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nexus city factions
# Nexus City Factions
While Nextria is rife with guilds, pirate crews, and other groups, few collectives have as much sway as the factions that dominate Nextrian society. These organizations, rooted in civilization for centuries, transcend borders and societies by folding Nextria’s people under unique purposes. Whether these purposes are for the good or ill of Nextria is unknown—and, in many ways, up to the adventurers who join them.
Nextria has three primary factions:
* the Graycloaks, anti-authoritarian revolutionaries and liberators
* the Order of Whispers, a network of spies and infiltrators under a secret patron
* the Startrust, a divine order of knights and diviners following a prophecy
Citizens in Nextria can join any faction, or none at all. People within adventuring parties might join different factions, though they may find themselves pit against each other as they ascend the ranks, as the factions often have contrasting, adversarial goals.
While each faction has goals that affect an average citizen’s day-to-day life, those in the upper echelons carefully enact machinations that drive the fate of Nextria. By joining a faction and rising through the ranks, the characters can—and likely will—shape the future of this world.
# Using the Factions
Each of Nextria’s three factions exists on a knife’s edge, capable of either rising as a force for good or falling from grace. They have virtues that good-aligned characters can thrive in, or flaws that evil-aligned characters can manipulate to their own ends. They are capable of being as simple or as nuanced as a campaign requires.
Will the Graycloaks be the driving force that unseats a tyrant, or will they plunge Nextria into anarchy? Do they focus on resource-building, or does their forceful redistribution of wealth start a civil war? Is the Order of Whispers’s patron trustworthy, or are its members being led astray? Are their assassination targets always wicked, or is someone using the Whisperer as a cloak to enact great evil? Will the Startrust’s prophecy lead to a better Nextria, or are they chasing a story created to control them? Will they always be Nextria’s most valiant protectors against evil, or will their zealous nature go too far?
These questions—and others—can be answered by the players as much as they can by you. As characters join factions, rise through the ranks, and learn secrets at the heart of the factions, what will they uncover? What vision do they see for the faction? And how will they use that power to change Nextria, for good or for ill?
## At Odds
The factions have natural reasons to be at odds with each other. The Graycloaks could believe that the Order of Whispers and the Startrust are fools to allow themselves to be led by one entity, and see corruption in their midst. The Startrust could loathe the unjust way the Graycloaks and the Order of Whispers operate, seeing evil mired in with the good. And the Whisperer could see the Graycloaks and the Startrust dividing Nextria further, capturing the public eye in their squabbles about justice.
Whether this culminates in mere wariness and distrust or conflict and violence, none of the factions are, at present, interested in starting a war. Each believes in the betterment of Nextria—unless the conflicts are driven to a breaking point, they aren’t going to put their people on the line for the sake of that vision.
Of course, desperate mortals make desperate choices. If the story pushes the factions to war, each has considerable power to bring to bear.
# Joining a Faction
The players can create a character who’s already a member of a faction by choosing that faction’s background as they build their character. These backgrounds work like those in the core rules, giving a character proficiencies, languages, equipment, and suggested characteristics. Otherwise, each faction has information listed on how to join it, what’s expected of the members, and how to rise through the ranks.
## Influence
Each faction has important goals. As characters complete quests for a faction that advance these goals, they rise through the ranks, becoming a key figure in shaping the faction’s actions and future.
### Gaining Influence
A character’s power within a faction is measured by their influence score. When a character joins a faction, their influence score with the faction starts at 1. Their influence increases by 1, 2, or 5 points when they do something that advances the faction’s interests, which are detailed under each faction but are typically quests. Each faction has multiple roles a character can choose between when they become a member of the faction, as well as multiple ways to achieve goals as members of the faction.
When a character rises to a new rank, they take on additional responsibilities. The quests they undertake yield more influence, but more is expected of them in turn, and the danger to them increases.
Characters can also increase their influence through tasks that don’t involve full adventures. These are detailed under each faction, with guidance for how much is required before a character’s influence increases.
As the factions often have competing goals, it is very difficult to gain influence in one faction while being a member of another. This usually involves some level of duplicity—and characters who are found out may find themselves in grave danger.
### Losing Influence
When a character acts in opposition to a faction’s goals, commits a grave offense, or harms a faction’s members, they lose influence instead. How much they lose is at your discretion, based on the gravity of the offense. A character’s influence can never fall below 0.
If a character’s influence score falls below the threshold for a rank they have attained, they may either be stripped of the rank or given a chance to redeem themselves through an incredibly dangerous mission. When a faction leader’s trust is lost, gaining it back is arduous and thankless.
## Faction Quests
Faction quests grant a character 1, 2, or 5 points of influence depending on any number of factors including length, complexity, secrecy, danger, and importance. While the quests typically refer to one faction agent, a party of characters who all joined the same faction can undertake quests together.
Faction quests are typically assigned by the faction leader, but exceptions may apply:
* A high-ranking member can send the characters on a quest, and faction leaders grant influence on return.
* A low-ranking member can request help, and faction leaders grant influence on return.
* An action that monumentally increases the faction’s influence in Nextria, even if not sanctioned by the faction, may be awarded influence at the discretion of the faction leaders.
Sample faction quests are listed under each faction. In general, a faction quest requires leaving the headquarters, accomplishing an objective and solving a problem, taking down a threat, and thus furthering the faction’s goals.
Typically, adventurers in the first tier of play undertake quests that reward 1 point of influence, adventurers in the second tier of play undertake quests that reward 2 points of influence, and adventurers in the third and fourth tiers of play undertake quests that reward 5 points of influence. You can adjust the points gained from a mission depending on the pacing of your campaign.
## Changing Factions
A character can change factions at any point in their adventures, but once they leave a faction, it rarely accepts them back.
Even joining a new faction is difficult and time-consuming. The factions typically demand the character undertake a mission to prove their loyalty, and the character begins with 1 influence with the new faction. At your discretion, a character may begin further in the ranks if they have proven themselves, but factions often take time to trust new members—even if they bring them in at a higher rank, the leaders won’t reveal everything right away. Only when their trust is earned is the character truly brought into the fold.
# Graycloaks
Absolute power corrupts absolutely—or so history has often proved. When authority no longer serves its people and those people are left to suffer, that is when the Graycloaks intervene, bearing relief for the downtrodden and a blade for those doing the treading. \
## Overview
While the Order of Whispers serves a patron and the Startrust follows the long tapestry of a prophecy, the Graycloaks believe true power lies in _people. _This organization of rebels and scavengers dislodges corrupt authority figures, aids the oppressed and suffering, and answers only to the council that leads them.
**Goal.** Unseat corrupt authority and aid the suffering.
**Symbol.** A hooded figure
**Motto.** “Fight for those who can’t fight for themselves.”
**Leader.** The Gray Hunters, a council of three individuals who guide the Graycloaks on their chosen path.
**Headquarters.** The Lodge in Nexus City
## Dramatis Personae
The following individuals are important members of the Graycloaks.
### The Gray Hunters
Eschewing from singular authorities, the Graycloaks are governed by a council comprised of three members. In practice, the Gray Hunters provide oversight to the individual branches of the Graycloaks, which are encouraged to operate independently, and take to task any branch leader who would misuse their authority in a way antithetical to the Graycloaks’ ideals.
Rather than operate from any one headquarters, the Gray Hunters remain in frequent communication with each other and travel across Nextria to aid and oversee the various branches of the Graycloaks. The current members of the Gray Hunters are as follows.
**_Maviel “The Hawk” Olfine._** A half-elven woman with angular features, bronze skin, and a long, black braid of hair. Her moniker comes from her keen eyes and razor-sharp intuition. Maviel is an archer of near-unparalleled skill and is often considered the most dangerous of the Gray Hunters where it comes to combat.
Impatient and short-tempered, especially where it comes to politics and magic, Maviel typically advocates for immediate action when decisions must be made that affect the entirety of the Graycloaks.
**_Valeigh “The Fox” Leasun._** A halfling woman with pale, freckle-dotted skin, a soft countenance, and short-cropped blonde hair. Her moniker comes from her nimble cunning and uncanny foresight. A master of logistics, Valeigh prefers to outsmart her enemies before ever crossing blades with them.
If a decision must be made for the Graycloaks as a whole, Valeigh supports thoughtful action and extensive planning.
**_Amad “The Hound” Dohlur._** A human man with a stocky build, salt-and-pepper hair with a groomed goatee, and brown skin. His moniker comes from his determined demeanor and nose for trouble … and traitors. Despite his easy-going, charismatic demeanor, Amad has ferreted out countless infiltrators in the Graycloak’s ranks.
When making a decision that affects the entirety of the Graycloaks, Amad leans toward pragmatic action that prioritizes the safety and integrity of the faction.
### Other Important Members
Ri and Heiric are members of the Graycloaks that the characters will work with more often than the Gray Hunters.
**_Ri Aryebe._** A nonbinary human with cool, olive skin, dark brown hair, and a petite build. Ri is a defier, numbering among the Graycloak rebels who focus their efforts on tearing down corrupt authorities. While some of their peers enjoy inciting active rebellion to tear down tyrants, Ri prefers subtler approaches such as malicious compliance, propaganda, and sabotage.
Ri is a useful contact—either to give Graycloak characters quests while they’re in urban areas overseen by corrupt authority, or to aid characters undertaking those quests.
**_Heiric._** A puppetfolk made of ashen wood with a fixed smile and drab attire. Heiric is a scavenger, a Graycloak who seeks to uplift the oppressed by providing them resources and hope. He takes advantage of his ancestry by hiding within supplies bound for the undeserving rich so he can spring a trap and “acquire” the goods at the most opportune moment.
Heiric can act as a contact for Graycloak characters taking on scavenger quests or can give those quests himself to guide the characters to helping a downtrodden community.
### Other Graycloak NPCs
Additional members of the Graycloaks that the characters encounter typically embody one or more of the following characteristics:
* They are deeply empathetic of the suffering of others.
* They despise authority of all kinds.
* They are always planning for contingencies.
* They are proud to be on the ground floor of reformation.
* They are comfortable making enemies in high places.
## Joining the Graycloaks
A character of any alignment, race, class, and background can join the Graycloaks. Characters may thrive in the Graycloaks if they have the following characteristics:
* They despise corrupt authority and believe it should be purged.
* They can’t stop themselves from helping people in need.
* They believe change happens too slowly through “official” means—it must be forced.
* They have no love of material wealth, especially if citizens are suffering.
* They believe the voices of the populace are where the real power lies.
* They have a strong sense of community and connection.
* They are empathetic, undaunted, rebellious, resourceful, or selfless.
### Graycloak Members
When a character joins the Graycloaks, they choose one of two tracks that determine their ranks, quests, and goals. Characters who want to help the downtrodden become scavengers, while characters who want to target corruption and systems of power become rebels.
**Scavengers.** Scavengers relieve the burden of the oppressed through whatever means necessary. A scavenger might administer aid and supplies, help escaping citizens “disappear,” and coordinate supplies to areas where suffering is rampant.
**Rebels.** Rebels purge corruption out at its root. A rebel might investigate rumors of disreputable leaders, gather leverage and blackmail required to force their hand, and pass crucial information to their rivals.
## Characters and Groups
The following section provides advice for contextualizing a Graycloak character and adventuring parties composed of Graycloaks within a Nextria campaign.
To highlight Graycloak characters, consider adding arcs or encounters that lean on themes of tyranny and oppression. To challenge Graycloak characters, create scenarios in which revolution is not a black-and-white solution or where heavy-handed authority is preferable or even necessary.
### Graycloak Characters
As a member of the Graycloaks, a character is part of a large-scale movement of liberation and revolution. It’s rare for the Graycloaks to operate as one unified entity—its branches across Nextria operate autonomously when intervening in their region’s struggles. A Graycloak character belongs to one of these branches, though their adventuring party might take them beyond the borders of their branch’s region. In this case, a character can join the cause of another Graycloak branch, receiving tasks and quests from that branch’s leaders.
### Graycloak Parties
An adventuring party comprised of Graycloaks may all be part of the same branch and begin their adventures within that branch’s region. A Graycloak party might start off completing quests to help resolve the struggle their branch has targeted before being sent out into the wider world, with a full campaign (or the beginning of one) involving moving from branch to branch to aid in escalating conflicts between corrupt authority and their people. The culmination of a Graycloak-focused campaign could involve toppling the government of a major Nextrian nation, such as the Magocracy of Zurn, for the benefit of its people.
## Background: Graycloak Agent
You are a member of the Graycloaks—a faction determined to ensure that those in power are held in check and Nextria’s people don’t suffer for the whims of the arrogant. Whether your focus is on tearing down the corrupt or aiding those in need, you aren’t afraid to get your hands dirty and anger authority. Your dedication to the cause is an inspiration to others, and as you are there for others in their hour of need, so too will others be there in yours.
**Skill Proficiencies: **Choose two from among Persuasion, Sleight of Hand, Stealth, or Survival
**Tool Proficiencies: **Thieves’ tools
**Languages:** One of your choice
**Equipment: **A gray cloak with a hood, a coin-shaped Graycloak emblem, a set of traveler’s clothes, and a belt pouch containing 10 gp.
**Feature: The People’s Champion**
The reputation of the Graycloaks precedes them. Unless at unjustifiable risk to themselves, commonfolk sympathetic to your cause offer aid in the form of lodgings, information, or basic provisions, such as food, maps, or adventuring gear worth 5 sp or less. They even agree to perform small tasks that plainly help the Graycloaks’ objectives as long as the danger is not too great.
## Rank and Influence
By gaining influence as a member of the Startrust, characters advance within the faction. Promotion comes from the Gray Hunters, who bestows new ranks as a reward for actions that increase the faction’s power, so long as two out of the three agree on the new rank.
### Insurgent
_Prerequisite: Rank 1 and influence 5 or higher in the Graycloaks_
The character gains a new title depending on their previous role in the Graycloaks:
* If the character is a scavenger, they become a filcher.
* If the character is a rebel, they become a corrival.
Filchers and corrivals earn a salary that supports a modest lifestyle. In addition, they can call on recruits (use the **scout** stat block) to perform mundane errands that don’t put the recruits in harm’s way.
### Saboteur
_Prerequisite: Rank 2 and influence 10 or higher in the Graycloaks_
The character gains a new title depending on their previous role in the Graycloaks:
* If the character is an filcher, they become a prowler.
* If the character is a corrival, they become a defier.
Prowlers and defiers, recognized as key members of the faction, earn a salary that supports a comfortable lifestyle.
At the start of a quest a prowler or defier undertakes on the faction’s behalf, the Gray Hunters each give a character a coin. The coins bestow the following benefits:
* Maviel’s coin allows the character to cast _entangle_ once, requiring no material components.
* Valeigh’s coin allows the character to cast _pass without trace_ once, requiring no material components.
* Amad’s coin allows the character to cast _alarm _once, requiring no material components.
Once the spells are cast, the coins become mundane copper pieces.
In addition, the Gray Hunters provide the character with a _potion of healing_ and a _potion of climbing_.
### Liberator
_Prerequisite: Rank 3 and influence 20 or higher in the Graycloaks_
The character gains a new title depending on their previous role in the Graycloaks:
* If the character is an prowler, they become a midnighter.
* If the character is a defier, they become a renegade.
Midnighters and renegades, recognized as key members of the faction, earn a salary that supports a comfortable lifestyle.
At the start of a quest a prowler or defier undertakes on the faction’s behalf, the Gray Hunters each give a character a coin. The coins bestow the following benefits:
* Maviel’s coin allows the character to cast _entangle_ and _hunter’s mark _once each, requiring no material components.
* Valeigh’s coin allows the character to cast _pass without trace _and _fog cloud_ once each, requiring no material components.
* Amad’s coin allows the character to cast _alarm _and _find traps _once, requiring no material components.
Once the spells are cast, the coins become mundane copper pieces.
In addition, the Gray Hunters provide the character with a _potion of greater healing_, a _potion of climbing, _and _potion of resistance _(the damage type is your choice).
In addition, midnighters and renegades can secure the aid of 2d4 **spies **or **priests **when they embark on a quest approved by the Gray Hunters.
### The Unfettered
_Prerequisite: Rank 4 and influence 40 or higher in the Graycloaks_
The character is deeply trusted by everyone in the Graycloaks, and who its members turn to first when tyrants and destruction arise. The character works closely with Gray Hunters to keep Nextria free and aided, trusted with the most high-profile and meaningful of tasks.
* If the character is a midnighter, they become a corsair.
* If the character is a renegade, they become a recusant.
Corsairs and recusants continue to earn a salary that supports a comfortable lifestyle.
At the start of a quest a prowler or defier undertakes on the faction’s behalf, the Gray Hunters each give a character a coin. The coins bestow the following benefits:
* Maviel’s coin allows the character to cast _entangle_, _freedom of combat_, and _hunter’s mark_ three times each, requiring no material components.
* Valeigh’s coin allows the character to cast _pass without trace_, _fog cloud_, and _nondetection_ three times each, requiring no material components.
* Amad’s coin allows the character to cast _alarm_, _find traps_, and _locate creature _three times each, requiring no material components.
Once the spells are cast from a coin, it becomes a mundane copper piece.
In addition, the Gray Hunters provide the character with a _potion of superior healing_, a _potion of gaseous form_, a _potion of invisibility_,_ _and two _potions of resistance _(the damage type is your choice).
In addition, corsairs and recusants can secure the aid of 2d4 **mages** or **gladiators **when they embark on a quest approved by the Gray Hunters.
## Faction Quests
Graycloak quests typically involve helping the oppressed, redistributing unscrupulous gains from the wealthy, establishing safe zones, bringing corrupt leaders to justice, dismantling corrupt regimes, and other such activities. The Graycloaks are passionately focused on the present—where they see corruption and suffering, they bring their all to bear to stop it.
### Small Town Serfdom
_Influence 1 Quest_
The mayor (**spy**) of a small town has her community ensnared in an iron grip, exploiting the people’s labor to amass resources she then sends to a local noble to curry favor. She must be taken down, but the people are exhausted from the unreasonable work.
The agent assigned to this quest could personally take down the mayor, using the Stealth skill to get the upper hand, or help the villagers recover their strength enough to incite a rebellion using the Persuasion skill.
### Help for the Displaced
_Influence 1 Quest_
A rather sizable shipment of supplies is inbound to help replenish the flagging resources of an occupying army. Those supplies could be put to much better use aiding the refugees that the army is displacing, though the caravan is defended by five **guards**.
The agent assigned to this quest could use the Sleight of Hand skill to create a distraction to ambush the caravan, use the Animal Handling skill to encourage the horses pulling the supplies to stop or go a different way, or cause enough mayhem to make out with the supplies before the guards know what’s happening.
### Road to a Safe Haven
_Influence 2 Quest_
Military activity has displaced an entire town’s population from their devastated homes. The Graycloaks wish to intervene to escort the refugees to safety and defend them against their pursuers (one **knight**, three **veterans**, and four **guards**)—a splinter of the military that wants to ensure there are no survivors.
The agent assigned to this quest could use the Survival skill to discern a safe path for the refugees to travel while defending them, use the Stealth skill to help the group remain unseen while traveling, or use the Perception skill to prevent the refugees from being ambushed.
### Discerning Eyes
_Influence 2 Quest_
The Graycloaks have received word that a slovenly, lazy duke is turning a blind eye to his people as they are tormented by bandits and raiders. However, not is all as it seems. The duke was normally a compassionate ruler, until a **mage** within his lands enchanted him in hopes of witnessing his downfall.
The agent assigned to this quest can either learn more of the town’s history or rally the townspeople to action using the Persuasion skill. They can also use the Investigation skill to pursue the matter to its heart and uncover the culprit who put these events into motion.
### The Final Straw
_Influence 5 Quest_
Tension has been brewing for months within a large city between its citizens and its leaders. It has finally reached its breaking point, with the first blade being drawn in the name of civil war. The Graycloaks arrive on the scene to assist a citizenry that is underprepared to take action against a well-defended, well-supplied government and its guard force (**gladiators**).
The agent assigned to this quest must focus efforts on strengthening the townspeople, using the Persuasion skill to lift morale, the Medicine skill to treat injuries, and the Investigation skill to find desperately needed resources. In addition, the agent must strike out against the government, using the Intimidation skill to cow enemy forces, the Sleight of Hand skill to create distractions and openings, and their own strength to weaken the government’s power and authority over the people.
### Other Graycloak Quests
The following Graycloak quests are provided to inspire further adventures.
* A previously established safe zone is under threat by new leaders, raiders, or wild beasts. While the refugees can hold their own for a short time, delaying aid could mean their numbers have dwindled when the faction agents arrive.
* Ri has been arrested for sabotage and is to be brought before a judge in a week for trial. The Gray Hunters order faction agents to either break them out, sabotage the trial, or remove the corrupt judge before the sentencing.
* A vile, gluttonous military leader is brutally overworking his troops for power and profit. Faction agents are sent to stop him, but he is heavily guarded and keeps ferocious beasts, as well. Not only that, but his military advisor is the one who planted the ideas in his head … and she may escape unnoticed if the agents only focus on the leader.
* A violent rebellion has overtaken a large city—one not incited by the Graycloaks. The Gray Hunters want faction agents to get to the city, determine if the rebellion is justified, and to ascertain whether the Graycloaks should aid. When the characters arrive, the situation is mired in moral complexity. But if a decision isn’t made soon, a lot of people will die.
* A great sovereign is tired of the Graycloaks’ meddling and intends to crush them with an iron fist. The situation is dire as legions approach, and the Graycloaks must quickly determine whether escape, compromise, or facing them is the best option for the faction.
# Order of Whispers
The dark holds answers for those willing to listen. Heeding what lurks in the shadows is the Order of Whispers, a secret cabal of agents who gather information, infiltrate hierarchies, and make individuals “disappear” to fulfill the grand design of their enigmatic patron. \
## Overview
Far less is known about the Order of Whispers than about the other two factions—publicly, this mysterious faction is where citizens of Nextria, for good or ill, pay for information that can’t be found elsewhere. Those who pay extra may even be able to remove a foe or two … if it fills the faction’s designs.
Deep within the Order of Whispers lies the truth: the order serves the Whisperer, a unique Celestial who seeks to bring forth a new age of mortalkind. This organization of spies and assassins infiltrates every level of government to bring that vision to fruition, meanwhile allowing outsiders to think whatever they will about this “unscrupulous” faction.
**Goal.** Bring forth the Whisperer’s vision of a new world.
**Symbol.** A raven
**Motto.** “The most important words are said in a whisper.”
**Leader.** Publicly, the Order’s leader is Hearer Sabis, but the Whisperer truly runs the faction from the shadows.
**Headquarters.** Hall of Echoes
## Dramatis Personae
The following individuals are important members of the Order of Whispers.
### The Whisperer
At the heart of the Order of Whispers is the being simply known as “the Whisperer,” the faction’s patron and true leader. Even within the Order, few know the Whisperer’s nature, but many rumors surround the enigmatic figure.
In truth, they are the undead shade of a fallen celestial entity. Their life and death has offered them a unique perspective, and they believe that left to their own devices, mortalkind will only lead Nextria to ruin. As such, they have gathered together followers and a faction surrounding them in order to orchestrate the development of a new world.
Ideally, the Whisperer hopes to form a civilization that will supersede even the Eothenians. In some cases, this requires creating alliances between other nations … and at other times, requires that cities and communities be torn down for the sake of a greater vision.
### Hearer Sabis
A nonbinary devilborn with deep, rich purple skin, curled horns and dark hair, and a thin, wiry frame. From an exterior perspective, the Hearer is the leader of the Order of Whispers, taking in the information gathered by the Order’s spies and directing their other agents to act upon it. In actuality, the seat of Hearer acts as the public mouthpiece for the Whisperer.
Hearer Sabis is a loyal follower of the Whisperer and a deeply patient individual. They are descended from one of the Whisperer’s first followers and strive to enact the entity’s will as perfectly as possible. Though this desire makes them a stern leader, they care greatly for the Order’s agents and ensuring they are duly valued for their contributions to the Whisperer’s cause.
### Ulem
An awakened skeleton who was once a half-elven man. He has a slight, almost petite, bone structure and paints his skull with black and gold paint. Like other awakened skeletons, he embraced life in Sadak—that is until a foray into the wider world to attract fresh bones crossed his path with the Order of Whispers.
Since then, he has pledged himself to the Whisperer as a shadow, believing that to serve their greater goal is a more worthy cause than the endless hedonism of his homeland. Ulem makes a useful contact or quest giver for characters undertaking infiltration quests for the Order of Whispers.
### Arinala Nilseva
An elven woman with opalescent skin, deep red hair, and narrow features. She is a witness for the Order of Whispers, using her skills as a master illusionist to infiltrate both governments and households of power throughout Nextria. What she learns is passed back to the Whisperer, allowing the entity to make informed decisions—and allows the Order to keep up their front as information brokers.
Arinala can either provide characters with quests to spy for the Order or can be a contact for characters carrying out those quests, providing aid through her illusions or with information and tips.
### Other Order of Whispers NPCs
Additional members of the Order of Whispers that the characters encounter typically embody one or more of the following characteristics:
* They listen to and remember even the smallest pieces of information.
* They believe in the potential of a far greater world.
* They easily adapt within difficult and stressful circumstances.
* They consider those outside the Order to be pieces in a greater game.
* They hold the wider world in contempt for its disorder and lack of vision.
## Joining the Order of Whispers
A character of any alignment, race, class, and background can join the Order of Whispers. Characters may thrive in the Order of Whispers if they have the following characteristics:
* They believe that a greater power should steer society to a higher purpose.
* They like pulling the strings behind the curtain, influencing things that no one can ever trace back to them.
* They believe information is the most valuable weapon a person can wield.
* They believe people can’t be trusted to make the best decisions for themselves—a wise leader is needed.
* They believe the ends justify the means.
* They have a strong sense of vision and untapped potential.
* They are decisive, visionary, secretive, ambitious, or faithful.
### Order of Whispers Members
When a character joins the Order of Whispers, they choose one of two tracks that determine their ranks, quests, and goals. Characters who create a vast network of information become watchers, while characters who infiltrate governments or other organizations and manipulate them become shadows.
**Watchers.** Watchers know that information is a weapon, a tool, a defense, and a trump card. A watcher might intercept careful communication, slip into meetings undetected, interrogate key contacts, and bribe the right people to build a capable network.
**Shadows.** Shadows act on the information gathered by the spies, shaping the world to the Whisperer’s vision. A shadow might infiltrate a government or organization, cause a figure’s “accident” at a key moment, manipulate events to suit their purpose, and bend the ear of important people as their right hand.
## Characters and Groups
The following section provides advice for contextualizing an Order of Whispers character and adventuring parties composed of members of the Order of Whispers within a Nextria campaign.
To highlight Order of Whispers characters, consider adding arcs or encounters that involve infiltration and information gathering. To challenge Order of Whispers characters, create scenarios in which the Whisperer’s orders directly contradict a character’s personal goals or an assassination mark is a creature the character is fond of.
### Order of Whispers Characters
As a member of the Order of Whispers, a character has pledged themselves to the Whisperer. At their core, all quests the Order undertakes are meant to further the Whisperer’s vision for Nextria, even if the instructions themselves don’t come directly from the entity. An Order of Whispers character might receive tasks through encrypted correspondence, within the private rooms of an Order embassy, or in their dreams from the Whisperer themself. Members of the Order of Whispers are expected to provide regular reports of worthwhile information in order to keep up the faction’s front as information brokers.
### Order of Whispers Parties
An adventuring party comprised of members of the Order of Whispers may all be assigned to the same mission—one complex enough to require multiple agents rather than just one. This could be the infiltration of a widespread group or the assassination of a well-defended mark. An involved arc or a short campaign could deal with the party’s efforts to reach that goal, while achieving it could start a longer campaign where they take on far greater quests for Whisperer. The culmination of a campaign focused on the Order of Whispers could involve destabilizing a major Nextrian nation or uniting two such same rival nations.
## Background: Whisper Agent
You are a member of the Order of Whispers and have sworn yourself to the entity known as the Whisperer. While you help keep up your faction’s front as Nextria’s premier information brokers, your true goals are to infiltrate where the Order is least expected—and wanted—to help prepare the way and set in motion the Whisperer’s grand designs. Whether through training or natural talent, you make it a point to blend seamlessly into the setting of your missions.
**Skill Proficiencies: **Choose two from among Deception, Insight, Investigation, and Stealth
**Tool Proficiencies: **Choose two from among a disguise kit, forgery kit, and poisoner’s kit.
**Equipment: **A set of fine clothes, a set of common clothes, a raven token carved from ebony keyed to your soul, and a belt pouch containing 10 gp
**Feature: A Whispered Presence**
Your skills allow you to easily integrate into new environs. If you spend at least 1 day studying a specific social organization (such as a community, a court, or a place of business) you glean enough information to conform to the organization’s routines and conventions, which hold up under surface-level scrutiny. In addition, as a member of the Order of Whispers, you can encode and decrypt messages using the Order’s personal cipher.
## Rank and Influence
By gaining influence as a member of the Order of Whispers, characters advance within the faction. Promotion comes through the approval of Hearer Sabis, who bestows new ranks as a reward for actions that increase the faction’s power.
### Trusted Informant
_Prerequisite: Rank 1 and influence 5 or higher in the Order of Whispers_
The character gains a new title depending on their previous role in the Order of Whispers:
* If the character is a watcher, they become an espier.
* If the character is a shadow, they become a phantom.
Espiers and phantoms earn a salary that supports a modest lifestyle. In addition, they can call on recruits (use the **scout** stat block) to perform mundane errands that don’t put the recruits in harm’s way.
### Devotee of the Fallen
_Prerequisite: Rank 2 and influence 10 or higher in the Order of Whispers_
The character gains a new title depending on their previous role in the Order of Whispers:
* If the character is an espier, they become an attestant.
* If the character is a phantom, they become a specter.
Attestants and specters, recognized as key members of the faction, earn a salary that supports a comfortable lifestyle.
At the start of a quest an attestant or specter undertakes on the faction’s behalf, Hearer Sabis takes their primary weapon or spellcasting focus to the Whisperer, who murmurs an arcane weave of words over the item that bestows the following benefits:
* If the item is a martial weapon, it deals an extra 1d6 necrotic damage on a hit.
* If the item is a spellcasting focus, it deals an extra 1d6 necrotic damage on attacks made by making a spell attack roll.
* The character can cast either _command _or _hold person _(3rd level) from the item once, requiring no material components.
These benefits last until the quest ends, at which point the Whisperer withdraws their power.
### Keeper of Secrets
_Prerequisite: Rank 3 and influence 20 or higher in the Order of Whispers_
The character gains a new title depending on their previous role in the Order of Whispers:
* If the character is an attestant, they become a witness.
* If the character is a specter, they become a wraith.
Witnesses and wraiths, vital members of the faction, earn a salary that supports a wealthy lifestyle.
At the start of a quest a witness or a wraith undertakes on the faction’s behalf, Hearer Sabis takes their primary weapon or spellcasting focus to the Whisperer, who breathes an a blessing of life and death over the item that bestows the following benefits:
* If the item is a martial weapon, it deals an extra 1d8 necrotic damage on a hit.
* If the item is a spellcasting focus, it deals an extra 1d8 necrotic damage on attacks made by making a spell attack roll.
* The character can cast _command_, _detect thoughts_, _invisibility, _and _hold person _(3rd level) from the item once each, requiring no material components.
These benefits last until the quest ends, at which point the Whisperer withdraws their power.
In addition, witnesses and wraiths can secure the aid of 2d4 **spies** or **bandit captains **when they embark on a quest approved by Hearer Sabis.
### The Whisperer’s Left Hand
_Prerequisite: Rank 4 and influence 40 or higher in the Order of Whispers_
The character is the Whisperer’s most trusted field agent, and an extension of their direct will. The character works closely with the Whisperer and Hearer Sabis to enact the Whisperer’s vision, trusted with the most dangerous and secretive of tasks.
* If the character is a witness, they become an ocular.
* If the character is a wraith, they become a reaper.
Oculars and reapers continue to earn a salary that supports a wealthy lifestyle.
At the start of a quest an ocular or a reaper undertakes on the Whisperer’s behalf, the Whisperer imparts a shard of faint divinity in a character’s primary weapon or spellcasting focus that bestows the following benefits:
* If the item is a martial weapon, it deals an extra 1d12 necrotic damage on a hit.
* If the item is a spellcasting focus, it deals an extra 1d12 necrotic damage on attacks made by making a spell attack roll.
* The character can cast _command_, _detect thoughts_, _greater invisibility_, _invisibility, hold person _(3rd level), and _modify memory_ each from the item once, requiring no material components.
* The character can cast _commune _from the item once to contact the Whisperer.
* Once per long rest, when the character would drop to 0 hit points as a result of taking damage, they instead drop to 1 hit point, and they have advantage on the next attack roll, ability check, or saving throw they make as they are flooded with the Whisperer’s divine vision.
These benefits last until the quest ends, at which point the Whisperer withdraws their power. The Whisperer may choose to grant this power for other quests if requested, provided the goal aligns with their vision and they trust their agent.
In addition, oculars and reapers can secure the aid of 2d4 **mages** or **gladiators **when they embark on a quest approved by the Whisperer.
## Faction Quests
Order of Whispers quests typically involve gathering information, assassinating key targets, going undercover to gain trust, infiltrating high-security locations to retrieve something, and other such activities. The Order of Whispers tends to play the long game—a quest might turn into multiple quests, with the agent acting when the time is exactly right.
### Building a House of Cards
_Influence 1 Quest_
The Whisperer decrees the assassination of a minor **noble**, whose death should push several squabbling political houses into an alliance they have been finding every excuse to undermine and avoid. While the noble himself is defenseless, he is accompanied by a mercenary bodyguard (**berserker**) at all reasonable times.
The agent assigned to this quest could use the Stealth skill to sneak into the noble’s house while he sleeps, use the Sleight of Hand skill to poison one of the noble’s meals at a restaurant, or cause a distraction in a public setting and carry out the assassination during the confusion.
### The Room Where it Happens
_Influence 1 Quest_
The Order of Whispers’ intel suggests that a group of influential people of business (two **scouts** and three **bandits**) are holding a clandestine meeting, where they will decide how to use their money and power to direct the political landscape. The Whisperer wants one of the Order’s agents in the room when this happens.
The agent assigned to this quest has seven days to discover the location of the meeting and infiltrate it. They could use the Perception and Stealth skills to eavesdrop on their marks and enter the gathering unseen, or use the Deception skill to worm their way into one of their marks’ companies to be in the right place at the right time when the meeting occurs.
### A Solitary Secretive Sanctum
_Influence 2 Quest_
An eccentric, prolific creator of magical items (**mage**) has kept the Order of Whispers at bay with involved magical defenses and intense paranoia. The Whisperer wants the knowledge of their craft and other arcane secrets that are stored at the heart of the inventor’s remote, isolated, and hidden sanctum.
The agent assigned to this quest might need to make Dexterity and Wisdom saving throws to withstand magical traps or use the Athletics or Acrobatics skills to avoid them. Alternatively, they could use the Perception and Arcana skills to find and disable the traps before they become an issue.
### Martial Peace
_Influence 2 Quest_
The Whisperer wishes to put an end to the hostility between two rival nations. As such, the military of the offending nation must be infiltrated and the general (**gladiator**) influenced to cease attacks so the building blocks of peace can be established.
The agent assigned to this quest, upon successfully infiltrating the military hierarchy, could use the Persuasion skill to convince the general of their opinion, use the History or Arcana skills to prove the usefulness of their knowledge, or impress the general with a display of martial might and prowess.
### Cutting Out the Tongue
_Influence 5 Quest_
The advisor (**archmage**) of a powerful Nextrian leader is turning their ruler’s policies away from the Whisperer’s ideal path. Not only must the advisor be assassinated, but the Whisperer desires to know whether the advisor worked alone or took orders from another, and the ruler must be set on the right path once more.
The agent assigned to this quest must infiltrate the ruler’s heavily defended inner circle, protected by a legion of guards, using either the Deception or Stealth skills. They must either stay hidden or navigate the inner circle’s deadly intrigue with the Insight skill, waiting for an opportunity to assassinate the advisor. Using the Investigation skill, the agent can seek out the truth behind the advisor’s intent, then establish a new foothold for the Whisperer’s presence in the inner circle.
### Other Order of Whispers Quests
The following Order of Whispers quests are provided to inspire further adventures.
* An exchange of information between nations could hint at a dramatic shift in Nextria’s future. The message needs to be intercepted by a capable agent—without alarming either nation.
* A person important to the Whisperer’s plans lies in one of the highest-security prisons in Nextria. In a strange turn of events, a faction agent needs to heist the prisoner out and bring them to the Whisperer.
* Arinala believes the Order of Whispers has been infiltrated by an oathbreaker paladin bent on revenge against the Whisperer, but she isn’t certain. Rather than take a gamble telling the Whisperer about a concern that may be false, she asks the characters to help her root out the traitor.
* A nation is showing signs of massive corruption, but it will take a deep infiltration to determine the extent of it. A faction agent must go undercover in the court for weeks or even months, carefully identifying who is involved without tipping off any of the perpetrators.
* The higher planes wish for the Whisperer to return to their heaven … at the same time the realms of death clamor for the Whisperer to finally pass and stop meddling in mortal affairs. In a high-stakes clash of the heavens and the afterlife, can the character make a case for the Whisperer to remain among mortals?
# The Startrust
Past, present, and future are written in the stars. The Startrust discerns and interprets a continuous prophecy from the firmament itself, mapping a course of justice and protection for the realm, its templars then dedicating themselves to seeing the prophecy fulfilled across Nextria. \
## Overview
Instead of looking to the moons, the Startrust looks beyond to the stars, where its members believe a long-woven prophecy lies. This prophecy, said to be the key to Nextria’s future, guides the actions of its members, who strive for all that is good, right, and just. While the interpreters and scribes divine the extent of the prophecy in an ongoing process, the templars act to achieve that which they foretell.
**Goal.** To fulfill a star-written prophecy for the betterment of Nextria.
**Symbol.** A constellation of four stars and a palm
**Motto.** “The stars incline us.”
**Leader.** High Interpreter Yullah Jei leads the Startrust.
**Headquarters.** The Stellarium
## The Prophecy
The prophecy is made of a hundred million scattered fragments, not one single sentence that solves everything. Thus, divining, seeking, and interpreting the prophecy is an ongoing act. The prophecy can change or develop as Nextria changes, and it can be as clear as preventing a fiendish incursion or as opaque as ensuring a certain child survives childbirth. How you use the prophecy in your campaign is up to you, but it provides a fantastic starting point for a multitude of adventures as it reveals itself to the Startrusts and develops toward a larger and larger picture.
## Dramatis Personae
The following individuals are important members of the Startrust.
### High Interpreter Yullah Jei
The leader of the Startrust is the High Interpreter, so named because their position is the final word that determines the meaning of the pieces of prophecy—though they strive to downplay their own biases while interpreting. The current occupant of this position is Yullah Jei, a human woman with pale skin, long, straight nearly-white hair, and an immaculately elegant appearance.
Yullah is kindly and ethereal, eyes turned upward to the stars to guide her hand and her people. While her demeanor is gentle, she does not shy away from difficult decisions or actions that must be taken in the name of the prophecy.
### Vepitus, the North Sword
At the High Interpreter’s right hand is the North Sword, ever dedicated to protecting the Startrust’s leader from those who would seek to strike against them. The current North Sword is a nonbinary silver dragonborn named Vepitus, whose serpentine form is decorated in scintillating scales and beautiful crests.
They are dedicated but often perceived as cold and merciless while enacting the Startrust’s will, except around children and the High Interpreter herself. Vepitus wields a blade that glitters like the night sky and, oathsworn to their path, they are relentless and unyielding in battle.
### Harudak Zavam
A half-orcish man with a muscular frame, a shaved head, and ash-gray skin. Harudak is one of the Startrust’s dedicated templars, sworn to help fulfill the prophecy by whatever means necessary, whether that be slaying monstrous foes, protecting innocent lives, or meteing out justice to the deserved.
For characters pursuing templar quests, Harudak can serve as a quest giver or a contact to help the characters interpret the prophecy or offer assistance on their chosen path.
### Safyre Kridove
A half-elven woman with intricately braided brown hair, rich, dark skin, and a soft, plump build. Graceful and wise, Safyre is one of the Startrust’s interpreters, searching both the heavens and the dangerous reaches of the lands for pieces of the great prophecy. She is among the High Interpreter’s inner circle and oversees the promotion of other members of the Startrust. Thus, she takes it upon herself to become at least acquainted with every Startrust recruit.
Safyre is a useful contact, as she can provide characters taking on scribe quests with locations to find the prophecy or can assist them in those areas to find the signs and clues.
### Other Startrust NPCs
Additional members of the Startrust that the characters encounter typically embody one or more of the following characteristics:
* They idealistically believe in the power of hope.
* They seek meaning in every event and circumstance.
* They are committed to justice above all else.
* They want to inspire others to take action according to the stars.
* They avoid taking action that could put them in conflict with prophecy.
## Joining the Startrust
A character of any alignment, race, class, and background can join the Startrust. Characters may thrive in the Startrust if they have the following characteristics:
* They believe that the universe holds secrets that could benefit mortalkind.
* They are optimistic—no matter how bad things get, they believe there is a meaningful future.
* They believe they are above the petty squabbles of here and now, focusing instead on a grander scale.
* They cannot abide evil in any form.
* They love archaeology, research, and seeking pieces of an unknown whole.
* They have a strong sense of justice and what is right.
* They are unyielding, driven, studious, virtuous, or honorable.
### Startrust Members
When a character joins the Startrust, they choose one of two tracks that determine their ranks, quests, and goals. Templars purge evil and enact justice in the name of the prophecy, while scribes seek fragments of the prophecy, delving into ancient ruins and scaling high places close to the stars.
**Templars.** Templars are the holy extension of the prophecy’s will, purging evil and establishing justice. A templar might seek monstrous foes that would weaken the prophecy, protect people who will be important to the prophecy later, arbitrate law, and follow the direction of the diviners.
**Scribes.** Scribes assist the High Interpreter in piecing together the grand puzzle that is the prophecy. A scribe might explore ruins and mountains to find lost tablets and tomes, pray to the constellations in key locations for answers, research strange and secretive information, and deliver secret information to other members and libraries across Nextria.
## Characters and Groups
The following section provides advice for contextualizing a Startrust character and adventuring parties composed of members of the Startrust within a Nextria campaign.
To highlight Startrust characters, consider adding arcs or encounters that lean on themes of justice or include pieces of the prophecy. To challenge Startrust characters, create scenarios in which the prophecy can be interpreted in contradictory ways or where enacting justice is a morally gray situation.
### Startrust Characters
As a member of the Startrust, a character acts in the name of a far-reaching, ever-growing prophecy for the sake of a brighter future. When pieces of the prophecy are discovered, their meaning is determined by the Startrust’s interpreters. A Startrust character, depending on their track, can be called to act on the interpreted prophecy or search out further sections of it across Nextria. Typically, Startrust agents receive assignments from a headquarters and then return with their findings or results, whereupon they receive a new mission. Should the faction expect a Startrust character to be in the field for some time, they can be furnished with a _sending stone_ to be relayed new leads or interpreted sections of the prophecy.
### Startrust Parties
An adventuring party comprised of members of the Startrust may be from the same track or differing ones. Regardless, they support each other in either uncovering pieces of the prophecy beneath dangerous skies or in perilous ruins, or acting upon interpretations of the prophecy that one agent could not do alone. While a Startrust party might start with small tasks, they can easily cascade into larger ones as the prophecy begins to explicitly refer to a grander scale. The culmination of a Startrust-focused campaign could involve putting together enough of the prophecy to bring down a lurking evil within Nextria that was previously considered untouchable.
## Background: Startrust Agent
You are a member of the Startrust, casting your gaze toward the heavens for guidance on this tumultuous journey through life. At the behest of your faction, you either travel to reach distant skies or ancient ruins where you can find the scattered pieces of the continuous prophecy, or act upon the interpreted pieces to bring order, justice, and hope to the lands of Nextria. During long journeys, you are united with your fellows beneath the same sky, and the stars provide direction both physical and intangible.
**Skill Proficiencies: **Choose two from among Arcana, Insight, Nature, and Perception
**Languages:** Celestial and any one of your choice
**Equipment: **A set of traveler’s clothes, a star chart, a spyglass, a ring forged from a piece of a fallen star with the Startrust’s symbol, and a belt pouch containing 10 gp
**Feature: Follow the Stars**
Your time studying the heavens and the Startrust’s prophecy lets you look to the stars for guidance. You always know what time of day it is and which way is north while under Nextria’s sky. In addition, if you have a clear view of Nextria’s night sky and spend 1 hour studying the stars, you can glean advice from constellations important to the prophecy. At the GM’s discretion, this advice could be a sense that your current course is good or bad or an encouragement to continue in your current direction or a push to take a different course.
## Rank and Influence
By gaining influence as a member of the Startrust, characters advance within the faction. Promotion comes from Safyre, who bestows new ranks as a reward for actions that increase the faction’s power. At times, Vepitus also advocates for the advancement of faction members they deem worthy, though they are not interested enough in bureaucracy to do so regularly.
### Skywatcher
_Prerequisite: Rank 1 and influence 5 or higher in the Startrust_
The character gains a new title depending on their previous role in the Startrust:
* If the character is a templar, they become a paragon.
* If the character is a scribe, they become a sage.
Paragons and sages earn a salary that supports a modest lifestyle. In addition, they can call on recruits (use the **scout** stat block) to perform mundane errands that don’t put the recruits in harm’s way.
### Follower of the Firmament
_Prerequisite: Rank 2 and influence 10 or higher in the Startrust_
The character gains a new title depending on their previous role in the Startrust:
* If the character is a paragon, they become a justicar.
* If the character is a sage, they become a seer.
Justicars and seers, recognized as key members of the faction, earn a salary that supports a comfortable lifestyle.
At the start of a quest a justicar or seer undertakes on the faction’s behalf, High Interpreter Yullah Jei takes their ring to a sacred pedestal that lies under the stars, which imbues the ring with a power that bestows the following benefits when the ring is worn:
* Once per quest, when the character makes an attack roll, ability check, or saving throw, they can roll an additional d20. They can choose to do this after they roll the die, but before the outcome is determined. The character chooses which d20 is used for the attack roll, ability check, or saving throw.
* Thrice per quest, when a creature within 60 feet of the character makes an attack roll, ability check, or saving throw, the character can use a bonus action to influence their fate. The creature can roll a d6 and add the number rolled to the result of their attack roll, ability check, or saving throw. The character can choose to do this after the d20 is rolled, but must decide before the outcome is determined.
* The character can cast either _detect evil and good _or _identify _from the ring once per quest, requiring no material components.
If the character already has a ring from the Startrust agent background, this ring is used. The ring’s benefits last until the quest ends, at which point the stars’ power fades.
### Guiding Nova
_Prerequisite: Rank 3 and influence 20 or higher in the Startrust_
The character gains a new title depending on their previous role in the Startrust:
* If the character is an justicar, they become a lodestar.
* If the character is a seer, they become an oracle.
Lodestars and seers, vital members of the faction, earn a salary that supports a wealthy lifestyle.
At the start of a quest a lodestar or oracle undertakes on the faction’s behalf, High Interpreter Yullah Jei takes their ring to a high point under a blanket of stars, which imbues the ring with a gleaming power that bestows the following benefits when the ring is worn:
* Twice per quest, when the character makes an attack roll, ability check, or saving throw, they can roll an additional d20. They can choose to do this after they roll the die, but before the outcome is determined. The character chooses which d20 is used for the attack roll, ability check, or saving throw.
* Thrice per quest, when a creature within 60 feet of the character makes an attack roll, ability check, or saving throw, the character can use a bonus action to influence their fate. The creature can roll a d8 and add the number rolled to the result of their attack roll, ability check, or saving throw. The character can choose to do this after the d20 is rolled, but must decide before the outcome is determined.
* The character can cast _augury_, _comprehend languages_, _detect evil and good, _and _identify _from the ring once each, requiring no material components.
If the character already has a ring from the Startrust agent background, this ring is used. The ring’s benefits last until the quest ends, at which point the stars’ power fades.
In addition, lodestars and oracles can secure the aid of 2d4 **druids** or **priests **when they embark on a quest approved by High Interpreter Yullah Jei.
### The Stellar Tribunal
_Prerequisite: Rank 4 and influence 40 or higher in the Startrust_
The character resonates with the firmament, strongly attuned to the stars and the great vision for Nextria. The character works closely with High Interpreter Yullah Jei to fulfill the prophecy, trusted with the most sacred and important of tasks.
* If the character is a lodestar, they become a polaris.
* If the character is an oracle, they become an interpreter.
Polari and interpreters continue to earn a salary that supports a wealthy lifestyle.
At the start of a quest a polaris or an interpreter undertakes on the faction’s behalf, High Interpreter Yullah Jei takes their ring to a bottle of captured starlight and pours a drop of light upon the ring, which imbues it with celestial power that bestows the following benefits when the ring is worn:
* Thrice per quest, when the character makes an attack roll, ability check, or saving throw, they can roll an additional d20. They can choose to do this after they roll the die, but before the outcome is determined. The character chooses which d20 is used for the attack roll, ability check, or saving throw.
* Thrice per quest, when a creature within 60 feet of the character makes an attack roll, ability check, or saving throw, the character can use a bonus action to influence their fate. The creature can roll a d12 and add the number rolled to the result of their attack roll, ability check, or saving throw. The character can choose to do this after the d20 is rolled, but must decide before the outcome is determined.
* The character can cast _augury_, _clairvoyance, comprehend languages_, _detect evil and good, divination_,_ identify,_ and _scrying _from the ring once each, requiring no material components.
* Once per long rest, when the character would drop to 0 hit points as a result of taking damage, up to four creatures of their choice within 60 feet of them are cursed by the fury of the stars. For 1 minute, whenever a target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
If the character already has a ring from the Startrust agent background, this ring is used. The ring’s benefits last until the quest ends, at which point the stars’ power fades. The stars may choose to grant this power for other quests if requested, provided the quest aids the fulfillment of the prophecy.
In addition, polari and interpreters can secure the aid of 2d4 **mages** or **gladiators **when they embark on a quest approved by High Interpreter Yullah Jei.
## Faction Quests
Startrust quests typically involve seeking out portions of the prophecy, enacting it through adventuring, destroying evil and defending the weak, researching archaic records, and other such activities. The Startrust strikes a balance between looking to the future and focusing on the here and now—they painstakingly follow a long thread of a prophecy, but they purge evil immediately wherever they find it.
### Mysteries of the Stars
_Influence 1 Quest_
A rare celestial phenomenon is set to occur in seven days time. A Startrust agent must travel to a mountain ridge, home to a territorial **hippogriff**, in order to have the best vantage to see and record the event for interpretation.
The agent assigned to this quest could use the Athletics skill to climb the ridge and the Arcana or Nature skill to record the celestial phenomenon as accurately as possible for the interpreters.
### Preemptive Strike
_Influence 1 Quest_
The interpreters have discerned a piece of prophecy, and its consequences are close at hand. A local **bandit captain** must be dealt with before their “pet,” an **ankheg**, becomes a far greater horror.
The agent assigned to this quest could use the Investigation or Survival skill to track down the bandit captain’s location. Upon finding it, they could bring the criminal to justice by the sword, or use the Persuasion or Intimidation skills to try and bring them in by the law.
### Missing Pieces
_Influence 2 Quest_
The High Interpreter’s most recent divination into the prophecy is missing a crucial piece of information that will ultimately determine this piece’s meaning. In order to make sense of the gap, ancient scrolls must be recovered from recently uncovered ruins. However, the ruins are haunted by a **wraith** and two **specters**.
The agent assigned to this quest can use the Religion skill to quell the angered spirits without needing to defeat them, or simply lay them to rest by overcoming them. Aside from the scrolls they came to find, the agent can also use the Investigation skill to uncover further relics of interest to the Startrust.
### A Curious Crossroads
_Influence 2 Quest_
A seemingly nondescript individual has arisen as a person of prominence in the prophecy, though the High Interpreter is uncertain whether they are an ally or an enemy. However, their role must be ascertained and acted upon accordingly. While the individual in question is being attacked by a **gladiator** and a **mage** when a Startrust agent arrives to find them, they are an **assassin **intent on sowing chaos in Nextria.
The agent assigned to this quest can use the Insight skill to ascertain the candor of both parties and the Perception skill alongside making a Dexterity saving throw to avoid being turned on when the assassin decides to turn their blade onto the agent.
### The Weight of the Heavens
_Influence 5 Quest_
A significant astrological event is to take place and High Interpreter Yullah Jei must be escorted to ruins of significance so she can divine beneath the unique sky. Vepitus cannot do this alone, as waves of fiendish horrors (**chain devils**, led by a **horned devil**) seek to snuff out the High Interpreter before she can divine one of the most important pieces of the prophecy in recent history.
The agent assigned to this quest must protect and aid the High Interpreter, using the Arcana skill to assist her with her divinations, the Perception skill to watch for the oncoming waves of Fiends, and the Investigation or Survival skill to determine how best to use the ruins’ environment against the dark forces, as well as their own personal strength.
### Other Startrust Quests
The following Startrust quests are provided to inspire further adventures.
* A fallen star has crashed between two major civilization points; the High Interpreter believes it will reveal a significant portion of the prophecy and wishes to send the character after it, but governments, mages, and other groups are vying to reach it first.
* Ancient ruins said to possess the staff of a Celestial creature are being targeted by unknown cultists. The character’s main objective is to reach the staff, as it may contain knowledge, but Vepitus requests that, in addition, they learn more about the cult.
* Harudak was sent to seek a line of the prophecy and aid the suffering in the area around it, but he has vanished. The High Interpreter believes this was a trap, but laid by whom? The Order of Whispers? A great evil? Someone else?
* A new Fiend lord called the Void Eater has started amassing followers. He seems to be directly targeting the Startrust and steals the light from its agents whenever he can—he must be stopped before he darkens the entire faction.
* Some of the stars start flickering out. The High Interpreter fears this means a dark end is coming, but as the stars will not answer her, she requests the character travel with her to the highest peak to find answers.
# Nexus City Gazetteer
Three and a half centuries ago, Nexus City won its position as an independent city-state. Sixty years ago was roughly when the Grand Orrery became the center of the known world. From its position upon the heart of a great confluence of ley lines, Nexus City experienced an economic renaissance that launched it into a position of global power.
This bustling metropolis has become a hub for commerce, attracting goods and people from all corners of Nextria. Those who flock to Nexus City seek adventure and opportunity—and there is plenty to be found in a city built on coin and exploration.
# Nexus City
The following sections detail essential information about Nexus City and its cultural and political climates.
## Nexus City Features
People familiar with Nexus City know the following information:
**(b)Hallmarks.(b)** Nexus City is known for its
cosmopolitan diversity, transcontinental trading
empire, and economic prosperity.
**(b)People.(b)** People of all ancestries from
across Nextria populate Nexus City.
**(b)Languages.(b)** Common, Nexus City’s
official language, serves to bridge its diverse
residents, but there are as many languages – or more – as there are Peoples living there.
**(b)Symbol.(b)** A winged sword over a shield, all
in white, on a purple field.
## Life in Nexus City
Those who live in Nexus City, or frequent it, know the following information.
### Dividing Lines
Nexus City is divided by wealth, for wealth begets power in a city-state made powerful by coin. While the promise of potential is a ceaseless prayer, such affirmations can be seen as hollow by those pushed to the bottom of the hierarchy for their lack of value.
The lines that divide Nexus City’s citizenry are more than ephemeral, however, for the city itself is divided into districts built upon the wealth of those who inhabit them.
(b)**_The Coronet.(b) _**The height of luxury in Nexus City is found in the Coronet, a district near the Grand Orrery and the home of most of the dukes and duchesses as well as other minor nobility. The Coronet exudes wealth, from its small walking gardens to its wealthy merchant shops to its architecture, and to have a place within it is one of the greatest symbols of status for a Nexus City citizen.
(b)**_The Exchange.(b)_** Nexus City is built upon commerce and trade, thus at the heart of it all are the city’s guilds. Each major guild has a headquarters within the district known as the Exchange. While not as lavish as the Coronet, the evidence of the guilds’ noble patronage can be seen in grand structures and steady work.
(b)**_The Fringe.(b) _**On the outskirts of Nexus City is a thin district called the Fringe that runs around the eastern perimeter of the city. Here is where those lacking name or coin or both are resigned to toil out their days. While the upper echelons may avoid the Fringe, community is strong within its people, who have learned to rely on each other for aid where the city provides none.
(b)**_The Derelicts.(b) _**The citizens of Nexus City who were unable, or unwilling, to comply with the social hierarchy found refuge in the city's underground caverns, which they called the Derelicts. Here, they established their own order with the Underdukes at the top, a title meant to mock the noble titles of their counterparts on the surface. The Derelicts provided a haven for those who chose to live outside the laws of society.
### What’s In a Name?
Second only to the importance of monetary power is the importance of family in Nexus City. The economic renaissance brought about by airship travel upended the historical power structures that governed the city and established a new hierarchy, one ruled by an oligarchy of rival families. These nouveau riche styled themselves dukes and duchesses and now trade and vie for power to entrench their family’s importance and build an enduring legacy. Marriages of convenience to strengthen families are common in the upper echelons, and one’s family name is perhaps the strongest first impression.
Underneath all the posturing, however, lies a deep-held belief in the importance of family unity. Few nobility take actions without the approval of their family, and being disgraced or cut out of your family is perhaps one of the greatest shames one can take on. It isn’t impossible in Nexus City to build an empire with a name worth nothing, but it takes far longer, and often still requires a cunning marriage or two.
### Prosperity by Air
When the Grand Orrery revealed the ley lines, it was not long after that Nexus City launched its first airship into the sky—an accomplishment that would soon expand into leystone-powered fleets ranging to the farthest corners of Nextria. Nexus City sits upon the greatest convergence of ley lines currently known, and its success as a city-state relies upon that network that allows it to bring in a steady transcontinental trade.
Much of life in Nexus City revolves around airships and what they provide. Ley wizards maintain the Grand Orrery to ensure the airships, built and maintained by the guilds, can carry their crews and the cargo that is eventually sold or traded. Almost every person in Nexus City owes part of their lifestyle to this vital piece of Nexus City culture.
(b)**_The Concourse.(b)_** The first few layers of subterranean caverns under the island upon which Nexus City is built are known as the Concourse. Here, through cavernous openings in the island’s cliffs, airships fly in and out from the docks and workers ensure cargo is transported where it needs to go.
## History of Nexus City
The island upon which Nexus City is built has long been coveted land due to its defensible, sheer cliffs. In one form or another it has been occupied since the fall of the Eothenian Empire. The ruins of these old civilizations, stretching back millennia, still stand within the island’s cavernous interior, providing the foundation for today’s city. Some ruins stand side-by-side with modern buildings, dappling the island.
For centuries, Nexus City was claimed and conquered by surrounding nations until 350 years ago, when it won independence in a bloody confrontation with the Kingdom of Thain-Corgura. However, while Nexus City won freedom, it did not win stability. With its resources drained from war and its environmental isolation, Nexus City was on the verge of an economic collapse.
Then, 60 years past, a momentous confluence of the planes reactivated inert leystones across Nextria. Not long after, arcane researchers discovered the purpose of a seemingly ornamental relic at the center of Nexus City. For the first time in three millennia, the spheres of the Grand Orrery spun—unveiling the leylines across the world, saving Nexus City from ruin, and altering the course of Nextria forever.
Now a center of global influence and power, Nexus City’s people have a stake in everything, everywhere, as airships flow freely from its cliffside docks to search out further opportunities and bring back greater prosperity.
## Nexus City Politics
At the top of Nexus City is an oligarchy of rival families of dukes and duchesses, which is inextricably tied to the guilds. Each member of the Council of Dukes patrons the guilds and the wealthiest and most successful guilds place their dukes on the council. The council members can trade guilds between them as a part of business.
The council is led by the Grand Duke who is elected from within the council. The current Grand Duke is Duke Zanvoril de’Lavideccia -- patron of the Shipbuilders Guild. The Grand Duke holds the position for three years, until they are either reelected or replaced.
The Council of Dukes is the highest authority in Nexus City. Decisions made by the council require a majority vote from the seven guilds and in the event that there is a tied vote, the Grand Duke makes the final call.
The following dukes and duchesses make up the current Council of Dukes, though Nexus City is always filled with more who are waiting for their chance to claw their way to the top.
### Grand Duke Zanvoril de’Lavideccia
(b)**Duke de’Lavideccia**(b) is the foremost benefactor of the Shipbuilders Guild. The Half-Elven man is the current Grand Duke of the Council of Dukes and has managed to hold the position for three consecutive terms due to the prosperity and influence of the Shipbuilders Guild.
However, Zanvoril de’Lavideccia holds no esteem for his lofty position. Considered arrogant and pompous beyond compare, he angles the decisions of the council to benefit his family and the Shipbuilders Guild without regard for how it affects the rest of Nexus City. It is a popular consensus that the Duke de’Lavideccia should not be allowed another term.
### Duchess Sammia de’Bhrigadi
(b)**Duchess de’Bhrigadi**(b) is the primary benefactor of the Merchants Guild, and it is the sole guild she patronizes. The duchess, an older Human woman, has dedicated herself to cultivating the Merchants Guild into an unstoppable force of commerce to the neglect of most else in her life.
Outwardly, Sammia de’Bhrigadi presents herself as a calm, even-tempered individual with a compassionate listening ear. However, it is a poorly kept secret after her decade on the Council of Dukes that she is a cunning and ruthless politician. She constantly vies for the position of Grand Duke and is amassing all of her resources for the next election.
### Duchess Aviyola de’Caradello
(b)**Duchess de’Caradello**(b) is the foremost patron of the Leatherworkers Guild. The Halfling woman holds a uniquely precarious position on the Council of Dukes, as she is both the youngest standing member and patronizes the least profitable of the seven guilds that currently make up the council.
Compared to her peers, Aviyola de’Caradello is a genuinely benevolent individual—a rarity within Nexus City’s oligarchy. She has aspirations of becoming Grand Duke, but must put the foremost of her efforts behind maintaining her position on the council, lest she lose it to someone more profitable and less moral.
### Duke Thyrius de’Ferrandi
(b)**Duke de’Ferrandi**(b) is infamous for his significant contributions to the Artisans Guild. A pretentious and vain Devilborn, the duke cares little for politics and seems to only care about his position on the council for the status and prestige it brings him.
Rather than vie against his fellow councilmembers for the position of Grand Duke, Thyrius is comfortable positioning himself as a potential asset. He enjoys lording his weight and support over the other dukes and duchesses who want his favor and backing for their own ends.
### Duke Vindajaro de’Menzagari
(b)**Duke de’Menzagari**(b) is the chief patron of the Explorers Guild, though is known to allocate funds to almost every guild in the city, including the Mendicants Guild. The duke, a Human man, is the current head of a family that has been heavily involved in financing Nexus City’s airship travel since its inception.
While outwardly brilliant and refined, Vindajaro de’Menzagari is a known autocrat in his sphere of influence and a selfish hedonist. In pursuit of power and further wealth for his own desires, he has amassed leverage over many of his fellow councilmembers—including the Grand Duke himself.
### Duke Myeldas de’Pallazo
(b)**Duke de’Pallazo**(b) patronizes the Blacksmiths Guild. The duke, a nonbinary Dragonborn, is a proponent of innovation and progressive thinking. They often chafe against the other councilmembers, who rebuff change to avoid upsetting their positions in Nexus City’s hierarchy.
Myeldas de’Pallazo is quite willing to take risks that other politicians and nobles are not, putting wealth and reputation on the line in pursuit of greater success. They are angling to seize the seat of Grand Duke in order to put these plans into action, but have found it difficult to garner the support necessary to win the election.
### Duchess Darlo de’Sangari
(b)**Duchess de’Sangari**(b) patronizes the Arcanists Guild, though she is known to have a finger in every pie. The duchess, an older female Sharkfolk, rose to power from humble beginnings, and now wields both that power and his shrewd mind to control much of Nexus City. She is slow to anger, but ruthless in maintaining his position, even if she must kill to do so.
Politically, Darlo de’Sangari is out for herself, though she is much less obvious about it than someone like Sammia or Zanvoril. Rather, she enjoys carefully angling the board in her favor, only acting when she can claim success in one fell swoop. A proponent of time and planning, Darlo plays a far longer game than anyone else on the council—and woe unto those who get in her way.
**Nexus City Political Stories**
**d6** **Story Seed**
1 An important gala is coming up where the council members require the highest security. Multiple council members request the characters for protection, and whoever the characters agree to protect makes a statement about their politics in Nexus City—something that many are happy to remind them of.
2 An important vote is coming that protects workers in Nexus City from poor working conditions, and it’s well known that both Vindajaro de’Menzagari and Zanvoril de’Lavideccia plan to leverage their combined power to pressure the council into voting against it. Only Myeldas de’Pallazo and Aviyola de’Caradello publicly oppose it, and they aren’t sure how to sway Thyrius de’Ferrandi, Darlo de Sangari, and Sammia de’Bhrigadi to stand with them, Thyrius due to his spineless malleability and Sammia and Darlo because a vote against it would benefit them vastly. Myeldas and Aviyola are getting desperate.
3 The unthinkable happens when Sammia de’Bhrigadi tries to draw several artisans into her Merchants Guild, hoping to expand and commercialize them: Thyrius de’Ferrandi gets involved in politics. When enraged, the man is a fierce and merciless politician, and quite suddenly the Council is divided as Sammia and Thyrius begin to draw lines. If either one of them isn’t convinced to back down soon, tensions could erupt.
4 An uprising family is angling for their son, Rivethir de’Santriano, to replace Aviyola de’Caradello on the council. They have plans to make the Leatherworkers Guild more profitable—outsourcing work, downgrading materials, and ruthlessly reducing wages. Money speaks, and Aviyola feels the precariousness of her position. She asks the characters to investigate the de’Santrianos for anything that might help her keep her seat.
5 Sammia de’Brigadi is nearly assassinated, barely making it out alive. She believes one of her fellow council members is responsible, while Myeldas de’Pallazo believes it’s a setup to garner Sammia sympathy before an upcoming vote. But it’s also well known that Zanvoril de’Lavideccia and Sammia fall on opposing sides of the vote. Could the Grand Duke have done something so corrupt? Or was it someone else?
6 When Duke de’Lavideccia’s term as Grand Duke comes to an end, several members begin aggressively vying for the role. Whoever the characters throw their support behind could largely influence the election—if money and corruption don’t talk louder, particularly in the case of Sammia, Darlo, and Zanvoril.
# Noteworthy Sites
With a storied history in its bones and a colorful collection of cultures and characters in its veins, Nexus City has plenty of memorable sights to see.
## Civic Structures
Nexus City might be run on coin, but some of that coin must go to maintaining the foundational structures and organizations that keep the city running. The following locations are vital to Nexus City’s existence in one form or another.
### Whitedome
On the western rise overlooking the city stands (b)**Whitedome**(b,) the official government center of Nexus City. This pristine, iconic building of impressive domed ceilings is where the Council of Dukes meets to hold meetings, lead public forums, vote on proposals, and make statements.
The general populace is allowed on the first floor, where representatives and staff may meet with them, but no one is allowed on higher floors unless granted permission by the council.
### The Conservatory
(b)**The Conservatory**(b) is a statuesque structure near the center of Nexus City is the headquarters of the Preservers, an organization dedicated to protecting Nexus City and its interests both locally and across Nextria. In pursuit of this goal, the Preservers have sworn to stay above the city’s often petty politics and, despite the amount of coin to be gained if they falter, have mostly managed to maintain that ideology throughout the years.
The Conservatory is fully accessible only to those within the Preservers’ ranks. Limited access is given to deputized agents acting on behalf of the Preservers. The general public can enter the Conservatory’s reception room to raise concerns or offer information to the organization.
(b)**STORY SEED:_Problem in the Ranks.(b)_** A high-ranking Preserver, Zeqine, a nonbinary Crocfolk, is suspicious that one of their peers is taking bribes from a duke. If the characters are unaffiliated with the Preservers, Zeqine wants them to investigate where they’re afraid a Preserver would be too suspicious. The individual under suspect is a Preserver named Gelid, who has been taking more patrols and duties near the house of Duke de’Alissio.
(b)**_Diplomatic Disasters.(b)_** A delegate from the Mallachian Empire is in Nexus City to speak with the Council of Dukes, and the Preservers are concerned two minor dukes engaged in trivial scheming are poised to jeopardize the politics. Galinur, a Pandafolk Preserver, wants the characters’ help in keeping the dukes distracted or otherwise occupied so they can’t plunge an already precarious allyship into disaster.
### The Grand Orrery
At the center of Nexus City stands the (b)Grand Orrery,(b) an ancient Eothenian artifact that once stood dormant at the center of the island for three millennia. This historic relic is what first unveiled the ley lines and allowed for airship flight, leading to Nexus City’s status as a world power. Given its importance to not only their place in the world, but Nextria itself, the Grand Orrery is well protected. Ley wizards continually monitor and attend to the Grand Orrery, while the city guard and the Preservers remain vigilant for any threats that might endanger it.
While the Grand Orrery can be observed from afar, the general public isn’t allowed in its immediate vicinity. Special permission to do so must be granted by Nexus City authority.
## Religious Districts
All beliefs and views are tolerated in Nexus City. Within the city are three districts, each named for one of the moons and the House of gods associated with it. These districts contain temples, shrines, and other significant sites dedicated to those gods. At their outskirts stand smaller places of reverence for lesser-worshiped beings, tolerated but left unlauded.
### Gold House District
The (b)Gold House District(b) is host to buildings dedicated to the House of the Gold Moon. Its buildings are connected to the natural world, filled with plants,waterways,stone gardens and raincatchers. Sprawling window, allow residents to feel connected to the tangible and natural. Exploring the Gold House District, visitors can find druids and farmers, merchants and crafters, laborers and transmuters.
While there are many priests and clergy scattered throughout, one of the main priests is Schyf, a colorful Parrotfolk with a rough voice, a stern work ethic, and an unmatched green thumb. Visitors are welcome in the Gold House District, but those associated with other Houses find that the residents have no patience for philosophical musings or the unending search for knowledge—not when there is work to be done.
**_(b)_STORY SEED:_Immeasurable Loss.(b)_** A large storm ravages Nexus City, and in the aftermath, the Gold House District finds that its sanctuaries are devastated. While many residents get to work rebuilding the district, many others have a crisis of faith, seeing the foundations of their belief brought to so much ruin by the hand of one of their own gods. Where can they root their faith now?
### Blue House District
The (b)**Blue House District**(b) is home to buildings dedicated to the House of the Blue Moon. Its buildings are open, tranquil, full of light, and filled with reading spaces surrounded by wandering paths, allowing residents peaceful contemplation and meditation. Exploring the Blue House District, visitors can find sages and intellectuals, artists and artisans, researchers and archivists.
While there are many priests and clergy scattered throughout, one of the main priests is Eryth, a dark-skinned elven woman with keen eyes, a soft voice, and knack for clever quips. Visitors are welcome in the Blue House District, but those associated with other Houses may find themselves dismissed by the residents, who don’t feel they are worthy of their time.
**_(b)_STORY SEED:_Lies and Truths.(b)_** In one night, much of the district’s priceless, irreplaceable information has disappeared. The Blue House District blames the Red House District, who benefits from their arcane knowledge, but the Red House District is adamant that one of the House of the Blue Moon’s own priests is the culprit. What is the truth?
### Red House District
The (b)**Red House District(**b), naturally, houses buildings dedicated to the House of the Red Moon. Its buildings are dark, shadowed, and shuttered, allowing for the residents’ occult worshipping practices to be done in secret and away from curious eyes. Wandering through the Red House District, visitors can find fortune tellers and seers, travelers and wanderers, mages and mystery.
While there are many priests and clergy scattered throughout, one of the main priests is Vashara, a Devilborn woman with dark crimson skin, pale eyes like moonlight, and horns that twist around each other. Visitors are welcome in the Red House District, but those associated with other Houses may find themselves mocked or disdained by the residents, who feel themselves superior.
(b**STORY SEED:**)**_Ill Tides.(b)_** An ill omen suddenly foretells itself to all of the Red House District’s fortune tellers at once, and none of them know what it means. Is it whispering of a danger that will infiltrate the district, or is Nextria’s end nigh?
## Cultural Sites
As Nexus City has flourished, so has its dedication to culture and art. In many ways, the city is still reestablishing its artistic “voice” as the population surges, citizens have time to seek the arts, and everyone’s focus turns to the future rather than the past.
The city’s main cultural sites—the museum, the library, and the theatre—range from remnants of the past to exploration and creative passion. Those with a strong artistic voice can join Nexus City as it enters a new dawn of prosperous self-expression, shaping how it uses its powerful voice to speak to the world.
### Nexus City Central Exhibition Hall
The oldest and largest museum in Nexus City is the (b)**Nexus City Central Exhibition Hall**(b), which is located in the Exchange. While its overall look is not ornate or impressive, its exhibits are vast. It rotates its exhibits annually, but displays showcasing artifacts from the ancient Eothenian Empire are permanent exhibitions. These exhibits continue to evolve as ruins are explored and new information unfolds. Other popular exhibits include weaponry and armor from the war for independence fought against Thain-Corgura, a painting capturing the discovery of the Grand Orrery, and a gallery where the first airship that left Nexus City now hangs from the ceiling.
Entry costs 2 gp, and the museum is open during daylight hours.
(b)**_Midnight Manifestation.(b)_** Thorivar, the gruff but keen Dwarven curator, asks the characters to investigate the museum at night. A ghost of an old soldier is haunting the Thain-Corgura exhibit, trying to kill any Nexus City citizens as revenge. Staking out the museum reveals it is actually a spellcaster trying to find an opportunity to steal one of the weapons on display—Bloodletter, the cutlass that slew the enemies’ commander.
(b)**STORY SEED:_Archaeologists for a Day.(b) _**A bumbling treasure hunter, a young Human named Teptra, barely escaped the ruins under Nexus City and brought an artifact to Thorivar that he doesn’t understand. He asks the characters to go retrieve the other half from the monster-infested ruins. However, he hires another adventurer group to do the same and doesn’t tell either group, planning to pay whichever group gets it first.
### Grand Isle Library
The (b)**Grand Isle Library**(b), located in the Exchange, hosts the largest international collection of books available in Nexus City. Its head librarian, a finicky Elf named Ethirivel, believes in a “breadth over depth” approach to knowledge and curates a collection of books on every topic imaginable. They pay particular attention to the interior furnishings and make it a comfortable place to spend hours on end.
The library is free to visit and is open at all hours.
(b)**STORY SEEDS(b)**
**(b)_Overdue Tome.(b)_** Ethirivel is at their wits’ end—a wizard named Marvhin checked out a rare tome over a year ago and has yet to return it. Marvhin is never home, and Ethirivel believes he has absconded with the book. The elf asks the characters to investigate Marvhin more fully. In truth, the tome is dangerous, and Marvhin has locked it up to ensnare the demon inhabiting it.
(b)**_Restricted Section Rendezvous.(b)_** The front desk clerk, a Gnome named Gwenyth, gossips with the characters about a young, Half-Elf, noble widower named Cerise who comes to the library to shyly talk to the library’s stoic shelver, a Human man named Thedric. With Nextria City’s focus on coin, it would be scandalous to her family if she were to pursue him. But Gwenyth believes in love. She asks the characters to distract Cerise’s frankly terrifying mother while she arranges for Cerise and Thedric to meet in the restricted section for some alone time. The only problem? Cerise’s mother Corra is not just a force of nature—she’s also a _very _accomplished sorcerer.
### The Aurora Amphitheatre
The (b)**Aurora Amphitheatre**(b) is the newest cultural center of the Coronet but it took the city by storm, booming in popularity and shows almost immediately. This massive and grand theatre is where art is defined, expressed, and pushed every day. The shows range from opera to plays to bard troupes to circus performer acts, with community-run performances once a month. The operator is a flashy and overdramatic Parrotfolk named Sorrek who often holds his own performances.
Entry costs range from 1 gp to 10 gp, depending on the popularity of the performer. The amphitheatre is open late into the night and the restaurants and inns around it see plentiful late-night business.
(b)**STORY SEEDS(b)**
(b)**_Operatic Ordeal._** It’s an hour before a sold-out, highly anticipated performance, and the stars are missing! Coletta and Attelo, sibling opera performers, went mysteriously missing from their room with no trace of a scuffle. Sorrek believes that a troupe they turned down, the Lutzianel Brothers, might be the perpetrators. They were last seen at the Crown Jewel.
**_(b)Power Word Monologue.(b)_** The characters are attending a show when a main performer begins using their soliloquy as the verbal component for (i)_power word kill_(i), targeting another audience member. If the characters sense the swell of magic in time, they must interrupt the performance to save the life of the minor noble. If not, they must pursue the murderer as the theatre erupts into chaos.
### Ruins
Underneath the Derelicts lie the Nexus City (b)Ruins(b), a network of caves enlarged and developed during occupation by the Eothenians, that threads underneath the city. Smaller ruins can be found across the landscape, especially on the outskirts of the city, but the primary ruins are a collection of ancient temples and buildings still standing in the caves. Most temples are considered off-limits as city officials try to scrape out any knowledge from the ruins they can, but some of the deeper and unexplored sites aren’t so tightly roped off, and eager adventurers and spelunkers love to delve for treasure, artifacts, and history.
(b)**STORY SEEDS(b)**
(b)**_Horror Released.(b)_** An archaeologist opened an urn they shouldn’t have, and now a dark spirit is running rampant through the ruins, destroying the temples in its rage. It needs to be quelled—fast.
(b)**_Temple Tension.(b)_** A rare Eothenian scroll was found and arguments have erupted about whether it belongs with the Nexus City council, in the Grand Isle Library, in the Nexus City Central Exhibition Hall, or with university scholars. If the characters have gained any sway in the city up to this point, they can help determine where this priceless—and useful—artifact ends up.
# Sites for Adventurers
Adventurers are drawn to opportunity and exploration —and Nexus City never passes up an opportunity to take their coin in exchange for shelter, supplies, or stimulation.
## Faction Headquarters
Headquarters for the Graycloaks, the Order of Whispers, and the Startrust lie in Nexus City. For more information on the factions, see “Nexus City Factions”.
### The Lodge
While the Gray Hunters travel across Nextria to work among the branches of the Graycloaks, their base is the (b)**Lodge**(b), a simple but important building situated in the Concourse. Not unlike a hunting lodge, the Lodge is warm, comfortable, and inviting, furnished with wooden furniture bearing woven throw blankets and pillows. The Lodge welcomes many poor, downtrodden, or suffering citizens of Nexus City, and thus it is unpretentious—a haven for those seeking solace.
Adventurers who visit the Lodge may not meet all of the Gray Hunters right away, but it is a frequent stop for the Graycloaks leaders. They also find many opportunities to aid the suffering, especially if they join the ranks of the Graycloaks.
### Hall of Echoes
Few know the location of the (b)**Hall of Echoes**(b), the Order of Whispers’ fabled headquarters. Under an ancient, abandoned temple, Hearer Sabis oversees the small headquarters where the members surreptitiously meet to exchange information and to receive direction from the Whisperer. Only Hearer Sabis knows the location of the portal that leads to the Whisperer’s demiplane residence, a small pocket of planar space where the Whisperer studies the world in a moonlit pool, surrounded by a dying garden.
Adventurers wishing to join the Order of Whispers typically meet its leaders in other locations first, such as abandoned buildings or graveyards. Only those who earn the rank Keeper of Secrets are brought to the Hall of Echoes to start interfacing with the leaders fully. There, they can hold meetings, beseech Hearer Sabis to answer questions, and discuss how to see the Whisperer’s visions unfold.
### The Stellarium
On one of the higher plateaus of Nexus City lies the (b)**Stellarium**(b), an observatory carved of gleaming marble and gold. This massive building, the pristine headquarters of the Startrust, is open to the general public for all who wish to gaze upon the heavens. The Startrust leaders meet in the small building built onto its side and close the Stellarium once a week for their own observation and interpretation. The inside is filled with tapestries and paintings where the Startrust’s members capture important moments and snatches of the unwinding prophecy.
Adventurers are welcomed with open arms the first time they enter the Stellarium, and they are invited to seek meaning in the stars. Safyre answers any questions they may have, while Harudak gives insight into the fragments of the prophecy.
## Taverns
Nexus City is filledwith various taverns where people share stories, make deals, and kick back after a long day of work. These are some of the most popular taverns, ranging in location and expense.
### The Dry Dock
Located in the Concourse, the (b)**Dry Dock**(b) services primarily dockworkers and airship crews, though its doors and warm interiors are open to all. The tavern is unassuming and boisterous, with many hearty and filling meals on the menu for only a handful of copper each. From beef and potato stew to warm soup and fresh bread to full plates of pasta, everyone leaves the Dry Dock with a full stomach.
The tavern is managed by its bartender, a gruff Crocfolk named Vashok. His menacing demeanor is easy to see through—he has a heart of gold and a soft spot for children, ensuring each day that leftovers are given to orphans in the Fringe.
(b)**STORY SEEDS(b)**
(b)**_Leftover Drop Off.(b)_** During a busy evening, Vashok asks the characters to run a batch of leftovers over to the orphans in the Fringe. When the characters arrive, an uppity nobleman is trying to drive the children away from where they’ve settled, calling them “little guttersnipes.”
(b)**_Debt Collector.(b)_** While the rest of Nexus City flourishes, Vashok’s practices of feeding the orphans and offering full plates of food for cheap have left his business in the red. A debt collector is coming next week and Vashok asks the characters to help him make up the difference quickly. He’s considering either a fundraiser, an event, or finding a benefactor, but he’s open to other ideas.
### The Flax and Flask
Situated on prime real estate near the center of Nexus City, the (b)**Flax and Flask**(b) is one of the most popular taverns in the city. The establishment is owned by a Pandafolk named Burlo, who bought the tavern after a decade of working as its bouncer. He’s cultivated a one-of-a-kind menu that caters to both the tastes and coin purses from all walks of life, carving out a unique haven from Nexus City’s class politics for his clientele.
There are only two rules in the Flax and Flask: no crime and no fighting. Travelers can order meals of an appropriate cost for their lifestyle. While Burlo doesn’t skimp on quality no matter the order, the ingredients used and portion sizes are appropriate for the cost. Given the diverse clientele, the Flax and Flask makes an excellent location to glean gossip and gather information.
(b)**STORY SEEDS(b)**
(b)**_Shady Dealings.(b)_** Burlo suspects two of his regulars, a Dragonborn named Ankhi and a Gnome named Jotra, are breaking his “no crime” rule. He hires the characters to get an answer, whether through investigating their activities, plying their motives with a silver tongue, or a more direct method (just don’t involve him in the last option).
(b)**_Neutral Ground.(b) _**Ysetta, a young Half-Elf woman mired in debt from several failed business ventures, is meeting the duchess she owes money to at the Flax and Flask. While the meeting is to discuss Ysetta’s options for repayment, and Burlo’s rules should keep her safe, Ysetta is afraid of something underhanded. She asks the characters to be witnesses or even bodyguards, though admits she can’t pay them for the help.
### The Crown Jewel
Located in the Coronet, the (b)Crown Jewel(b) is an opulent tavern that services only the most affluent clientele. It’s owned by a haughty Elven woman named Ravnala Vinn, but the bartender is a beleaguered nonbinary Half-Elf named Enphine who only seems to tolerate their job. The tavern’s atmosphere lives up to its name, as the common room and private drinking areas are bedecked in fine jewel-encrusted furnishings.
The Crown Jewel’s beverages are inordinately expensive, starting at 5 gp a glass for the cheapest drink. Supposedly, each is created from only the finest ingredients imported from across Nextria, and the drinks are all named after incredibly rare gemstones.
(b)**STORY SEEDS(b)**
(b)**_A Day Off.(b)_** Enphine admits that they haven’t had a day off in two-and-a-half years—which is when they were first employed at the tavern. Ravnala won’t let them have a day off, so Enphine promises to pay the characters what they can if they’ll find a way to convince Ravnala to let them take a single vacation day.
(b)**_Dishonest Exposure.(b)_** Ravnala is convinced the Crown Jewel is failing and profits are down. She recruits the characters to help her promote the tavern beyond the reaches of the Coronet, hoping to find people of fine taste amidst the rabble. For their efforts, she promises to pay the characters by advertising their services as adventurers. Or at least namedropping them once or twice to her existing customers.
## Inns
People from across Nextria gather in Nexus City, seeking profit, adventure, or to start a new life. For those passing through or getting their feet under them, there are plenty of inns with open doors and awaiting coffers.
### The Scaffold
The (b)**Scaffold**(b) is a modest inn located in the Fringe. Part of its location doubles as a soup kitchen run by its owner and the local community in the evenings. Its owner, a Gnome woman named Lilve, is no-nonsense and big-hearted—many in the community jokingly call her “Lovely Lilve,” a nickname she tolerates with only a slight grimace.
A stay at the Scaffold costs only 1 sp a night, and it comes bundled with dinner and breakfast.
(b)**STORY SEEDS(b)**
(b)**_Bad Business(b)._** An investor has been pestering Lilve as the Scaffold’s central location is ideal for a business and it burns the businesswoman to see it being used for poor lodgings and free soup. Lilve asks the characters to stay late one evening to help her intimidate the businesswoman away, but the businesswoman brings insurance in the form of menacing mercenaries.
(b)**_Infestation.(b)_** There’s giant rats in the inn’s cellar, and Lilve is convinced this is sabotage. She needs the characters to clean out the cellar without causing a fuss (or at least it needs to be an entertaining fuss with minimal property damage), and pays extra if they can figure out where the rats came from.
### Hearthfire Home
The (b)**Hearthfire Home**(b) is a large, homely inn located near the Exchange. Its massive common room is comfortably furnished, and it has three stories of rooms ranging in size. Its innkeeper, a Human man named Eidan, bends over backward for his clientele, often leaving them feeling like they have had personalized and attentive service.
The Hearthfire Home offers only good food, a warm bed, and reliable service, but it is favored among most Nexus City citizens still. A night’s stay costs 5 to 8 sp, depending on the size of the room, and Eidan’s chefs offer a variety of dishes to make anyone feel welcome.
(b)**STORY SEEDS(b)**
(b)**_Ill Rumors.(b)_** A client, a duchess named Philomena, has accused Eidan of a slew of actions that would tarnish his reputation—insults, poor customer service, and stealing her prized necklace. All signs point to Eidan being guilty, but he swears he’s innocent, and the community is close to rioting in his defense. He begs the characters to investigate her room and the duchess to clear his name.
(b)**_Tavern Brawl.(b)_** A particularly rowdy Dragonborn fighter, Uvargh, keeps starting barfights, and Eidan’s warnings are going unheeded as Uvargh craves a memorable fight and “a scar to attract maidens, men, and all alike.” He’d like the characters to show the Dragonborn a fight worth remembering, hoping that Uvargh will calm down considerably after. Word of the “legendary” brawl is already starting to spread.
### The Duchess’s Grace
Situated along the richest street in the Coronet, the (b)**Duchess’s Grace**(b) is an expensive and stunning inn that services the wealthy and aristocratic. It only has two stories, catering to the finest of clientele with focused efforts. The innkeeper is a very proud and eccentric Devilborn named Iamir. He is never dressed in less than the most formal of attire, often bedecked in jewelry and silks.
The Duchess’s Grace offers private baths, full-course meals, and exceptional service. Its highly sophisticated clients have access to further fine amenities, such as carriage services, massages, and minor magic services, such as healing. A stay at the Duchess’s Grace costs 30 gp a night.
(b)**STORY SEEDS(b)**
(b)**_Bitter Rivalry(b)._** A tavern has opened across the street, and to Iamir’s disgust, they have called themselves “the Duke’s Dignity.” It is a clear insult, but not so much as their inferior services, which make a mockery of Iamir’s efforts in his eyes. Iamir is willing to pay the adventurers handsomely if they get any information on the rival tavern that lets him run it into the ground.
(b)**_Peacocking.(b)_** A wealthy lord visits the inn frequently, but hasn’t recognized yet that the extra attention Iamir pays him is the owner’s extravagant attempts at flirting—as, to the lord, this service is expected as part of the price. Iamir is getting exasperated, and “deigns,” in his words, to ask the characters for dating advice. If they help him score a date with the devilishly handsome lord, Iamir lets them stay for free any time they want.
## Markets
Nexus City brings in goods from across Nextria and customers from just as far. While many small markets service local neighborhoods, the following are the largest and attract the most travelers to their stalls.
### Three Moons Market
The (b)**Three Moons Market**(b) earned its name for its location alongside the three House Districts. At its peak activity, this bustling market overtakes several streets and plazas, lining the paths with stalls whose owners hawk all manner of wares. From fresh foods to livestock to equipment to sundries, one can find anything they need—or something close enough—stocked by at least one of the vendors of Three Moons Market.
Those who visit Three Moons Market can acquire adventuring gear, tools, trade goods, and food and drink at normal prices. Additionally, merchants both local and from abroad carry items from other nations, typically sold at a higher cost to cover import fees, and some stalls might even carry common magic items.
(b)**STORY SEEDS(b)**
(b)**_Serial Larceny.(b)_** Hjolmir, a Dwarven vendor who trades in tools, is one of the many merchants in the Three Moons Market who has been stolen from in the last week. He entreats the characters to find the culprit, who has been purloining useful—but not necessarily valuable—items from throughout the market.
(b)**_Not-So-Friendly Rivals.(b)_** Colma, a Human merchant with a chip on their shoulder, wants the characters to help them engage in “friendly” competition with a rival vendor. They pay very well to see their rival’s wares sabotaged or customers diverted. However, Colma’s rival is a humble Half-Orc named Umuda who doesn’t seem to be doing anything to incite Colma’s ire.
### The Chronicler’s Bazaar
Situated in the Concourse, the (b)**Chronicler’s Bazaar**(b) is a market of artifacts and antiquities. Specifically attracting explorers, historians, and archaeologists, the bazaar gathers the findings of adventurers and merchants from both Nexus City’s ruins and elsewhere in Nextria. While many goods come to the Chronicler’s Bazaar on purpose, many more end up there for being ill-suited to a general audience’s tastes. Here, those relics go appreciated by discerning, expert eyes to find worthy homes in collections or museums.
Customers of the Chronicler's Bazaar can find historical objects including texts, artifacts, art pieces, and even magic items. Given their unique value and nature, these objects have no set price and depend entirely on what the vendor thinks they’re worth and what the customer is willing to pay for them.
(b)**STORY SEEDS(b)**
(b)**_Counterfeit Dealings(b)._** There are concerns among the Chronicler’s Bazaar’s vendors that a recent arrival, a Gnomish man named Cormop is selling counterfeit wares. Several of the merchants, led by Fefyo, a Pandafolk, implore the characters to investigate Cormop before he stains the bazaar’s reputation for their clientele.
(b)**_Treasure Hunt.(b)_** Jori, a Puppetfolk who recently acquired a stall at the Chronicler’s Bazaar, deals in treasure maps. She eagerly sells them to anyone who passes by—including the characters. Her latest findings are maps that point to Thallovale, the jungle of Jempara, and a spot in the ocean off the coast of Caroom Sharil.
### The Emporium
Sprawling throughout the Derelicts is a market mentioned only in whispers and attended only by the underhanded or desperate. The (b)**Emporium**(b) is Nexus City’s black market where anything, especially what isn’t legal, can be found for the right price. This market is overseen by the Underdukes of the Derelicts, ensuring that business is equitable and profitable, and every merchant wears a mask to conceal their identity.
Those who shop at the Emporium can find goods that would either be rare to find at a topside market or illegal to possess. This includes poisons, cursed magic items, rare animals or their parts, stolen objects such as jewelry or art pieces, and other illegal substances.
(b)**STORY SEEDS(b)**
(b)**_A Mask’s Identity.(b)_** A member of the Thieves’ Guild, a Half-Elf woman named Sifaen, was swindled by one of the Emporium’s vendors. She wants revenge but doesn’t know the man’s identity due to his mask. She pays the characters to investigate and find out the man’s name so she can personally take what she’s owed.
(b)**_Outrunning Dues.(b)_** One of the Emporium’s vendors has been failing to pay a portion of their profits to the Underdukes. The Devilborn merchant has exhausted any goodwill they had and has fled to avoid repercussions. The Underdukes will pay handsomely for the characters to retrieve the wayward merchant and bring him back to the Derelicts for judgment.
## Guilds
Guilds are vital to Nexus City—with the flourishing of businesses, trade, and activity, the city sees it as more important now than ever to control branches of the city through the guilds, and to maintain strong relationships with them. Many members of the council are drawn exclusively from the wealthiest guilds.
Guilds follow official charters and unofficial guilds are illegal in Nexus City. Given the close ties of guilds and political power, to spurn or mistreat a guild member is to find yourself ostracized throughout the city.
The following guilds are some of the most popular in Nexus City but more can be found throughout the city.
### Arcanists Guild
Perhaps one of the most important guilds in Nexus City, the Arcanists Guild is thoroughly intertwined with almost all of the city’s endeavors. From the leylines to the airships, the merchants to the ancient ruins, and the religious districts to the University of Corgura, there is very little the Arcanists Guild does _not _stick its nose in, all under the ambitious eye of Levifiel Yxithel, an aging Elven man.
If there is anything Levifiel believes in, it’s holding all of the cards and having the most knowledge in any given room. Guild arcanists devote themselves to extensive research, acting as consultants, inventors, enchanters, and more throughout Nexus City. Each registered guild member must produce something noteworthy each year, or else they are given a strike. After three strikes, they are expelled from the guild, and rarely, if ever, do arcanists return to the guild after being struck from its records. This makes the Arcanists Guild one of the most competitive, cutthroat, ambitious guilds in Nexus City—and Levifiel thrives on that.
### Artisans Guild
Few in Nexus City have as good an eye for art as Vesfyire Sarfras, a nonbinary Sharkfolk who replaced the previous guildmaster two years back. And the timing couldn’t have been better—there is no one better suited to guide the city’s booming art scene. Vesfyire takes a particular thrill in seeking out unrecognized artists and wading through coal to find diamonds.
Guild artisans, no matter their medium, balk at mass-produced goods and typically work on commission. To the Sharkfolk in particular, it is less important that they create for the wealthy or for public recognition. What is important is that their artisans have a voice, nurture that voice, and never fall back on what is easy or what says nothing. They are protective of their artisans and those who spurn a guild artisan soon struggle to find a single artisan in Nexus City who will take their coin.
### Blacksmiths Guild
The Blacksmiths Guild is run by Snapjaw Thur, a young Crocfolk man with a penchant for innovation above all. The previous guildmaster focused on quality above all, but under Snapjaw, the blacksmith guild pushes its guild members to look to the future. Arcane innovation grows by the day. New discoveries push magic where it hasn’t gone before. How are steel and iron going to keep up?
A guild-approved blacksmith shop has proven itself in matters of quality, creativity, and innovation. Guild blacksmiths find unique solutions to new problems and never stop honing their passion for improving their work. While this leads to a smaller Blacksmiths Guild than one might expect, Snapjaw prefers it that way.
### Explorers Guild
The Explorers Guild is run by a Pandafolk woman named Suja Skyglass, the newly promoted apprentice of the former guildmaster. Though unproven, she has readily taken to overseeing Nexus City’s numerous expeditions into the wider world, continuing the Explorers Guild’s reputation for skillful knowledge and expertise in the field of discovery.
While an airship expedition doesn’t need the oversight of the Explorers Guild, a duke funding such a venture would do themselves a disservice by not hiring on a guild explorer. Each guild member is proven in the field and trained in survival and scouting, ensuring that a duke’s people aren’t lost in the expedition and raising the chance they come back with something of value.
### Leatherworkers Guild
The Leatherworks Guild is run by Drirash and Denuda, nonbinary and female Half-Orc siblings. They see this as an era of potential: with sailors, traders, and adventurers traveling from Nexus City every day, they require quality leather armor, boots, gloves, sword belts, and more. Thus, they’ve snapped up nearly every leatherworker in Nexus City to dominate and control the surge of demand and income.
While this casts a wide net, those who outfit adventurers or travelers for excursions still rely on guild-approved leather goods for longevity and sturdiness, something Denuda in particular prioritizes.
### Mendicants Guild
The Mendicants Guild is run by Winnys Altorin, a nonbinary Half-Elf and a devotee of the House gods—as are their guild members. Most temples and shrines within the House Districts are tended by the Mendicants Guild, who foreswear riches despite the dominant culture of Nexus City to devote themselves to worship and devoutness.
Alms received by members of the Mendicants Guild are pooled together and distributed among its members to cover their bare essentials. Whatever is left over is used to upkeep the religious buildings in the House Districts.
### Merchants Guild
The Merchants Guild is led by an older Dwarven woman named Avura Ironriver whose fierce reputation precedes her. Under her steel-sharp business acumen, merchants in Nexus City flourish. Guild members are required to prove themselves in matters of profit and legitimacy of goods, and their reputation must be nearly flawless.
Avura is most concerned with ensuring that the goods that come through guild-approved merchants can never be questioned—not faulty, not illegitimate, not found through ill means. The Merchant Guild is currently equitable to “quality” and “trustworthy,” and any guild merchant who violates that becomes an enemy of the guild with little recourse.
### Shipbuilders Guild
The Shipbuilders Guild, relatively new to Nexus City, is now one of its most important. As airships dominate the economy, the guild ensures that the wealthiest trades are provided guild-approved ships under the keen leadership of Hashara, a Devilborn woman and a druid that retired early for business.
With strong opinions on wood and materials, Hashara demands only the highest quality for her ships, and to have a guild-approved ship is a reassurance of a long-lasting, smooth-flying vessel. Hashara is quick to condemn any shipbuilder who cuts corners, particularly with cheap wood, and she has working relationships with a vast network of merchants who trust her and her guild implicitly.
### Thieves Guild
The Thieves Guild is not an official guild—but of course, that’s on purpose. Illegal in both its very nature and its actions, the Thieves Guild spits in the hierarchy of Nexus City to forge its own path of prosperity. Rather than one guildmaster, the Thieves Guild is run by the Underdukes of the Derelicts, who act as a council to oversee the guild’s activities and write its code of honor.
The Thieves Guild has many operations throughout Nexus City, including smuggling and larceny, and attempts to undermine the regulations of the Council of Dukes and the guilds by providing alternative sources of goods and services to overturn monopolies. While the Thieves Guild still revels in amassing riches, they take the most satisfaction from plucking that wealth directly from the topside.
# Nexus City & Adventurers
When featuring Nexus City in a campaign, the following sections can guide shaping adventures or creating characters.
## Adventures in Nexus City
Many locations in this gazetteer have smaller plot hooks to introduce the characters to them. For larger adventures in the city that have greater stakes, use or take inspiration from the adventure hooks on the Nexus City Adventures table.
**Nexus City Adventures**
**d4** **Adventure**
1 A concerted effort from outside nations has created a severe threat to the Grand Orrery. Sabotaging it could plunge Nexus City into another economic collapse. Who wants to sabotage it, and how do the characters catch wind of their plan before it unfolds?
2 Something deep and evil stirs in the ruins, disturbed by the city’s excavation efforts and further enraged by delvers and adventurers. A large crack grows in size with each passing day, and a large black eye stares out from it. Whatever it is, it is close to breaking free of its prison.
3 A series of disagreements between factions starts to look more and more like a pattern. An outside party is trying to start a civil war, and the citizens are falling for it, bringing the city to a boiling point of tension and accusations while someone profits from the chaos.
4 The Emporium suddenly becomes far more dangerous as drug dealers seize and control it. As a dangerous substance starts getting sold throughout Nexus City, its symptoms manifest in berserker outrages and memory loss. City officials are struggling to clamp down on it, and no one knows who introduced this substance in the first place.
## Characters from Nexus City
If a player wants to create a character from Nexus City, they can consider these questions during character creation:
**(b)What is your character’s relationship with their family?(b)** Are they a member of a prominent house or part of Nexus City’s lower class? Are they proud to bear their family name, or are they the one disgracing it?
**(b)Why are they seeking adventure?(b)** Is it to find their own success in the promise of Nexus City’s opportunity? Are they hoping to escape the stifling class structure where merit is determined by wealth? Or is there another reason?
**(b)Are they tied to a faction?(b)** Do they consider themselves among the ranks of the Graycloaks, Order of Whispers, or Startrust? Are they a member of the Preservers? Or do they know someone in these organizations?
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