Ozmar
First Post
Campaign Outline: Eberron Psionic Githyanki Campaign (long)
Hello,
Here is the backstory and outline of a campaign arc that I am planning to run. It is a bit long, but if you're willing, please critique it. I am especially interested in any plot holes and in any ideas you may have for motivating the PCs and tying together the adventures.
I'm going to assume that you, the reader, has some familiarity with Eberron and the nature of the kalashtar. If that's not the case, I'll be happy to answer any questions you may have.
The following is the backstory that I have created to explain the origins of githyanki in my Eberron campaign. It is somewhat similar to the "standard" githyanki backstory, with a twist.
Eberron Origins of the Githyanki/Githzerai
As you know, the kalashtar were created when good quori spirits, fleeing evil quori oppression, found willing human hosts in Eberron to bond with. The evil quori discovered this and wanted to recreate this bond in order to continue their extermination of the kalashtar. Long before they achieved success with specially-bred humans (known as Inspired), they tried to bond with elves.
Long ago, the elves were enslaved by the giantish empires of Xen'Drik. Some of those elves were sold to servants of the daelkyr who lived in the underground realm of Khyber. These elves were controlled by daelkyr servants, most notably the mind flayers. Illithid experimentation mutated the elven slaves over generations, turning them into twisted mockeries of their original forms.
The quori wanted to recreate the kalashtar "event" by infusing their spirits with mortal hosts. They worked with the illithid masters to experiment on their elven slaves. Thousands of quori spirits participated in the experiment, but only a few hundred succeeded, and the experiments were not as successful as they had hoped. The hybrid beings did gain psionic power, and shared a dual spiritual nature reminiscent of the kalashtar, but the quori consciousness was subsumed, and they lost control over their hosts. The quori were trapped in their mortal hosts. These new beings were called gith. When the gith reproduced, the quori spirits split, each giving birth to twins with unique spiritual qualities. These gave rise to the separate races of githyanki and githzerai - spiritually linked, but physically separate. The two halves immediately hated each other, and the illithids had to keep them separated.
(Of note is the internal struggle between the gith's quori spirit and their mortal soul. The semi-sentient quori memories long for a return to Dal Quor, and hate all living mortal beings of Eberron. They particularly hate themselves, and this hatred is manifest in the deep enmity between the githyanki and githzerai.)
The gith used their new powers and ambition to rise up against their masters and escaped. Their children tore apart their society. Each sought to return to an imperfectly-remembered other realm (Dol Quor) but failed to find it. They emigrated from Eberron to the Astral Plane and the Plane of Chaos (whichever is the Eberron equivalent... Xoriat?)
Millenia passed. Over time, the githyanki and githzerai have built separate societies on their respective planes. Each quori's spiritual line is passed down through their children (in the same was as the kalashtar - see Races of Eberron for details), further dividing the original spirit.
The Lich Queen of the githyanki, Vlaakith, is the undisputed undead ruler of their people. For hundreds of years, she has been slowly gathering the pieces of her spirit (a quori named Kith) back into herself. She has an eldritch machine that enables her to collect the quori splinter from a host (killing the host in the process) and incorporate it into her own spirit. She believes that once she has collected all the splinters of her soul, she will be able to break free of her physical body and return to immortality on Dol Quor. When githyanki become powerful, she summons them to her palace in the capital Tu'narath, and tests them to see if they have the Kith spirit. If they do, she consumes them, and if not, then she simply destroys them and transforms them into undead servitors.
Vlaakith is close to completing her goal.
About fifty years ago, a group of adventurers worked to stop Vlaakith's evil plot. They stole into her palace, and captured a splinter of her spirit in a dragonshard. They then fled and hid the shard in Eberron to prevent her from gaining immortality. This adventuring group consisted of three kalashtar: Tarmelk, Hanamelk, and Lashimelk; a human artificer, Thallia d'Cannith; and four githyanki knights: Karluth, Rha-zhul, Zetch'r'r, and Gythra-Kyharz.
Zetch'r'r helped the adventurers in secret. He is a githyanki general with a fortress in Tu'narath (the githyanki capital and home of the Lich Queen). The Lich Queen does not suspect his treachery, and he continues to serve her today.
Rha-zhul (known as The Necromancer) lived in the githyanki city of Kamyn-Dhun, which is noted for its silver smiths and an eldritch forge which is used to create the famous githyanki Silver Swords. Vlaakith discovered his location and attacked him, but he was prepared and triggered a necromantic ritual to protect himself. He used the life force of the city's populace to transport the city through time and space to Eberron, but the city appeared at the bottom of the sea, and all those who he had not already killed were drowned. The city became a haunted underwater ruin, but the Lich Queen could not find him and he (by now a lich) had escaped her vengence.
Karluth was the lord of a githyanki fortress known as Ruun-Khazai. Vlaakith next set her sights on him, and he used the fortress's defenses to conjure a mind storm that raged out of his control. It became impossible to enter or leave the fortress, and all inside were assumed destroyed, but Karluth survived, although he was now a prisoner of his own defenses.
Gythra-Kyharz continued to serve in the githyanki army. The Lich Queen did not identify her.
The three kalashtar and Thallia d'Cannith returned to Eberron, to the city of Sharn. They had a few more adventures, but mostly retired in the city. Thallia focused on her family, and the Melk brothers focused on their community. Tarmelk became involved in local politics, Hanamelk gained respect in the kalashtar community as a member of the Council of Seers, and Lashimelk (also a Council member) opened an inn. But Lashimelk had a secret: he was a necromancer protege of Rha-Zhul, and he practiced his dark arts beneath his inn. When he was discovered trading with githyanki slavers for unwilling humanoid subjects in his dark experiments, the Council was outraged. They exiled him and he left Sharn to settle in an island laboratory near the underwater resting place of Kamyn-Dhun, which he was investigating.
Now for the PCs:
1. Parmelk is a kalashtar erudite*. Son of Tarmelk and a changeling named Qal. He has a twin sister, an unusual changeling named Saramelk. Qal was a political spy who sought to use Tarmelk's children against him, but Tarmelk found out and confronted her at childbirth. There was a fight, and Tarmelk and Qal were both killed. During the fight, the dragonshard containing the Splinter of Kith was broken and the spirit escaped and entered Qal's children. Both Parmelk and Saramelk gained the spirit of Kith, which is a powerful spirit that gave them unique psionic abilities (including the ability to advance in the erudite class.)
*[An erudite is an alternate psion class from a Dragon magazine. It is essentially just like a psion, except it is unlimited in the powers that it can know. It can only use a few unique powers per day, but it can learn new powers like a wizard, with unlimited potential. In my campaign, the class represents unusual psionic potential associated with the quori spirit of Kith, but the characters do not yet know this. Parmelk only knows that he has "special powers", but doesn't know why.]
2. Penrod d'Cannith is a human wizard/cannith wand adept. Son of Thallia d'Cannith and Karluth the githyanki lord. He does not know the nature of his father, and appears to be a full-blooded human.
3. Brute is a warforged artificer. Friend of Penrod and servant of the d'Cannith house.
4. Nok is a changeling ninja. Son of Saramelk. Saramelk has a complex history, which involves three trips through a time-traveling artifact known as the Door of Eternity. As a changeling, she has adopted six major identities through her life, including that of the githyanki warlord, Zetch'r'r. Nok knows her as his mother Sal, a changeling who lives in Sharn under the guise of a human ninja named Serrela. Nok shares a splinter of Kith's spirit, although it has not manifested as any unique psionic powers.
5. Mortimer is a human wizard/cleric/true necromancer. Raised in poverty in Karrnath. He studied at the Bleak Academy of necromancy, and has contacts within the necromancers' subculture.
6. Frenzy is a shifter ranger/barbarian/extreme explorer/weretouched master. General adventurer and thrill-seeker.
Projected Campaign Outline:
Campaign begins at level 13.
1. Adventure: The Death of Lashimelk (adapted from the Death of Lashimire, Dragon #116)
PCs will seek out Parmelk's "brother", Lashimelk on his secluded island. There they will encounter Gythra-Kyharz who is seeking a silver sword that Lashimelk has stolen. They will discover clues about their background that will lead them to the next adventure.
2. Adventure: Interlopers of Ruun-Khazai (Dragon #92)
PCs will journey to the Astral Plane to investigate this fortress and confront Karluth. Penrod will discover the truth of his past, and inherit the ownership of this fortress. PCs will discover clues that will lead them to the location of Kamyn-Dhun.
3. Adventure: Seekers of the Silver Forge (Dragon #125)
PCs will travel to the bottom of the sea and confront Rha-Zhul, the lich necromancer. They will learn the last details of the plot behind the Lich Queen's plans, and gain access to the Silver Forge. They will gain clues about their background that will lead them to the final adventure.
4. Adventure: The Lich-Queen's Beloved (Dragon #100)
PCs will team up with Zetch'r'r and sneak into the Lich Queen's fortress to put an end to her evil reign. All adventure hooks and plot loose ends will be tied up, and campaign will finish in utter defeat or heroic victory.
So that's that. Comments? Questions? Criticism? All are welcome.
(I'm also looking for a 1-2 sentence campaign summary to pitch the idea to my players.)
Thanks in advance!
-Ozmar the Plotting DM
Hello,
Here is the backstory and outline of a campaign arc that I am planning to run. It is a bit long, but if you're willing, please critique it. I am especially interested in any plot holes and in any ideas you may have for motivating the PCs and tying together the adventures.
I'm going to assume that you, the reader, has some familiarity with Eberron and the nature of the kalashtar. If that's not the case, I'll be happy to answer any questions you may have.
The following is the backstory that I have created to explain the origins of githyanki in my Eberron campaign. It is somewhat similar to the "standard" githyanki backstory, with a twist.
Eberron Origins of the Githyanki/Githzerai
As you know, the kalashtar were created when good quori spirits, fleeing evil quori oppression, found willing human hosts in Eberron to bond with. The evil quori discovered this and wanted to recreate this bond in order to continue their extermination of the kalashtar. Long before they achieved success with specially-bred humans (known as Inspired), they tried to bond with elves.
Long ago, the elves were enslaved by the giantish empires of Xen'Drik. Some of those elves were sold to servants of the daelkyr who lived in the underground realm of Khyber. These elves were controlled by daelkyr servants, most notably the mind flayers. Illithid experimentation mutated the elven slaves over generations, turning them into twisted mockeries of their original forms.
The quori wanted to recreate the kalashtar "event" by infusing their spirits with mortal hosts. They worked with the illithid masters to experiment on their elven slaves. Thousands of quori spirits participated in the experiment, but only a few hundred succeeded, and the experiments were not as successful as they had hoped. The hybrid beings did gain psionic power, and shared a dual spiritual nature reminiscent of the kalashtar, but the quori consciousness was subsumed, and they lost control over their hosts. The quori were trapped in their mortal hosts. These new beings were called gith. When the gith reproduced, the quori spirits split, each giving birth to twins with unique spiritual qualities. These gave rise to the separate races of githyanki and githzerai - spiritually linked, but physically separate. The two halves immediately hated each other, and the illithids had to keep them separated.
(Of note is the internal struggle between the gith's quori spirit and their mortal soul. The semi-sentient quori memories long for a return to Dal Quor, and hate all living mortal beings of Eberron. They particularly hate themselves, and this hatred is manifest in the deep enmity between the githyanki and githzerai.)
The gith used their new powers and ambition to rise up against their masters and escaped. Their children tore apart their society. Each sought to return to an imperfectly-remembered other realm (Dol Quor) but failed to find it. They emigrated from Eberron to the Astral Plane and the Plane of Chaos (whichever is the Eberron equivalent... Xoriat?)
Millenia passed. Over time, the githyanki and githzerai have built separate societies on their respective planes. Each quori's spiritual line is passed down through their children (in the same was as the kalashtar - see Races of Eberron for details), further dividing the original spirit.
The Lich Queen of the githyanki, Vlaakith, is the undisputed undead ruler of their people. For hundreds of years, she has been slowly gathering the pieces of her spirit (a quori named Kith) back into herself. She has an eldritch machine that enables her to collect the quori splinter from a host (killing the host in the process) and incorporate it into her own spirit. She believes that once she has collected all the splinters of her soul, she will be able to break free of her physical body and return to immortality on Dol Quor. When githyanki become powerful, she summons them to her palace in the capital Tu'narath, and tests them to see if they have the Kith spirit. If they do, she consumes them, and if not, then she simply destroys them and transforms them into undead servitors.
Vlaakith is close to completing her goal.
About fifty years ago, a group of adventurers worked to stop Vlaakith's evil plot. They stole into her palace, and captured a splinter of her spirit in a dragonshard. They then fled and hid the shard in Eberron to prevent her from gaining immortality. This adventuring group consisted of three kalashtar: Tarmelk, Hanamelk, and Lashimelk; a human artificer, Thallia d'Cannith; and four githyanki knights: Karluth, Rha-zhul, Zetch'r'r, and Gythra-Kyharz.
Zetch'r'r helped the adventurers in secret. He is a githyanki general with a fortress in Tu'narath (the githyanki capital and home of the Lich Queen). The Lich Queen does not suspect his treachery, and he continues to serve her today.
Rha-zhul (known as The Necromancer) lived in the githyanki city of Kamyn-Dhun, which is noted for its silver smiths and an eldritch forge which is used to create the famous githyanki Silver Swords. Vlaakith discovered his location and attacked him, but he was prepared and triggered a necromantic ritual to protect himself. He used the life force of the city's populace to transport the city through time and space to Eberron, but the city appeared at the bottom of the sea, and all those who he had not already killed were drowned. The city became a haunted underwater ruin, but the Lich Queen could not find him and he (by now a lich) had escaped her vengence.
Karluth was the lord of a githyanki fortress known as Ruun-Khazai. Vlaakith next set her sights on him, and he used the fortress's defenses to conjure a mind storm that raged out of his control. It became impossible to enter or leave the fortress, and all inside were assumed destroyed, but Karluth survived, although he was now a prisoner of his own defenses.
Gythra-Kyharz continued to serve in the githyanki army. The Lich Queen did not identify her.
The three kalashtar and Thallia d'Cannith returned to Eberron, to the city of Sharn. They had a few more adventures, but mostly retired in the city. Thallia focused on her family, and the Melk brothers focused on their community. Tarmelk became involved in local politics, Hanamelk gained respect in the kalashtar community as a member of the Council of Seers, and Lashimelk (also a Council member) opened an inn. But Lashimelk had a secret: he was a necromancer protege of Rha-Zhul, and he practiced his dark arts beneath his inn. When he was discovered trading with githyanki slavers for unwilling humanoid subjects in his dark experiments, the Council was outraged. They exiled him and he left Sharn to settle in an island laboratory near the underwater resting place of Kamyn-Dhun, which he was investigating.
Now for the PCs:
1. Parmelk is a kalashtar erudite*. Son of Tarmelk and a changeling named Qal. He has a twin sister, an unusual changeling named Saramelk. Qal was a political spy who sought to use Tarmelk's children against him, but Tarmelk found out and confronted her at childbirth. There was a fight, and Tarmelk and Qal were both killed. During the fight, the dragonshard containing the Splinter of Kith was broken and the spirit escaped and entered Qal's children. Both Parmelk and Saramelk gained the spirit of Kith, which is a powerful spirit that gave them unique psionic abilities (including the ability to advance in the erudite class.)
*[An erudite is an alternate psion class from a Dragon magazine. It is essentially just like a psion, except it is unlimited in the powers that it can know. It can only use a few unique powers per day, but it can learn new powers like a wizard, with unlimited potential. In my campaign, the class represents unusual psionic potential associated with the quori spirit of Kith, but the characters do not yet know this. Parmelk only knows that he has "special powers", but doesn't know why.]
2. Penrod d'Cannith is a human wizard/cannith wand adept. Son of Thallia d'Cannith and Karluth the githyanki lord. He does not know the nature of his father, and appears to be a full-blooded human.
3. Brute is a warforged artificer. Friend of Penrod and servant of the d'Cannith house.
4. Nok is a changeling ninja. Son of Saramelk. Saramelk has a complex history, which involves three trips through a time-traveling artifact known as the Door of Eternity. As a changeling, she has adopted six major identities through her life, including that of the githyanki warlord, Zetch'r'r. Nok knows her as his mother Sal, a changeling who lives in Sharn under the guise of a human ninja named Serrela. Nok shares a splinter of Kith's spirit, although it has not manifested as any unique psionic powers.
5. Mortimer is a human wizard/cleric/true necromancer. Raised in poverty in Karrnath. He studied at the Bleak Academy of necromancy, and has contacts within the necromancers' subculture.
6. Frenzy is a shifter ranger/barbarian/extreme explorer/weretouched master. General adventurer and thrill-seeker.
Projected Campaign Outline:
Campaign begins at level 13.
1. Adventure: The Death of Lashimelk (adapted from the Death of Lashimire, Dragon #116)
PCs will seek out Parmelk's "brother", Lashimelk on his secluded island. There they will encounter Gythra-Kyharz who is seeking a silver sword that Lashimelk has stolen. They will discover clues about their background that will lead them to the next adventure.
2. Adventure: Interlopers of Ruun-Khazai (Dragon #92)
PCs will journey to the Astral Plane to investigate this fortress and confront Karluth. Penrod will discover the truth of his past, and inherit the ownership of this fortress. PCs will discover clues that will lead them to the location of Kamyn-Dhun.
3. Adventure: Seekers of the Silver Forge (Dragon #125)
PCs will travel to the bottom of the sea and confront Rha-Zhul, the lich necromancer. They will learn the last details of the plot behind the Lich Queen's plans, and gain access to the Silver Forge. They will gain clues about their background that will lead them to the final adventure.
4. Adventure: The Lich-Queen's Beloved (Dragon #100)
PCs will team up with Zetch'r'r and sneak into the Lich Queen's fortress to put an end to her evil reign. All adventure hooks and plot loose ends will be tied up, and campaign will finish in utter defeat or heroic victory.
So that's that. Comments? Questions? Criticism? All are welcome.
(I'm also looking for a 1-2 sentence campaign summary to pitch the idea to my players.)
Thanks in advance!
-Ozmar the Plotting DM