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| Rekko05-10-07, 06:07 PM | Welcome to all ! I am currently DMing an Eberron game for 3 players that are currently 2nd level. (If you happen to be one of my players, I suggest you don't read this thread or you won't have any fun playing the adventure) I wanted to share the adventure I plunged them into with you board readers, so I can get some feedback and suggestion, but also to share my idea so some of you can play the same adventure. This adventure similar to the Rod of Seven Parts can be adapted for any character level, but my players started first level into it. Just for information, my players are currently LE Karrnathi human cleric[Blood of Vol] 2 NG Karrnathi human sorcerer 2 (faith = Blood of Vol, carries the Mark of Sentinel of House Deneith) CN Karrnathi changeling barbarian 2 (faith = the Traveller, usual appearance = human) Here goes the plot: Artix d'Cannith is a respected artificer within the institute of the Twelve. He is devoted to the institute and has no preferred connection with any of the three House Cannith division. His passion for history, arts and crafts reflects in his many researches on creation schemas. Every crafter on Eberron knows that schemas are sort of blue-prints that makes magic item creation easier or possible in some cases. Lately, he discovered a schema in the archieve of the Twelve that seems to be part of a bigger schema. This schema would be the first piece of a puzzle to complete. Artix is the only one that knows there are thirteen schemas (13 moons, 13 planes, 13 dragonmarks, so 13 schemas, etc). If his theories are true, when assembled together, the schemas present a complex recipe to create an artifact. The artifact power is thought to amplify in an unimaginable way the powers of any dragonmark. Of course, this secret is supposed to be well guarded by the high members of the Twelve. The institute of the Twelve has demanded to Artix d'Cannith to find the missing pieces of the puzzle and then fabricate the complex and powerful artifact that will raise the dragonmark to the next level. Artix d'Cannith will begin to search for the twelve missing schemas in the libraries and archieves of each magic institute or university of Khorvaire (Arcanix, Morgrave, Korranberg's Library, other). But first, he wants to keep the already found schema in his possession for further studies, but also because he fears a competition, a race, between the thirteen dragonmark houses to find out which one will be the first to find and fabricate the artifact for themselves. Artix's life is in danger and goes to Karrlakton to the House Deneith headquarters to hire some bodyguards (the players) that will fallow him on his journey to protect him. Only when Artix d'Cannith will totally trust the players that he will tell them about the schemas, but not the artifact (and especially if one of them possesses a dragonmark) The first part of this adventure is to travel from Karrlakton to Korth back at the Twelve tower. There, while Artix is in a meeting with the council of the Twelve to retrieve his schema, the PC's would get attacked by Thuranni elves that have learned of The Artifact. The attack is swift and the PCs found themselves locked up in a room, seated in comfortable chairs at a table. In front of them is an empty seat. In the corners of the room, a few elves stand still, apparently unarmed. Another elf enters the room and sits in front of the PCs. "I have a deal, do you accept it" says he. The deal is that the PCs will spy on Artix and report their progress to the House Thuranni. In exchange, the elf give each player a cheep minor magic item (that doesn't fit their characters) and tells them about The Artifact (which at that point might probably be still a secret to the PCs). Note that the PCs have to accept the deal before even knowing it. After Artix's meeting, he was able to retrieve the first schema. Artix may notice the new magic items of the PCs, which will provoke suspicion. The groups then takes the road for Arcanix (I think it's the closest magic institute to the Twelve). |
| Rekko05-10-07, 06:08 PM | Here is where the fun begins. I need, with your help I hope, to find 12 locations for the 12 remaining schemas to find. They could be almost anywhere. Considering that the first schema was discovered in the archieve of the Twelve, it is likely possible that other arcane institute be in the possession of a few schemas. Considering the people that are likely to be interested in this affair, maybe a few schemas could also be in their possession. Which location could make an interesting game? Goblin ruins, Xen'drik, Argonnessen, Aerenal, Mournland, Korranberg, Sharn, Arcanix, Demon wastes, Eldeen Reaches, Lhazaar Principalities are the places I thought of first. Keep in mind that there will be a large number of people interested by the schemas. So it is highly possible that the PCs arrive in the chamber where a schema was supposed to rest and found nothing more than dust and a note from their rivals that were there before them. Also, arcane institutes might give the schema they possess in exchange of a task that will drive the PCs to another location. Do you have any suggestion where to hide the schemas? Rekko |
| Rekko05-10-07, 06:09 PM | Depending on the interests of your PCs and the side they chose to play on, the fallowing organisations/NPCs can become their most trustworthy allies or their hated foes. Artix d'Cannith Artic d'Cannith is an intellectual, a visionnary. He love is work, and would never let any schema fall into corrupted hands. The Artifact he is trying to create is powerful magic item that should extend the powers of any dragonmark. Its powers should be used for good intended actions; progress of magical technology affordable for a majority of poeple. Artix d'Cannith would prefer destroying his work than suffering seeing his work wrongly used. The Twelve As the institute that started the project, they wish, similarly to Artix, to use The Artifact with every other dragonmarked house in common projects to enable magical technology progress. The Twelve would share equally The Artifact with every dragonmarked House. Other Magical Institutes Other magical institutes on Khorvaire are rarely formed out of dragonmarked personalities. Some of these institutes, such as Arcanix and the Arcane Congress, have a rivalry with the Twelve, or more accuratly, with the dragonmarked magic which they can't manipulate. For obvious reasons, such institute that acknowledges the Twelve's project wouldn't want the dragonmarked Houses or the Twelve to acquire further magical power. The Dragonmarked Houses Each House will naturally race against each other to fabricate The Artifact or to give The Artifact a focus on a specific dragonmark. The divisions of Cannith will also race against each other. There will still be this perpetual rivalry between Phiarlan and Thuranni that will be translated to this race. Dragonmarked personalities plotting to become patriarch or matriarch of their house would also enter the race to seize control of their house (I'm thinking of Shirin d'Deneith, House Tharashk's regional leaders, House Sivis' High Council, etc.) The Aurum When someone talks business and moneymaking, the Aurum is always nearby to take their share of the profits. The Royal Families The Last War has given the opportunity for the Dragonmarked Houses to grow in power while it weakened most of the royal families. An Artifact that would set the power of the dragonmark to the next level is something that the kings and queens of Khorvaire fear most. They fear that their population will turn against them when they'll notice they are almost no longer useful to them since the Dragonmarked Houses can offer them better products. Eberron might be at the edge of living its French Revolution. Lady Erandis d'Vol (and thus, members of the Blood of Vol and the Order of the Emerald Claw) Erandis d'Vol, as everyone on the boards know, is the last heir of the Mark of Death. However, her mark can't be activated because she is an undead. Erandis d'Vol believes that The Artifact might be enough powerful to activate her lost dragonmark. Well, she doesn't have any hopes about it, but still wants to try in case it works. Aereni Elves Aereni elves are highly protectionists. They do not want any intruders in their sacred forest. Dragonmarked Houses with more power may force some commercial representative to come in their forests, which they do not want. Moreover, I doubt that the Aereni elves want Vol to get more powerful, so I'll guess that those Aereni undead stalker organization would have a cell to prevent Vol from growing in power. Dragons Dragons and their Prophecy. I'd say dragons could be both allies and enemies here; therefore, some dragons would think that it is favorable to dragons that the dragonmarked Houses get more powerful while some other dragons wouldn't. Also, like the Aereni elves, they may not appreciate seeing Vol's mark activated once again, but some dragons might say it is a risk to take. Fiends Like the dragons, fiends observe the world and pull their strings when needed. Like the dragons, they might be in favour or against dragonmarked Houses owning more power. Inspired Even if the Inspireds have started to open commercial borders, they are not ready to see a Khorvairian walk on their land. They do not want this progress reaching Sarlona because it might disturb the domination they have on its inhabitants. Moreover, more powerful dragonmarks or higher magic means better arcane defense against quories. The Wayfinder Foundation I don't know if this organization would care about the dragonmarked Houses owning more power. However, this project is a great oppotunity for the foundation to make loads of deals with any who would like to venture in the depts of foreign locations. |
| Cifer05-11-07, 06:18 PM | Another elf enters the room and sits in front of the PCs. "I have a deal, do you accept it" says he. The deal is that the PCs will spy on Artix and report their progress to the House Thuranni. In exchange, the elf give each player a cheep minor magic item (that doesn't fit their characters) and tells them about The Artifact (which at that point might probably be still a secret to the PCs). Note that the PCs have to accept the deal before even knowing it. At this point, at least one of my characters would laugh out loud. "I wouldn't have thought the noble House Thuranni would send fools for such an important mission and important it has to be since you have assaulted us in the stronghold of the Twelve. Do we accept a deal before knowing what it is? What assurance have you got that we will keep to it if we find it to be against our principles? Be assured that as soon as we leave this room, people are going to be informed of our little... meeting. And do not think you can make us dissappear - we are known to be at this stronghold. Questions will be asked, all the wrong kinds of questions. So I offer you two possibilities: Either let us go right now and without further delay or - if you believe it will be to our liking - you make clear what this 'deal' of yours entails." I'd consider someone who accepts such a deal without knowing what it is to either be too trusting or quite likely to betray me later on. Further, handing out crappy and non-fitting items is not a great way to inspire loyalty either. |
| Rekko05-11-07, 10:10 PM | You are right about that Cifer. I totally agree with what you just pointed out. However, it all depends on the PCs themselves. In my game, the three first level PCs, which just started their career as adventurers and are almost in their first encounter, are outnumbered by Thuranni intimidation troops. They are at the mercy of the elves and have no protection or link with the Twelve yet. Refusing would start a torture routine until they have accepted the terms of the deal, or until their death. As for loyalty, they all received a totally random minor item and a promise of fortune starting with no less than 1000gp each (sorcerer had ring of feather fall, cleric got +1 bastard sword and barbarian gor +1 dwarven waraxe) which isn't that bad considering it's their first magic item of the whole game. The objective in this meeting was getting information that would force the PCs to choose a patron, for now either Artix and House Deneith, House Thuranni, or work for themselves. Hope that clears out a few things. Rekko PS: I'd like to point out that I don't mind debating what I have done in my own campaign if it can help understanding the whole adventure. I do not have a lot of experience as a DM and I do not master the world of Eberron. So I do make mistakes. This is why I come here to get some feedback and critics. |
| MetaEidolon05-11-07, 11:48 PM | Here is where the fun begins. I need, with your help I hope, to find 12 locations for the 12 remaining schemas to find. They could be almost anywhere. Considering that the first schema was discovered in the archieve of the Twelve, it is likely possible that other arcane institute be in the possession of a few schemas. Considering the people that are likely to be interested in this affair, maybe a few schemas could also be in their possession. Which location could make an interesting game? Goblin ruins, Xen'drik, Argonnessen, Aerenal, Mournland, Korranberg, Sharn, Arcanix, Demon wastes, Eldeen Reaches, Lhazaar Principalities are the places I thought of first. Keep in mind that there will be a large number of people interested by the schemas. So it is highly possible that the PCs arrive in the chamber where a schema was supposed to rest and found nothing more than dust and a note from their rivals that were there before them. Also, arcane institutes might give the schema they possess in exchange of a task that will drive the PCs to another location. Do you have any suggestion where to hide the schemas? Rekko Well, before I placed the pieces, I would decide where they came from and who made them. I would also decide what the different pieces do, individually. Perhaps they were made or first discovered by the a group of wise scholars who realized the great implications of what they had, and decided to send groups across the world to hide the schemas. Or maybe they were meant to be found at the right time. Having played in a variation of rod of seven parts, I think the most tense months of game play were when we didn't have the upper hand, and the opposition had more of the parts than we did, or stole them from us. |
| Rekko05-13-07, 04:33 PM | Here's one idea I have for the moment on the origins of the schemas. I hope you guys out there have other ingredient ideas, so we come up with the best recipe. Brief History of Arcane Magic and Dragonmarks (Note that Divine Magic evolved separately from Arcane Magic, and that while a civilisation might not have arcane magic, it still may have divine magic.) The world and the planes are held together by a mysterious energy. In the real world we would call that Physic Science. But in Eberron, there are some phenomena that can't be explained by Physic. In Eberron, Arcane energy would be the source for all explanations. Yet, Arcane energy is still full of mysteries that are unexplainable, even for the Dragons. As a manifestation of Arcane energy, patterns have appeared (and disappeared) about anywhere in the nature. These patterns first appeared before the Dragons rise from their primitive state in rivers, constellations, subterranean caverns, coral reefs, mountain chains, and recently they have appeared on the flesh of the lesser races. When the Dragons rediscovered the Prophecy they, in fact, discovered the mysterious patterns that Arcane energy creates on the world. The Dragons called these patterns Dragonmarks. The Dragonmarks are the foundation stones of Arcane Magic, which is the ability to shape, manipulate and control Arcane energy with spells. By wielding Arcane Magic, the Dragons rose from primitive state and entered in the Dragon-Fiend Wars. Just note that the Fiends also observe the Prophecy, and consequently, by spying on the Dragons or on their own, they also have noted the schemas of the dragonmarks. The spreading of Arcane Magic, and the schemas origins, in the Eberron’s History After the Dragon-Fiend Wars, in the thousand years that mark the transition between the Age of Demons and the Age of Giants, the Dragons decided to reproduce the patterns of certain dragonmarks, thirteen schemas to be exact. This event marks the birth of a wide and large dragon organization that devotes itself to observing the Prophecy and note its movement and progression. Today, the Chamber is actually a special cell of that larger organization that deal in a new way with the Prophecy. Around -60,000, Dragons make contact with the giant kingdoms and begin teaching the giants how to use arcane magic. In fact, the Dragons gave the giants twelve out of thirteen reproductions of the dragonmarks, the schemas, they made thousand years ago. They kept one Dragonmark (the all powerful Mark of Death) for themselves. The Giants civilization boomed with highly advanced magical technology, and the elves carefully watched at the heels of their masters. The patterns of the twelve Dragonmarks given by the Dragons inspired numbers of Giant artists, so at that period, the Dragonmarks could be regularly looked at in many work of arts. We all know what happened to the Giants when they wrongly used the gifts of the Dragons against Dal Quor. Xen’drik suffered from the Giant-Quori War, the cataclysm fallowing Dal Quor’s physical division from Eberron and the Dragon-Giant War. Consequently, many of the schemas on Xen’drik were lost, but a small number were preserved either by lucky giants, the drows, or the elves. At this point, most of the schemas were reproduced for medium-sized people’s practical use. The elves and the drows developed their own magical technology with what they had of the dragonmarks. Thanks to the Manifest Zones from Irian and Mabar, the Aereni Elves highly developed their Arcane arts in the necromancy domain without the schemas of the Mark of Death (yet. Note that the first Dragon-Elf Wars started in –25,000 and that the Mark of Death appeared in –3,200). When the Dragons found out about the Undying Court, they first wonder how it was possible for that lesser race to develop Arcane Magic in a domain they didn’t have a schema. Then, by fear of being surpassed, they attacked the Elves which offered a very good resistance on their home continent thanks to the Deathless. After the first Dragon-Elf Wars, the Undying Court began, as one of its role in Aerenal’s society, to observe the Prophecy as well. Outraged, the Dragons tried to attack Aerenal a few times again. During the Goblin-Elf Wars, the schemas of the Elves passed to the other side of the line. Arcane Magic consequently spread all over the Dhakaani Empire and the Goblins shared Arcane Magic with the Orcs in front of the Daelkyr menace. Dragons, but also Fiends, shared some of their magic with the Gatekeepers to overcome the Daelkyr menace. Therefore, spreading a few more spells on Khorvaire. Dragonmarks on the lesser race When the Dragonmarks appeared on the lesser race, the pattern on their flesh were different than the patterns found in nature. Moreover, the dragonmarked personalities possessed innate spellcasting abilities. The birth of the Mark of Death started another Dragon-Aereni Elf War, and the discovery of the half-green dragon Erandis d’Vol, symbol of the union of the Emerald Claw and House Vol’s matriarch intended to end the conflict, ended the war with in a disastrous murderous raid against House Vol. The Chamber was created to observe closely the Dragonmarks on the lesser race. In a way, it protects the other remaining dragonmarks from being wiped out by the Dragons. The Last War unbalanced life on Khorvaire and Dragons observe closely the continent to prevent any damage done to them. The schemas today The schemas on Khorvaire were lost in the ruins of the Dhakaani Empire, or hidden secret by Gatekeepers and forgotten by everyone else. Maybe a lineage of the Dhakaani leaders have one schema in its heritage. Other schemas remain lost in Xen’drik, or secret in Aerenal. Of course, all schemas can be found in Argonnessen. The schema linked to the Mark of Death, and essential for the fabrication of The Artefact projected by the Twelve, can only be found in Argonnessen. Some exploring organization like the Wayfinder Foundation, Arcane institute and Universities might have discovered, without knowing, a few of the schemas required for the creation of The Artefact. It was the case for the one the Twelve possessed and that is now in Artix’s possession. In that case, some of the schemas were moved from their resting place. The Dragons do not know where every schema is on Khorvaire, but it’s sure that some dragons are trying to relocate them to control the issue of the Twelve’s project. |
| jpwyrm05-15-07, 12:52 PM | This is a very interesting adventure idea Rekko! So good in fact that I'll probably use a lot of your stuff for my own campaign :D I concur with Eidolon, you should figure if the schemas on there own have any effects. If so, it could be interesting to hint there individual powers to the caracters to fuel their determination to find them. One question though: You seem to imply that there is actualy more than 13 schemas... Is it correct? Is there several copies of say, Schema #1, a couple of Schema # 4 and 8, etc...? |
| Rekko05-15-07, 10:20 PM | This is a very interesting adventure idea Rekko! So good in fact that I'll probably use a lot of your stuff for my own campaign :D Good to hear you are appreciating what pops out of my head. What are the things you love most this far? I concur with Eidolon, you should figure if the schemas on there own have any effects. If so, it could be interesting to hint there individual powers to the caracters to fuel their determination to find them. Yes, determining if the schemas have actually individual powers is one of the next step on the to do list. Although I find it good to feed on my PCs’ interests to determine possible powers for the schemas, I don’t think it’s appropriate in a more general storytelling. I’d find very awkward that some sort of artefact has exactly what I would need. I prefer rewarding my PCs with other magic items or contacts through the missions and the whole adventure. To help us choose if the schemas do have powers on their own, we should ask us a few questions like “How could it fit the storytelling?” I would like to read some of your suggestions on either or not the schemas have powers and if they do, what should they be? One question though: You seem to imply that there is actualy more than 13 schemas... Is it correct? Is there several copies of say, Schema #1, a couple of Schema # 4 and 8, etc...? There are exactly thirteen schemas. However, as you noticed, there are a few copies of some schemas because the dragons gave copies of twelve schemas to the giants. Then, the elves and the drows copied some schemas to develop their own magical traditions. With wars and commerce, some schemas might have been copied again, stolen, or even lost and destroyed by the goblins that then shared it with the orcs. The schemas were rediscovered in Dhakaani ruins by human civilisation, and, thus, may have been recopied again. So briefly, yes, there was a time when the schemas could be found in several copies. However, today, because of war and thievery, many copies of the schemas were lost. So to this day, ignoring the original reproductions made by the Dragons, there may be one or two copies of a schema left somewhere out there on Khorvaire, Xen’drik, Aerenal and, of course, Argonnessen. Note that the thirteenth schema, the one of linked to the Marked of Death, can only be found on Argonnessen, but it could be interesting if the Undying Court would have their own copy of the ‘land’ Dragonmark linked to the Mark of Death. |
| jpwyrm05-16-07, 10:07 AM | Good to hear you are appreciating what pops out of my head. What are the things you love most this far? I'm currently DMing EotLQ and I intend to give it a twist towards the Draconic Prophecy and the rising of the Children of Khyber. We've only built the caracters and played a couple hours so I still got plenty of time to plan the remaining of this adventure (and beyond of course!). Since I want to involve the Aberrant Drangonmarks, I'll probably give the artifact the power to increase and alter the effects of those Marks. The way I see it, my players will ally themselves with the Aberrants after EotLQ, searching for the lost schemas. Somewhere along the way though, they'll discover the evil intentions of their allies and (I hope) turn on them, maybe allying with the Dragonmarked Houses. Though I'm not sure of the outcome yet, this could lead to a new War of the Mark... Yes, determining if the schemas have actually individual powers is one of the next step on the to do list. To help us choose if the schemas do have powers on their own, we should ask us a few questions like “How could it fit the storytelling?” I would like to read some of your suggestions on either or not the schemas have powers and if they do, what should they be?. Well, obvious choice could be to link the powers of the schemas to each 13 dragon deities/moons/dragonmark...or a mix of that. Some could be dragonmarked enhancer (spelling:confused: ), granting more use of dragonmark/day, empowering it, unlocking new powers (i.e. giving the feats Dragonmark Master from DM), etc... Maybe they could even give SA abilities to their bearer, mimicking the effects of Dragonmarks. That's pretty much what I can come up with right now So briefly, yes, there was a time when the schemas could be found in several copies. However, today, because of war and thievery, many copies of the schemas were lost. So to this day, ignoring the original reproductions made by the Dragons, there may be one or two copies of a schema left somewhere out there on Khorvaire, Xen’drik, Aerenal and, of course, Argonnessen. Note that the thirteenth schema, the one of linked to the Marked of Death, can only be found on Argonnessen, but it could be interesting if the Undying Court would have their own copy of the ‘land’ Dragonmark linked to the Mark of Death. Thanks, also what I thought ;) |
| Rekko05-16-07, 03:24 PM | You just made me realize that I completly forgot to incorporate somehow the Abberant Dragonmarks. Ah well... seems I need to check a few things before coming up with an idea. As for the schemas power, since they are the foundation stones of arcane magic, I would tend to say that they'd give almost no enhancement to a character. Like the letters of the alphabet, you would need a few schemas to build a spell. With that said, a schema could be used as a focus material component for spells of a selected school of magic, or they could give metamagic effects to a dragonmark abilty. I could also see animal companions, familiars and homonculi being slightly enhanced by the proximity of a schema. Maybe a schema could give out a few strings of the Prophecy (kind of future sight), or give a more role-play reward such as information on magical or planar history. That's just my call, what do you guys suggest? |
| Bubbatron05-16-07, 04:57 PM | ok you say you forgot to imclude the aberrant mark, how are you working the schemas out to combine ? do they need to be placed on a kind of rod/staff and slotted over it ? if so you could use the rod to be the "schema" of the aberrant mark, kind of implying its an underlying effect of all dragonmarks not just a bizarre side effect ? |
| Rekko05-23-07, 06:48 AM | I have come up with a story for the Abberants and their twisted and tainted dragonmarks. However, I don't have the time to write it until next Wednesday. Hint: House Vol and the Dragon Below are involved. Rekko |
| Rekko06-01-07, 12:50 AM | The Birth of the Aberrants The Aberrant Dragonmarks first appeared on Eberron a few months after the massacre of House Vol. By becoming the last heir of her family, the last heir of the Mark of Death, and by becoming a lich, Erandis d'Vol created a disturbance in the magical balance of the world. The Mark of Death has effectively dissappear from the flesh of the Vol, and normally would have appeared on another family. However, the Mark of Death hasn't totally disappeared since Erandis became a lich. This fact created a disturbance in the balance magical balance of the world. Everywhere people could feel something was wrong, but none could really tell what was happening. At once, people thought it was due to the explosion of the thirteenth moon and the showers of Siberys shards. However, in the pool of speculations, only the Fiends knew the truth. In the bowels of Khyber, the "land" dragonmark associated to the Mark of Death, that the Fiends were observing, was going mad. The patterns began to twist and transformed themselves infinitly. Khyber was trying to reestablish the magical balance, but the Dragon Below wasn't able to succeed. The Mark of Death still beared by Lady Vol prevented the birth of a new Mark of Death. Instead, the Rajahs, the Daelkyrs and what will come to be the Cults of the Dragon Below took the opportunity to master the ever changing dragonmark. Tainted, insane, mad, purely evil and corrupted rituals were made to absord the potential power of the "land" Aberrant Mark into Khyber shards. Most of the shards couldn't stand the power and bursted into fragments and radiation after a few days of resistance. The creatures exposed to the explosions acquired some weird powers (possibly an aberration template). On another hand, the lesser races were marked differently: some patterns of the Aberrant Mark started to appear on their flesh at random. They became the first Aberrants. The very few and rare Khyber shards that didn't burst out are now known as the Aberrant Crytals and are considered very important artifacts by the Dragon Below cultists who know of them. Most of the Crystals are owned by the fiendish Lords of Dust or some powerful Daelkyr's aberrations. One or two of these Aberrant Crystals should serve as the schema of the Mark of Death so that the Aberrants could use the Artifact. Today, the Aberrant Dragonmarks can appear on any member of the marked races thanks to the first Aberrants and the mixed marks. However, some cults of the Dragon Below may be mad enough to force an Aberrant Mark to appear on someone by shattering an Aberrant Crystal. However, the Crystals possess more magical potential than the Aberrant Marks, so it would be very rare that an Aberrant Crystal be destroyed for this purpose. The first Siberys Dragonmarks Meanwhile on Argonnessen, the Dragons noticed in the Ring of Siberys the dragonmark-constellations growing to very large proportion. Years later, in answer to the disturbance created by the spawning of the Aberrants, the first Heirs of Siberys walked the surface of Eberron. (Note that there is no Siberys Mark of Death, the Aberrant Marks fill that role) Since there is no Siberys Mark of Death, the artifact would be malfunctionning in the hands of an heir of Siberys. However, there could be a way for the Heirs of Siberys to use the Artifact but without unlocking all of its powers. |
| Malruhn06-04-07, 09:29 PM | Where I would start is by drawing the artifact... then "breaking" it down into its thirteen component parts. Some of the parts may be indicative of where they are now. Do you have the artifact statted out yet? Know what it does - and then you can set up lesser powers for when various parts are put together... and if there might be bad effects if some parts are put together. I would also allow the characters to go chasing after copies - and have them NOT quite work... kinda like the key copy that doesn't quite work the lock that it was made for. Let the characters deal with the Undying Court - until they realize that it was for naught and that they HAVE to go to Argonnessen. Oh, and I LOVE this idea!! |
| Rekko06-05-07, 09:31 AM | Where I would start is by drawing the artifact... then "breaking" it down into its thirteen component parts. Some of the parts may be indicative of where they are now. Do you have the artifact statted out yet? Know what it does - and then you can set up lesser powers for when various parts are put together... and if there might be bad effects if some parts are put together. The Artifact isn't statted out yet. Neither are the thirteen pieces or the schemas. I would also allow the characters to go chasing after copies - and have them NOT quite work... kinda like the key copy that doesn't quite work the lock that it was made for. Let the characters deal with the Undying Court - until they realize that it was for naught and that they HAVE to go to Argonnessen. That is a must for the adventure. The PCs can't always succeed without any time or material losses. And we are speaking of Eberron here ;) Oh, and I LOVE this idea!! Good to hear that. I would like to start a brainstorm on the Artifact and the pieces. What they would do, how they should look like, where are the schemas and possibly who possesses them. |
| Rekko06-05-07, 10:14 AM | The Mark of Death As I wrote before, if an entire dragonmarked family is eliminated, the dragonmark linked to it simply appears to on the flesh of a new lineage. For example, if House Cannith enters a war to decide who would be the patriarch/matriarch of the House and all its members are killed in the conflict, the Mark of Making will pass to another family, and it may not necessarily be a human family. Today, the Mark of Death tries to resurface on the flesh of the livings, and it may not necessarily be on elves. However, as I once read from Keith on the boards, there are certain conditions that allows a dragonmark to appear on members of the lesser races. For example, the Mark of Death appear among the elves of Aerenal thanks to the many manifest zones to Mabar and Irian. It would be quite logical that the Mark of Death would reborn in the same location of her first birth. However, the face of Eberron has changed since the first appearance of the Mark of Death and the next birth could take place in a location where there have been alot of death (*cough*cough*the Mournland*) or in a powerful manifest zone to Dolurr. The Mark of Death tries to reappears, but a few things block its way to the flesh of a new family: Lady Vol at first, then the Aberrants and the Heirs of Siberys. Imagine if Vol succeeds by blood manipulation to open the way for the Mark of Death to reappear, or if Vol is finally destroyed, what would hapen to the Aberrants and the Heirs of Siberys? Would they progressively die and disappear? Or would there be some sort of solid distinction between the True Eberron-linked Dragonmarks and the Aberrant Khyber-linked Dragonmark (meaning would there be some 13 families bearing Aberrant Marks), and would a Siberys Mark of Death appear? [B]Erandis d'Vol and the Aberrants[B] Meanwhile, Vol is trying to resurrect her lost mark by blood manipulation. Her eyes are almost fixed on the Aberrants. Vol ignores that the Aberrants exist because she is a lich, but she thinks that it may be possible to mix some Aberrants in hope that their child may manifest an Aberrant Mark that has the same powers of the Mark of Death, or manifest the Mark of Death. |
| Rekko06-11-07, 01:53 PM | The groups then takes the road for Arcanix (I think it's the closest magic institute to the Twelve). Actually, there are institute that are closer to Korth than Arcanix. Wynarn University in Fairheaven or even the Church of the Silver Flame in Flamekeep. My players are now in Rekkenmark, they are trying to figure out a way to cross Scion Sound to Thalios in Thrane. They want to travel to Fairheaven to search the archieves of Wynarn University and make contact with the Wayfounder Foundation. They possess one schema and have cross roads (and swords) with the Emerald Claw, Thuranni Elves (which they think being from Phiarlan), and Sentinel Marshalls patrolling the roads of Karnnath. The PCs are mostly intrigued with what the schemas can do, so building the Artifact becomes pressing. Does someone have an idea? |
| Skyshroud Sage06-11-07, 03:06 PM | Which location could make an interesting game? Goblin ruins, Xen'drik, Argonnessen, Aerenal, Mournland, Korranberg, Sharn, Arcanix, Demon wastes, Eldeen Reaches, Lhazaar Principalities are the places I thought of first.... Do you have any suggestion where to hide the schemas? Rekko One of the schemas could be incorporated into a Warforged, which the PC's have to track down (either Tracking or Urban Tracking would work well here). This would work best in a large city, like Sharn, or in a large wilderness area like the Eldeen Reaches. |
| Rekko06-11-07, 10:58 PM | Quite interesting. How do you suggest the schema ended up in th warforged? |
| Skyshroud Sage06-12-07, 07:50 AM | It could have been placed there before his/her/its creation by House Cannith before the end of the War. It could have been placed just behind the chest plate before they activated the Creation Forge, for example. It doesn't necessarily even have to be the Mark of Making schema, a d'Cannith could be trying to hide a schema from another house. What would be interesting is making the Warforged an innocent. He had nothing to do with the placement of the schema inside him, and it would be very traumatic or even deadly to remove it. This is a great moral dilemma for your players. |
| Rekko06-18-07, 11:11 PM | I worked on the Artifact a little bit, and while I was reading all I can on magic items and dragonmarks I fell over page 247 of the DMG2. The Spellward of Arcane Might which is a magical location that enables arcane spellcasters that draw power from it to cast certain spell as though they were quickened once per day. The Artifact could create a magical location, similar to the Spellward of Arcane Might, that would enable the dragonmarked characters that draw power from it to use the ability of their dragonmark more times per day, or enlarged spell-like abilities, or the benefits of a dragonmark feat, or something else that would put the power of the dragonmarked characters to the next level. Imagine such a place being in the tower of the Twelve, the center of the dragonmark researches' facilities. Rekko |
| Rekko06-29-07, 10:33 PM | Time to :bump: this up. Does someone has something to add? I'm kind of running low on ideas. Rekko |