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  1. Temerant
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Lackless Curse Arc 3

The Lackless Boy:

- Young prodigy during war era

- Volunteered to become lock (bind himself to entity)

- Ritual created sympathetic link between boy and entity

- Boy accepted consequence: his bloodline would bear curse forever

- Binding would:

- Prevent entity from leaving prison

- Distribute suffering across bloodline (manageable vs. unbearable)

- Strengthen if Lackless have children (more links, more strength)

- Weaken if Lackless die without heirs (fewer links, entity stirs)

Current Status:

- 3,000+ years of binding; still holding (barely)

- Recent generation has few births (curse prevents marriage/relationships)

- Binding is weakening; entity is stirring

- Entity will break free in 1d6 years unless binding is reinforced or replaced

The Entity Itself:

- Not evil, but alien

- Wants only to return to wherever it came from (other realm? Before-time?)

- Mindset completely inhuman (will destroy Temerant without malice, indifferently)

- Unknown if it can be negotiated with or communicated with

Moral Complexity:

- Lackless are heroes (sacrificed everything to save Temerant)

- But system is unsustainable (bloodline is breaking)

- Curse is both prison (for entity) and torture (for Lackless)

- Party must choose: Continue suffering, or risk everything to break/replace binding?

### Session 19: The Entity's Offer

Party contacts entity directly (ritual, lucid dream, or direct summoning).

Entity Communicates:

- Not in words but in concepts

- Reveals it's not trapped against will; it agreed to imprisonment

- Entity fears Chandrian (reason for binding)

- Entity offers bargains: "Free me, and I will aid you against Chandrian."

Entity's Logic:

- "Chandrian are young and ignorant. I am old. I know their weaknesses."

- "Together, we could reshape Temerant safely (according to alien values)."

- "Or I could leave quietly; your world would recover in centuries."

Warning:

- Entity might be trustworthy (ancient enough to understand consequences)

- Or Entity is completely inhuman (what it sees as safe, we see as extinction)

- Party has no way to verify truth

### Sessions 20-22: Factional Mobilization

University Response:

- Masters want to study entity; pressure party to complete research

- Elodin provides cryptic support; other Masters are skeptical

- University offers: 500 gold talents for entity contact (research)

Church Response:

- Church discovers entity is real (via Inquisitor spy)

- Hunts party as heretics if they consider freeing it

- Launches full inquisition against "shadow-pact" Lackless line

- Offers: Redemption and blessing if party destroys entity

Amyr Response (if Chandrian arc was played):

- Amyr reveals: They know about binding

- Amyr has been protecting Lackless line for centuries

- Amyr offers: Full support in exchange for party agreeing to maintain binding forever

- Amyr warns: "Entity was imprisoned by Chandrian's enemies. If it wakes, Chandrian will notice."

Maer's Desperation:

- If Maer's curse is advancing: Maer will pay anything for cure

- Offers 5,000 gold talents and noble title

- Threatened: If party can't cure him, will accuse them of witchcraft

- Creates time pressure: Cure Maer in 2 weeks or face legal/magical consequences

Fae Interest (if thin place was explored):

- Fae find situation amusing

- May aid any faction for entertainment

- Might support breaking binding (enjoy chaos)

- Might support maintaining binding (ancient enemy defeated)

- Completely unpredictable

---

## Endgame

### Overview (Sessions 23-28)

Party chooses path forward. Four possible endings, each with different consequences.

### The Four Endings

Ending 1: Strengthen the Lock

Party performs ritual to reinforce binding using components from Lackless estates/Arcanum.

Ritual Requirements:

- True name of entity (party must research/discover)

- Blood sacrifice (party member spills blood, absorbs some curse burden)

- Sympathetic link apparatus (found at Lackless manor)

- 8 hours of continuous ritual (uninterrupted)

Consequences:

- Binding is reinforced for 1,000+ more years

- Lackless curse continues but stabilizes (doesn't get worse)

- Party member bearing curse gains: Curse Resistance feat, +2 to resists against all curses

- Maer's curse is halted (if he was cursed); gratitude + noble title

- Lackless line survives but continues suffering

Moral: "Some locks must hold. Some suffering is the price of safety."

Mechanical Benefit: Party gains powerful ally (Maer), noble standing, curse immunity.

Mechanical Cost: One party member becomes "cursed bearer" (cursed condition, semi-permanent).

---

Ending 2: Break the Lock

Party performs ritual to sever Lackless binding; entity is freed.

Ritual Requirements:

- Entity's cooperation (negotiated beforehand)

- True name spoken and released (verbal component)

- Cutting of all sympathetic links (metaphysical severing)

- Willing sacrifice (party member or NPC must offer life)

Consequences:

- Entity is freed; departs to unknown realm (hopefully peacefully)

- Lackless curse vanishes instantly

- Lackless line is freed from burden

- Entity's nature is unpredictable:

- 50% chance: Entity leaves peacefully, later becomes Temerant's ally vs. Chandrian

- 50% chance: Entity becomes confused/hostile; destroys nearby region before departing

- Unknown: Entity's departure triggers geopolitical changes (Chandrian notice; other powers notice)

Moral: "Freedom demands sacrifice. Trust costs everything."

Mechanical Benefit:

- Lackless line becomes powerful allies (freed from curse)

- Entity becomes unpredictable ally/neutral force

- Party gains: True name knowledge, entity debt (maybe)

Mechanical Cost:

- One sacrifice (party member or NPC permanent death)

- Chandrian/other powers pay attention

- Unpredictable entity loose in world

---

Ending 3: Replace the Lock

Party performs ritual to transfer binding from Lackless line to new bearer (a party member, volunteer NPC, or even willing prisoner).

Ritual Requirements:

- New bearer must accept curse willingly

- Sympathetic link transferred (party member becomes new "Lackless Boy")

- Entity's acknowledgment (entity must accept new bearer)

- Bloodline severance (original Lackless bloodline must symbolically die—no more Lackless births possible)

Consequences:

- Original Lackless line is freed (curse severed)

- New bearer becomes cursed (but consciously, aware of burden)

- New bearer gains: Curse becomes controllable resource (can access entity's knowledge, strength)

- Lackless family becomes grateful allies

- Entity now linked to new bearer (strange relationship develops)

Moral: "One person's burden is another's tool. Power demands price."

Mechanical Benefit:

- Lackless become faction allies (+2 relationship)

- Cursed bearer gains: New spellcasting/ability tied to entity

- Party has direct entity contact (via cursed bearer)

Mechanical Cost:

- One party member is now permanently cursed (Cursed condition)

- Entity is partially controllable but unpredictable

- Cursed bearer becomes target for Church/other factions

Ending 4: Sacrifice the Line

Party hunts remaining Lackless and executes them to sever curse bloodline.

Requirements:

- Find 5-8 remaining Lackless members (scattered across Temerant)

- Kill each one (combat or assassination)

- Ritual at each death to sever link

- Final death at original bind-point (entity weakens permanently)

Consequences:

- Curse is severed; bloodline is extinct

- Entity is greatly weakened (but not imprisoned; still exists in weakened state)

- Entity may or may not be threat after (depends on weakening amount)

- Party becomes cursed themselves (marked as Lackless-killers; hunted by their ghosts)

- Temerant is safe (short-term)

Moral: "Genocide for safety. History won't forgive you."

Mechanical Benefit: Entity is permanently weakened/neutralized

Mechanical Cost:

- Party is hunted by Lackless ghosts (supernatural harassment)

- Church/other factions hunt party as murderers

- Moral infamy (party becomes villains in history)

- Curse transfers to party (Cursed condition, permanent)

---

### Session 24-25: The Final Choice

The Binding Ceremony:

Party gathers at original bind-point (Lackless chamber or thin place meeting ground).

Key NPCs Present (depending on path):

- Kael Lackless (researcher, emotional investment)

- Guardian (dying, hopes for freedom)

- Maer (if not cured, desperate)

- Lackey (if saved, conflicted)

- Fae representative (if contacted, amused observer)

- Amyr operative (if Chandrian arc was played, watchful)

The Ritual:

- Each ending requires different ritual (DM prepares stat blocks/difficulty)

- Party faces:

- Moral pressure from gathered NPCs

- Entity's influence (pulling one direction or another)

- Mechanical challenges (casting, concentration, saves)

- Possible combat (if Church/faction interferes)

DC/Difficulty by Ending:

- Strengthen: DC 16 Arcana (easy-medium)

- Break: DC 18 Arcana + entity negotiation (hard)

- Replace: DC 17 Arcana + willing volunteer (medium-hard)

- Sacrifice: Series of hunts + final DC 19 ritual (deadly)

Resolution: After ritual succeeds (or fails), consequences play out.

### Sessions 25-28: The Aftermath

If Strengthen Lock:

- Lackless thank party; Maer grants title and lands

- Guardian fades peacefully (finally free from duty)

- Binding holds; world is safe

- Party becomes protectors of Lackless (ongoing faction relationship)

- Campaign transitions to: Chandrian arc or new threats

If Break Lock:

- Lackless celebrate freedom; become faction allies

- Entity departs (outcome is GM choice based on party handling)

- If entity is ally: Party gains powerful backer against Chandrian

- If entity is hostile: Region needs rebuilding/recovery (10+ session subplot)

- Guardian is freed; may aid party or disappear peacefully

- Campaign transitions to: Unknown entity threat or recovery arc