Scene 1: The Confluence of Macridi

The mist from the Great Goldpan River clings to the air like a wet shroud as you crest the final hill. The scent of fresh-cut darkwood and damp sawdust hits you first—a heavy, earthy perfume that settles in the back of your throat. Below you, the town of Macridi sprawls across the confluence of two mighty rivers, its wooden walls and sturdy stone bridges holding back the encroaching, ancient forest.

This town is a monument to the Kalistocratic philosophy of 'investment over indulgence'. From the outside, nothing here screams wealth. The buildings are sturdy, unadorned, and remarkably functional, hiding immense fortunes behind timber walls and simple stone hearths. The only opulence is in the massive, greased waterwheels churning endlessly, their turning axles groaning under the weight of a hundred years of perfect maintenance.

A pair of hooded Blackjackets eye you from the main gate, their hands resting on heavy, brutal axes. They do not speak, but their gaze follows you like a ledger entry being calculated. Above you, a massive banner snaps in the damp breeze: the golden scales of the Kalistocracy, painted on plain, unbleached linen. Welcome to Macridi, where every stone, every log, and every breath is accounted for.

The casual observer would never guess that the local merchants control the flow of some of the finest timber in Avistan. The streets are quiet, but the river docks are packed with massive flat-bottomed barges, loaded to the gunwales with darkwood logs the size of small ships. The sounds of saws, hammers, and the rhythmic chanting of river-men echo off the water. Yet, the town itself feels strangely suppressed—as if the population is holding its breath, waiting for a command.

Upon arriving at the Logging Hall, a massive, unadorned stone building carved directly into the riverbank, the party is met with cold efficiency. Guildmaster Venna is a wiry, sharp-eyed woman in her fifties, dressed in the stark white robes of a strict Kalistocrat. She does not offer refreshments or pleasantries. Instead, she slaps a heavy contract onto the table, its wax seal already broken.

She explains that the fey courts have suddenly cut off all trade. The Satyrs of the Court of Endless Revelry have stopped laughing, the Nymphs of the Court of Seasons have sealed their borders, and the loggers are returning with reports of trees that 'scream' when cut. Furthermore, her foreman, Hendrick, has gone missing at the abandoned camp of Reiver's Right—a place that was sealed off years ago after a horrific blight.

GM Note: The Political Pressure. Venna is not a fool. She is concerned that the Kalistocrats' 'long-term investment' in the forest is about to collapse, ruining her company and, more importantly, her status within the Resplendent Bureaucracy. She pays the party a generous advance of 100 gold, promising an additional 400 gold upon the successful return of her missing foreman and the resolution of the fey crisis.

GM Note: The Law. The party is also given a "Safe Conduct Pass" signed by the Chief Administrator. This ensures they do not run into trouble with the local Blackjackets, who are authorized to use lethal force against anyone interfering with trade. However, she warns them: the Blackjackets are not the only danger. The "unprofitable" rumors circulating about the Pulgari Estate and the strange stone markers found near the Desolation Blade Mounts have put the town on edge.

GM Note: The Journey. The party's journey begins at the confluence of the rivers, a literal crossroads of water and wealth. As they leave the hall, they should notice the river water itself is slightly darker and thicker than it should be, carrying a faint, metallic tang—the first whisper of the corruption that has already seeped into the veins of the Palakar.