The Bound

⚠ DM-ONLY — CAMPAIGN SPOILERS. Players should not read it.

Type: Recurring antagonist / moral dilemma  |  "You can't tell the saboteur from the messenger."

Residents supernaturally compelled to fulfill specific purposes. There are two types, visually indistinguishable: Silas's Bound (destructive tasks) and Tartuzi's Bound (prophetic warnings). The party can't tell them apart until after the confrontation — the campaign's most horrific recurring dilemma.


Silas's Bound

People compelled to serve Silas's hidden agenda. They are not willing servants — they are victims. They appear completely normal until triggered, then show blank eyes, a compelled state, single-minded focus. Their tasks are destructive: arson, poisoning, sabotage, violence. Some are dimly aware something is wrong and fight their own urges.


Tartuzi's Bound

As the binding weakens, Tartuzi has gained a limited ability to create her own Bound. They have the same blank eyes, the same compelled drive — but their task is to deliver prophetic warnings: written notes containing predictions of future threats, compelled to reach specific people (council members, the party, key NPCs).


The Horror of Indistinguishability

The party cannot tell the two types apart by observation. Both look identically compelled, both resist being stopped with the same desperation. The only way to know which is which is after the confrontation — either they commit a destructive act (Silas's), or they're found carrying a prophetic note (Tartuzi's). This should produce at least one tragedy where the party kills a messenger and finds the note describing an innocent's death — matching the person they just killed.


The Prophetic Notes

Written in archaic but readable script — brief and specific (location, time, threat). They prove accurate when tested. As the campaign progresses they grow more detailed and personal: occasional messages addressed to the party, phrases suggesting the writer knows them, references to their specific actions. Never signed. The gradual personalization builds toward revealing who sends them.


Moral Complexity

The party must stop supernaturally manipulated people without killing innocents — developing means to subdue and restrain rather than destroy, and investigating causes instead of treating each incident as isolated. Over time they may learn to distinguish the types, or to subdue non-lethally long enough to check for a message. This is intended to drive genuine gameplay evolution.


Connections