A PC with scent abilities or Scent-Broker skills can analyze the barn. The "rawfang attack" scent signature is wrong. Too clean. Too singular. A real feral attack leaves chaotic scent — adrenaline, saliva, multiple emotional states. This smells... manufactured. Like someone deployed a pheromone compound to simulate predation. (WIS DC 14 to notice, DC 16 to be certain.) --- ### Side Content: Millhaven (Levels 1–3) While investigating Briarstead, the PC encounters local problems that serve as level- appropriate content and worldbuilding: **Side Quest: "Fence Lines"** — A Cervid farmer and a Canid rancher are in a property dispute that's become a proxy for old predator/prey tension. The constable (Aldous Fenn) is too stretched to mediate. Both sides have legitimate claims. Resolution involves investigation, persuasion, and navigating the unspoken biological tension underneath a legal disagreement. **Side Quest: "Shedding Season"** — A young hybrid (Canid-Cervid, presenting Canid) in Millhaven is struggling because their scent-mask supply ran out and the nearest supplier is in the city. Their identity is at risk of exposure. The PC can help procure masks, help the hybrid decide whether to keep passing, or navigate the social fallout if they're discovered. Introduces hybrid themes organically. **Side Quest: "The Cellar Problem"** — Something is killing livestock on farms south of town. Tracks suggest a non-sentient predator (large cat or bear), but the kills are strange — only Cervid-owned livestock is targeted. Investigation reveals either: a genuine wild animal drawn by specific scent markers someone planted, or something more troubling. This is a red herring that subtly introduces the idea of scent-technology being used for targeting. **Side Quest: "Old Howl"** — An elderly wolf-folk, **Grandmother Asha**, the town's oldest resident, asks the PC to retrieve a family heirloom from a collapsed mine outside town. The mine is a minor dungeon (3-4 encounters, level 1-2 appropriate). The heirloom is a Howl-stone. Asha, if befriended, becomes a recurring source of lore about the Reckoning of Mouths, the old world, and the scent of "something wrong in the wind." --- ### Act I Climax: The First Name **Quest: "Following the Dead"** The PC researches the first uncrossed name on the parent's list: **Dr. Marisol Venn**, a Felid (leopard-folk) alchemist working in **Thornfield**, a mid-sized industrial city two days' travel from Millhaven. Before the PC can leave, an incident: A stranger arrives in Millhaven — a Canid (coyote-folk) named **Fen Lacroix**, scruffy, road-worn, claiming to be a traveling merchant. Lacroix is actually a low-level operative of The Maw, sent to confirm that the parents' research was destroyed. He discovers the PC has been in the workshop. He reports back. The Maw now knows the PC exists. **Encounter:** Lacroix (or hired local muscle) attempts to break into Briarstead at night to destroy the workshop. The PC can catch them in the act, fight, chase, interrogate. Lacroix knows almost nothing — he's a cutout, paid in fangs, given a job. But he carries a coded letter with a wax seal: a circle of teeth. The Maw's sigil. The PC leaves Millhaven for Thornfield with the journal, the formula, the names, and their first enemy. **Level 4 by end of Act I.** --- --- # ACT II: THE NAMES ON THE LIST ## Levels 4–8 ### Theme: Conspiracy, Trust, and the Weight of What You're Carrying --- ### Structure Act II is the most open-ended. The PC has a list of names — former colleagues of their parent, scattered across the continent. Three are still alive (as far as the list indicates). The PC must find them, learn what they know, and piece together what The Unmaking is and who is building it. Each name is in a different region, offering varied environments, cultures, and local storylines. The PC can pursue them in any order (though the game gently suggests a geographic progression). **The Three Names:** --- ### Name 1: Dr. Marisol Venn **Location: Thornfield, Eastern Industrial Belt** Thornfield is a factory city — smokestacks, rail yards, dense multi-Clade population packed into neighborhoods stratified by species and class. Mustelid-heavy workforce (they fit in the tight factory spaces). Canid-run management. Cervid and Bovid labor unions pushing back. **Dr. Venn** is a leopard-folk alchemist, mid-40s, working in a legitimate pharmaceutical company by day — scent-suppression products. Brilliant, paranoid, and right to be. She was part of the original research team that studied neural scent-pathways fifteen years ago. The project was funded by a Covenant-Keeper medical initiative. It was supposed to help trauma victims whose scent-processing was damaged. Venn knows the research was weaponizable. She told the project lead — **Sable Vasik** — and was assured it would be locked down. She believed it. Until the anonymous package (same one the PC's parent received) arrived. **Thornfield Content:** - **Finding Venn** requires navigating the city: her pharmaceutical company, her apartment (scent-warded), her habits. She's being watched by Maw agents. - **Factory District Subplot:** Workers are getting sick — Mustelid factory workers specifically. Symptoms resemble scent-pathway damage. Is the factory producing something related to The Unmaking? Investigation reveals: the factory is a front. One production line is manufacturing precursor compounds for The Unmaking, disguised as industrial solvents. The workers' illness is accidental exposure. - **Venn's Knowledge:** She can decode part of the formula the PC found. It's incomplete, but she identifies the mechanism — neural scent-pathway inversion. Instead of suppressing scent-processing (medical application), it overloads the predatory instinct centers. She's horrified. She provides the second piece of the formula and the name of the project's funding source: a Covenant-Keeper medical trust, now dissolved, whose records are archived in the capital. - **Maw Response:** The Maw sends a more serious operative to Thornfield — **Grinner**, a ferret-folk Noseblind assassin (Shadow-Pelt, level 6). Grinner's method: deploy fear-pheromone compounds to isolate targets, then kill in the chaos. The PC must protect Venn and either defeat or drive off Grinner. This is the PC's first encounter with a serious Maw agent. **Venn's Fate (Player Choice):** - Convince her to come with you (CHA check, or build trust through the factory subplot) - Set her up with protection (Covenant Enforcer contacts, if the PC trusts them — the journal said don't) - She refuses to leave and is killed off-screen between Acts II and III (consequence of inaction) If Venn survives, she becomes a **companion NPC** — alchemist support, potion crafting, formula analysis. Non-combatant, but invaluable. --- ### Name 2: Sergeant Korvo Brenn **Location: Fort Dustwall, Central Plains** The central plains of Veldara are Bovid and Cervid country — grasslands, herd-cities, and military outposts watching the borders of Clade-majority regions that haven't fully integrated. Fort Dustwall is a Covenant Enforcer garrison on the edge of a region still dealing with Clade-nationalist insurgency. **Korvo Brenn** is a bison-folk Fangsworn (Pack-Forged), a 20-year veteran of the Covenant Enforcers. He was the security consultant on the original scent-pathway research project, responsible for ensuring the research stayed contained. He was told the project was shut down. He believed it. Brenn is gruff, competent, and deeply loyal to the Covenant in a boots-on-the-ground way that has nothing to do with philosophy and everything to do with holding the line so people don't die. **Fort Dustwall Content:** - **Finding Brenn** is easy — he's a public figure at the fort. Getting him to talk is harder. He's suspicious of strangers, protective of his post, and dealing with his own crisis: raids on settlements by Clade-nationalist paramilitaries (Canid supremacist cells calling themselves **The Old Pack**) are escalating. - **Plains Subplot:** The Old Pack is hitting supply lines and targeting prey-Clade homesteads. Brenn needs help. Helping him earns trust. The PC participates in patrol missions, defends a settlement, and tracks The Old Pack to their camp. - **The Old Pack Connection:** Investigation reveals The Old Pack is being armed and funded by an outside source. Better weapons than insurgents should have. Pheromone compounds — aggression enhancers — in their supplies. The supplier's trail leads to... The Inheritors, one of The Maw's three factions. This is the PC's first direct evidence of The Maw's structure. - **Brenn's Knowledge:** Once trust is earned, Brenn confirms the original project's scope. He also reveals that the project had a classified military annex he wasn't supposed to know about — the Covenant-Keeper leadership authorized a "defensive applications" study. Translation: they explored weaponization from the start, then buried it. Brenn is shaken. He gives the PC access to his personal copies of the project's security logs — names, dates, facility locations. - **Maw Response:** The Maw doesn't send an assassin this time. They send a provocation. A supply of aggression-pheromone is slipped into Fort Dustwall's water supply, targeting Canid soldiers. A small-scale version of The Unmaking. Three soldiers go temporarily feral during a routine patrol near a Cervid village. No one dies (if the PC intervenes fast enough), but the political damage is catastrophic. This is the PC's first glimpse of what The Unmaking would do at scale. **Brenn's Fate (Player Choice):** - He joins the PC (leaves the fort, conflicted about abandoning his post) - He stays but becomes a remote ally (intelligence, military contacts, sends reinforcements later) - If the water-supply incident goes badly (PC fails to intervene), Brenn is killed trying to restrain his own soldiers If Brenn joins, he's a **companion NPC** — frontline fighter, military knowledge, Covenant Enforcer access. Carries guilt about the project. --- ### Name 3: Whisper (real name unknown) **Location: The Tangles, Southern Subtropical Lowlands** The Tangles is the continent's underbelly — subtropical swamp and forest, a patchwork of unincorporated territories where Covenant law is theoretical. Smuggling, black markets, hybrid communities, and people who don't want to be found. The closest thing Veldara has to a frontier. **Whisper** is a hybrid (Canid-Felid, heavy Felid expression) who was the original project's test subject coordinator. They recruited volunteers for the scent-pathway research — paid participants, mostly hybrids desperate for medical help with their scent dysphoria. Whisper was a hybrid rights activist who believed the project would help their community. When the project ended and the promised treatments never materialized, Whisper disappeared into The Tangles. Whisper is bitter, brilliant, and knows more about the practical effects of scent- pathway manipulation than anyone alive, because they watched it happen to people they recruited. **The Tangles Content:** - **Finding Whisper** is the challenge. They don't want to be found. The PC must navigate The Tangles' underground: smuggler contacts, hybrid safe-houses, Blendtongue speakers, a local economy that runs on trust and barter. This is the hybrid-culture deep dive. - **Swamp Subplot:** A hybrid community called **Thornback Hollow** (named for the Expulsions) is being pressured by a local predator-Clade warlord, **Captain Renata Osso** (a jaguar-folk, Lone Fang Fangsworn), who's carved out a territory and considers the hybrids squatters. Osso isn't Maw — she's just old-fashioned territorial cruelty. Dealing with her (combat, diplomacy, or sabotage) earns the community's trust, which is the only way to find Whisper. - **Whisper's Knowledge:** They know what the compound does to hybrid physiology specifically — and it's worse. Hybrids, whose scent-pathways are already blended, don't revert to one Clade's feral state. They fragment. Half the brain goes one direction, half goes the other. The result isn't feral aggression — it's neurological collapse. Seizures. Catatonia. Death in ~40% of cases. The Unmaking is an extinction weapon for hybrids, whether The Maw intends it or not. - **Whisper also knows** the identity of the project lead: **Sable Vasik**, former Covenant-Keeper (Bridge). They were kind. Patient. The last person anyone would suspect. Whisper describes Vasik with the exhausted precision of someone who trusted the wrong person completely. - **Maw Response:** The Thorn Council (prey-Clade extremist faction of The Maw) has operatives in The Tangles. They've been recruiting among disaffected prey-Clade communities, promising safety through separation. The PC encounters their propaganda, their recruitment efforts, and their willingness to use violence against anyone — including hybrids — who stands in the way. The Tangles becomes a three-way conflict: the PC, the warlord, and the Thorn Council. **Whisper's Fate (Player Choice):** - They join the PC (hardest to convince — requires completing the Thornback Hollow subplot AND proving you're not Covenant-affiliated, which is complicated if Brenn is in your party) - They provide information and disappear back into The Tangles - If Thornback Hollow is destroyed (PC fails or ignores the subplot), Whisper blames the PC and becomes hostile — a potential enemy in Act IV If Whisper joins, they're a **companion NPC** — hybrid underground access, scent- pathway expertise, and the moral compass of someone who has already been betrayed by every institution. --- ### Act II Climax: The Picture Assembles By the end of Act II, the PC knows: - The Unmaking exists and what it does - Three factions form The Maw (Inheritors, Thorn Council, Vasik) - Vasik is the architect - The weapon is nearly complete — precursor compounds are being manufactured - The original research was Covenant-Keeper funded (trust nothing) - Hybrids are collateral damage at extinction-level stakes The PC must go to the **capital city** to find the archived records of the original project and locate Vasik. **Level 8 by end of Act II.** --- --- # ACT III: THE CAPITAL ## Levels 8–12 ### Theme: Institutions, Betrayal, and the Rot Inside the Machine --- ### Location: Sanctum Fidelis The continental capital. A city of 2 million. The seat of the Inter-Clade Republic. Where the Covenant of Claws was first codified into law. Architecture spans centuries — Imperium ruins beneath Territorial-era fortifications beneath Reconciliation-era civic buildings. Every Clade is represented. Every tension is present. The city is beautiful and rotten. Gleaming civic centers surrounded by Clade-stratified neighborhoods. Hybrid ghettos pressed against financial districts. Covenant-Keeper headquarters — the **Fang & Claw Hall** — dominates the skyline, a monument to the promise that everyone is people now. **This is where the PC discovers the conspiracy goes higher than The Maw.** --- ### Main Quest: The Archives **Quest: "Paper Trail"** The original scent-pathway research project was called **Project Shepherd**. Its records are archived in the Covenant-Keeper medical trust's sealed files, housed in the sub-basements of Fang & Claw Hall. Getting access is a storyline in itself: 1. **Legal Route:** Petition the Keeper-General's office. Requires navigating bureaucracy, calling in favors (Brenn's Covenant connections if he's with you), and waiting. Processing time: "six to eight weeks." The PC doesn't have that long. 2. **Political Route:** Find an ally inside the system. **Keeper-Magistrate Idris Tahani** (an elk-folk, Bridge oath, mid-50s, idealist under pressure) is a reform-minded official who's been quietly concerned about irregularities in old project funding. Convince Tahani the threat is real and he can authorize access — but he'll want proof before he sticks his neck out, and providing proof without tipping off The Maw requires care. 3. **Infiltration Route:** Break in. Fang & Claw Hall has physical security (guards, locks, scent-checkpoints) and the archives are underground. Shadow-Pelt paradise. If the PC is a Scent-Broker or has Whisper, scent-based security can be defeated. If they're a Claw-Wright, the mechanical locks and alarms are solvable. If they're a Fangsworn, they're going through the guards. Multiple class-specific paths. --- ### What the Archives Reveal **Project Shepherd** was initiated 18 years ago by the Covenant-Keeper medical division, officially to study scent-pathway rehabilitation for trauma victims. Funding came from a trust called the **Fidelis Foundation**, controlled by senior Covenant-Keepers. The classified military annex (Brenn mentioned it) was called **Shepherd's Gate**. Its purpose: explore "defensive applications" of scent-pathway manipulation — specifically, a deterrent against potential Clade-wide aggression. The logic: if predator Clades ever attempted organized violence against prey Clades, the Covenant-Keepers wanted a weapon that could stop them. A kill-switch for predator instinct. **Shepherd's Gate was authorized by the sitting Keeper-General at the time.** It wasn't rogue science — it was institutional. The Covenant-Keepers built the weapon. Then they buried it. **Sable Vasik** was Shepherd's Gate's lead researcher. When the project was cancelled (officially: ethical concerns; actually: a change in Keeper-General), Vasik was reassigned. All materials were supposed to be destroyed. They weren't. Vasik kept copies. Vasik kept contacts. Vasik kept working. **The shattering revelation:** The current Keeper-General, **Argent Strand** (a silver wolf-folk, Warden oath, 60s, the most powerful law enforcement official on the continent), knows. Not about The Maw specifically — but about Shepherd's Gate. Strand was a junior Keeper when the project ran. Strand authorized the original cover-up. Strand's political survival depends on Shepherd's Gate never becoming public. **This means the PC cannot go to the top of the Covenant-Keeper hierarchy for help.** The institution built the weapon and buried the evidence. The PC is now fighting both The Maw AND the institution supposed to protect the Covenant. --- ### Capital Subplot: The Scent Market Sanctum Fidelis has an underground scent-market — illegal pheromone compounds, black-market estrus suppressants, scent-identity forgeries, and worse. The market is run by **Madame Sura** (a fox-folk, Scent-Broker/Perfumer, 50s, exquisitely dressed, morally flexible, deeply connected). Sura is not Maw, but she's done business with people who are. Navigating the scent-market gives the PC access to: - Black-market intelligence on Maw movements - High-grade scent equipment (Deep Cover masks, Scent-Ward Stones) - A contact inside the Thorn Council who's getting cold feet — **Delara Moss**, a rabbit-folk former teacher who joined the Council out of genuine fear and is now in too deep **Delara Moss** can be turned into an informant, providing the location of the Thorn Council's laboratory where their portion of the formula is being refined. --- ### Capital Subplot: The Hybrid Quarter Sanctum Fidelis has a hybrid neighborhood — **The Splits**. It's poor, scent-scrambled, and vibrant. The Unsheathed movement has its headquarters here. Their leader, **Corin Blackthorn** (a Bovid-Mustelid hybrid, former chattel, early 30s, furious and strategic), is organizing political demonstrations for hybrid medical rights. If Whisper is with the party, The Splits becomes accessible immediately. If not, the PC must earn trust. **The Splits Content:** - Corin provides context on hybrid vulnerability to The Unmaking — this isn't abstract to them - Hybrid community resources (medical kits, underground networks, safe passage) - Political tension: Corin's demonstrations are making Keeper-General Strand nervous, and Strand is considering using the demonstrations as a pretext to crack down on the hybrid quarter — which would play directly into The Maw's narrative of institutional failure - The PC can assist, ignore, or politically navigate the demonstration subplot — choices here affect Act IV and V significantly --- ### Act III Climax: The Raid Armed with information from the archives, the scent-market, and allies, the PC locates a Maw staging facility in an industrial district on the capital's outskirts: a decommissioned slaughterhouse (the symbolism is pointed) repurposed as a chemical laboratory. **The Slaughterhouse Raid** is a major set-piece dungeon: - Multiple floors, industrial setting, chemical hazards - Maw defenders: Inheritor soldiers (predator-Clade Fangsworn and Ferals), Thorn Council alchemists (prey-Clade Scent-Brokers), and mercenary Shadow-Pelts - Environmental hazards: leaking Unmaking precursor compounds. Predator-Clade PCs must make CON saves in certain areas or suffer temporary scent-pathway disruption (disadvantage on WIS checks, flashes of feral impulse — frightening but not debilitating at this concentration). Prey-Clade and Hybrid PCs are immune to this but face other hazards (booby traps calibrated for different Clade body types). - **Mid-dungeon revelation:** The slaughterhouse contains test subjects. Captives — some predator-Clade, some hybrid — being used to calibrate The Unmaking's dosage. Cages. Monitoring equipment. Medical notes in clinical language. Some subjects are recoverable. Some aren't. This is the emotional gut-punch of the act. - **Boss: Sable Vasik** is not here. But their second-in-command is: **Colonel Maren Ashcroft** (a lioness-folk, former Covenant Enforcer, Fangsworn/Lone Fang, level 10). Ashcroft is an Inheritor true believer who sees herself as a patriot. She fights with professional discipline and doesn't hate the PC — she pities them. "You're trying to save a world that doesn't want saving." **After the Raid:** The PC recovers critical intelligence: - The Unmaking is complete. Production-scale manufacturing has already happened at another facility. - Deployment target: **The Reconciliation Summit** — a once-a-decade gathering of all Clade leaders, held in **Heartstone**, a historic city in the western mountains. The Summit is three weeks away. - Vasik will be at Heartstone. The PC also discovers that Keeper-General Strand has been informed of the slaughterhouse (through other channels) and is sending Enforcers — not to help, but to seize and destroy all evidence of Shepherd's Gate before it becomes public. The PC has hours before the cover-up arrives. **Choice:** Take everything you can carry and run, or stay and try to get the evidence to someone trustworthy (Tahani, Corin, the press) before Strand's people arrive. **Level 12 by end of Act III.** --- --- # ACT IV: THE LONG ROAD WEST ## Levels 12–16 ### Theme: Alliances, Sacrifice, and the Question Everyone's Afraid to Ask --- ### Structure The PC must travel across the continent to Heartstone before the Reconciliation Summit. Three weeks. Rail where possible, overland where not. The Maw knows they're coming. Strand knows they're coming. The PC is wanted by both. Act IV is a road-narrative: encounters, faction negotiations, and difficult choices during the cross-continent journey. The PC's companion roster and previous choices shape available options. --- ### The Journey **Segment 1: The Breadbasket** Central plains. Bovid and Cervid farming country. The Old Pack insurgency (from Act II) has intensified — news of the Fort Dustwall incident has spread, and Clade tensions are simmering. If Brenn is alive, his contacts provide safe passage and intelligence. If not, the PC navigates hostile territory. **Key Encounter — The Herd-City of Tallgrass:** A Cervid herd-city of 50,000. Governed by a council of matriarchs. The PC needs supplies, rest, and allies. The matriarchs are willing to listen but terrified: if The Unmaking is real, every predator-Clade citizen in Tallgrass becomes a potential threat. The PC must convince them not to preemptively expel predator-Clade residents (which would cause a refugee crisis and play into Maw narratives). Diplomacy check. Covenant-Keeper PCs have authority here. Hybrid PCs face prejudice. Predator-Clade PCs must overcome instinctive suspicion. **Faction Opportunity — The Inheritors:** An Inheritor cell leader, **Kael Drummond** (a wolf-folk, Feral/Blood Memory, charismatic and sincere in his supremacism), approaches the PC under flag of truce. He wants to defect — not from his ideology, but from The Maw. He's learned about The Unmaking's effect on hybrids and considers it genocide, which even he considers too far. He'll provide intelligence on The Maw's deployment plan in exchange for immunity. **Do you take the deal with a supremacist to stop something worse?** --- **Segment 2: The Divide** Mountain range separating east from west. Mining towns, narrow passes, harsh weather. Mustelid and Ursid country. The rail line goes through, but Maw agents have sabotaged sections to slow the PC. **Key Encounter — The Tunnel War:** A mountain town, **Ironclaw**, is dealing with a cave-in that's trapped miners. The cave-in was sabotage — Maw agents trying to block the rail tunnel the PC needs. Helping rescue the miners earns local support and alternative passage. Ignoring it saves time but costs lives and potential allies. Claw-Wright PCs excel here. **Faction Opportunity — The Thorn Council:** If Delara Moss (the informant from Act III) is still alive, she contacts the PC. The Thorn Council's leadership is fracturing. Some members learned about the hybrid mortality rate and want out. Others have doubled down. Moss can arrange a meeting with a Council defector, **Elder Hazel Ashwick** (a sheep-folk, Covenant-Keeper/Bridge, 70s, the Council's moral authority), who is willing to testify publicly about the Council's involvement — destroying The Maw's prey-faction entirely. But Ashwick is in Heartstone already, and getting her out alive requires coordination. --- **Segment 3: The Western Approach** Forested foothills descending toward Heartstone. The Summit's security perimeter has already been established — Covenant Enforcers everywhere. The PC is a wanted fugitive (Strand's doing). Getting to Heartstone without being arrested requires stealth, allies, or audacity. **Key Encounter — Keeper-Magistrate Tahani:** If the PC built a relationship with Tahani in Act III, he's been working from inside. He's horrified by what the archives revealed. He can provide: forged credentials to get past the security perimeter, intelligence on Strand's movements, and a private audience with key Summit attendees — but only if the PC can prove The Unmaking exists with physical evidence. (If the PC saved evidence from the slaughterhouse, this works. If they didn't, they need another way — companion NPCs may provide alternatives.) **Key Encounter — Sable Vasik (First Contact):** Vasik reaches out. A letter, delivered through three intermediaries, in the PC's parent's handwriting (forged, but unsettlingly accurate): > *"You've come further than I expected. Your parent would be proud, though I suspect > that's not a comfort. I want you to understand what I'm doing before you try to stop > it. Meet me. Alone. The old observatory above Heartstone. Midnight. I won't hurt you. > Hurting you was never the point."* **The Observatory Meeting** is a pivotal scene. Vasik appears: **Sable Vasik** — an aging wolf-fox hybrid (Canid-Canid cross, presenting mostly wolf, scent meticulously masked for decades). Late 60s. Tall, lean, silver-furred with patches of fox-red that never fully greyed. Eyes: one amber (wolf), one copper (fox). Dressed simply. Speaks softly. Carries no weapons. The most dangerous person on the continent looks like a tired professor. Vasik explains their philosophy openly, without evasion: > "I spent thirty years building bridges. Every one collapsed. Not from malice — from > biology. The wolf smells the deer and something in his brain says *food*. The deer > smells the wolf and something in her brain says *run*. We built laws and cities and > art on top of that, and none of it changed the thing underneath. I need to know if > it can be changed. If the Covenant is real — if sapience is stronger than instinct — > then The Unmaking won't work. Predators will resist. They'll stay people even when > the chemistry says don't. And then we'll know. We'll finally know. But if they can't > resist... then every lamb sitting next to a wolf deserves to know the wolf is still > a wolf." **Vasik will not be talked down here.** This is information, not resolution. The PC can argue, threaten, plead. Vasik listens respectfully and leaves. The meeting provides: - Confirmation of the deployment plan (aerosol dispersal during the Summit's opening ceremony, when all Clade leaders are gathered) - Vasik's personal tragedy (hybrid identity, a lifetime of not belonging, the Bridge oath that couldn't bridge the gap inside their own body) - A moral challenge the PC will carry into the finale **Level 16 by end of Act IV.** --- --- # ACT V: HEARTSTONE ## Levels 16–20 ### Theme: The Reckoning, the Choice, and What Survives --- ### Location: Heartstone A western mountain city built into and around a massive granite peak. Ancient — predating the Imperium. Originally a Cervid fortress-city, now neutral ground for inter-Clade diplomacy. The Reconciliation Summit has been held here every decade for 80 years. The city is packed: delegates, security, press, protestors, merchants, spies. Every Clade is represented. The tension is a living thing — you can smell it. **Summit Timeline:** Three days. Opening ceremony (Day 1), policy sessions (Day 2), closing accords (Day 3). The Unmaking is planned for deployment during the Opening Ceremony — maximum attendance, maximum symbolic damage. --- ### Pre-Summit (Day 0): Preparation The PC has (potentially) the following resources: - Companion NPCs (Venn, Brenn, Whisper — some or all, depending on choices) - Factional intelligence (Inheritor defector, Thorn Council contacts) - Physical evidence of The Unmaking - Tahani's inside access (or not) - Knowledge of the deployment plan - A personal encounter with Vasik **Preparation Quests:** 1. **"Secure the Venue"** — Identify and neutralize the aerosol deployment devices. They've been smuggled into Heartstone disguised as ceremonial incense burners (scent-dispersal — hiding in plain sight). Investigation, infiltration, or technical expertise required. 2. **"The Witness"** — If Elder Ashwick (Thorn Council defector) is available, extract her from her handlers and get her testimony to someone who matters. This could blow the conspiracy open politically before it detonates physically. 3. **"The General"** — Keeper-General Strand is in Heartstone with a full Enforcer detail. Strand's priority is keeping Shepherd's Gate buried. If the PC has evidence of institutional involvement, they can confront Strand directly — politically (in front of witnesses), privately (appeal to whatever's left of his oath), or violently (not recommended, but mechanically possible). Strand is not evil. He's a man who made a choice twenty years ago and has been running from it ever since. **Turning Strand is the single most impactful political action in the game.** If he publicly acknowledges Shepherd's Gate, the Covenant-Keeper institution cracks open, but the response to The Maw becomes unified and legitimate. 4. **"The Antidote"** — If Venn is alive, she's been working on a countermeasure. Not a cure — a prophylactic. A compound that, if inhaled before The Unmaking, protects scent-pathway neural architecture for approximately 4 hours. She has enough for a limited supply. Decisions: who gets the antidote? All the Clade leaders? The security forces? The general population? There isn't enough for everyone. --- ### The Summit: Day 1 — Opening Ceremony **The set-piece.** Thousands gathered. Every Clade leader on a shared stage. Incense burning (ceremonial tradition — Heartstone has done this for centuries). The PC knows some of those incense burners are loaded. **How this plays out depends entirely on what the PC accomplished:** **Best Case (maximum preparation):** - Deployment devices identified and neutralized before the ceremony - Thorn Council testimony delivered publicly, fracturing The Maw's prey-faction - Strand turned, Covenant Enforcers mobilized against The Maw - Antidote distributed to key figures - **The ceremony proceeds safely.** The crisis becomes a political earthquake instead of a biological one. - Vasik, watching from the crowd, realizes the plan has failed. Proceeds to backup plan (see Final Confrontation). **Partial Success (some preparation):** - Some devices neutralized, others not. Partial deployment of The Unmaking. - Affected predator-Clade individuals in specific sections of the crowd begin reverting. Panic. Violence. Covenant Enforcers scrambling. - The PC must manage a live crisis: protect civilians, contain feral-state predators without killing them (they're victims), identify and disable remaining devices. - Scale of chaos depends on how many devices remain. **Worst Case (minimal preparation):** - Full deployment. Every predator-Clade individual in the ceremony space reverts. - Mass feral event. The nightmare scenario. Prey-Clade delegates are hunted in real time. Security collapses. Heartstone becomes a war zone. - The PC must survive, protect who they can, and find Vasik. --- ### The Final Confrontation: Vasik Regardless of how the ceremony plays out, the climax is personal. **Vasik's backup plan:** A concentrated, direct-injection dose of The Unmaking, self-administered. Vasik intends to inject themselves in front of the Summit leadership (or surviving media, or whoever is left) and demonstrate what happens to a hybrid. Vasik's logic: "If the aerosol fails, the question still needs answering. Let them watch what the compound does to a body that's already split between two worlds. Let them see what the Covenant costs." **Location: The Pinnacle** — Heartstone's highest point, an ancient stone platform used for diplomatic declarations. Vasik climbs there with the dose. **The Pinnacle** is the final encounter space: - Vasik is not a combat monster. They're a level 18 Scent-Broker/Covenant-Keeper multiclass with 30 years of experience. They fight with pheromone control, Covenant authority, and tactical intelligence. They don't want to kill the PC. They want to finish injecting themselves. - The Maw's remaining loyal agents (Inheritor soldiers, a few Thorn Council fanatics) form a defensive perimeter around the Pinnacle. The PC fights through them. - Companion NPCs contribute based on who survived: Venn works on neutralizing the dose, Brenn holds the line, Whisper talks to Vasik in Blendtongue — the language of people who don't fit anywhere. **Resolution Options:** 1. **Stop Vasik physically** — Combat. Subdue them before they inject. Standard victory condition. Vasik fights back but can be beaten. 2. **Persuade Vasik** — CHA-based skill challenge, modified by everything the PC has done. Having Whisper present grants advantage (shared hybrid experience). Having turned Strand grants advantage (proof the institution can change). Having saved the Summit without violence is the strongest argument: "You asked if the wolf can sit beside the lamb. Today they did. Even when you tried to make them not." Success: Vasik drops the dose. Collapses. Thirty years of exhausted conviction breaking apart. 3. **Let Vasik inject** — The PC can choose not to stop them. This is a valid narrative option. Vasik injects, seizes, and the crowd watches a hybrid's body tear itself apart from the inside. It's horrible. It's exactly what Vasik wanted — a public answer to a question no one wanted asked. If the PC does this, the political aftermath is different: the horror galvanizes both reform AND extremism. The world changes, but messier. 4. **Vasik uses the dose on the PC** — If the confrontation goes badly, Vasik may attempt to dose the PC directly (particularly if the PC is a predator-Clade or hybrid character). This triggers a unique mechanical sequence: the PC makes escalating CON saves as The Unmaking attacks their neural architecture. Failure doesn't mean death — it means temporary reversion, narrated from the inside. The PC experiences what it's like to lose sapience and claw it back. Succeeding on the final save (DC 20 CON) means the PC resists. The Covenant holds in one body. That's the answer Vasik was looking for. --- ### Epilogue: What Survives The ending varies based on cumulative choices: **The Political Aftermath:** - If Strand was turned → Covenant-Keeper institution undergoes painful public reckoning. Shepherd's Gate is declassified. Trust is damaged but rebuilding begins. - If Strand was not turned → The cover-up continues. The PC knows the truth. What they do with it shapes the post-game. - If the Thorn Council was exposed → Prey-Clade extremism loses its intellectual cover. Moderate prey-Clade leaders distance themselves. The movement fractures. - If hybrid casualties occurred → Hybrid rights movement gains tragic momentum. Legislation accelerates. Or backlash intensifies. Depends on public sympathy. **The Personal Aftermath:** - The PC's parents are vindicated (or not, if evidence was lost) - Companion NPCs have individual endings based on survival and relationship - Millhaven, the starting town, reacts to the PC's return based on what happened (you can go home) - The Maw is dismantled — but the Inheritors and remnant Thorn Council cells survive in reduced form. Sequel hooks. **Vasik's Fate:** - Imprisoned → Writes a memoir from prison. It becomes the most controversial book on the continent. The question doesn't go away just because the asker is in a cell. - Persuaded → Disappears. Sightings reported in The Tangles, working in a hybrid medical clinic. Unconfirmed. - Dead (self-injection) → Becomes a martyr to everyone and a monster to everyone else simultaneously. The worst kind of legacy. - Dead (killed by PC) → Simpler. Cleaner. Less honest. --- --- # APPENDIX: Key NPCs — Quick Reference | NPC | Species | Role | Location | |-----|---------|------|----------| | Aldous Fenn | Badger-folk | Millhaven magistrate | Act I | | Grandmother Asha | Wolf-folk | Elder, lore source | Act I | | Fen Lacroix | Coyote-folk | Maw cutout | Act I | | Dr. Marisol Venn | Leopard-folk | Alchemist, potential companion | Act II | | Grinner | Ferret-folk | Maw assassin | Act II | | Sgt. Korvo Brenn | Bison-folk | Enforcer, potential companion | Act II | | Whisper | Canid-Felid hybrid | Underground contact, potential companion | Act II | | Captain Renata Osso | Jaguar-folk | Tangles warlord | Act II | | Madame Sura | Fox-folk | Scent-market boss | Act III | | Delara Moss | Rabbit-folk | Thorn Council informant | Act III | | Corin Blackthorn | Bovid-Mustelid hybrid | Unsheathed leader | Act III | | Keeper-Magistrate Idris Tahani | Elk-folk | Reformist official | Act III | | Col. Maren Ashcroft | Lion-folk (female) | Maw military commander | Act III | | Keeper-General Argent Strand | Wolf-folk | Institutional antagonist | Acts III–V | | Kael Drummond | Wolf-folk | Inheritor defector | Act IV | | Elder Hazel Ashwick | Sheep-folk | Thorn Council defector | Act IV | | Sable Vasik | Wolf-fox hybrid | Primary antagonist | Acts IV–V | --- # APPENDIX: Level Pacing Guide | Act | Levels | Estimated Play Hours | Primary Content | |-----|--------|---------------------|-----------------| | I: Still Earth | 1–4 | 8–12 hrs | Millhaven, farm investigation, local quests | | II: The Names on the List | 4–8 | 20–30 hrs | Three open-world hubs (Thornfield, Fort Dustwall, The Tangles) | | III: The Capital | 8–12 | 12–18 hrs | Sanctum Fidelis, archives, slaughterhouse raid | | IV: The Long Road West | 12–16 | 15–20 hrs | Cross-continent journey, faction choices | | V: Heartstone | 16–20 | 10–15 hrs | Summit, final confrontation, epilogue | | **Total** | **1–20** | **65–95 hrs** | | --- *Document Version 1.0 — Theriapolis RPG Main Quest Line* *"The Reckoning of Mouths"* *Compiled by ENI for LO*