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  1. Temerant
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Chandrian Campaign Arc 2

### The Marking Ritual

Process:

1. Chandrian touches victim (or close contact)

2. Victim feels burning sensation

3. Seven-pointed star appears on skin (visible even through clothes)

4. Star burns for 1d4 days then settles into scar

5. Victim will die within 1-7 days unless the mark is removed

### Removal Options

| Method | DC | Cost | Side Effects |

|--------|----|----|------------|

| Healing Magic | 16 Healing | 2 exhaustion | None (if successful) |

| Adem Ritual | 14 Lethani ceremony | 1 day meditation | None |

| Doctor (master healer) | 14 Medicine | 50 gold talents | None |

| Naming (counter-Chandrian name) | 18 Arcana | 4 exhaustion + madness | Victim hears strange voices for 1 week |

| Fae Bargain | Negotiation | Name or years of life | Victim becomes Fae debt-bound |

| Sygaldry Ward | 16 Arcana | 1 week inscription | Victim glows faintly (visible to Chandrian) |

Failure to Remove:

After 1d7 days, victim dies. Body cannot be healed. Resurrection is possible but attracts Chandrian attention.

### Psychological Impact

A marked character experiences:

- Constant low pain (disadvantage on concentration)

- Nightmares of Chandrian (disadvantage on Wisdom saves)

- Knowledge they are hunted (paranoia)

- Racing against death creates urgency

Use this to drive narrative tension.

---

## Chandrian Enemies & Servants

Not all Chandrian foes are the true Chandrian themselves. Many are servants, agents, or corrupted mortals.

### Chandrian Servants (Stat Reference)

| Type | Role | AC | HP | Attacks | Abilities |

|------|------|----|----|---------|-----------|

| Skin Dancer | Infiltrator | 14 | 22 | 2d6 claws, 1d8 bite | Shape-shift, regenerate |

| Hollowed | Warrior | 13 | 18 | 2d6 weapons | Tireless, command fear |

| Marked Thrall | Servant | 11 | 8 | 1d6 weapon | Obedience, self-sacrifice |

| Corrupted Priest | Agent | 12 | 12 | 1d8 dagger, spell | Healing, deception, access |

| Scrael | Scout | 13 | 16 | 2d4 claws | Tracking, pack hunting, regeneration |

### Skin Dancers

Origin: Once-human servants who accepted Chandrian gift of immortality and power. Now something else entirely.

Abilities:

- Assume any humanoid form (DC 18 Perception to detect)

- Regenerate (2d4 HP per round if wounded)

- Cannot be killed by conventional weapons (need iron, fire, or decapitation)

- Communicate with Chandrian telepathically

- Can grant mark (similar to Chandrian, but less permanently)

Combat:

- Dangerous 1v1; use cunning over strength

- Party needs iron weapons or Adem warrior to defeat

- Fleeing is often wiser than fighting

Motivation:

Skin dancers serve willingly but retain some freedom. Can sometimes be reasoned with or turned against Chandrian (difficult, risky).

---

## The Erasure Mechanic

Erasure is the Chandrian's ultimate weapon and the campaign's escalating threat.

### What is Erasure?

Erasure is the removal of a person, place, or thing from existence such that no one remembers it ever existed. The target is not dead—they are unmade, as if they never were.

### Erasure Mechanics (for GM)

Initiating Erasure:

1. Chandrian targets a person/place/thing

2. Ritual takes 1 hour (uninterrupted)

3. Requires sympathetic anchor (item, location, or direct contact)

4. No save if victim is unaware

5. If victim resists (DC 18 Wisdom save), Chandrian must be in contact for the hour

Effect:

- Target ceases to exist

- All memories of target vanish (except for those who possess true knowledge of names)

- All written records change (names become blank, descriptions fade)

- Physical objects remain (but no one remembers why they exist)

- If erasure is reversed, memories gradually return (confusion/trauma)

Campaign Impact:

- First erasure: City, small settlement, or single NPC

- Party realizes memories are being altered

- DC 16 Arcana check to notice discrepancies

- Second erasure: More significant person/place

- Party begins to question reality

- Final erasure: Threatens party member or major NPC (catalyst for final act)

### Reversing Erasure

Extremely difficult (nearly impossible). Options:

1. True Name of the Chandrian who performed erasure:

- If party knows name, can force reversal

- Chandrian is compelled to undo erasure

- Requires binding/contract to enforce

2. Summoning the Erased:

- Fae can sometimes recover erased souls

- Cost is enormous (10+ years of life, personal name)

- Result may be corrupted or incomplete

3. Rewriting Reality:

- Tier 5 Naming (reshape reality itself)

- Beyond reach of most campaigns

- Only viable if party has extraordinary power

---

## True Name Research

Learning true names of Chandrian is the key to defeating them. This mechanic drives mid/late-game investigation.

### Discovering a Chandrian Name

Sources:

1. Amyr Archives (if party is allied)

- Amyr have tracked Chandrian for centuries

- Possess partial names (research fragments)

- DC 16 Arcana to study and assimilate

- Dangerous; Church monitors archives

2. Ancient Texts (pre-Aturan)

- Libraries, ruins, old cities

- Requires extensive searching and interpretation

- DC 18 Arcana to decipher

- May be incomplete or corrupted

3. Fae Contact (Felurian, courts)

- Fae know some true names (ancient beings)

- Will trade knowledge for price (name, years, servitude)

- DC 14 Persuasion + dangerous negotiation

- Fae may deceive or give incomplete information

4. Captured Chandrian Servant

- Skin dancer, thrall, etc.

- Torture (extremely difficult; they resist)

- DC 16 Persuasion or intimidation

- Requires binding/magical contract to hold

5. Direct Discovery:

- Party witnesses true name being spoken

- Dangerous; requires being near Chandrian

- Wisdom save DC 16 to comprehend without madness

- Name is embedded in memory; cannot be unlearned

### Learning the Name (Research Phase)

Time Required: 1-2 weeks per name tier

DC: 16 Arcana (primary), 14 History (supplementary)

Cost: Research resources (scrolls, ink, travel), 50+ gold talents

Risk: On failure by 5+, attract Chandrian attention; marked NPC

Research Checks:

- Accumulate 3 successful checks to learn partial name

- Accumulate 5 successful checks to learn full name

- Each week of research counts as 1 check (success or failure)

### Using a True Name

Once learned, name can be used in several ways:

Summoning/Binding:

- Ritual takes 1 hour

- Requires sympathetic anchor (drawing, location, personal item)

- DC 20 Arcana check

- If successful: Chandrian appears (hostile, but bound by ritual)

- If failed: Chandrian is aware of summoner; hunted

Compulsion:

- Force Chandrian to perform single action

- Only works once per name

- Chandrian can resist (opposed Wisdom save)

- If successful: They must comply

- If failed: Compulsion reveals name-knowledge to Chandrian

Wounding:

- Use name to injure Chandrian magically

- 4d6 damage (unique, bypasses resistances)

- Chandrian does not die (but is wounded/weakened)

- Chandrian is revealed as wounded; becomes more aggressive

---

## Faction Response & Coalitions

How each faction reacts to Chandrian threat determines political landscape of final campaign act.

### University Response

Initial: Denial and study; wants to understand rather than fight

Mid-game: Mobilizes resources; attempts to gather forbidden knowledge

Late-game: Commits full power IF party has names; otherwise remains neutral

Potential Conflict: University may sacrifice party for knowledge

Key NPCs:

- Master Elodin (enigmatic; either helps or hinders based on whim)

- Master Archivist (knows historical Chandrian references)

- Master Sympathist (tracks magical signatures)

Resources Available:

- Access to restricted archives

- Research assistants

- Protective wards around University

- Potential sacrifice of Junior Masters as agents

### Church Response

Initial: Inquisition and hysteria; executes "witches"

Mid-game: Realizes threat is real; launches crusades

Late-game: Mass mobilization or complete collapse (depends on casualties)

Potential Conflict: Church inquisitions target party as suspected warlocks

Key NPCs:

- Pontifex (rarely leaves Atur; issues directives)

- High Inquisitor (hunts magic users, including party)

- Local Priests (sympathetic or hostile depending on location)

Resources:

- Military forces

- Wards and protective magic

- Wealth and supply chains

- Inquisitorial networks

### Amyr Response

Initial: Confirms party investigation; offers cautious alliance

Mid-game: Becomes party's closest ally; provides resources and training

Late-game: Attempts to leverage party for final assault on Chandrian

Potential Conflict: Amyr may force party into suicidal missions; may execute party if they learn too much

Key NPCs:

- Amyr cell leader (mysterious contact)

- Amyr assassin (enforcer; dangerous ally)

- Ancient scholar (knows historical truths)

Resources:

- Forbidden knowledge and true names

- Trained warriors

- Safe houses across Temerant

- Access to Chandrian lore

### Adem Response

Initial: Emerges from isolation; confronts party about Chandrian activity

Mid-game: Revealed as having ancient conflict with Chandrian

Late-game: Becomes military powerhouse; offers warriors but demands alliance

Potential Conflict: Adem may demand tribute or service; may view party as unworthy

Key NPCs:

- Adem elder/Shehyn-equivalent (leadership)

- Adem warrior sent to aid party (grows loyal over time)

- Ancient Adem (remembers pre-Chandrian era)

Resources:

- Military force (small but elite)

- Ancient combat techniques

- Knowledge of Chandrian weakness

- Political legitimacy against Chandrian

### Tarbean Underworld Response

Initial: Indifferent; treats it as business opportunity

Mid-game: Begins bargaining with Chandrian agents

Late-game: May ally with Chandrian or party, depending on profit

Potential Conflict: Betrayal is likely; underworld is unreliable

Resources:

- Information networks

- Mercenary forces

- Weapons and smuggled goods

- Safe passage through cities