Welcome to Split's Reach
Beneath the bustling neighbourhoods, the roads and waterways of Split’s Reach a fuse has been lit. Dark designs unfold in dimly lit parlours and smoky speakeasies.
Split’s Reach is a city-state on the Marcelis Peninsula, the largest in the world of Tanah, sitting inside a valley that shouldn’t exist — a deep scar carved by a magical catastrophe forty years ago that killed eighty thousand people and triggered a war that lit a whole continent aflame. Now, the war is over. Treaties have been signed. The city is now thriving. It has a hearty economy, a railway and port that brings travellers from across Tanah, and a Year Festival that brings dignitaries from every nation. It is, by most measures, doing fine.
You are playing a group of people who, through coincidence or design or some negotiation between the two, end up entangled in something that is not fine at all.
This is primarily an urban investigation campaign. Most of your time will be spent in Split’s Reach itself — in its streets, its parlours, its back rooms and public halls. You will talk to people. You will follow threads. You will make guesses - sometimes wrong and sometimes right. There will be combat; there will be moments of real danger; but the real meat of the campaign lies in the investigation.
What kind of story is this?
This is a political mystery thriller. The campaign has a sixty-day clock running in the background; events are moving whether the party engages with them or not, and the world doesn’t pause while you decide what to do. Use your time wisely!
The tone sits somewhere between a noir detective story, political drama and character drama. Think of a cross between Arcane and Sherlock Holmes: A Game of Shadows. The city is filled with places and characters that you can talk to and will talk to you too. People have their own agendas. Information is a resource. Trust is earned. And the antagonist of this story is not a monster — they are a person with an iron will and lethal conviction, who has decided that a terrible thing must be done.
This campaign contains the following themes: if you feel uncomfortable discussing and roleplaying any of the topics, please let me know.
- War and its aftermath: The Ternian War ended 27 years ago. Its legacy is everywhere; displacement, grief, survivor’s guilt, political fallout, and generational trauma. Some characters may have lived through it.
- Industrial and political violence: Terrorism, assassination plots, arms manufacturing, and state-level conspiracy are central to the plot.
- Grief and deterioration: Certain central characters experience a slow mental decline. Themes of loss, exhaustion, and acceptance will recur.
- Cosmic horror: A secondary thread involves entities that cause memory loss and psychological disturbance. This is not the main campaign but it is present.
- Organised crime: Includes extortion, human trafficking, smuggling, and coerced labour.
The table, in brief
We have a rotating group of up to eight players. Not everyone will be at every session — that’s totally fine! Characters can step in and out, and you are encouraged to discuss things out of character and out of game. If you can only play occasionally or would rather not go through the rigamarole of creating a character, there are premade characters in this packet designed for exactly that. If you want deep plot investment, those options are in here too. There is no wrong way to engage.
If you stand in Greenvale at dawn, you can hear the Observitarium bells before the first carriages start; they have rung at the seventh hour, every morning, for fifty-three years. They were rung the morning after the Marcelis Disaster, and they were rung the morning the Ternian War ended, and they will be rung tomorrow.
The city has built itself around the sound — bakers measure their first proving by it, dock foremen call the morning shift to it, old men in Valleyside set their watches by it even though their watches keep better time than the bells do. It has become the kind of fact nobody questions, the way nobody questions the smoke columns from South Terminium or the fog at the bottom of the valley.