Dragonmarked Ascension War

The Big Debut
Out of the Mists

The group gathered all that they cared to, and decided to emerge into Breland from Vathirond. They had 600 miles of the blasted Mournland to cross. From the deck of a conjured aerial vessel, they dealt with the menace of living spells, a living spell-storm ritual, and the forces of the Lord of Blades setting border defenses against future incursions from the neighboring lands. They also briefly happened upon what was discovered to be Xendrik drow riding sandworms to do battle against the forces of the Lord of Blades, and a black glass tower shaped into a lotus blossom.

Upon emerging from the Mists, they found the Fortress of Argonth mobilized at the border of the mists and the town of Vathirond. Ornithopters closed in for inspection, just as a wandering vagabond was investigating the ship, and a rival pair of news crews were arguing over who had rights to the footage. Former Colonel Samson pulled rank and got the group an escort(vagabond included) to the mobile fortress. There, they were approached by a Sphinx journalist known as Bast for an exclusive (by that she means talk to anyone except Sharn News Network and Prescott) interview about their ascendant natures in exchange for the location of the next Siberys heir and for help with Quirina’s curse. After meeting with and agreeing to interview with Bast, she promised to give them royalties and the removal of the curse as soon as the story was safely released. Bast is to deliver ongoing accounts of the team’s progress via updates from Quirina. When finally meeting with the Baron, Samson decided to trust him with their dragonmark awakening(despite party displeasure), only to then be told that King Boranel is seeking to bring down the 12. After some negotiation with his old friend, the Baron decided to plead for an audience and hearing on their behalf, which should commence in a couple weeks’ time in Wroat.

It was about this time that the group decided it best to get out of town, and the Lightning Rail proved to be an opportune way to cross vast distances. Along the way, Alari met a talented shipwright known as Fedor down on his luck, and promised to return for him when there was work to be done. Quirina and Samson blindsided a snotty attendant to get everyone first-class accommodations. A week of travel would bring them to Sharn. Only a day’s travel in, they stopped in the city of Starilaskur, to find that the Morgrave University branch had been targeted in a terrorist attack. Seeing the thousands of injured and hundreds dead, at the pleading of Andra, a beautiful House Jorasco Physician, the group decided to put anonymity to the wayside and do their best to help. And by best, they dragged the wounded into Lugo’s personal planar realm for swift recovery, while Samson figured that he’d warp physics to his liking for building reconstruction efforts. The Count Wilks of Starilaskur was so impressed and grateful, that he invited the group to dine with him that night at the castle. He promised considerable financial and political support for them without further strings attached, just as a matter of principle. Around the city of Starilaskur, the word of the Siberys 12 and their miracles are spreading.

All in all, about a week has gone by since the party awakened.

They have discovered the mysteries of their palace, bested the Lord of Blades, mastered the Mournland, set an appointment with the King of Breland, and restored Starilaskur from a brutal terrorist attack.

There are roughly 360 days left until the Plane of Xoriat becomes fully coterminous. 5 of the 12 Siberys Heirs have been found. A 6th’s location is near to known.

View
Housewarming Party
There goes the neighborhood

The player characters each awakened in their own way within a crystal, to discover that this divine palace is carved into 12 mountains, each belonging to one of them, with a central tower that connects them together.

The characters met, and explained a little of their background. Upon meeting the sentient statues which serve the palace, they were informed that an army of warforged golem-men were waiting at the gates. They went out to meet this new force, discovering a wasteland beyond the wildest imaginations as they began to realize what became of the kingdom of Cyre.

They met a figure known as the Lord of Blades, a powerful warforged artificer who gathered armies of surviving warforged as well as churned out considerably more from a creation forge. Upon being delivered an ultimatum to abandon the palace from which they woke in exchange for their lives and safe passage out of the Mournland, the group decided that those terms were…Unfavorable. And thus began the first fight of the game: A battle with the God of Warforged.

It was just then that the true awakening power of their Siberys dragonmarks became known, and powers beyond their wildest comprehension came into play (in addition to each of these heroes being among the greatest of their time before this point). In a terrifying battle which involved a massive tornado wall of lava, explosive spheres, beams of thermal energy, telekinetic force, a blur of clashing, sparking attacks, and mystical martial arts which cracked into the metal of the iron golem which housed the Lord of Blades, after a bloody and furious battle, 2 of the 3 heroes were dying before the Archmage was able to turn his golem mecha into slag.

Over a battlefield of heat-seared glass and devastation with a 1000 warforged held back from the battle by flames, the two survivors gripped their powers, and decided as they flew across from one another, that they would call the day before death was decided for either of them. The army marched away, and the party crawled back to the Palace of Mourning to lick their wounds.

While the others regenerated their flayed and burned bodies in the crystal chambers, the Archmage explored and unraveled the means to controlling the functions of this powerfully enchanted castle complex. Various powerful magitech enhancements perform a number of deeds, including but not limited to:

-Crystal chambers which heal, regenerate, restore the recently dead, and cleanse of negative status effects.

-Shelves which repair effects and furnishings.

-Magically infused building materials of regenerating stone that prevent the flow of magic from passing between them.

-Short-range teleportation platforms.

-Force fields which protect the perimeter from assault.

-Enchanted food stores which create feasts from arcane residuum.

-Climate control and animated pieces of art.

-Short-range clairvoyance scopes.

-144 marble angel statues(re-flavored gargoyles) which double as servants and guardians for the palace.

-Illusory Projections throughout (display maps, observatories, light and sound theatrical effects)

-Fabrication Factories

-Aqueducts and control water effects which provide plumbing and sanitation

-Create Demiplane Effect, Imprisonment Effect within central crystal to power palace, trap 13th Dragonmark Heir, and to provide terraforming of terrain.

Upon reawakening, and reconvening, the group got acquainted, shared secrets about the palace and got their backgrounds compared to find answers. The year is 1002 YK, 8 years after the flash of light which through speaking with the Lord of Blades is apparently dubbed the Day of Mourning.

An additional character, a summoner, missed the battle and recently acquainted with the other 3 characters, with the secrets of the observatory where she discovered that many dangerous Outer Planes are becoming coterminous with Eberron, and that in 1 year, Xoriat, the plane of Madness, will be in full alignment for a period of 20 years.

The group decided that after recuperating, they will leave the Mournland to gather the other 8 Heirs, and to try and build their resources and figure out a way to stop or brace for the impact the Daelkyrs’ return would have.

View
Rude Awakening
Prologue

There are crystal chambers which held each character in a wing of this massive palace with colored force screen windows, unique metals and stones, strangely concentric-ring based mobile architecture, and the radiant presence of magic infusing the structure down to art displays that move and whisper in tapestries and frieze columns. When the crystals that are the size of columns liquify enough to release your characters, they close back in upon themselves, and cease glowing when the characters step away from it. Each character is clad in the gear they had on the Day of Mourning, and find themselves unchanged, except for large, glowing tattoos etched upon their frames that allows interaction with the facilities of this strange palace.

Illusory holographs give data on the location of inhabitants and the detection of the terrain outside, but the language is strange and the script even more alien. Comforts and supplies can be found readily, and the halls of this palace are exquisitely beautiful and advanced. Such comforts end soon, however, upon stepping outside of the front doors. Large crystal spires glow as screens of force protect barrages from lightning storms, turbulent elementals, and the ravages of living spells or sieges from the Lord of Blades’ retinue.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.