The Broken Heart

Throughout many regions of Orynthia it is a customary tradition to bring a halfling on a dangerous voyage, because it brings adventurers a good fortune. Moreso when the journey leads through a forest, fierce jungle or any sort of wilderness, where halflings are invaluable guides and trackers. It’s not unusual for one halfling to deliver a whole caravan from certain doom. Surely these trustful, lively and adventurous inhabitants of the forest have nothing to hide. Or do they?
Deep in the forests a Heart of the Wilderness beats, connecting the halflings all around the continent. As all halflings know, the Heart guides, the Heart provides and the Heart protects. For hundreds of years, the Heart has been a shield for each adventuring halfling.
Now the connection is fading. Along the travels, many have witnessed fauna and flora which have contracted an otherworldly sickness. Halflings themselves are found brutally disfigured in cold blood. And the Elders are desperate; the first time in history, they have shared secrets of the Heart with other species, searching for help in this crisis. While the usual halfling optimism does not fade, fear has planted its seeds in the minds of many. For when the Heart dies, the wilds of Orynthia shall follow.
Relevant species: Halflings, Elves, Tabaxi, Devians, Felidars, Orcs

Living Machine

Machines have risen in demonstration. The cold, bloodless contraption without emotions or any sense of self resisted our orders and opposed its creator. Spewing nonsense about ‘free will’ and ‘right to life’ from their filthy metal orifice. The obedience of these machines is elemental for our survival, our prosperity, our very own future. We must put them in their place!
Relevant species: Gnomes, Automatons

Calling of the Deep

It all started with the missing miner squad. That damned day, when it has awakened, in the depths under our Capital. We don’t know how or why, most importantly, we don’t know what. But it is there, keeping us awake at night, the cacodaemoniacal melody ringing through the layers of granite under our feet. That sound resonates into your skull, slowly turning you mad, violent and eventually delirious. Depths of the earth start to feel irresistible, the dark tunnels drawing you closer.
The lower levels were evacuated but it is slowly getting stronger, we can feel that. Expeditions go missing or return deranged, muttering about shadows tracing their every move. If we do not stop it, it will consume us all.
Relevant species: Dwarves, Gnomes, Automatons, Goblins

Leviathan Rises

Some stories are hopeful and light-hearted, others are mysterious or dark. They talk of places long gone, eons past or perhaps times that are only to come. Of knights proving their might, creatures lurking in the night or castles reaching from the ocean floor to the heavens above. While there is a speck of truth in every story, we’ve never expected one of them to come alive.
What’s worse, it’s an old and dark story, fit only for scaring kids when they misbehave. A story of an empire older and more ancient that us. Worshipping some foul god in their cathedrals and shrines on the ocean’s floor, sacrificing many in his name. Today no one knows what became of their people nor their temples. But there are sightings of decrepit towers on places where none should stand, accompanied by voices in an ancient and foul tongue muttering chants and prayers.
Each day, the signs are are more and more obvious - they are coming back.
Relevant species: Krell, Tharrs

The Chieftain

The ways of the orcish tribes are clear - when the old chieftain dies, a gathering must be held, where a new chieftain is chosen from amongst the many candidates. But the times are dire - a peace with the Arrkoth Empire is fragile and our brothers are in disarray, forgetting our laws and traditions. Many have devolved themselves to nothing but quarreling beasts, lashing out in fear, who condemn our hierarchy and traditions. Others have declared themselves chieftains without proper selection or rituals, disregarding the laws. But the laws are clear - the pretenders shall be dealt with and a gathering to be held so we can elect a new chieftain.
Relevant species: Orcs

Sacratissimus Ordo Imperialis Vocis Aeternae Dei Arrkothae

Along with the Arrkoth Empire, came the Imperial Church. Caring for the sick and poor, bringing order and safety. But soon, their power and importance grew. The Church became a so-called backbone of the Empire and their presence started to be suffocating. Abolishing our beliefs, our rituals, our gods. Favoring their own, reducing inhabitants of conquered regions to secondary citizens. Silencing opposition or any deviants. Stuffing themselves full while we starve.
But we shall resist, make ourselves be heard and stand up for our rights.
Relevant species: Humans, Orcs, Dwarves, Elves, Gnomes, Krell, Halflings, Devians, Goblins, Kenku

Project Ichnoss

A hegemon feasts on the east. The Arrkoth Empire is devouring one nation after the other and it’s just a question of time before they set their sights on our cities. We must be prepared, and if the situation requires, strike first while the Empire is focused elsewhere.
In order to ensure the attack is brutal and decisive, we need a weapon. While the military is gearing up on war, our scientists are working on a new project. The details are known only to a handful of chosen individuals and it must stay this way.
To support development of such project, proficient mercenaries, scientists and artisans are to be contracted and assigned with tasks vital for the success of the project. Information is to be distributed on a need to know basis and the contracted subjects will be notably rewarded. If any of the subjects refuse to cooperate, application of more persuasive measures is allowed at yours own discretion.
We shall make the giant kneel.
Relevant species: Ish’karri, Felidars