Predator and Prey
The marshy, treacherous expanse of ScaleBite Bayou, with its perpetually humid air and the constant hum of life and death, was a world unto itself. Governess Murrigana, in her ancient wisdom, had struck a deal with the Dumal Republic, a necessary evil to preserve her people and their way of life. While the outpost on the fringes was a constant, uneasy presence, Murrigana’s true concern lay with the bayou’s delicate, brutal balance, a balance that was about to be shattered by an unexpected intrusion.
The Feywild Comes to the Bayou
Lir, the sociopathic fairy, and his vicious fey companion, Rhiannon, stumbled upon a hidden portal to the Feywild in the heart of ScaleBite Bayou. This nexus, a place of profound, primordial magic, was like an endless playground to Lir. He began to use its power to create illusions and magical pranks, transforming the bayou into a twisted carnival of torment. The swamp’s natural predators—alligators, poisonous snakes, and swarms of insects—were given sentience and malicious glee by Lir's touch. The very air began to thrum with a chaotic, unhinged energy, and even the indigenous human tribe, whose "savage" rituals were based on an ancient, brutal order, began to act with a new, terrifying unpredictability.
Lir’s antics were not without consequence. The chaotic surge of fey magic had seeped into the very roots of the bayou, agitating the ancient basilisk trapped by Kr’glax’s ancestors. The creature, a legend of the lizardfolk, writhed in its magical prison, its stone-gazing gaze threatening to break through. Kr'glax, the brutal chieftain, was furious. His people's dominance was based on their control of the basilisk, a symbol of their power, and Lir's careless magic was threatening to undo generations of work. Kr'glax had no knowledge of this "fey," only of the magical disruption that was causing his sacred prisoner to weaken.
At the same time, Chieftain Xyris's tribe, already facing starvation, was being driven to madness. Lir would create stunning, lifelike illusions of bountiful crops and lush game, only to have them vanish when Xyris's desperate hunters reached for them. The gnawing hunger of her people was now coupled with a gnawing despair, and Xyris, the silent hunter, was being driven to a desperate, last-ditch effort to save her tribe.
The Hunt Arrives
Meanwhile, Santiago Valerius, Lir’s estranged father, finally caught up to his son’s chaotic trail. Guided by the magical disruption Lir was causing, Santiago and his crew arrived at the mouth of the bayou. Unfamiliar with its dangers, they were immediately ambushed by the cannibalistic tribe, who, under the influence of Lir’s magic, were more vicious and cunning than usual. Santiago, a man of ruthless efficiency, quickly realized he was in a far more dangerous predicament than he had anticipated.
He and his crew, including the bumbling Barnaby Tugg, fought their way to a small, relatively safe island. It was here that they stumbled upon a small group of surviving "Lost Boys," adults who Lir had abducted and tormented for his amusement. These men, malnourished and broken, were the first to tell Santiago of the true horror of Lir’s influence over the bayou. They described Lir's illusions, the basilisk's agitation, and the terrifying new behavior of the natives.
Santiago's pride, wounded by his son's antics, quickly turned into a cold, methodical fury. He saw this not just as a hunt for a disobedient son, but as a righteous crusade. He was going to bring order to this chaotic swamp, even if it meant fighting every one of its denizens. He would find Lir and end his reign of terror.
A Side Story for the Ages
This is where the players' story would begin. They arrive at ScaleBite Bayou, perhaps as traders, or as explorers, and they are immediately caught in the middle of this three-way conflict. They are approached by Santiago, who, in his cold, calculated manner, offers them a deal: help him track down and capture Lir, and he will reward them handsomely.
The players must now navigate the treacherous, magic-infested bayou, caught between three warring factions: Santiago's crew, who see the players as a means to an end; Lir and his fey minions, who see the players as new toys to torment; and the local inhabitants, who see the players as intruders to be dealt with. The players could choose to aid Santiago in his quest, but they might also discover that his brand of "justice" is just as ruthless as his son's chaos. They could choose to try and stop Lir and restore the balance of the bayou, earning the respect of Governess Murrigana, who watches from the shadows, hoping for a return to normalcy.
The players’ ultimate goal is to get out of the bayou alive, but they will have to choose a side. They could ally with Xyris's tribe, offering them food in exchange for their knowledge of the bayou. They could try to negotiate with Kr'glax, offering him a magical artifact to help him re-trap his basilisk. Or they could simply try to outsmart everyone and escape with their lives. The choice is theirs, and the fate of the bayou rests in their hands. The Government of Dumal, and their war to control the archipelago, is a world away. This is a story of personal vendettas, magical chaos, and survival, a side quest that will test the players’ morality and cunning like no other.