The Price of Prophecy - PC Guide
The Price of Prophecy
A Player Primer to Macridi and the Palakar Forest
The Palakar is old country. Fey courts ruled its forests long before Druma's merchants began measuring darkwood by the board-foot, and still older Kellid ruins lie beneath the roots. Something is now disturbing that balance.
Characters should expect more than straightforward battles. Diplomacy, Religion, Nature, Society, Survival, Occultism, and specialized Lore skills can all matter. Knowing when not to draw a weapon may be as valuable as knowing how to use one.
Threats in the region can include fey, primal and blighted creatures, corrupted plants and animals, ancient spirits and undead, Kellid survivors or guardians from another age, and creatures touched or transformed by infernal influence. Devils need not always arrive looking like devils; greed, contracts, possession, corruption, and mortal cults can announce Hell long before horns and brimstone do.
| Location | What Adventurers Know | What You Might Be Prepared For |
|---|---|---|
| Macridi | A wealthy frontier town where logging, trade, bureaucracy, and ancient agreements with the fey intersect. Contracts matter. Reputation matters. Money matters. The Blackjackets enforce Drumish law, while merchants, laborers, bureaucrats, scholars, fey intermediaries, and religious movements all compete for influence. | Most encounters here are likely to involve people rather than monsters. Diplomacy, Society, Deception, Intimidation, Mercantile Lore, Legal Lore, and similar skills can accomplish a great deal. Religion is also unusually useful for an urban investigation: recognizing cult practices, distinguishing Kalistocratic philosophy from actual divine worship, understanding Mammon and other infernal powers, and spotting religious symbolism that others dismiss as decoration can all provide leads. |
| Reiver's Right | A remote logging operation built in a region with a much older history beneath it. Recent reports speak of unnatural corruption in the timber, wildlife, soil, and waterways. Healthy things do not always stay healthy here. | Blighted plants and animals, diseased or transformed creatures, dangerous wilderness, corrupted or afflicted workers, old spirits, and things disturbed underground. Nature, Survival, Medicine, Religion, and investigative skills are strong choices. Not everything encountered here was necessarily born a monster, and some victims may still be saved. |
| Cedar Court | The most secluded of the Palakar's courts, associated with ancient trees, dryads, deep roots, and the living memory of the forest. Its inhabitants regard damage to the land as something closer to sacrilege than vandalism. | Dryads, plant creatures, primal guardians, animals, root-bound spirits, ancient fey, and blighted versions of things that should be healthy. Nature, Diplomacy, Medicine, and Survival may all prove useful. Characters tied to forests, healing, or primal traditions should feel very much at home—and very aware when something is wrong. |
| Court of Endless Revelry | A wandering court of satyrs and other wild fey where music, wit, gifts, wagers, stories, and excess carry their own strange etiquette. Its inhabitants can be welcoming, dangerous, or both at once. | Fey, woodland creatures, primal magic, enchanted beasts, charms, magical revelry, and possibly corrupted or blighted fey. Diplomacy and Performance can be as useful as Nature. A good story, song, gift, joke, or willingness to join a strange contest might open doors that threats will close. |
| Court of Seasons | An ancient and far more formal fey court ruled according to natural cycles, old treaties, territorial law, and agreements that may predate modern Druma by centuries. Trespass is taken seriously, and mortal assumptions about fairness may not matter here. | Nymphs, powerful fey, seasonal spirits, primal guardians, winter or elemental creatures, and beings altered by disturbances in the natural cycle. Diplomacy, Nature, Survival, and knowledge of fey customs are valuable. Treat agreements literally and choose promises carefully. |
| Desolation Blade Mounds | Ancient clay barrows associated with the prehistoric Kellid Macridi Blade culture. Strange markings, old weapons, burial traditions, and stories of blood magic surround the site. The mounds belong to a world far older than modern Macridi. | Ancient Kellid spirits, undead, haunts, blood magic, tomb guardians—and perhaps ancient Kellids who are not dead at all. Someone preserved, sealed, frozen, or otherwise suspended for millennia might emerge as a living person rather than an undead creature. Religion, Occultism, Society, Survival, and relevant Lore skills can help distinguish history from haunting—and enemy from survivor. |
| Pulgari Estate | An old seat of extraordinary Drumish wealth surrounded by rumor. Wealth in Druma is power, but immense fortunes can attract stranger philosophies about ownership, debt, immortality, and what exactly can be bought. | Mortal conspirators, cultists, infernal-touched people and creatures, devils, possessed or corrupted beings, magical security, cursed wealth, and creatures warped by greed or infernal bargains. Religion becomes particularly useful here, especially knowledge of Hell, Mammon, infernal cults, contracts, possession, and soul bargains. Society, Deception, Diplomacy, Arcana, and Thievery can also matter. |
Religion and the Infernal
Druma's dominant philosophy, the Prophecies of Kalistrade, is not simply Mammon worship. Kalistocrats pursue wealth, purity, self-discipline, and profitable dealings as a path toward enlightenment.
That distinction matters.
A character trained in Religion may recognize when perfectly ordinary Drumish obsession with wealth crosses into something else: infernal theology, devil worship, soul contracts, sacrificial economics, Mammonite symbolism, possession, or a cult using Drumish business customs as camouflage.
Knowing about Mammon, Lord of Avarice, is particularly relevant. His influence tends to appear through greed, debt, contracts, exploitation, hidden cults, corruption, possession, and the belief that absolutely everything—including people and souls—has a price.
Importantly, infernal influence does not always announce itself with obvious devils. A person, animal, fey creature, or other being exposed to such corruption might instead become infested, altered, possessed, or partially transformed, retaining enough of its original nature to make the source of the change difficult to recognize at first.
Useful Character Skills
You do not need to build specifically for the campaign, but these skills are especially easy to bring into play:
Diplomacy — Negotiating contracts, dealing with fey courts, merchants, bureaucrats, witnesses, survivors, and rival factions.
Nature — Fey, primal magic, blight, unusual plants and animals, forest ecology, and disturbances in the Palakar.
Religion — Undead, haunts, fiends, Hell, Mammon, cult activity, possession, soul magic, burial practices, and recognizing when a belief system has become something darker.
Society — Drumish customs, Kellid history, bureaucracy, legal structures, merchants, historical clues, and navigating Macridi.
Survival — Travel through the Palakar, tracking, wilderness hazards, finding old sites, and determining what has moved through an area.
Occultism — Ancient curses, strange spirits, blood magic, psychic phenomena, supernatural preservation, and effects that don't fit neatly into primal or divine traditions.
Mercantile Lore / Legal Lore — Exceptionally appropriate in Druma. A contract, invoice, debt, ownership record, or badly concealed accounting discrepancy may be as useful as a dungeon map.
Other specialized Lore skills—Kellid Lore, Fey Lore, Hell Lore, Undead Lore, Forestry Lore, Archaeology Lore, Cult Lore, or Druma Lore—could also find opportunities.
Drumish Archetypes
Two archetypes from Lost Omens: Shining Kingdoms are particularly appropriate for characters native to Druma.
Prophet of Kalistrade
A character immersed in the Prophecies of Kalistrade: merchant philosophy, negotiation, wealth, disciplined self-denial, social connections, and finding the profitable path through difficult circumstances.
This is an excellent fit for a merchant, investigator, diplomat, lawyer, financier, bureaucrat, or adventurer who sincerely believes that prosperity reflects discipline and enlightenment.
A Prophet of Kalistrade may be especially useful in this adventure because they understand what ordinary Drumish attitudes toward wealth actually look like—and may therefore notice when greed, contracts, or financial behavior have crossed into something genuinely unnatural.
Blackjacket
A member or veteran of Druma's famous Mercenary League, whose black uniforms give the organization its common name. Blackjackets combine professional martial training with intimidation, tactical coordination, bodyguard work, and accomplishing the terms of a contract.
This is an excellent fit for a fighter, champion, commander-style character, professional guard, mercenary, corporate enforcer, caravan protector, or former state soldier.