I'm brewing up a sandbox/campaign for my group and it's coming together swimmingly. The overarching theme of the adventure will be homecoming. The players are marooned and need to find their way home, the knights of lastwall might find an artifact or two to help take back the gravelands, the firebrands want to make a land of exiles into a refuge, etc. etc. I'm struggling with the motivations of one of the six forces the party'll face in the field however.
An off-shoot of the Technic League has discovered that they can hijack a ritual occuring off the coast of Garund to resurrect the league's founder and zap her home, earning themselves a ticket to Androffan in the process. To pull this off, they need the necromantic expertise of the Whispering Way. It's a one-way trip into the storm, even for powerful spellcasters, and the Whispering Way is aware of this.
To those more familiar with the Whispering Way than I am, do you have any ideas as to what the Whispering Way would be up to on the side while out there? Why would they agree, and what do they get out of sacrificing capable necromancers to this effort?
I'm thinking that since the Whispering Tyrant hates Aroden, there might be some connection there, but it's pretty nascent at the moment, and i'm not entirely sure I can link that up with the game's theme.
The idea that they could be trying to bring Aroden back is inspired. Definitely writing that down.