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 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.
The Macridi Sandbox – How It All Ties Together
Macridi is not a linear dungeon; it is a living, breathing sandbox where the party's choices dictate the flow of Act 1. They arrive in a town on the edge of panic. The Guild is bleeding money, the forest is dying, and the people are terrified of the Blackjackets. The party must learn to navigate the town's internal politics, uncover the hidden factions, and decide who they trust before they can even step foot outside the walls.
The encounters are designed to be triggered by the party's actions, but they are not hard-coded events. If the party ignores a scene, it will still happen in the background, and the consequences will catch up to them. For example, if they ignore Orin's arrest, they return to find him maimed; if they ignore the dryad, she is sold to the Society of the Golden Hand.
Macridi is built on three islands at the confluence of the Great Goldpan and Profit's Flow. The party's movement through the town dictates which encounters trigger. Below is a rough breakdown of how to run the exploration phase.
| District | What's There | Triggered Encounter(s) |
|---|---|---|
| The Docks & Riverside | The main entry point. Full of barges, sawdust, and warehouses. The water is visibly tainted. | The Whispering Naiad (Mandatory – happens as they step off the dock) |
| The Market Square | The central hub of the town. Merchants hawk goods, but the mood is tense. A central platform holds a cage. | The Forced Auction (If they pass through the center of town at midday) |
| The Main Streets | Cobblestone paths flanked by unadorned timber buildings. Blackjackets patrol heavily. | The Blood Price Debt Collector (If they go off the main path or investigate a commotion) |
| The Taverns & Inns | Where rumors are traded for drinks. The quieter taverns hide darker secrets. | The Merchant's Secret (If they ask around for information about the guild) |
| The Riverbanks (Night) | The mist thickens, and the sounds of the forest echo across the water. | The Lost Feyspawn (If they are out at night or investigate the water) |
Each encounter provides a piece of the puzzle for Act 1. The party cannot get the full picture from a single source; they must actively explore to piece it together. Here is how the information flows:
| Source | Information Provided | Narrative Purpose |
|---|---|---|
| Guildmaster Venna | Official contract, hire the party, basic map of the region. | Gives the party their objective and initial direction. |
| Palakar (Naiad) | Warns of the tainted water, the Pale Hand, and the Blackened Blade. | Sets the tone and hints that this is not just a "logging dispute" but an ancient curse. |
| Orin (Logger) | His father's Blood Price, desperation, and a false lead about Pulgari Estate. | Humanizes the crisis and creates a moral dilemma for the party. |
| Barlos (Merchant) | Exposes the Society of the Golden Hand and provides the clay rubbing of the symbol. | Reveals the political conspiracy within the Guild itself. |
| The Lost Feyspawn | Provides the torn contract linking illegal logging to the Pulgari Estate. | Bridges the gap between the Guild's greed and the infernal portal. |
| Quillia (Dryad) | Reveals the truth of the Macridi Blade culture and the Blackened Blade's resting place. | Points them toward the Court of Endless Revelry and Reiver's Right. |
Let the party dictate where they go. If they want to visit the market, trigger the Auction. If they want to investigate a loud noise, trigger the Debt Collector. If they want to rest at an inn, trigger the Merchant's Secret. The town should feel alive, but the encounters are not strictly required. If the party skips one, they simply have to rely on the other pieces of information they gathered. This adds immense replayability and rewards active roleplay.
- If they ignore Orin, they lose a potential guide and the Blackjackets view them as weak.
- If they ignore Quillia, the Society of the Golden Hand gets a powerful dryad servant, making the Pulgari Estate more dangerous.
- If they ignore Barlos, he is assassinated, and the party loses the primary evidence against the Golden Hand.
- If they ignore The Feyspawn, he is captured and tortured by the Guild, leading to a permanent war with the Fey Courts.
Logging Guild Contract
By order of the Kalistocracy, the undersigned parties are retained to investigate the recent disruption of the Palakar Forest trade routes.
Objective: Restore trade and ascertain the status of the missing foreman.
Reward: 400 GP upon completion.
Signed, Guildmaster Venna.