The Mournland thought experiment...

Post/Author/DateTimePost
#1

aeryk08

Aug 13, 2010 17:07:17
I just came across the Mightnight Campaign Setting (for 3.5) and was thinking of how it could fit into Eberron and came up with an idea for the Mournland.  (Here's an online SRD.  The rulebooks are hard to find since it stopped publication)

So the setting is basically about a dark god taking over the land and cutting off humanity from the rest of the gods.  So the only clerics in the land are worshippers of "The Shadow".  Also souls are cut off from the afterlife and often animate dead bodies.

So what if the Day of Mourning released (or was caused by the release of) a demon from Khyber taking the role of The Shadow (probably an avatar, perhaps the original inspriation of the Dhakaani god).  Maybe you could add the entire dark six pantheon here to spice things up with "The Shadow" at the head.

So the prolem is why don't people see this now when they visit the Mournland?  Well, the land could have been transported to another plane (either by the "god" itself or by Dragons protecting Eberron). 

Another idea I had was what if it worked like a black hole where to the outside world the Day of Mourning happened in an instant, but inside time continued on normally.  So if they approached the edge of Cyre everything outside appeared as if frozen in time.  Again probably Epic dragon magic.

Both of these would account for the loss of connection to the gods and also Dolurrh.  I'm thinking since there's more information for other areas of Khorvaire, this might be an echo effect of the Mourning that happens somewhere else, like Sharn, a city out of time. 

Well, let me know what you think, if it sparks any other ideas.  I'm going to see how well I can adapt these rules to Eberron.
#2

aeryk08

Aug 13, 2010 18:22:56

Actually, this sounds like the shadow of the Silver Flame.  It could be a similar idea with Thrane engulfed in this effect or it starts there and spreads to all of Khorvaire.  What happens to each area of the continent?


  • Maybe the Dhakaani empire rises up and spreads

  • Is the Mournland still the Mournland?  Did it spread to Thrane to cause this?

  • Denizens of the Demon Wastes and Droaam come flooding in

  • The Valenar are run off (does Aerenal accept them?)

  • The Mror Holds become a holdout

  • Would Vol seek to join this great power (to take control from the inside)?  Or actively fight it?
    The Lhazaar Principalities probably become her domain either way.

The leaders of the nations are either slain or forced into hiding


  • I'm sure Kaius would go into hiding, he's done it before.  Maybe working out of the Mror Holds now.

  • Tira Miron becomes corrupted along with most of the rest of the Church of the Silver Flame

  • Aundair would fall quickly without access to magic

  • Breland would fall to Droaam starting with Sharn

  • Darguun and Valenar would fight bitterly

  • Zilargo would probably give in, since its basically a police state already.  Maybe the Trust would spread.

  • Thuranni and Phiarlan might split even further with Thuranni "moving over to the dark side"

  • Not sure about Q'Barra with a black dragon there, something to explore

  • Shadow Marches would probably continue on business as usual just with different masters

Hm, that brings up dragonshards, maybe the only magic left on Khorvaire.  These would become even more valuable and access to Syberis shards would cease completely.

Well, more thoughts as they come.

EDIT: To really shake things up you could add in the idea of time moving faster in the expanding Mournland, so closer to the center of the effect, the more time has passed as it slowly crept out over all of Khorvaire.  So as a new city is enveloped they discover they're in a completely different world.  New powers have had time to take root, maybe even just next door.

So this makes Sharn one of the last holdouts of civilization.  They watch with horror as the dead gray mists roll over the city (all of this expansion could have happened in a matter of hours mind you equating to decades even centuries inside the mists).  Thye are met with an approaching army as the dark lord has had plenty of time to plan a takeover. 

The campaign starts with the heros as some of the last holdouts in the City of Towers.  I'll have to look at that book and see where the holdouts might go.  Probably retreat to the Cogs, unless Khyber is flooding in, too.

#3

aeryk08

Aug 16, 2010 12:20:56

The Second Day of Mourning

Midnight - The Mourning begins spreading.

The dead gray mists of the Mournland suddenly begin expanding without warning.  They flood out in all directions traveling at 100 miles/hour at midnight on 20 Ollarune 998 YK, anniversary of the Day of Mourning.  Inside the mists a year passes for every hour outside the mists.

The Valenar have been preparing for this day called for in the Prophecy.  They are the first to take action, most preparing for war.  Some choose to return to Aerenal to ensure their culture is preserved.  Others charge into the encroaching mists to aid their brethren. (EDIT: I'm thinking they would probably choose to stand and fight instead of a mass exodus.)

Magic cannot penetrate the mists and any Sivis sending stones in the enveloped cities are cut off from communication.  Lightning Rails are slowly overtaken and freeze to a halt, hovering eeirly over the still working stones.  Warforged fall to the ground inert.

The mist hugs the edge of the the continent slowly cutting off access to the ocean and sparing the island of Thronehold.  Elemental vessels are left stranded in the water along with their crew who eventually find the only "safe" harbors are in the Lhazaar Principalities.

2:20am - Mourning has expanded 220 miles.  2 years and 3 months inside the Mourning effect.

#4

aeryk08

Aug 16, 2010 15:48:51

5:40am - Mourning has spread 540 miles.  5 1/2 years inside the Mourning effect.

#5

aeryk08

Aug 17, 2010 13:26:37

10:45am - Mourning has spread 1045 miles.  10 years, 9 months inside the Mourning effect.

#6

fey_feline

Aug 17, 2010 15:46:32
I love this so far. However,

>spontaneously combusting Tira Miron

made me laugh so incredibly hard. Thank you for that.


This idea as a whole seems iinteresting. I just may steal bits and pieces here and there.
#7

aeryk08

Aug 17, 2010 16:48:46

4:00pm - Mourning has spread 1600 miles.  16 years inside the Mourning effect.

#8

aeryk08

Aug 17, 2010 16:53:02
I love this so far. However,

>spontaneously combusting Tira Miron

made me laugh so incredibly hard. Thank you for that.


This idea as a whole seems iinteresting. I just may steal bits and pieces here and there.



Glad you enjoyed it.  Its been fun terraforming Khorvaire   If you end up using any of it, let me know how it works out.  I'm curious to see what would happen.
#9

aeryk08

Aug 18, 2010 16:06:18

9:20pm - Mourning has spread 2130 miles.  21 years, 4 months inside the Mourning effect.

#10

aeryk08

Aug 18, 2010 16:38:00
So what does Sharn look like now?  I want to keep the maps mostly intact, except the top levels of Central and Menthis plateau's of course.  I imagine the towers were originally built sturdy enough to survive without the aid of the manifest zone, since magic is 100% reliable, but some weak spots or bypassed building codes would result in cave-ins when the manifest zone disappears.

The invading army could slowly take over the city as the mists inch forward on their end.  Sharn's forces would be caught by surprise as they charge into the mist to find their enemy entrenched with days or weeks of preparation.

At first glance I don't think the Shadow has much interest in keeping Sharn as a major metropolis.  With its access to the ocean cut off, its much less valuable and is damaged goods and mostly empty of the needed infrastructure.  But as word of the rebellion growing here circulates it may become more than just a blip on the radar. 

Also there are many hidden treasures in the city and as times are tough and little chance of retribution, looters abound.  The Boromar clan, Daask and other organized crime begin to flourish in the wake of the chaos.

Let me know if you all have any ideas.  Sharn is a huge place.

EDIT:  I just had another visual on the mists.  They are traveling at 100 miles/hour, so they would blast over you and then freeze right behind you as time slows to a crawl.  People could be trapped in a corner of their house for weeks or months as the mists crept across the room.
#11

aeryk08

Aug 19, 2010 15:34:24
So I worked through the numbers last night and figured out a minute outside is roughly 6 days inside the mist.  And a second outside is about 2 1/2 hours.  So if you're chasing someone into the mist and are just a round (6 seconds) later, they've got half a day on you.  That opens up all sorts of possibilities. 

Of course the mists are moving at 100 miles/hour, 1.6 miles/minute or 146 ft/second (880 ft/round), so you'd have to have a good lead on them.  I guess I'd have to split the round up further into 20 segments, moving the mist 44 feet each segment.  Here are some ideas I came up with for possible character setups to the campaign.

  • Shopkeeper trapped in his shop (about an hour) as the mist goes by.  Emerges to see looters/guards walking the block to investigate the newly uncovered rooms.

  • A rogue being chased into the mist.  His pursuers seemingly frozen behind him.

  • A bounty hunter losing his prey in the mist.

  • Goblin/hobgoblin finds himself recruited into the Black Hand army.

  • A druid (or other spellcaster) hunted down by shadow hounds.  Combine with shopkeeper idea.

  • Bard is performing on stage as the mists come through.  Finds his magic gone and his audience frozen in front of him.

  • Cat burglar climbing a tower and discovers the empty room he was going to rob has been or is currently being ransacked by others.

  • A guardsman suddenly finds himself surrounded by Black Hand soldiers as the mists pass over him.

  • A character suddenly caught in a cave-in on the other side of the mist.

#12

aeryk08

Aug 19, 2010 18:10:00

So how are the Dragonmarked Houses adapting to this new world order?  Here are some ideas.


House Orien


  • Lightning rails are eventually repowered by magic of shadow, allowing them to teleport vast distances along the rail stones.

  • Trade routes have become more important with lost access to the sea.

House Lyrander


  • Elemental Galleons are all stuck outside the mists as well as Stormhome itself.

  • Airships are no longer functional with soarwood "demagicked".

  • Raincallers Guild has become a state run organization, the House is in shambles.

House Sivis


  • The Sending stones still work inside the Mourning, but they are heavily regulated by The Trust.

House Tharashk


  • A new Magehunters Guild is formed using shadow hounds to root out rogue magic.

House Phiarlan


  • This House has split again with an official Assassin's Guild forming.

  • Many have become like wandering gypsy bands entertaining where they can.

House Cannith


  • They have largely gone underground searching for ways to undo the Mourning.

  • A few have taken advantage of the situation and delved into experiments deemed immoral in the past.

House Vadalis


  • Finally with access to Valenar horses they experiment relentlessly.  The results are often tainted by the shadow magic creating Nightmares.

  • Their biggest achievement was the creation of magic sniffing shadow hounds which has made them as many enemies as it has allies.

House Deneith


  • The Blademarks have grown exponentially during the war but service the crown.

  • Sentinel Marshals have largely split with the House and hole up in important landmarks defending them with their life.

House Kundarak


  • Personal wealth has been concentrated to an elite few now, but the House still does business with the crown safeguarding valuable items.

House Ghallanda


  • This House was largely devastated during the war working to support the resistance

House Jorasco


  • Healing is an even rarer commodity.  Though many were lost in the war supporting the resistance, they were spared to service the crown.  They now offer their services for inflated prices and are heavily regulated, taking note of every injured patient.

(EDIT: Added House Vadalis creation of shadow hounds.)

#13

aeryk08

Aug 20, 2010 13:28:46

Sharn: After Midnight

Okay, so I'm reinvisioning Sharn after the break with Syrania and nearly empty.  Most of the wealthy districts were the first to evacuate since they had the money to grease the wheels and get out quickly.  Plus any who stayed behind in the Central or Menthis plateaus would have be crushed when Skyway fell.

Fall of Skyway
Since the mists moved through the city from east to west the floating island of Skyway toppled eastward spilling into Tavick's Landing and sparing some of western Central and Menthis plateaus.  Here are the district's that were affected:


  • Upper Central Plateau: All destroyed

  • Middle Central Plateau: All affected, possibly saving some of Dava Gate (Professional Service District), Dragon Towers (Guildhall District) and Tradefair (Marketplace)

  • Lower Central Plateau: All affected except North Towers(Shops) and some of Granite Halls (Shops), Myshan Gardens (Average Residential) and Vallia Towers (Average Residential)

  • Upper Menthis Plateau: All destroyed

  • Middle Menthis Plateau: All affected, saving some of Warden Towers (Garrison) and Cassan Bridge (shops)

  • Lower Menthis Plateau: All affected except Downstairs (Tavern District) and some of Center Bridge (Average Residential) and Forgelight Towers (Average Residential)

  • Upper Tavick's Landing: Silvergate (Fine Shops) and half of Twelve Pillars (Professionals) destroyed and Copper Arch (Professionals) affected

  • Middle Tavick's Landing: Tavick's Market (Marketplace) destroyed and half of Graywalk (Average Residential) destroyed

  • Lower Tavick's Landing: Most of Terminus (Caravan District) and part of Cogsgate (Warehouse District) destroyed

Criminal Element


  • The Boromar clan was dealt a blow by the fall of Skyway since their headquarters in the Central Plateau was lost.  But the remaining family members gathered under new leadership and offered their services to the new regime.

  • Daask lost some Dhakaani members defecting to the invading army but maintains control of most of the Cogs and parts of Dura

  • The Tyrants have been forced underground since the House Tharashk magic sniffing shadow hounds began patrolling the streets.

  • House Tarkanan was all but destroyed in the fall of Skyway.  Aberrant marks have again become scattered doing their best to evade the shadow hounds patrols.

Garrisons
The Black Hand invaded from the east bolstered by the Church of the Shadow Flame.  A lightning rail billowing black smoke appeared from the mists in Terminus bristling with an army of goblinoids and unholy warriors clad in black armor.  They took advantage of the extra time on their side of the mists as well as the chaos of the fall of Skyway, quickly defeating the decreased forces left to defend the city.  Now they have claimed the old garrisons and government buildlings.


  • Sword Point garrison in the Central Plateau was destroyed by the Skyway crash killing many needed defenders.

  • Daggerwatch in Upper Dura.  This was the last and hardest fought battle in Sharn.  It's now  the most western presence of the new Sharn Watch who's numbers were greatly decreased.  The Gold and White tavern serves as the eyes and ears of the resistance here.  The Talain Garrison building was all but destroyed as the remaining Redcloaks held out to the last.

  • Warden Towers garrison in Middle Menthis stands amid the rubble.  This was largely ignored and abandoned by the invading forces.  It now serves as a way station for the resistance.

  • Black Arch garrison was the first major battle.  Without the element of surprise this would have been a much longer and bloodier conflict.  As it was there was a lot of blood shed on both sides.  The nearby House Jorasco enclave was forced into service healing the dark army's wounded during and after the battle.  The House Sivis sending station was captured, but not in enough time to stop a warning sent to Daggerwatch just as they were enveloped by the mists.

#14

aeryk08

Aug 20, 2010 17:14:48

Clifftop (Adventurer's Quarter) - One month later

The devastation is over and Sharn is settling into place in more ways than one.  After the Battle of Daggerwatch, the invading forces were greatly diminished and the dingy towers of Dura were an afterthought to the invading forces.  The dark armies do have a presence in this far flung district, but resources are spread thin.

With the lack of strong law enforcement and diminshing food in the city, looters abound.  Anything left behind by the wealthy was quickly "redistributed" throughout Dura.  Many magical defenses were rendered useless, though anything powered by dragonshards still seems to function.

The bulk of the resistance has found Clifftop a conveniently remote quarter to holdup.  Here the PCs find themselves thrown together out of a desparate need for survival.  New faces trickle in bringing tales from far off corners of the five nations.  The madness of the Second Day of Mourning is slowly being pieced together and deeply felt as people everywhere lose any connection to hope.  The gods have left Khorvaire and have left a darkness in their wake.


  • The Augury: This circle of diviners saw the darkness that was coming, but could do little about it.  Those that could afford it fled the city, but Kestia and a few others remained.  They lost touch with magic, but were some of the first to adapt to channeling their internal energy.  Kestia's aberrant mark has allowed her to keep her school hidden so far.

  • Clifftop Adventurers' Guild: The guild has been forced to close its doors, officially.  Unofficially its lower levels serve as a hideout for the resistance, though they have to keep on their toes for occasional raids from any number of sources.

  • The Dragon's Hoard: This has been largely plundered.  Some larger or more powerful items have seemed to take on a life of their own.  Stories abound of swords taking control their weilders and dark spirits escaping through the walls.

  • The Drunken Dragon: The tavern still services the locals, but has become a hangout for guard patrols in the area.  So far Hascal has been able keep his dragonmark hidden and uses its ability to help the resistance.

  • The Esoteric Order of Aureon: The Order has been disbanded with most being hauled away to prison.  Some of the younger members who escaped have begun exploring the darker side of Aureon, taking what they can from the Order's libraries now left undefended by magic.

  • House Sivis: Members of The Trust have taken over running this sending station taking note of every outgoing and incoming message.  The resistance does have a mole here who can occasionally get a message out and spy on official communication.  The law offices have been converted into "interview" chambers for those suspected of supporting the resistance.

  • House Tharashk: This has become a makeshift garrison and temporary prison for the Watch.  Shadow Hounds are "stabled" here along with their handlers.

  • Kavv's: The family was able to flee to Xen'drik before the mists came through leaving the restaurant abandoned.

  • Kurala’s House of Healing: This has been taken over by the government to service Watch members and the occasional prisoner or "interviewee" from House Sivis.  Kurala's husband has been charged with caring for the shadow hounds.

  • The Mystic Market: This is a ghost town and more regularly patroled by the Watch than anywhere else in the district.

Upper Dura


  • Hope's Peak (Temple District): This district has changed more than any other.  The golden spire of The Citadel of the Sun has lost its glamer become simple stone.  Aerela rode the griffons into the Battle of Daggerwatch in the time of "Sharn's greatest peril" to defend the city.  At least two of the griffons were found dead after the battle.  The fate of Aerela and the griffon she rode are unknown.  Olladra's Arms was left vacant.  The Church of the Silver Flame here is the only active temple left run by a priest of the Black Flame.

  • Highwater (Average Residential): Half the district has been abandoned, but a few communities have banded together for protection.  The Watch rarely patrols here.  New members of the resistance are often set up with homes here.  Pegasus Spire was largely abandoned as house members fled on the winged horses.  There have been rumors of a lone pegasus rider being sighted.

  • Overlook (Apartments): The Kalashtar are reliving the nightmare of Sarlona.  Once again they are persecuted and once again they have chosen to run.  Many left before the mists took hold sensing the imminent danger.  Those who stayed behind quickly disappeared.  Some say they became ghosts, others tell tales of them gathering deep in the Starpeaks of Aundair lying in wait.  For what no one knows.

  • Redstone (Shops): Most of the shops have gone out of business.  The temple to Kol Korran has been converted to The Keeper, run by the dwarf merchant Gellis Candar from the Bazaar who collects taxes from all the shopkeepers.

  • Highhold (Dwarf Neighborhood): The Sivis station here serves as a symbol for the resistance, though is controlled by The Shadow.  It was here a gnome messenger recieved word of the invasion and ran to Daggerwatch to warn them.  The bank has closed its doors to the public, but serves the government as secure storage, though no one is sure for what.

Middle Dura


  • Tumbledown (Tenement District): The dreamlily trade has florished here with the Boromar clan and Daask competing for customers.  Though Boromar is backed by city officials, they aren't prepared for a full scale war with Daask, but tensions are high.

  • Hareth's Folly (Tavern District): This district is much quieter without aerial sports or the Race of the Eight Winds.  The Hollow Tower has become a gladitorial pit where high profile prisoners fight for their lives or prospective recruits to the army show their mettle.

  • Broken Arch (Average Residential): Daask has overrun this district mostly uncontested.

  • The Bazaar (Marketplace and Shops): Still one of the busiest places in Sharn the merchants quickly adapted to the new barter economy.  The Shrine of the Keeper has become public and holds sway over the new market.  Vundry's connections have all but dried up, but she still is a force in the market.  The Valenar of Caerlyn’s Blades have gone underground.

  • Underlook (Inn District): Ghallanda Hall has been forced into serving as a dining hall for government officials and others they deem worthy.  The Silver Flame temple here is often frequented by these officials before or after meals.  Information Acquisition has been converted into Magefinders guild house.

  • Stormhold (Average Residential): Five of the great families stayed here while the rest fled before the mists.  They have banded together into a council and although they work with the new government, they have been able to hold onto a measure of independence as a group.

  • Rattlestone (Apartment Townhomes): This is one of the few places in Sharn that is fairly populated.  The closeknit community watches their own, but treats outsiders with paranoia.  They are petitioning Stormhold to have a seat on their council so they can enjoy some of their freedoms.

Lower Dura


  • Callestan (Inn District): With the remnants of House Tarkanan and the Tyrants scattered into hiding, this has become an active shadow war for the Boromar Clan and Daask.  The Boromar Clan is fighting to keep its remaining holdings in what's left of the city.  Fell attacks have become more frequent here, though the Daask seem to be the target of their fury more often than not.  This may be owed to the many recent Silver Flame converts among the Boromar clan.

  • Fallen (Slum): In some ways this district is blends into the ruins of the rest of the city, a foreshadow of the current destruction.  Many of the ravers have followed their spirit leaders into undeath as Fell some descending further into madness.  The area seems to be powered with negative energy with a high percentage of dead bodies here becoming Fell, resulting in more strong willed, intelligent Fell concentrated here, causing this district to continue to be largely avoided by the Watch.  Shifters from all over Sharn use this place as a hunting ground and haven.  Blackstone Church holds a secret, a true silver flame burns inside its walls and is a beacon of hope to those who still struggle to survive here.  This is a nexus point that Faela guards with her life.

EDIT: Added the rest of the districts in Upper and Middle Dura.  More of Lower Dura to come.

#15

aeryk08

Aug 23, 2010 13:34:58

Church of the Black Flame

When the Mourning spread to Flamekeep it released The Shadow in the Silver Flame.  This severed the Flame's connection to the world inside the mists, silencing the Voice of the Flame and incinerating Jaela as she struggled to fight back The Shadow.  Silver flames can now be see on the edge of the mists and many believe this is where the souls of the true adherents to the Flame go where they battle the expansion of the Mourning and spreading evil.

Inside the mists The Shadow took root and as the Mourning spread Silver Flame churches throughout the country were converted, their continual flames turning black.  Believers of the Flame feel the connection to the Flame missing, moreso the priests and templars and with the Voice no longer leading them they are lost.  Or were until the Church was reformed.

The New Inquisition
With the strict heirarchy of the Church the reformation was swift.  The Shadow whispers in the ear of High Cardinal Krozen, the new Keeper of the Flame, who spouts his new edicts with a truly silver-tongue.  He swept Thrane into a frenzy giving them a focus for their fear: arcane magic.  These are his proclamations:


  • The Mourning was caused by arcane magic

  • The Flame struggles to keep the mists from expanding leaving only a shadow of itself left inside to light the Church. 

  • Until the evil can be overcome true belivers must add more of their own light, supporting the Church more than ever.

  • Arcane wielders everywhere must be purged since the Mourning is feeding on their energy to grow.

From here it was a simple matter to stir the populace to start a war with their longtime enemies in Aundair.  And over time the Church spread its influence into each new conquered city.

#16

aeryk08

Aug 24, 2010 13:19:21
A Thief in the Night

     The Fall of Skyway was the beginning of the end.  We watched it get swallowed up by the mists already sliding downward.  Then the mists rushed past us and the world froze.  In a flash everything had changed. 
     The new Black Watch already prowled the streets with their magic sniffing hell hounds.  It was then I thanked the gods for taking away my ability.  If I had been able to my spells would have gotten me into a lot of trouble very quickly.  Instead I relied on my more practical skills, slowly blending in with the crowd.
     They lined us up by block and took names.  I gave them the one I had been using recently and picked a house at random that I hoped was still empty.  A grey robed priest of the Flame led them dogged by a Sivis gnome feverishly taking notes.  They both looked sickly, dark rings under their eyes, but the priest's words still had all the fire and brimstone of a sermon.  The Flame symbol around his neck, tarnished and blackened, mirrored the glint in his eyes.
     The Watch consisted mostly of goblinoids, but these were Deneith trained warriors and others that seemed even more out of place in a metropolitan city, thick braids and broad tatoos circling their heads.  Unlike their human and gnome conterparts the goblinoids looked well fed and seemed to be enjoying themselves.
     After a day or two I realized the coin in my pouch was all but worthless, which was just as well since most of it didn't belong to me in the first place.  I actually considered tossing it off the side of one of the towers, but I couldn't bear to do it and stashed it away instead.  Who knew maybe the Flamers were right and their crazy witch hunts might actually save the world.

     The need for food soon consumed my every thought.  A scrap found here or there was just a momentary relief.  For the first time in my life I actually dreamed of running away to a small farm somewhere.  Instead I fell back to my strengths stealing what bits of food I could from those who didn't seem like they'd miss it as much.  I even was able to gather a crowd or two playing the lute before the Watch broke it up.
     For a few nights I slept in the abandoned house I had claimed as my own.  Until the Fell came, the walking dead.  These weren't mindless zombies, they were trained predators and some of the fresh ones even still could pass for human.  Those were the deadliest.  Even if they were friendly at first, which most of them weren't, any moment they could snap and turn into a beast lunging for your jugular. 
    The Watch were able to hold them back, but only near the garrison, so soon the community condensed around their tower.  From then on dead bodies were quickly disposed of, burnt, beheaded or in the case of goblinoid bodies, carried away on stretchers.  Some were back on duty the next day with healed over scars, others were never seen again, though the guards seemed to have an increasing number of bone necklaces adorning their armor.

     It was slow at first, a low mumur in the streets, then new faces began appearing from far flung parts of the continent.  Most of them starved and beaten, but always lead by one or two stern faced men or women.  And they started to congregate in secret, small groups in back rooms.  I watched them and read their lips from afar, they were planning a resistance.  An almost forgotten feeling of hope rose in me which I quickly pushed back down, but it refused leave me entirely.
     They became braver over time as the Watch relaxed into complacency.  The Fell had been largely contained to the lower wards and it had been weeks since the last appearance of a mage.  I was the one who suggested the boarded up guild house.  I knew the ins and outs of the place and knew it was largely ignored by the Watch.
     The atmosphere was electric that first night.  We talked of overthrowing the Watch and sparking a rebellion.  We mapped out strategic spots to strike and Watch patterns.  We envisioned life like was before.  We could almost reach out and touch it.  But we knew with our numbers it was impossible.
     It was then a small voice peaked out of the crowd.  An Aundairan gnome who claimed he could channel magic energy.  He explained that he had been taught to tap into hidden reserves of power inside the body, power that flowed inside us all, and then he showed us how.  It was like a bolt of lightning in the group and plans began again as several of us gathered around and listened to the gnome.  He wasn't much of a teacher, but with his ideas we could form a school and hopefully hide it away long enough to mount a resistance.
    I took that moment to slip out and divert the Watch strike force I had alerted to our presence.  We actually had a fightning chance now.  And if we didn't succeed, I still had a fall back plan.
#17

aeryk08

Aug 24, 2010 16:27:35

The New Mourning Effect and Reclaiming Cyre

When The Shadow was released and the Silver Flame spread to its borders, the Mourning was twisted by the influence of the dark god.


  • Healing magic works, but only channeled through clerics of The Dark Six.  The dragonmark of House Jorasco seems to be the only exception to this rule who are now run by the state.

  • Living spells no longer wander aimlessly, mostly dispersed by power of The Shadow, though a few may still linger in Old Cyre.

  • It is difficult to determine if the magical depression of the mists persists since depression is pretty widespread and warranted.

  • Shadow magic and manifest zones of The Shadow Plane are more prevalent while other manifest zones have largely disappeared. 

  • Some energy from these manifest zones has remained in certain nexus points, but the energy is finite and many have already been used up.   Gatekeepers and others seek to guard some of these nexus points to make sure they have time to regenerate from rationed use.

  • Along with the connections to other planes, the affect of the other Gods cannot reach inside the mists.

  • Disease and famine are rampant and many crops are stunted or wither.

  • External energy to power spells is gone and spellcasters have to rely on internal energy that flows with the blood.  (EDIT: Added note about Sons of Kaius to 10:45am)

New Cyre
With the Mourning spread over nearly the whole continent and the wild effects inside less chaotic, Cyre has been reborn.  While it is merely reclaimed land for the forces of The Shadow, the populace has come to refer to it as Cyre once again.


  • Darguun has spread through most of southern Cyre and both Karrnath and Thrane have reclaimed land in the north with the Field of Living Spells as a no mans land between north and south.

  • The Warforged/Valenar of The Fury are holed up in the ruins of Taer Virduul sending out raiding parties throughout the south.  (EDIT: Added note about Warforged/Valenar to 4:00pm)

#18

aeryk08

Aug 25, 2010 16:50:47

Sharn: After Midnight (cont'd)

Lower Tavick's Landing


  • Terminus (Caravan District): The only large buildling left standing is Terminus Station.  It also the only building repaired that suffered damage in the fall of Skyway.  Troops, government passengers and supplies appear infrequently on the new shadow rail.  It is guarded by the Watch and Deneith and not open to the public.

  • Wroann's Gate (Caravan District): The legates stable their horses at the House Vadals enclave heading out occasionally to collect taxes from holdouts.  Wagons filled with the weekly tithes (including food stuffs, weapons and even slaves) are inventoried, categorized and sent off to the appropriate warehouses in Cogsgate.  Other visitor's are subjected to a more lengthy screening process usually waiting in long lines.  Many are turned away, those that have little or nothing to offer the city in terms of skills or knowledge.  Also shadow hounds are patrolled down the lines to sniff out mages and other magic hunting them down runners if necessary.  New residents are "invited" to a sermon at the renovated Silver Flame temple (relocated from the one now destroyed in Terminus) to be bathed in its healing light.

  • Cogsgate (Warehouse District): About a third of the warehouses were lost in the fall of Skyway, but this has not been an issue yet with supplies being limited.  Many raids have been pinned on the Daask, but most raiders seem bent on stealing more than destroying rival merchandise.  The Kundarak warehouses here are in the process of being refitted with more mundane security since many of the magical traps are now useless.

  • High Walls (Refugee Slum): This district has returned to being a prison camp for unruly residents who are forced into labor camps.  Slaves brought as tithes through Wroann's Gate, either voluntary or involuntary, are brought here.  Since slaves aren't as heavily screened as normal travelers, the resistance uses this as a way to smuggle in members, especially those of an unusual or magical bent.

  • Dragoneyes (Redlight District): Dragoneyes is still a bustling place entertaining workers and Watch alike.  Some changelings were allowed to continue their work, provided the house owners could afford the dragonshard collars that freeze them in their natural state.  They still ply their trade of illusions with minor charms making them an expensive rarity.  Some are even allowed temporary freedom without their collars for "official" visits.

  • Foundation (Apartments): This is a warzone causing more and more people to abandon it to the Fell and ravers expanding into the Districts.  There are roaming pockets of them clashing with the Watch from Black Arch.

Middle Tavick's Landing
  • Cornerstone (Tavern District): The Cornerstone arena has become a training ground for the City Watch often using slaves for practice, though occasionally they open it up to the public for a particularly nasty captured prisoner, mostly Fell or ravers.  With the shifters run off, Stone Trees arena has been turned into a training ground for shadow hounds.

  • Graywall (Average Residential, Karrn): The Karrns have stayed a cohesive unit and members of the Order of the Emerald Claw have begun wearing their armor out in public.  The Blood of Vol temple here is tolerated since many of the residents have offered their assistance to the city Watch.

  • Dancing Shadows (Inn District): This district is largely abandoned.  Some owners have started taking in the homeless and downtrodden fresh into the city.  A representative from the nearby Silver Flame temple in Deathsgate stops by these inns to win over more converts.

  • Deathsgate (Adventurers' Quarter): Deathsgate has been transformed into what the city hopes is the beginning of a new society in Sharn.  Those newly in from Wroann's Gate are set up with housing here and encouraged by the predominantly Silver Flame neighborhood to attend services and find hope in the Flame.

  • Little Barrington (Average Residential): Many of the new officials of the city have started taking up residence here.

  • Kenton (Apartments): The shifter population was run out this district, but has since tried to reclaim some of the towers.  Most of the rest of the populace has abandoned the district and the Watch heavily patrols especially near the border of Little Barrington.

Upper Tavick's Landing
  • Pinnacle (Temple District): These priests have all been "relocated" and the temples shut, except the Silver Flame.

  • Twelve Pillars (Professionals): With the destruction of much of this district the pillars it is named for have all but fallen with the remaining few being torn down.  Those that survived have been put to work replanning the city.

  • Copper Arch (Professionals): The destruction spread to some of these towers with the remaining survivors working with those in Twelve Pillars.  The House Deneith enclave saw the tide of battle and decided early on to side with the dark army.  With the destruction of Dragon Towers this has become the home of the House and they are afforded some autonomy fromt the government for their cooperation.  So far their psionic training has gone unnoticed, probably aided by the subtle persuasion of these powers undetectable by shadow hounds.

  • Dalan's Refuge (Wealthy Residential): Most of the residents were able to afford to leave before the mists.  Several empty mansions have been converted into offices for the new government. 

  • Ocean View (Wealthy Residential): The unfortunate name of this district reminds the residents that the ocean is permanently blocked by the continual wall of gray mist.  The top officials of the new government call this district home as well as select members of the dragonmark houses in favor.  The Gray House is hidden the headquarters for the Order of the Emerald Claw in Sharn leaving Graywall as their public face.  Jesel's secret is even more closely guarded and bribes are made to keep shadow hounds clear from her comings and goings.  She has begun her own experiments with channeling after capturing a wandering monk of the Sons of Kaius.

  • Sunrise (Average Residential): This is still a quiet unremarkable place and probably the safest place in all of Sharn.

#19

aeryk08

Aug 30, 2010 12:48:38
Okay, I'm setting up a wiki for this, since its getting a little unwieldy here, plus I think I want to run this campaign eventually.

aftermidnight.wikidot.com/
#20

aeryk08

Sep 01, 2010 16:47:28

Plane of Shadow

Okay I had some more ideas using the Plane of Shadow.  And will probably mine my ideas for Atur.

Shadow Rail
I like the imagery of the plane and idea of shadow walk spell to use for the Shadow Rail.  I can see the shadow stuff generated by the "engine" slowly enveloping the train as it moves.  The passengers see the blurry bleached black and white world outside the windows and swirling shadows from the train. 

The conductor stones serve as a beacon to guide the train in the plane and also enable the pilot to pinpoint a location to return to at the next station.  Speed from the shadow walk spell basically doubles, so that would cut travel times in half.  I'm assuming the spell would last long enough to get to the next station, but may run out if the train is left stranded for a time.

Inside the train "black flame" lanterns emit a shadowy light that are unaffected by the plane's light suppression.  They have the added benefit of not attracting attention of the denizens of the plane.

Mournland mists
I'm toying with the idea of traveling through the mists at the edge of the new Mourning has the effect of shunting you "1d10×100 feet in a random horizontal direction" as the shadow walk spell.  This could have further added to the confusion of the mists passing over the land, and especially dangerous as it enveloped Sharn.  Though I think I might make the direction random in places like Sharn.