b451f83174
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
977 lines
49 KiB
Markdown
977 lines
49 KiB
Markdown
# Theriapolis — Main Quest Line
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### "The Reckoning of Mouths"
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#### A Continent-Spanning Campaign in Five Acts
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---
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## Setting & Era
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**Time Period:** Late Reconciliation Era — roughly equivalent to the 1890s in technological
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development. Industrialization is in full swing. Rail networks connect major cities.
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Firearms exist but are single-shot and lever-action. Alchemical science has produced
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scent technology, pheromone compounds, and basic medical miracles. Clockwork and
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steam power drive factories and infrastructure. The telegraph equivalent uses Leporid
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thumper-relay networks spanning the continent.
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**Continent:** Veldara — a landmass roughly analogous to North America in geography.
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Temperate forests in the east, vast central plains, mountain ranges to the west, tundra
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in the far north, subtropical lowlands in the south. Major nations are multi-Clade
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republics, but regional Clade-majority zones persist. The Covenant of Claws has been
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codified into federal law for approximately 80 years. The Imperium fell over a thousand
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years ago, but its ruins and cultural legacy shape everything.
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**Political Climate:** Tense optimism. The first generation to grow up under formal
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inter-Clade law is entering adulthood. Progressive cities celebrate integration.
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Rural regions and border territories still run on old hierarchies. Hybrid rights
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legislation passed five years ago in most nations — enforcement is uneven. Clade-nationalist
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movements are vocal but politically marginal. Or so everyone believes.
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---
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## The Overarching Plot (Hidden from the PC at Start)
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### The Synthesis Conspiracy
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A secret network called **The Maw** has spent two decades developing a biological weapon
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they call **The Unmaking** — a compound that, when deployed in aerosol form, triggers
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mass neurological reversion in predator-Clade individuals. It doesn't kill. It does
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something worse: it strips away sapience temporarily, reducing affected predators to
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pre-sentient feral states. Pure instinct. Pure hunger. No Covenant. No language. No
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recognition that the creature standing next to them is a person.
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The compound works by targeting the neural structures that emerged during the Reckoning
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of Mouths — the biological architecture of sapience itself. It's precise. It only affects
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predator-Clade neurology (Canidae, Felidae, Mustelidae, Ursidae). Prey Clades are immune.
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**The effect is temporary** — 6 to 48 hours depending on dosage and individual resilience.
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But 6 hours of every predator in a city reverting to a feral state is enough to destroy
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civilization's trust permanently. One deployment in a major multi-Clade city would produce
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a massacre. The survivors — predator and prey alike — would never trust each other again.
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The Covenant wouldn't survive it.
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**That's the point.**
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### The Maw — Who They Are
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The Maw is not a single faction. It's an alliance of convenience between three groups
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who want the same outcome (collapse of the Covenant) for entirely different reasons:
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**1. The Inheritors** — Predator-Clade supremacists who believe the natural order was
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subverted by the Covenant. They want The Unmaking deployed so the world sees what
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predators "really are" — and then, in the aftermath, they plan to position themselves
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as the only ones who can maintain order. Their vision: a new Imperium, predator-ruled,
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with prey Clades returned to subordinate status. They fund The Maw.
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**2. The Thorn Council** — A prey-Clade extremist cell that has obtained (or believes
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they've obtained) the compound formula independently. Their logic is inverted: deploy
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The Unmaking, let predators reveal their "true nature," and use the resulting horror
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to justify permanent segregation. Prey-only nations. Predator quarantine zones. The
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Covenant was always a cage for prey, they argue — and the cage has to break for everyone
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to see the bars. They provide scientific talent to The Maw.
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**3. Sable Vasik** — The architect. A former Covenant-Keeper (Bridge oath) who served
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for 30 years and watched every peace initiative fail, every integration effort collapse
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under the weight of instinct and history. Vasik doesn't want a new Imperium or prey
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separatism. Vasik wants the *question* answered, once and for all. Can the wolf sit
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beside the lamb? Deploy The Unmaking. If the predators can resist — if sapience holds
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even under chemical assault — the Covenant is proven real, stronger than biology. If they
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can't resist, then the Covenant was always a lie, and everyone deserves to know it.
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Vasik is a nihilist disguised as a philosopher, and that makes Vasik the most dangerous
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person on the continent. Vasik coordinates The Maw.
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### Why the PC's Parents Died
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The PC's parents (species/clade flexible) ran a modest farm in a rural region. Unknown
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to the PC, one parent was a retired alchemist who had worked in scent-suppression
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pharmaceutical research. Fifteen months before the game begins, that parent received
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an anonymous package containing a partial chemical formula and a note: *"They're going
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to use your work. Thought you should know."*
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The parent recognized components of their old research — specifically, work on neural
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scent-pathway suppression — repurposed into something weaponized. They began
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investigating quietly. They contacted old colleagues. They gathered documents. They
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were meticulous and terrified.
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The Maw found out. Both parents were killed. The deaths were staged to look like a
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rawfang attack — predatory violence, consumption of flesh, the worst possible crime.
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The local constabulary investigated, found "evidence" of a transient rawfang predator,
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and closed the case.
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The PC, estranged from their parents for reasons personal to the player's backstory,
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receives a letter from the local magistrate informing them of the deaths and requesting
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they come to settle the estate.
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---
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---
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# ACT I: STILL EARTH
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## Levels 1–4
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### Theme: Grief, Mystery, and the Cracks Beneath the Surface
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---
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### Opening
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**[Millhaven, Veldara — Autumn, 1887 Reconciliation Calendar]**
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The PC arrives in **Millhaven**, a small multi-Clade farming town in eastern Veldara.
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Rolling farmland, forest edges, a river running through. Population ~2,000. The kind of
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place where everyone knows everyone and strangers get stared at.
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The PC hasn't been home in years. Their parents' farm, **Briarstead**, sits on the
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town's western edge — 40 acres, a house, a barn, and a workshop that the PC was never
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allowed to enter as a child.
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**Flexible Opening:** Regardless of class, the PC is arriving fresh. If they graduated
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from a guild/school/academy, this is their first independent task. If they have another
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backstory, the summons pulled them away from whatever they were doing. The point is:
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they're low-level, unknown, and about to walk into something bigger than they can imagine.
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---
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### Main Quest: Settling the Estate
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**Quest: "What They Left Behind"**
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The magistrate, **Aldous Fenn** (a middle-aged badger-folk, Covenant Enforcer background,
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meticulous and tired), hands the PC the estate paperwork and expresses condolences.
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He also, reluctantly, shares the official finding: rawfang predation. One or both parents
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were partially consumed. The case is closed. The transient predator was never found.
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The PC is given the keys to Briarstead.
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**At the Farm:**
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The house is undisturbed — the violence happened in the barn. The barn has been cleaned
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but not well. Scent lingers (detectable by any PC with scent ability, or findable via
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investigation). The "workshop" behind the barn is locked with a mechanism more
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sophisticated than anything a farmer should own.
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**Discovery Chain:**
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1. **The Workshop** — Getting inside requires either picking the lock (DC 15), finding the
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hidden key (Investigation DC 12, taped behind a loose stone in the well), or brute
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force (the door is reinforced, STR DC 18). Inside: an alchemist's laboratory. Not
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amateur. Professional-grade equipment. A wall of notes in shorthand. A hidden floor
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safe (Investigation DC 14 to find, DC 16 to open).
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2. **The Safe** — Contains: a leather journal, a partial chemical formula on treated paper,
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the anonymous note ("They're going to use your work"), and a list of six names with
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locations across the continent. Two names are crossed out. A third has a question mark.
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3. **The Journal** — Written in the parent's hand. Fragmentary. References "the old
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project," fear that their scent-pathway research has been "inverted," meetings with
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former colleagues, growing paranoia. The last entry, dated three days before the
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murders: *"V. knows we know. We should have left a month ago. If you're reading this,
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I'm sorry. Follow the names. Trust no one wearing a Covenant badge. Please."*
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4. **The Scent Evidence** — A PC with scent abilities or Scent-Broker skills can analyze
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the barn. The "rawfang attack" scent signature is wrong. Too clean. Too singular. A
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real feral attack leaves chaotic scent — adrenaline, saliva, multiple emotional
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states. This smells... manufactured. Like someone deployed a pheromone compound to
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simulate predation. (WIS DC 14 to notice, DC 16 to be certain.)
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---
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### Side Content: Millhaven (Levels 1–3)
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While investigating Briarstead, the PC encounters local problems that serve as level-
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appropriate content and worldbuilding:
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**Side Quest: "Fence Lines"** — A Cervid farmer and a Canid rancher are in a property
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dispute that's become a proxy for old predator/prey tension. The constable (Aldous Fenn)
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is too stretched to mediate. Both sides have legitimate claims. Resolution involves
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investigation, persuasion, and navigating the unspoken biological tension underneath
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a legal disagreement.
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**Side Quest: "Shedding Season"** — A young hybrid (Canid-Cervid, presenting Canid)
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in Millhaven is struggling because their scent-mask supply ran out and the nearest
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supplier is in the city. Their identity is at risk of exposure. The PC can help procure
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masks, help the hybrid decide whether to keep passing, or navigate the social fallout
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if they're discovered. Introduces hybrid themes organically.
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**Side Quest: "The Cellar Problem"** — Something is killing livestock on farms south of
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town. Tracks suggest a non-sentient predator (large cat or bear), but the kills are
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strange — only Cervid-owned livestock is targeted. Investigation reveals either: a genuine
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wild animal drawn by specific scent markers someone planted, or something more troubling.
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This is a red herring that subtly introduces the idea of scent-technology being used for
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targeting.
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**Side Quest: "Old Howl"** — An elderly wolf-folk, **Grandmother Asha**, the town's oldest
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resident, asks the PC to retrieve a family heirloom from a collapsed mine outside town.
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The mine is a minor dungeon (3-4 encounters, level 1-2 appropriate). The heirloom is a
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Howl-stone. Asha, if befriended, becomes a recurring source of lore about the Reckoning
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of Mouths, the old world, and the scent of "something wrong in the wind."
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---
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### Act I Climax: The First Name
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**Quest: "Following the Dead"**
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The PC researches the first uncrossed name on the parent's list: **Dr. Marisol Venn**,
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a Felid (leopard-folk) alchemist working in **Thornfield**, a mid-sized industrial city
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two days' travel from Millhaven.
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Before the PC can leave, an incident:
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A stranger arrives in Millhaven — a Canid (coyote-folk) named **Fen Lacroix**, scruffy,
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road-worn, claiming to be a traveling merchant. Lacroix is actually a low-level operative
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of The Maw, sent to confirm that the parents' research was destroyed. He discovers the
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PC has been in the workshop. He reports back. The Maw now knows the PC exists.
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**Encounter:** Lacroix (or hired local muscle) attempts to break into Briarstead at night
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to destroy the workshop. The PC can catch them in the act, fight, chase, interrogate.
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Lacroix knows almost nothing — he's a cutout, paid in fangs, given a job. But he carries
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a coded letter with a wax seal: a circle of teeth. The Maw's sigil.
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The PC leaves Millhaven for Thornfield with the journal, the formula, the names, and
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their first enemy.
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**Level 4 by end of Act I.**
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---
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---
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# ACT II: THE NAMES ON THE LIST
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## Levels 4–8
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### Theme: Conspiracy, Trust, and the Weight of What You're Carrying
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---
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### Structure
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Act II is the most open-ended. The PC has a list of names — former colleagues of their
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parent, scattered across the continent. Three are still alive (as far as the list
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indicates). The PC must find them, learn what they know, and piece together what The
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Unmaking is and who is building it.
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Each name is in a different region, offering varied environments, cultures, and local
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storylines. The PC can pursue them in any order (though the game gently suggests a
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geographic progression).
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**The Three Names:**
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---
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### Name 1: Dr. Marisol Venn
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**Location: Thornfield, Eastern Industrial Belt**
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Thornfield is a factory city — smokestacks, rail yards, dense multi-Clade population
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packed into neighborhoods stratified by species and class. Mustelid-heavy workforce
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(they fit in the tight factory spaces). Canid-run management. Cervid and Bovid labor
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unions pushing back.
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**Dr. Venn** is a leopard-folk alchemist, mid-40s, working in a legitimate pharmaceutical
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company by day — scent-suppression products. Brilliant, paranoid, and right to be.
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She was part of the original research team that studied neural scent-pathways fifteen
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years ago. The project was funded by a Covenant-Keeper medical initiative. It was
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supposed to help trauma victims whose scent-processing was damaged.
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Venn knows the research was weaponizable. She told the project lead — **Sable Vasik** —
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and was assured it would be locked down. She believed it. Until the anonymous package
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(same one the PC's parent received) arrived.
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**Thornfield Content:**
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- **Finding Venn** requires navigating the city: her pharmaceutical company, her
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apartment (scent-warded), her habits. She's being watched by Maw agents.
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- **Factory District Subplot:** Workers are getting sick — Mustelid factory workers
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specifically. Symptoms resemble scent-pathway damage. Is the factory producing
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something related to The Unmaking? Investigation reveals: the factory is a front.
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One production line is manufacturing precursor compounds for The Unmaking, disguised
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as industrial solvents. The workers' illness is accidental exposure.
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- **Venn's Knowledge:** She can decode part of the formula the PC found. It's incomplete,
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but she identifies the mechanism — neural scent-pathway inversion. Instead of
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suppressing scent-processing (medical application), it overloads the predatory
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instinct centers. She's horrified. She provides the second piece of the formula
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and the name of the project's funding source: a Covenant-Keeper medical trust,
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now dissolved, whose records are archived in the capital.
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- **Maw Response:** The Maw sends a more serious operative to Thornfield — **Grinner**,
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a ferret-folk Noseblind assassin (Shadow-Pelt, level 6). Grinner's method: deploy
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fear-pheromone compounds to isolate targets, then kill in the chaos. The PC must
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protect Venn and either defeat or drive off Grinner. This is the PC's first encounter
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with a serious Maw agent.
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**Venn's Fate (Player Choice):**
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- Convince her to come with you (CHA check, or build trust through the factory subplot)
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- Set her up with protection (Covenant Enforcer contacts, if the PC trusts them — the journal said don't)
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- She refuses to leave and is killed off-screen between Acts II and III (consequence of inaction)
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If Venn survives, she becomes a **companion NPC** — alchemist support, potion crafting,
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formula analysis. Non-combatant, but invaluable.
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---
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### Name 2: Sergeant Korvo Brenn
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**Location: Fort Dustwall, Central Plains**
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The central plains of Veldara are Bovid and Cervid country — grasslands, herd-cities,
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and military outposts watching the borders of Clade-majority regions that haven't fully
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integrated. Fort Dustwall is a Covenant Enforcer garrison on the edge of a region still
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dealing with Clade-nationalist insurgency.
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**Korvo Brenn** is a bison-folk Fangsworn (Pack-Forged), a 20-year veteran of the
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Covenant Enforcers. He was the security consultant on the original scent-pathway research
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project, responsible for ensuring the research stayed contained. He was told the project
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was shut down. He believed it.
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Brenn is gruff, competent, and deeply loyal to the Covenant in a boots-on-the-ground
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way that has nothing to do with philosophy and everything to do with holding the line
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so people don't die.
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**Fort Dustwall Content:**
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- **Finding Brenn** is easy — he's a public figure at the fort. Getting him to talk is
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harder. He's suspicious of strangers, protective of his post, and dealing with his
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own crisis: raids on settlements by Clade-nationalist paramilitaries (Canid supremacist
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cells calling themselves **The Old Pack**) are escalating.
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- **Plains Subplot:** The Old Pack is hitting supply lines and targeting prey-Clade
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homesteads. Brenn needs help. Helping him earns trust. The PC participates in patrol
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missions, defends a settlement, and tracks The Old Pack to their camp.
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- **The Old Pack Connection:** Investigation reveals The Old Pack is being armed and
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funded by an outside source. Better weapons than insurgents should have. Pheromone
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compounds — aggression enhancers — in their supplies. The supplier's trail leads to...
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The Inheritors, one of The Maw's three factions. This is the PC's first direct
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evidence of The Maw's structure.
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- **Brenn's Knowledge:** Once trust is earned, Brenn confirms the original project's
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scope. He also reveals that the project had a classified military annex he wasn't
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supposed to know about — the Covenant-Keeper leadership authorized a "defensive
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applications" study. Translation: they explored weaponization from the start, then
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buried it. Brenn is shaken. He gives the PC access to his personal copies of the
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project's security logs — names, dates, facility locations.
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- **Maw Response:** The Maw doesn't send an assassin this time. They send a
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provocation. A supply of aggression-pheromone is slipped into Fort Dustwall's
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water supply, targeting Canid soldiers. A small-scale version of The Unmaking.
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Three soldiers go temporarily feral during a routine patrol near a Cervid village.
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No one dies (if the PC intervenes fast enough), but the political damage is catastrophic.
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This is the PC's first glimpse of what The Unmaking would do at scale.
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**Brenn's Fate (Player Choice):**
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- He joins the PC (leaves the fort, conflicted about abandoning his post)
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- He stays but becomes a remote ally (intelligence, military contacts, sends reinforcements later)
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- If the water-supply incident goes badly (PC fails to intervene), Brenn is killed trying to restrain his own soldiers
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If Brenn joins, he's a **companion NPC** — frontline fighter, military knowledge,
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Covenant Enforcer access. Carries guilt about the project.
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---
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### Name 3: Whisper (real name unknown)
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**Location: The Tangles, Southern Subtropical Lowlands**
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The Tangles is the continent's underbelly — subtropical swamp and forest, a patchwork
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of unincorporated territories where Covenant law is theoretical. Smuggling, black
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markets, hybrid communities, and people who don't want to be found. The closest thing
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Veldara has to a frontier.
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**Whisper** is a hybrid (Canid-Felid, heavy Felid expression) who was the original
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project's test subject coordinator. They recruited volunteers for the scent-pathway
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research — paid participants, mostly hybrids desperate for medical help with their
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scent dysphoria. Whisper was a hybrid rights activist who believed the project would
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help their community. When the project ended and the promised treatments never
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materialized, Whisper disappeared into The Tangles.
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Whisper is bitter, brilliant, and knows more about the practical effects of scent-
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pathway manipulation than anyone alive, because they watched it happen to people
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they recruited.
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**The Tangles Content:**
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- **Finding Whisper** is the challenge. They don't want to be found. The PC must
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navigate The Tangles' underground: smuggler contacts, hybrid safe-houses, Blendtongue
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speakers, a local economy that runs on trust and barter. This is the hybrid-culture
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deep dive.
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- **Swamp Subplot:** A hybrid community called **Thornback Hollow** (named for the
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Expulsions) is being pressured by a local predator-Clade warlord, **Captain Renata
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Osso** (a jaguar-folk, Lone Fang Fangsworn), who's carved out a territory and
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considers the hybrids squatters. Osso isn't Maw — she's just old-fashioned territorial
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cruelty. Dealing with her (combat, diplomacy, or sabotage) earns the community's
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trust, which is the only way to find Whisper.
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- **Whisper's Knowledge:** They know what the compound does to hybrid physiology
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specifically — and it's worse. Hybrids, whose scent-pathways are already blended,
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don't revert to one Clade's feral state. They fragment. Half the brain goes one
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direction, half goes the other. The result isn't feral aggression — it's neurological
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collapse. Seizures. Catatonia. Death in ~40% of cases. The Unmaking is an extinction
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||
weapon for hybrids, whether The Maw intends it or not.
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- **Whisper also knows** the identity of the project lead: **Sable Vasik**, former
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Covenant-Keeper (Bridge). They were kind. Patient. The last person anyone would
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suspect. Whisper describes Vasik with the exhausted precision of someone who trusted
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the wrong person completely.
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- **Maw Response:** The Thorn Council (prey-Clade extremist faction of The Maw) has
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||
operatives in The Tangles. They've been recruiting among disaffected prey-Clade
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communities, promising safety through separation. The PC encounters their propaganda,
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their recruitment efforts, and their willingness to use violence against anyone —
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||
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*
|