TTRPG World Building: A Homebrew Adventure of the Crimson Consortium Series – Part 1

In my attempt to enrich the storytelling element of our Substack while adding to the “mix and match” world building, we wish to offer you a piece of playable content to contribute to your campaigns in any TTRPG. As you could guess from the title, I intend to split the story into parts as we go, rather than publishing the end product. This in nothing more than simple imagination tool for those GMs or lone RPGers who wish to add an encounter, base an adventure or a campaign spin-off on a short story. We hope that you get inspired and without further adue, we are excited to present…

Silas, a slender figure, with dark and slightly gothic clothing and subtle golden embroidery. His cowl is concealing his face except his piercing red eyes a small part of his neck with a small livestock branding mark, serving as the only clue to his affiliation. His hands adorned with rough, black gloves, and a faint scent of exotic spices following him.

Mysterious and enigmatic, Silas speaks in a calm and deep voice, his words carrying undisputed authority. The local legends suggest that he will only appear in the darkest corners of the cities’ ports and only before the adventurers brave enough to successfully carry out the task that this stagnant man has at hand.

His arsenal poor as a single dagger but a master of the shadows and a subtle psychological manipulator to keep people off-balance. Professional but Ruthless, Silas values results and unquestionable loyalty above all else. Wrong him, and you may find yourself being punished for eternity.​

Silas as an incomprehensible personality, operates as a secret organization’s emissary, best known for his mediation between powerful desires and executions, quite literally. The Crimson Consortium, the organization, exists in “the space between worlds,” though no one knows the exact truth or its whereabouts. This secretive syndicate is rumored to be involved into smuggling, and the distribution of alchemical narcotics, and people going missing after contact with mysterious men like himself. Some believe Silas has been alive for centuries, while others claim he’s a mask for multiple agents working under the same name. The thrill of this peculiar existence is terrorizing hundred of locals, and there’s really not the manpower or wizardry to combat its horrors.

Quest Giver: Silas usually hides in the darkest corners of the harbor. He offers dark contracts to competent and morally gray players, forcing them to confront ethical dilemmas. Once signed, there is no rest for the wicked. Whether you have to bring a target down or make a delivery through a rough terrain, you name the price. One, five, a thousand gold? Your sanity, your life, your eternal pledge? Well only for those with low self-control. 

 

On the side, Silas occasionally acts as an Information Broker too. He trades in secrets, providing critical intel for a price. As he always pays his dues, if you are ever in need of gold or dark magic, he would be open to have a chat in his realm, but he expects the same too.

Secret Goals (DM):

  • Control the Consortium: Silas may outwardly appear loyal and to preserve his position, but he schemes to one day rule the Crimson Consortium himself.
  • The Ledger of Secrets: Silas keeps a hidden ledger of blackmail material on powerful figures, including clients and members.
  • The Phantom Truth: Silas suspects that the Consortium’s head of operations does not have a physical form. There are not a lot of ways to climb up the ladder. Converting victims to loyal executors might be a way.

Where to focus the Campaign/Adventure

Is Silas just a mere quest giver, or there are strings attached when working with him? Does the adventure end there or it just has started?

Will the players help Silas rise to power within the Consortium—or try to take him down?

What will the players encounter and what is the final objective?

Equipment and Abilities:

I’d like to keep this part free from any specific system and thus here are some abilities in qualitative terms, in the Game Masters’ power to translate.

 

Gear

  • Blackened dagger
  • Compact vial of lethal poison for “insurance.”

Combat Ability

  • Master: Lethal combatant, rarely matched in skill. Proficiency in daggers and alchemical tools.

Social Ability

  • Master: Master manipulator, excels at persuasion and deception.

Special Abilities

  • Shadow Step: Blinks in short distances in darkness.
  • Smoke Bomb: Obscures vision in a 10-ft radius.
  • Alchemical Expertise: Can create poisons, explosives, and healing concoctions.
  • Weaknesses: Prefers evasion over confrontation; vulnerable to being cornered.
  • Teleport: His magic cloak helps him travel across realms.

Silas Veyn is a puzzling and intriguing character to interact with. With lot of dilemmas and unfolding secrets that twist the reality. There is definitely a lot more to uncover and you can use this lore blueprint to enrich an existing campaign, to accompany it by your custom mechanics, or even get creative and take over. I personally suggest to wait for the next part which I will publish soon!

Thanks a lot for your support— if you liked this, you can subscribe and find more content like storytelling, homebrewing or just tabletop rpgs, and make sure to check out our Substack page and join our discord server. 

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