The adventure ahead

Campaign Overview

The Price of Return

*An expedition north, a fog with a memory, and an island that keeps accounts.*

The Offer

Peg Leg Carl — sailor, treasure-hunter, and younger brother of King Soleiman of Lordinium — has come home from the far north with a hold full of impossible fruit and a crew that will not sleep. He has found Borealis, the legendary homeland of the Seven Nations, hidden behind a fog that is thick as water. He is hiring. He pays well. He does not talk about the two men he left behind.

The Island

The old scriptures say the Seven Nations lived on Borealis in harmony with the Twelve Gods, until a Thirteenth tried to take all power for himself. They also carry a warning, in a hand that looks scraped and rewritten:

> *Any return shall incur a price of blood upon those who return.*

Most scholars call that line a metaphor. The Cathedral calls it a mistranslation. There is one copy in the city that has not been corrected, and it is underwater.

The Shape of the Adventure

  • Act I — The Crown Coast (levels 1–4). Lordinium, its Salt Quarter, the last port of Greyharbor, and a wreck-strewn firth. Gather a ship, a scholar, a pilot, and a book that someone has spent thirty years erasing.
  • Act II — The White Fog (levels 5–8). A dying lighthouse, a ship frozen into the ice, a whaling camp under a rival's boot, and a sea-gate that wants a price. Cross into the fog, and learn what the Ashvane Concord has been feeding it.
  • Act III — Borealis (levels 9–12). A black-sand landing, a ruined city of seven terraces, a vault of bones, and a bowl of black coral at the island's heart. Learn what the Twelve really were, and decide what the Thirteenth's empty place is worth.

Tone

Salt, fog, and old paper turning into blood. The horror is quiet and administrative: names in a ledger, a schedule of tithes, a fruit that grows too well. There is wonder here too — Borealis is genuinely beautiful, and that is the problem.

What the Party Is

Hired hands on a famous man's last voyage. Nobody starts as a chosen one. By the end, the party will be the only people standing between an island that eats people and a man who wants to be its next god.

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Player Handout

You Have Been Hired

To: whoever is reading this in the Saltspray House antechamber From: the household of Peg Leg Carl, Admiral of Nothing At All, brother to the King

---

Eleven months ago my ship came out of the northern fog with a hold full of fruit that should not grow and a crew that will not sleep in the dark. I have been to Borealis. I have stood on its black sand. I am going back, and I am not going back with the same crew.

I need people who can keep their heads in fog.

The terms: an equal share of everything found, a berth on the *Saltspray*, and my word that you will be paid whether or not we find anything worth the trip. I will ask you to sign a charter. I will not ask you to sign anything else.

What I will not tell you yet: how many of my crew came home, and what the fog said to them on the last night.

Come to the chart room at the third bell. Bring a coat you can ruin.

— *Carl*

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The World You Know

Lordinium is the greatest city of the Crown Coast: red brick, steep roofs, a castle on the hill, and a harbour that smells of tar and money. Its Salt Quarter is where the ships come in and where the things ships bring in get sold quietly.

Greyharbor is the last town before the northern crossing. Three ships have gone north this year. None have come back.

Borealis is a legend. The Seven Nations lived there with the Twelve Gods, in a paradise the scriptures describe in loving and slightly nervous detail. Every copy of the scripture carries the same warning, and every copy has been corrected by a careful hand:

> *Any return shall incur a price of blood upon those who return.*

Tone

Salt and fog and old paper. A famous man's last voyage. A beautiful island that is very glad you came. Expect investigation, hard travel, a few sieges, and a slow realisation that the warning in the scripture was never a metaphor.

Your Hook

You are in Lordinium. You have heard that Peg Leg Carl is hiring. You have also heard that the last eleven people who sailed with him will not talk about it, and that one of them has been seen standing at the harbour wall at night, listening to the water.

The third bell is in an hour.

Playable Module
Levels 1 12 Sessions 24–30 sessions of 3–4 hours each, roughly 8–10 sessions per act.

The Price of Return

Behind the screen

The Price of Return — DM Overview

The Truth (DM only)

Borealis was home to the Seven Nations, who worshipped thirteen powers. Twelve of those powers were not gods but the first of the Seven Nations themselves, made unaging by a tithe of blood given at every turning of the tide. The island's unnatural lushness — fruit out of season, water that never freezes, a wind that never stops — is the bloom of that tithe. The Thirteenth was one of the twelve who refused, broke the altars, and taught the nations to stop. The other twelve bound it beneath the island, chiselled its name from every stone, and rewrote themselves as gods.

The scripture's warning — *any return shall incur a price of blood* — is not a curse. It is a receipt. The island takes a life for every landing, and a hundred and one for every turning of the age.

Three centuries ago the priesthood of the Twelve began erasing the rites from every copy of the scripture. That work continues. The Hollow Choir, led by Mother Sable, keeps the Expurgated text in every temple and supplies the names that are tithed. Eleven months ago Aurel Vane of the Ashvane Concord reached Borealis, learned the truth, and decided to take the Thirteenth's vacant place by completing the great tithe: one hundred and one lives, given at once, at the Tide-Heart.

Clue Flow

  1. Lordinium — the scripture on Carl's table is scraped and rewritten; Carl's crew list has eleven names and he will only speak nine.
  2. The Salt Quarter — the pre-Expurgation codex: *tithe* scraped to *prayer*, a thirteenth name chiselled from a list of twelve, and the marginal note *They did not take his power. They took his name.*
  3. Greyharbor — the Ashvane sailed with ninety souls and no cargo; three ships lost in eleven months; a Choir agent books a room before each loss.
  4. The Weeping Firth — the Sable Queen's log: the admiral's boats took the pilot and the charts, and then took the crew's blood.
  5. The Harrow Light — the fog answers light and stops singing when the lamp burns; the drowned wear Ashvane colours.
  6. The Sable Queen wreck — the crew were bled through grooves in the hold floor; the astrolabe's thirteenth ring points down.
  7. The Frostmarch Camp — Vane's sealed orders: eleven names a month, and a final tithe of one hundred and one at the turn of the year.
  8. The Gate of the Twelve — twelve figures, a thirteenth plinth chiselled raw; the inscription *Twelve keep. The Thirteenth is kept.*
  9. The Verdant Strand — a blood-channel in the black sand ending at a bowl; eleven bodies that flowered instead of rotting.
  10. Sevenfold Hollow — the Hall of Nations' true record: the tithe, the bloom, the refusal, the binding.
  11. The Ossuary — the Thirteenth speaks, gives its name, and teaches the breaking rite: spill the blood, then refuse it.
  12. The Tide-Heart — Vane, the circle, and the choice.

Villain Plans

  • Aurel Vane works to a calendar. He tithes eleven a month to keep the bloom and the wind, and he is short of one hundred and one. He needs the party's crew, and he will take them politely.
  • Mother Sable keeps the mainland clean: she erases the rites, supplies the names, and has the Crown's ear. She does not want the party dead until they become inconvenient, and then she uses the law, not a knife.
  • Kestrel Rook hunts the northern sea. He sinks or boards every ship that might reach the fog before the Concord does, and he is paid in salt-pearls that grow in the tithed.

Failure States

  • No codex: Maren Voss can reconstruct the text at Sevenfold Hollow, but the party reaches the Tide-Heart without the breaking rite (final rite DC 18, and Vane cannot be turned).
  • Harrow Light stays dark: the expedition's ship is lost on the reef. Act III opens with the party as the Ashvane's prisoners at the Verdant Strand, without supplies or weapons.
  • Frostmarch garrison unbroken: the party crosses the ice without shelter (one level of exhaustion each) and Vane is warned; the Gate of the Twelve is guarded.
  • An innocent given at the Gate: the Thirteenth marks the party. Ossuary DCs rise by 2 and Sister Venn will not aid them.
  • Vane completes the tithe: Borealis blooms a second time and the fog rolls south over the Crown Coast. The campaign ends in a hollow victory epilogue.
  • Carl dies: the expedition fractures. Brannoc takes command, the Crown's writ is void, and the party must find their own way home.

Pacing

Act I is investigation and travel (8–10 sessions). Act II is survival, siege and a heist (8–10). Act III is revelation and choice (8–10). Level the party at each act's milestone, and again after the Gate of the Twelve, the Ossuary, and the Tide-Heart.

Magic Items in This Module

  1. Carl's Compass of the Long Way (uncommon) — points to the nearest safe harbour, not north.
  2. The Saltglass Lens (uncommon) — a shard of the Harrow Light's lens; reveals invisible creatures within 30 ft. in fog.
  3. The Tide-Chart of the Sable Queen (rare) — shows the safe channel through the fog, but only at the turn of the tide.
  4. The Brass Astrolabe of Harrow Light (rare, requires attunement) — its thirteenth ring points to the Tide-Heart; grants advantage on navigation and on saves against being lost or charmed by song.
  5. The Expurgated Codex (wondrous, no combat use) — the pre-Expurgation scripture; the key to the breaking rite.
  6. Vane's Coral Crown (rare, requires attunement) — a black coral circlet; the wearer can command the drowned choir but takes 1d6 necrotic damage at each dawn.
  7. The Thirteenth's Nail (rare weapon) — a spike of black coral; a +1 dagger that deals an extra 1d6 necrotic damage to any creature that has taken a life on Borealis.
  8. The Driftwood Buckler (uncommon shield) — +2 AC against attacks made from concealment or fog.
  9. Long Patience (uncommon trident) — the whalers' harpoon; +1, and it returns to the thrower's hand.
  10. Potion of Fog Walking (uncommon, consumable) — the drinker can see 60 ft. through magical fog for 10 minutes.
  11. The Hollow Choir's Bell (rare) — a black coral hand-bell; ringing it silences all singing within 120 ft. and frightens the drowned.
  12. The Penitent's Chain (uncommon) — a length of cold iron chain from the Ossuary; a creature bound with it cannot lie.

Factions at a Glance

The Crown of Lordinium grants the writ and watches. The Borealis Expedition is the party's own company. The Ashvane Concord garrisons Frostmarch and holds the north. The Hollow Choir holds no ground and knows everything.

Adventure Hooks

Hook 01

The Third Bell at Saltspray House

Peg Leg Carl is hiring in Lordinium and pays whether or not the voyage finds anything. Anyone who needs coin, passage north, or a famous man's name on a charter can be in the chart room at the third bell. This is the default hook and puts the party in the first scene with the patron who drives the whole campaign.

Hook 02

The Brother Who Did Not Come Home

A character's father, brother, or old shipmate sailed north with Carl eleven months ago and is not on the crew list Carl will read aloud. Carl will not say the missing names. Signing on is the only way to find out what happened to them, and the answer is waiting on a black beach on Borealis.

Hook 03

The Scraped Word

A character has noticed that every copy of the Borealis scripture in the Cathedral says 'prayer' where an older hand wrote 'tithe'. The last scholar who pointed it out drowned in the harbour. Tessaly Quill in the Salt Quarter keeps an uncorrected copy, and Carl's expedition is the only way to test what the old text claims.

Hook 04

The King's Quiet Errand

King Soleiman will seal the sailing writ only if someone aboard keeps a private record of his brother's behaviour. A character with a Crown background, a debt to the court, or a clerk's ambition is asked to be that someone. It puts the party inside the expedition with a second loyalty from the first hour.

Hook 05

The Woman With the Coral Bell

A character has lost someone to the Hollow Choir — a name scraped out of a parish roll, a sibling taken for 'instruction', a friend who stopped being mentioned. The Choir is feeding names north, and Carl's ship is going north. This hook ties a personal quest directly to the campaign's central crime.

Act Structure

Act I — The Charter and the Erased Word

Recommended level: Levels 1–4

Peg Leg Carl hires the party in Lordinium and sends them to assemble the three things his expedition lacks: the Crown's sailing writ, a scholar who can read the Borealis scripture, and a pilot who has seen the fog and come back. Getting the pilot means going into the Salt Quarter, where a binder named Tessaly Quill keeps the last pre-Expurgation copy of the scripture in a flooded undercroft — and where the Hollow Choir is already watching.

The party sails north to Greyharbor, learns that three ships have gone into the fog this year and none have come back, and follows a wrecker's rumour to the Weeping Firth, where the logbook of the lost Sable Queen names the Ashvane Concord and gives them the heading that carries a ship through the fog.

Objectives

  • Sign Peg Leg Carl's charter and secure the Crown's sailing writ.
  • Recover the pre-Expurgation codex from the flooded undercroft beneath Quill's Bindery.
  • Provision and clear the expedition's ship at Greyharbor, and learn why the northern ships are being lost.
  • Recover the Sable Queen's logbook from the Weeping Firth and learn the heading through the fog.

The Charter of the Fog

The chart room on the third floor of Saltspray House, High Quay, Lordinium — a low room of tarred beams, sea chests, and a chart table under a storm lantern.

Read aloud

The chart room smells of tar, salt and old paper. Peg Leg Carl stands with his wooden leg planted on a chair, one hand flat on a map of a sea with no land in it. 'Eleven months ago I stood on a beach of black sand and green vines,' he says. 'I came home with a hold full of fruit and a crew that won't sleep. I'm going back. I need people who can keep their heads in fog.'

Running this scene

Carl is charming, generous and evasive. He will answer any question about the voyage except how many of his crew came home, and he will change the subject with a joke. Maren Voss is in the room and will show the party the scripture if asked; the erasures are visible to anyone who looks. King Soleiman's clerk is waiting downstairs with the writ and a private instruction. Brannoc can name Old Hask as a pilot. The scene ends when the charter is signed and the writ sealed.

Checks
  • History DC 12: recall the Borealis legends — the Seven Nations, the Twelve Gods, and the Thirteenth who wanted everything.
  • Insight DC 14: Carl is holding something back; he flinches at the word 'return' and will not say how many of his crew came home.
  • Persuasion DC 13, or a royal favour: convince King Soleiman's clerk to seal the Crown's sailing writ.
  • Investigation DC 12: the scripture on Carl's table has been scraped and rewritten in a dozen places.
  • Arcana DC 13: the fog on Carl's chart is not drawn — it is a stain that has soaked through the paper from the other side.
Clues
  • The scripture's warning, in a hand that does not match the rest: 'Any return shall incur a price of blood upon those who return.'
  • The word 'tithe' appears three times, each time scraped down and overwritten with 'prayer'.
  • Carl's crew list has eleven names; he will name nine and then put the paper away.
  • Maren Voss says the Cathedral's copy is the Expurgated text, and that the true copies were burned thirty years ago.
Where next
  • Maren Voss sends the party to Tessaly Quill in the Salt Quarter for a pre-Expurgation copy of the scripture.
  • Brannoc names Old Hask, a pilot in the Salt Quarter who has seen the fog and come back.
  • Once the writ is sealed, the expedition sails for Greyharbor, the last port before the northern crossing.

The Drowned Archive

The flooded undercroft beneath Quill's Bindery on Cooper's Row — a low brick vault, shelves to the ceiling, black water to the third step.

Read aloud

The bindery's cellar stair goes down into black water. Tessaly Quill holds the lamp high. 'The tide comes in at the third bell,' she says. 'The chest is iron, the room is flooded to the ceiling, and the book is in a wax satchel. If you hear singing down there, do not answer it.'

Running this scene

The undercroft floods in stages: ankle-deep, then waist-deep, then full. Give the party six rounds of exploration before the water reaches the ceiling, and let them retreat and try again at low tide if they fail. A Hollow Choir watcher prays in the street above; if the party is loud, she rings her coral bell and two cultists arrive. The codex is in an iron chest behind the third shelf.

Checks
  • Athletics DC 13: swim the flooded undercroft against the incoming tide.
  • Investigation DC 15: find the iron chest among the drowned shelves.
  • Thieves' tools DC 14, or Athletics DC 16: force the chest's lock.
  • Religion DC 14: recognise the alterations — 'tithe' scraped to 'prayer', a thirteenth name struck from a list of twelve.
  • Stealth DC 13: slip past the Hollow Choir watcher praying in the street above.
  • Constitution save DC 12: hold your breath through the flooded passage; failure means one level of exhaustion.
Clues
  • The pre-Expurgation codex names a tithe of blood given at every turning of the tide, and calls the island's fruit 'the bloom of the gift'.
  • A list of twelve gods has a thirteenth line chiselled out; the chisel marks are no more than thirty years old.
  • A marginal note in a different hand: 'They did not take his power. They took his name.'
  • The Choir's watcher carries a hand-bell of black coral, and the same coral is set into the shrine's doorframe.
Where next
  • Tessaly Quill will not keep the codex in the city; she sends the party to Greyharbor to put to sea before the Choir comes back for it.
  • Old Hask agrees to pilot the expedition if the party will hear him out about what he saw in the fog.
  • Mother Ulva warns the party that the Choir knows a book has come up out of the water, and that the Cathedral will be told by morning.

The Last Port

The harbourmaster's office above the Greyharbor weigh-house — a coal-smelling room with a ledger, a stove, and a window onto the quay.

Read aloud

Greyharbor is a town of wet slate and rope, and the harbourmaster's office smells of coal. Halvard Crane does not look up from his ledger. 'Another ship north,' he says. 'That'll be four this year. Three went out. None came back. Sign here, and here, and here.'

Running this scene

Crane is corrupt and ashamed, which makes him easy to push and hard to break. He will clear the ship for a bribe or a threat, but he will not name the Choir unless the party has proof. Ysolt Fenn at the Grey Gull has the guest book and will trade it. Deacon Orwin can be shaken with the codex. The scene ends when the ship is cleared and the party knows about the Sable Queen.

Checks
  • Persuasion DC 14: get Crane to clear the ship and provision it at a fair price.
  • Investigation DC 13: read the harbour ledger — the Ashvane Concord sailed eleven months ago with a full crew and no cargo.
  • Insight DC 14: Crane is being paid to keep the losses quiet.
  • Intimidation DC 15: force Crane to name who pays him; he names a woman with a coral bell.
  • Charisma (Carousing) DC 13 at the Grey Gull: learn the name of the last ship lost — the Sable Queen.
Clues
  • The Ashvane Concord sailed with ninety souls and no trade goods.
  • Three ships lost in eleven months, all within a day's sail of the same fog bank.
  • Ysolt Fenn's guest book shows a Hollow Choir agent booked a room the night before each loss.
  • Deacon Orwin's sermon quotes a scripture that no longer matches the codex the party carries.
Where next
  • Ket Varn, a wrecker on the Weeping Firth, salvaged the Sable Queen's logbook; the party must go to the Firth to buy it or take it.
  • Crane warns that the Ashvane's hound, Kestrel Rook, runs the northern wrecks and will not suffer a rival.
  • Ysolt Fenn's nephew can pilot a shore boat to the Firth for a price.

The Fog's Edge

The wreck-strewn shingle of the Weeping Firth, at the tide-line where the fog first touches land.

Read aloud

The Weeping Firth is a mile of shingle and broken ribs — ships' ribs, mostly. Fog lies on the water like a lid. A thin man in a coat of otter fur watches you from a hut built of mast timber, and behind him, half-buried in the shingle, is a ship's boat with a name still legible on the bow: Sable Queen.

Running this scene

Ket Varn will sell the logbook for a hundred gold, or trade it for the party's spare boat, or fight for it if pushed. The boat is buried under four feet of shingle and the tide comes in over it. Sister Ivane is praying in the hut and will identify the chant. If the party lingers at dusk, the fog sings and anyone who answers it must make a DC 13 Wisdom save or walk toward the water.

Checks
  • Survival DC 14: find the safe path across the shingle at low tide.
  • Perception DC 15: spot Ket Varn's trip-lines and the pit he uses to break legs.
  • Athletics DC 13: haul the logbook's chest out of the buried boat.
  • Arcana DC 15: the fog is a magical boundary, not weather; it thickens where it is watched.
  • Persuasion DC 14, or a trade: get Ket Varn to give up the logbook without a fight.
  • Wisdom save DC 13: resist the singing at dusk; failure means walking toward the water.
Clues
  • The Sable Queen's last entry: 'The fog sang at dusk. The admiral's boats came alongside before dawn and took the pilot and the charts. They did not take the crew. They took the crew's blood.'
  • A chant written phonetically in the margin — the words that carry a ship through the fog.
  • Ket Varn saw the Ashvane pass with a lantern at the masthead and no lights below.
  • Sister Ivane recognises the chant as a hymn of the Twelve that was struck from the liturgy.
Where next
  • The chant and the logbook's heading point to the Harrow Light, the last beacon before the fog.
  • Ket Varn will pilot the party's boat to the Light for a price, or sell them a chart of the reef.
  • Sister Ivane asks to come along; she wants to see what the Choir took out of her hymnal.

Milestone: The party reaches level 5 when the Sable Queen's logbook is in their hands and the *Saltspray* turns north into the fog.

Act II — The White Fog

Recommended level: Levels 5–8

The expedition crosses into the fog and finds the Ashvane Concord already there. The Harrow Light has gone dark because the Concord bought its lens, and the party must relight it to bring their ship through the reef. In the ice they find the Sable Queen, frozen on her back, and the boy who survived her — and the blood-grooves in her hold. At the Frostmarch Camp they break a Concord garrison and take Vane's sealed orders: eleven names a month, and a final tithe of one hundred and one at the turn of the year.

At the Gate of the Twelve they learn that the fog is a lid, that the gate was built to keep something in, and that it will not open without a price.

Objectives

  • Relight the Harrow Light and bring the expedition's ship through the reef.
  • Recover the tide-chart and the brass astrolabe from the wreck of the Sable Queen.
  • Break the Ashvane garrison at the Frostmarch Camp and take Vane's sealed orders.
  • Open the Gate of the Twelve and take the expedition through the fog to Borealis.

The Light That Answers

The lamp room at the top of the Harrow Light, and the black rocks and reef below it.

Read aloud

The Harrow Light stands on a black rock a mile out, and its lamp room is dark. Below, the reef shows its teeth in the swell. An old man meets you at the stair with a lantern and a boat-hook. 'You'll be wanting the light lit,' Keeper Morvath says. 'So do the things in the fog. They've been singing to it for three nights.'

Running this scene

The lens is at the Frostmarch Camp, so the party must improvise: the Saltglass Lens shard, a continual flame, a hundred lanterns, or a very brave character on the roof with a burning brand. Lighting the lamp takes three rounds of work while the drowned climb. Ilsa can guide a boat through the reef by ear and will offer to. Morvath does not know she sold the lens; if the party tells him, he is quiet for a long moment and then says thank you.

Checks
  • Arcana DC 15: relight the lamp with the Saltglass Lens shard, or improvise a working substitute.
  • Athletics DC 14: climb the tower's outside stair in the swell.
  • Perception DC 16: hear the singing under the wind and tell which direction it comes from.
  • Insight DC 13: Ilsa Morvath is fog-touched; she hears the singing and is not afraid of it.
  • Combat: the fog-touched drowned climb the rock while the lamp is being lit — hold the stair for three rounds.
Clues
  • The lens was not stolen by wreckers — Ashvane men bought it, and Ilsa sold it to save her father's boat.
  • The fog answers light: when the lamp burns, the singing stops and the fog pulls back from the reef.
  • The drowned wear the Ashvane's colours, and their pockets are full of salt-pearls.
  • The tower's lowest stones are carved with twelve figures and a thirteenth that has been whitewashed over.
Where next
  • With the Light burning, the expedition's ship clears the reef and anchors by the Sable Queen's wreck.
  • Ilsa Morvath can guide a boat through the reef by ear if the party will take her.
  • Morvath asks the party to bring his lens back from the Frostmarch Camp.

The Sable Queen

The upturned hull of the Sable Queen, frozen into the ice shelf, and the ice beside her.

Read aloud

The Sable Queen lies on her back in the ice like a dead animal, masts snapped, hull split from stern to keel. A boy sits on the ice beside her with a fish-spear and eyes too old for his face. 'You're not the admiral,' he says. 'Good. If you go inside, mind the thirteenth step. That's where they kept the ones who didn't stop screaming.'

Running this scene

The wreck is dark, tilted and cold. The chart locker is in the captain's cabin, aft and up; the astrolabe is in the hold, down and forward, past the grooves. Something is still moving in the hold — a drowned sailor Vane tithed and did not finish. Pell will not go inside. He will tell the party everything if they are kind to him, and nothing if they are not.

Checks
  • Acrobatics DC 14: cross the tilted deck and the ice-slick hold.
  • Investigation DC 15: find the chart locker and the brass astrolabe.
  • Perception DC 16: notice the blood-grooves cut into the hold's floor, and the buckets.
  • Religion DC 15: recognise the astrolabe's thirteen rings and the prayer cut around the thirteenth.
  • Constitution save DC 13: endure the cold of the hold; failure means one level of exhaustion.
Clues
  • The crew were bled through the hold's grooves; the buckets are still there, and the ice beneath them is red.
  • The astrolabe's thirteenth ring points not north but down, toward the island's heart.
  • Pell Ardan hid in the chain locker and heard Vane say: 'Ninety is not enough. I need a hundred and one.'
  • The tide-chart shows a channel through the fog that only opens at the turn of the tide.
Where next
  • The chart points to the Frostmarch Camp, where the Ashvane garrison keeps Vane's sealed orders.
  • Pell Ardan will guide the party to the camp if they promise not to leave him behind.
  • The astrolabe's thirteenth ring will not settle until the party is within sight of the Gate of the Twelve.

The Ashvane's Leash

The blubber-yard and try-works of the Frostmarch Camp, and the garrison post in the old rendering house.

Read aloud

The Frostmarch Camp is a ring of tents and try-works around a stone rendering house, and the Ashvane's banner hangs over the door. Whalers work the blubber benches under the eyes of men with crossbows. A big man in a leather apron steps out of the smoke and says, low: 'You've come to kill them, then. Say it quick, before the one on the roof hears you.'

Running this scene

The garrison is a veteran sergeant, four scouts and a handful of bandits, plus a roof watch. Sten Harrow can put twenty whalers behind the party if they give him a signal and a promise. The sealed orders are in a strongbox in the rendering house. If the fight goes badly the garrison will set the try-works alight and try to burn the evidence. Doctor Vesna will not fight but will patch the party up afterwards.

Checks
  • Stealth DC 15: cross the blubber-yard to the try-works unseen.
  • Persuasion DC 15: rally Sten Harrow and the whalers to fight beside the party.
  • Athletics DC 14: force the try-works door or climb to the roof walk.
  • Investigation DC 14: find Vane's sealed orders in the garrison strongbox.
  • Combat: the Ashvane garrison will not surrender while the sergeant lives.
Clues
  • Vane's orders: a schedule of tithes — eleven names a month, sent north, and a final tithe of one hundred and one at the turn of the year.
  • The orders name Mother Sable in Lordinium as the Concord's factor, and Kestrel Rook as its hound.
  • Doctor Vesna's notes describe salt-sickness: the bodies of the tithed do not rot, they bloom.
  • A chart marks the Gate of the Twelve as the only passage through the fog, and notes that it 'will not take Concord blood'.
Where next
  • The orders point to the Gate of the Twelve, and to a hermit who guards it.
  • With the camp freed, the whalers will provision the expedition and tow it through the ice.
  • Sten Harrow asks to come along and be judged when it is over.

The Gate of the Twelve

The sea-arch of black stone standing in the shallows off a black skerry, and the thirteenth plinth beside it.

Read aloud

The Gate of the Twelve stands in the shallows off a black skerry: an arch of stone tall as a mast, twelve figures carved around its span, every face worn to a smear. A thirteenth plinth stands beside it, empty, its figure chiselled away so violently that the stone still looks raw. An old man in a ruined cassock sits on the plinth. 'It wants blood,' he says pleasantly. 'It always has. The question is whose.'

Running this scene

The gate opens for a life given freely, or a life taken. A freely given life leaves no mark on the giver's companions; a life taken marks them, and the Thirteenth will know. Brother Cassian will not volunteer and will not stop them. If the party tries to force the gate with Concord prisoners, it opens — and the fog thickens behind them. The Saltglass Lens, the coral bell, or the astrolabe's thirteenth ring can each substitute for a life, but only one of them, and only if the party has it.

Checks
  • Arcana DC 16: read the gate's working — it opens for a life given freely, or a life taken.
  • Religion DC 16: identify the twelve figures and the chiselled thirteenth.
  • History DC 15: the gate was built after the binding, not before it — it is a door meant to keep something in.
  • Persuasion DC 16: get Brother Cassian to say plainly what the price is.
  • Constitution save DC 14: resist the gate's pull when blood is spilled near it.
Clues
  • The gate's inscription, cut small beneath the arch: 'Twelve keep. The Thirteenth is kept.'
  • Brother Cassian has waited forty years for someone to open the gate; he was told a ship would come with a king's brother aboard.
  • The gate will not open for the Ashvane's blood-soaked ship — Vane had to force it, and the forcing is why the fog is thickening.
  • A freely given life opens the gate without a mark on the giver's companions.
Where next
  • The gate opens onto a white nothing; a ship that enters it comes out at the Verdant Strand.
  • Brother Cassian will come aboard if the party will let him see the other side.
  • If the party pays the price with a life taken, note it: the Ossuary's DCs rise by 2 and Sister Venn will not aid them.

Milestone: The party reaches level 9 when the Gate of the Twelve closes behind them and the green hills of Borealis rise out of the white sea.

Act III — The Price of Return

Recommended level: Levels 9–12

The expedition lands on Borealis and finds the Ashvane already digging. The black sand holds a blood-channel and an altar; the jungle holds a deserter who knows where Vane's people are working. In Sevenfold Hollow the party reads the Hall of Nations' true record and learns what the Twelve were and what the Thirteenth refused. In the Ossuary they speak with the thing the Twelve bound, and learn the breaking rite: spill the blood, then refuse it.

And at the Tide-Heart, in a bowl of black coral, Aurel Vane is completing the great tithe with one hundred and one kneeling throats — and the party must decide whether to break the tithe, take it, or let the island have what it is owed.

Objectives

  • Land on Borealis and learn what happened to the Ashvane shore party.
  • Read the true record in the Hall of Nations at Sevenfold Hollow.
  • Descend into the Ossuary and learn the breaking rite from the Thirteenth.
  • Stop Aurel Vane at the Tide-Heart and decide what becomes of Borealis.

The Price of Return

The black-sand landing beach and the treeline altar of the Verdant Strand.

Read aloud

Borealis is a green wall out of the fog: black sand, then vines, then trees heavy with fruit that no one planted. The air is thick as water and sweet as a bruise. On the beach, a landing boat lies on its side, and beyond it, in the sand, someone has cut a long straight groove that runs up to the treeline and ends at a stone with a bowl in it.

Running this scene

The groove is a blood-channel and the bowl is an altar; the island takes a life for every landing, and the Concord has been paying it. The eleven flowered bodies are the shore party's first tithe. Oren Sallow is watching and will come out if the party buries the bodies or speaks the old tongue badly. The expedition's crew should be kept on the beach and away from the treeline; if they wander, one of them is taken.

Checks
  • Survival DC 15: read the beach — the Ashvane landed here eleven months ago and again three weeks ago.
  • Investigation DC 15: the groove is a blood-channel; the bowl is an altar.
  • Perception DC 16: Oren Sallow is watching from the treeline.
  • Medicine DC 14: the blood in the channel is not all human — some of it blooms.
  • Constitution save DC 13: resist the island's sweetness; failure means the character is poisoned for an hour.
Clues
  • The shore party's camp: ninety bedrolls, eleven of them still occupied by bodies that have not rotted but flowered.
  • Oren Sallow's testimony: Vane gives eleven a month to the island, and the island gives back fruit, fresh water and a wind that never stops.
  • A carved warning at the treeline in the old tongue: 'The price of return is blood. The price of staying is more.'
  • The Ashvane's dig sites are marked on a chart: Sevenfold Hollow, the Ossuary, the Tide-Heart.
Where next
  • Oren Sallow will lead the party to Sevenfold Hollow, where the islanders still live.
  • The Ashvane's diggers are already at the Hollow; the party can hear their picks from the treeline.
  • If the party buries the eleven, the island's wind changes direction for the first time.

The Hollow of the Seven

The Hall of Nations in the ruined heart of Sevenfold Hollow.

Read aloud

Sevenfold Hollow was a city once: seven terraces of stone climbing a green hill, each with its own gate, each gate broken. Old women and children watch from doorways. In the heart of it stands the Hall of Nations, its roof fallen in, its walls carved floor to ceiling with a procession of figures — twelve of them, and a gap where a thirteenth should be.

Running this scene

The diggers are six Concord bandits, a scout and an overseer, and they will try to burn the Hall's floor-plans when they lose. The true record is under a stone panel in the centre of the floor, and it takes three characters two rounds to lift. Ithra will translate the carvings but only for someone who has already read the wall. Bram Hollow is hunting in the jungle and arrives in round three.

Checks
  • History DC 16: read the Hall's carvings — the tithe, the bloom, the Thirteenth's refusal.
  • Investigation DC 16: find the true record beneath the chiselled-over panel.
  • Religion DC 17: understand that the Twelve are fed, not worshipped.
  • Combat: Ashvane diggers and a Concord overseer are prying up the floor of the Hall.
  • Persuasion DC 15: convince Ithra to let the party read the sealed record.
Clues
  • The carvings show the tithe given at every tide, and the island's fruit growing from the blood.
  • The Thirteenth's panel: he broke the altars and taught the nations to refuse, and the Twelve bound him beneath the hill.
  • The record names the price of return: a life for every landing, and a hundred and one for every turning of the age.
  • Vane's diggers have taken the Hall's floor-plans; they are digging for the Thirteenth's name.
Where next
  • Ithra says the Thirteenth still speaks, in the Ossuary beneath the hill.
  • The diggers' trail leads down into the Ossuary, and they have already broken the outer door.
  • Bram Hollow offers to guide the party down, if they will help him with the thing that comes up the stair at night.

The Ossuary of the Thirteenth

The bone-vaults beneath the Ossuary, where a chained figure sits in the dark.

Read aloud

The Ossuary is a stair going down through bone. Shelves of skulls line the walls, each one painted with a name, and the names stop halfway down. At the bottom, in a vault of black coral, a figure sits chained to a stone chair. It is thin, and patient, and when it lifts its head it says: 'You are the ones who came back. Do you know what you owe?'

Running this scene

The Thirteenth tells the truth and nothing but the truth, and it is worse than any lie. It will give its name only to a party who has read the Hall of Nations' record. It teaches the breaking rite: at the Tide-Heart, the giver must be refused — the blood must be spilled and then denied. It cannot leave the vaults and does not ask to. Sister Venn will come if the party carries her, and she will not survive the walk.

Checks
  • Religion DC 17: recognise the bound figure as the Thirteenth, not a demon.
  • Insight DC 16: the Thirteenth is telling the truth — it refused the tithe and was bound for it.
  • Charisma save DC 15: resist the vault's grief; failure means the character is frightened for a minute.
  • Persuasion DC 16: convince the Thirteenth to teach the breaking rite.
  • Arcana DC 17: learn that the tithe can be broken by refusing it at the moment it is given.
Clues
  • The Thirteenth's true name, which Sister Venn has kept for thirty years.
  • The Twelve are not gods but the first of the Seven Nations, who ate what the tithe grew and did not age.
  • The breaking rite: at the Tide-Heart, the giver must be refused — the blood must be spilled and then denied.
  • Vane has already been here; the chains are newly broken and re-forged, and he asked the same questions the party is asking.
Where next
  • The Thirteenth sends the party to the Tide-Heart, where Vane is completing the great tithe.
  • Sister Venn will come if the party will carry her out of the vaults.
  • Bram Hollow is waiting at the top of the stair with news: the Concord has begun to sing.

The Tide-Heart

The great coral bowl at the island's heart, ringed by twelve standing stones and a thirteenth fallen one.

Read aloud

The Tide-Heart is a bowl of black coral a hundred paces across, ringed by twelve standing stones and one fallen one. At its centre, Aurel Vane stands in a white coat with a coral crown in his hands, and around the rim a hundred and one of his people kneel with their throats bared. He looks up and smiles like a man who has been waiting for witnesses. 'You're just in time,' he says. 'Hold them. The tide turns in a minute.'

Running this scene

Carl brings the Saltspray around the island's cove and gives the party their opening: he will not land, but he will hold the beach. The tithe-circle is active for six rounds; each round it is active, Vane gains a layer of coral armour and the party takes 2d6 necrotic damage from the grooves. Toppling the fallen thirteenth stone (Athletics DC 16, two characters, one round) breaks the geometry. The breaking rite (Religion DC 18) requires blood spilled and then refused. Vane will offer the party a place in the new order and will mean it.

Checks
  • Combat: Aurel Vane, his Concord veterans, and the drowned choir he has already given.
  • Arcana DC 18: disrupt the tithe-circle at the moment the tide turns.
  • Religion DC 18: perform the breaking rite — spill the blood and then refuse it.
  • Persuasion DC 18: turn Vane's kneeling crew against him; they do not want to die.
  • Athletics DC 16: cross the coral bowl and reach the fallen thirteenth stone.
  • Charisma save DC 16: resist the Tide-Heart's pull when the blood is spilled.
Clues
  • Vane's plan: a hundred and one given at once, and the Thirteenth's vacant place taken by the giver.
  • The kneeling crew are drugged with salt-pearls; most of them can be saved.
  • The fallen thirteenth stone is the keystone of the circle; toppling it breaks the tithe's geometry.
  • The island's bloom is already fading as the tithe is interrupted — the fruit is rotting on the vine.
Where next
  • The campaign ends here; the epilogue depends on whether the tithe was broken, taken, or completed.
  • If Vane is spared and the rite broken, he can be brought home to answer to the Crown of Lordinium.
  • If the tithe is completed, the fog rolls south over the Crown Coast and the campaign ends in a hollow victory.

Milestone: The party reaches level 12 when the Tide-Heart's circle is broken or completed, and the campaign ends with the epilogue.

Monsters & Enemies

Fog Singer Fog Singer Completed · CR 2 · Undead

Grey, waterlogged humanoid corpse in tattered sailor's clothes, mouth open in a low hum, seaweed and barnacles clinging to its skin, wading…

Salt-Pearl Drowned Salt-Pearl Drowned Completed · CR 3 · Undead

Bloated undead sailor in a green-stained white coat, salt crystals filling its eye sockets, a cluster of grey pearls bulging at its throat,…

Coral Bell Watcher Coral Bell Watcher Completed · CR 3 · Humanoid

A quiet woman in a grey hood, holding a black coral hand-bell on a chain and a narrow-bladed knife, standing in a rainy city street.

Tidewater Husk Tidewater Husk Completed · CR 1 · Undead

A gaunt, waterlogged corpse with skin like wet sacking, wearing a rotted coin-purse and clutching a broken lantern. It waits submerged in b…

Red-Ice Hookman Red-Ice Hookman Completed · CR 4 · Undead

Frozen undead sailor, one arm a black iron boat-hook, shoulders sheathed in red ice, standing in a shipwreck hold.

Blubber Hound Blubber Hound Completed · CR 3 · Monstrosity

A hairless, slick-skinned hound with a lantern glow in its throat, dripping grease as it moves, jaws unhinged to reveal burning oil within.

Blooming Tithed Blooming Tithed Completed · CR 4 · Plant

A humanoid plant with vines bursting through ribs, fruit hanging from collarbones, and a face still recognizably human, standing among verd…

Vine-Shroud Stalker Vine-Shroud Stalker Completed · CR 6 · Plant

A large feline form covered in flowering vines, eyes like pale blossoms, thorned whip tail, lurking in dense jungle foliage.

Name Thief Name Thief Completed · CR 7 · Undead

Stooped undead of lashed bones in a scribe's apron, painted skull head with a chisel through the jaw, wet ink-brush in hand, standing among…

Record-Stone Sentinel Record-Stone Sentinel Completed · CR 8 · Construct

A large block of carved stone on four stubby legs, its face a chiselled-over panel, arms two heavy stone tablets on bronze hinges, standing…

Coral-Rib Stalker Coral-Rib Stalker Completed · CR 9 · Aberration

A low, many-legged horror of black coral and pale vein, its rib cage caging a warm red glow, legs clicking over wet stone at the rim of a c…

Gate Effigy Warden Gate Effigy Warden Completed · CR 6 · Construct

A towering figure of black coral-studded stone rising from sea shallows, its face a worn smear, hands two flat stone slabs, barnacles and s…

Villain Plans

Aurel Vane, the Ashvane Admiral Character Sheet

BBEG — leader of the Ashvane Concord, claimant to the Thirteenth's place

Motivation

Vane reached Borealis eleven months ago, read the Hall of Nations' record, and understood: the Twelve were not gods, they were people who ate what the tithe grew and stopped aging. He has spent a year feeding the island eleven lives a month to keep the bloom and the wind, and he is short of the great tithe — one hundred and one given at once at the Tide-Heart. He does not want to free the Thirteenth. He wants the empty chair.

Personality

Courteous, tired, and completely certain. He speaks of sacrifice as bookkeeping and of his own crew as a budget. He will offer the party a place in the new order, sincerely, and he will be genuinely sorry when they refuse. He never raises his voice and never lies about anything that matters.

Resources

  • The Ashvane Concord: ninety original crew, a garrison at the Frostmarch Camp, and three ships
  • The salt-pearl trade, which buys him wreckers, harbourmasters and Crown clerks
  • Vane's Coral Crown, taken from the Ossuary's outer vault
  • A bound drowned choir — the first eleven he tithed, who still answer him
  • The Tide-Heart's outer ring, which he has held for three weeks

Battle Plan

Vane does not duel. He opens by offering terms, and if refused he lets his veterans and his drowned choir take the front while he works the tithe-circle. Each round the circle is active he gains a layer of coral armour and the party takes necrotic damage from the blood-grooves. If reduced below half his hit points he retreats to the fallen thirteenth stone and tries to complete the tithe himself, spending his own blood as the hundred-and-first. If the circle is broken he fights personally, with the crown, and he is very good at it.

Defeat or Redemption

He can be killed, and the island's bloom dies with the tithe. He can be broken and spared: shown the Thirteenth's own record, he will sit down in the coral bowl and let the party take him home to answer to the Crown of Lordinium. He cannot be redeemed into an ally — he has done the arithmetic too many times — but he can be made to stop.

Mother Sable, the Hollow Choir Character Sheet

Lieutenant — high priestess of the Twelve in Lordinium, the eraser of scripture

Motivation

Sable has spent thirty years removing the blood tithe from every copy of the Borealis scripture, because she believes that if the rites are never written, no one will ever perform them. She is also bound to the Twelve, and the Twelve require eleven names a month. She has never resolved this contradiction and has stopped trying.

Personality

Warm, unhurried, and utterly without malice. She offers tea. She remembers the names of the party's families. She will explain, reasonably, why the codex must go back into the water, and she will be right about most of it.

Resources

  • The Hollow Choir: copyists, clerks, harbour agents and quiet women with coral bells
  • A locked room above the Cathedral scriptorium containing three centuries of scraped-down originals
  • Three Crown clerks and Halvard Crane of Greyharbor on her payroll
  • The Cathedral's bells, which she can ring to summon the faithful
  • Blackmail on two members of the King's council

Battle Plan

Sable never fights in the open. She uses the law first — a harbour writ, a watch sergeant, a locked door. If forced, she rings the Cathedral bells and lets the Choir come, then uses her position to keep the party at range while she works a ritual to silence the codex itself. Cornered and alone, she is calm, and she is dangerous, and she will try to take the codex with her into the crypt.

Defeat or Redemption

She can be exposed, arrested, or killed. She can also be turned: shown that the erasure has failed and that Vane is performing the rites anyway, she will give the party the Cathedral's originals and the names of every Choir agent on the coast. She will not repent, but she will change sides against Vane, whom she considers a vandal.

Kestrel Rook, the Red Tide Character Sheet

Lieutenant — wrecker captain, Vane's hound in the northern sea

Motivation

Rook is paid in salt-pearls, which grow in the bodies of the tithed and are worth more than gold in three ports. She wants a captaincy over the Concord's northern fleet and she wants the *Saltspray* at the bottom of the Weeping Firth. She also, quietly, wants to stop hearing the singing, and has convinced herself that finishing the tithe will do it.

Personality

Loud, funny, and fast. She boards ships personally and remembers everyone she has ever beaten. She respects a good trick and will let a clever enemy live long enough to be useful. She is the only villain who will laugh at the party's jokes.

Resources

  • A wrecker fleet of four cut-down sloops working out of the Weeping Firth
  • Chains and false lights strung across the Firth's teeth
  • A crew of forty who have all been promised salt-pearls
  • The Ashvane's authority over the northern ice
  • A stolen Crown navy cutter, repainted

Battle Plan

Rook fights in three stages. First she runs: false lights, reefs, and a chase through fog. Then she boards, leading from the front with a hooked axe, aiming to take the pilot and the charts rather than the ship. If she is losing, she fires the magazine and swims for it, and she will remember the party's faces. She never fights to the death over cargo.

Defeat or Redemption

She can be killed, driven off, or bought — she will sell Vane's schedule and the Firth's chain-lines for a share of the Concord's salt-pearls and a clean pardon from the Crown. A pardoned Rook makes an unpleasant but genuinely useful ally in Act III, and she will not betray a crew that kept its word.

Running Notes

Recommended party: Four to five characters. A balanced party is best: at least one healer (cleric or druid), one arcane caster, one character built for social scenes (bard, rogue or paladin), and one with Survival and water-travel proficiency. A rogue or bard is extremely useful in Acts I and II; a cleric or paladin is close to mandatory in Act III, where Religion checks and the breaking rite decide the ending.

Session Zero

Tell the table up front that this is a campaign about human sacrifice, erasure of records, and complicity — the horror is quiet and administrative rather than gory, but it is present from the first scene. Establish lines and veils for child harm, drowning, and religious coercion, and use a consent checklist. Agree that the party are hired hands, not chosen ones, and that they will be expected to make a decision at the end that has no clean answer. Set expectations for investigation-heavy play in Act I, survival and siege play in Act II, and moral choice in Act III. Confirm that the villains will be polite, that the Choir will use law and paperwork rather than knives, and that the party can lose. Ask each player for one person their character has lost to the north or to the Choir; those names become the campaign's emotional stakes.

Scaling Guidance

The module is written for four to five characters from 1st to 12th level, levelling at each act's milestone and again after the Gate of the Twelve, the Sealed Floor, the Ossuary, and the Tide-Heart. For three characters, cut one enemy from every roster and lower the Tide-Heart's timer to five rounds; for six, add one enemy of the lowest CR in each roster and give bosses maximum hit points. If the party is a level behind, treat every High encounter as Moderate and let allied NPCs (Brannoc's crew, Sten Harrow's whalers, Bram Hollow, a pardoned Kestrel Rook) absorb one enemy each. If they are a level ahead, add a second wave rather than raising individual statistics, so the tactics in each packet stay true. Never scale the Tide-Heart's six-round tide timer — it is the clock the finale is built on.

DM Advice

Pace the campaign in three gears. Act I is slow and social: let the party like Carl before they learn what he did, and plant the eleven-name crew list early so it can detonate in Act III. Act II is pressure: the fog should feel like a schedule, not a weather event, and every loss the Ashvane takes should be answered with a polite escalation rather than a revenge attack. Act III is revelation: hand out the truth in the order the clue flow gives it, and never let a single failed check stop the plot — move the clue to the next location instead. Villain pressure works best as paperwork: a harbour writ, a locked door, a name struck from a roll. Aurel Vane should be seen before he is fought, ideally at the Gate of the Twelve or through Pell Ardan's testimony, so the finale is a confrontation rather than a surprise. Mother Sable should never be the one holding the knife. Keep the island beautiful right up until the party understands what feeds it.

Failure States

  • No codex: Maren Voss can reconstruct the text at Sevenfold Hollow, but the party reaches the Tide-Heart without the breaking rite. The final rite is DC 18 and Aurel Vane cannot be turned.
  • The Harrow Light stays dark: the expedition's ship is lost on the reef. Act III opens with the party as the Ashvane's prisoners at the Verdant Strand, without supplies or weapons.
  • The Frostmarch garrison is not broken: the party crosses the ice without shelter, taking one level of exhaustion each, and Vane is warned. The Gate of the Twelve is guarded by Concord veterans.
  • An innocent is given at the Gate of the Twelve: the Thirteenth marks the party. Ossuary DCs rise by 2 and Sister Venn will not aid them.
  • Aurel Vane completes the tithe: Borealis blooms a second time and the fog rolls south over the Crown Coast. The campaign ends in a hollow victory epilogue.
  • Peg Leg Carl dies: the expedition fractures. Brannoc Tull takes command, the Crown's writ is void, and the party must find their own way home.
  • The tithe ledger is destroyed or lost: the Crown cannot be shown what Vane did, and the campaign's epilogue leaves the Ashvane Concord intact and free to try again.

Secrets & Clues

  • The Cathedral's copy of the Borealis scripture is the Expurgated text; the true copies were burned thirty years ago on the order of a priestess who now calls herself Mother Sable.
  • The word 'tithe' has been scraped down and overwritten with 'prayer' in every copy the party can find, and the chisel marks on the list of twelve gods are no more than thirty years old.
  • A marginal note in a stranger's hand reads: 'They did not take his power. They took his name.'
  • Peg Leg Carl's crew list has eleven names and he will only speak nine; the other two were given to the island to buy his own return.
  • The Ashvane Concord sailed north eleven months ago with ninety souls and no cargo, and three ships have been lost in the northern fog since.
  • The Sable Queen's crew were bled through grooves cut in the hold floor, and the buckets are still frozen beside them.
  • Vane's sealed orders schedule eleven names a month and a final tithe of one hundred and one at the turn of the year, and they name Mother Sable as the Concord's factor.
  • The Gate of the Twelve was built after the binding, to keep the Thirteenth in, not to keep ships out; the inscription reads 'Twelve keep. The Thirteenth is kept.'
  • The Twelve were not gods but the first of the Seven Nations, made unaging by the tithe, and the Thirteenth was one of them who refused.
  • The island's unnatural lushness is the bloom of three centuries of blood, and it dies when the tithe stops.
  • Aurel Vane has already visited the Ossuary and knows the Thirteenth's name; he means to take the vacant place, not to free it.
  • The kneeling crew at the Tide-Heart are drugged with salt-pearls, and most of them can still be saved.

Appendix

Downtime

Scraping the Margin

The character sits in Tessaly Quill's bindery with two copies of the scripture side by side and a scraping knife, comparing line by line. Each day of work reveals one more erasure and one more thing the Cathedral did not want read.

Requirements: Access to two copies of the Borealis scripture, one of them pre-Expurgation, and proficiency in Investigation, History, or calligrapher's supplies.

Rewards: One confirmed erasure per day of work. Three days of work grants advantage on the next Religion or History check about the tithe, and five days reveals the marginal note about the stolen name.

Time: One day per check; a full week for the complete comparison.

Location: Quill's Bindery in the Salt Quarter is the only place on the coast with two copies and a lock good enough to keep the Choir out.

Run this as a quiet scene with a rising sense of dread. Complication: a Hollow Choir watcher books the room above the shop and starts asking after the shop's stock.

Carousing at the Grey Gull

The character spends an evening buying drink in Greyharbor's only inn and letting the north come up in conversation. Ysolt Fenn pours without being asked and prices by how much she likes you.

Requirements: 10 gp and a willingness to be talked at by whalers.

Rewards: One true rumour and two false ones per evening. On a DC 13 Charisma (Persuasion or Carousing) check, the character also learns a name from Ysolt's guest book.

Time: One evening.

Location: The Grey Gull in Greyharbor is where every northern crew drinks before it sails and after it comes back, if it comes back.

Give the true rumour first and the false ones second so the party learns to weigh them. Complication: Halvard Crane drinks here and will report anything interesting to the Choir.

Rigging and Careening

The character works the ship: scraping the hull, tarring the seams, splicing cable, and drilling the crew on the reef channel. Hard, dull, honest work that keeps a ship afloat when the fog comes down.

Requirements: Proficiency in water vehicles, carpenter's tools, or Athletics, and a ship to work on.

Rewards: The ship gains a +1 bonus to any check made to navigate the northern reef, and the crew's morale improves: they will enter one ruin without the party going first.

Time: Three days in port.

Location: Greyharbor's stone quay is the last place north with a crane and a careening grid.

Use this to give the party a stake in the ship before Act II tries to sink it. Complication: Kestrel Rook's agents sabotage the rudder if they are in port.

Sitting with the Drowned

The character keeps a vigil at the Drowned Shrine of the Twelve, which floods at every high tide. Mother Ulva sells blessings, silence, and small carved fish, and talks more freely to someone who will sit through a whole tide with her.

Requirements: A night at the shrine and a willingness to get wet.

Rewards: One blessing granting advantage on a single saving throw, declared before the roll. On a DC 14 Wisdom (Insight) check, Mother Ulva admits she was a Hollow Choir initiate for eleven years.

Time: One night, from high tide to high tide.

Location: The Drowned Shrine in the Salt Quarter is the only temple on the coast that floods on purpose.

Ulva is genuinely devout and genuinely compromised. She will help as long as she does not have to say the Choir's name aloud. Complication: a Choir watcher comes to the shrine at midnight to collect her tithe.

Reading the Wall

The character studies the carvings of the Hall of Nations with Ithra of the Hollow, learning the old tongue one figure at a time. The wall is a procession of twelve, and the gap where the thirteenth should be is a door.

Requirements: Access to Sevenfold Hollow, a translator (Ithra or Maren Voss), and proficiency in History or Religion.

Rewards: Advantage on the breaking rite at the Tide-Heart, and the ability to read any Seven Nations inscription on the island without a check.

Time: Two days of study.

Location: The Hall of Nations at Sevenfold Hollow is the only intact record of the Seven Nations left in the world.

This is the campaign's exposition engine, so make it physical: dust, ladders, and a wall that is also a door. Complication: Vane's diggers return with reinforcements on the second day.

Rumors

  • Peg Leg Carl came home with a hold full of fruit that should not grow in the north, and a crew that will not sleep in the dark.
  • Three ships have gone north this year and none have come back, and the harbourmaster's ledger has fewer lines than the harbour.
  • The Cathedral's scripture has been corrected so many times that the priests no longer read it aloud, only from memory.
  • A woman with a bell of black coral books a room in Greyharbor the night before every ship is lost.
  • The Ashvane Concord sailed with ninety souls and no cargo, which is not a trading voyage, it is a migration.
  • The Harrow Light has gone dark for the first time in forty years, and the keeper will not say why.
  • There is a hermit who sits on a stone in the northern shallows and talks to the water, and he has been there since before the war.
  • The islanders of Borealis never bury their dead, because the island does not let them rot.

Random Events

  • A Hollow Choir watcher follows the party for a day, then approaches openly with a legal writ demanding the return of 'Cathedral property'.
  • A press-gang from a Concord recruiter tries to take a party member's hireling in a Lordinium street.
  • The fog rolls into Greyharbor harbour at noon and a ship's bell rings from inside it. Nobody goes to look.
  • A whaler from Frostmarch escapes and begs the party for passage south, offering a map of the camp in exchange.
  • A drowned sailor's body washes up wearing a Crown navy coat and carrying a letter addressed to King Soleiman.
  • The tide goes out further than anyone has seen and leaves a black coral arch exposed on the beach for one hour.
  • A child on the Salt Quarter street sings the struck hymn perfectly and cannot say where she learned it.
  • A Concord patrol offers the party safe passage and a hot meal, sincerely, and reports their position the moment they leave.
  • The expedition's cook finds a salt-pearl in a fish and the crew refuses to eat for a day.
  • A storm pins the ship in a cove for a night, and in the morning there is a second set of footprints on the deck.

Treasure Parcels

  • **Parcel A (Act I, Drowned Archive):** 60 gp in smuggler's coin, a coral bell-clapper worth 25 gp, and a sealed packet of Choir receipts.
  • **Parcel B (Act I, Greyharbor):** 120 gp of Choir funds, a tithe-schedule in Mother Sable's hand, and a narrow-bladed silver knife worth 40 gp.
  • **Parcel C (Act II, Sable Queen):** 200 gp of Concord silver, a captain's ledger, and three salt-pearls worth 50 gp each.
  • **Parcel D (Act II, Frostmarch):** 400 gp of Concord pay, a medicine chest worth 150 gp, and a shard of the silvered lens on a cord.
  • **Parcel E (Act II, Rook's sloop):** 300 gp of salt-pearls, a stolen Crown navy pennant, and a forged pardon.
  • **Parcel F (Act III, Sevenfold Hollow):** 150 gp of dig pay, a hunter's cache of 80 gp, and a carved bone whistle that summons Bram Hollow.
  • **Parcel G (Act III, Sealed Floor):** a bronze case of Seven Nations coin worth 500 gp and a chiselled stone bearing the Thirteenth's name.
  • **Parcel H (Act III, Tide-Heart):** 1,200 gp of Concord salt-pearls, Vane's signet, and three stolen Seven Nations relics worth 250 gp each.

Spare Names

  • Marda Kell, a Greyharbor fishwife who saw the third ship leave
  • Ospen Rill, a Concord quartermaster who wants to desert
  • Tamsin Vey, a Lordinium notary with Choir debts
  • Grell, a one-eyed whaler at Frostmarch who counts the missing
  • Halloway Pike, captain of the Crown cutter *Resolute*
  • Nessa Orm, a Salt Quarter rope-maker and rumour-monger
  • Brother Aldric, a Cathedral archivist who has stopped sleeping
  • The Skerry of Small Mercies, a rock where the drowned are said to gather
  • Coriander Bend, a smuggler's landing on the Greyharbor road
  • The Widow's Step, a stair on the Harrow Light that has killed four keepers

Starting Location

The Crown Coast

## The Crown Coast

The Crown Coast is red brick and grey water. **Lordinium** sits at the mouth of a deep firth, a capital of steep tiled roofs, stepped gables and a castle that has been added to by every king for two hundred years. Its harbour is the busiest on the coast and its **Salt Quarter** is where the busy part gets quiet: binders, chandlers, shrines that flood at high tide, and cellars that go down further than the streets above them.

North of the city the coast turns hard and poor. Fishing villages give way to sheep, sheep to stone, and stone to **Greyharbor**, the last town with a crane and a ledger. Greyharbor is where ships take on coal and water before the northern crossing, and where the harbourmaster has been writing fewer lines in his book than there are ships.

Beyond Greyharbor the land breaks up into skerries and shingle. The **Weeping Firth** is a mile of wreck-strewn beach where the tide runs wrong and the fog lies on the water like a lid. Wreckers work it. So does something else.

The Crown Coast is a place of paperwork and superstition. Everyone here has heard of Borealis and no one will say the name after dark. The Cathedral of the Twelve preaches a clean, comfortable scripture with the difficult parts removed, and the people who removed them are still in the city, still taking names.

Secrets

  • The Cathedral's copy of the Borealis scripture is the Expurgated text; the true copies were burned thirty years ago on the order of a priestess who now calls herself Mother Sable.
  • Old Hask sailed with the Ashvane Concord and came back alone; he took a purse to forget what he saw and has not managed it.
  • King Soleiman has already sent one agent north with the Ashvane Concord and does not expect him to return.

Key Locations

Lordinium, the Crown City

## Lordinium

Lordinium is the greatest city of the Crown Coast, and it knows it. Red brick and steep tiled roofs climb the hill from the harbour to the castle in stepped gables and pointed windows; the merchants' quarter has glass in its windows and the High Quay has a clock. The harbour is a forest of masts, the fish market opens at two in the morning, and the Cathedral of the Twelve stands on the ridge with its bells tuned to be heard over a storm.

Peg Leg Carl's townhouse, **Saltspray House**, stands on the High Quay with a chart room on the third floor and a ship's figurehead bolted over the door. King Soleiman's castle is a twenty-minute walk uphill and a world away. Between them lie the counting-houses, the notaries, the carters, and the slow machinery of a Crown that has been sealing sailing writs for two hundred years.

Everyone in Lordinium has heard of Borealis. Nobody says the name in the Cathedral. The city is prosperous, orderly, and quietly afraid of the north, and it has decided to be afraid of it in a well-documented way.

Additional Notes

Use Lordinium for social scenes, the King's errand, and the first hints of erasure. The Cathedral and the castle are both reachable but neither is a key location; keep the party moving toward the Salt Quarter.

The Salt Quarter

## The Salt Quarter

The Salt Quarter runs along the water below the High Quay: half-timbered houses leaning over streets too narrow for a cart, chandlers, rope-walks, three shrines and a great many cellars. It floods at the spring tide and everyone who lives there has a mark on their doorframe showing how high the water came the year they stopped arguing about it.

Quill's Bindery stands on Cooper's Row, a narrow shop with a good lock and a bad roof. Beneath it, reached by a stair that goes down into black water, is an undercroft that was a smugglers' store and then a chapel and is now a flooded room full of drowned shelves. Tessaly Quill keeps her real stock down there, in wax and oilcloth, and the tide comes in twice a day.

The Quarter is watched. The Hollow Choir has people here — a woman with a coral bell, a shrinekeeper who chalks their sign above her door, a pilot who drinks in the Salted Eel and will not look north. Everyone in the Quarter knows something and nobody in the Quarter will say it above a whisper.

Additional Notes

The Quarter is a good place for downtime: buying gear, hearing rumours, and meeting Old Hask and Mother Ulva. The Choir should feel present but never attack openly here.

Greyharbor

## Greyharbor

Greyharbor is the last town with a crane. It sits at the head of a stone quay on a coast that has stopped pretending to be gentle: wet slate roofs, rope everywhere, a coal yard, a chandlery, a temple with a leaking roof and an inn called the Grey Gull that has beds for twenty and stories for a hundred.

The town exists because ships going north need coal and water and a last chance to change their minds. The harbourmaster's office above the weigh-house keeps a ledger of every hull that leaves, and lately the ledger has been shorter than the harbour. Three ships have gone north this year. None have come back. The town has developed a habit of not asking.

Greyharbor's people are decent, tired and superstitious. They will sell the party anything and tell them nothing, unless they are buying drink. The temple preaches a comfortable scripture. The innkeeper keeps a guest book she has never shown the harbourmaster. And somewhere in the town, a woman with a coral bell books a room the night before every ship is lost.

Additional Notes

Greyharbor is the party's last chance to buy equipment, hire crew and hear rumours before the crossing. Play up the silence: people here change the subject when the north comes up.

The Weeping Firth

## The Weeping Firth

The Weeping Firth is a mile of shingle and broken ribs. The tide runs wrong here — in fast and out slow, and never in the direction the charts say — and the fog lies on the water like a lid on a pot. Ships that miss the channel end up on the Firth's teeth, and the Firth keeps what it catches.

Half-buried hulls stand along the beach at every angle, some of them old enough to have trees growing through them. A hut built from mast timber stands above the tide-line with a boat pulled up beside it. Trip-lines cross the shingle. A pit trap waits under a drift of kelp. Ket Varn has been working this beach for eleven years and has a system.

At dusk the fog comes in further than it should, and at low tide it sings. Not loudly. Just enough that a person on the beach will stop walking and turn their head, and then stand there for a while, and then go on. The wreckers do not talk about the singing. Neither do the drowned.

Additional Notes

The Firth is the party's first taste of the fog's wrongness. Play the singing as a low, wordless hum that stops the moment anyone speaks. Ket Varn is dangerous but negotiable.

The White Fog

## The White Fog

North of Greyharbor the coast gives up. The last landmark is the **Harrow Light**, a tower on a black rock a mile offshore, and past it the sea turns the colour of old iron and then disappears into a wall of white that does not move with the wind.

The fog is not weather. It has an edge you can put your hand into, and it is colder on the inside. Sound behaves badly in it: a shout comes back wrong, a bell carries for miles, and singing — there is always singing — comes from no direction at all. Ships that enter without a heading come out somewhere else, or do not come out.

Under the fog the sea is full of ice and the ice is full of ships. The **Sable Queen** lies on her back in the shelf, frozen in. Further north, the **Frostmarch Camp** renders whale oil on a black beach under the Ashvane Concord's banner, its whalers working under crossbows. And at the edge of the deep water stands the **Gate of the Twelve**, an arch of black stone in the shallows with twelve worn figures around its span and a thirteenth plinth beside it, chiselled raw.

This is the Ashvane's country now. The Concord has been here eleven months, and it has been busy.

Secrets

  • The Ashvane Concord's tithe schedule is enforced by Mother Sable's Hollow Choir in Lordinium, which supplies the names.
  • The fog is not a barrier but a lid: it thickens when the tithe is unpaid and thins when blood is given.
  • Kestrel Rook's wreckers are paid in salt-pearls that grow in the bodies of the tithed.

Key Locations

The Harrow Light

## The Harrow Light

The Harrow Light stands on a black rock a mile offshore, a white tower with a green copper cap and an outside stair that is lethal in a swell. It is the last beacon before the fog, and for forty years it has burned every night. Three weeks ago it went dark.

The tower's foundation is older than the tower. The rock it stands on is the same black coral-studded stone as the Gate of the Twelve, and the lowest course of masonry is cut with figures that the keepers have whitewashed over every spring for a century without ever asking why.

Keeper Morvath lives in the tower with his granddaughter Ilsa and a lamp he cannot light. The silvered lens was taken — bought, really — and without it the light will not burn through the fog. Below the rock, in the reef, the drowned have started climbing. They wear Ashvane colours. At low tide they sing, and Ilsa Morvath sings back.

Additional Notes

The tower is a siege location: one stair, one lamp room, and a reef full of things that climb. Give the party the high ground and make them defend it.

The Wreck of the Sable Queen

## The Wreck of the Sable Queen

The Sable Queen lies on her back in the ice shelf like a dead animal, masts snapped at the caps, hull split from stern to keel. She was a Concord supply ship, and she is still full: crates of salt-pork, barrels of lamp oil, and a hold whose floor has been cut with long straight grooves that run to a drain at the keel.

The ice has kept her. The cold has kept everything else too — the buckets, the ropes, the ledger in the captain's cabin with the last three pages torn out. What it has not kept is the crew. There are no bodies in the Sable Queen. There is a great deal of red ice under the grooves.

A boy sits on the ice beside the wreck with a fish-spear, waiting. He has been waiting three weeks. He is the only person who came out of that hold, and he remembers exactly what the admiral said while it was happening.

Additional Notes

The wreck is a dungeon-lite: a tilted, frozen, dark interior with one witness outside. Play the cold and the silence. The blood-grooves should be discovered, not described.

The Frostmarch Camp

## The Frostmarch Camp

Frostmarch is a whaling camp on a black beach: a ring of tents and try-works around a stone rendering house, with a slipway, a cooper's shed and a drying ground where the smell of oil is strong enough to taste. It has been here for sixty years. For the last eleven months it has flown a white banner over the rendering house.

The Ashvane Concord garrisons it with a dozen men, a sergeant and a veteran who does not sleep. The whalers work the blubber benches under crossbows and are fed just well enough to keep working. The rendering fire has not been allowed to go out in a year, because the garrison burns something in it that is not whale.

Sten Harrow runs the camp and has been selling the Concord eleven whalers a month to keep the rest alive. Doctor Vesna Orl patches up the ones who come back and has stopped asking what the buckets are for. The whalers are not broken. They are waiting, and they are counting, and they will rise the moment someone gives them a reason.

Additional Notes

This is the act's big set-piece: a camp revolt with a garrison to break. Let the party recruit the whalers; a camp that rises together is worth more than a camp that is rescued.

The Gate of the Twelve

## The Gate of the Twelve

The Gate of the Twelve stands in the shallows off a black skerry at the edge of the deep water: an arch of stone tall as a mast, its span carved with twelve figures whose faces have been worn to smears by three hundred years of weather. Beside it stands a thirteenth plinth, empty, its figure chiselled away so violently that the stone still looks raw.

The gate is not a ruin. It is a working. The water inside the arch is always still, even in a gale, and it is always black, and it does not reflect the sky. Ships that pass through it come out somewhere else. Ships that try to force it come out wrong.

An old man in a ruined cassock sits on the thirteenth plinth and has sat there for forty years. He talks to the gate. He knows what it costs and he will not say it plainly, because he is afraid of what the party will do with the answer.

Additional Notes

The gate is the act's moral hinge: it wants a life, freely given or taken. Make the party choose, and make Brother Cassian's evasions feel like mercy rather than obstruction.

Borealis

## Borealis

Borealis is a green wall out of the fog. Black sand, then vines, then trees heavy with fruit that no one planted, in a warm wind that never stops and never changes direction. The air is thick as water and sweet as a bruise. It is, genuinely, a paradise, and that is the first thing wrong with it.

The island is ringed by black beaches and rises to a green hill at its heart. On the hill stand the seven terraces of **Sevenfold Hollow**, the last city of the Seven Nations, each terrace with its own broken gate. In the heart of the city is the **Hall of Nations**, its roof fallen in and its walls carved with a procession of figures — twelve of them, and a gap where a thirteenth should be. Beneath the hill, reached by a stair that goes down through bone, is the **Ossuary of the Thirteenth**. And at the island's centre, in a bowl of black coral ringed by twelve standing stones and one fallen one, is the **Tide-Heart**.

The island keeps accounts. A life for every landing. A hundred and one for every turning of the age. The fruit is the bloom of three centuries of blood, and the fog is a lid, and the Twelve are still here, in the only way that matters: in the arithmetic.

Secrets

  • The Twelve were the first of the Seven Nations, made unaging by the tithe; the Thirteenth was one of them who refused.
  • The island's paradise is the bloom of three centuries of blood; when the tithe stops, the bloom dies.
  • Aurel Vane has been to the Ossuary and knows the Thirteenth's name; he means to take the vacant place, not to free it.

Key Locations

The Verdant Strand

## The Verdant Strand

The Verdant Strand is Borealis's front door: a curve of black sand between the water and a wall of green, with a landing boat on its side and a flag planted above the tide-line. The air is warm and thick and smells of fruit and iron. Nothing here is dead. Everything here is very alive.

A long straight groove is cut into the sand, running from the water's edge up to the treeline, where it ends at a stone with a bowl in it. The groove is stained dark for its whole length. Beyond the treeline, the jungle is loud with birds and heavy with fruit, and there are paths through it that were not made by animals.

Eleven months ago the Ashvane Concord landed here with ninety souls. Three weeks ago they landed again. The bedrolls are still laid out in rows. Eleven of them are still occupied, by bodies that have not rotted but flowered, and the vines have grown up through them in a way that looks almost tender.

Additional Notes

The Strand is the party's introduction to the island's arithmetic. Show the beauty first, then the groove. Oren Sallow watches from the treeline and will approach only if the party is unarmed or losing.

Sevenfold Hollow

## Sevenfold Hollow

Sevenfold Hollow was a city once. Seven terraces of dark brick on rough stone footings climb a green hill, each with its own gate, each gate broken. Squat towers stand at the corners with narrow windows and timber galleries, and hipped roofs have fallen in on most of them. Vines have taken the rest. Perhaps forty people live here now — old women, children, a handful of hunters — in the lower terraces, in houses patched with sailcloth and grown over with flowers.

In the heart of the city stands the **Hall of Nations**, its roof fallen in, its walls carved floor to ceiling with a procession of figures. Twelve of them are whole. The thirteenth panel has been chiselled away so thoroughly that the wall behind it is exposed, and the exposed stone is carved too.

The Ashvane's diggers are here, prying up the floor of the Hall with crowbars and Concord patience. They are looking for a name. The islanders are not stopping them, because the islanders are forty people with spears and the diggers have crossbows.

Additional Notes

The Hollow is the campaign's exposition centre, but keep it physical: a fight in a ruined hall, a floor to pry up, and an old woman who will only speak the truth to someone who has read the wall.

The Ossuary of the Thirteenth

## The Ossuary of the Thirteenth

The Ossuary is a stair going down through bone. It begins at a broken door in the lowest terrace of Sevenfold Hollow and descends in a spiral, and the walls of the stair are shelves, and the shelves are full of skulls. Each skull is painted with a name in the old tongue. The names stop about halfway down.

At the bottom is a vault of black coral, ribbed and pale-veined, with a stone chair at its centre and a figure chained to the chair. The figure is thin and patient and has been awake for three hundred years. It does not rage. It asks questions, politely, and it remembers every name that was ever given to it.

The Concord has been here. The outer door is broken, the chains have been re-forged with Concord iron, and there are crowbar marks on the coral where someone tried to cut the Thirteenth's name out of the wall. They did not finish. They were called away.

Additional Notes

This is a conversation, not a fight. The Thirteenth is not a monster and must never be run as one. Play it as an old, tired, entirely sane person who has been proved right and finds no pleasure in it.

The Tide-Heart

## The Tide-Heart

The Tide-Heart is a bowl of black coral a hundred paces across, set in a clearing at the island's centre. Twelve standing stones ring it, each one carved with a figure, each one whole. A thirteenth stone lies fallen across the rim, its carving face-down in the moss.

The bowl is full of something that is not water. It moves when nothing touches it, and it is warm, and it reflects a sky that is not the sky above it. Grooves run from the rim to the centre, and the grooves are stained, and the stain is old and layered like tree rings.

This is where the tithe is given. This is where the Seven Nations gave it for three hundred years, and where the Twelve ate what it grew, and where the Thirteenth broke the altars. Aurel Vane has been standing at the centre for three weeks, and he has a hundred and one people kneeling around the rim, and he has been waiting for witnesses.

Additional Notes

The finale. Run the tithe-circle as a timed encounter: the tide turns in six rounds, and every round the circle is active costs the party. Vane talks the whole way through. Give the party the chance to turn the kneeling crew.

Monsters & Enemies

Fog Singer Fog Singer Completed · CR 2 · Undead

Grey, waterlogged humanoid corpse in tattered sailor's clothes, mouth open in a low hum, seaweed and barnacles clinging to its skin, wading…

Salt-Pearl Drowned Salt-Pearl Drowned Completed · CR 3 · Undead

Bloated undead sailor in a green-stained white coat, salt crystals filling its eye sockets, a cluster of grey pearls bulging at its throat,…

Coral Bell Watcher Coral Bell Watcher Completed · CR 3 · Humanoid

A quiet woman in a grey hood, holding a black coral hand-bell on a chain and a narrow-bladed knife, standing in a rainy city street.

Tidewater Husk Tidewater Husk Completed · CR 1 · Undead

A gaunt, waterlogged corpse with skin like wet sacking, wearing a rotted coin-purse and clutching a broken lantern. It waits submerged in b…

Red-Ice Hookman Red-Ice Hookman Completed · CR 4 · Undead

Frozen undead sailor, one arm a black iron boat-hook, shoulders sheathed in red ice, standing in a shipwreck hold.

Blubber Hound Blubber Hound Completed · CR 3 · Monstrosity

A hairless, slick-skinned hound with a lantern glow in its throat, dripping grease as it moves, jaws unhinged to reveal burning oil within.

Blooming Tithed Blooming Tithed Completed · CR 4 · Plant

A humanoid plant with vines bursting through ribs, fruit hanging from collarbones, and a face still recognizably human, standing among verd…

Vine-Shroud Stalker Vine-Shroud Stalker Completed · CR 6 · Plant

A large feline form covered in flowering vines, eyes like pale blossoms, thorned whip tail, lurking in dense jungle foliage.

Name Thief Name Thief Completed · CR 7 · Undead

Stooped undead of lashed bones in a scribe's apron, painted skull head with a chisel through the jaw, wet ink-brush in hand, standing among…

Record-Stone Sentinel Record-Stone Sentinel Completed · CR 8 · Construct

A large block of carved stone on four stubby legs, its face a chiselled-over panel, arms two heavy stone tablets on bronze hinges, standing…

Coral-Rib Stalker Coral-Rib Stalker Completed · CR 9 · Aberration

A low, many-legged horror of black coral and pale vein, its rib cage caging a warm red glow, legs clicking over wet stone at the rim of a c…

Gate Effigy Warden Gate Effigy Warden Completed · CR 6 · Construct

A towering figure of black coral-studded stone rising from sea shallows, its face a worn smear, hands two flat stone slabs, barnacles and s…

Villain Plans

Aurel Vane, the Ashvane Admiral Character Sheet

BBEG — leader of the Ashvane Concord, claimant to the Thirteenth's place

Motivation

Vane reached Borealis eleven months ago, read the Hall of Nations' record, and understood: the Twelve were not gods, they were people who ate what the tithe grew and stopped aging. He has spent a year feeding the island eleven lives a month to keep the bloom and the wind, and he is short of the great tithe — one hundred and one given at once at the Tide-Heart. He does not want to free the Thirteenth. He wants the empty chair.

Personality

Courteous, tired, and completely certain. He speaks of sacrifice as bookkeeping and of his own crew as a budget. He will offer the party a place in the new order, sincerely, and he will be genuinely sorry when they refuse. He never raises his voice and never lies about anything that matters.

Resources

  • The Ashvane Concord: ninety original crew, a garrison at the Frostmarch Camp, and three ships
  • The salt-pearl trade, which buys him wreckers, harbourmasters and Crown clerks
  • Vane's Coral Crown, taken from the Ossuary's outer vault
  • A bound drowned choir — the first eleven he tithed, who still answer him
  • The Tide-Heart's outer ring, which he has held for three weeks

Battle Plan

Vane does not duel. He opens by offering terms, and if refused he lets his veterans and his drowned choir take the front while he works the tithe-circle. Each round the circle is active he gains a layer of coral armour and the party takes necrotic damage from the blood-grooves. If reduced below half his hit points he retreats to the fallen thirteenth stone and tries to complete the tithe himself, spending his own blood as the hundred-and-first. If the circle is broken he fights personally, with the crown, and he is very good at it.

Defeat or Redemption

He can be killed, and the island's bloom dies with the tithe. He can be broken and spared: shown the Thirteenth's own record, he will sit down in the coral bowl and let the party take him home to answer to the Crown of Lordinium. He cannot be redeemed into an ally — he has done the arithmetic too many times — but he can be made to stop.

Mother Sable, the Hollow Choir Character Sheet

Lieutenant — high priestess of the Twelve in Lordinium, the eraser of scripture

Motivation

Sable has spent thirty years removing the blood tithe from every copy of the Borealis scripture, because she believes that if the rites are never written, no one will ever perform them. She is also bound to the Twelve, and the Twelve require eleven names a month. She has never resolved this contradiction and has stopped trying.

Personality

Warm, unhurried, and utterly without malice. She offers tea. She remembers the names of the party's families. She will explain, reasonably, why the codex must go back into the water, and she will be right about most of it.

Resources

  • The Hollow Choir: copyists, clerks, harbour agents and quiet women with coral bells
  • A locked room above the Cathedral scriptorium containing three centuries of scraped-down originals
  • Three Crown clerks and Halvard Crane of Greyharbor on her payroll
  • The Cathedral's bells, which she can ring to summon the faithful
  • Blackmail on two members of the King's council

Battle Plan

Sable never fights in the open. She uses the law first — a harbour writ, a watch sergeant, a locked door. If forced, she rings the Cathedral bells and lets the Choir come, then uses her position to keep the party at range while she works a ritual to silence the codex itself. Cornered and alone, she is calm, and she is dangerous, and she will try to take the codex with her into the crypt.

Defeat or Redemption

She can be exposed, arrested, or killed. She can also be turned: shown that the erasure has failed and that Vane is performing the rites anyway, she will give the party the Cathedral's originals and the names of every Choir agent on the coast. She will not repent, but she will change sides against Vane, whom she considers a vandal.

Kestrel Rook, the Red Tide Character Sheet

Lieutenant — wrecker captain, Vane's hound in the northern sea

Motivation

Rook is paid in salt-pearls, which grow in the bodies of the tithed and are worth more than gold in three ports. She wants a captaincy over the Concord's northern fleet and she wants the *Saltspray* at the bottom of the Weeping Firth. She also, quietly, wants to stop hearing the singing, and has convinced herself that finishing the tithe will do it.

Personality

Loud, funny, and fast. She boards ships personally and remembers everyone she has ever beaten. She respects a good trick and will let a clever enemy live long enough to be useful. She is the only villain who will laugh at the party's jokes.

Resources

  • A wrecker fleet of four cut-down sloops working out of the Weeping Firth
  • Chains and false lights strung across the Firth's teeth
  • A crew of forty who have all been promised salt-pearls
  • The Ashvane's authority over the northern ice
  • A stolen Crown navy cutter, repainted

Battle Plan

Rook fights in three stages. First she runs: false lights, reefs, and a chase through fog. Then she boards, leading from the front with a hooked axe, aiming to take the pilot and the charts rather than the ship. If she is losing, she fires the magazine and swims for it, and she will remember the party's faces. She never fights to the death over cargo.

Defeat or Redemption

She can be killed, driven off, or bought — she will sell Vane's schedule and the Firth's chain-lines for a share of the Concord's salt-pearls and a clean pardon from the Crown. A pardoned Rook makes an unpleasant but genuinely useful ally in Act III, and she will not betray a crew that kept its word.

NPCs in The Crown Coast

King Soleiman the Steady

A broad, grey-bearded man in a plain blue coat, seated behind a desk that is too small for him. He speaks slowly and listens faster than he looks. There is a map of the northern sea on his wall with three pins in it and no labels.

Role: King of Lordinium, Carl's elder brother

Other Details: He believes his brother's expedition is a folly and a threat to the succession, and he will seal the sailing writ only if the party agrees to send him a private report on Carl's sanity. He has already sent one agent north with the Ashvane Concord and does not expect him back.

Maren Voss, the Annotator

A thin woman in ink-stained cuffs with spectacles mended at the hinge. She carries the Borealis scripture everywhere in a satchel lined with oilcloth and has annotated every page in three colours. She is quietly, permanently terrified.

Role: Expedition scholar and translator

Other Details: Nine years on one text. She has catalogued four hundred and six erasures across eleven copies and has told no one, because the last scholar who noticed one drowned in the harbour. She will follow the party anywhere if they promise to publish the codex.

Tessaly Quill, the Binder

A round, brisk woman with glue under her nails and a shop that smells of leather and rot. She binds prayer books by day and keeps things the Cathedral would burn by night. She has a laugh that startles customers.

Role: Bookseller and heretic archivist

Other Details: Her brother was taken by the Hollow Choir six years ago and she has been collecting their scraps ever since. She owns the last pre-Expurgation codex and knows it is only a matter of time before someone comes for it.

Mother Ulva, the Shrinekeeper

A small, bent woman in a salt-stiff robe who keeps a shrine that floods at every high tide. She sells blessings, silence and small carved fish. Her hands are always wet.

Role: Keeper of the Drowned Shrine of the Twelve

Other Details: She was a Hollow Choir initiate for eleven years before she took the shrine, and she still keeps their sign chalked above her door. She is genuinely devout and genuinely compromised, and she will help the party as long as it does not require her to say the Choir's name aloud.

Old Hask, the Pilot

A gaunt old sailor with a tarred queue and eyes that never settle. He drinks steadily and without pleasure. When he talks about the north he stops in the middle of sentences and starts them again somewhere else.

Role: Pilot who has seen the fog and come back

Other Details: He sailed with the Ashvane Concord as a pilot and came back alone, with a purse he has not spent. He can still draw the channel through the fog from memory, and he will do it for the party if they will hear what he saw and not look at him while he says it.

Halvard Crane, the Harbourmaster

A narrow man in a good coat that is too warm for the office, with ink on his fingers and a ledger he keeps closer than his dinner. He does not look up when people come in. He has a cough he uses to end conversations.

Role: Harbourmaster of Greyharbor

Other Details: He is paid by the Hollow Choir to keep the northern losses out of the ledger, and the money has bought him a house he cannot afford. He is not a bad man; he is a man who has made eleven bad decisions in a row and cannot see a way back.

Ysolt Fenn, the Grey Gull

A tall woman with grey-streaked hair pinned up with a fork, a barmaid's arms and a landlord's memory. She pours without being asked and prices by how much she likes you. She has heard every rumour in the north twice.

Role: Innkeeper of the Grey Gull

Other Details: She keeps a guest book she has never shown the harbourmaster, and it names a woman with a coral bell in Greyharbor the night before each of the three lost ships sailed. She will trade that page for a song, a coin, or a promise to take her nephew south.

Deacon Orwin, the Careful

A soft, anxious man in a clean cassock who preaches to nine people on a good week. He is kind, he is honest, and he has never read his own scripture closely enough to notice what is missing from it.

Role: Priest of the Twelve

Other Details: His margin notes are in a hand he does not recognise, and they mark every omission. If the party shows him the codex he will sit down on the temple step and be quiet for a long time, and then he will do whatever they ask.

Sister Ivane, the Stranded

A young woman in a ruined travelling habit, with salt-cracked lips and a satchel of waterlogged hymnals. She is earnest, exhausted, and beginning to be angry. She has been on the Firth for five weeks.

Role: Missionary of the Twelve, shipwrecked

Other Details: Her ship was wrecked by Kestrel Rook's false lights, not by weather, and she knows it. She recognises the chant in the Sable Queen's log as a hymn that was struck from the liturgy, and that discovery is the crack her faith is falling through.

Brannoc Tull, the First Mate

Open Character Sheet

A wide, quiet man with a broken nose and a boatswain's pipe on a cord. He has sailed with Carl for twenty years and can rig a ship in the dark. He does not drink, and he does not like the fog.

Role: First mate and quartermaster

Other Details: He knows Old Hask from the old days and will vouch for him. He is superstitious in a practical way: he will not whistle on deck, will not say the island's name after dark, and has already packed a second sea-chest for a man who is not coming.

Ket Varn, the Wrecker

Open Character Sheet

A thin man in a coat of otter fur, with a face like a closed knife and a hut built from mast timber. He moves quietly on shingle and has a pit trap for every hundred yards of beach. He is not unfriendly; he is simply pricing you.

Role: Hermit and wrecker of the Weeping Firth

Other Details: He lures ships onto the Firth's teeth with a false light and sells the salvage in Greyharbor. He saw the Ashvane pass with a lantern at the masthead and no lights below, and he has been afraid of the fog ever since. He has the Sable Queen's logbook and does not know what it is worth.

Peg Leg Carl, the Salt Prince

Open Character Sheet

Sun-blackened and wind-cured, with a wooden leg from the knee and a coat of oiled sealskin that has never fully dried. He laughs like a breaking wave and stops laughing very suddenly. His hands are steady on a chart and shake over a cup.

Role: Patron and expedition leader

Other Details: Younger brother of King Soleiman, and the reason the Crown watches this voyage. He left two men on Borealis to buy his own return and has not slept properly since. He will not say how many of his crew came home, and he flinches at the word 'return'.

NPCs in The White Fog

Keeper Morvath, the Light

A wiry old man with a boat-hook and a lantern he never puts down, dressed in a keeper's coat with the brass buttons replaced by bone. He has kept the light for forty years and speaks to it as though it were a difficult relative.

Role: Keeper of the Harrow Light

Other Details: The Ashvane took his silvered lens three weeks ago and he has not been able to light the tower since. He is Ilsa's grandfather and knows she sold it, and has decided not to know.

Ilsa Morvath, the Wick

A girl of sixteen with lamp-black on her cheekbones and a habit of tilting her head as though listening to something behind the wind. She is quick, stubborn, and not at all afraid of the dark.

Role: Lamp-tender, fog-touched

Other Details: She sold the silvered lens to the Ashvane to pay her father's debts and has not told her grandfather. She has been fog-touched since the night the singing started, and she can guide a boat through the reef by ear alone.

Pell Ardan, the Last of the Sable Queen

A boy of seventeen in a coat three sizes too big, with a fish-spear and eyes much older than the rest of him. He sits on the ice beside the wreck as though he has been told to wait and is very good at waiting.

Role: Castaway survivor of the Sable Queen

Other Details: He hid in the chain locker while the Concord bled the crew through the hold floor. He is the only living witness to what Vane does, and he remembers the admiral's exact words: 'Ninety is not enough. I need a hundred and one.'

Doctor Vesna Orl, the Sawbones

A compact woman with her sleeves pinned back and a leather roll of saws and needles. She has a surgeon's flat calm and a whaler's vocabulary. She smells faintly of vinegar and always has.

Role: Camp surgeon

Other Details: She was Vane's ship's surgeon before she was sent ashore for asking what the buckets were for. She has treated salt-sickness and knows what the tithe does to a body: the tithed do not rot, they bloom.

Brother Cassian, the Gatekeeper

An old man in a ruined cassock, barefoot on black rock, with a face full of cheerful ruin. He talks to the gate as though it were a neighbour. He has been waiting a very long time and has made his peace with it.

Role: Hermit guardian of the sea-gate

Other Details: Forty years ago a dying priest told him a king's brother would come and open the gate, and he has been sitting on the thirteenth plinth ever since. He knows the blood price and will not say it plainly, because he is afraid that if he says it plainly the party will pay it with someone else.

Sten Harrow, the Try-Works Boss

Open Character Sheet

A big man in a leather apron, burned and scarred across both forearms, with a rendering hook on his belt. He speaks low and slowly and has not slept properly in a year. He is the only reason the camp still has people in it.

Role: Boss of the Frostmarch whaling camp

Other Details: He has been selling the Ashvane eleven whalers a month to keep the rest alive, and he knows exactly what he is. He wants the garrison gone and he wants to be judged for it afterwards, and he will fight beside anyone who offers him both.

NPCs in Borealis

Ithra of the Hollow

A small, straight-backed old woman with white braids and a shawl of woven vine, who speaks the common tongue carefully, as though it were a second language she learned late. Her eyes are the colour of shallow water.

Role: Last elder of Sevenfold Hollow

Other Details: She is the last full-blooded descendant of the Seven Nations and the only person alive who can read the Hall of Nations' carvings. She will not leave the island. She has been waiting three hundred years, in the way that a family waits, for someone to come and finish what the Thirteenth started.

Sister Venn, the Penitent

A woman in a grey robe with her head shaved and her hands ink-stained, sitting on the third step of a stair that goes down through bone. She is calm in the way of someone who has been alone for a very long time and has made friends with it.

Role: Priestess of the Thirteenth, bound to the Ossuary

Other Details: She has kept the Ossuary for thirty years and cannot leave the vaults; her own name was taken as a tithe and is painted on a skull on the third shelf. She knows the Thirteenth's true name and will give it only to someone who has read the Hall of Nations' record.

Bram Hollow, the Hunter

Open Character Sheet

A broad young man with a boar-spear and a necklace of carved teeth, who moves through the jungle without sound and grins at everything. He is Ithra's grandson and the only person in the Hollow who is not afraid of the dark.

Role: Hunter and guide of the Hollow

Other Details: He hunts the thing that comes out of the Ossuary stair at night, and he has not told his grandmother that he has started to recognise its face. It was his father, given to the island eleven years ago and not permitted to die.

Oren Sallow, the Deserter

Open Character Sheet

A hollow-eyed man in a Concord white coat gone green with mould, with a sailor's knife and a week's beard. He watches the treeline while he talks. He has stopped flinching at things, which is worse.

Role: Ashvane deserter, castaway on Borealis

Other Details: He deserted after he was ordered to hold a woman down at the altar, and he has been living on fruit and guilt ever since. He knows where Vane's dig sites are and he will guide the party to Sevenfold Hollow, but he will not go back to the Tide-Heart.

Factions

The Crown of Lordinium

The court, garrison and harbour-law of the greatest city of the Crown Coast. King Soleiman the Steady rules from the brick castle above the High Quay, and his clerks seal every sailing writ that leaves the harbour. The Crown is old, careful and slightly frightened of its own popularity: the King's younger brother is a famous adventurer, and famous adventurers make kings nervous. Crown officers are correct, slow, and utterly unbribable in public.

Goals

Keep the peace, keep the harbour profitable, and keep Peg Leg Carl's name out of any story that ends badly. The King wants a private report on his brother's sanity before he will seal a second writ.

Relationships

With Other Factions
The Crown tolerates the Borealis Expedition as a royal embarrassment and quietly funds it. It has no idea the Hollow Choir has three clerks on its payroll. It regards the Ashvane Concord as a foreign nuisance and does not yet know the Concord has been sailing from Greyharbor under Crown colours.
With Players
Neutral at the start. The Crown will deal with the party as it deals with anyone holding a sealed charter — correctly, slowly, and with a form to sign. Exposing the Choir's clerks or bringing Vane home in chains turns the Crown friendly and opens the royal armoury.

The Borealis Expedition

Peg Leg Carl's company: the *Saltspray*, her crew, and whoever he has talked into signing the charter this time. They are whalers, disgraced navy men, a scholar who has not been ashore in nine years, and a first mate who has sailed with Carl for two decades. They are loyal to Carl personally and deeply superstitious about the north. They will not go into the fog without a pilot, and they will not stay on the ship if the singing starts.

Goals

Reach Borealis, chart it, take what is worth taking, and come home with enough of a story to justify the trip. Carl privately wants to find the two men he left behind.

Relationships

With Other Factions
Loyal to the Crown in name and to Carl in fact. Hostile to the Ashvane Concord, whom they blame for the northern losses. Ignorant of the Hollow Choir until the party shows them the codex.
With Players
Friendly from the first scene. The crew will fight beside the party, crew the ship, and carry loot, but they will not enter a ruin first and they will not sail into fog the party has not charted.

The Ashvane Concord

A private expedition out of a foreign port, financed by a consortium of merchants who were told they were buying a trade route. Ninety souls sailed north eleven months ago under Admiral Aurel Vane. The Concord now garrisons the Frostmarch whaling camp, runs patrols across the ice, and pays wreckers to keep rivals out of the northern sea. Its people wear white coats over grey wool, carry good crossbows, and are unfailingly polite right up until they are not.

Goals

Complete the great tithe at the Tide-Heart: one hundred and one lives, given at once, so that Aurel Vane may take the Thirteenth's vacant place. Everything else — the garrison, the wreckers, the salt-pearl trade — exists to feed that number.

Relationships

With Other Factions
Buys the Hollow Choir's names and pays the Crown's harbourmasters to look away. Hunts the Borealis Expedition as a source of spare lives. Its rank and file do not know what the tithe is for.
With Players
Hostile. Concord patrols will attempt to capture the party alive — they are worth more as tithe than as corpses — and will kill only when a capture fails.

The Hollow Choir

A hidden order inside the Cathedral of the Twelve, dedicated to a single task: removing every mention of the blood tithe from every copy of the scripture. They have been at it for three centuries. Mother Sable leads them from a locked room above the Cathedral's scriptorium, and her people are clerks, copyists, harbour agents and quiet women with black coral bells. They believe, sincerely and correctly, that if anyone ever reads the rites whole, someone will perform them.

Goals

Erase the tithe from the written word, and supply the eleven names a month that keep the island's bloom and the mainland's fog where they belong.

Relationships

With Other Factions
Owns three Crown clerks and one harbourmaster. Supplies the Ashvane Concord with names and receives salt-pearls in return. Regards the Borealis Expedition as a catastrophe waiting to be published.
With Players
Wary. The Choir will not attack the party in the open; it will use the law, the harbour watch, poison, and a locked door. If the party publishes the codex, the Choir becomes hostile and Mother Sable comes for them personally.

Main Questline

The Charter of the Fog

Peg Leg Carl needs a crew he can trust with fog, and he needs three things before the Saltspray can sail: the Crown's sailing writ, a scholar who can read the Borealis scripture, and a pilot who has seen the fog and come back. He offers an equal share of everything found and a berth on his ship. He does not offer the names of the two crewmen he left behind on the island, and he flinches whenever anyone says the word 'return'.

Goals

- Hear Carl out in the chart room and ask the questions he does not want asked.
- Secure the Crown's sailing writ from King Soleiman's clerk.
- Recruit Maren Voss as expedition scholar and Old Hask as pilot.
- Sign the charter and get the *Saltspray* out of Lordinium harbour.

Reward

**Equal share of all salvage**, a berth on the *Saltspray*, and **150 gp** advanced to each character on signing. Sealing the writ also grants the **Crown writ of passage**, which opens any harbour on the Crown Coast.

Secrets

  • Carl's crew list has eleven names and he will only speak nine; the other two were given to the island to buy his own return.
  • The Crown's writ is sealed only if the party agrees to send King Soleiman a private report on Carl's sanity.
  • The scripture on Carl's chart table has been scraped and rewritten in a dozen places, and Maren Voss has catalogued every one.

DM Notes

Open the campaign here. Carl is charming and evasive; let the party like him before they learn what he did. Do not reveal the two missing names in Act I — plant the eleven-name crew list and let it sit. The King's errand should feel like a small favour, not a betrayal, until Act III.

The Erased Word

Given by: Maren Voss, the Annotator
Maren Voss has spent nine years comparing eleven copies of the Borealis scripture and has found four hundred and six erasures. The Cathedral's copies are the Expurgated text; the true copies were burned thirty years ago. One uncorrected codex survives, in a wax satchel in a flooded undercroft beneath Tessaly Quill's bindery in the Salt Quarter. Maren needs it before the expedition sails, and the Hollow Choir knows it has come up out of the water.

Goals

- Get into the flooded undercroft beneath Quill's Bindery before the tide fills it.
- Bring the codex out without losing it to the Hollow Choir.
- Get the codex out of Lordinium and aboard the *Saltspray* before the Cathedral is told.

Reward

**The Expurgated Codex** (the pre-Expurgation scripture, the key to the breaking rite at the Tide-Heart) and Maren Voss's lifelong loyalty. She will also translate any Seven Nations carving the party finds on Borealis.

Secrets

  • The codex names a tithe of blood given at every turning of the tide, and calls the island's fruit 'the bloom of the gift'.
  • A thirteenth name has been chiselled out of a list of twelve, and the chisel marks are no more than thirty years old.
  • A marginal note in a stranger's hand reads: 'They did not take his power. They took his name.'

DM Notes

The codex is the campaign's spine. If the party loses it, Maren can reconstruct the text at Sevenfold Hollow in Act III, but the final rite becomes DC 18 and Vane cannot be turned. Make the Choir's pursuit feel legal and patient rather than murderous.

The Heading Through the Fog

Given by: Old Hask, the Pilot
Old Hask sailed north with the Ashvane Concord as a pilot and came back alone with a purse he has not spent. He can still draw the channel through the fog from memory, but he will only do it for people who will hear what he saw and not look at him while he says it. The heading he remembers is written in the logbook of the Sable Queen, a Concord supply ship lost on the Weeping Firth, and a wrecker named Ket Varn has that logbook buried under the shingle.

Goals

- Find Ket Varn on the Weeping Firth and get the logbook by trade, coin, or force.
- Haul the logbook's chest out of the buried ship's boat before the tide covers it.
- Learn the chant and the heading, and bring both back to Old Hask.

Reward

**The Tide-Chart of the Sable Queen** (shows the safe channel through the fog at the turn of the tide) and Old Hask's services as pilot for the northern crossing.

Secrets

  • The Sable Queen's crew were bled through grooves in the hold floor, and the admiral's boats took the pilot and the charts before dawn.
  • The chant in the logbook's margin is a hymn of the Twelve that was struck from the liturgy.
  • Ket Varn saw the Ashvane pass with a lantern at the masthead and no lights below, and has been afraid of the fog ever since.

DM Notes

This quest carries the party from investigation into travel. Ket Varn is negotiable and should not be a pure fight. Sister Ivane's recognition of the chant is the first hard proof that the liturgy was edited, and it should land hard.

The Light and the Leash

Given by: Keeper Morvath, the Light
The Harrow Light has gone dark because the Ashvane Concord bought its silvered lens, and without it no ship of the expedition gets through the reef. Keeper Morvath wants his lens back from the Frostmarch garrison. Doctor Vesna Orl wants the camp's medicine chest and the Concord's tithe ledger, which is the only written proof of what Admiral Vane has been doing, in Vane's own hand, with dates. Both are in the same camp, behind the same crossbows.

Goals

- Relight the Harrow Light and hold the tower against the drowned.
- Break the Ashvane garrison at the Frostmarch Camp and free the whalers.
- Recover the silvered lens, the medicine chest, and the tithe ledger.
- Take Vane's sealed orders from the try-works strongbox.

Reward

**The Saltglass Lens**, Morvath's **Keeper's Chart** (advantage on checks to navigate the northern reef), **Long Patience** (the whalers' +1 returning trident), and **300 gp** of whale oil.

Secrets

  • Ilsa Morvath sold the lens to pay her father's debts, and her father is not dead — he is working the blubber benches at Frostmarch.
  • The lens is a polished scale of black coral, warm to the touch, not glass.
  • The tithe ledger records every name Vane has sent north, including eleven from Greyharbor and two from Carl's own crew.

DM Notes

This is Act II's set-piece. Let the party recruit Sten Harrow and the whalers; a camp that rises together is worth more than a camp that is rescued. Hold the tithe ledger back until Act III for maximum damage — it proves Carl's lie in the same hand that proves Vane's crime.

The Record Under the Floor

Given by: Ithra of the Hollow
The Hall of Nations at Sevenfold Hollow is carved with a procession of twelve figures and a gap where a thirteenth should stand. Under the fallen floor is the true record the Twelve's priests could not lift: the tithe, the bloom, the Thirteenth's refusal, and the binding. Aurel Vane's diggers are prying up that floor with crowbars, looking for the Thirteenth's name, and forty islanders with spears are not stopping them.

Goals

- Reach Sevenfold Hollow and win Ithra's trust.
- Drive off or kill the Ashvane diggers in the Hall of Nations.
- Lift the sealed floor panel and read the true record.
- Descend into the Ossuary and learn the breaking rite.

Reward

The **true record of the Seven Nations** (advantage on the breaking rite at the Tide-Heart), Ithra's translation of any carving on the island, and the **Thirteenth's true name** once the Ossuary is opened.

Secrets

  • The Twelve were the first of the Seven Nations, made unaging by the tithe; the Thirteenth was one of them who refused.
  • The island's paradise is the bloom of three centuries of blood, and it dies when the tithe stops.
  • Vane's diggers are looking for the Thirteenth's name, which is cut into the underside of the fallen stone.

DM Notes

This is the revelation act. Keep it physical: a fight in a ruined hall, a floor to pry up, and an old woman who will only speak the truth to someone who has read the wall. The Thirteenth is a conversation, never a monster — play it as an old, tired, entirely sane person who has been proved right.

The Price of Return

Aurel Vane stands at the centre of the Tide-Heart with a hundred and one kneeling throats around the rim and a coral crown in his hands. He means to give them all at once and take the Thirteenth's vacant place. The party must break the tithe-circle, turn the kneeling crew, and decide what becomes of Borealis: break the tithe and let the paradise die, take the empty chair themselves, or let the admiral finish the arithmetic.

Goals

- Reach the Tide-Heart before the tide turns.
- Break the tithe-circle or turn the kneeling crew.
- Perform the breaking rite: spill the blood, then refuse it.
- Decide Vane's fate and the island's.

Reward

**Vane's Coral Crown**, the gratitude of the Crown of Lordinium, and the fate of the island. If the tithe is broken and Vane is spared, the Crown pays **2,000 gp** and grants a hereditary harbour-right to each character.

Secrets

  • The fallen thirteenth stone is the keystone of the tithe-circle; toppling it breaks the geometry.
  • The kneeling crew are drugged with salt-pearls, and most of them can be saved.
  • The island's bloom dies when the tithe is broken; the paradise is the blood, and there is no separating them.

DM Notes

Run the circle as a six-round timer. Vane talks the whole way through and offers the party a place in the new order sincerely. Give them the chance to turn the kneeling crew — most of them do not want to die. The epilogue depends on whether the tithe was broken, taken, or completed.

Side Quests in The Crown Coast

The King's Errand

Given by: King Soleiman the Steady
King Soleiman does not want his brother dead and does not want him crowned either. Before the writ is sealed he asks the party, quietly, to keep a record of Peg Leg Carl's behaviour: what he says about the island, whether he sleeps, whether he speaks to anyone who is not there. The King provides a sealed letter to be opened only if Carl does something the Crown cannot ignore. He is not a villain and he is not wrong to ask — Carl has been lying about the voyage since the day he came home, and the King knows it. The party must decide whether to spy on their own patron, and what to write.

Goals

- Accept or refuse the King's errand without losing the sailing writ.
- Keep (or falsify) a record of Carl's behaviour through Acts I and II.
- Decide what to do with the sealed letter when Carl's secret comes out.

Reward

**400 gp** on return, a **Crown writ of passage** that opens any harbour on the coast, and the King's favour — which is worth more than either. If the party refuses the errand, the writ is still sealed, but the Crown's stance stays neutral for the rest of the campaign.

Secrets

  • The King's agent already north with the Ashvane Concord is a woman named Sable, and the King does not know what she has become.
  • Carl's two missing crewmen were not lost; Carl gave them to the island to buy his own return, and the King suspects it.
  • The sealed letter, if opened, orders Carl's arrest and the seizure of the Saltspray.

DM Notes

Run this as a slow-burn pressure on the party's loyalty. Do not resolve it in Act I. The best payoff is in Act III, when the party knows exactly what Carl did and has to decide whether the King was right.

The Drowned Bell

Given by: Mother Ulva, the Shrinekeeper
The Drowned Shrine's bell was taken three nights ago — a hand-bell of black coral that hung above the flood-line and rang without being touched. Mother Ulva knows who took it and will not say the name aloud. She asks the party to bring it back before the next spring tide, because on that night the bell is rung over the water and something answers it. The trail leads through the Salt Quarter's smugglers' cellars to a Choir safehouse, and the bell is not a bell at all but a piece of the Tide-Heart, cut away and carried south three hundred years ago.

Goals

- Find the Choir safehouse beneath the Salt Quarter.
- Recover the coral bell before the spring tide.
- Decide whether to return it to Ulva, give it to the Choir, or keep it.

Reward

**Three potions of healing**, Mother Ulva's blessing (**advantage on one saving throw** each, declared before the roll), and a **Potion of Fog Walking** she has been saving.

Secrets

  • The bell is black coral from the Tide-Heart, and it rings when the tithe is unpaid.
  • Mother Ulva was a Choir initiate for eleven years and knows the safehouse's password.
  • The Choir did not steal the bell to use it; they stole it to stop it ringing.

DM Notes

A short, tense heist with two cultists and a locked cellar. If the party keeps the bell, it rings on its own at the Gate of the Twelve and gives them advantage on the gate's Arcana check.

Side Quests in The White Fog

The Stolen Lens

Given by: Keeper Morvath, the Light
Keeper Morvath knows his lens was bought, not stolen, and he knows who sold it, and he has decided not to know either of those things. He asks the party to bring the silvered lens back from the Frostmarch Camp so the Harrow Light can burn properly again. The lens is in the garrison strongbox, wrapped in oilcloth, and the sergeant wears a shard of it on a cord around his neck. Ilsa will confess if pressed, and her confession is worth more to Morvath than the lens. The light matters: without it, no ship of the expedition gets through the reef, and the party's ride home is gone.

Goals

- Recover the silvered lens from the Frostmarch garrison.
- Decide whether to tell Morvath who sold it.
- Relight the Harrow Light before the expedition's ship reaches the reef.

Reward

**The Saltglass Lens** (a shard of the silvered lens, kept by the party) and Morvath's **Keeper's Chart**, which grants advantage on any check to navigate the northern reef.

Secrets

  • Ilsa sold the lens to pay her father's debts, and her father is not dead — he is at the Frostmarch Camp, working the blubber benches.
  • The lens is not glass; it is a polished scale of black coral, and it is warm to the touch.
  • The sergeant wears a shard of it as a charm because it stops him dreaming about the singing.

DM Notes

Tie this to the camp revolt: the lens is in the strongbox with Vane's orders, so one heist serves both. If the party lies to Morvath, Ilsa tells the truth later and the old man remembers.

The Whalers' Tally

Given by: Doctor Vesna Orl, the Sawbones
Doctor Vesna Orl keeps two ledgers: one for the camp's medicine and one for the Concord's tithes. The garrison took both. She wants the medicine chest back because people are dying of things that a tincture would fix, and she wants the tithe ledger because it is the only written proof of what Vane has been doing, in Vane's own hand, with dates. She will trade the camp's only harpoon for it. The ledger is in the rendering house, and the medicine chest is in the sergeant's quarters, and neither is guarded as well as the sergeant thinks.

Goals

- Recover the medicine chest and the tithe ledger from the garrison.
- Keep the ledger out of the Ashvane's hands and get it south.
- Decide whether to publish the names, including Carl's two.

Reward

**Long Patience**, the whalers' harpoon (+1 trident that returns to the thrower's hand), **300 gp** of whale oil, and Vesna's **surgeon's kit** (ten uses, stabilises a dying creature as an action).

Secrets

  • The tithe ledger records every name Vane has sent north, including eleven from Greyharbor and two from Carl's own crew.
  • Vesna was Vane's ship's surgeon and signed the first tithe order herself.
  • The medicine chest contains a vial of salt-pearl distillate — the drug the kneeling crew are given at the Tide-Heart.

DM Notes

The ledger is the campaign's best evidence and its cruellest object: it proves Carl's lie in the same hand that proves Vane's crime. Hold it back until Act III for maximum damage.

Side Quests in Borealis

The Hollow's Last Hunt

Something comes up the Ossuary stair at night and walks the lowest terrace of Sevenfold Hollow, and Bram Hollow has been hunting it for a year. He asks the party to help him kill it before it takes another child. What he does not say, and what Ithra will not say either, is that the thing wears his father's face: a man given to the island eleven years ago who was not permitted to die, and who has been blooming in the dark ever since. The hunt goes down the stair and into the coral vaults, and the thing that lives there is not a monster so much as a request.

Goals

- Track the thing through the lower terrace and down the Ossuary stair.
- Learn what it is before killing it.
- Decide whether to end it, lay it to rest, or let Bram do it.

Reward

**The Driftwood Buckler** (+2 AC against attacks made from concealment or fog), Ithra's blessing (**advantage on one death saving throw**), and Bram's lifelong loyalty as a guide.

Secrets

  • The thing is Bram's father, tithed eleven years ago and kept from dying by the island.
  • Ithra knows, and has been letting Bram hunt it because she cannot bring herself to end it.
  • The creature can be laid to rest without a fight if someone speaks its name, which is painted on a skull on the third shelf.

DM Notes

Run this as a horror hunt with a moral sting. If the party kills it without learning its name, Bram is grateful and never quite forgives them. If they lay it to rest, Ithra gives them the Thirteenth's name without being asked.

The Penitent's Name

Given by: Sister Venn, the Penitent
Sister Venn has kept the Ossuary for thirty years and cannot leave it, because her own name was taken as a tithe and is painted on a skull on the third shelf. She asks the party to find that skull and bring it to her, so that she can die with a name. The third shelf is deep in the vaults, past the coral ribs, and the Concord's diggers have been there — they took three skulls, and one of them was hers. The trail leads back to the Tide-Heart's outer ring, where Vane keeps the relics he has collected, and to a choice: give Venn her name, or use it to bind the Thirteenth.

Goals

- Search the third shelf and find which skulls the Concord took.
- Recover Venn's skull from Vane's relic chest.
- Decide whether to give her the name or use it against the Thirteenth.

Reward

**The Penitent's Chain** (a cold iron chain; a creature bound with it cannot lie) and the **Thirteenth's true name**, which grants advantage on the breaking rite at the Tide-Heart.

Secrets

  • Venn's name is on a skull in Vane's relic chest at the Tide-Heart's outer ring.
  • Venn was a priestess of the Twelve before she was tithed, and she chose the Ossuary as her prison.
  • Speaking Venn's name aloud in the vaults lets her leave the Ossuary for one hour, and she will spend it fighting beside the party.

DM Notes

A quiet, sad quest that pays off in the finale. If Venn gets her name, she walks out of the Ossuary and dies in the sun on the hill, and the Thirteenth weeps — which is the only time it does.

Character Quests for Alder Tull, the Second Sea-Chest

The Two Names Carl Will Not Speak

Brannoc Tull has sailed with Peg Leg Carl for twenty years and has never once lied to Alder, which is why his silence about the two missing crewmen is unbearable. In the chart room of Saltspray House, Brannoc finally opens the second sea-chest: inside are two sets of oilskins, two letters, and a ship's log with two pages cut out. He will tell Alder what he saw on the beach at Borealis only if Alder will hear it without hitting him — that Carl gave two men to the island to buy the rest of the crew's return, and that Brannoc held one of them down. Alder must then carry that knowledge through the voyage, decide whether to tell the crew, and face Carl himself at the Tide-Heart, where the admiral's arithmetic and his patron's arithmetic turn out to be the same sum.

Starting point

Earn the right to the truth: help Brannoc rig the Saltspray for the northern crossing and prove, over three days of hard work, that Alder can hear hard things without breaking. Brannoc watches how Alder handles the crew, the Choir's collectors, and the first rumours of the eleven-name list.

Mechanical Rewards
  • Brannoc's boatswain's pipe (grants advantage on shipboard and crew-morale checks) if forgiven
  • The second sea-chest itself: a weatherproof strongbox worth 50 gp that counts as a portable chest for loot and evidence
  • Advantage on Insight checks against Peg Leg Carl and anyone else concealing a debt
Narrative Rewards
  • The two cut pages of the ship's log, which name the beach and the price
  • Brannoc's unconditional loyalty, or his permanent estrangement

The Tally on the Pike

Alder has scratched every name he has ever heard of the lost into the shaft of his boarding pike — his father at the top, then the eleven of Carl's list, then the names that accumulate as the campaign goes on. Brannoc, seeing the tally, tells him that the Saltspray's old quartermaster kept exactly such a ledger before the Choir made such lists dangerous, and that the old man's book is buried in the flooded undercroft of Quill's Bindery, wrapped in oilcloth beside the codex. The book is a full tithe-roll of the Crown Coast going back thirty years, and somewhere in it — if the Choir has not already scraped it — is the record of what happened to the men of the northern ships. Recovering it means going back into the black water with the drowned, past the Hollow Choir's watchers, and deciding whether a book full of names is evidence to be published or a list to be finished.

Starting point

Learn from Brannoc where the quartermaster's ledger went and why the Choir would want it drowned; make contact with Tessaly Quill and earn her trust enough to be told about the undercroft's second chest.

Mechanical Rewards
  • The Quartermaster's Roll: a ledger that grants advantage on any check to identify a tithed creature, a Choir agent, or a name scraped from a record
  • Alders' pike gains the tally-honed edge: +1 to damage against any creature whose name appears on the roll
  • Tessaly Quill's binding services: once per adventure, she can preserve a document against water, fire, and erasure
Narrative Rewards
  • The full tithe-roll of the Crown Coast, including entries that name Mother Sable's hand
  • Tessaly Quill's respect, and with it safe lodging and document care in the Salt Quarter

The Letter to a Dead Woman

The second letter in the sea-chest is addressed to Alder's dead mother, and it is not in his father's hand. Someone on the crew wrote to a woman who had been in the ground for ten years, warning her — in careful, frightened words — that the north was not a voyage but a payment, and that the men of the Saltspray should not go back. The letter is signed with a mark rather than a name: a small chiselled square, the same mark that appears scraped into the margin of the pre-Expurgation codex and chalked above Mother Ulva's shrine door. Finding the writer means working the mark through the Salt Quarter — through Ulva's evasions, through the Choir's safehouse, through the drowned archive — and discovering that at least one member of Carl's crew has been a Choir initiate all along, and wrote the letter as a penance the family was never meant to receive. The writer may be alive, and may be on the ship.

Starting point

Show the letter's mark to Mother Ulva and read her reaction; trace the mark through the Salt Quarter's shrines, binderies, and cellar doors without alerting the Choir that the letter exists.

Mechanical Rewards
  • The penitent's mark: Alder learns the Choir's recognition signs and passwords, granting advantage on Stealth and Deception checks inside any Choir safehouse or against Choir agents
  • A Coral Bell Watcher's silence-charm: once per day, Alder can silence all singing within 30 feet for one minute
  • Mother Ulva's blessing: advantage on one saving throw, declared before the roll
Narrative Rewards
  • The identity of the letter's writer, and with it a witness to what happened on the beach at Borealis
  • A key to the Choir safehouse beneath the Salt Quarter, and everything the Choir has been hiding there

Character Quests for Corvin Sallow

The Brother Who Would Not Hold Her Down

Corvin's last letter from Oren was three lines long and ended mid-sentence: 'They have asked me to hold a woman at the altar and I have said—'. On the black sand of the Verdant Strand, Corvin finds the Concord's shore camp, ninety bedrolls, eleven flowered bodies, and a hollow-eyed deserter in a green coat who will not come out of the treeline until he hears his own name spoken. Oren Sallow deserted rather than hold the woman down, and he has been living on fruit and guilt ever since, and he will not go back to the Tide-Heart for anyone. Corvin must get his brother to talk — about the dig sites, about Vane's arithmetic, about the woman at the altar — and then decide whether to send him south to safety or drag him to the coral bowl to testify against the admiral who made him a coward.

Starting point

Corvin must earn his brother's trust: bury the eleven flowered bodies, or speak the old tongue badly enough that Oren recognizes the family accent. Oren will not approach an armed party or a Concord uniform, and he flinches at the word 'altar'. Corvin must decide whether to lead with the letter or with the burial — and whether to tell his brother, in the first minute, that the letter was never finished or that Corvin read it a hundred times before he understood it was a question Oren was asking permission to answer.

Mechanical Rewards
  • Oren's Concord map of the dig sites (Sevenfold Hollow, the Ossuary, the Tide-Heart)
  • Oren's sailor's knife, which he presses on Corvin with the words 'you'll need a blade that has refused something'
  • A petrel familiar — Oren's tame bird, which Corvin can bind with Find Familiar and which knows the island's treelines
Narrative Rewards
  • The end of the sentence: Oren speaks the word he could not write — 'no' — and Corvin finally knows his brother.

The Prayer Book of the Drowned Shrine

Corvin's grandfather kept a rubbing of a Seven Nations inscription in a drawer at the back of the family study — the document that taught Corvin the old tongue. The stone it was taken from no longer exists; the Concord's survey office catalogued it as 'recovered, fragmentary, valueless' and the fragment was sold to a Lordinium bindery for pulping eleven years ago. Corvin has traced the sale. The bindery was Quill's. Tessaly Quill bought the lot at auction, could not read it, and bound the fragments into the covers of a prayer book she sold to the Cathedral of the Twelve — where it has sat on a lectern in the Salt Quarter's Drowned Shrine ever since, read aloud every tide by Mother Ulva, who cannot read what she is saying. Corvin must recover the prayer book from the flooded shrine, unbind it without destroying the fragments, and reassemble the inscription — which turns out to be a partial list of the Twelve's names, in the old tongue, with the Thirteenth's name half-visible where the rubbing was cut off at the edge.

Starting point

Corvin must get into the Drowned Shrine at high tide, when it floods and the congregation leaves, and take a prayer book off a lectern in front of a shrinekeeper who was a Hollow Choir initiate for eleven years. He can steal it, buy it, or tell Ulva the truth — and telling the truth is the only path that does not end with Ulva ringing a bell Corvin does not want rung.

Mechanical Rewards
  • Corvin learns the true half-name of the Thirteenth, granting advantage on all Religion and Arcana checks concerning the Thirteenth, the binding, and the breaking rite
  • The reassembled rubbing, which Corvin can show to Ithra of the Hollow — she has been waiting three hundred years for someone to bring her a name, and it opens the Hall of Nations' sealed record without a fight
  • A bound prayer book worth nothing and everything: the Choir cannot scrape what Corvin has memorized, and Mother Sable knows it
Narrative Rewards
  • Corvin's grandfather, it turns out, was a Choir initiate who could not finish the work — the rubbing was his resignation letter, hidden in a drawer for forty years.

The Fifteen That Remain

Corvin took the Concord's coin for three years and translated its inscriptions, and he has never once written down what he found — because writing it down makes him a witness, and witnesses to the Concord do not drown in harbours, they drown in the Weeping Firth. But the Concord's manifests record what was recovered, and Corvin has spent eight months copying them from memory into a private ledger he keeps sewn into the spine of his spellbook. The ledger is a map of the erasure: forty-six inscriptions catalogued, thirty-one destroyed, fifteen unaccounted for. Corvin intends to find the fifteen. The trail leads through Greyharbor's harbourmaster — who is paid to keep the losses quiet — to a warehouse on the Greyharbor coal quay where the Concord stores what it has not yet destroyed: fifteen crates of recovered inscriptions, catalogued and crated and waiting for a ship that has not come. Corvin must get into the warehouse, read what is in the crates, and decide what to do with fifteen stone fragments that the Concord will burn rather than lose — and one of them, he discovers, is not an inscription at all. It is a letter, in the old tongue, written by a Seven Nations hand and addressed to whoever came next.

Starting point

Corvin must decide whether to tell the party what he has been copying for eight months — the cipher, the manifests, the tithe schedule he read in a notary's mail and said nothing about. The confession costs him the party's trust or buys him the party's help, and he cannot open the warehouse alone.

Mechanical Rewards
  • The fifteen inscriptions, copied into Corvin's spellbook as a permanent record — including one that describes the Gate of the Twelve's working in the old tongue, granting advantage on the gate's Arcana check
  • The Seven Nations letter, which names the tithe, the bloom, and the Thirteenth's refusal in a contemporary hand — the party's first primary source, worth more than any codex
  • A Concord cargo manifest that proves the warehouse exists and names the harbourmaster's take
Narrative Rewards
  • The letter's last line is the same warning as the scripture's — 'any return shall incur a price of blood' — but written as advice, not prophecy, and signed with a name.

Character Quests for Sister Corrin Ash, the Uncorrected

The Margin in a Stranger's Hand

Deacon Orwin preaches from a scripture he has never read closely, and his own margin notes mark every omission in a hand he does not recognise. Corrin brings him the pre-Expurgation codex from the Salt Quarter and watches a kind, honest man sit down on the temple step and be quiet for a long time. What Orwin then admits is worse than erasure: the Greyharbor temple's crypt holds the parish's old tithe-rolls, and they list eleven names a year going north, in the same hand that corrected the scripture. Corrin must open the crypt, read the rolls, and decide whether to break the news to a congregation that has been paying the Choir's price for three generations — and whether a faith built on an edited book can be mended or must be torn down and rebuilt.

Starting point

Corrin opens the Greyharbor crypt with Deacon Orwin and reads three generations of tithe-rolls in the hand that corrected the scripture.

Choice

Read the tithe-rolls aloud to the congregation, or seal them and protect a faith that is already bleeding.

The Greyharbor congregation becomes the party's first true allies, and the temple a safehouse — but Corrin is excommunicated in absentia and the Choir's pursuit becomes personal.
Mechanical Rewards
  • Corrin gains the feat 'Reader of Two Copies': she has advantage on Religion and History checks concerning the Borealis scripture and can detect magical alteration of writing within 10 feet.
  • Deacon Orwin becomes a permanent ally and safehouse: the Greyharbor temple offers free healing, shelter, and a place to hide the codex.
Narrative Rewards
  • The tithe-rolls become physical evidence usable against the Hollow Choir, and the Greyharbor congregation becomes either the party's first true allies or the Choir's first hostages.
  • Orwin's confession names the hand that corrected the scripture — the first thread leading to Mother Sable.

The Struck Verse

Sister Ivane, shipwrecked on the Weeping Firth, recognises the chant written phonetically in the Sable Queen's logbook margin: it is a hymn of the Twelve that was struck from the liturgy — the hymn that carries a ship through the fog. Corrin has been collecting struck hymns for years without knowing what they were for. She must transcribe the chant from Ivane's failing memory and the waterlogged page, decide whether it is a rite too dangerous to perform or a key the Church threw away, and then choose who sings it first: the party's pilot, herself, or no one.

Starting point

Corrin transcribes the chant from Ivane's failing memory and the waterlogged page, and decides what a struck hymn is for.

Choice

Teach the struck hymn to the party and use it against the fog, or treat it as a rite too dangerous to perform without understanding.

Teaching the chant makes the party the only crew that can cross the fog without the Sable Queen's chart; withholding it keeps the rite out of Choir hands but leaves the party dependent on a stolen chart.
Mechanical Rewards
  • Corrin learns 'Hymn of the Turning Tide': a ritual chant, performable at the turn of the tide, granting the party's vessel advantage on all navigation checks for one crossing through the fog.
  • Her satchel of struck hymns becomes a reference work: once per day she may grant an ally advantage on one Charisma (Performance) or Wisdom (Religion) check by singing the correct unstruck verse.
Narrative Rewards
  • Ivane's crisis of faith resolves either into a powerful ally or a second uncorrected witness, and the chant becomes the party's way through the Gate of the Twelve.
  • The transcription proves the Choir's editing was operational, not cosmetic — the first hard evidence that the erasure protects the tithe.

The Rope-Maker's Wife

Corrin's mother died of salt-sickness in Greyharbor when Corrin was nine, the same year the tithe-rolls in the crypt begin. Corrin has never checked whether her mother's name is among them, because she is more frightened of being wrong than of being hurt — and because if the name is there, then her whole life has been paid for. She must search the rolls, the parish death register, and the memories of the Grey Gull's oldest drinkers, and find out what happened to a rope-maker's wife in the year the eleven names started going north.

Starting point

Corrin searches the rolls, the death register, and the Grey Gull's memory for a rope-maker's wife in the year the names began going north.

Choice

Search for her mother's name in the tithe-rolls, or leave the question closed and keep the faith she has left.

Finding the name makes the tithe personal and irreversible for Corrin; not finding it means her mother's death was ordinary, which is its own kind of grief.
Mechanical Rewards
  • Corrin learns the truth of her mother's death and gains 'Life Reclaimed' — her Disciple of Life bonus increases by 1, as her healing stops being penance and becomes inheritance.
  • If her mother's name is in the rolls, Corrin may strike it out herself — a small, permanent, defiant act that no one can take from her.
Narrative Rewards
  • The rope-maker's guild of Greyharbor, her mother's people, becomes a source of quiet support: rope, rigging, and witnesses who remember.
  • The year of her mother's death becomes a fixed point in the Choir's history — the year the tithe-rolls began, and the year someone started correcting the scripture.

Character Quests for Wren Quill, the Scraped Margin

The Ledger of Names

Tessaly Quill has spent six years collecting the Hollow Choir's discarded scraps, and she will only hand them to Wren if Wren proves she is finished with the order. In the flooded undercroft beneath Quill's Bindery the sisters find a waxed packet of Choir receipts, and one of them is a tithe-schedule in Mother Sable's own hand naming eleven souls a month and a destination in the north. Following it means going back into the Salt Quarter's Choir safehouse, past the woman with the coral bell, and finding the ledger that proves the Choir has been selling people to the Ashvane Concord for eleven months.

Starting point

Tessaly gives Wren the scraps she has collected, and the sisters descend into the flooded undercroft beneath the bindery at low tide to retrieve a waxed packet of Choir receipts. Among them is the tithe-schedule in Mother Sable's hand. The tide is coming in, the Choir is watching the street above, and the packet is the only proof that the Choir has been selling people north for eleven months.

Choice

Whether to publish the tithe-schedule, hide it, or use it as leverage against Mother Sable.

Wren's choice defines whether she is a reformer or a saboteur — and whether Tessaly sees her sister as an ally or an accomplice.
Mechanical Rewards
  • The Choir's ledger page bearing her brother's name, which functions as a written record no Choir agent can deny
  • Advantage on all Deception and Investigation checks involving Choir documents for the rest of the campaign
  • The Choir safehouse as a personal safehouse in the Salt Quarter, with a password only Wren knows
Narrative Rewards
  • Tessaly's forgiveness, or at least her respect, sealed by working the undercroft together
  • The truth about the eleven names a month and where they go

The Margin in Her Own Hand

Wren took something out of the scriptorium the day she walked: not just the knife, but a folded page from a Choir draft with a name on it that she has never been able to bring herself to read closely. The page is water-stained and the hand is not Mother Sable's. Tracing the hand leads through the Cathedral's outer offices, a disgraced notary named Tamsin Vey with Choir debts, and finally to the scriptorium's night-shift roster — where Wren discovers that the page is not a receipt at all, but a copyist's practice sheet, and the name on it was written by someone learning to scrape.

Starting point

Wren traces the hand on her stolen page to Tamsin Vey, a notary drowning in Choir debts, who can identify the writer if Wren makes her problem go away. The problem is a hundred and forty gold of Choir loans, and the solution is either coin, forgery, or betrayal.

Choice

Whether to pay Tamsin Vey's debt honestly, forge it away, or turn her in to the Choir as a distraction.

Wren must decide whether to use the skills the Choir taught her for the Choir's benefit or against it.
Mechanical Rewards
  • Proficiency in calligrapher's supplies and the ability to detect forgeries by hand-analysis (advantage on Investigation checks involving documents)
  • A Choir cipher-key that lets her read Thieves' Cant annotations in any Choir document
  • Tamsin Vey as a contact inside the Cathedral's outer offices
Narrative Rewards
  • The name on the practice sheet, and what it means
  • A map of the scriptorium's night-shift rotations, which is also a map of who could have taken what, and when

The Drowned Bell

Mother Ulva of the Drowned Shrine was a Hollow Choir initiate for eleven years, and she still keeps their sign chalked above her door. She knows Wren is ex-Choir and knows Wren knows it. When the shrine's black coral bell is stolen by the Choir — stolen, Ulva suspects, to stop it ringing — she asks Wren to get it back before the spring tide, when something answers it over the water. The trail leads through the smugglers' cellars to the Choir safehouse, and the bell turns out to be a piece of the Tide-Heart itself, cut away and carried south three hundred years ago.

Starting point

Wren recovers the black coral bell from the Choir safehouse before the spring tide, navigating the smugglers' cellars with a Choir password she gave them herself. The bell is warm, slightly wet, and rings once when she touches it — and she does not flinch, which surprises her more than the ringing.

Choice

Whether to return the bell to Ulva, keep it for the voyage north, or give it back to the Choir as a false peace offering.

Wren must decide whether the bell belongs to the shrine, to the Choir, or to the island it was cut from — and whether she is a thief, a courier, or a keeper.
Mechanical Rewards
  • The Hollow Choir's Bell: rung, it silences all singing within 120 feet and frightens the drowned
  • Three potions of healing and Mother Ulva's blessing (advantage on one saving throw, declared before the roll)
  • A Potion of Fog Walking from Ulva's private stock
Narrative Rewards
  • Mother Ulva's confession about her eleven years as an initiate, and what she was told to erase
  • Proof that the Choir's coral comes from Borealis, which is the first hard evidence that the Cathedral and the island are the same story

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Encounters

The Drowned Archive

Suggested Level: 3–4

Tessaly Quill takes the party down the cellar stair at low tide with a lamp and a wax satchel. The water is already at the second step. Three drowned smugglers are still in the room, still wearing their coin-purses, and they rattle them when they hear living footsteps.

Creatures

Terrain Features

Water is waist-deep in the front half of the vault and chest-deep at the back; swimming is difficult terrain. Drowned shelves give half cover and can be pushed over (Athletics DC 13) to block a lane. The tide rises one step every two rounds; after six rounds the room is full and everyone inside is swimming. The lamp is the only light and can be doused by a splash.

Treasure

The iron chest behind the third shelf holds the **Expurgated Codex** in a wax satchel, 60 gp in smuggler's coin, and a sealed packet of Hollow Choir receipts. A husk's purse holds 12 sp and a coral bell-clapper.

DM Notes

For three characters, use two husks. For six, add a fourth husk and start the tide one step higher. To make it harder without more bodies, shorten the tide to four rounds.

The Singing on the Shingle

Suggested Level: 3–4

The party is digging the logbook's chest out of a buried ship's boat when the fog comes in further than it should and the singing starts. Three fog singers rise out of the shingle at the edge of the lamplight.

Creatures

Terrain Features

Shingle is difficult terrain for anyone running. The tide comes in behind the party, cutting off the path back to the hut after four rounds. The buried boat is a 5-foot pit of loose stones. Fog limits sight to 30 feet and gives the singers advantage on Stealth. Ket Varn's trip-lines cross the shingle — a character who runs must make a DC 13 Dexterity save or fall prone.

Treasure

The logbook of the Sable Queen in its chest, a chant written phonetically in the margin, and 40 gp of salvage coin in Ket Varn's hut. One singer wears a Concord belt-buckle worth 15 gp.

DM Notes

For a strong level-4 party, add a fourth singer. For a level-3 party of four, use two singers and let the light trick work reliably. If the party has no light source, reduce to two singers and have Ket Varn arrive with a lantern in round two.

The Woman With the Coral Bell

Suggested Level: 4

Ysolt Fenn's guest book names a woman with a coral bell in Greyharbor the night before each lost ship. The party finds her in the Gull's back yard, loading a sea-chest into a handcart with three grey-hooded companions. She does not run. She rings.

Creatures

Terrain Features

A cobbled yard 40 feet across, a coal shed (half cover, flammable), a handcart (half cover, can be tipped as an action), and a cellar door that leads into the old smugglers' tunnel. The inn's windows give light; the yard's corners are dim. A bell rope by the door summons the harbour watch in three rounds — the Choir would rather be arrested than exposed.

Treasure

The sea-chest holds 120 gp of Choir funds, a tithe-schedule in Mother Sable's hand naming eleven souls a month, and **The Hollow Choir's Bell** wrapped in oilcloth. The watcher carries a narrow-bladed knife and a written password: 'the tide is patient'.

DM Notes

For a level-3 party, drop the cult fanatic and one cultist. For a level-5 party, add two cultists and let the watcher start with the bell already rung. If the party is loud, the harbour watch arrives and arrests everyone — including them.

The Reef Climb

Suggested Level: 5

The party is relighting the lamp when the singing starts below the rock. Four drowned in Ashvane colours climb out of the swell and come up the outside stair. The lamp needs three rounds of work and cannot be abandoned.

Creatures

Terrain Features

The lamp room is 20 feet across with one door and a glass wall; the outside stair is 5 feet wide with no rail and a 60-foot drop. The reef below is difficult terrain and the swell knocks characters prone (DC 12 Strength save) at the start of their turn. The lamp mechanism takes three rounds of work (Arcana DC 15) and one character must stay on it.

Treasure

Each drowned carries 2d6 salt-pearls worth 10 gp each and a Concord identity tag. The lamp room holds Keeper Morvath's log, a spare wick, and a locked cupboard with **The Saltglass Lens** shard (if the party has not yet taken the lens from Frostmarch, this is a splinter of it, enough to light the lamp once).

DM Notes

For a level-4 party, use three drowned and give the lamp work a DC of 13. For a level-6 party, use six drowned and have two climb the inside of the tower instead. If the party fails to light the lamp, the ship strikes the reef — see the failure states.

The Red Hold

Suggested Level: 5

The party descends into the hold for the brass astrolabe. The floor is cut with long straight grooves that run to a drain at the keel, the ice beneath them is red, and something frozen into the grooves has just decided to move.

Creatures

Terrain Features

The deck is tilted 20 degrees; moving up it costs double. The red ice is slick (DC 13 Acrobatics to run) and a character restrained on it takes 1d4 cold damage a round. The grooves are 6 inches deep and trip anyone who Dashing across them. The hold is dark beyond the party's light, and the cold gives one level of exhaustion to anyone who fails a DC 13 Constitution save after an hour inside.

Treasure

The brass astrolabe with thirteen rings in a chart locker, the tide-chart of the Sable Queen, 200 gp of Concord silver in a strongbox, and a captain's ledger with the last three pages torn out.

DM Notes

For a level-4 party, use the hookman alone and let the drowned be frozen until round three. For a level-6 party, add two more drowned and have the hookman start the fight already grappling a crewman's corpse as a shield (half cover).

The Red Tide on the Ice

Suggested Level: 8

Kestrel Rook's cut-down sloops come out of the fog and run their bows onto the ice. Rook wants the pilot, the charts, and the Saltspray at the bottom of the Firth, and she has brought boarders to take all three.

Creatures

Terrain Features

The ice shelf is flat and slippery (DC 12 Acrobatics when Dashing) and cracks under heavy weight — a 10-foot square that takes 30 damage or more collapses into black water. The wreck's hull gives total cover. The sloops' bows are 10 feet up and give archers high ground. Fog limits sight to 60 feet and the cold is bitter.

Treasure

Rook's sloop holds 300 gp of salt-pearls, a stolen Crown navy cutter's pennant, and a written schedule of Vane's tithe shipments. Rook herself carries a hooked axe, a ring of sloop keys, and a pardon she has already forged.

DM Notes

For a level-7 party, use three bandits and one scout. For a level-9 party, add a second wave of four bandits arriving in round three. Rook's hit points can be halved for a shorter, sharper fight without changing her tactics.

Breaking the Leash

Suggested Level: 6

Sten Harrow gives the party a signal and a promise: light the try-works fire as a beacon and the whalers will rise. The garrison has other ideas, and its watch hounds smell living blood the moment the party crosses the blubber-yard.

Creatures

Terrain Features

The blubber-yard is open and slick with fat (DC 12 Acrobatics when Dashing). The try-works fire is a 10-foot hazard dealing 2d6 fire damage to anyone who enters. The rendering house has one door and a roof walk 15 feet up. Tents give half cover and burn. The slipway drops into black water.

Treasure

Vane's sealed orders in the garrison strongbox, the camp's medicine chest, the tithe ledger, 400 gp of Concord pay, and the silvered lens wrapped in oilcloth. The sergeant wears a shard of the lens on a cord.

DM Notes

For a level-5 party, use four bandits, one scout, one veteran and one hound, and let the whalers join in round three. For a level-7 party, add a second veteran and two more bandits, and have the garrison set the try-works alight in round two.

The Gate's Price

Suggested Level: 8

The party tries to force the Gate of the Twelve without paying its price. The water inside the arch goes flat and black, and a figure of coral-studded stone steps out of the shallows with its slab hands raised.

Creatures

Terrain Features

Knee-deep water over black rock; movement costs double and the rock is slick (DC 12 Acrobatics when Dashing). The arch itself is 40 feet tall and gives total cover. The thirteenth plinth is a 5-foot-high block of raw stone. At high tide the water is waist-deep and the drowned gain advantage on Stealth.

Treasure

The warden's chest cavity holds three salt-pearls worth 50 gp each and a coral token carved with the Thirteenth's chiselled name. Brother Cassian's satchel holds a forty-year-old letter naming a king's brother.

DM Notes

For a level-7 party, use the warden alone. For a level-9 party, add two more drowned and have the warden start in the arch itself, gaining cover. If the party has the coral bell or the astrolabe's thirteenth ring, they can substitute it for a life and the warden stands down.

The Flowering Shore

Suggested Level: 9

The party finds the Ashvane shore camp: ninety bedrolls, eleven still occupied. When they approach the flowered bodies to bury them, the bodies sit up and say their own names.

Creatures

Terrain Features

Black sand is loose and slows movement by 5 feet. The blood-channel is a 5-foot-wide groove running from the water to the treeline altar; anyone standing in it has disadvantage on saves against Sweet Rot. The treeline gives cover and the jungle beyond is difficult terrain. The island's sweet air poisons on a failed DC 13 Constitution save for one hour.

Treasure

Eleven flowered bodies, each with a Concord identity tag and a personal effect worth 10–30 gp. The altar stone's bowl holds a salt-pearl the size of a fist (100 gp) and a carved warning in the old tongue. Oren Sallow's abandoned pack holds a Concord map of the dig sites.

DM Notes

For a level-8 party, use two tithed. For a level-10 party, use four and have one of them be a person the party met in Greyharbor. The tithed can also be avoided entirely with a DC 15 Religion check and a spoken name — reward that.

The Diggers of the Hall

Suggested Level: 9

Vane's diggers are prying up the Hall's floor with crowbars when the party arrives. Their overseer has orders to burn the floor-plans rather than lose them, and the jungle has been watching the dig site for a week.

Creatures

Terrain Features

The Hall floor is broken flagstone with a 10-foot hole where the panel is being lifted. Fallen roof beams give cover. The upper gallery is 15 feet up and reachable by a broken stair. Fires started on the floor-plans spread 5 feet a round and fill the Hall with smoke (lightly obscured, DC 12 Constitution save to act in it).

Treasure

The true record under the floor panel, three Concord crowbars, 150 gp of dig pay, and a chart marking the Ossuary and the Tide-Heart. The stalker's lair in the treeline holds a hunter's cache of 80 gp and a carved bone whistle.

DM Notes

For a level-8 party, use four bandits, one scout and the veteran, and drop the stalker. For a level-10 party, add a second veteran and a second stalker, and start the fire in round one.

The Sealed Floor

Suggested Level: 10

The party lifts the floor panel and descends the record-stone stair. The guardian the Twelve set there has been idle for three hundred years, and it has been counting. It does not let anything pass unnamed.

Creatures

Terrain Features

A 10-foot-wide spiral stair with record-stone walls; only two characters can fight abreast. The stair is steep (difficult terrain going up). The archive chamber at the bottom is 30 feet across with a sealed stone door and a shaft of daylight from the Hall above.

Treasure

The sealed archive holds the true record's master copy, a bronze case of Seven Nations coin worth 500 gp, and a chiselled stone bearing the Thirteenth's name — the physical object Vane's diggers were sent to find.

DM Notes

For a level-9 party, use the sentinel alone and let the diggers be already dead. For a level-11 party, add a second sentinel at the archive door and give the first one maximum hit points.

The Third Shelf

Suggested Level: 10

Sister Venn's skull is somewhere on the third shelf, and the Concord's diggers took three skulls before they were called away. The vault's lesser warden has been counting ever since, and it does not let anything leave unnamed.

Creatures

Terrain Features

Shelves of skulls form narrow aisles 5 feet wide with half cover. The far end of the vault is flooded to the knee. Coral ribs cross the ceiling at head height. The air is cold and dry and every sound carries; a shouted spell can be heard three chambers away.

Treasure

Sister Venn's skull (painted with her own name), two more Concord-taken skulls, a length of cold iron chain (**The Penitent's Chain**), and a coral reliquary worth 250 gp.

DM Notes

For a level-9 party, use the name thief alone. For a level-11 party, add two more husks and have the thief start with a name already erased from one character's memory (one proficiency lost until a long rest).

The Tide-Heart

Suggested Level: 12

Aurel Vane has a hundred and one kneeling throats around the rim and a coral crown in his hands. The tide turns in six rounds. Carl holds the beach and will not land; Sten Harrow, Bram Hollow and any pardoned allies come up the jungle path behind the party.

Creatures

Terrain Features

The coral bowl is 100 feet across, its rim 5 feet above the surrounding moss. The grooves are slick and stained. The twelve standing stones give cover; the fallen thirteenth stone is a 10-foot block that takes two characters one round to topple (Athletics DC 16). The kneeling crew are prone, drugged, and occupy the rim — area effects that hit them cost the party the chance to save them.

Treasure

**Vane's Coral Crown**, the admiral's signet, 1,200 gp of Concord salt-pearls, and the relic chest at the outer ring holding Sister Venn's skull and three stolen Seven Nations relics.

DM Notes

For a level-11 party, use one veteran and one stalker. For a level-13 party, add two more veterans and a third stalker, and shorten the tide to four rounds. Allied NPCs (Sten Harrow, Bram Hollow, a pardoned Kestrel Rook, Sister Venn for one hour) can absorb one enemy each without changing the roster.

Magic Items

Carl's Compass of the Long Way Carl's Compass of the Long Way Completed

Carl's Compass of the Long Way

Uncommon
A brass compass with a salted face and a needle that ignores north. It points instead to the nearest safe harbour, which is not always the nearest harbour. Carl has carried it for thirty years and will lend it only to people he expects to come back.

Location

Act I — the chart room of Saltspray House, given by Peg Leg Carl when the charter is signed

Attunement

False

The Expurgated Codex The Expurgated Codex Completed

The Expurgated Codex

Rare
The last uncorrected copy of the Borealis scripture, bound in shark-skin and wrapped in wax. Its margins name the blood tithe, the bloom, and a thirteenth god whose name has been chiselled out. It has no combat use and decides the campaign's ending.

Location

Act I — the iron chest in the Drowned Archive beneath Quill's Bindery

Attunement

False

Potion of Fog Walking Potion of Fog Walking Completed

Potion of Fog Walking

Uncommon
A grey, oily draught in a bottle stoppered with waxed rope. The drinker can see 60 feet through magical fog for 10 minutes and is not deafened by the singing inside it. Mother Ulva brews them from shrine water and something she will not name.

Location

Act I — the Drowned Shrine of the Twelve in the Salt Quarter, given by Mother Ulva

Attunement

False

The Hollow Choir's Bell The Hollow Choir's Bell Completed

The Hollow Choir's Bell

Rare
A hand-bell of black coral on a chain, warm to the touch and slightly wet. Rung, it silences all singing within 120 feet and frightens the drowned. The Choir stole it to stop it ringing, not to use it.

Location

Act I — the sea-chest in the yard behind the Grey Gull, or the Choir safehouse beneath the Salt Quarter

Attunement

False

The Saltglass Lens The Saltglass Lens Completed

The Saltglass Lens

Uncommon
A shard of the Harrow Light's silvered lens, which is not glass but a polished scale of black coral. Held up, it reveals invisible creatures within 30 feet and burns through fog. It is always faintly warm.

Location

Act II — the Frostmarch garrison strongbox, or the lamp room of the Harrow Light

Attunement

False

The Tide-Chart of the Sable Queen The Tide-Chart of the Sable Queen Completed

The Tide-Chart of the Sable Queen

Rare
An oilcloth chart of the northern fog with a channel inked on it in a hand that shakes. The channel is only there at the turn of the tide, and the chart shows it whether or not the tide is turning.

Location

Act II — the chart locker in the wreck of the Sable Queen

Attunement

False

The Brass Astrolabe of Harrow Light The Brass Astrolabe of Harrow Light Completed

The Brass Astrolabe of Harrow Light

Rare
A thirteen-ringed astrolabe recovered from the frozen hold. Its thirteenth ring points not north but down, toward the Tide-Heart. It grants advantage on navigation checks and on saves against being lost or charmed by song.

Location

Act II — the hold of the Sable Queen, past the blood-grooves

Attunement

True — by a character proficient in navigator's tools or Survival

Long Patience Long Patience Completed

Long Patience

Uncommon
The Frostmarch whalers' harpoon, its shaft wrapped in tarred cord and its head barbed with whale-iron. It returns to the thrower's hand after each throw, and the whalers say it has never missed a whale it meant to hit.

Location

Act II — the try-works strongbox at the Frostmarch Camp, or given by Doctor Vesna Orl

Attunement

False

Vane's Coral Crown Vane's Coral Crown Completed

Vane's Coral Crown

Rare
A circlet of black coral taken from the Ossuary's outer vault. The wearer can command the drowned choir with a word, and takes 1d6 necrotic damage at each dawn as the island takes its interest.

Location

Act III — taken from Aurel Vane at the Tide-Heart

Attunement

True — by any character willing to accept the dawn damage

Generated item placeholder The Thirteenth's Nail Completed

The Thirteenth's Nail

Rare
A spike of black coral set in a haft of bound bone, sharpened to a needle point. It bites deeper into anyone who has taken a life on Borealis, and it hums when the tithe is unpaid.

Location

Act III — the coral reliquary on the third shelf of the Ossuary bone-vaults

Attunement

False

The Driftwood Buckler The Driftwood Buckler Completed

The Driftwood Buckler

Uncommon
A small shield of salt-bleached driftwood bound in green cord, carved with a wave and a closed eye. It turns aside attacks made from concealment or fog, which is most of the attacks on Borealis.

Location

Act III — the reward for Bram Hollow's hunt in Sevenfold Hollow

Attunement

False

The Penitent's Chain The Penitent's Chain Completed

The Penitent's Chain

Uncommon
A length of cold iron chain from the Ossuary, still bearing a broken shackle. A creature bound with it cannot speak a lie, and it grows warm when someone nearby does.

Location

Act III — the third shelf of the Ossuary bone-vaults, or Vane's relic chest at the Tide-Heart

Attunement

False