An Empire Fractured

An Empire Fractured is a D&D campaign that takes place in Magnula. It is the fourth campaign that takes place in the Magnula setting and is the first of what could be considered the 'mainline' stories. It takes place predominantly in the Empire of Man and focuses on a period of major political instability and a rise in extremism. A single adventuring party, the main characters, must navigate this turbulent environment.
The campaign began in February of 2024 and is currently ongoing.
== The Characters ==
=== Player Characters (PCs) ===
* Ali Silvestus - tiefling shadow magic sorcerer.
* Grerma - imperial light domain cleric.
* Ianthia - half-elf paladin.
* Serk, Great Hawk of the Heavens - carrionite bard.
== Campaign Summary ==
Our story begins in the fishing village of Week, located in the Imperial county of Chrichheim. Serk, Ianthia, Grerma, and Ali were all there for different purposes and yet their reason was the same: to get money. Naturally, they all found themselves drawn to the local Adventurers' Guild representative, where the 4 accepted the same contract and, logically, grouped up to tackle the job.
=== Chapter 1 - Building a Reputation ===
The group's first quest together was to investigate trouble at the nearby Little Crook Farm. They learn that the farm has been struggling with eaten crops and harassed animals, but nobody knows what is causing it. Arriving at the farm, the party investigates the grain fields and interrogates the farm workers, discovering that the assailants are almost certainly animals of some kind. More specifically, as they learn, the creatures attacking the fields are dire rats. Interestingly they learn that the dire rats are enchanted, meaning the rats are being controlled. Working together, the party trace the rats back to their source, an abandoned quarry shaft. Exploring the quarry tunnels, they discover the presence of two thugs. After a fierce fight, they learn that the thugs were hired by a "city type" to force the farm into bankruptcy. Achieving their mission, the party are rewarded accordingly, however they question whether or not this is deserved. In their minds, there is still a bigger power at play. One they have yet to defeat...
Along the way, the party also earned the respect of the garrison at Deer's Den, an Imperial fort. They achieve this by rescuing the garrisons' leader, Captain Lemmerman, from a surprise ambush by Vampiric Union-controlled zombies.
Returning to Week, the party was tasked with investigating a rogue sect of the Cult of Baltrea, who local police believed had been radicalised by the priest. If true, the police requested that the party take the priest, Father Summerhare, in for questioning and trial. Arriving at the Church of Baltrea, the group discovered that civilians had in fact been isolated and radicalised to the twisted supremacist beliefs of Father Summerhare. Cleverly, however, instead of forcing their way in the party used illusionary magic to trick the cult and use their beliefs against them. Disguising Serk as Baltrea herself, the party used the cult's religious fervour to kidnap Father Summerhare willingly and without opposition. The party then returned Summerhare to Week's police service. In return, the Week's leader offered the party information regarding the 'bigger power' they discovered at Little Crook Farm. More specifically, a strange traveller and showman who allegedly comes from the city. This traveller is currently set up outside the neighbouring village of Tarvosa, and so the party leave Week in search of this strange figure.