Saicrova is the last free city on the Western Medinan coast. Two empires press against it from either side, each finding it more useful independent than conquered, for now. The city survives on weapons, trade, and the careful silence of people who know when not to ask questions.
It is a city of refugees who brought their faith and their grudges with them. Of old families who have held power so long that no one remembers how they got it. Of informants who look like merchants and merchants who look like spies.
You do not arrive as heroes. You arrive as people with reasons to be here, in a city that is very good at surviving and increasingly unsure it can keep doing so.
This campaign is about allegiance and what it costs. About the moment before a city decides what it is willing to become. And about something further out, past the edge of the known sea, that breaks every rule you thought you understood.
What to expect at the table
Political intrigue and shifting loyalties in the early sessions, with the world opening up as the campaign moves forward. Consequences that stick. NPCs who have their own agendas. Personal backstories that matter to the plot. This is not a dungeon crawl, though there will be danger. The hardest choices will be about people, not monsters.
Tone: Grounded, morally complex
Pacing: Once a month, 3-4.5h sessions
Stakes: Personal first, political second
Setting/Vibe: Mediterranean coast, open sea
Before session one, the group decides together:
Which of the three ruling families of Saicrova does your group currently work for, or owe something to?
Each character should share a history with at least one other character at the table. You do not all need to be friends.
You have all been in Saicrova long enough to know how precarious it is. Why are you still here?