The True must operate in complete secrecy. Many
factions oppose the group or seek its demise, including nobles such as Agis of Asticles, the other deposers
of Kalak, the freed slaves, the Veiled Alliance, and
templar competitors. Thus, the True uses a cell structure similar to that of the Veiled Alliance. Members
employ pass phrases and signs to communicate without being identified by others. Each also carries an
emblem hidden on his or her person—a ceramic disc
with an image of Kalak on one side and a draconic
humanoid on the other.
Each cell has specific objectives based on its
strengths. Some engage in political negotiations,
pressuring nobles and other members of the council. Others spy on merchants, working to prevent
the merchant houses from gaining too much power.
Those with arcane capabilities research the ziggurat
as well as the Gray.
The True has set the following goals for itself.
- Prepare Tyr for a return to its former ways by destabilizing the free city and the new council.
- Weaken or defeat the Veiled Alliance, and steal the knowledge of what that group saw in the ziggurat.
- Bring back slavery and the power of templars.
- Reinstate Kalak or another sorcerer-king.
- Combine ancient elemental power with other power sources to restore Kalak or create a replacement (see “Recent Developments”).
People: The True includes business owners, craftworkers, and their underlings, all of whom have a
proclivity for violence. Several are accomplished
psionicists or defiling arcanists.
Location/Plot: The Artisan District has become
a workplace for many freed slaves. The dwarf Lumbros, an obsidian weapon crafter and a member of
the True, plans a series of intrigues to destabilize Tyr.
Jossi the Juggler (Dark Sun® Campaign Setting, page
137) has noticed his efforts, though she does not
know his motives. The adventurers can rescue Jossi
when the True ambushes her for prying too deeply.
She knows that Lumbros’s allies are delving into
Under-Tyr and recommends that the heroes visit the
store Athas Revealed to procure a map if they want to
help her. If the characters ever get in over their heads,
Jossi’s network of thieves could come to the rescue.
Plot: Veiled Alliance members were the last to see
Kalak and the interior of his ziggurat, and they sealed
it with powerful wards. The True initiates raids on
key Alliance safe houses to steal the alliance’s knowledge. The Veiled Alliance turns to the adventurers for
help recovering the scrolls and tomes from the True.
Divinations suggest that some of these items were
taken into Under-Tyr and others to Altaruk.
Plot: The village of Altaruk is an important merchant outpost. The True has also learned that it is
controlled by the Veiled Alliance. A True cell is preparing to assassinate Altaruk’s leader, control its
trade, and investigate an ancient elemental temple in
the hills nearby. (The Free RPG Day 2010 adventure
Bloodsand Arena is useful for this plot arc.)
Merchant Factions: Since slaves are the primary commodity of House Ianto, its members could
become allies of the True. House Stel of Urik might
help to destabilize Tyr in preparation for war. House
Wavir opposes slavery and could provide the adventurers with support against the True, especially in
defense of Altaruk.
Plot: As the characters unravel the True’s hierarchy, they hear the name of Shoshana Beryl (Dark Sun
Campaign Setting, page 135). Manipulated by Murter
Dyan into acting as a front for him and pressing for
a powerful noble senate, Shoshana is unaware of the
True. Agis of Asticles is concerned about her and
might aid the characters’ investigations.