New gigantic campaign idea: Shards of Legend [Archive] - Wizards Community

Post/Author/DateTimePost
Zedium

03-30-05, 05:08 PM
I have had this idea for a while, and I want to see how people respond to it first before I invest time into it and try to find people to aid me with this massive undertaking. I hope you guys like it and appreciate the idea.

The Shards of Legend:
An Ongoing Campaign Idea

The idea:
The idea behind this is for a website that weekly produces a FREE Eberron adventure for DMs to download including maps and NPC completely finished and done. These adventures would be part of a gargantuan Eberron campaign going from level 1 to 20, leading through all the 5 nations and dealing with almost every organization in the campaign setting. The idea would be that multiple people would cooperate on this idea in the end, creating a solid and fun to play campaign the size of the old big campaign books like “Dead Gods” for the planescape setting.

Part 1
The basics:
In the year 676, there was internal strife in the kingdom of Galifar. The king was afflicted by a terrible curse, draining the very life of him. Soon the king would die, and the continent would be plunged into war, because the king’s 5 children all wanted to claim the throne. To prevent internal strife and the ultimate doom of the kingdom, a wise sage created 18 dragonshards. These shards, the shards of legend were given to the 5 scions of the king, and 1 each to every dragonmarked house. The last of these shards was given to a powerful aberrant mark. On his deathbed the king told his 5 children to collect all of the shards, the one who would collect all 18, would gain the power to rule all of the 5 nations and gain ultimate power over them. It is suspected that this ultimate power would be some kind of ultimate eldritch machine, proving the true power of the user. The 18 shards were gathered after many trials and in the end it was the wise Doroon that ruled over the 5 nations for many years to come.

Today, the legend of the shards has been forgotten, but the shards still exist although their true power is unknown. Each of the shards holds an important position within each nation and each house, and has powers of its own. No one knows that the shards would give the owner the powers to rule over the entire 5 kingdoms, and thus the entire continent. Until now that is, the players recovered the Aberrant Shard, the shard originally owned by the powerful aberrant starting a rivalry among all factions of Khorvaire never seen before. Each faction is racing to claim all the 18 shards, which are spread out through the continent and owned by all kinds of different people and hidden in several wondrous and impressive locations.

Part 2:
The people involved:
Almost all factions are involved in the adventure, and the players will have to face almost everyone for many different reasons, creating plenty of plots and ideas for DMs.

The Players:
The players themselves play the main lead in the game of course; they are the ones who set most in motion. Because they retrieved the first shard, hey will be hunted and hunting all throughout the game, chasing from one end of Khorvaire to the other. Any party should be able to play the adventure, even evil and chaotic ones. Of course, ultimate power over the entire continent might be temptation enough for these players.

The Aurum:
The Aurum can’t resist power and wealth, and in at least one part of the adventure, the agents of this organization will try to con the players into handing over the shards, probably through blackmail.

The Blood of Vol/Emerald Claw:
Vol and her cronies are up to no good again. The Claws loyal to Karrnath want the shards to restore power to their nation. Vol sees them as powerful artifacts, capable of maybe restoring her clan. Both groups cooperate and try to foil the players many times, and the players should be prepared to deal with many zombies attacking them. The main Emerald Claw villain will be a boneclaw (MM3) named Vziarelath. He is a cunning and capable rogue/cleric of the Blood and belongs to higher circle of Vol’s minion. Once the players come close to 20th level, they have a chance of encountering Vol herself.

The Chamber:
The chamber found an important passage in the Prophecy concerning the shards, and is afraid it might unfold to catastrophic sizes. The players will notice themselves being watched by dragons all through the adventure. I think one dragon might in some points help the players, while in other he actually fights the players, keeping them quite confused on what side he actually is on.

Cults of the Dragon Below:
The Daelkyr aren’t directly involved in the shards, but the shard of Finding ended up in their claws by accident and the players will at least have to deal with them once.

The Daughters of Sora Kell:
Seeing it as their ultimate chance to seize power, the Daughters have send in several of their minions after the shards. Especially the shards that hold power to control people have their attention, seeing them as a possible chance to gain an even stronger foothold in Khorvaire for if they can’t gain the true power over the continent. The hags have sent a loyal Medusa sorceress and her Grimlock sidekick to deal with the situation. Of course they have the aid of many monstrous humanoids.

Darguun:
Lhesh sees the powerful artifacts of Galifar as a mean to negotiate with the other nation, and to bring power and profits to his nation. He doesn’t really want to take control of anything, but all tiny bits help. He has a few loyal goblinoids working for him, but also a high master in the art of ancient Dhakaani magic.

Dragonmarked Houses:
Each of the houses owns one of the shards, at least, they used to. Several shards have gone missing in time, but some houses still have them and use them as precious artifacts. Having the shards go missing would be disastrous for the houses and the houses that still obtain the shards try to defend them. Also, house Phiarlan and house Thuranni have a small war going on concerning the shard of shadows and both houses want to obtain it.

The Dreaming Dark/Inspired:
Obtaining all the shards would provide a quick victory for the Quori, so they have an undercover agent working for them to obtain the shards. This character will use sneaky tactics to obtain the shards and will be a less apparent threat to the players than the other factions. I am thinking about having him attack the players regularly in their nightmares, but almost never directly.

The Lords of Dust:
Chaos is the Lords of Dust’s business, and holding power over the entire continent would provide the means to push the entire world into chaos for a long, long time. A lone Raksasha and his minions plot to use the players and the other factions as their pawns while they also collect some shards of their own. Maybe also some conflict with the dragon would be fun.

The Lord of Blades:
The LoBster sees the shards as THE chance to obtain power over the fleshies and thus he is on the case. His loyal lieutenant Waraxe is in charge on his side, but the LoB will also appear a few times himself. Expect them to be brutal and efficient. Flesh is a design flaw.

Morgrave University/the Wayfinder Foundation:
The university sees the shards as powerful objects, and wants to obtain them at all costs. They have made a deal with the Wayfinder Foundation to hunt for the shards together. Boroman ir’Dayne hopes that the shards are also a way to cure his terrible curse and might become desperate in time. A crazed nutty wizard and a cunning rogue lead the expedition, but they don’t always see eye to eye on matters.

The Nations:
Of course all the nations want to rule over all the others in a new kingdom of Galifar. On the other hand, some sovereigns want everything to stay in the current position, afraid for another war. Especially the kings of Karrnath and Breland view things this way and are willing to help the players. On the other hand Aundair and (what is left of) Cyre are more aggressive in the matter and might even do a gamble of their own on the shards.

The Trust:
The Trust sees all, including all the chaos these shards might create. They want to keep things peaceful, and will have none of this chaos. They will prefer to keep things quiet and will use sneaky tactics to get rid of the players before things get out of hand. Even in the later part of the adventure they will sometimes do little things.

The Undying Court:
The court has seen the same passage of the prophecy as the dragons did, but they decided to do nothing, except for a lone Deathguard, who went on a lone war against especially the Blood of Vol and the Claw.

Other adventurers:
Other adventurers are everywhere, each group looking for its own chance at glory, and the players should be prepared to deal with all kinds of figures wanting to beat them to it.

Part 3:
The Shards:
All the 18 shards are artifacts in their own right, created from the 3 different kinds of Dragonshards. They all posses great powers and are nice to have on their own. In the end though all 18 shards have to be brought to the central chamber of Thronehold where they can be used to activate the eldritch machine.
Of some shards the location is unknown, lost in time. (The Shard of Finding is buried in the tunnels of the Daelkyr, and 3 other shards are lost in the Mournland.) Others have become great and important magic items. For instance, the Breland shard is part of the crown jewels and the Aundair shard is set into an intelligent magic staff.
Each shard should pose its own challenge to obtain, and shards will shift positions throughout the adventure. The more shards the players obtain though, the more chance they will have of being a target. On the bright side, the Aberrant Shard they found posses the power to locate all the other shards in the end, making the search for the players easier.

Part 4:
Ideas and locations:
The campaign should feature many wondrous locations all over the continent. A few examples would be:

Underwater battleground:
One of the shards could lead to an underwater battleground, where Karrnathi undead and Cyran Warforged still fight after all these years, unaware of the Treaty of Thronehold. Players should not only be afraid for the ravages of war though, but also the dangers of being underwater and the challenges the water poses.

Aundair’s Falls:
Enclosed between 2 huge waterfalls lies an island on a cliff, this is the location of the Aundair dragonshard. A huge derelict palace safeguards the shard and part of it is supported by magic to float in mid air. It has many chances of dropping down or knocking down old statues.

Thronehold:
The final battle would be at Thronehold of course, the ancient palace of the kingdom. It would be impressive, majestic, made of the finest materials, covered in paintings and statues of the old kings, queens and rulers of the five nations.

These are just a few of the places players would visit of course, and it would be one wondrous location to another.


In the end, after many hardships, the players would discover that there is no eldritch machine that will give them ultimate power of the realms. But this doesn’t mean they will get nothing. The machine actually stores the spirit of the old Galifar king, and he will be able to remain on the material plane for a few minutes to reward the players for their grand actions and maybe lead them on to their next adventure.

So what do you guys think?
Isran_Imrador

03-30-05, 06:33 PM
The idea:
The idea behind this is for a website that weekly produces a FREE Eberron adventure for DMs to download including maps and NPC completely finished and done. These adventures would be part of a gargantuan Eberron campaign going from level 1 to 20, leading through all the 5 nations and dealing with almost every organization in the campaign setting. The idea would be that multiple people would cooperate on this idea in the end, creating a solid and fun to play campaign the size of the old big campaign books like “Dead Gods” for the planescape setting.

Well i like it Zedium! i am working on a adventure about one of my Rajahs this could be added to the new website. (if its good enouch..) Do you have a site for this? A name ect...? ;)

The idea would be that multiple people would cooperate on this idea in the end, creating a solid and fun to play campaign the size of the old big campaign books like “Dead Gods” for the planescape setting.

Well i would like to help.... :)


The Shards of Legend:

Seems to be a good plot and story you got there! ;)

Isran :)
rwarner3701

03-30-05, 07:53 PM
I like it, and would be very willing to help you. I am trying to introduce everything to my players and think this would be a good way to do. Unfortunately it is to late for them. I should be checking the forums everyday but if you don’t hear from me for awhile just email me.

Some ideas:

NPC’s: With a campaign this long it will be important to have lots of well detailed allies that the party can save and rely on throughout the game. Saved villagers can safeguard a dragonshard or provide shelter/hiding for the PC’s. However, they are also a weakness and should be used for blackmail and possibly betrayal in the form of changelings.

Others: There are many races and classes from other books that can fit well into Eberron, and it would be interesting to use some of them at some point in the campaign. Coming across a group of Illumians or some other race while searching would be good, and PrC’s can form an entire organization that has its own goals. Daggerspell (http://boards1.wizards.com/showthread.php?t=403790 )
Ponderosa

03-30-05, 08:24 PM
I think that sounds like a great, if indeed gargantuan, idea. You would have to work out an enormous web of interacting organizations throughout the campaign, with different groups interacting in different ways on the hunt for the dragonshards. I'm thinking each dragonshard would have at least one associated adventure with it. We'd have to shake things up so it doesn't turn into a series of dungeon crawls that are loosely tied together. Working out all the intrigue and action would be fun, though. I'd like to help, though I don't know how much help I'd be. You should look into getting a website (or maybe even just these forums) for people to meet and share ideas, as well as divide up different tasks if you're serious about writing out the whole campaign like that.
rwarner3701

03-31-05, 11:21 AM
Locations of the Shards


Aundair: Intelligant staff kept in a old fortress called Aundair Falls because of the waterfalls cascading on either side of it.
Breland: Set in the crown of used by previous rulers, it is now in a high security museum.
Cyre: Lost in mournland
Karrnath: Incorperated into a set of armor that was supposadly lost in a battle against Cyre. The battle may continue as undead and warforged fight underwater north of Karrnath
Thrane: Flamekeep?

Abberant: PC's
Detection: Lost in the Mournland although the family knows its whereabouts and are fearful of attempting to retrieve it.
Finding: Was possesed by the Delkyer before the Gatekeepers stopped them. Now its location is unknown although either party likely has some clues about it.
Handling: Lost in the Eldeen Reaches, differant druid factions argue over whether it should be used or hidden. Or, taken by Mordain to use as a power source for his golem/abberation creation process.
Healing: Vedykar, Karrnath
Hospitallity: Travels with Wandering Inn
Making: Lost in mournland, possibly part of eldrich machine, or the FIRST intelligant warforged.
Passage: Aurum Shadow Concord
Scribing: Korranberg Library vault
Sentinel: In the hilt of a magical sword, was lost in Xen'drik four hundred years ago in the fabled Obsidian City,but who knows where it is now?
Shadow: Disputed by two families for its ability to aid in their work. Held by Phiarlan although it will likely change hands many times.
Storm: Stormholm as part of the magic that protects the island from the elements raging beyond its shores.
Warding: Mror Holds, in a vault where it has sealed itself behind a protective barrier.
Kaverael

03-31-05, 11:31 AM
But is there "One Shard to Rule Them All" ?
DarkWarriorKarg

03-31-05, 11:49 AM
But is there "One Shard to Rule Them All" ?

If you put 7 of them together, are you granted a wish by a dragon-god?
Zedium

03-31-05, 01:27 PM
Yes, the shards will change hands often, so players have a chance of the shard already being gone before they are even able to lay hands on it and might go through a lot of trouble for nothing. But that is the risk of being an adventurer, isn’t it?

The shards themselves count as artifacts, and cannot be used for retain essence or item creation by normal player characters. All shards are roughly the size of one’s fist and shaped like a diamond unless otherwise noted and each shard grants amazing powers. There are 12 Syberis shards, each representing one of the houses. The house shards give a bonus to the members of that house and they all posses an unique power closely related to the house in question useable by characters not even related to the house, as another bonus, they can either Empower, Enlarge, Extend, Maximize or Quicken any dragonmarked power of the right house 1 time a day. The shards of the nations are represented by Eberron shards. Each of these shards has been used in a magic item, and gives these items incredible powers. The shard of the players is the only Khyber shard among the 18. It has an unlimited uses of Locate Object only for Dragonshards of Legend that haven't been found yet and has an unlimited range and scans straight through lead (note that a bag of holding also transport an item to another plane).
KP91

03-31-05, 05:51 PM
I would change the shards ti that artifact in the DMG. Dragon something or other. Each controls a color of dragon, and gives abilities.
rwarner3701

04-01-05, 12:10 AM
Level 1: Most low-level encounters are fighting a few goblins, or maybe some level one warrior, but the shards should be better guarded than that. The party may need to build connections to patrons by proving their loyalty before beginning the quest for the shards. More role-playing and less roll-playing at low levels as they meet important diplomats that have knowledge of the Shards and will become allies or enemies at a later time. They can prevent assassinations, or at least warn the guards, and deliver messages/packages all to help establish who they will be involved with throughout the adventure.

Party: The party will be basically stealing from almost every dragonmarked house and nation at some time in the game. Those that do not have their shard want them and those that do would be mad to lose them. Having more than one patron would be difficult but what about the members of the party? How could any member of one of the families/houses betray his family without guilt? They may have a goal of a better future but how will they overcome the prejudices and decide who should have power over the shards once they are collected?

How much do you have built up in you mind already, do you want me to make some of the locations/encounters for others to evaluate or do you already have an idea of what you want to do with more of them? I'm kind of bored in school right now so I have a lot of free time to think about this and make up some ideas.

Thanks
Robert
Zedium

04-01-05, 12:40 AM
Well, I think brainstorming here on the forums first is best, just to see what comes up. Just cool encounters and possible powers for shards etc etc.

And concerning theft etc. Doesn't always have to be, smart players will probably try to make deals with the factions where the shards belong to. And if another faction steals the shard first, you also don't have to worry about getting the blame, the ones who did the crime will be held responcible while the players rewarded for retrieving the Shards.
megamania

04-01-05, 01:03 AM
wow and wow. I'ld love to help but unsure how. I am currently to an expanded Creation Schema storyline that will take the group to 14th+ level. Involved are Aurum, Chamber, E Claw (with TWO seperate generals with VERY different styles), Warforged, Dark Lanterns, Trust, House Cannith (North and South divisions) and some Morgrave professors have interest also. Something like this is complex and PCs should learn of other combats over other parts. Currently, in Creation Schema, they are hearing about Warforged and E Claw having Brawls in the Cogs.

What you are suggesting is even bigger.

I would love to hear more and would offer being a sounding board for ideas. Something else to consider is moving away from the continent. MANY ideas and possibilities here.
Firehaven

04-01-05, 01:51 AM
I can help in anyway possible. This idea is fantastic. I will be more than willing to play this.
ChronosCrow

04-01-05, 03:56 AM
ambitious
Endless_Helix

04-02-05, 08:28 AM
The Handling one could be in the Eldeen Reaches under Olian's roots, it was what awakened him. 'Course getting it would be a pain, with all those rangers and druids meandering about. The Passage one should be moving, hmmm...

Well you're already doing that the hospitality one, so how about giving it to the Aurum's Shadow Concord? It could be what sparked their interest.

The Detection one should be in a lonley observitory in the mountains of Aundaire.

The Sentinel one, in the hilt of a magical sword, was lost in Xen'drik four hundred years ago in the fabled Obsidian City,but who knows where it is now?
rwarner3701

04-02-05, 09:49 AM
Thanks Helix, I like most of the ideas. However, I was thinking that because of the powers it has that the Detection would be the 3rd in the Mournland. It was being used by a member of the family and they detected the cause of the Day of Mourning before it happened. They went to investigate/prevent it but were to late and died when it happened. The house knows it is in there but have not yet felt safe to venture past the mist to retrieve it, and feel unable to trust adventurers with the mission.

See updated list above.
Zedium

04-02-05, 11:12 AM
Olean was awakened way before the Mark of Handling appeared, or at least before the Shards were created. I think it would be fun to have the events surrounding the Handling Shard play in the Eldeen reaches, maybe also involving the Ashbound druids.
talion09

04-02-05, 02:47 PM
I like the idea. It sounds like an old-school RPG quest, but evolved to a more complex eberron setting. It really makes me think of Final Fantasy 2, and chasing down all the light and dark crystals.

Some Ideas and Notes:
1. Was there a shard for the House of Death?
2. Maybe the Shards can also power a different Eldritch Machine and release the Dalkyr or Quori or something along those lines. You could have the gatekeepers fighting against the party, because they want the shards to remain "safely" lost.
3. The Thrane shard could be a jewel in the hilt of Tira's sword, which of course is now embedded in the silver flame in Flame Keep.
4. The 5 nation Shards could give some kind of power or skill bonus over those who have the blood of that nation, regardless of race. It would help to play up the citizenship vs race angle that is specific to Eberron.
5. Maybe an attempt to combine a few of the Shards (specifically Cannith & Cyre) to power an eldritch machine, resulted in the day of Mourning?
Endless_Helix

04-02-05, 06:03 PM
Thanks rwarner3701, so detection is in the mournlands, and handling needs a new spot...

hmm...

The Shard of Handling was stolen by Mordain the Fleshweaver, to help him control his experiments. It was traced to him and led to the discovery of his obsession. He ran away to what was a remote part of Breland, and is now part of Droaam. He used the Shard of Handling to create an Eldritch Machine, The Sculptor of Madness, which allows him to dominate animals and humanoids, and mould them into horrors beyond belief. However, his control over the machine is imperfect and sometimes it gets away from him. Then the true terrors emerge.

What say you?
3nigma

04-02-05, 06:30 PM
If you put 7 of them together, are you granted a wish by a dragon-god?

By your powers combined, I am Dragon Eberron!

"Dragon Eberron, he's our hero,
Gonna take corruption down to zero!
Here's our dragonshards magnified,
And he's fighting on the planet's side!"

"We're the adventurers!
You can be one too!
'Cause saving Eberron is the thing to do!
Looting and corrupting is not the way,
Hear what Dragon Eberron has to say!"

"The power... is YOURS!!!"

:)
Ellipsis

04-02-05, 07:29 PM
The Thrane shard could be a jewel in the hilt of Tira's sword, which of course is now embedded in the silver flame in Flame Keep.


I had the same idea and thought it would be really cool to think about the repercussions of retrieving it...but Tira bound the demon in the Silver Flame in 299 YK and the shards were enchanted in 676 YK. Darn.

Unless, of course, we wished to create a storyline in which the shards all played a role in furthering the Draconic Prophecy...

I like it...yes...the Sentinel one helped creat the connection to Dal Quor, the Cannith and/or Cyre ones caused the Day of Mourning, the Thrane one bound one of the Lords of Dust, etc....we're talking artifacts here.

Typically I hate "find the shiny object" quests, but with all the different organizations and such, it just might work....
rwarner3701

04-03-05, 12:35 PM
So about the Shard of Handling. We've got two choices and I'd like to see which you would like.

The Shard of Handling was stolen by Mordain the Fleshweaver, to help him control his experiments. It was traced to him and led to the discovery of his obsession. He ran away to what was a remote part of Breland, and is now part of Droaam. He used the Shard of Handling to create an Eldritch Machine, The Sculptor of Madness, which allows him to dominate animals and humanoids, and mould them into horrors beyond belief. However, his control over the machine is imperfect and sometimes it gets away from him. Then the true terrors emerge.

Good idea, and the Delker already have one so either party could brag about having control of a second as well, and thus reveal the location of it. The Daughters might even help us if they think we can get rid of Mordain.

However, we have some fun in the Eldeen Reaches if it is located there. The Ashbound likely want to stop it from being used because itinterfers with the natural order of things. Some druids would see it as a good thing so that man and nature can cooperate. Also, i would love the oppertunity to involve the Daggerspell Gaurdians (http://boards1.wizards.com/showthread.php?t=403790) into the campaign, and this would be a good place to do that.

So what do you think, I'll try to check back later today.
Endless_Helix

04-03-05, 03:20 PM
Actually, if you want to involve the Daggerspell Guardians...

In his fading hours, King Jarot called the wisest wizards of his day and asked them to create a force to protect the Shards from evil hands. Jarot then died. The wizards would hardly deny their king his dying wishes. They went into hiding and began to develope the techniques that would one day protect the shards. They hid away in the remotest region of Aundaire, but they were not alone. The Wardens of the Wood watched them every day at their experiments and training. They decided to help the band. This union led to the perfection of the daggerspell technique of casting. The two branches of the organization, the mages and the shapers hunted ceaselessly for the locations of the shards, to prevent any non-royal hands from stealing the shards. This competition split the organization in two. Then Mordain successfully stole the Shard of Handling. Both sides blamed the other, causing a covert war to develop. This allowed Mordain to get away. This caused further rift in the two factions. The now separate organizations returned to their roots. The Daggerspell Mages opperate as an elite strikeforce for the Twelve, forever on the lookout for news of the shards. The Daggerspell Shapers travelled with the settelers of New Galifar to defend them and to pursue Mordain the Fleshweaver. However the trail proved false. And in those corners of the world they have hidden, almost forgetting their true purpose. Untill recently, when a Shard was discovered by the Aurum. Through twisted channels it arrived in the right ears. Now both factions mobilize to ensure that the right scion becomes king of Galifar.

Comments? Questions?
Zedium

04-03-05, 03:37 PM
Well, I doubt Mordain has anything to do with the shards, I don't think he is the true meglomaniac to steal them just to create large groups of weird creatures. Mordain sees creating aberrations as an art, not some way to gain power.

And the shards weren't just relics, the whole brilliance of the plan was that the king (not king Jarot btw) gave them to the organisations as a boon. The result of this was that his children had to form alliances with all factions, and not just use brute force.

I do see potential for the Daggerspells to serve as a watcher like group, who keep an eye out on the shards to make sure everything goes well. But maybe it is better to leave out specific content from the Complete books.
Still, some rather good ideas going around. And this is just a brainstorm, at this point there are no bad idea (except for dressing Half-orcs in pink dresses and making them dance the macarena).
Majorafire77

04-03-05, 06:47 PM
I would change the shards ti that artifact in the DMG. Dragon something or other. Each controls a color of dragon, and gives abilities.

Interesting idea, but then you'd have the whole of Argonossen (sp?) and the Serens on your @ss because none of em wanna be yo slaves. That would need to be an epic campaign. Get out your draconomicon :) .
rwarner3701

04-04-05, 10:41 AM
I think I agree that Mordain would not take the Shard of Handling. He does not really need it to continue his work and its powers would not be as useful to him because of the oddities that he deals with. He was outcast from the Twelve but I don't think there is much of a connection with the Twelve and the Daggrespell Gaurdians or the quest for the shards. They are working to get the houses to coexisit and would not want to steal one anothers shards because they house associated with the shard has the most to gain from using it.

Also, I don't think the Daggerspell Gaurdians would ever really split up. Although human, they seem to be above that in their quest for the greater good. They could have been called upon by King Jarot before he died because of the tension regarding succession to the throne. He knew of their work throught Galifer and called upon them to watch over the factions so that they would eventually return to peace. They now keep tabs on most of the shards but wish them to stay in the proper hands so that unity can be established. They either watch over the Shard of Handling until it can be given to a good leader of the family , or they know where some group of druids is hiding it and can help the PC's return it to the rightful owners.

Unfortunatley, the party will have to be hindered by this group if they try to collect the shards for a single patron. The shards must be used to unite the families and the houses so that all of Khorvaire can prosper.
rwarner3701

04-05-05, 08:04 PM
The dwarves with the Mark of Warding saw their shard as a great gift and quickly went about using it to protect the greatest of their vaults. Once their own vaults were protected, they took it on the road and went to each branch in a major city to ensure that it was as protected as it could possibly be. While it traveled it was heavily protected and watched at all times for fear that it would be taken. Although the Aurum tried to get to it they failed many times over as the guards turned down their offers of wealth. Perplexed, they devised a plan to take it once it was returned to the vaults in Kundarkhold. It finished touring throughout the five nations and was returned to the Mror Holds with much celebration. However, the Aurum was waiting, by placing some of their agents within the vault, they hoped to take it before the full complement of wards could be put into place. These agents melded with the stone of the vault and waited until the shard was placed inside. It was set down and the guards began to ward the area so that it would be sealed in a safe place. As they began to close the massive doors they saw a half dozen dwarves walk out of the walls and head towards the shard. They quickly drew their swords and stepped forward to prevent the would-be thieves. However, they never had the chance. The door of the vault slammed shut in front of them and they heard a series of screams. Their attempts to open the door meet with failure and they called on some powerful casters to break the unrecognizable wards. Inside they saw no trace of the thieves, only the shard faintly through a prismatic wall that cut the vault in half. When the casters attempted to remove the wall, they seemed to disappear into the earth beneath them. It was later discovered that they were being imprisoned by the shard in an effort to protect itself. The spellcasters were freed but the shard remained out of reach.

The walls of the vault as well as the ceiling are protected so that none may enter because of the alteration caused to the wards by the shard. However, the floor was not yet warded and could in theory be used to enter the vault. Who will venture lower into the mountains, possibly into Khyber itself so that they can find a passage way that approaches the lower floor of the vault?

Questions, comments?
the.eberron.traveler

04-05-05, 09:34 PM
By your powers combined, I am Dragon Eberron!

"Dragon Eberron, he's our hero,
Gonna take corruption down to zero!
Here's our dragonshards magnified,
And he's fighting on the planet's side!"

"We're the adventurers!
You can be one too!
'Cause saving Eberron is the thing to do!
Looting and corrupting is not the way,
Hear what Dragon Eberron has to say!"LOL, this is hilarious.
3nigma

04-05-05, 10:03 PM
;)
rwarner3701

04-06-05, 10:49 AM
Stormhome has long been protected from the elements by House Lyrander, its idyllic environment a stark contrast to the lands of Aundair further to the south. How is it maintained while the family members who carry the mark are often absent serving their customers and controlling the air and sea ships that form the backbone of the families business? The Shard of Storm sits in the upper level of their highest tower. It is used to aid the few dragonmarked individuals that are always present, so that they may maintain the resort on the island. The island is blanketed in its protective force, as storms rage by completely unnoticed. What would happen if it was taken? Surely the members of the house could hold the storms at bay for a few days but what would happen to the south? Would the chaotic weather swarming around the island spread causing damage to costal cities completely unprepared for the storm? Is there a way to safely remove the shard before the Lord of Blades gets to it without alerting House Lyrander? Why does he want it, will it go before his army to weaken the resolve of his opponents? As the warforged march through the storm will the other armies seek shelter and retreat from the battlefield?

Questions, comments?
Zedium

04-06-05, 02:05 PM
Oooh, I like that Shard of Storm idea. That is basically how I see the Shards, important magic items that have significant powers and will prove useful to players, but they won't be able to keep all the Shards forever without being hunted down by everyone.

Here are some shard ideas of mine so far:

Aberrant: Responds to Detect Thoughts spell as if there is a creature with a high int in the area. At the third round, no real thoughts will be detected though, only a feeling which can best be described as serenity. The shard can locate the nearest not yet found dragonshard of Legend an unlimited times a day, as the Locate Object spell, but limited to the dragonshards of Legend and an unlimited area of effect as long as the shards are still on the same plane. It can trick players into following an enemy who also holds one of the shards. It is probably found during a short adventure in one of Sharn’s tombs, as just a random treasure, held by an ancient skeleton, probably the abberant marked figure it was originally given to.

Finding: This shard is especially good at finding things; it has a Locate Object spell of unlimited range, although the spell can’t find specific items. Another function of the shard would be that it always points the shortest, safest or quickest way to a certain point 1 time a day. The user can choose what function the shard has. House Tharask was fairly new when they were given this shard, and they didn’t own the shard for long. It was stolen during a raid by a group of abominations and their Cult of the Dragon Below servants on the Tharask outpost where it was kept and the village lying around it. Unfortunately for the Daelkyr, their taskforce met their doom by the hands of a group of gatekeepers that collapsed the tunnel the aberrations were using to flee through. The shard’s locations are still unknown, but maybe some Gatekeepers can help the players.

Shadow: Has the power to turn the user into a living shadow, giving him certain advantages. House Phiarlan was the original owner of the shard and its top spy currently has the shard. House Thuranni sees it as their right to own the shard though. Both families have a secret and limited war over the shard. Players will have to use diplomacy and cunning to get this one.

Breland: It is set into a simple crown used by many Brelish rulers and is currently located in a high security museum in an exposition on Brelish rulers. The crown gives the wearer higher intelligence and ability to see things.

Aundair: The shard is set into an intelligent staff and has been locked up in a guarded fortress called Aundair’s Falls. The staff itself is a little warmongering and dislikes cowardly wizards, although most of its powers serve wizards well. It can also serve as a mobile spellbook.

Karrnath: The shard of Karrnath was set into a marvelous armor, worn by one of Karrnath’s high generals. The shard would make the wearer of the armor almost invincible against natural hazards and would severely increase the power of the armor by creating a magical shielding around the wearer and a few of his allies near him. The armor was lost during a battle against Cyre ages ago though, and is probably lost. Or is it?
Isran_Imrador

04-06-05, 03:20 PM
Oki i got an idea for the Cannith one:

It is acctualy innbeded in one of the first warforged, if not the first. Now how Merrix got it is a mystery.

Where is this Forged now? alive or dead? Cyran or Breish. and if alive well what do you do to get it. As for powers. Well lets just say he IS Warforged (all of them) and if the shard is lost......well :eek: :eek: :P
Jarlaxle_The_Rogue

04-06-05, 05:36 PM
Don't know if anyones said this already but considering the shards have been forgotten (see first post) a lot of people seem to know about them.
Zedium

04-07-05, 01:10 AM
Well, not truely forgotten, they still serve purposses in the houses, just not everyone knows about them, and their original purpose has been forgotten.
Also, not all shards have been seen as Shards of Legend, it is hard to distinct one shard from another.
megamania

04-08-05, 12:48 AM
Don't know if anyones said this already but considering the shards have been forgotten (see first post) a lot of people seem to know about them.


The Dragon's have decided it is time for the shards to be gathered. They have spent the last few short years (oh about 150 short to them) planting clues and revealing some secrets so that the parts could be found.

Some Dragons are for the shards being found, others not. Some for purpose A and others for purpose B.

So many possibilities
megamania

04-08-05, 12:55 AM
Folks may not even know what they have. This jewels is pretty thinks the goblin. He never uses the power inside. He just knows it looks pretty and seems to give him good luck. (boosts saves or the such)

I have been trying to think of the 18 shards and their uses/powers.

Life
Death
Peace
Conflict
Knowledge
Might

And of these six types, there are three subtypes- Lawful, Neutral and Chaotic. Or good, neautal and evil. These six "ideas" shape our world and can be looked at as the three alignment sub-types.

Using Death as an example

Bad- Death comes quickly and violently. No reason

Neutral- It is thing of fate

Good- When one dies, others can gain strength and food (ugh)

Just tossing the idea out. I have not really straightened it out in my mind yet.

So many possibilities
rwarner3701

04-08-05, 11:50 AM
Thanks Zedium, I thought it was good to although I'm not so sure about the Warding shard because it makes it seem almost intelligent.

I also like your ideas. Do you still want the Karrnath one in an Underwater battle because I think that still seems to work with what you wrote. Anyway, I edited the list that I had going on the first page to include some of the more recent ideas.

I have been thinking about the powers that the shards have and was wondering if they are going to have some uniform powers or if they will just have random powers that are useful. For example should they each have 5 powers with a varying use per day, level 1,3,5,7,9 spell emulation? Or are they just going to get a random set of powers that seems right. If they were created to unite the families/nations they should be balanced so that none gain an upperhand. I was thinking of making a post like the one for the locations but for the powers if anyone has suggestions.
Zedium

04-08-05, 05:37 PM
Well, the powers should be different to each shard, no shard should indeed gain the upper hand. But they don't HAVE to emulate a spell effect, something that seems right should also be fine.

And the karrnathi idea was just a random one, can still change over time.
Inadequate

04-08-05, 06:14 PM
Hi there.
I reckon that the idea is quite good, but I must say I feel a little intimidated on your behalf when thinking about the "scope" of such a huge adventure.

I might be willing to help you out on a few areas - on which I'm not quite sure, PM me if you want to establish a contact :)
Endless_Helix

04-08-05, 08:39 PM
In response to the comment on the Mark of Handling Shard

The way I see it, Yes Mordain sees what he does as art. He also is obsessed with what he does. It takes a lot of conviction to continue to do his experiments. He also wants to perfect his craft. He can only cast so many polymorphs and make so many golems without running out of both money and experience. So... he needs something to give him the raw power of the Daelkyr. Thus the eldritch machine. Also I see the stealing of the shard as more of an act of deperation. I imagine that his research and experiments were hard to do with such limited resources and the constant chance of being caught, even as a 10-11th level wizard in the twelve. I also see him going to any lengths to make what he does easier, and to give him a wider range of effects. In effect, the eldritch machine is his chisel and mallet. It was an act driven by obsession, not meglomania. He wants to become as good as or better than the Daelkyr at what they do.

As to the powers of the Handling Shard, the eldritch machine uses the shard as an energy source, not a focus. Basically it gives him a high degree of control most of the time, and a lot of free spell slots and EXP for making a Golem. Also if the Crystal is sentient, which I think would be really cool, the periods in which Mordain loses control is when the shard takes him over. The shard's intellect is very alien and gets filtered through his already twisted mind. The horrors are so alien that they rival the Daelkyr in absurdity. Mordain sees controlling that as the way to perfecting his art.

Also the scenes you could have! Mordain having a tea party with the party, surrounded by malformed creations in servant costumes, A Frankenstein rip-off, Just watching him at work... :)
Firehaven

04-11-05, 03:36 AM
Is this thread losing steam?
ParanoidWarforged

04-11-05, 08:15 AM
I love the idea for one- i'm just waiting for a website :)
rwarner3701

04-11-05, 12:20 PM
Helix thanks for explaining your point of view on the Mordain thing. He would be fun to have in the adventure and I hope that we can include him. remember we are just brainstorming and we can just leave that up in the air for awhile, until we have a more defined plotline that it has to fit into.

I don't think the thread is losing steam although I have been unable to post to it recently due to school and work. I hope to have a number of ideas posted this week for comments but i don't know if i will have time to get them typed up. It also does not seem that a website will be created in the near future so any ideas should be posted here unless someone would like to build a website.

Help does not have to be any grand ideas or long-reaching plots, just put in a random encounter or idea that can be related to the shards and those who hold them. To go through all 20 levels, this story will likely have sidequests from patrons that are almost unrelated to the shards as the PC's move about the world of Eberrron.

More posts later in the week hopefully.
rwarner3701

04-12-05, 07:21 AM
I’m starting to think that the first part of the adventure should be the party finding the aberrant shard. It could be given to them at the beginning but I think it would be better if they found it and slowly discovered its use. It is important to start it in a place that allows the party to be from any background so that it is not restricted to only some types of characters.

It could start anywhere when a badly wounded man approaches them and asks for their help to get the shard his temple/monastery. They travel to the place to find that it is the scene of a slaughter and many corpses are still strewn about the compound. Upon exploring they find some useful equipment and some books/art detailing the mission of the group to protect the shard and collect the others of its kind. They are now all dead and the party can decide what to do with the shard while they are not yet tied to a patron. Then the first other shard they go after will not be dependant upon the make-up of the group. They could also find notes detailing the locations of one or two shards so that they go after that one and later feel the power of the shard they have while they are searching.

I want to say that the first one they go after is the Lyrander one because they will be able to see it and it’s power while they are unable to take it because of its protection and its importance to the house. They can find it and learn about its history from some old half-elf that still remembers its original purpose. While they are there, they will witness an attempt to steal it and possibly encounter the Daggerspell Guardian that is responsible for observing and protecting this shard. She can seek their assistance and explain to them the details behind the shards as well as thank them for getting the shard from the destroyed monastery, which was actually an outpost allied with the Daggerspell Guardians. They now have a patron/ally as well as an enemy that they prevented from getting away with the shard.

They can meet many NPC’s at some type of celebration so that they can receive hooks for many seemingly unrelated quests that will get them closer to some of the other shards so that they see how they are used throughout the Five Nations. Also, the Daggerspell Guardians can constantly be watching them and possibly helping as long as their purpose is served.

So what does everyone think?
rwarner3701

04-13-05, 04:10 PM
The Daggerspell Guardians are not the exactly the same as they are in complete adventurer. They are much more concerned with monitoring events and subtly influencing them in their cause for good. Their numbers are extremely low and they often rely upon the judgment of their trained members to recruit and train new members by one on one basis. Although they may work together at some times they are often not even aware of the locations of other agents. From their single established base in the Eldeen Reaches they send forth messengers to communicate with friendly outposts and villages where a Guardian is likely to pass through. This method of communication is slow but it maintains their secrecy so that they are not noticed by any enemies they may make. Their allies consist of peasants who they have saved and often, entire hamlets of people who would have died if not for the intervention of a single Daggerspell Guardian.

The first village that a Daggerspell Guardian protects after leaving his master often becomes his base of operations as he roams the countryside or travels to nearby cities. While traveling, a Guardian is careful to not drawn to much attention so that he may disappear once his work is done without endangering his town or other members of the order. The signature daggers that they carry are the only things that links them to one another and some men speak of assassins who disappear into the night after using magic to infiltrate a base and killing a leader with a pair of daggers. Luckily, these stories are often seen as tall tales to scare new recruits and entertain veterans.

As King Jarot approached his death he called upon a friend who had provided him with assistance in the past. Tanvalis, a skilled spellcaster, was an elf that had traveled almost all of Galifer in his time and understood the people of all its lands. He knew of the turmoil within the royal family and much like King Jarot feared for the fate of Khorvaire if the family dispute were to erupt in violence. King Jarot told him the story of the Shards of Legend and asked him to watch over his heirs to see that they found their way to peace with one another. Unfortunately, Tanvalis failed to prevent the war and was forced to wait in the background and hope that cooler heads would appear and bring about the end of the war. While he was moving through Crye he met a gnome who was protecting a village from a group of mercenaries detached from an army. Tanvalis helped to protect the village and together they were successful. Afterwards, Jemmi confided in Tanvalis that there was an organization dedicated to protecting innocents from the ravages of war and offered him a chance to join. Upon meeting the Daggerspell Guardians, Tanvalis asked that they aid him in his mission so that they could protect all the people by ending the war and returning peace to the Five Nations. They agreed to help in whatever way they could and informed their agents that they should be on the lookout for any of the Shards of Legend.

Today, Tanvalis is old and has not left the home of the Daggerspell Guardians since the Last War came to an end. He worked hard for the past hundred years and is ready to rest although he still feels the need to pass on his knowledge. He likely has the greatest amount of knowledge as to where the shards are located and has seen many of them personally as he attempted to negotiate with the leaders of the nations so that they would end the war.

So...
rwarner3701

04-14-05, 02:27 PM
Hooray for Races of Eberron, which I got yesterday. In the section describing the kalashter, it details a group dedicated to watching out for evil and working against it. Stillstone Holt is a community of kalashter in Stormhome that are responsible for monitoring the evil that takes place there and working to undo it at times. When the party is in Stormhome investigating the presence of the Shard of Legend, it can be the target of an attempted theft by agents of the Dreaming Dark. The players can witness some part of this theft and be contacted by one of the kalashter to explain what they saw. They may even be able to help by tracking the shard and accompanying the soulknifes sent to retrieve it. This will make them an ally in the ranks of the kalashter and an enemy among the dreaming dark. They will most likely be able to take the credit for the retrieval, while the kalashter keep a low profile, thus getting a reward and praise. House Lyrander would then be in their debt and could provide them with the next phase of the adventure.

On their way to their rooms the party sees a man run towards them and recognize him as the aide to house Orion that was present during their tour of the Lyrander towers earlier in the day. He has something covered in cloth clenched in his fist as he nears the end of the hall. From the other behind him a man in armor shouts for the aide to stop and draws his blade. The man spins and pulls out a dagger which he sends flying into the guards chest before turning and ducking inside one of the rooms. The door is slammed shut and the party hears a window shatter from within. Upon investigating, they find no evidence of anyone in the room or any other means of escape although the fall is over 50 feet to the ground.

Once the guard had finished with their questions, you began to return to your inn only to be startled by a cloaked figure appearing from a shadowed ally. Although his face is hidden beneath the cowl, he does not seem threatening as you feel his eyes bore into you. After a tense moment of silence, he speaks, “Come, there is much we must discuss.” He says quietly before turning and disappearing back down the alleyway.

It will be important to determine how bad the weather will get as time passes and all of the pent up storms start to wreak havoc of the island. Due to house Lyrander’s control of travel, it is unlikely that the shard will get off the island and it will become a problem of finding it in the maze of buildings as the storm rages outside. The PC’s shard will be helpful but they still will not be aloud, let alone able, to barge into the Riedran ambassador’s room and accuse him of the theft. Will they be able to climb the side of a building in the freezing rain as the wind tugs at their clothing? Or can they find a safer way in by helping a staff member with a family problem and get away with the shard before it is even noticed? What is protecting the shard while the ambassador is out celebrating a successful trade agreement, and possibly something more? Will he be returning just as the party heads for the door or before they have a chance forcing them out a sixth story window?

Any ideas on using the weather as a challenge and possibly awarding experience would be appreciated as well as ideas for what to do for the maid so that she lets us sneak past the guards into the suite.
Tanvalis

04-14-05, 02:51 PM
I think this is a great idea, I stopped following it once it reached a second page on the off chance that my DM would see it and want to take advantage of the great ideas here. I'm glad you guys like the daggerspell guardians the way we presented them for Eberron. AND very flattered you are thinking of including my name in the adventure. Perhaps one day I'll be able to meet myself in game! :) I look forward to playing through this adventure and that is pretty much why I don't want to read too much into it. So, please don't take my lack of posts to mean I don't like the idea.
rwarner3701

04-16-05, 02:34 PM
Maybe I was wrong this thread does seem to be losing steam. I have a lot of homework to do over the next few days so I wont post again until maybe sometime next week.
Isran_Imrador

04-16-05, 03:00 PM
There is something about Stormhome in RoE cool! And rwarner3701 i like the Lyrandar plot you are doing...

An Idea: Too get to the Lyrandar Shard (The Weatherbinder) the Pc have to get a key of some sort in the Starkcrag Lighthouse.

It is hidden in the Zedium Chamber....Tanvalis`s good friend The Mrorish Banker Zedrikch d`Kundarak design it with the best vault makers help...
Firehaven

04-17-05, 10:45 AM
How many DM's are interested in this? maybe a mass campaign? with different real-life parties fighting against one another for the items?

Come on, Im like, SO interested in this.
Endless_Helix

04-17-05, 01:03 PM
How about having a few intro adventures? So that each party could have a few possibilities for getting involved. If we look at which shards are missing, Denieth, Aberrant, Detection, Handling, and I think Travel, we could easily create a few adventures based on finding one of the shards and discovering it's purpose.

I think an adventure detailing the retrieval of the Sentinel shard would be a good intro, as suddenly as you get back to Khorvaire, the party is dumped face first into a huge power struggle.

Also, Who want the Shards? I don't think we ever really mapped out the factions. I would assume Aundaire's queen would want them, as they would prove her dominance. Who else?
Majorafire77

04-17-05, 03:26 PM
How many DM's are interested in this? maybe a mass campaign? with different real-life parties fighting against one another for the items?

That would be awesome, but what you're suggesting is very hard to pull off (making sure that the timing is correct, making sure that all of the DMs are in CONSTANT communication, etc...). It could probably work with two or three DMs (8-12 people), but not much more. Good thinking though :cool: .
rwarner3701

04-19-05, 06:23 PM
Endless Helix, I like the idea of having the adventure be open and allowing the players to choose which shard to go after. It will make it seem like the course of action they take will have a greater determination on the way other parties try to collect the shards. However, it would get harder and harder to develop the story ahead of time because it would have to be made after the players finish each session. To compromise, it would be possible to give the players a number of choices like which of the four or five missing ones to go after first and have them collect or lose those before going after the ones that are in use.

If they chase after the one in Xen’drik, the aberrant shard will fall into someone’s hands and they will have to retrieve it later. Once the unaccounted ones have all been located, the players can move onto the next level of making treaties and negotiating with the houses so that they will work together and share the power of the shards. Adventures for the ones that get taken can be written for while they are doing this as well as an adventure for retrieving any that get stolen before the PC’s can get to them. All of the adventures would have to be easily scaleable to account for the range of levels that they could be done at but the range could be kept low by having only 4 or 5 possible adventures in a set of 5 character levels.

As to your question of the faction’s knowledge and desire for the shards, it will be important to detail how they relearned of their true purpose as well as weather they want to rule or if they just want to keep using the one they already have. The dragonmarked houses will likely be content to have their own shard and possibly hiding that of a competitor (Lyrander/Orien). The royal families all want to have full power and are wiling to fight a war for that power. The use of the shards would quickly decide the victor so each is likely to desire them although knowledge of them may be limited. All of the more shadowy “evil” organizations including the new nations desire power but most of them do not know about the full scope of the shards power just the benefits they provide to the current user.

I’m working on a way to explain how the Shadow Cabinet got their hands on the Shard of Passage and their motivations for doing so. I already have a pretty good idea but I need to type it up so look for it tommorow.
Firehaven

04-20-05, 05:58 AM
Can we like do a geocities site for this? its getting messy.

Any who's interested?

*3 hands up*
rwarner3701

04-20-05, 08:02 AM
I'm fine with starting a site if someone wants to do it. The main problem I see with it is that less people will see if if it is not connected to the WotC website. Also, the content will be harder to edit unless multiple people have the password to change the site. So feel free to start it and start moving the content over.

The Aurum learned of the shards of legend when two members of the shadow cabinet were discussing their recently “acquired” tomes from Sharn. After a little more study into the subject, they found that these items would give them the power to upset the foolish nobility so that they could prosper under a more sensible rule. They wished to learn how these items were still being used and casually talked to other members to see if any had heard of powerful shards holding a prominent place in the dragonmarked houses. The first one they located was being used by House Orien to help in the placement of lightning rail conductor stones ahead of the train. Once they were constructed, it would move them into line as the train moved forward slowly allowing the new stones to be settled into place. With this being used, they expected to expand the service more each year, but not they are forced to go slower now that they are without its help.

By manipulating a few of those responsible for overseeing the project, the Shadow Cabinet was able to place a loyal conductor on board to guide the train off course. He led the train in the direction of a cliff and increased it speed causing it to go out of control. As it plummeted to the bottom, he grabbed the shard and used his enhanced power to escape to a small cave in the side of the cliff. His mistake was to trust the Shadow Cabinet for when he appeared; they took the shard and shoved him out so that his body would be found among the wreckage. Thanks to the shards power, he still had the use of his dragonmark remaining and was able to save himself just before hitting the ground. He knew that he could not go back to his house without the shard so to this day he hunts for it after taking on a new identity with the help of some changelings in Sharn. Once they had retrieved their first shard so easily, the Shadow Cabinet wanted more and quickly learned the locations of all those still possessed by the dragonmarked houses. They know where many of them reside and have recently made an attempt on the Shard of Warding, much to the displeasure of some members.

For the time being they are happy to know their true power and watch them but at some time they will want to collect them so that the nobility can be replaced. If some other group eventually tries to gather them the Aurum will notice and quickly react by setting into motion their long anticipated plans. Due to their many connections this group should be involved often but usually in the background. They have a wealth of knowledge and great power as their informants are placed throughout Khorvaire.

Tomorrow, details on how Kaius and Vol are pursuing Karrnath’s shard and what happened to it during the Last War.
Firehaven

04-20-05, 11:23 AM
I'm fine with starting a site if someone wants to do it. The main problem I see with it is that less people will see if if it is not connected to the WotC website. Also, the content will be harder to edit unless multiple people have the password to change the site. So feel free to start it and start moving the content over.

The Aurum learned of the shards of legend when two members of the shadow cabinet were discussing their recently “acquired” tomes from Sharn. After a little more study into the subject, they found that these items would give them the power to upset the foolish nobility so that they could prosper under a more sensible rule. They wished to learn how these items were still being used and casually talked to other members to see if any had heard of powerful shards holding a prominent place in the dragonmarked houses. The first one they located was being used by House Orien to help in the placement of lightning rail conductor stones ahead of the train. Once they were constructed, it would move them into line as the train moved forward slowly allowing the new stones to be settled into place. With this being used, they expected to expand the service more each year, but not they are forced to go slower now that they are without its help.

By manipulating a few of those responsible for overseeing the project, the Shadow Cabinet was able to place a loyal conductor on board to guide the train off course. He led the train in the direction of a cliff and increased it speed causing it to go out of control. As it plummeted to the bottom, he grabbed the shard and used his enhanced power to escape to a small cave in the side of the cliff. His mistake was to trust the Shadow Cabinet for when he appeared; they took the shard and shoved him out so that his body would be found among the wreckage. Thanks to the shards power, he still had the use of his dragonmark remaining and was able to save himself just before hitting the ground. He knew that he could not go back to his house without the shard so to this day he hunts for it after taking on a new identity with the help of some changelings in Sharn. Once they had retrieved their first shard so easily, the Shadow Cabinet wanted more and quickly learned the locations of all those still possessed by the dragonmarked houses. They know where many of them reside and have recently made an attempt on the Shard of Warding, much to the displeasure of some members.

For the time being they are happy to know their true power and watch them but at some time they will want to collect them so that the nobility can be replaced. If some other group eventually tries to gather them the Aurum will notice and quickly react by setting into motion their long anticipated plans. Due to their many connections this group should be involved often but usually in the background. They have a wealth of knowledge and great power as their informants are placed throughout Khorvaire.

Tomorrow, details on how Kaius and Vol are pursuing Karrnath’s shard and what happened to it during the Last War.


You have webspace? Im a noob DM, so i'll try to contribute as much information as i can.
Blindside

04-20-05, 01:24 PM
Well I love the idea but throw a slight change into it....

Why does the abberant shard have to be an item... what if through the course of history the magic changed and through generations... the Abberant Shard is actually the Abberant Dragonmarked person... But the PC's don't know this ( maybe one of the PC's is the shard themself) or maybe they have to protect the one who is the Shard... It would add an interesting twist to it. That one person is the key... and if that person dies or never realises this... then the shards hold now power... The person is both the key and the bane.


Hmm interesting thought!
rwarner3701

04-21-05, 08:38 AM
Kaius III wants to be free of Vol and sees the power of the shards as a way to escape and be rid of her once and for all. He unfortunately is outmatched in the world of espionage due to the power of the Emerald Claw. He has a team of scholars working on finding its location since it was lost in battle in what used to be Cyre and hopes that if it is recovered he can use its powers to aid in his search for the rest.

Vol knows that Kaius wants to have the shard but has been unable to spend time searching for it as her attention is directed elsewhere. A small group of Emerald Claw soldiers were sent to search for it in the Mournland but they did not return as of yet.

On the border of the Mournland, where it meets Karrnath, is a perfectly preserved battlefield. It is not preserved in the devastation that many others are but it is preserved in its current state as the battle continues to rage despite the Day of Mourning. Early in the war, a battle was fought on this field and a great Karrnath commander died along with all of his troops as they held back a far superior warforged army. As they closed in around his command post he drew his own sword and fought alongside his guards until he was the last man standing. It continued as they sent more after until finally he fell no longer able to stand against his untiring foes. The warforged grew to respect his skill in battle as well as the brilliant red full plate that he wore and never again participated in a battle on that field.

When the Day of Mourning came, he was given another chance when him along with all of his troops were returned to life so that they could hold back the warforged and this time possibly win. They have no recollection of the previous battle and are just as determined as the first time. However, this time something has changed. A group of Emerald Claw soldiers appeared from the distance and saw the battle and the great general whom they had heard stories of. They turned away from their mission and joined in hoping that they could win the battle and take back not only the armor but the general as well.

What will the party do when they are confronted with this scene of battle? Which side will they take if any? Will they allow the battle to progress as normal or try and take the armor before the end so that they can leave this place? If the fate of the battle is different than it was before how will the soldiers return to a land of peace where everyone they knew is dead? Will they side with the Emerald Claw who helped to turn the tide of battle or Karrnath the transformed nation now relying upon undead to bolster its ranks?

The Chamber is involved in many of the struggles of the lesser races see how they influence the Shards of Legend tomorrow.
rwarner3701

04-22-05, 12:55 PM
Two members of the Chamber have taken it upon themselves to monitor the path of the Shards of Legend and see to it that they eventually return to the hands of their original owners. Keicjannicarayas, an ancient silver dragon, spends most of her time in the Mournland hoping to locate the missing shards that were lost on the Day of Mourning. She knows that they must be found although she is still uncertain of who should receive them once they are. The Day of Mourning threw her plans into chaos and now she must determine what fate the shards have in store for house Cannith and the leaders of Cyre. When she must deal with the lesser races she takes the form of Mithral, a warforged who has a rather unique appearance, dragon scale like armor that shines in the sun.

Her apprentice is a young male bronze dragon who refuses to speak of his true name only giving the name of his assumed identity. He is almost always in the form of a changeling named Bin pretending to be any number of other characters. He takes great pleasure in allowing others to “discover” that he is a changeling and may often act in a way that is uncommon for the race he portrays. While his teacher spends her time in the Mournland dedicated to her task, Bin enjoys going to parties as he watches the shards and monitors the goings on of the lesser races. They are a form of entertainment to him and he usually regrets his commitment that takes him into the depths of the Mournland every month to make a report.

Bin can be found at many parties throughout Khorvaire always in a new persona as he studies the way that the nations and houses interact with one another. He is tasked with watching over the shards so that they do not get stolen but is often to busy enjoying himself to take much notice. Once they are stolen, he will likely need someone’s help to retrieve them so that when he goes to make his report he can say that everything is fine. He may also call upon adventurers to travel into the Mournland to recover the missing shards so that a third party can be responsible for their discovery.

Bin may help the character to find the location of the house Cannith shard in the hopes that they will take it back to house Cannith. Once he has given them the mission he will likely go back to his parties completely unconcerned with which members of house Cannith get the shard. However, Keicjannicarayas will have a strong opinion of which faction should receive it and will go to great lengths to ensure that it gets to the rightful owner. They are also likely to become involved in the struggle between the houses of shadow although they are weary of upsetting any of the elves, and will need to keep their involvement as low-key as possible.

When the Church of the Silver Flame received their shard they instantly put it to use, but where is it now and how many corrupt cardinals know of its location?
dmsyberpanther

04-22-05, 02:15 PM
I really like this idea. it would take a tremendous amount of time to put it all together though. I agree with the other comments in that an actual website should be put together. I need to back through some of the comments. I would be willing to assist with ideas, but I don't know what else I could help with.
dmsyberpanther

04-22-05, 05:22 PM
Once this gets rolling, assuming people help out with this massive plan and the website is up, you could have the different campaigns update the site with their progress. Just going off of the fact that they may come into other adventurers. It could almost be like a competition to a certain degree. Once a group has gone through a week, game time, have them put the update on the site. That way, we could sort of track it all. If only WotC could get behind this and have some of their peeps help out. :ayyyy!: This would also require the seperate groups to actually take notes of stuff and their progress.

Just an idea.
Endless_Helix

04-23-05, 10:25 AM
Someone mentioned something about actually running this monstrosity,and how difficult it will be. We should probably be throwing some ideas around on the mechanics. We could:

- have a ton of adventures, like 20-30 from which to choose
- Have an actuall campaign arc with several moduals
- Have an event based campaign
- Have a mixture of the above

an event based campaign would be my vote. I envision it like the Dorrel experiment, where we decide on who would run a few players and then decide on what they want to do. Then you'd use the decisions a campaign hooks.
rwarner3701

04-23-05, 11:13 AM
Zedium, I just noticed a problem with your timeline from the first post. In 512 Daroon ordered the construction of the Starpeaks Observatory so he could not have come into power after 676.

The aberrant shard could be in a person but that may pose some problems. If it is in a PC then they will almost be the focus of the entire campaign and this could cause resent from the rest of the party. If it is in an NPC they will need want to unite the shards possibly be instructed cared for by a dragon.

I hope to be able to start working on a website in two weeks because school will be out and I will have more free time. I’ll try to get some of the content we have moved over and organize it so it can be easier to find. Once it is built up I can send the password to some of you so multiple people can edit it instead or relying on a single person. I like the idea of people posting what they have done so far in the campaign because it will give ideas to other DM’s about how to handle situations and show us what might need to be changed. Having groups encounter one another may be difficult and will probably need to be set up on a one to one basis.

I think the campaign should have 20-30 choices for adventures but that the adventures are separated into groups. Each adventure is event based so that it will affect the later adventures but only to a certain point. I think the aberrant shard should be the first on they find and it then leads them to a group of adventures. The information they find leads them to the possible location of 4 or 5 shards and they choose which to go after their choice as well as their success/failure will affect what happens to the other shards in the grouping. Once they have completed the first grouping, or even before, they can move on to the next group of adventures. The adventures stay basically the same and only the level is adjusted.

I'm still working on the organization material and will hopefully have one up everyday. I appreciate any comments or suggestions to make changes to them.
rwarner3701

04-23-05, 11:14 AM
The shard given to Thrane was originally in the possession of the royalty although it was also commonly seen as a relic of the Church of the Silver Flame. Thrane used it to gain the support of the Church and relied heavily on their influence both before and during the war. It was seen as a beacon of light and a powerful tool for the forces of good, and when the last war began it was sent forth to aid the paladins of the Silver Flame in battle.

When the king died and the church took power, the Keeper of the Flame feared that it would be lost during a battle of the war or worse yet stolen by a corrupt cardinal. To prevent this, it was given to a band of paladins whose fervent beliefs made them reliable and capable protectors of the shard. They were not to go to war like so many others, but they were sent into the Demon Wastes where they could use and protect the shard at the same time. No record was made of his quest and so the tale of the shard is lost now to all but possibly Jaela who’s union with the flame provides her great knowledge and power.

Thrilled with his chance to finally take the fight to the enemy, ** set out with great faith in his mission. He hand picked his troops for their loyalty and ability to fight the forces of darkness. However, nothing could have prepared them for the pure evil that resides far in the Demon Wastes. At first they won victory after victory protected by their arms and the power of the shard. As the battle continued for many years the soldiers grew tired of their mission and wished for a reprieve from the constant demands on their abilities.

** made his first mistake by refusing for fear that all their gains would be lost. A single knight, who was scouting ahead, was approached by a disguised rakshasa and convinced to betray his companions. He reported back that he had found a canyon that led to some ruins. The canyon actually led to a dead end, but before he could be questioned he had plunged his blade into their commanders side as the ambush was sprung. However, ** was not wounded and was able to kill his surprised lieutenant and marshal his men to hold off the attack. The rakshasa being far from foolish had brought overwhelming numbers and although they took great losses, the fiends slaughtered the knights. In the end it was only ** and a few men against the rakshasa which attacked killing the remaining men almost instantly. When he moved to strike down the leader, his blows landed harmlessly as ** fought back eventually killed the beast.

Believing that the Silver Flame would protect him, he continued on his mission and although his power was great he was eventually captured, in his sleep, by a medusa that turned him to stone but never discovered the truth behind this lone man wondering in the Demon Wastes. He sits there still his brilliant armor making him the centerpiece of the medusa’s collection. The shard is their also concealing its power until another comes who is worthy to wield it.

Oops, I need a name for the paladin leader.

Tomorrow, how The Twelve work for the greater good of the Dragonmarked houses while one of them works to destroy all in her way.
Zedium

04-24-05, 03:20 AM
Looking good rwarner, I think we have some great ideas here.
And yeah, I also noticed that mistake in the timeline, we will have to figure that out hehe.

Anyway, I will be on vacation for two weeks, but we ought to have plenty of ideas by then, just send me a PM for the site and all that.
rwarner3701

04-24-05, 10:05 AM
The Twelve have some knowledge of the shards although few know of their true purpose. Those still in possession of a house are seem as marvels of magic and are valued highly by the families that hold them. The Twelve desire to collect the shards of the dragonmarked houses so that they may be used for profit by the house they rightfully belong to. Although there is some bickering especially with the houses of shadow, and the fragmentation of house Cannith, The Twelve seems to be inadvertently following thru on the original purpose of the Shards of Legend. However, if they were to learn of those possessed by the five nations, they would likely desire them both for the financial gain of the houses, and for the opportunity to study the magic that is bound within them.

One member of house Lyrander know of the Aundairin Shard set into the staff, and she desires it for the power it could give her. She is upset that another was promoted onto the Committee of Twelve, and sees the staff as a way to surpass him in power, thus gaining the position. She is a bitter person who cares for few others and would like nothing more than to see her enemies cast down at her feet. However, she knows how the game must be played and will likely approach the PC’s with kindness and a story of the injustice she has suffered. In truth she knows that the staff is intelligent and is likely to reject her, but she hopes that she can blame her opponent for hiring the PC’s in disguise to retrieve the staff.

Will the staff be able to dominate the foolish player who grabs it or will it go along willingly hoping to get the fight it has longed for as it sat dormant inside the keep? When it flies out of control is anyone safe from its wrath, will it be found strewn amongst the corpses of it captors? After it is returned to Aundair will it dominate a servant so that it can return to battle alongside the player that it came to appreciate?

If the party is trusted by The Twelve they will find doors open to them throughout the five nations as the dragonmarked houses welcome their presence. They will be well equipped to travel about helping to find the remaining lost shards. However, if they are seen as thieves, they will be outcast prevented from using the houses services and forced to find a mundane solution to their problems. The legality of the Twelve makes them more dangerous in some ways than the Aurum. Although they cannot stoop to the levels of secret organizations they have an entire dragonmark suited to helping quietly eliminate threats without drawing attention. They cannot be openly opposed because all of the nations respect their power and depend upon them for services. They will defiantly rank as an enemy the players do not want to have.

Each of the houses still is independent and their amount of knowledge varies as does their motivations and plots for the retrieval of the shards whether they are lost or the rightful property of another.
Firehaven

04-25-05, 07:06 AM
Another idea, DMs should post about what they are intending to do, so that we do not end up having two teams going after the same things.

The abberant shard could be an NPC, but everybody is racing to find him ( final shard )
rwarner3701

04-25-05, 04:01 PM
Cannith (mark of making)
House Cannith lost a good number of their most powerful magic items when the Day of Mourning occurred. One of these was their Shard of Legend, which was undoubtedly being used to advance some magical experiments. Although they desire to retrieve all of their items this one in particular has sparked the interest of the current faction leaders. Merrix seems to care very little for it at the time being, however, Baron Jorlanna and Zorlan are both searching for it, almost as a competition. They are under the impression that the one who possesses it will be able to take over leadership of the house because of its power. Both have sent expeditions to find it but as of yet, neither of them knows its location. Zorlan fears that even if it were to be found, it has been altered by the Mournland and will be more dangerous than it is helpful. He searches for it to best Jorlanna and to protect Khorvaire from the threat it could pose if it were to fall into the wrong hands. They would each also be interested in studying any of the other shards because of the unique power and the practical applications that they have. Copying the magic they contain would be a great step to rebuilding their shattered house.

Deneith (mark of sentinel)
Many tall tales circulate amongst the warriors of House Deneith that are influenced by the Last War and it’s many heroes. One of these tales speaks of a legendary general from Karrnath that fell in battle against astonishing odds and the armor that he wore. Another speaks of an entire company of Deneith mercenaries who were lost when they were ambushed by drow laborers who had been helping to excavate some ruins in Xen’drik. They were surprised by the sheer numbers and never stood a chance in the unknown jungles. The most important part of the legend is the blade held by the commander of the expedition, which was said to be able to fell even the most powerful enemy in a single blow. Many warriors boost of their eventual quest to find these items, however, most fear the danger that surrounds them and would only hunt them if surrounded by their companions. Shirin d’Deneith has shown a desire for these items and believes that they will help to prove his dominance so that he may replace Baron Breven, the current leader. A small scouting party has been sent to evaluate the strength of the drow in this fabled Lost City, while the actual location of the armor is still being investigated.

Ghallanda (mark of hospitality)
The halflings of this house are very concerned with the welfare of their own people and although they have developed into a financial empire like the other dragonmarked houses, they did not forget their roots. Even with their concern about keeping up the reputation of the house throughout Khorvaire, they worry about the safety of all halflings in the plains more. To aid in their effort, they keep their Shard of Legend moving with the Wandering Inn so that none need go without food or a place to sleep, although they are usually asked for some type of payment. They care little for the locations of the other shards or for the power that they could obtain if they were to gather them. The Shard of Hospitality is enough for them, and they would be greatly disturbed if it were to be taken and will refuse to part with it for almost any reason.

Jorasco (mark of healing)
When the halflings began to filter into the rest of Khorvaire, House Jorasco was happy to lead the way. They do care for those that still remain in the Telanta Plains, but they are also concerned with the wealth scattered across the five nations and how they are able to obtain a part of it for themselves. Money is the primary motivation for this house, although they do not judge those they treat, as long as they can pay. The shard that they have is kept in Vedykar so that it may be used in a ceremony for each of the students before they set out to represent the house. Also, it is studied so that eventually its power can be reproduced and spread making the work of the house of healing even easier.

Kundarak (mark of warding)
Although the dwarves have a love for acquiring wealth they are also very protective of both their families and the wealth they have already obtained. Almost every member of the house understands the importance of the shard and how it has been used to make the banks more secure, and thus the house richer. However, one of them betrayed that information for a price and the shard was almost stolen by as yet undetermined foes. Now it seems to have locked itself inside a vault, and not even the most skilled dwarves have been able to free it. Their position as wardens of valuable objects also gives them the unique opportunity to learn of what they protect. Although none would ever think of stealing from the vaults they are tasked to protect, they know the location of many items and could provide that information for a price. House Kundarak is responsible for the protection of the shards belonging to Breland, Aundair, and House Lyrandar, as well as their own, although it is currently beyond even their reach.

Lyrandar (mark of storm)
House Lyrandar must hide the fact that they are overjoyed by the fact that House Orien’s Shard has gone missing. Although they had no part in its theft they are glad to see it gone because of the speed with which the Lightning Rail was beginning to spread. When it was taken, they became fearful and have increased the security surrounding their own. Although it is not used in travel, they need it at most times to protect their island city of Stormhome and would be devastated by the chaotic weather if it was gone. To protect it, they have employed the services of House Deneith, Kundarak, Medani, and Phiarlan. It has been removed from Stormhome to serve the house before but only when it was a case of absolute necessity. It was used to increase the speed of an airship on a very important mission, which almost none know of, and returned as soon as the mission was complete. Thanks to the efforts of an addition ten dragonmarked individuals, no change in the weather was noticed in its absence.

Medani (mark of detection)
After meditating with the assistance of the Shard of Detection, he had discovered the truth. A great disaster would befall the five nations, specifically Cyre and destroy all with in its borders. Knowing that time was of the essence, he rushed to speak to Baron Trelib and demand that an expedition be formed to prevent this horrendous day from coming. They went and that is all that is know about the expedition for none of them escaped as the mist began to blanket the land. The faction leader has kept the expedition a secret because he does not trust others to retrieve the shard while he fears to endanger more of the members of his house. The most likely way to get him to assist an expedition to retrieve it would be if King Boranel were to send the troops. His trust in the King of Breland is strong enough that he will believe in the success and reliability of the team to return with the shard, and hopefully news of the expeditions fate. None in this house know of the other shards, although they would prove useful in any effort to find them and may even take up the search themselves were they to learn the truth.

Orien (mark of passage)
House Orien is devastated by the loss of their shard and has spent a good deal of time searching for it. At first they desired to blame House Lyrandar but they have none of the proof they would need to challenge their honor so openly. Although they at first feared it was destroyed, they are confident that it was not, since the investigators they hired found no trace of the shard or the heir in charge of the mission. They are also confident that for the lighting rail to veer so far off course, it must have been an intentional act, and therefore a theft. Investigators have been hired but they are not affiliated with any dragonmarked house so the progress has been slow to compensate for the high secrecy surrounding it. To the public, it seems that no investigation is underway and they believe that the shard was destroyed in the crash.

Phiarlan (mark of shadow)
The elves of the house of shadow have a long history of information gathering and the Shards of Legend are of particular interest to them. House Phiarlan fears that should true peace return to Khorvaire, they would see a serious drop in their business and they fear that this will happen if the shards were to be collected. They have also had problems with keeping a hold of their own shard and are determined that the rival Dragonmarked House is not allowed to keep it. They have planted informants in the ranks of House Thuranni to keep track of its movements and hope to have it secreted away amongst their ranks in no time. They know the locations of all of the Shards of legend still in the hands of the original owners as well as the one held by the Aurum, although they have no plans to steal any of them. Most are reluctant to sell information regarding the location of the shards but will report that the inquiry was made to higher officials so that the interested parties can be watched.

Sivis (mark of scribing)
The gnomes of House Sivis, like most others, have always feared to draw to much attention to themselves. This caused them to hide the shard they were given so that the other factions who received one would not see them as a potential threat. After some time only a few members knew of its existence and everything was good. Then, one of the Gnomes had the brilliant idea that he should take it and use it to increase his chance for advancement. Although his name has been forgotten it was him that caused the Trust to take an interest in the Shards of Legend and the potential disaster they could cause. The leaders of the house were more than happy to hand over the shard and it sits now in the Korranberg Library to be used only in the most dire of situations, and only accessible by the house leader with the help of a leader of the Trust.

Tharashk (mark of finding)
Due to the short lives of this house’s members their shard has long been lost and forgotten. It was being used to explore a series of mines when it along with the entire expedition was lost. This being a far from unique occurrence, it was investigated but when there were no apparent leads it was simply forgotten. Were they to learn of its existence, they would be able to find it with little difficulty, and would gladly put it to use either in Xen’drik or some other locations so that they would be able to find more dragonshards with its assistance. They do not desire any of the other shards and are quite happy in the role that their house holds in the land of Khorvaire.

Thuranni (mark of shadow)
Much of the information pertaining to the Shards of Legend was lost to this house when the original house of shadow split into its two current factions. House Thuranni has not been able to regain much of this information although they do know where the halflings have their shards. They also know of the location of the Kundarak shard and are partially responsible for its current situation. The information regarding its soon to be theft was leaked, free of charge no less, to a Kundarak heir, because they believe it will be easier to steal from the dwarves then the Aurum. They have hopes of retrieving not only their shard but also all of the others and are taking a much more aggressive stance on the situation. They feel cheated by the split in the house and see the shards as a way of regaining the power, which they held in the past.

Vadalis (mark of handling)
Breeding animals is a difficult thing and the humans of this house had long depended upon the use of their Shard of Power to aid in the process. It allowed even the most wild of beasts to be calmed so that they could be controlled. However, it is no longer in their possession, and they long to have it returned. Rumors abound as to who the thief may have been and almost everyone has been accused, including other dragonmarked houses. One rumor is that a deranged mage is responsible and he has taken the shard to use its power for the abominations that he creates far into uncivilized lands. Another is that a rouge group of druids is responsible for the theft because of the way they believed it was manipulating nature. Also both House Lyrandar and Orien have been accused of desiring to put a cramp in the production of magebred steeds. To aid in its recovery, House Tharashk has been openly contracted and supplied with the finest steeds available, while House Phiarlan has also been searching for clues to its location.
rwarner3701

04-26-05, 03:10 PM
The Dreaming Dark has long desired to spread across Eberron and with their dominance in Sarlona all but insured; they have set their sights on Khorvaire. They have long gathered information on the progress of the human kingdoms, and are also gathering the knowledge they will need on other races as well. This combined with the wide range of access granted to the ambassadors allows them to know the locations of almost every one of the Shards of Legend. The only ones they have failed to locate are the four lost in the Mournland, although they have been responsible for seeking adventuring parties to explore the barren wastes. They have sent these expeditions both as ambassadors and disguised as any other party that could be interested in what lies beyond the gray mist.

They see the domination of Khorvaire, and eventually all of Eberron as a forgone conclusion and have a great deal of patience to achieve their goals. Also, they must be cautious for if the dragons were to see them as a threat it would take little for them to sever the slowly growing bond between the worlds. However, they do desire a foothold more than they could have as merely ambassadors and have been working to collect a few of the shards so that they can establish their first true presence in Khorvaire. Aundair has been selected as the starting place for a number of reasons related to its history and mindset.

Aundair still has the shard it was given in its possession and has used it regularly thus it was easy to find and will be easy to obtain. Their unwitting pawn in House Lyrandar has already revealed much regarding the location and protection of her family’s shard. In return, she has been given much of the information about the Aundairin staff and the power that it can bestow upon her. If she were to obtain it for them they would have two, because the Lyrandar shard is within their grasp although they have yet to act upon it. Aundair was also chosen for its proximity to Thrane, and the hatred that developed between them during the course of the Last War. The Church of the Silver Flame is seen as the most organized threat to the Dreaming Dark’s plans. Although they fear the work the kalashter may do to hinder the coming battle, the Silver Flame is seen as a much more reachable adversary.

When the Dreaming Dark begins to move it will be a quick coordinated strike as they attempt to gather every shard they know of at one time. They may attempt to get a few first but once others start to mobilize, they will act ruthlessly and steal every shard in a single night if possible. Even once the shards are in their hands they will have to spend a long time to bring them together as agents travel across Khorvaire while still being concerned with the security of their mission. It is especially at this time that they must be careful of any kalashter that may unwittingly stop the agents they have transporting the Shards of Legend.
DolArrah

04-26-05, 08:33 PM
Why not have one shard be subverted by the DD, like the already violent one for the house of mercenaries (can't remember its name), and have it controlling minds, causing anger and idsent? Then, when the PC's get it, they have to contend with the shards mental powers.
rwarner3701

04-27-05, 04:36 PM
Yay, the dragonmarked houses are retyped. I think I forgot some of what I had but I'm pretty happy with it. Any suggestions or corrections are always appreciated.

I'm sure that once the adventure is a little more developed and people start to run it both their plans and the eventual outcome can be posted. Any problems can then be fixed to make the game run more smoothly for later DM's.

DolArrah, I like the idea of having a the shard itself fight against the players and the sword containing the Shard of Sentinel (House Deneith) may have that power. Also it has already been determined that Aundair's Shard in incorperated into an intelligant staff so that may also resist the players. Once the Dreaming Dark has a shard it will be hard to get it back, but with their knowledge of crystals, they may be able to make a fake that could be a trap for the ones who try and take it back.

Next I think I will right about the Gatekeepers, Wardens of the Wood, and any other Druidic sects, look for it tommorow.
Zedium

04-28-05, 09:59 AM
Looking good, but I would prefer if less shards would be lost or removed from the original owners. I also think that only the shards of the 5 nations have been set into a weapon or piece of armor while the house shards are set into more permanent things like Lightning Rails or their main base of opperation. Removing the shards shouldn't pose such trouble that the players will be hunted down for the rest of their lives, at least, not once word gets out of what actually happened.

Also, I think house Phiarlan would actually cooperate with finding the shards instead of opposing it, they are far more in favor of peace than of wartime. As shown in the dragonshard they care more about stability than about profits. Although house Thuranni might think differently.
DolArrah

04-28-05, 03:05 PM
Is anyone going to make a website? That would be really cool, and don't want to see this idea fall through the cracks!
rwarner3701

04-28-05, 11:11 PM
Cannith, Medani, Cyre, and Karrnath are lost in the Mournland. Deneith is in Xen'drik, And Tharashk is held by the Delkyr. Both Orien, and Vadalis could still be in possesion of the house and the idea could be a planned thing that will happen during the adventure. The Aurum steals Orien's while dropping clues leading to the accusation of Lyrandar, and then Lyrandar beefs up security but it is not enough to stop the Dreaming Dark from going after theirs, while trying to frame Orien. Once neither is the enemy, they can work together to help the PC's retrieve both of the shrads.

Then only 7 of 18 are lost but the players already have one, or will at the beginning of the adventure. The more that are missing or stolen throughout the campaign, the more groups can be involved on either side, and even some that are innocent but are suspected of the crime.

Did not find much relationship with druids, unless one of them is responsible, or accused of stealing the Vadalis Shard. Also, they could be involved as an ally fighting both the Dreaming Dark or the Delkyr, because of the threat that they are an invaading force. I might add them on to another post later.

DolArrah, my exams are next week and once they are over on Thursday, I will be building a website and moving over the content as I have time.
DolArrah

04-30-05, 11:19 AM
What are you doing here then? Go, study!
rwarner3701

05-01-05, 10:00 AM
Queen Aurala tries to present herself as the leader of a peaceful nation, while secretly; she desires to see the kingdom of old returned and its crown placed upon her head. She realizes that seizing power will be a long and arduous process and has the patience to play other nations against one another. Her spies are gathering the information she needs, and although she does not fully trust either of the Houses of Shadow she has used them to a limited extent in places where The Royal Eyes have trouble going. (I’m not sure weather or not she knows of the shards, but if she does or she learns of them she will most defiantly desire them.)

Ambition it seems, is a common trait in Aurala’s family, and her brother Adal also has a desire to rule over Galifer much as his ancestors did long ago. Although his fascination with the weapons of war has upset many of his fellow mages it has helped him to find a useful ally in the Aundairin staff containing the Shard of Legend. The like-mindedness they have has allowed him to call upon its full power from time to time. He is not yet ready to challenge his sister, let alone the other nations of Khorvaire, but when he does he will most likely call upon the staff to help him in his quest for power. If it were to be taken he is the most likely to want it back, and may even seek other shards so that his rise to power can be easier. (I think he should know about the other shards since the staff likes his mentality and could give him the information.)

Although the staff does like Adal, he is unable to use it as consistently as an adventurer would and it may be willing to find a new owner. With the war over, it has sat in a dusty room rarely used and it desires to face battle once again. If it can drive Adal to make a rash attack on Thrane, it will be able to relish in the rekindled war. However, it must approach him carefully fore he is no simpleton that it can easily control. If it were to find a more easily persuaded wielder, it may go so that it can have control instead of being seen as just another tool in the mighty Adal’s arsenal.
Zedium

05-01-05, 03:56 PM
Oooh very nice, I do see Adal as a possible wielder of the staff and it would make a nice adventure line.
rwarner3701

05-08-05, 12:57 PM
After a long week of exams and an even longer weekend of work, I am back. I have looked at a couple of webhosting sites but have not yet decided on what to use. if anyone has a suggestion or would like to help build a site I would appreciate it greatly.

My work schedule more than doubled since I am now out of school but I am still working on writing more content for this. I still need to go back and change the Houses of Shadow. Here is an idea for the Breland shard and the role it will play in the future of that nation. I think next I will work out some more detail on the powers of the Shards so that it is easier to see how they can be used and who will benifit the most from their use. I will probalby post them a few at a time so that the thread can stay current for a week.
rwarner3701

05-08-05, 12:58 PM
Throughout the Last War, King Boranel used many of the precious heirlooms of Breland to aid him in battle. The armor and weapons he wielded were among the best in all of Khorvaire, and he used them with the skill they deserved. Although he used a number of them in the war, he has seen little need to call upon any items to aid him in rebuilding the peace and turning his nation away from the pursuit of war. His skill with battle is matched with his diplomatic ability, and he has never had to rely on others to aid him in his negotiations.

This is a shame because he does not know the power contained within the crown and scepter last used by his father. These items contain Breland’s Shard of Legend and can bestow great power on the one who wields them. They provide the ability to build the nation from within by motivating the people and inspiring them to achieve more for their country. Also, they provide the ability to build treaties and, it is believed they were used during early negotiations with Zilargo before Boranel’s father passed away. The one who calls upon the power of these regalia could surely lead the nation of Breland, and possibly all of Khorvaire into a new age of prosperity.

The most interesting part about these items is that everyone knows about them while none know of their true potential. They sit shielded by glass in a museum display detailing the history of Breland’s great kings and the deeds they were able to accomplish. It is described throughout the history of Breland but usually as just a passing note, a description of the king as he deals with the parliament or ambassadors to some other nation. Perhaps, if enough of this lore were pulled together, it would be seen as the powerful tool that it was and could be used again.

Many people would be able to benefit from the use of this regalia because eventually someone will need to replace the beloved Boranel, although as of yet no one has distinguished themselves as a strong leader. Any of his heirs or even a sibling could call upon the power of the crown to become the next king due to their sudden leadership ability that rivals even that of the king. The question is how could they use the crown before their king passes away and truly show themselves as the next leader. Also, Lord Ruken ir’Clarn could use this powerful item so that he could bring the parliament the full power he feels it deserves. He of course would like to be the first prime minister, and the crown would aid him greatly in leading the nation through this transition.

Finally, there is the student of Morgrave University who has been researching the crown along with other relics of the royal family for his final presentation to his headmasters. Will he uncover the truth behind the items and the power they contain? Who does he want to lead the country when King Boranel dies? Can he be bought or manipulated by the intersected parties or must he be killed due to the knowledge he contains?

Crown and Scepter
This crown and scepter have been used periodically throughout the history of Breland. Believed to be a gift from King Daroon to the nation of Breland, they have been used by every king to sit on the throne. They are made of gold with some silver edgings and have both mundane gems, as well as dragonshards set into them. Last used in the coronation of Boranel, they await the next coronation or a time that the current king desires to use them.
DolArrah

05-11-05, 03:07 PM
Maybe a dragonshard could have been the fuel for the first airship, or something equally fantastic. Said airship could have crashed or broken after a few seccesful flights, and the shard fell into the ocean. The Shahuagin (sp?) could have it, and, if it was House Canniths, it could have started making a shield for itself out of the only two things that isn't on the bottem, light and water. The Shahuagin could be revering it, then they put it in a shrine.

Since the shards have a little bit of sentience, it could enjoy the worship (as much as a rock can, albeit a magical one), and starts making its light dome colorfull. It would then start to manipulate other things for the benefit of its amphibean worshipers, creating protections out of the sorrounding matterials.

The Shahuagin could interpret this as an 'act of God' and then their underwater city would become a pilgramige site. Of course, this city was over-top of the port outside Lhazarus (sp?). House Cannith, having known that the first air-ship crashed there, could be looking for a way to get their property back. The people in Lhazar are being attacked by the shahuagin, and they are beggining the think of House Cannith as the perpretrators of this, trying to undermine their power.

Of course, the PC's will go after it. They will meet opossition from House Cannith, or maybe they will be supported by them, as the House may want to just steal it from them afterward. They can expect help from the sailors, as the shahuagin have been attacking since they have been disturbing the peace of their refuge. The most obvious opposition is from the sharks and their masters. There should be a few adepts and one or two clerics there. Of course, no one said anyhting about the shard wanting to leave. And who says it can, even if it wants to?
DolArrah

05-13-05, 10:13 PM
The Abberant shard could be in the sword of Lheck Harunh(sp?), and the PC's have to steal it. They are paid money, but then the shard compels them to go on to the next shard in the adventure.

Lheck could have given his sword to a blacksmith to put the newly found gem (the abberant shard) into the sword. You have to get bast the level 5 Expert (their best blacksmith), and get away from the compound. Then, you have to escape from you employers and go to your next shard.
DolArrah

05-14-05, 10:10 AM
One shard could be in The Twelve (I think, are they the ones in the flying castle?). The PC's have to remove it, but if the castle falls, they are blown down with it. They have to get the twelve to help support the castle.
DolArrah

05-15-05, 12:22 PM
Is anyone else going to reply?
DolArrah

05-15-05, 08:04 PM
Maybe this thread is losing steam . . . :weep: :weep:

Anyway, which of the ideas will we use? They are really good (especially mine, jk ;) ), but some do fit better than others.

My favorites are the following ones

The Dragonspell Mages and Shapers (http://boards1.wizards.com/showpost.php?p=5849394&postcount=45)
Mark of Warding (http://boards1.wizards.com/showpost.php?p=5871399&postcount=27)
Mark of Storm (http://boards1.wizards.com/showpost.php?p=5876736&postcount=30)
Aberrant Shard (http://boards1.wizards.com/showpost.php?p=5925513&postcount=44)
Kalashatar (http://boards1.wizards.com/showpost.php?p=5943261&postcount=46)
The Aurum (http://boards1.wizards.com/showpost.php?p=5982107&postcount=55)
King Kiaus III (http://boards1.wizards.com/showpost.php?p=5987089&postcount=58)
The Dragons (http://boards1.wizards.com/showpost.php?p=5998384&postcount=59)
Thrane (http://boards1.wizards.com/showpost.php?p=6005729&postcount=64)
Aundair (http://boards1.wizards.com/showpost.php?p=6013122&postcount=66)
Dreaming Dark (http://boards1.wizards.com/showpost.php?p=6033664&postcount=69)
House Denieth, not very long (http://boards1.wizards.com/showpost.php?p=6036639&postcount=70)
Location, although I don't like the Denieth one (http://boards1.wizards.com/showpost.php?p=6057369&postcount=74)
Aundair (http://boards1.wizards.com/showpost.php?p=6074152&postcount=76)
King Boranel (http://boards1.wizards.com/showpost.php?p=6126954&postcount=79)
House Cannith (http://boards1.wizards.com/showpost.php?p=6153907&postcount=80)
DolArrah

05-23-05, 08:38 PM
Have you finished the website yet?
Firehaven

05-26-05, 10:27 AM
nothing?
Xerex Zendo

05-27-05, 07:40 PM
i think each of the Shards of Legend should be linked to either an ability or a skill dependent on the house/person/continent is was given to????
terranshadowstaff

06-14-05, 02:32 PM
This seems to be a great story to run for my players and hopefuly I can post my ideas when time permits.
dmsyberpanther

07-04-05, 12:06 PM
Did this whole idea just die by the wayside? Has there been any further progress since last month?
Rogue Newb

09-15-05, 05:25 PM
I know someone else has been going very thouroghlu down the list of shards. But since they stopped posting and I think that the Shard of Making needs some help I wrote this:

The Shard of making was lost just years after it's distribution. The artificers of House Cannith had found a great Tower hidden underground (Looked like a creation forge =) ). They thought that the shard could help in the understanding of it. The whole expedition was killed when the shard did exaclty what they hoped it would. It activated the forge, which in turn empowered a host of ancient warforged in the temple. All the members died, except 1. A minor house noble at the time Thom d'Cannith was at the campsite above ground when a wounded member of the party managed to reach him and told him of what happened below. After that the 'forged emerged and killed the wounded man while Thom escaped. He ran and never looked back. He had knowledge that sentient constructs could be made, and a general account of the process. When he returned to a small Cannith base in Khorvaire he dedicated the rest of his life to understanding how this was accomplished. He filled a whole wing of the library with his research but no one realized what he knew. It would rest there for centuries. When Merrix d'Cannith was a boy he inspected around this small base, seeing if it would do as a new armory base for the war. After finding an old study filled with models of 'forged he became interested. He hid the knowledge of the place and began to study what was written by Thom d'Cannith earlier. He attempted to build a tower as described but it was a poor substitute. He realized he had to go to Xen'drik. He made the trip and found the shard as well as the ancient Creation Forge. He learned what he needed to and returned and built the first forge. He found that each forge requires that the crystal "charge" it every 1,000 'forged built in it. He made secret trips to recharge the forges in existence. But it has a powerful special ability. It can, once per week, turn any construt into a sentient version of itself with the Living Construct type and all that implies.
Mekboyjohn

09-15-05, 06:30 PM
In the year 676, there was internal strife in the kingdom of Galifar. The king was afflicted by a terrible curse, draining the very life of him. Soon the king would die, and the continent would be plunged into war, because the king’s 5 children all wanted to claim the throne. To prevent internal strife and the ultimate doom of the kingdom, a wise sage created 18 dragonshards. These shards, the shards of legend were given to the 5 scions of the king, and 1 each to every dragonmarked house. The last of these shards was given to a powerful aberrant mark. On his deathbed the king told his 5 children to collect all of the shards, the one who would collect all 18, would gain the power to rule all of the 5 nations and gain ultimate power over them. It is suspected that this ultimate power would be some kind of ultimate eldritch machine, proving the true power of the user. The 18 shards were gathered after many trials and in the end it was the wise Doroon that ruled over the 5 nations for many years to come.

Today, the legend of the shards has been forgotten, but the shards still exist although their true power is unknown. Each of the shards holds an important position within each nation and each house, and has powers of its own. No one knows that the shards would give the owner the powers to rule over the entire 5 kingdoms, and thus the entire continent. Until now that is, the players recovered the Aberrant Shard, the shard originally owned by the powerful aberrant starting a rivalry among all factions of Khorvaire never seen before. Each faction is racing to claim all the 18 shards, which are spread out through the continent and owned by all kinds of different people and hidden in several wondrous and impressive locations.


Crap! you stole my idea for my campian!

But anyway i like the idea for a free lvl 1-20 campian.