Healing the Mournland

Post/Author/DateTimePost
#1

reddaffodil

Sep 20, 2009 21:21:13



Planning an Eberron Campaign with an Order of Druids healing the Mournland, and they request the PCs to protect them. In this campaign, Cyre was destroyed when the nation tried to absorb all the other nation's casting power except their own, but they ended up doing the opposite. They lost the connection to the arcane energies, and when the magic energies tried to come back they fused together and created an Arcane explosion. The living spells are an offshoot of a great Dragonshard crystal in the middle of the forge infused with the life spell seed(Stuff to make epic-level spells). 


 


The reason why the explosion was so big was because the entire place was a manifest zone of Thelanis, so the arcane energies were particularly strong there. Now it's no longer a manifest zone, energies still flow normally through it, but the Dragonshard crystal's spell seed was scattered in the arcane energies, giving rise to the living spells. However, the spell seed made a fog that absorbs life.


The glowing chasm is actually the remnant of the great Dragonshard, and the glass plains are none other than another Dragonshard that was infused with the energy spell seed.


 


Now, assuming that the Druids had all the resources they needed, how would they set about healing it?


 


(BTW this is 3.5)


#2

dread_lord

Sep 21, 2009 18:39:13

Maybe they have to set up Planer Seals around the land, to seal away the other-worldly energies. Each one has to be set just inside the mists. The LoB wouldn't want that so he'd go about attacking them whenever their guard was down. Not to mention the random weirdness of the land just making life awful. Some supplies for the seals could get lost on their way through the mists and the adventurers have to track the wagons down.

#3

reddaffodil

Sep 21, 2009 21:27:50


Maybe they have to set up Planer Seals around the land, to seal away the other-worldly energies. Each one has to be set just inside the mists. The LoB wouldn't want that so he'd go about attacking them whenever their guard was down. Not to mention the random weirdness of the land just making life awful. Some supplies for the seals could get lost on their way through the mists and the adventurers have to track the wagons down.




That sounds like a good idea.
#4

Madfox11

Sep 22, 2009 4:48:05
I suspect that more factions besides the Lord of the Blade would be interested in/opposed to the actions. Healing Cyre would create a huge political backlash with the sudden free land with all bordering nations trying to acquire it. It probably would trigger a new war with Cyre being right in the middle. Sure, the druids wouldn't care, since to them healing the land is more important, but if the various secret agencies find out they will soon be the center of attention of all major factions in Khorvaire (and probably beyond).
#5

reddaffodil

Sep 22, 2009 8:59:09

I suspect that more factions besides the Lord of the Blade would be interested in/opposed to the actions. Healing Cyre would create a huge political backlash with the sudden free land with all bordering nations trying to acquire it. It probably would trigger a new war with Cyre being right in the middle. Sure, the druids wouldn't care, since to them healing the land is more important, but if the various secret agencies find out they will soon be the center of attention of all major factions in Khorvaire (and probably beyond).


Oh dear, I hadn't thought of that, you're right. I was planning having the townspeople of New Cyre repopulate it, but I can see why other factions would be involved.
#6

dread_lord

Sep 22, 2009 20:43:16

Or it's possible that all the dead people laying around in the Mournland are really just in suspended animation. The last seel is set and the mists part and everyone in Cyre just wakes up as if from a long nightmare. Of course, that would suck for any "bodies" that were recovered and buried.


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