[Eberron] Miracle vs. Mournlands

clark411

First Post
My players- hi. Read if you want.

Scenario:

The party assembles in Thronehold, and one player learns that the Throne of Galifar currently waits to seated by "the true king." This character's backstory is that he is a son of a vampire count of lost Cyre, his home shattered by the Cataclysm. Technically, he is of noble lineage, but he is not directly related to the royal line of Galifar.

He attempts to sit on the Throne. Before he reaches it, a prismatic sphere surrounds it. The rest of the group stays the heck out of it (the party is APL 13). He passes through the prismatic sphere, taking about 60 points of damage but negating most of the other effects. Once he does so, a force effect blocks his passage out.

Then, a marut appears... our party has this tendency of cheating death... so they've seen a few. The marut opens a gate to the Realm of the Dead and cautiously asks this character to step on through. To pass through the defensive magic and approach the throne of the true king without right, is a death sentence. The character refuses. After a little conversation, the player reduces the Marut from 134 hp to 8 with a full attack iteration when initiative is called.

The Marut plane shifts to safety.

At this point, the PC then sits the throne of the true king of Khorvaire. As far as I am concerned, this is fairly miraculous--something that, in my own vision of Ebs, no one has done since the last King of Galifar died... none of his scions dared seat it (the consequence would likely be the unification of the other factions against any who claimed it prematurely) and all left Thronehold alone per the text.

So.. I figure the player deserves a miracle that would only be denied if it was not made in the interests of Khorvaire. I'm justifying this as a power gifted to the first person who has sat upon such a powerful symbol in such a long time.


The character prays that the Mournlands be cleansed and that it be made inhabitable for the people of Cyre.


I described a ribbon forming in the air above the throne, and an angelic choir racing forth, singing as they spiraled around the ancient castle, before making off to the Mournlands to do who knows what.

What I ask of ENworld is this:
What do they do!? =D
How would these angels accomplish their goal?
What creative means can you see that they'd work to ensure the Mournlands were restored?
What consequences can you think of, and further curveballs can you give to make this a springboard for future challenges, vs an act of closure alone?
What would you do with the factions involved in this region?


I'm not asking if they can do it, nor am I asking if it's permissible by the spell. This player pretty much resolved every goal his character had, and deserves to have this be his awesome ending... the ramifications of his choices working FAR outweigh the benefits of me adjudicating this event realistically- so it WILL happen. I'd appreciate any thoughts of the consequences you can come up with, or ideas as to how a new Cyre, forged by angelic hands, would emerge... any thoughts on the geo-political consequences are welcome.

This kind of event pretty much defines a campaign, so I've got ideas--but if someone out here throws a serious curveball my way, that I'd never come up with, I'll definitely take it and run with it. Stuff like this deserves a brainstorm.
 
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I'd probably have it remove the funny clouds over the Mournlands, but that's the extent of what I'd let it do.

That would leave a ruined waste, filled with monsters but which regular humans could now attempt to colonise. This might also lead to the Lord of Blades stepping up his plans (no protective mist any more!), as well as various other nations laying claim to various parts of the territory, sparking off the Second Khorvaire War.
 


And surely by getting there in the first place and making such a request, he's shown himself worthy to be the true king. Maybe he's actually a royal bastard?
 

Well, perverting the goals of the spell is probably not what suits your scenario, but if you change your mind: All people of the Cyre (if there are any that you could call it) are turned undead or warforged-like creatures.

Alternatively:
Major Change:
The Angels drive out all opposition to people of the Cyre (meaning that villains like the Lord of Blades might escape, unless they decide to make a hopeless stand), clear the mist. Possibly, they even rebuild whole cities and villages. (You could even go farther and recreate the whole Cyre as it was before the explosion, or as it would be if the explosion never happened)

"Minor" Change:
The Angels create a "antidote" to the mists effect, that will be administered to all "People of the Cyre", so they can live there. (If it weren't Angels but Dragons that would attempt to fulfill the miracle, a new Dragonmark would be a cool idea - it's least effect allowing to negate the effects of the Mist)
The antidote might become a precious magical item, as only "People of the Cyre" have access to it.

Character Interaction:
The characters are thrown back in time, to a point just before the mysterious explosion destroyed the Cyre. It's their goal to find out what happened, and stop it, or use their new knowledge to create a countermeasure.
 

More thinking => more trouble!

- - -

What created the Mournlands? Why, an imbalance in souls. The creation of the Warforged incurred a "soul debt", which eventually created a backlash, which in turn sucked the life out of a random chunk of the world: Cyre.

What can the angels do to restore Cyre and remunerate this "soul debt"? What any Lawful Good being would do: sacrifice their own souls.

- - -

Upshot: Cyre is restored to beauty, the Five Nations march to war, and Heaven is empty. :]

Cheers, -- N
 


i agree the reemergance of cyre as an inhabitable place will leasd ot war over control of the area. The Prince of cyre willl likely lead into battle as well, making an alliance withMerrix d'Cannith and using warforged, lots of em to try and reclaim his land. As a result, the Lordof Blades hass many more peons to attempt to win over.

This is where I see the Dreaming Dark come in, during this war, since no one was ready for war again to begin with. Sarlona, finally ready to pounce atempts to conquer Khorvaire, starting wsith Karrnath
 

I don't think the spell is that powerful to actually fix the Mournland, but I can see it giving a plot-based clue as to what caused the Mournland and how to fix it.
 

I would also say it it could mitigate part of the Mournland's problem (infuriating a lot of creatures who like the status quo in the process.)

It's a cool idea. But I go with "what would be most fun for the campaign?", and fixing the whole country with one spell isn't it. Fixing the problem should be an epic, heroic task.
 

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