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  1. Temerant
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Lackless Curse Arc 4

If Replace Lock:

- Lackless are grateful; cursed bearer becomes their hero/martyr

- Cursed bearer develops relationship with entity (growing stranger)

- Entity provides knowledge/power to cursed bearer (experimental mechanics)

- Guardian may remain as advisor (teaching cursed bearer)

- Campaign transitions to: Cursed bearer learning entity-magic, or entity trying to escape

If Sacrifice:

- Lackless ghosts haunt party (mechanical penalties on all rolls in Vintas/Commonwealth)

- Church hunts party for genocide

- Curse transfers to party (Cursed condition, permanent)

- Party must flee Temerant or find way to reverse curses

- Campaign transitions to: Redemption arc or exile adventure

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## NPCs & Locations

### Key NPCs

Kael Lackless (Historian, Human Arcanist, Level 5)

- Obsessed genealogist; knows all Lackless family trees

- Can be hired, bribed, or freed from obligation

- Becomes loyal ally if party treats family well

- Betrays party if they harm Lackless

Maer Alveron (Noble Patron, Human Courtier, Level 8)

- Distressed by curse; desperate for cure

- Will bargain, threaten, or reward to achieve cure

- Can become powerful ally or vengeful enemy

- Legitimate political power (controls army, courts)

The Mysterious Guardian (Ancient Sympathist, Level 11)

- Bound for 3,000 years; slowly dying

- Tired, melancholic, wants freedom more than life

- Will aid party for promise of freedom

- May betray party if it serves their escape

Lackey/Hidden Heir (Foundling, Level varies 1-5)

- Street orphan discovered by party

- True identity as Lackless heir makes party emotionally invested

- Fate depends on party's choices

- Can become loyal ally or tragic casualty

The Entity (Ancient Intelligence, CR Unknown)

- Never fully revealed; stays mysterious

- Communicates through dreams/visions/concepts

- Personality: Ancient, logical, alien morality

- Potentially ally or threat (depends on party negotiation)

### Locations

Lackless Manor (Vintas Borderland, 1 day from civilization)

- Ancestral estate; partially ruined

- Contains library and hidden chamber

- Curse manifestations present (environmental hazard)

- Bind-point apparatus located here

Maer's Court, Severen (Vintas Capital)

- Grand palace; political intrigue hub

- Court members showing curse symptoms

- Intelligence networks available for hire

- Danger: Assassination attempts, poison, intrigue

University Underthing (Imre)

- Secret magical archives beneath University

- Contains theoretical binding texts

- Guarded by Masters (negotiation required)

- Dangerous: Magical traps, hostile mages

Thin Place (Fae Crossing, Location Varies)

- Veil between mortal world and Fae realm

- Time distortion (Fae time ≠ mortal time)

- Fae courts accessible beyond veil

- Dangerous: Reality is unstable, Fae courts have alien logic

The Bind-Point (Hidden Chamber, Varies)

- Where original binding ritual was performed

- Where entity is imprisoned

- Where final ritual must be completed

- Dangerous: Entity's presence is overwhelming, manifestations are violent

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## Session Breakdown

| Session | Title | Act | Key Event |

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

| 1-2 | Discovery | 1 | Letter/revelation; Lackless curse connection |

| 2-3 | Manifestations | 1 | Witness curse effects; meet Kael Lackless |

| 3-4 | Investigation | 1 | Research via multiple sources; discover The Rhyme |

| 5-7 | Lackless Estates | 2 | Explore manor; find library & hidden chamber |

| 8-10 | Maer's Confidence | 2 | Court intrigue; learn Maer is cursed |

| 11-12 | Arcanum Research | 2 | Study binding mechanics; gain theoretical knowledge |

| 13-14 | Fae Connection | 2 | Cross thin place; learn entity's origin |

| 15-17 | Curse Acceleration | 3 | Manifestations escalate; guardian appears |

| 18 | The Truth | 3 | Full revelation of binding/entity history |

| 19 | Entity's Offer | 3 | Communication with imprisoned entity |

| 20-22 | Factional Mobilization | 3 | University/Church/Amyr/Maer/Fae converge |

| 23-24 | The Binding Ceremony | Endgame | Party chooses path; ritual begins |

| 25-28 | The Aftermath | Endgame | Consequences play out; campaign resolution |

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## Running This Arc

Pacing Notes:

- Act 1 (4 sessions): Discovery; emotional hook

- Act 2 (10 sessions): Investigation; gathering knowledge

- Act 3 (8 sessions): Moral complexity; factional pressure

- Endgame (6 sessions): Ritual; consequences

Emotional Beats:

- Sessions 1-4: Mystery (What is the curse?)

- Sessions 5-14: Investigation (Who cursed the Lackless? Why?)

- Sessions 15-18: Horror (What have we learned? What is at stake?)

- Sessions 19-22: Pressure (Everyone wants something. Time is running out.)

- Sessions 23-28: Choice & Consequence (What kind of people are we?)

Key Moments:

- Always play curse as tragic (not evil)

- Make Lackless sympathetic (they sacrificed everything)

- Make entity sympathetic but alien (neither good nor evil)

- Make moral choices impossible (no perfect solutions)

- Reward clever thinking and roleplay

Optional Expansions:

- If party chooses Strengthen Lock, arc transitions to Chandrian campaign

- If party chooses Break Lock, arc transitions to Unknown Entity threat

- If party chooses Replace Lock, arc continues as "Cursed Bearer" campaign

- If party chooses Sacrifice, arc becomes redemption/exile campaign