### Ruh Response
Initial: Many performers are killed; troupe elders gather
Mid-game: Ruh provide warnings and safe passage; some perform as spies
Late-game: Ruh may provide unexpected intelligence/aid
Potential Conflict: Ruh may refuse to aid party; may demand vengeance first
Resources:
- Intelligence networks
- Safe passage (everywhere)
- Hidden knowledge of old songs/stories
- Morale/hope (their stories inspire resistance)
### Fae Response
Initial: Fae courts observe; may offer bargains
Mid-game: Fae begin taking sides (some against Chandrian, some neutral)
Late-game: Fae involvement is unpredictable; outcomes vary wildly
Potential Conflict: Fae demands may be unconscionable
Resources:
- Power beyond mortal understanding
- True names (if Fae choose to trade)
- Glamour and deception
- Thin places (shortcuts through Temerant)
---
## Campaign Acts & Milestones
Structuring the campaign into acts provides clear progression and climax points.
### Act 1: The Signs (Sessions 1-5)
Goal: Party discovers Chandrian exist and are active
Key Milestone: First marked NPC; race to save them
Climax: Fight/flee from Chandrian agent; first real understanding of threat level
Resolution: Party commits to investigation
Session Breakdown:
- Sessions 1-2: Discover signs; local investigation
- Sessions 3-4: Research history; learn Chandrian lore
- Session 5: Direct encounter; near-death experience
### Act 2: The Investigation (Sessions 6-13)
Goal: Party learns escalating details about Chandrian; recruits allies
Key Milestone: Amyr makes contact; offer alliance
Turning Point: Betrayal or revelation (trusted ally is corrupted)
Climax: Party is hunted; must go on the run or stand and fight
Resolution: Party commits to finding true names
Session Breakdown:
- Sessions 6-8: Multiple marked victims; establish pattern
- Sessions 9-10: Amyr contact; faction tensions emerge
- Session 11: Betrayal/revelation
- Sessions 12-13: Escape/standoff
### Act 3: The War (Sessions 14-23)
Goal: Party becomes key player in multi-faction conflict against Chandrian
Key Milestone: Party discovers or acquires first true name
Turning Point: Erasure begins; reality becomes unstable
Climax: Major faction battle or alliance forming
Resolution: Party realizes they must strike at Chandrian directly
Session Breakdown:
- Sessions 14-16: True name research; first name acquired
- Sessions 17-19: Faction coalitions; political maneuvering
- Session 20: Erasure spreads; escalation
- Sessions 21-23: Major battle or setback
### Act 4: The Reckoning (Sessions 24-30)
Goal: Final confrontation with Chandrian
Key Milestone: Party gathers all discovered names; plans assault
Turning Point: First direct combat with true Chandrian (not servant)
Climax: Final battle; binding/summoning/sacrifice
Resolution: Chandrian are sealed, defeated, or party escapes
Session Breakdown:
- Sessions 24-25: Prepare for confrontation; gather allies
- Sessions 26-27: Journey to Chandrian stronghold or locus
- Sessions 28-29: Combat/confrontation; major stakes
- Session 30+: Resolution; campaign epilogue
---
## Endgame Confrontation
The final session(s) should be climactic and memorable. Present multiple paths to victory (or failure).
### Possible Confrontation Scenarios
Scenario 1: The Binding
- Party summons Chandrian using true name
- Ritual of binding restricts Chandrian for 100 years (or longer)
- Cost: 1 party member's life or major personal sacrifice
- Outcome: Victory but tragic; Chandrian may return eventually
Scenario 2: The Sacrifice
- Party must bargain with Fae/Adem/ancient power
- Sacrifice large resource (years of life, names, homeland)
- In exchange: Chandrian are cast out of Temerant temporarily
- Outcome: Victory but costly; world is changed
Scenario 3: The Combat
- Direct battle with Chandrian and servants
- Chandrian have combat advantage but CAN be wounded
- Use of true names turns tide of battle
- Outcome: Victory if party uses cunning + names; defeat if not
Scenario 4: The Escape
- Party realizes they cannot defeat Chandrian
- Must flee to safety; Fae realm, hidden location, alternate plane
- Chandrian pursue but don't follow (bound to Temerant)
- Outcome: Pyrrhic victory; party survives but Chandrian remain
Scenario 5: The Twist
- Party discovers Chandrian are not enemy but imprisoned by another force
- Final confrontation is against the force imprisoning them
- Choice: Free Chandrian (unpredictable) or keep them bound (helps Church)
- Outcome: Complex; player choice determines future
### Boss Stats: A True Chandrian (GM Reference)
| Stat | Value |
|------|-------|
| AC | 18 (natural armor) |
| HP | 150+ (varies) |
| Movement | 60 feet |
| STR/DEX/CON | 18/16/20 |
| Resistance | Physical (halved damage) |
| Immunity | Disease, poison, aging |
Actions:
- Multiattack: 3 attacks per turn
- Strike: 3d6 + 8 damage (bypasses nonmagical resistance)
- True Name Compulsion: Force save DC 18 or be controlled 1 round
- Glamour: Invisibility, flight, transformation
- Summon Aid: Bring 1d4 servants from elsewhere
Legendary Actions:
- Move 30 feet
- Attack once
- Cast cantrip or activate ability
- Teleport 60 feet
Weaknesses:
- True name of Chandrian: If spoken, Chandrian is vulnerable (reduced AC to 14)
- Iron: Damage dealt is doubled
- Combined attacks: Each party member helping gains advantage on hit
- Sunlight: Disadvantage on attacks, reduces HP regeneration
---
## Campaign Rewards & Conclusion
### Mechanical Rewards
True Names Learned:
- Each Chandrian name learned grants 1 permanent feat or ability
- Names can be traded to other mages for power
- Knowledge is dangerous; party becomes targets forever
Artifacts Obtained:
- Chandrian weapon (artifact-level)
- Ward stone (permanent protection)
- Binding stone (can seal Chandrian again)
- Name scroll (preserves learned names)
Faction Recognition:
- Amyr membership (if achieved)
- University Master title (if academic)
- Church forgiveness or enmity (depending on actions)
- Adem warrior bond (if combat-focused)
### Narrative Resolutions
If Chandrian are Defeated:
- Peace returns to Temerant
- Factions restructure; Amyr loses purpose
- Party becomes legendary (possibly hunted for knowledge)
- Settlements recover; rebuilding begins
If Chandrian are Bound:
- Temporary peace (100 years)
- Factions maintain networks to prevent unbinding
- Party is watched by multiple sides
- Campaign may continue with new threats
If Party Escapes:
- World remains threatened by Chandrian
- Party goes into hiding
- Potential for future campaign (rescue/return)
- Bittersweet ending; world is saved but scarred
If Party is Defeated:
- Erasure begins spreading rapidly
- Survivors attempt last resistance
- Campaign ends in tragedy or becomes resistance campaign
- Potential sequel with next generation
---
## GM Checklist: Running Chandrian Campaign
- [ ] Establish initial signs (burned village, marked NPC)
- [ ] Introduce Amyr contact mid-campaign
- [ ] Escalate faction tensions (create conflict)
- [ ] Provide research opportunities (true names accessible)
- [ ] Present direct Chandrian encounter (unwinnable if fought)
- [ ] Introduce erasure mechanic (raise stakes)
- [ ] Force factional choice (party picks side)
- [ ] Build toward major battle (climax preparation)
- [ ] Design final confrontation (multiple path options)
- [ ] Provide epilogue (resolution and consequences)
---
## Quick Chandrian Reference
What Players Should Know:
- Chandrian are ancient, powerful beings
- They mark victims with seven-pointed star
- They are hunted by Amyr
- They can erase people from existence
- Multiple factions have interests in Chandrian
What Players Discover Over Time:
- The Amyr exist and hunt Chandrian
- Chandrian have true names that can be learned
- True names grant power over Chandrian
- Multiple factions are mobilizing
- Erasure is spreading
What Players Need to Do:
- Research and discover true names
- Build coalition against Chandrian
- Make factional choices with consequences
- Prepare for confrontation
- Decide final fate of Chandrian